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<blockquote data-quote="Graf" data-source="post: 4285355" data-attributes="member: 3087"><p>Neither of those, you're fine. I'm thinking I may just roll over the gp I get into rituals (if the book & rc say I can).</p><p></p><p>You will be an asset to the team even if your highest score was a 12 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p><p></p><p></p><p>-If- you go wizard then I agree that you need an area of effect power (more to hit rolls = greater chance of actually hitting).</p><p>You could take Warlord and get another healing ability. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> If you find you're having trouble hitting directly then "swapping warlord" later will let you attack-through-the-other-members (i.e. activate the groups base attacks, etc).</p><p>Especially if we're facing high AC/ref monsters a warlord power along those lines -might- be a good option. (In however many levels it would take for us to get there...)</p><p></p><p>My love of <em>thunderwave </em>has been mentioned before. In normal circumstances I'll be dropping an area of effect power every round (the only power I have that isn't area is <em>mm</em>) but if we see a lot of minions then <s>hitting</s>attacking 5~6 and killing 2~3 is a good action.</p><p></p><p>While we're talking about it: personally I wouldn't lead with scorching under normal circumstances... it just doesn't do enough damage to be worth it for non-minions. Obviously, as a low level wizard I'll probably wind up using it (the average damage to a group is much higher than mm and thunderwave, obviously, requires being closer than I'd like) but I think that you have better options most of the time...</p></blockquote><p></p>
[QUOTE="Graf, post: 4285355, member: 3087"] Neither of those, you're fine. I'm thinking I may just roll over the gp I get into rituals (if the book & rc say I can). You will be an asset to the team even if your highest score was a 12 :). -If- you go wizard then I agree that you need an area of effect power (more to hit rolls = greater chance of actually hitting). You could take Warlord and get another healing ability. :) If you find you're having trouble hitting directly then "swapping warlord" later will let you attack-through-the-other-members (i.e. activate the groups base attacks, etc). Especially if we're facing high AC/ref monsters a warlord power along those lines -might- be a good option. (In however many levels it would take for us to get there...) My love of [I]thunderwave [/I]has been mentioned before. In normal circumstances I'll be dropping an area of effect power every round (the only power I have that isn't area is [I]mm[/I]) but if we see a lot of minions then [s]hitting[/s]attacking 5~6 and killing 2~3 is a good action. While we're talking about it: personally I wouldn't lead with scorching under normal circumstances... it just doesn't do enough damage to be worth it for non-minions. Obviously, as a low level wizard I'll probably wind up using it (the average damage to a group is much higher than mm and thunderwave, obviously, requires being closer than I'd like) but I think that you have better options most of the time... [/QUOTE]
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