In my 4e game, I play a dwarven wizard. He seemed awesome when I put him together. We're now fourth level, and I feel like I don't hit as often as those with higher primary states.
He was my first fourth character. I took high strength to have the option of the armor feats, and because high strength is cool.
Starting Stats:
str 13, Con 16, Dex 8, int 16, Wis 16, Cha 10.
Implement: Staff. He just got the Thunderwave staff, though I haven't gotten to see it in action. Due to the holidays, we aren't meeting again until January.
Feats: Cleric Multiclass (modded to Lay on Hands instead of the clerical healing), Toughness, and Leather Armor Proficiency.
At-Will Powers: Thunderwave, Cloud of Daggers.
Encounter Powers: Force Orb (just switched to Icy Terrain at 4th, but I've not seen it yet), and Color Spray.
Utility Powers: Expeditious Retreat ("CHARGE!"), Jump ("No one tosses a dwarf!")
Daily Powers: Flaming Sphere, and the cold one.
Here my concern: While I can jump in and attack the bad guys, I seem to not hit quite as often as I'd like. My guess is this is due to the 16 int. I'm raising it and wisdom at fourth, but (of course) that won't have much effect until 8th.
As a side concern: Any idea why they kept it as +1 at 4th and 8th? It makes the decision feel much less important, and forces long-term thought instead of short-term.
More specific questions:
1. So, should the Thunder wave staff (my first magic implement) make a huge difference, or will I still feel like I don't hit all too often?
2. Is there any way to correct that situtation, other than becoming an action-surging human?
3. Is the idea of a wizard wading into melee, blowing back the enemies and standing toe to toe too far removed from the classical DnD wizard for him to still be good at hitting folks?
4. Is that a bad-ass image to others, or just to me?
5. Do my powers really reflect the desire to be a melee mage, or were others more apporpriate? Clearly thunderwave is about the optimal choice, but are other encounter or daily powers good as well?
6. Are the non-leather armor proficiencies worthwhile? Or would it have been wiser (from a purely min-maxing standpoint) to start with a 17 int and a 10 strength?
He was my first fourth character. I took high strength to have the option of the armor feats, and because high strength is cool.
Starting Stats:
str 13, Con 16, Dex 8, int 16, Wis 16, Cha 10.
Implement: Staff. He just got the Thunderwave staff, though I haven't gotten to see it in action. Due to the holidays, we aren't meeting again until January.
Feats: Cleric Multiclass (modded to Lay on Hands instead of the clerical healing), Toughness, and Leather Armor Proficiency.
At-Will Powers: Thunderwave, Cloud of Daggers.
Encounter Powers: Force Orb (just switched to Icy Terrain at 4th, but I've not seen it yet), and Color Spray.
Utility Powers: Expeditious Retreat ("CHARGE!"), Jump ("No one tosses a dwarf!")
Daily Powers: Flaming Sphere, and the cold one.
Here my concern: While I can jump in and attack the bad guys, I seem to not hit quite as often as I'd like. My guess is this is due to the 16 int. I'm raising it and wisdom at fourth, but (of course) that won't have much effect until 8th.
As a side concern: Any idea why they kept it as +1 at 4th and 8th? It makes the decision feel much less important, and forces long-term thought instead of short-term.
More specific questions:
1. So, should the Thunder wave staff (my first magic implement) make a huge difference, or will I still feel like I don't hit all too often?
2. Is there any way to correct that situtation, other than becoming an action-surging human?
3. Is the idea of a wizard wading into melee, blowing back the enemies and standing toe to toe too far removed from the classical DnD wizard for him to still be good at hitting folks?
4. Is that a bad-ass image to others, or just to me?
5. Do my powers really reflect the desire to be a melee mage, or were others more apporpriate? Clearly thunderwave is about the optimal choice, but are other encounter or daily powers good as well?
6. Are the non-leather armor proficiencies worthwhile? Or would it have been wiser (from a purely min-maxing standpoint) to start with a 17 int and a 10 strength?
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