D&D 4E 4e Sorcerer Power Question

Let's also not forget "blood of the mighty," where a paladin can do 4w with his level 1 daily, so up to 8D6 for a defender. Not too shabby.

--Steve
 

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Why are we comparing to Dazzling Ray? Chromatic Orb does 3d10 + a rider effect, looks like a winner in the single target take down area to me.
 

A quick digression from rules to flavor, I think it's great for a storm sorcerer to take icy javelins: remember that storms aren't always thunder and lightning.
 

Why are we comparing to Dazzling Ray? Chromatic Orb does 3d10 + a rider effect, looks like a winner in the single target take down area to me.

Yeah, I'd take Chromatic Orb over Dazzling Ray, too. Plenty of damage (less on a miss than most spells), but you get the full kicker hit or miss. Plus it just looks more fun.

Howling Tempest could also easily win overall for damage over a longer fight, too, depending on any number of things.
 

I agree that the damage of Dazzling Ray isn't that impressive, but it does target Will defense. I quote another GM on these boards: "Why is there never a single monster with a decent will defense????"
 

I kinda like Dragon's Teeth or whatever it's called. Automatic damage. Done.

But yeah, Howling Tempest. So good!

It fits into a Storm Sorcerer who's going Rising Fury/Oncoming Storm, does lots of damage over many rounds (thusly affecting the -whole- battle, not just one single monster's demise) and it can be used around a defender, say a warden, who's deciding to be surrounded to death.

Good all round power.

Oh yeah, it nukes minions too.
 


Another good trick with that is the fact that as a storm sorcerer, you have resist thunder 5, so you can almost certainly stay save in the zone even if you're not in the center.

Well no you can't, since having 5 thunder resist means you ignore 5 thunder resist as a storm sorcerer...
 

Well no you can't, since having 5 thunder resist means you ignore 5 thunder resist as a storm sorcerer...

Incorrect. [For Storm Source] Only targets of a power have their resistances ignored. The static damage zone area deal doesn't target the people it damages.
 

That seems like an overly literal interpretation. When I check, all the sources read like that which makes the riders of most powers (and even the primary functions of some powers) alot less useful:

DM: "The Singe-Bearded Ogre hits you for 15 damage."
Player: "I use Dragonflame Mantle when he hits me doing (rolls) 7 fire damage."
DM: "Sorry, he's not your 'target' so he resists it all."

I'd prefer to think they used the english meaning of target, as alot of sorcerer powers do damage to things that aren't the primary (or even secondary, often) target of the power in game mechanic terms.
 

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