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<blockquote data-quote="Graf" data-source="post: 4281608" data-attributes="member: 3087"><p>If you promise not to have the monsters attack me I'll take another power. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> </p><p>Honestly i think that thunderwave is the best power in the game for a 1st level wizard. </p><p></p><p>Thunderwave is...</p><p>... The only close at-will</p><p>... The only area fort at-will (wizards do lists vs ref; forts rarer)</p><p>... The only thunder at-will (historically nothing resists sonic)</p><p>... The only power that moves foes around (?-certainly the only at-will that does - pushing monsters over cliffs or into hazards is gravy.)</p><p>... One of the only area powers that knocks foes prone (less awesome a/out a rogue but it still eats their move next round. </p><p> </p><p>the problem is really that with one defender and three ranged squishies I will get in "base to base" contact. Shifting and moving is a fools game most of the time. The monsters will Runyon down and you'll pull the group out of position. W/out thunderwave your choices are really hope the group drops everything to kill your attacker or die. Casting a spell that isn't close or melée is dumb. If you're taking the OA you should be move-running. </p><p></p><p>Thunderwave pushs 2 and knocks prone. That means they spend a move to stand and they can only charge their speed to get you. </p><p>Move six away and only something with speed 7 can get you. </p><p></p><p>And in spots where you can't run thunderwave is your only chance to push monsters back and get the defender into position between you.</p></blockquote><p></p>
[QUOTE="Graf, post: 4281608, member: 3087"] If you promise not to have the monsters attack me I'll take another power. ;) Honestly i think that thunderwave is the best power in the game for a 1st level wizard. Thunderwave is... ... The only close at-will ... The only area fort at-will (wizards do lists vs ref; forts rarer) ... The only thunder at-will (historically nothing resists sonic) ... The only power that moves foes around (?-certainly the only at-will that does - pushing monsters over cliffs or into hazards is gravy.) ... One of the only area powers that knocks foes prone (less awesome a/out a rogue but it still eats their move next round. the problem is really that with one defender and three ranged squishies I will get in "base to base" contact. Shifting and moving is a fools game most of the time. The monsters will Runyon down and you'll pull the group out of position. W/out thunderwave your choices are really hope the group drops everything to kill your attacker or die. Casting a spell that isn't close or melée is dumb. If you're taking the OA you should be move-running. Thunderwave pushs 2 and knocks prone. That means they spend a move to stand and they can only charge their speed to get you. Move six away and only something with speed 7 can get you. And in spots where you can't run thunderwave is your only chance to push monsters back and get the defender into position between you. [/QUOTE]
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