D&D 4E 4e Sorcerer Power Question

Well, look at it this way: assuming 16 Cha and 16 Dex, your damage against a single target with dazzling ray will be around 27 points (21 + Cha mod + Dex mod) on average.

Your damage against a solo monster with ice javelins will be around 17 points (11 + Cha mod + Dex mod) on average (expected value of ongoing 5 save ends at +5 to saving throws is 6 points of damage).

Would you give up the possibility of dealing 17 points (18 against an elite or 20 against a standard) to two other targets in order to deal an extra 10 points of damage to a single target? After all, even solo monsters are not necessarily encountered alone.

However, if you would still prefer to focus damage on a single target, perhaps you could ask your DM to allow you to change the damage type of dazzling ray to something more suitable thematically. I doubt it would change the mechanical balance of the power by very much.
 

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Dazzling Ray seems to be the no-brainer level 1 daily to take though... Which kind of annoys me... my character concept is a Storm Sorcerer from the far North and I'm taking powers to fit that concept.... I feel like I'm gimping myself for not taking Dazzling Ray because Ice Javelins is more in line with my concept... And because of that, I wont have the needed damage potiential that my role as striker demands...

Taking my sorceror as a baseline, he's Cha 20, Dex 16.
So, Dazzling ray does:
6d6+Cha+Dex = 21+5+3=29

Ice Javelins does:
1d10+Cha+Dex+ongoing 5=5.5+5+3+7.5=23, 3 times = 69. Yes, you need three targets to get this much out of it, but even with two you're looking at a lot more damage.

(Technically 10 is the average damage of ongoing 5, assuming the monster has a 50% save chance. Realistically, in an actual fight, and considering the damage the power does up front, you're more likely to be sitting somewhere around 7.5, but it certainly won't be less than 5.)

So yes. If you're fighting a solo, dazzling ray is a better choice. But solos should be very rare - even the big boss is more likely to be an elite with a few other monsters, and mangling his assistants is a lot more valuable than doing an extra 6 damage to the boss guy. Even when you're fighting a solo, blinding bolt is a much better choice. Yes, it does less damage, but blinding a solo basically puts it out of the fight for the round, and if your party can't make up that 12 damage, you have other problems on your hands.

EDIT: Damn you, ninjas! ^^;;
 

I'm making a Storm Sorcerer for an upcoming 4e game and I've got a question concerning a 1st level Daily Power:

Ice Javelins
It targets one, two or three creatures
does 1d10 +cha ongoing 5 cold (save ends)

Now, is this 3 projectiles I can target one two or three creatures with?
or am I only doing 1d10+cha even if I only have one target available?

If thats the case then why even bother taking any other Daily power than Dazzling Ray with its 5d6 damage?

And Dazzling Ray... 5d6?! Really? as a L1 Daily? There isnt an encounter or daily until 15th level that even comes close to this amount of damage...
1) You have gotten the answer to your rules question
2) You have been informed damage is not the only variable

Now there isn't more to say. Feel free to go ahead picking the power you want; the important thing is that now you know there are reasons why your analysis might be incomplete, and that those powers you feel is brokenly weak in comparison might not actually be weak at all.
 
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My Goliath Barbarian did 6d6+Str+Con at level 1 as an encounter* power! Now you're playing with power.

*Terms and conditions may apply
 
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My Goliath Barbarian did 6d6+Str+Con at level 1 as an encounter* power! Now you're playing with power.

*Terms and conditions may apply
Hah! The barbarian in my game did the same thing, and that -4 to all defenses just meant everyone in the room attacked him on their next turn, sometimes even violating Marks to do so. :)

-O
 




uhm? How exactly? If you dont mind me asking.

Using a Maul, 3[w] damage power. Trick done.

My friend you seem to be forgeting that many weapons have damage around 1d12, so its almost 2d6. A 3[w] Lasting Treat or Brute Strike (fighter powers ie. defender powers) does around the same trick.

A Ranger Hunts End power do the same, plus crits on 18-20 (IIRC).
 

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