Leatherhead
Possibly a Idiot.
Am I the only one that thinks that class roles should be upheld primarily by class features instead of the classes powers? Putting them on the powers leads to all kinds of multiclassing problems.
Then it's just a matter of being able to target folks. In KoSF we found that the large numbers of baddies were always available for flaming burst. Mix and match that with flaming sphere (which may be the best daily in the game) and the wizard cleans house. Toss in a fighter to keep people where you want them and you've got a LOT of damage.
Mark
Party wizard's magic missile +4 vs. Reflex, 2d4+4 damage.
My twin strike: +7 vs AC, twice, 1d10 damage.
I usually hit at least once, and while my average damage is lower, it's a lot more consistent. +4 vs. +7 is a really big difference at low levels, and Ref. defense isn't usually THAT much lower than Armor.
I think it's interesting that the "Controller" in 4e is supposed to be what most would call a Debuffer in an MMORPG. This is a very useful role in a group (my ranger Daily which weakens a foe is extremely effective), but the wizard, currently, doesn't cut it. Since they seem to know this, it will be interesting to see if it's "fixed" in Arcane Power. (Is that before or after PHB2?)
So what if multi-classing causes you to muddle your role? You don't have to be fully defined by your role.Am I the only one that thinks that class roles should be upheld primarily by class features instead of the classes powers? Putting them on the powers leads to all kinds of multiclassing problems.
Or, you know, he's fighting against a monster that his abilities attack the wrong defense.If the wizard in your party is useless, it's because a lot of poor decisions are being made, from character creation to tactics. And tactic wise, some of the poor decisions being made are bound to also be the responsibility of his team mates. Normally, allies play a vital role in setting up good kill zone. You can't just ignore your wizards in your decision making and hope he'll get a good clear shot at the melee when his turn come.
Party wizard's magic missile +4 vs. Reflex, 2d4+4 damage.
My twin strike: +7 vs AC, twice, 1d10 damage.
For one thing, it's wrong to say "Oh, in order to be worth it, you have to have a 20 right off the bat." That's just bad design, considering you have to min-max immediately.I can see that, but I don't see how a wizard misses all that often. He almost has to have a 20 int (both attack and def stat), so at 1st level you are +5 to attack vs. reflex. That's about the same as +8 vs. AC, which is about as good as anyone other than a rogue gets (+9 with 20 dex, fighters are MAD enough that they can't generally get the 20 str). If you take a tiefling you've got +6 to hit with flaming burst which _is_ as good as it gets.