My playtest of new Mage (Essentials) spells

I don't think it is too much of a threadjack, as fireball is an essentials mage spell. The conversation got onto fireball when it was pointed out that fountain of flame does virtually the same damage, but has other features to make it a good spell, while fireball has features to make it a not so good spell.

So you can really think of this as "why is fountain of flame good, while fireball is so lackluster".

I personally think the answer is: While damage is cool, wizards need to bring more than damage to justify being a wizard instead of re-rolling as a striker and just helping the party more.

Fountain of flame does this by doing damage on par with fireball, being enemy only, and creating an enemy only damage zone that doesn't need to be sustained.

The burst 3 on fireball just isn't useful in practice, because you are going to hit your own party members. Damage AoEs are a major threat against party members because healing surges matter to them. Damage AoEs are not a major threat to monsters because they don't care about finishing 3-4 encounters before running out of surges, all they care about is staying in the combat for as long as possible to deal damage and force healing surge use by PCs.

Focusing fire reduces the total monster "up time" more than spreading around AoE damage does.

Controller powers reduces the total monster "up time" by either turn stealing effects, forcing monsters to attack party members with high defenses, sweep several minions with a single standard action, or create punishment zones that deal out huge amounts of damage over the combat if they are violated.

Swishing some AoE damage around isn't useless, but it is far less useful than the two previous options.

Fireball is bad, because all five party members can't cast fireball, and even if they could, they'd not all roll high enough to all go first. So the monsters would get into the party, and then the fireballs with a burst 3 would just end up hitting party members, or catching as many monsters as would be hit by a nastier spell with a smaller burst.


Not everything a character does has to be super optimized. However, if you've ever been in a game where everyone brought a sub-par character, it really messes the game up. It is pretty aggravating for a DM to have a party that will suffocate when they are placed inside a wet paper bag, as it involves a lot of work to constantly come up with ways to "fix" adventures because the PCs get hammered by easy combats.
 

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What I would like to know is whether these new builds of wizard outclass the old ones. Also I would like to know how they deal with exchanging spells after an extended rest.
 


What I would like to know is whether these new builds of wizard outclass the old ones.


It depends if they change the original wizard, adding the new spellbook features (encounters and don't forget spells) and give then for free suggestion and magic missile. If not i think the mage can outclass the wizard.
 


range 20

+200 gold = all minions killed

you are not forced to take it... but it is better than you make it...

there are times when the party can just use the surprise round to blast the enemies at range, when they are in a formation or whatever...

it is not the typical balanced encounter, but it happens

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(except when you play put your creatures on the battle map and start rolling kind of game)

edit: a fountain at an open place is wasted...

fireball is an outdoor spell... it has always been...
 

It depends if they change the original wizard, adding the new spellbook features (encounters and don't forget spells) and give then for free suggestion and magic missile. If not i think the mage can outclass the wizard.
Does anyone know if this is the case? I have not see any thing about it but I am not sure that implement mastery is worth all the goodeis the essentials mage apperars to have.
 

What I would like to know is whether these new builds of wizard outclass the old ones.

Seems that way to me, yes. "Mage" build wizards get all of the following benefits:

* Magic Missile as an extra at-will
* Suggestion as an extra encounter power
* Encounter powers can be added to spellbook
* At level one, choice of brutal 1 on all evocation spells, or increase forced movement by 2 on all enchantment spells, or inflict -2 on attacks vs you with all illusion spells
* At level four, another choice from the list above
* At level five, +2 on two skills
* At level eight, +2 on two more skills
* At level ten, ignore enemy resistances against evocation spells, or enemy forced attacks from enchantment spells gain +2, or illusion spells cause target to grant combat advantage vs next attack

Taken as a whole, that's pretty impressive. There's no one thing on the list that's as good as the traditional benefits like Wand of Accuracy (except the "reroll a one" for evocation spells, which is really strong for blaster wizards). But when you look at all of that, I think the classic wizard builds get left in the dust for most people.

However, I wouldn't be surprised to see the first three items on the list given to non-essentials wizards as well. We'll have to see.
 

The reroll isn't that strong. You can reroll one 1, and must keep the reroll, it's not a proper brutal effect.

So the Evoker Wizard that just rolled four 1's on his Fireball can reroll one of those 1's ... and must keep the reroll even if it's another 1.
 

The reroll isn't that strong. You can reroll one 1, and must keep the reroll, it's not a proper brutal effect.

So the Evoker Wizard that just rolled four 1's on his Fireball can reroll one of those 1's ... and must keep the reroll even if it's another 1.
It might not be that great on a daily but it will be pretty good on encounter and at will powers.
 

The reroll isn't that strong. You can reroll one 1, and must keep the reroll, it's not a proper brutal effect.

So the Evoker Wizard that just rolled four 1's on his Fireball can reroll one of those 1's ... and must keep the reroll even if it's another 1.

You can pick a worst-case scenario and run with it, but I'm not sure that tells the whole tale. Sometimes I keep rolling very low or very high -- that doesn't mean Wand of Accuracy isn't good. Sometimes I'll go several encounters in a row without wanting to replace the spells I've prepared -- that doesn't mean Tome of Readiness isn't good. And yeah, sometimes you'll roll a one twice, but this is still a very strong power for certain builds.

If I were playing a genasi blaster wizard, I'd like this ability even if I could only use it once per encounter. Since it actually can be used every single attack roll...come on, that's pretty good. I've hit as many as seven monsters in one attack using Flame Shroud; changing a roll of one to a roll of five would equal 28 more damage. More control-based wizards won't care about that, but I'm sure some optimization-crazed blaster wizards out there are salivating over this feature. It's not game-breaking, but it's pretty nice.
 

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