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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="raleel" data-source="post: 6428651" data-attributes="member: 21664"><p>some of them are of highly limited usefulness. Witch bolt is high damage, but high cost. there may be situations where it is useful. I don't think it's worth spending a low level slot on. Maybe at higher level. I personally think it's a horrible spell, and not the wizard's job.</p><p></p><p></p><p></p><p>Absolutely. This is a big deal in 5e. Numbers matter much more because they are likely to hit you, and damage as a percent of HP is higher. That is also why sleep is super-powerful at low levels. You are the only person who can do that at low levels. Even at high levels, if you are fighting 10 guys, the fighter or the rogue or anyone else is going to have a hard time taking that on. But the wizard? Bam, force cage, motherf*%*@#@! your are <u>out!</u></p><p></p><p></p><p></p><p>getting close as a wizard is not good. Never do it unless you are <em>darn</em> sure you are getting out just fine. Another reason why I don't like burning hands, and why I tolerate thunderwave. Thunderwave has a push, and you can move away after protentially.</p><p></p><p></p><p></p><p>In 4e, the wizard's job was not to do damage. Everyone (except some wizard players) liked that. And, in truth, it made all the non-wizards a lot better. it really stamps down that whole wizard vs fighter thing. Wizard sets them up, fighter knocks them down. The damage them mentality needs to be broken.</p><p></p><p></p><p></p><p>poppycock. it's not a single damage monster, but it's no slouch. 2d6/1d6 vs a dex save. Spell DC around 14 means that you are going to be pulling 2d6 more often than not, and your fighter probably does 0 damage on a miss. You don't. <u>Roll it into a group.</u> Your fighter cannot do 2d6 to 3-4 guys. <u>And</u> you are moving it as a bonus action, with free action concentrate! Your fighter is very likely NOT doing 2d6+1d10 <em>every single round</em> to one guy, then hit the guys within 5' for 2d6/1d6. <u>On top of that</u>, it lights things on fire, so you can toss oil (or heck, have the owl drop it) to turn the battlefield into fire.</p><p></p><p>It's really important, and I'm going to repeat it - not to be a condescending ass, but because it is just that important. The wizard's job is not to do huge drop-them damage. It hasn't been since 4e. This is because there was no point to playing fighters and other classes at a certain point - somewhere around level 5-9. They fixed this by trimming wizard and buffing fighters. The wizard's job is to soften, make the enemy suck, control, deny damage, and otherwise provide miscellaneous support that can't be acquired from other sources.</p><p></p><p>IMO, it makes it a much better game, and makes wizard players a special breed. It caters to a type that would normally play wizard anyways, but lets them really put their mind-muscles to work.</p></blockquote><p></p>
[QUOTE="raleel, post: 6428651, member: 21664"] some of them are of highly limited usefulness. Witch bolt is high damage, but high cost. there may be situations where it is useful. I don't think it's worth spending a low level slot on. Maybe at higher level. I personally think it's a horrible spell, and not the wizard's job. Absolutely. This is a big deal in 5e. Numbers matter much more because they are likely to hit you, and damage as a percent of HP is higher. That is also why sleep is super-powerful at low levels. You are the only person who can do that at low levels. Even at high levels, if you are fighting 10 guys, the fighter or the rogue or anyone else is going to have a hard time taking that on. But the wizard? Bam, force cage, motherf*%*@#@! your are [U]out![/U] getting close as a wizard is not good. Never do it unless you are [I]darn[/I] sure you are getting out just fine. Another reason why I don't like burning hands, and why I tolerate thunderwave. Thunderwave has a push, and you can move away after protentially. In 4e, the wizard's job was not to do damage. Everyone (except some wizard players) liked that. And, in truth, it made all the non-wizards a lot better. it really stamps down that whole wizard vs fighter thing. Wizard sets them up, fighter knocks them down. The damage them mentality needs to be broken. poppycock. it's not a single damage monster, but it's no slouch. 2d6/1d6 vs a dex save. Spell DC around 14 means that you are going to be pulling 2d6 more often than not, and your fighter probably does 0 damage on a miss. You don't. [U]Roll it into a group.[/U] Your fighter cannot do 2d6 to 3-4 guys. [U]And[/U] you are moving it as a bonus action, with free action concentrate! Your fighter is very likely NOT doing 2d6+1d10 [I]every single round[/I] to one guy, then hit the guys within 5' for 2d6/1d6. [U]On top of that[/U], it lights things on fire, so you can toss oil (or heck, have the owl drop it) to turn the battlefield into fire. It's really important, and I'm going to repeat it - not to be a condescending ass, but because it is just that important. The wizard's job is not to do huge drop-them damage. It hasn't been since 4e. This is because there was no point to playing fighters and other classes at a certain point - somewhere around level 5-9. They fixed this by trimming wizard and buffing fighters. The wizard's job is to soften, make the enemy suck, control, deny damage, and otherwise provide miscellaneous support that can't be acquired from other sources. IMO, it makes it a much better game, and makes wizard players a special breed. It caters to a type that would normally play wizard anyways, but lets them really put their mind-muscles to work. [/QUOTE]
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