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<blockquote data-quote="Neonchameleon" data-source="post: 5626036" data-attributes="member: 87792"><p>Other than the daggers (which used to be a good power - highest single target damage wizard attack) which ones were nerfed? Other than the two stand-out spells we are discussing (Flaming Sphere and Stinking cloud). And if you're built for control, both are still more than viable.</p><p></p><p></p><p></p><p>There is <em>nothing</em> wrong with start of turn damage as a controller effect. It's simply shaping the battlefield. Where the problems lie is with <em>movable</em> start of turn damage. Where if the monsters try to run you just park the zone straight back on top of them. With static start of turn damage, the problem is keeping the monsters in the zone. With movable end of turn damage the challenge is keeping the monsters from leaving the zone without being penalised badly. But with movable start of turn damage there is no problem either way. It's just too easy unless the bad guys are specifically themed round forced movement.</p><p></p><p></p><p></p><p>Other than casting the Sphere I have seldom attacked with it. 2d6+Int damage doesn't stand up to an enlarged freezing burst with orb expertise - bunch most targets in a burst 2 up then roll the sphere into the middle of them. Multiple crispies.</p><p></p><p>And as for that being the "primary damage", no. The primary attack hits 75% of the time (I'm being generous) for 2d6+statics against one target. The autodamage used to hit automatically, 100% of the time for d4+statics.</p><p></p><p>d4+statics= .75*(2d6+statics).</p><p>d4+.25*statics=2d6*.75</p><p>2.5+.25*statics=21/4</p><p>10+statics = 21</p><p>statics = 11</p><p></p><p>So if the static damage is 11 or more, counting all bonusses (staff of ruin, int, implement focus, dual implement spellcaster, etc.), the minor action for the flaming sphere is doing as much damage per round to a single target as the standard action would. And as enlarged freezing burst to set more targets for the sphere is pretty obvious, I don't see where the claim comes from at all.</p><p></p><p>And for the record I still consider Stinking Cloud a top tier wizard daily even post nerf. Flaming Sphere I'm not so sure about due to the fact people can just run past it. I'd add Int mod damage for people who try to run past.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5626036, member: 87792"] Other than the daggers (which used to be a good power - highest single target damage wizard attack) which ones were nerfed? Other than the two stand-out spells we are discussing (Flaming Sphere and Stinking cloud). And if you're built for control, both are still more than viable. There is [I]nothing[/I] wrong with start of turn damage as a controller effect. It's simply shaping the battlefield. Where the problems lie is with [I]movable[/I] start of turn damage. Where if the monsters try to run you just park the zone straight back on top of them. With static start of turn damage, the problem is keeping the monsters in the zone. With movable end of turn damage the challenge is keeping the monsters from leaving the zone without being penalised badly. But with movable start of turn damage there is no problem either way. It's just too easy unless the bad guys are specifically themed round forced movement. Other than casting the Sphere I have seldom attacked with it. 2d6+Int damage doesn't stand up to an enlarged freezing burst with orb expertise - bunch most targets in a burst 2 up then roll the sphere into the middle of them. Multiple crispies. And as for that being the "primary damage", no. The primary attack hits 75% of the time (I'm being generous) for 2d6+statics against one target. The autodamage used to hit automatically, 100% of the time for d4+statics. d4+statics= .75*(2d6+statics). d4+.25*statics=2d6*.75 2.5+.25*statics=21/4 10+statics = 21 statics = 11 So if the static damage is 11 or more, counting all bonusses (staff of ruin, int, implement focus, dual implement spellcaster, etc.), the minor action for the flaming sphere is doing as much damage per round to a single target as the standard action would. And as enlarged freezing burst to set more targets for the sphere is pretty obvious, I don't see where the claim comes from at all. And for the record I still consider Stinking Cloud a top tier wizard daily even post nerf. Flaming Sphere I'm not so sure about due to the fact people can just run past it. I'd add Int mod damage for people who try to run past. [/QUOTE]
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