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3rd level changing my character. Maybe to wizard?
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<blockquote data-quote="Goumindong" data-source="post: 4436458" data-attributes="member: 70874"><p>This is especially true of Wizards. Since wizards have many of their best abilities essentially removed from their intelligence stat.</p><p></p><p>Flaming Sphere? Continual damage without an attack roll AND it blocks off a square for the enemy AND it does encounter power type damage as an attack which you can repeat every round AND you can move it where it needs to go.</p><p></p><p>Stinking Cloud? Continual damage without an attack roll AND it blocks Line of Sight(I.E. totally screws artillery, and can provide a friend all the benefits of invisibility at the cost of some damage) AND you can move it.</p><p></p><p>Wall of Fire? Continual damage without an attack roll AND it blocks Line of Sight AND it takes 4 squares of movement to move through. And did I mention it does encounter+ level damage to enemies that attempt to move through it AND still allows you to use burst and blast powers through it with no penalty(attacks that enemies rarely have)</p><p></p><p>I can go on, but you ought to get the point. What makes the wizard strong is what he can do with the battlefield, and attack rolls do not figure much into that. Worry less about what your attack rolls are and worry more about what special abilities your race brings to the table.</p><p></p><p>Dwarves bring durability, they can second wind without eating a standard action. If you are getting high, that is like a free action point per encounter. They also increase the strength of orb and staff specialization. Dwarven Durability is a huge feat for a high con wizard.</p><p></p><p>Elves bring re-rolls, 7 movement, and the ability to shift in difficult terrain(which can be a big deal when say, you make difficult terrain every other encounter), they also have an easy time getting arcane reach which has some very cool applications regarding gaining combat advantage(basically you use a close blast from around a corner, so you have full cover against them, and they are completely open against your blast)[Elves are rightly typically considered the strongest Wizard]</p><p></p><p>Humans bring an extra at will[Edit: Do not underestimate this, most wizards are unable to take both Ray of Frost and Thunderwave since they both attack fort and that leaves the wizard with a fundamental deficiency against brutes/soldiers/controllers both early in the game and later, especially if they don't take exclusively encounter powers that attack will or ref. Ray of Frost and Thunderwave are easily the best at will control powers. But a human can take both of them and still have room for Scorching Burst(vs Ref), Magic Missile(vs ref, long range, good with a warlord), or Cloak of Daggers(vs ref, good damage, autokills most minions, minor area denial)] and a bit better attack.</p><p></p><p>Tieflings bring a LOT of attack bonus with fire attacks[+1 for int bonus, +1 for fire/fear powers, +1 against bloodied, +1 if they take damage from that enemy on their last turn!] and can add some minor push onto that.</p><p></p><p>Eladrin bring even more maneuverability via teleporting and some attack, and get arcane reach easier.</p><p></p><p>Halflings and Dragonborn don't get much.</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4436458, member: 70874"] This is especially true of Wizards. Since wizards have many of their best abilities essentially removed from their intelligence stat. Flaming Sphere? Continual damage without an attack roll AND it blocks off a square for the enemy AND it does encounter power type damage as an attack which you can repeat every round AND you can move it where it needs to go. Stinking Cloud? Continual damage without an attack roll AND it blocks Line of Sight(I.E. totally screws artillery, and can provide a friend all the benefits of invisibility at the cost of some damage) AND you can move it. Wall of Fire? Continual damage without an attack roll AND it blocks Line of Sight AND it takes 4 squares of movement to move through. And did I mention it does encounter+ level damage to enemies that attempt to move through it AND still allows you to use burst and blast powers through it with no penalty(attacks that enemies rarely have) I can go on, but you ought to get the point. What makes the wizard strong is what he can do with the battlefield, and attack rolls do not figure much into that. Worry less about what your attack rolls are and worry more about what special abilities your race brings to the table. Dwarves bring durability, they can second wind without eating a standard action. If you are getting high, that is like a free action point per encounter. They also increase the strength of orb and staff specialization. Dwarven Durability is a huge feat for a high con wizard. Elves bring re-rolls, 7 movement, and the ability to shift in difficult terrain(which can be a big deal when say, you make difficult terrain every other encounter), they also have an easy time getting arcane reach which has some very cool applications regarding gaining combat advantage(basically you use a close blast from around a corner, so you have full cover against them, and they are completely open against your blast)[Elves are rightly typically considered the strongest Wizard] Humans bring an extra at will[Edit: Do not underestimate this, most wizards are unable to take both Ray of Frost and Thunderwave since they both attack fort and that leaves the wizard with a fundamental deficiency against brutes/soldiers/controllers both early in the game and later, especially if they don't take exclusively encounter powers that attack will or ref. Ray of Frost and Thunderwave are easily the best at will control powers. But a human can take both of them and still have room for Scorching Burst(vs Ref), Magic Missile(vs ref, long range, good with a warlord), or Cloak of Daggers(vs ref, good damage, autokills most minions, minor area denial)] and a bit better attack. Tieflings bring a LOT of attack bonus with fire attacks[+1 for int bonus, +1 for fire/fear powers, +1 against bloodied, +1 if they take damage from that enemy on their last turn!] and can add some minor push onto that. Eladrin bring even more maneuverability via teleporting and some attack, and get arcane reach easier. Halflings and Dragonborn don't get much. [/QUOTE]
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3rd level changing my character. Maybe to wizard?
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