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Arcane Riposte is Useless (Forked: The tragedy of 4th edition.)
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<blockquote data-quote="Chocobo" data-source="post: 4347131" data-attributes="member: 11688"><p>But what else was the wizard going to be doing with that off-hand if he didn't have a dagger in it? He can't use a shield because his strength is too low for that. He can't use a second implement (effectively) because you're pumping all his stat increases into dexterity. </p><p></p><p>First of all, a +2 magic weapon with no special abilities is a trivial expense at level 11. You can probably get it as a cast off from another party member for 1/3 price, and you'll both come out ahead. Even if by some strange twist of fate you have to pay full price, you still won't break the bank on that. So let's go with the more realistic assumption that if you care one iota about your opportunity attack, you've got a +2 weapon by level 11 and a +4 weapon by level 21. </p><p></p><p>If, on the other hand, you don't care about your opportunity attack, then the ability is completely worthless and we can stop right here.</p><p></p><p>So lets say you're a wand mage starting with str 10, dex 14, Int 18. </p><p>At level 11 the dagger does +10 attack, 1d4+2 damage</p><p>At level 11 the hand does +8 attack, 1d8+5 damage</p><p></p><p>That isn't too bad. Trading attack for damage isn't good, but you do get roughly twice as much damage. </p><p></p><p>But what happens at epic levels?</p><p>At level 21 the dagger does +18 attack, 2d4+5 damage</p><p>At level 21 the hand does +15 attack, 1d8+7 damage</p><p></p><p>I think we can say that's just terrible. </p><p></p><p></p><p>But Eladrin are better, right? Because of that Dexterity bonus, right? Wrong. Eladrin also use longswords:</p><p></p><p>At level 11 the longsword does +10 attack, 1d8+2 damage</p><p>At level 11 the hand does +9 attack, 1d8+5 damage</p><p>At level 21 the longsword does +18 attack, 2d8+5 damage</p><p>At level 21 the hand does +16 attack, 1d8+7 damage</p><p></p><p>Terrible. And that's assuming the Eladrin can't spare a feat to improve his sword damage... There's no way to improve your hand damage because it's not a power. </p><p></p><p></p><p>Not to mention the fact that the concept of a Wizard who mixes it up in the thick of battle is at odds with the Wand mage who is the worst of the 3 implements defensively speaking. In comparison to, you know, a staff wizard who gets extra hp and surges, defensive bonuses, and a level appropriate enhancement bonus on his melee weapon - a wand wizard would have to be retarded to want to mix it up in melee.</p></blockquote><p></p>
[QUOTE="Chocobo, post: 4347131, member: 11688"] But what else was the wizard going to be doing with that off-hand if he didn't have a dagger in it? He can't use a shield because his strength is too low for that. He can't use a second implement (effectively) because you're pumping all his stat increases into dexterity. First of all, a +2 magic weapon with no special abilities is a trivial expense at level 11. You can probably get it as a cast off from another party member for 1/3 price, and you'll both come out ahead. Even if by some strange twist of fate you have to pay full price, you still won't break the bank on that. So let's go with the more realistic assumption that if you care one iota about your opportunity attack, you've got a +2 weapon by level 11 and a +4 weapon by level 21. If, on the other hand, you don't care about your opportunity attack, then the ability is completely worthless and we can stop right here. So lets say you're a wand mage starting with str 10, dex 14, Int 18. At level 11 the dagger does +10 attack, 1d4+2 damage At level 11 the hand does +8 attack, 1d8+5 damage That isn't too bad. Trading attack for damage isn't good, but you do get roughly twice as much damage. But what happens at epic levels? At level 21 the dagger does +18 attack, 2d4+5 damage At level 21 the hand does +15 attack, 1d8+7 damage I think we can say that's just terrible. But Eladrin are better, right? Because of that Dexterity bonus, right? Wrong. Eladrin also use longswords: At level 11 the longsword does +10 attack, 1d8+2 damage At level 11 the hand does +9 attack, 1d8+5 damage At level 21 the longsword does +18 attack, 2d8+5 damage At level 21 the hand does +16 attack, 1d8+7 damage Terrible. And that's assuming the Eladrin can't spare a feat to improve his sword damage... There's no way to improve your hand damage because it's not a power. Not to mention the fact that the concept of a Wizard who mixes it up in the thick of battle is at odds with the Wand mage who is the worst of the 3 implements defensively speaking. In comparison to, you know, a staff wizard who gets extra hp and surges, defensive bonuses, and a level appropriate enhancement bonus on his melee weapon - a wand wizard would have to be retarded to want to mix it up in melee. [/QUOTE]
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