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Archmage's Ascension - The Wizard's Handbook (By RuinsFate)
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<blockquote data-quote="Veep" data-source="post: 6708068" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Power Ascendant: Paragon Tier Spells</strong></span></p> <p style="text-align: center"></p><p>The same comments on ratings and advice from previous posts apply here.</p><p></p><p><strong>Level 13 Encounter:</strong> Controllers: Dark Gathering, Prismatic Burst, Mesmeric Hold. Blasters: Blackening Pyre, Prismatic Burst, Thunderlance or Twisting Lightning.</p><p></p><p><strong><u>Level 13 Encounter:</u></strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Arcane Arrows:</strong></span></p><p><em>(D381) Force.</em> Magic Missile, Multi-target. But only barely, and still bad for all the same reasons.</p><p></p><p><strong>Arcane Chastisement:</strong></p><p><em>(D382) Will, Charm, Enchantment, Psychic.</em> Another rare off-turn attack for you, and this one has one surprisingly nasty effect if used on a Solo or Elite - react to their first attack, and their options for their AP action are very limited, to the point where they may not take one. There are stronger options at this level, but this one can really benefit from the right timing. Would be blue, but the duration is a bit off - if the effect lasted til the end of the target's next turn, it would be truely powerful. The familiar effect will help keep it alive, but doesn't really strengthen the power much.</p><p></p><p><strong>Blackening Pyre:</strong></p><p><em>(HoS) Fortitude, Fire, Necrotic, Necromancy, Shadow, Zone, E.</em> Good damage, and combined damage types make it hard to resist (Well, except maybe for Fireskulls?). A bit of forced movement and a damage zone add some control, but not that much. <strong><span style="color: #0000ff">Better</span></strong> for Blasters of all stripes, especially Necromancers.</p><p></p><p><span style="color: #33cccc"><strong>Dark Gathering:</strong></span></p><p><em>(HoS) Will, Psychic, Shadow, Zone, Nethermancy, E.</em> AoE friendly dazing, blind one target, obscuring for your enemies only, and it even does psychic damage? It's hard not to like this power.</p><p></p><p><span style="color: #800080"><strong>Earth Brute:</strong></span></p><p><em>(AP) Reflex, Evocation, Conjuration.</em> Somewhat thematic for a summoner, but a pretty weak power overall. Okay damage, but the conjuration has limits on its usefulness, especially being immobile and the 'willingly' language. Pass.</p><p></p><p><strong>Entangling Force:</strong></p><p><em>(AP) Reflex, Evocation, Force, E.</em> Stopping teleports and allowing your allies to punish shifts is decent, but a bit situational. Gets better as you move up into later paragon and epic, where enemy teleportation gets more common. A pity you can't drop it over your defender. The Wand of Accuracy kicker is a <span style="color: #ff0000"><strong>joke</strong></span>.</p><p></p><p><span style="color: #800080"><strong>Frostburn:</strong></span></p><p><em>(PHB) Fortitude, Cold, Fire, Evocation, E.</em> Despite the larger area and Evocation keyword, I feel Blackening Pyre does this better, due to the better triggers on its zone. Thunderlance also does large-scale AoE better. A non-fire based Evocation blaster could <strong>consider it</strong> if you're not keen on close blast powers, but still somewhat outshined.</p><p></p><p><span style="color: #ff0000"><strong>Hold Monster:</strong></span></p><p><em>(HoFL) Charm, Enchantment.</em> Another old spell returns to 4th edition. Pity it didn't do so in style. Limited range and single target limit its potential, and restrained isn't that big an effect. Mesmeric Hold does pretty much the same job much better.</p><p></p><p><span style="color: #800080"><strong>Illusory Assailant:</strong></span></p><p><em>(AP) Reflex, Illusion.</em> I'm a little surprised that this doesn't have the Conjuration keyword and doesn't target Will. As it stands, it's not that great. Decent single target damage, and a flank buddy for Team PC, but that's all. If it could make OAs, it would be a great area-denial power. But it can't.</p><p></p><p><span style="color: #ff0000"><strong>Improved Dread Presence:</strong></span></p><p><em>(HoFW) Will, Nethermancy, Necrotic, Fear, Zone, E.</em> Improved... not really. A small damage upgrade over the L1 version does not really help this power. And the previous comment about being better for Necromancers no longer applies with Blackening Pyre on the table. Skip this one.</p><p></p><p><span style="color: #800080"><strong>Improved Glorious Presence:</strong></span></p><p><em>(HoFW) Will, Charm, Enchantment, Radiant, E.</em> Pretty much the same thing as its L1 version, although the THP amount is more noticeable. Feels a bit weaker at this point in your career though. Again, if you have a wis mod worth a mention and a Radiant Mafia party,</p><p><strong>consider it</strong>, but Prismatic Burst also does Radiant damage. At this point, I wonder why you're not playing a Laser Cleric or Invoker though.</p><p></p><p><span style="color: #0000ff"><strong>Mesmeric Hold:</strong></span></p><p><em>(PHB) Will, Charm, Enchantment, Psychic.</em> Possibly one of the few damaging powers in an Enchanter's line up, and it's a decent one. Good targetting, okay if not spectacular damage, boosts itself for single target fights and a miss effect all add up to a solid package. Not top tier, but not a bad choice.</p><p></p><p><span style="color: #800080"><strong>Mirror Sphere:</strong></span></p><p><em>(AP) Will, Illusion, Psychic.</em> Pity it's not the original AP version. Still, it might make the target consider the next power it uses, but it doesn't impose conditions or anything else back on it. Note that automatically hitting means they can't crit themselves. Multi-attacking solos and elites can really ignore this power.</p><p></p><p><span style="color: #ff0000"><strong>Orbmaster's Umbral Assault:</strong></span></p><p><em>(AP) Will, Illusion, Necrotic, Zone, E.</em> Piddly damage and a very unfriendly zone. The <span style="color: #800080"><strong>OoI kicker</strong></span> improves the zone somewhat, but not the initial attack. A very poor choice.</p><p></p><p><span style="color: #33cccc"><strong>Prismatic Burst:</strong></span></p><p><em>(PHB) Will, Radiant, Evocation, E.</em> Large area, decent damage of a good type, decent effect and even if you miss, you still give out a penalty. Unfriendly, but still one of the best picks of the level, for both controllers and blasters.</p><p></p><p><strong>Thunderlance:</strong></p><p><em>(PHB) Reflex, Thunder, Evocation, E.</em> Another large area power of decent damage, and guaranteed forced movement. A good power, and the highest damage option here. <span style="color: #0000ff"><strong>Blasters</strong></span> who don't mind close range can definately pick this.</p><p></p><p><span style="color: #800080"><strong>Twisting Lightning:</strong></span></p><p><em>(HoFL) Reflex, Evocation, Lightning.</em> Damage, and nothing else. However, very precise damage, and does half on a miss, making it a great choice for <span style="color: #0000ff"><strong>Blasters.</strong></span></p><p></p><p><span style="color: #ff0000"><strong>Wake of Fire:</strong></span></p><p><em>(D388) Reflex, Evocation, Fire.</em> A triple target attack, but only if you have three enemies all within 2 squares of each other, and you have to be close to one of them to start it. Too finicky on targeting and outdone for damage potential.[/sblock]</p><p><strong>Level 15 Daily:</strong> Controllers: Slumber of the Winter Court, or pick up another level 9 power, where there are still many good choices. Blasters: Ball Lightning, Blast of Cold (<em>NOT</em> Cone). Summoners: Chainbearer is the best of a bad lot.</p><p></p><p><strong><u>Level 15 Daily:</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Ball Lightning:</strong></span></p><p><em>(AP) Reflex, Conjuration, Lightning.</em> It's Flaming Sphere, that doesn't have to be sustained, moves faster, flys and slows those around it. Doesn't do Flaming Sphere's auto-damage, but still a strong power. Careful positioning can keep an enemy permanently slowed and your allies out of its attacks.</p><p></p><p><span style="color: #800080"><strong>Bigby's Grasping Hands:</strong></span></p><p><em>(PHB) Reflex, Evocation, Conjuration, Force.</em> A bit fiddly to use, but attacking as a move action is nice, so long as you don't need to move (careful with that). Pity your Fortitude will be relatively easy to escape against without some investment. The standard action damage option is okay, but not spectacular. A bit too action intensive and limited in potential to really shine.</p><p></p><p><span style="color: #0000ff"><strong>Blast of Cold:</strong></span></p><p><em>(PHB) Reflex, Evocation, Cold.</em> A power worth going into close range for. Friendly, great damage, large area, and you get some control, even if you miss. A great power for either type of Wizard.</p><p></p><p><span style="color: #ff0000"><strong>Charm of the Dark Dream:</strong></span></p><p><em>(HoFW) Will, Charm, Enchantment, Psychic.</em> Yes, I just rated a dominating power red. Removing yourself from play like this is too much - Team PC suddenly lacks any other control or damage you could have laid down, and if there are other monsters on the board, they have less targets, meaning more focused incoming fire. And you come back in charge range of whatever you dominated. This power completely ruins itself.</p><p></p><p><span style="color: #ff0000"><strong>Cone of Cold:</strong></span></p><p><em>(HoFL) Fortitude, Evocation, Cold.</em> Another returning power that should turn around and go back where it came from. Blast of Cold does more damage and is friendly, and read this power's effect line carefully: <em>It can not kill minions</em>. Do not take this.</p><p></p><p><strong>Enervation:</strong></p><p><em>(HoS) Fortitude, Nethermancy, Necrotic, Shadow.</em> Okay single target damage and a decent effect, but the check penalty is a bit of a joke. The only things likely to live long enough for it to matter (solos) will statistically make their save long before it reaches -4. That is a lot of THP to give yourself though. Probably better to use for one round of weakening and ignore the failed saving throws.</p><p></p><p><span style="color: #800080"><strong>Evard's Dreadful Mist:</strong></span></p><p><em>(AP) Will/Reflex, Fear, Psychic, Nethermancy, Zone.</em> Another power that works better on paper than in practice. The secondary attack is decent, especially with psychic lock, but the zone blocks your line of sight as well, greatly reducing your accuracy. Having to hit twice to get the damage, with that penalty in play is not a great option. Pass.</p><p></p><p><strong>Fiery Constrictor:</strong></p><p><em>(HoEC)</em></p><p><em>Reflex, Evocation, Fire.</em> Reasonably precise, but not hugely damaging. Okay condition. You could do worse, but you can do better.</p><p></p><p><span style="color: #ff0000"><strong>Hex of Woe:</strong></span></p><p><em>(HoFW) Will, Cold, Necromancy, Necrotic.</em> Not a huge amount of single target damage, and I'm pretty sure Runepriests and Ardents were doing the same effect several levels ago. The effect doesn't apply to the inital attack either. If it were a blast or multi-targetted, it would be worth it, as is, pass this one up too.</p><p></p><p><strong>Mental Maelstrom:</strong></p><p><em>(HoFL) Will, Illusion, Psychic, Zone.</em> Party-friendly psychic damage and forced movement... that you probably won't use much since you'll want them to stay in the zone. Okay, but there are better options. A <span style="color: #0000ff"><strong>bit better</strong></span> in a party with a lot of forced movement, or with say a Knight standing in the middle of it. Really needs to slow or immobilise though.</p><p></p><p><span style="color: #ff0000"><strong>Otiluke's Resilient Sphere:</strong></span></p><p><em>(PHB) Reflex, Conjuration, Evocation, Force.</em> With the updated MM3 damage expressions, this sphere isn't gonna last long, and it just delays the fight against solos or elites. The sustain would be better if you didn't have to hit again. It can save an ally's life, but Leaders have much better powers for that, really.</p><p></p><p><span style="color: #0000ff"><strong>Prismatic Beams:</strong></span></p><p><em>(PHB) All NADs, Fire, Poison, Evocation</em>. A decent power. Reasonable damage and a large area of friendly dazing and two sets of ongoing damage. Controllers and Blasters both can consider this power.</p><p></p><p><span style="color: #ff0000"><strong>Serpents of Flame:</strong></span></p><p><em>(D388) Reflex, Fire, Polymorph, Transmutation.</em> So you're a defender now? While this power does give you off turn attacks, the range is very limiting, and will most likely encourage enemies to just stand and attack you. And if they did enough damage to be worth keeping away from allies, you don't want them to do that. Possibly worth considering on a <strong>defender|wizard hybrid</strong>, especially a swordmage.</p><p></p><p><span style="color: #ff0000"><strong>Shunt Between Worlds:</strong></span></p><p><em>(DMA 2009) Will, Psychic, Teleportation.</em> "The destination must be on solid ground." Where's the fun in that? Technically, this also means it's unusable in an aerial encounter, which can become more common at this level and upwards. You can use it to get enemies away from you, but not if you miss, and you can accomplish the same thing with movement utilities.</p><p></p><p><span style="color: #33cccc"><strong>Slumber of the Winter Court:</strong></span></p><p><em>(HoFL) Will, Charm, Enchantment.</em> Sleep, Mark II. Unconcious <em>hit or miss</em> (technically, it's better if you miss for combat purposes, but the inital hit effect is stronger). Invest in some save penalties and end one encounter per day, every day.</p><p></p><p><span style="color: #800080"><strong>Soul Puppets:</strong></span></p><p><em>(D372-HoS) Will, Charm, Necromancy, Necrotic, Shadow.</em> Blast of Cold and Prismatic Beams will outdamage this, but at least this has range.<span style="color: #0000ff"><strong> Better</strong></span> (and actually quite powerful) if you play in an undead-centric campaign or adventure.</p><p></p><p><strong>Stonewrack:</strong></p><p><em>(AP) Reflex, Evocation, Zone.</em> The initial attack is fairly damaging, as is the zone, but its unfriendly, so watch your allies. Ranged enemies will likely just ignore this power. Better for <span style="color: #0000ff"><strong>blasters </strong></span>looking for a ranged offering.</p><p></p><p><span style="color: #0000ff"><strong>Summon Chainbearer:</strong></span></p><p><em>(AP) Summoning, Fortitude.</em> Solid area denial. Your melee will probably tell you how much they dislike threatening reach, and now you get to turn it around on the enemy. </p><p></p><p><span style="color: #ff0000"><strong>Summon Invisible Stalker:</strong></span><em> (HoEC) Summoning, AC.</em> Yes, AC. The biggest problem, apart from the lack of intrinsic actions or a decent (Any, really) OA, is the fact that the control on offer is a grab with a very easy DC to escape. Not a good power overall.</p><p></p><p><span style="color: #800080"><strong>Summon Stormstone Fury:</strong></span></p><p><em>(D385) Summoning, Thunder, Reflex.</em> Adding extra damage and miss damage to your blasts and bursts (including the summon's own attack) is good, but the intrinsic action is hard to use for off-turn attacks, since you have good odds of damaging your own team (again, with that extra damage). A bit too finicky to really use, unless your team has a lot of thunder resist somehow.</p><p></p><p><span style="color: #ff0000"><strong>Summon Vrock:</strong></span></p><p><em>(D385) Summoning, Reflex, Poison.</em> The attack isn't worth your standard action, the symbiosis effect is very limited (and a bad damage type) and the intrinsic penalty is extremely harsh. Avoid.</p><p></p><p><span style="color: #800080"><strong>Vertigo:</strong></span></p><p><em>(AP) Will, Illusion.</em> The effect line really makes this power, although the hit effect is amusing. A bit weak overall though, once both sides are settled into position. Could be better with forced movement of the right amount to trigger the effect, but overall quite finicky, like a lot of this level. Possibly worth it in a Headsman's Chop based team, but there will usually be better ways to prone available.</p><p></p><p><span style="color: #ff0000"><strong>Vitriolic Sphere:</strong></span></p><p><em>(HoEC) Reflex, Acid, Evocation.</em> I'd be impressed with this as a heroic encounter power. At this level, and as a daily, it is just far too weak.</p><p></p><p><span style="color: #0000ff"><strong>Wall of Ice:</strong></span></p><p><em>(PHB) Cold, Conjuration, Evocation.</em> Good area denial, and while the wall is somewhat flimsy, at least it punishes for attacking it. Usual wall comments.[/sblock]</p><p><strong>Level 16 Utility:</strong> Flame's Protection, Fly, Insightful Riposte (Insight Skill Utility) or Stoneskin.</p><p></p><p><strong><u>Level 16 Utility:</u></strong></p><p>[sblock]</p><p><span style="color: #800080"><strong>Alter Self:</strong></span></p><p><em>(HoEC) Polymorph.</em> There are easier and lower level ways to achieve this effect with items. Or you could play a Changeling? A campaign with little to no magic items might make it more <span style="color: #339966"><strong>useful</strong></span>.</p><p></p><p><span style="color: #800080"><strong>Beneficient Transformation:</strong></span></p><p><em>(HoFL)</em> I'd like this better if you got all 3 benefits, or worked on the whole party. It's a bit too limited and situational as it is. Slightly surprised it doesn't have the Transmutation keyword.</p><p></p><p><span style="color: #800080"><strong>Clever Escape:</strong></span></p><p><em>(AP) Illusion, Teleportation.</em> Movement, invisibility and a target dummy are an okay combo, but it's daily, and the illusion is more likely to get included in a blast or poked by a minion (that 'touched' line) than really eat an attack. Like a lot of these powers, better if your DM RPs dumb monsters as such.</p><p></p><p><span style="color: #339966"><strong>Cloud Form:</strong></span></p><p><em>(HoEC) Polymorph.</em> Not being able to attack renders this power a lot weaker than Fly, but being able to slip through cracks has its uses for sneaking or escaping.</p><p></p><p><strong><span style="color: #ff0000">Dancing Shadows:</span></strong></p><p><em>(HoS) Nethermancy, Shadow.</em> It might be an immediate, and it can stop an attack that barely hits, but concealment doesn't stop area attacks, and the aftereffect suffers badly from timing issues.</p><p></p><p><strong>Dimension Switch:</strong></p><p><em>(D380-HoFL) Teleportation.</em> Surrounded? Give them your defender instead. Situational, but not bad for it.</p><p></p><p><span style="color: #800080"><strong>Displacement:</strong></span></p><p><em>(PHB) Illusion.</em> Rerolling an attack might make the enemy miss, but it might also make them crit. Short range and will provoke an OA when used (Not a huge issue, but it's there). A bit too risky for general use, but can be <strong>worth it</strong> if you have a lot of attack penalties going around.</p><p></p><p><span style="color: #0000ff"><strong>Flame's Protection:</strong></span></p><p><em>(D388) Fire.</em> Fire Shield, as a multi-target encounter power. Shorter duration, but a decent effect.</p><p></p><p><span style="color: #0000ff"><strong>Fly:</strong></span></p><p><em>(PHB)</em> Flight is always useful. Just be careful not to get stunned, since you don't hover.</p><p></p><p><span style="color: #800080"><strong>Greater Invisibility:</strong></span></p><p><em>(PHB) Illusion.</em> Better range than the original, but still limited and a standard action. <span style="color: #339966"><strong>Better</strong></span> out of combat.</p><p></p><p><span style="color: #800080"><strong>Mare's Body:</strong></span></p><p><em>(HoFW) Transmutation, Polymorph.</em> +4 to speed is decent, but be wary of your new size limiting where you can go. Also, picking an origin square for bursts means you can hit yourself with unfriendly close bursts (Not a huge amount of your power list, granted.) This power produces some very amusing and possibly somewhat creepy mental images if used by, say, a Pixie or Shardmind wizard. Overall though, if you're gonna change your movement once a day, pick Fly.</p><p></p><p><span style="color: #339966"><strong>Phantom Mask:</strong></span></p><p><em>(AP-HoFL) Illusion.</em> Disguise your whole team and infiltrate somewhere. I'm sure you could make use of this, just mind the insight DC.</p><p></p><p><span style="color: #800080"><strong>Phase Shift:</strong></span></p><p><em>(AP) Polymorph.</em> I'd like this better if it was an encounter power, or sustainable. It could be useful, but it's fairly limited.</p><p></p><p><span style="color: #ff0000"><strong>Soul Harvest:</strong></span></p><p><em>(HoS) Healing, Necromancy, Shadow.</em> It's an okay heal, but daily with a hard to predict trigger that may not occur when you need it.</p><p></p><p><strong>Spatial Lock:</strong></p><p><em>(D375) Zone.</em> It's a standard action, and daily, but no-save, guaranteed denial of one of the Epic tier's more common and hard to counter movement types is worth considering. Probably worth being the second thing stored in your spellbook.</p><p></p><p><span style="color: #ff0000"><strong>Spectral Vision:</strong></span></p><p><em>(AP) Illusion.</em> Useable, but not brilliant - the effect breaks as soon as the enemy walks into lava, and your DM might give the enemy bonuses to see through it if you just put it up before them, or they know the area well. Could have <span style="color: #339966"><strong>some use</strong></span> out of combat.</p><p></p><p><span style="color: #0000ff"><strong>Stoneskin:</strong></span></p><p><em>(PHB)</em> If you don't use it on yourself, use it on your defender or leader. A decent power.</p><p></p><p><strong>Summon Diamond Falcon:</strong></p><p><em>(AP) Summoning.</em> A slightly weaker Fly, but doesn't eat your minor actions. Slightly more stylish way to travel, in my opinion. You could use it to get an ally out of a bad spot, or into tactical positions, or around the room for skill challenge reasons.</p><p></p><p><span style="color: #ff0000"><strong>Tides of Fate:</strong></span></p><p><em>(HoFW)</em> Doesn't help stop the failures in the first place, and at this level, you and your team should all have better ways of generating CA.</p><p></p><p><span style="color: #339966"><strong>Words of Truth:</strong></span></p><p><em>(D381)</em> Interrogation, easy mode. I still don't like these powers, but it could be useful in an intrigue based campaign... or completely ruin one.</p><p></p><p><u><strong>Skill Powers:</strong></u></p><p></p><p><strong>Elemental Countermeasures:</strong></p><p><em>(PHB3) Arcana.</em> Your Arcana check should be somewhere between Reasonable and Pretty Good by this point. A good roll will mean a pretty good amount of damage shaved off. It has merit, especially later on if you're making the investment towards <span style="color: #0000ff"><strong>Sage of Ages.</strong></span></p><p></p><p><span style="color: #33cccc"><strong>Insightful Riposte:</strong></span></p><p><em>(PHB3) Insight.</em> Turn a close miss into a hit. That's always good.[/sblock]</p><p><strong>Level 17 Encounter:</strong> Controllers: Charm of False Glory, Mass Charm (Hard decision!) or Phantasmal Horror. Blasters: Combust, Dancing Flames or Furnace of Sand.</p><p></p><p><strong><u>Level 17 Encounter:</u></strong></p><p>[sblock]</p><p><span style="color: #33cccc"><strong>Charm of False Glory:</strong></span></p><p><em>(D381) Will, Charm, Enchantment.</em> An even better version of Charm of the Defender. With some forced movement and use of the sliding effect, you can get multiple attacks out of your poor little puppet. (The free action attack limit does not apply to attacks forced by an enemy) You can even use it on an ally thanks to the 'creature' target line, but the limit will apply then. A truely spectacular power. </p><p></p><p><span style="color: #800080"><strong>Choking Shadow:</strong></span></p><p><em>(HoFW) Reflex, Cold, Necrotic, Conjuration, Nethermancy.</em> Repeatable single target damage and immobilisation would be decent in heroic, but here it's just pretty weak.</p><p></p><p><span style="color: #ff0000"><strong>Combust:</strong></span></p><p><em>(PHB) Reflex, Evocation, Fire, E.</em> Unfriendly damage. Lots of it, but that's it. Obviously better for <span style="color: #0000ff"><strong>blasters</strong></span> and <span style="color: #0000ff"><strong>pyromancers</strong></span>. I prefer Dancing Flames for them, but this does have range.</p><p></p><p><span style="color: #800080"><strong>Dancing Flames:</strong></span></p><p><em>(HoFL) Reflex, Evocation, Fire, E.</em> Large area of friendly damage with half on a miss. No control, but the premier pick for <span style="color: #33cccc"><strong>Blasters</strong></span> at this level (Unless you're allergic to close blasts).</p><p></p><p><span style="color: #800080"><strong>Crushing Titan's Fist:</strong></span></p><p><em>(PHB) Reflex, Evocation, Force, Zone, E.</em> The effect line only really works on targets you missed or those outside the zone. Stacks with difficult terrain. Not brilliant overall, but a <strong>Blaster</strong> looking to dabble in control with her damage could use it.</p><p></p><p><span style="color: #ff0000"><strong>Dancing Bolts:</strong></span></p><p><em>(AP) Reflex, Evocation, Lightning.</em> It's sort of a triple target attack, but requires you to hit your first 1-2 targets, and limits your targetting options. The damage amount is a bit too low for this level as well. Too many penalties for no real gain.</p><p></p><p><strong>Force Volley:</strong></p><p><em>(PHB) Reflex, Evocation, Force.</em> Triple target daze that boosts itself for a solo fight and does okay damage. Decent enough.</p><p></p><p><span style="color: #800080"><strong>Furnace of Sand:</strong></span></p><p><em>(AP) Reflex, Evocation, Fire, Zone, E.</em> A bit lower on the inital damage, but the zone can do some more to make up for it. Pity the blind is only while in the zone. A blaster with some forced movement on hand can <span style="color: #0000ff"><strong>consider it</strong></span>.</p><p></p><p><span style="color: #800080"><strong>Gripping Chains:</strong></span></p><p><em>(AP) Reflex, Force, Evocation, E.</em> Crushing Titan's First wins out over this, slightly, but not by much. The OA effect is less useful due to being unfriendly.</p><p></p><p><span style="color: #800080"><strong>Horrific Shadow:</strong></span></p><p><em>(HoS) Will, Psychic, Illusion, Nethermancy, Shadow, E.</em> Unfriendly close bursts are not your ideal powers, and the invisibility should be used to get away from monsters, not stand next to them for the minor auto-damage.</p><p></p><p><span style="color: #ff0000"><strong>Ice Tomb:</strong></span></p><p><em>(PHB) Reflex, Evocation, Cold.</em> It's a single target stun... that results in your allies being unable to attack the target. Situationally useful, but generally it's just going to result in delaying the inevitable. There's another stun at this level, as well.</p><p></p><p><span style="color: #33cccc"><strong>Mass Charm:</strong></span></p><p><em>(HoFL) Charm, Enchantment.</em> Talk about controlled chaos. Position your enemies wherever you want, have them all smack each other, then you and the rest of team PC let rip with other AoE. Simple, elegant destruction. Love it.</p><p></p><p><span style="color: #800080"><strong>Night Tempest:</strong></span></p><p><em>(HoFW) Fortitude, Cold, Evocation, E.</em> Like Choking Shadow, I'd be more impressed with this Feywild offering back in heroic. Dancing Flames outdoes it for damage and isn't unfriendly. Pass.</p><p></p><p><span style="color: #0000ff"><strong>Phantasmal Horror:</strong></span></p><p><em>(AP) Will, Illusion, Fear.</em> Single target stun, daze on a miss, and you get a damage bonus to boot. Decent, although fear immunity will apply.</p><p></p><p><span style="color: #ff0000"><strong>Shard of the Endless Avalanche:</strong></span></p><p><em>(AP) Fortitude, Conjuration, Evocation.</em> The name feels more Druid, or maybe an elemental themed monk. Anyway. Mediocre damage that requires bunched up enemies. Note that any forced movement increasers you have <em>will not</em> make the boulder move any futher than 5 squares. Very weak overall.</p><p></p><p><strong><span style="color: #800080">Soul Blight:</span></strong></p><p><em>(HoS) Fortitude, Fire, Necrotic, Necromancy, Shadow, E.</em> Okay effect line if not spectacular for this level, but unfriendly, and there are better options for damage compared to the initial attack. The undead line improves it <strong>a bit</strong>, but the attack penalty will still apply.</p><p></p><p><span style="color: #ff0000"><strong>Thunderous Transformation:</strong></span></p><p><em>(D382) Fortitude, Thunder, Transmutation.</em> Bad single target damage, weak auto-damage that will affect your allies, and enemies get to save against forced teleportation if you try to send them upwards. The familiar line increases the damage potential, but one save will still negate it, and why is your familiar 20 squares up anyway?</p><p></p><p><span style="color: #ff0000"><strong>Wand Coupling:</strong></span></p><p><em>(D380) Reflex, Evocation.</em> "You must be using a wand", that also has an encounter power to use an at-will. You could use this as a double-tap attack power, but it either means one of your two implements is a mediocre wand, or you're carrying around a low level master's wand as a golfbag item. Too restrictive to really be worth it.[/sblock]</p><p><strong>Level 19 Daily:</strong> Controllers: A pretty bad level, with one shining star in Wrath of Battle. Blasters: Probably Landslide or Summon Rockfire Dreadnought. Summoners: Black Devourer or Rockfire Dreadnought.</p><p></p><p><strong><u>Level 19 Daily:</u></strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Acid Wave:</strong></span></p><p><em>(PHB) Reflex, Evocation, Acid.</em> It's an unfriendly blast that doesn't do much more damage than your e17s. Pass.</p><p></p><p><span style="color: #800080"><strong>Cloudkill:</strong></span></p><p><em>(PHB) Fortitude, Poison, Evocation, Zone.</em> Stinking Cloud all over again. Bigger area, a bit more damage, but still just as mediocre.</p><p></p><p><span style="color: #ff0000"><strong>Disintegrate:</strong></span></p><p><em>(PHB) Reflex, Evocation.</em> Single target damage, and not a lot of it. And yet somehow it got nerfed since the PHB version. At least it doesn't destroy the target's possessions anymore.</p><p></p><p><span style="color: #ff0000"><strong>Entombing Earth:</strong></span></p><p><em>(D372) Reflex, Necromancy, Necrotic.</em> Ice Tomb was bad. This is worse - lower initial damage of a worse type, and delays the inevitable, save ends. Don't bother.</p><p></p><p><span style="color: #800080"><strong>Evard's Black Tentacles:</strong></span></p><p><em>(PHB) Reflex, Nethermancy, Necrotic, Zone.</em> Pity it isn't the original PHB version anymore. An immobilising zone of necrotic damage isn't that great for a daily of this level, although a <strong>Necromancer</strong> might like it.</p><p></p><p><strong>Evard's Ebon Bindings:</strong></p><p><em>(AP) Will, Charm, Nethermancy, Psychic.</em> Okay single target control, although it really requires heavy investment in save penalties to get to the good effects. Sadly, if you make it to the dominate, the target will still be stunned from the previous effect.<span style="color: #0000ff"><strong> Better</strong></span> for an OoI-user, or an Epic Tiefling with Royal Command of Asmodeus. The miss effect barely rates a mention at this level.</p><p></p><p><span style="color: #800080"><strong>Feast of Destruction:</strong></span></p><p><em>(D388) Reflex, Fire, Evocation, Zone.</em> Not a huge amount of fire damage, and a fairly ignorable zone. A bit better for <span style="color: #0000ff"><strong>Pyromancers</strong></span>, although Tieflings looking to use Icy Clutch of Stygia should <span style="color: #ff0000"><strong>stay away</strong></span>, as save preventation stops that feat working.</p><p></p><p><strong>Fragile Form:</strong></p><p><em>(HoFW) Fortitude, Polymorph, Transmutation.</em> Like a lot of similar effects, this power suffers from Solo save bonuses. If you're invested in save penalties and have fire damage dealers on Team PC, vuln 15 is quite a bit to dish out though, so <span style="color: #0000ff"><strong>consider it</strong></span> then. Very specific though.</p><p></p><p><span style="color: #800080"><strong>Horrid Wilting:</strong></span><em> (HoEC) Fortitude, Transmutation.</em> First question: Do you even <em>own</em> 9d4? If this had the Evocation keyword, it'd be a lot better for high odds of triggering the reroll, but as is, it's not that great. Weakening is decent, but as a single target spell, it suffers from solo save bonuses.</p><p></p><p><span style="color: #800080"><strong>Landslide:</strong></span></p><p><em>(HoEC) Fortitude, Evocation, Zone.</em> Pretty unimpressive, and the zone effect is fiddly to use. <span style="color: #0000ff"><strong>Blasters</strong></span> could give it a look if only for being a CB5 with okay damage and half on a miss.</p><p></p><p><span style="color: #800080"><strong>Mass Transformation:</strong></span></p><p><em>(HoFW) Fortitude, Polymorph, Transmutation.</em> A bit better than its lower level counterparts due to friendly area targeting, but the effect is still fragile. Pretty well <span style="color: #ff0000"><strong>worthless</strong></span> in a solo fight at this level.</p><p></p><p><span style="color: #ff0000"><strong>Oppressive Force:</strong></span></p><p><em>(AP) Reflex, Evocation, Force.</em> Single target damage, and ongoing + prone. Very weak for a daily of this level, in all honesty. If you have the save penalties to be worth it, take Evard's Ebon Bindings instead.</p><p></p><p><span style="color: #800080"><strong>Plague of Illusions:</strong></span></p><p><em>(AP) Illusion, Will.</em> What is with this level and mediocre single target effects? Thankfully, the failed save effects do not say instead, which would make this power completely worthless. The hit effect is at least decent, but again, Solos and save bonuses. Still better off with Ebon Bindings.</p><p></p><p><span style="color: #800080"><strong>Summon Angel Wretch:</strong></span></p><p><em>(D380) Summoning, Fortitude, Reflex, Necrotic, Poison.</em> The OA is probably the best thing about this summon. Pity about the bad damage types.<span style="color: #0000ff"><strong> Decent</strong></span> for a Necromancer though.</p><p></p><p><span style="color: #0000ff"><strong>Summon Black Devourer:</strong></span></p><p><em>(AP) Summoning, Reflex.</em> My usual comments about Grabs and your Fortitude apply. However, the proning OA is a very solid bit of control and area denial.</p><p></p><p><span style="color: #800080"><strong>Summon Coatl:</strong></span></p><p><em>(D385) Summoning, Reflex, Radiant, Lightning.</em> Okay damage of a decent mix, but the symbiosis effect is pretty bad and the intrinsic effect is unfriendly. Pass.</p><p></p><p><strong>Summon Rockfire Dreadnought:</strong></p><p><em>(D385) Summoning, Reflex, Fire.</em> Another summon to use for its Intrinsic effect for off turn attacks. The symbiosis AC bonus negates the penalty, and Fire resist is easy to get, even from your own powers. The Black Devourer's proning OAs offer more control, but this is a <span style="color: #0000ff"><strong>decent choice</strong></span> for a Blaster or a Summoner looking for damage.</p><p></p><p><span style="color: #339966"><strong>Summon Shadow Servant:</strong></span></p><p><em>(HoS) Summoning, Shadow, Only selectable by a Mage with Expert Nethermancy or Necromancy.</em> Note that this doesn't give you another use of the power, only higher level creatures to use with it, so it's effectively the same as retraining a lower level summon. Like its lower level counter part, the <span style="color: #800080"><strong>Nethermancy</strong></span> option only has your HS value in HP. Its aura and insubstantiality will counteract this to an extent, but only really in large fights. At-will weakening is nice, as is the OA auto-damage but both are necrotic damage, and the OA has terrible range restrictions. Funnily, the summon is <strong>better</strong> for a Necromancer than you. As for the <strong>Necromancer</strong>'s own option, it's decent, but not spectacular. The IR attack will break the immobilisation it dishes out.</p><p></p><p><strong>Thought Cage:</strong></p><p><em>(HoFL) Will, Illusion.</em> Continuing this level's trend of mediocre single target effects. It's a stun straight off the bat, but the fragility really ruins it. Okay aftereffect and miss lines at least.</p><p></p><p><span style="color: #33cccc"><strong>Wrath of Battle:</strong></span></p><p><em>(HoFL) Charm, Enchantment, Fear, Psychic.</em> The only truely good power of the level. Bunch your enemies up, get them to whack each other, and take damage if they miss, followed up with whatever other AoE team PC dishes out. Or even stack it with Mass Charm to double your fun. I'd almost rate it gold, when considering the rest of the level. Almost.[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6708068, member: 6793297"] [CENTER][Size=5][b]Power Ascendant: Paragon Tier Spells[/b][/size] [/CENTER] The same comments on ratings and advice from previous posts apply here. [b]Level 13 Encounter:[/b] Controllers: Dark Gathering, Prismatic Burst, Mesmeric Hold. Blasters: Blackening Pyre, Prismatic Burst, Thunderlance or Twisting Lightning. [b][u]Level 13 Encounter:[/u][/b] [sblock] [COLOR=#ff0000][b]Arcane Arrows:[/b][/COLOR] [i](D381) Force.[/i] Magic Missile, Multi-target. But only barely, and still bad for all the same reasons. [b]Arcane Chastisement:[/b] [i](D382) Will, Charm, Enchantment, Psychic.[/i] Another rare off-turn attack for you, and this one has one surprisingly nasty effect if used on a Solo or Elite - react to their first attack, and their options for their AP action are very limited, to the point where they may not take one. There are stronger options at this level, but this one can really benefit from the right timing. Would be blue, but the duration is a bit off - if the effect lasted til the end of the target's next turn, it would be truely powerful. The familiar effect will help keep it alive, but doesn't really strengthen the power much. [b]Blackening Pyre:[/b] [i](HoS) Fortitude, Fire, Necrotic, Necromancy, Shadow, Zone, E.[/i] Good damage, and combined damage types make it hard to resist (Well, except maybe for Fireskulls?). A bit of forced movement and a damage zone add some control, but not that much. [b][COLOR=#0000ff]Better[/COLOR][/b] for Blasters of all stripes, especially Necromancers. [COLOR=#33cccc][b]Dark Gathering:[/b][/COLOR] [i](HoS) Will, Psychic, Shadow, Zone, Nethermancy, E.[/i] AoE friendly dazing, blind one target, obscuring for your enemies only, and it even does psychic damage? It's hard not to like this power. [COLOR=#800080][b]Earth Brute:[/b][/COLOR] [i](AP) Reflex, Evocation, Conjuration.[/i] Somewhat thematic for a summoner, but a pretty weak power overall. Okay damage, but the conjuration has limits on its usefulness, especially being immobile and the 'willingly' language. Pass. [b]Entangling Force:[/b] [i](AP) Reflex, Evocation, Force, E.[/i] Stopping teleports and allowing your allies to punish shifts is decent, but a bit situational. Gets better as you move up into later paragon and epic, where enemy teleportation gets more common. A pity you can't drop it over your defender. The Wand of Accuracy kicker is a [COLOR=#ff0000][b]joke[/b][/COLOR]. [COLOR=#800080][b]Frostburn:[/b][/COLOR] [i](PHB) Fortitude, Cold, Fire, Evocation, E.[/i] Despite the larger area and Evocation keyword, I feel Blackening Pyre does this better, due to the better triggers on its zone. Thunderlance also does large-scale AoE better. A non-fire based Evocation blaster could [b]consider it[/b] if you're not keen on close blast powers, but still somewhat outshined. [COLOR=#ff0000][b]Hold Monster:[/b][/COLOR] [i](HoFL) Charm, Enchantment.[/i] Another old spell returns to 4th edition. Pity it didn't do so in style. Limited range and single target limit its potential, and restrained isn't that big an effect. Mesmeric Hold does pretty much the same job much better. [COLOR=#800080][b]Illusory Assailant:[/b][/COLOR] [i](AP) Reflex, Illusion.[/i] I'm a little surprised that this doesn't have the Conjuration keyword and doesn't target Will. As it stands, it's not that great. Decent single target damage, and a flank buddy for Team PC, but that's all. If it could make OAs, it would be a great area-denial power. But it can't. [COLOR=#ff0000][b]Improved Dread Presence:[/b][/COLOR] [i](HoFW) Will, Nethermancy, Necrotic, Fear, Zone, E.[/i] Improved... not really. A small damage upgrade over the L1 version does not really help this power. And the previous comment about being better for Necromancers no longer applies with Blackening Pyre on the table. Skip this one. [COLOR=#800080][b]Improved Glorious Presence:[/b][/COLOR] [i](HoFW) Will, Charm, Enchantment, Radiant, E.[/i] Pretty much the same thing as its L1 version, although the THP amount is more noticeable. Feels a bit weaker at this point in your career though. Again, if you have a wis mod worth a mention and a Radiant Mafia party, [b]consider it[/b], but Prismatic Burst also does Radiant damage. At this point, I wonder why you're not playing a Laser Cleric or Invoker though. [COLOR=#0000ff][b]Mesmeric Hold:[/b][/COLOR] [i](PHB) Will, Charm, Enchantment, Psychic.[/i] Possibly one of the few damaging powers in an Enchanter's line up, and it's a decent one. Good targetting, okay if not spectacular damage, boosts itself for single target fights and a miss effect all add up to a solid package. Not top tier, but not a bad choice. [COLOR=#800080][b]Mirror Sphere:[/b][/COLOR] [i](AP) Will, Illusion, Psychic.[/i] Pity it's not the original AP version. Still, it might make the target consider the next power it uses, but it doesn't impose conditions or anything else back on it. Note that automatically hitting means they can't crit themselves. Multi-attacking solos and elites can really ignore this power. [COLOR=#ff0000][b]Orbmaster's Umbral Assault:[/b][/COLOR] [i](AP) Will, Illusion, Necrotic, Zone, E.[/i] Piddly damage and a very unfriendly zone. The [COLOR=#800080][b]OoI kicker[/b][/COLOR] improves the zone somewhat, but not the initial attack. A very poor choice. [COLOR=#33cccc][b]Prismatic Burst:[/b][/COLOR] [i](PHB) Will, Radiant, Evocation, E.[/i] Large area, decent damage of a good type, decent effect and even if you miss, you still give out a penalty. Unfriendly, but still one of the best picks of the level, for both controllers and blasters. [b]Thunderlance:[/b] [i](PHB) Reflex, Thunder, Evocation, E.[/i] Another large area power of decent damage, and guaranteed forced movement. A good power, and the highest damage option here. [COLOR=#0000ff][b]Blasters[/b][/COLOR] who don't mind close range can definately pick this. [COLOR=#800080][b]Twisting Lightning:[/b][/COLOR] [i](HoFL) Reflex, Evocation, Lightning.[/i] Damage, and nothing else. However, very precise damage, and does half on a miss, making it a great choice for [COLOR=#0000ff][b]Blasters.[/b][/COLOR] [COLOR=#ff0000][b]Wake of Fire:[/b][/COLOR] [i](D388) Reflex, Evocation, Fire.[/i] A triple target attack, but only if you have three enemies all within 2 squares of each other, and you have to be close to one of them to start it. Too finicky on targeting and outdone for damage potential.[/sblock] [b]Level 15 Daily:[/b] Controllers: Slumber of the Winter Court, or pick up another level 9 power, where there are still many good choices. Blasters: Ball Lightning, Blast of Cold ([i]NOT[/i] Cone). Summoners: Chainbearer is the best of a bad lot. [b][u]Level 15 Daily:[/u][/b] [sblock] [COLOR=#0000ff][b]Ball Lightning:[/b][/COLOR] [i](AP) Reflex, Conjuration, Lightning.[/i] It's Flaming Sphere, that doesn't have to be sustained, moves faster, flys and slows those around it. Doesn't do Flaming Sphere's auto-damage, but still a strong power. Careful positioning can keep an enemy permanently slowed and your allies out of its attacks. [COLOR=#800080][b]Bigby's Grasping Hands:[/b][/COLOR] [i](PHB) Reflex, Evocation, Conjuration, Force.[/i] A bit fiddly to use, but attacking as a move action is nice, so long as you don't need to move (careful with that). Pity your Fortitude will be relatively easy to escape against without some investment. The standard action damage option is okay, but not spectacular. A bit too action intensive and limited in potential to really shine. [COLOR=#0000ff][b]Blast of Cold:[/b][/COLOR] [i](PHB) Reflex, Evocation, Cold.[/i] A power worth going into close range for. Friendly, great damage, large area, and you get some control, even if you miss. A great power for either type of Wizard. [COLOR=#ff0000][b]Charm of the Dark Dream:[/b][/COLOR] [i](HoFW) Will, Charm, Enchantment, Psychic.[/i] Yes, I just rated a dominating power red. Removing yourself from play like this is too much - Team PC suddenly lacks any other control or damage you could have laid down, and if there are other monsters on the board, they have less targets, meaning more focused incoming fire. And you come back in charge range of whatever you dominated. This power completely ruins itself. [COLOR=#ff0000][b]Cone of Cold:[/b][/COLOR] [i](HoFL) Fortitude, Evocation, Cold.[/i] Another returning power that should turn around and go back where it came from. Blast of Cold does more damage and is friendly, and read this power's effect line carefully: [i]It can not kill minions[/i]. Do not take this. [b]Enervation:[/b] [i](HoS) Fortitude, Nethermancy, Necrotic, Shadow.[/i] Okay single target damage and a decent effect, but the check penalty is a bit of a joke. The only things likely to live long enough for it to matter (solos) will statistically make their save long before it reaches -4. That is a lot of THP to give yourself though. Probably better to use for one round of weakening and ignore the failed saving throws. [COLOR=#800080][b]Evard's Dreadful Mist:[/b][/COLOR] [i](AP) Will/Reflex, Fear, Psychic, Nethermancy, Zone.[/i] Another power that works better on paper than in practice. The secondary attack is decent, especially with psychic lock, but the zone blocks your line of sight as well, greatly reducing your accuracy. Having to hit twice to get the damage, with that penalty in play is not a great option. Pass. [b]Fiery Constrictor:[/b] [i](HoEC)[/i] [i]Reflex, Evocation, Fire.[/i] Reasonably precise, but not hugely damaging. Okay condition. You could do worse, but you can do better. [COLOR=#ff0000][b]Hex of Woe:[/b][/COLOR] [i](HoFW) Will, Cold, Necromancy, Necrotic.[/i] Not a huge amount of single target damage, and I'm pretty sure Runepriests and Ardents were doing the same effect several levels ago. The effect doesn't apply to the inital attack either. If it were a blast or multi-targetted, it would be worth it, as is, pass this one up too. [b]Mental Maelstrom:[/b] [i](HoFL) Will, Illusion, Psychic, Zone.[/i] Party-friendly psychic damage and forced movement... that you probably won't use much since you'll want them to stay in the zone. Okay, but there are better options. A [COLOR=#0000ff][b]bit better[/b][/COLOR] in a party with a lot of forced movement, or with say a Knight standing in the middle of it. Really needs to slow or immobilise though. [COLOR=#ff0000][b]Otiluke's Resilient Sphere:[/b][/COLOR] [i](PHB) Reflex, Conjuration, Evocation, Force.[/i] With the updated MM3 damage expressions, this sphere isn't gonna last long, and it just delays the fight against solos or elites. The sustain would be better if you didn't have to hit again. It can save an ally's life, but Leaders have much better powers for that, really. [COLOR=#0000ff][b]Prismatic Beams:[/b][/COLOR] [i](PHB) All NADs, Fire, Poison, Evocation[/i]. A decent power. Reasonable damage and a large area of friendly dazing and two sets of ongoing damage. Controllers and Blasters both can consider this power. [COLOR=#ff0000][b]Serpents of Flame:[/b][/COLOR] [i](D388) Reflex, Fire, Polymorph, Transmutation.[/i] So you're a defender now? While this power does give you off turn attacks, the range is very limiting, and will most likely encourage enemies to just stand and attack you. And if they did enough damage to be worth keeping away from allies, you don't want them to do that. Possibly worth considering on a [b]defender|wizard hybrid[/b], especially a swordmage. [COLOR=#ff0000][b]Shunt Between Worlds:[/b][/COLOR] [i](DMA 2009) Will, Psychic, Teleportation.[/i] "The destination must be on solid ground." Where's the fun in that? Technically, this also means it's unusable in an aerial encounter, which can become more common at this level and upwards. You can use it to get enemies away from you, but not if you miss, and you can accomplish the same thing with movement utilities. [COLOR=#33cccc][b]Slumber of the Winter Court:[/b][/COLOR] [i](HoFL) Will, Charm, Enchantment.[/i] Sleep, Mark II. Unconcious [i]hit or miss[/i] (technically, it's better if you miss for combat purposes, but the inital hit effect is stronger). Invest in some save penalties and end one encounter per day, every day. [COLOR=#800080][b]Soul Puppets:[/b][/COLOR] [i](D372-HoS) Will, Charm, Necromancy, Necrotic, Shadow.[/i] Blast of Cold and Prismatic Beams will outdamage this, but at least this has range.[COLOR=#0000ff][b] Better[/b][/COLOR] (and actually quite powerful) if you play in an undead-centric campaign or adventure. [b]Stonewrack:[/b] [i](AP) Reflex, Evocation, Zone.[/i] The initial attack is fairly damaging, as is the zone, but its unfriendly, so watch your allies. Ranged enemies will likely just ignore this power. Better for [COLOR=#0000ff][b]blasters [/b][/COLOR]looking for a ranged offering. [COLOR=#0000ff][b]Summon Chainbearer:[/b][/COLOR] [i](AP) Summoning, Fortitude.[/i] Solid area denial. Your melee will probably tell you how much they dislike threatening reach, and now you get to turn it around on the enemy. [COLOR=#ff0000][b]Summon Invisible Stalker:[/b][/COLOR][i] (HoEC) Summoning, AC.[/i] Yes, AC. The biggest problem, apart from the lack of intrinsic actions or a decent (Any, really) OA, is the fact that the control on offer is a grab with a very easy DC to escape. Not a good power overall. [COLOR=#800080][b]Summon Stormstone Fury:[/b][/COLOR] [i](D385) Summoning, Thunder, Reflex.[/i] Adding extra damage and miss damage to your blasts and bursts (including the summon's own attack) is good, but the intrinsic action is hard to use for off-turn attacks, since you have good odds of damaging your own team (again, with that extra damage). A bit too finicky to really use, unless your team has a lot of thunder resist somehow. [COLOR=#ff0000][b]Summon Vrock:[/b][/COLOR] [i](D385) Summoning, Reflex, Poison.[/i] The attack isn't worth your standard action, the symbiosis effect is very limited (and a bad damage type) and the intrinsic penalty is extremely harsh. Avoid. [COLOR=#800080][b]Vertigo:[/b][/COLOR] [i](AP) Will, Illusion.[/i] The effect line really makes this power, although the hit effect is amusing. A bit weak overall though, once both sides are settled into position. Could be better with forced movement of the right amount to trigger the effect, but overall quite finicky, like a lot of this level. Possibly worth it in a Headsman's Chop based team, but there will usually be better ways to prone available. [COLOR=#ff0000][b]Vitriolic Sphere:[/b][/COLOR] [i](HoEC) Reflex, Acid, Evocation.[/i] I'd be impressed with this as a heroic encounter power. At this level, and as a daily, it is just far too weak. [COLOR=#0000ff][b]Wall of Ice:[/b][/COLOR] [i](PHB) Cold, Conjuration, Evocation.[/i] Good area denial, and while the wall is somewhat flimsy, at least it punishes for attacking it. Usual wall comments.[/sblock] [b]Level 16 Utility:[/b] Flame's Protection, Fly, Insightful Riposte (Insight Skill Utility) or Stoneskin. [b][u]Level 16 Utility:[/u][/b] [sblock] [COLOR=#800080][b]Alter Self:[/b][/COLOR] [i](HoEC) Polymorph.[/i] There are easier and lower level ways to achieve this effect with items. Or you could play a Changeling? A campaign with little to no magic items might make it more [COLOR=#339966][b]useful[/b][/COLOR]. [COLOR=#800080][b]Beneficient Transformation:[/b][/COLOR] [i](HoFL)[/i] I'd like this better if you got all 3 benefits, or worked on the whole party. It's a bit too limited and situational as it is. Slightly surprised it doesn't have the Transmutation keyword. [COLOR=#800080][b]Clever Escape:[/b][/COLOR] [i](AP) Illusion, Teleportation.[/i] Movement, invisibility and a target dummy are an okay combo, but it's daily, and the illusion is more likely to get included in a blast or poked by a minion (that 'touched' line) than really eat an attack. Like a lot of these powers, better if your DM RPs dumb monsters as such. [COLOR=#339966][b]Cloud Form:[/b][/COLOR] [i](HoEC) Polymorph.[/i] Not being able to attack renders this power a lot weaker than Fly, but being able to slip through cracks has its uses for sneaking or escaping. [b][COLOR=#ff0000]Dancing Shadows:[/COLOR][/b] [i](HoS) Nethermancy, Shadow.[/i] It might be an immediate, and it can stop an attack that barely hits, but concealment doesn't stop area attacks, and the aftereffect suffers badly from timing issues. [b]Dimension Switch:[/b] [i](D380-HoFL) Teleportation.[/i] Surrounded? Give them your defender instead. Situational, but not bad for it. [COLOR=#800080][b]Displacement:[/b][/COLOR] [i](PHB) Illusion.[/i] Rerolling an attack might make the enemy miss, but it might also make them crit. Short range and will provoke an OA when used (Not a huge issue, but it's there). A bit too risky for general use, but can be [b]worth it[/b] if you have a lot of attack penalties going around. [COLOR=#0000ff][b]Flame's Protection:[/b][/COLOR] [i](D388) Fire.[/i] Fire Shield, as a multi-target encounter power. Shorter duration, but a decent effect. [COLOR=#0000ff][b]Fly:[/b][/COLOR] [i](PHB)[/i] Flight is always useful. Just be careful not to get stunned, since you don't hover. [COLOR=#800080][b]Greater Invisibility:[/b][/COLOR] [i](PHB) Illusion.[/i] Better range than the original, but still limited and a standard action. [COLOR=#339966][b]Better[/b][/COLOR] out of combat. [COLOR=#800080][b]Mare's Body:[/b][/COLOR] [i](HoFW) Transmutation, Polymorph.[/i] +4 to speed is decent, but be wary of your new size limiting where you can go. Also, picking an origin square for bursts means you can hit yourself with unfriendly close bursts (Not a huge amount of your power list, granted.) This power produces some very amusing and possibly somewhat creepy mental images if used by, say, a Pixie or Shardmind wizard. Overall though, if you're gonna change your movement once a day, pick Fly. [COLOR=#339966][b]Phantom Mask:[/b][/COLOR] [i](AP-HoFL) Illusion.[/i] Disguise your whole team and infiltrate somewhere. I'm sure you could make use of this, just mind the insight DC. [COLOR=#800080][b]Phase Shift:[/b][/COLOR] [i](AP) Polymorph.[/i] I'd like this better if it was an encounter power, or sustainable. It could be useful, but it's fairly limited. [COLOR=#ff0000][b]Soul Harvest:[/b][/COLOR] [i](HoS) Healing, Necromancy, Shadow.[/i] It's an okay heal, but daily with a hard to predict trigger that may not occur when you need it. [b]Spatial Lock:[/b] [i](D375) Zone.[/i] It's a standard action, and daily, but no-save, guaranteed denial of one of the Epic tier's more common and hard to counter movement types is worth considering. Probably worth being the second thing stored in your spellbook. [COLOR=#ff0000][b]Spectral Vision:[/b][/COLOR] [i](AP) Illusion.[/i] Useable, but not brilliant - the effect breaks as soon as the enemy walks into lava, and your DM might give the enemy bonuses to see through it if you just put it up before them, or they know the area well. Could have [COLOR=#339966][b]some use[/b][/COLOR] out of combat. [COLOR=#0000ff][b]Stoneskin:[/b][/COLOR] [i](PHB)[/i] If you don't use it on yourself, use it on your defender or leader. A decent power. [b]Summon Diamond Falcon:[/b] [i](AP) Summoning.[/i] A slightly weaker Fly, but doesn't eat your minor actions. Slightly more stylish way to travel, in my opinion. You could use it to get an ally out of a bad spot, or into tactical positions, or around the room for skill challenge reasons. [COLOR=#ff0000][b]Tides of Fate:[/b][/COLOR] [i](HoFW)[/i] Doesn't help stop the failures in the first place, and at this level, you and your team should all have better ways of generating CA. [COLOR=#339966][b]Words of Truth:[/b][/COLOR] [i](D381)[/i] Interrogation, easy mode. I still don't like these powers, but it could be useful in an intrigue based campaign... or completely ruin one. [u][b]Skill Powers:[/b][/u] [b]Elemental Countermeasures:[/b] [i](PHB3) Arcana.[/i] Your Arcana check should be somewhere between Reasonable and Pretty Good by this point. A good roll will mean a pretty good amount of damage shaved off. It has merit, especially later on if you're making the investment towards [COLOR=#0000ff][b]Sage of Ages.[/b][/COLOR] [COLOR=#33cccc][b]Insightful Riposte:[/b][/COLOR] [i](PHB3) Insight.[/i] Turn a close miss into a hit. That's always good.[/sblock] [b]Level 17 Encounter:[/b] Controllers: Charm of False Glory, Mass Charm (Hard decision!) or Phantasmal Horror. Blasters: Combust, Dancing Flames or Furnace of Sand. [b][u]Level 17 Encounter:[/u][/b] [sblock] [COLOR=#33cccc][b]Charm of False Glory:[/b][/COLOR] [i](D381) Will, Charm, Enchantment.[/i] An even better version of Charm of the Defender. With some forced movement and use of the sliding effect, you can get multiple attacks out of your poor little puppet. (The free action attack limit does not apply to attacks forced by an enemy) You can even use it on an ally thanks to the 'creature' target line, but the limit will apply then. A truely spectacular power. [COLOR=#800080][b]Choking Shadow:[/b][/COLOR] [i](HoFW) Reflex, Cold, Necrotic, Conjuration, Nethermancy.[/i] Repeatable single target damage and immobilisation would be decent in heroic, but here it's just pretty weak. [COLOR=#ff0000][b]Combust:[/b][/COLOR] [i](PHB) Reflex, Evocation, Fire, E.[/i] Unfriendly damage. Lots of it, but that's it. Obviously better for [COLOR=#0000ff][b]blasters[/b][/COLOR] and [COLOR=#0000ff][b]pyromancers[/b][/COLOR]. I prefer Dancing Flames for them, but this does have range. [COLOR=#800080][b]Dancing Flames:[/b][/COLOR] [i](HoFL) Reflex, Evocation, Fire, E.[/i] Large area of friendly damage with half on a miss. No control, but the premier pick for [COLOR=#33cccc][b]Blasters[/b][/COLOR] at this level (Unless you're allergic to close blasts). [COLOR=#800080][b]Crushing Titan's Fist:[/b][/COLOR] [i](PHB) Reflex, Evocation, Force, Zone, E.[/i] The effect line only really works on targets you missed or those outside the zone. Stacks with difficult terrain. Not brilliant overall, but a [b]Blaster[/b] looking to dabble in control with her damage could use it. [COLOR=#ff0000][b]Dancing Bolts:[/b][/COLOR] [i](AP) Reflex, Evocation, Lightning.[/i] It's sort of a triple target attack, but requires you to hit your first 1-2 targets, and limits your targetting options. The damage amount is a bit too low for this level as well. Too many penalties for no real gain. [b]Force Volley:[/b] [i](PHB) Reflex, Evocation, Force.[/i] Triple target daze that boosts itself for a solo fight and does okay damage. Decent enough. [COLOR=#800080][b]Furnace of Sand:[/b][/COLOR] [i](AP) Reflex, Evocation, Fire, Zone, E.[/i] A bit lower on the inital damage, but the zone can do some more to make up for it. Pity the blind is only while in the zone. A blaster with some forced movement on hand can [COLOR=#0000ff][b]consider it[/b][/COLOR]. [COLOR=#800080][b]Gripping Chains:[/b][/COLOR] [i](AP) Reflex, Force, Evocation, E.[/i] Crushing Titan's First wins out over this, slightly, but not by much. The OA effect is less useful due to being unfriendly. [COLOR=#800080][b]Horrific Shadow:[/b][/COLOR] [i](HoS) Will, Psychic, Illusion, Nethermancy, Shadow, E.[/i] Unfriendly close bursts are not your ideal powers, and the invisibility should be used to get away from monsters, not stand next to them for the minor auto-damage. [COLOR=#ff0000][b]Ice Tomb:[/b][/COLOR] [i](PHB) Reflex, Evocation, Cold.[/i] It's a single target stun... that results in your allies being unable to attack the target. Situationally useful, but generally it's just going to result in delaying the inevitable. There's another stun at this level, as well. [COLOR=#33cccc][b]Mass Charm:[/b][/COLOR] [i](HoFL) Charm, Enchantment.[/i] Talk about controlled chaos. Position your enemies wherever you want, have them all smack each other, then you and the rest of team PC let rip with other AoE. Simple, elegant destruction. Love it. [COLOR=#800080][b]Night Tempest:[/b][/COLOR] [i](HoFW) Fortitude, Cold, Evocation, E.[/i] Like Choking Shadow, I'd be more impressed with this Feywild offering back in heroic. Dancing Flames outdoes it for damage and isn't unfriendly. Pass. [COLOR=#0000ff][b]Phantasmal Horror:[/b][/COLOR] [i](AP) Will, Illusion, Fear.[/i] Single target stun, daze on a miss, and you get a damage bonus to boot. Decent, although fear immunity will apply. [COLOR=#ff0000][b]Shard of the Endless Avalanche:[/b][/COLOR] [i](AP) Fortitude, Conjuration, Evocation.[/i] The name feels more Druid, or maybe an elemental themed monk. Anyway. Mediocre damage that requires bunched up enemies. Note that any forced movement increasers you have [i]will not[/i] make the boulder move any futher than 5 squares. Very weak overall. [b][COLOR=#800080]Soul Blight:[/COLOR][/b] [i](HoS) Fortitude, Fire, Necrotic, Necromancy, Shadow, E.[/i] Okay effect line if not spectacular for this level, but unfriendly, and there are better options for damage compared to the initial attack. The undead line improves it [b]a bit[/b], but the attack penalty will still apply. [COLOR=#ff0000][b]Thunderous Transformation:[/b][/COLOR] [i](D382) Fortitude, Thunder, Transmutation.[/i] Bad single target damage, weak auto-damage that will affect your allies, and enemies get to save against forced teleportation if you try to send them upwards. The familiar line increases the damage potential, but one save will still negate it, and why is your familiar 20 squares up anyway? [COLOR=#ff0000][b]Wand Coupling:[/b][/COLOR] [i](D380) Reflex, Evocation.[/i] "You must be using a wand", that also has an encounter power to use an at-will. You could use this as a double-tap attack power, but it either means one of your two implements is a mediocre wand, or you're carrying around a low level master's wand as a golfbag item. Too restrictive to really be worth it.[/sblock] [b]Level 19 Daily:[/b] Controllers: A pretty bad level, with one shining star in Wrath of Battle. Blasters: Probably Landslide or Summon Rockfire Dreadnought. Summoners: Black Devourer or Rockfire Dreadnought. [b][u]Level 19 Daily:[/u][/b] [sblock] [COLOR=#ff0000][b]Acid Wave:[/b][/COLOR] [i](PHB) Reflex, Evocation, Acid.[/i] It's an unfriendly blast that doesn't do much more damage than your e17s. Pass. [COLOR=#800080][b]Cloudkill:[/b][/COLOR] [i](PHB) Fortitude, Poison, Evocation, Zone.[/i] Stinking Cloud all over again. Bigger area, a bit more damage, but still just as mediocre. [COLOR=#ff0000][b]Disintegrate:[/b][/COLOR] [i](PHB) Reflex, Evocation.[/i] Single target damage, and not a lot of it. And yet somehow it got nerfed since the PHB version. At least it doesn't destroy the target's possessions anymore. [COLOR=#ff0000][b]Entombing Earth:[/b][/COLOR] [i](D372) Reflex, Necromancy, Necrotic.[/i] Ice Tomb was bad. This is worse - lower initial damage of a worse type, and delays the inevitable, save ends. Don't bother. [COLOR=#800080][b]Evard's Black Tentacles:[/b][/COLOR] [i](PHB) Reflex, Nethermancy, Necrotic, Zone.[/i] Pity it isn't the original PHB version anymore. An immobilising zone of necrotic damage isn't that great for a daily of this level, although a [b]Necromancer[/b] might like it. [b]Evard's Ebon Bindings:[/b] [i](AP) Will, Charm, Nethermancy, Psychic.[/i] Okay single target control, although it really requires heavy investment in save penalties to get to the good effects. Sadly, if you make it to the dominate, the target will still be stunned from the previous effect.[COLOR=#0000ff][b] Better[/b][/COLOR] for an OoI-user, or an Epic Tiefling with Royal Command of Asmodeus. The miss effect barely rates a mention at this level. [COLOR=#800080][b]Feast of Destruction:[/b][/COLOR] [i](D388) Reflex, Fire, Evocation, Zone.[/i] Not a huge amount of fire damage, and a fairly ignorable zone. A bit better for [COLOR=#0000ff][b]Pyromancers[/b][/COLOR], although Tieflings looking to use Icy Clutch of Stygia should [COLOR=#ff0000][b]stay away[/b][/COLOR], as save preventation stops that feat working. [b]Fragile Form:[/b] [i](HoFW) Fortitude, Polymorph, Transmutation.[/i] Like a lot of similar effects, this power suffers from Solo save bonuses. If you're invested in save penalties and have fire damage dealers on Team PC, vuln 15 is quite a bit to dish out though, so [COLOR=#0000ff][b]consider it[/b][/COLOR] then. Very specific though. [COLOR=#800080][b]Horrid Wilting:[/b][/COLOR][i] (HoEC) Fortitude, Transmutation.[/i] First question: Do you even [i]own[/i] 9d4? If this had the Evocation keyword, it'd be a lot better for high odds of triggering the reroll, but as is, it's not that great. Weakening is decent, but as a single target spell, it suffers from solo save bonuses. [COLOR=#800080][b]Landslide:[/b][/COLOR] [i](HoEC) Fortitude, Evocation, Zone.[/i] Pretty unimpressive, and the zone effect is fiddly to use. [COLOR=#0000ff][b]Blasters[/b][/COLOR] could give it a look if only for being a CB5 with okay damage and half on a miss. [COLOR=#800080][b]Mass Transformation:[/b][/COLOR] [i](HoFW) Fortitude, Polymorph, Transmutation.[/i] A bit better than its lower level counterparts due to friendly area targeting, but the effect is still fragile. Pretty well [COLOR=#ff0000][b]worthless[/b][/COLOR] in a solo fight at this level. [COLOR=#ff0000][b]Oppressive Force:[/b][/COLOR] [i](AP) Reflex, Evocation, Force.[/i] Single target damage, and ongoing + prone. Very weak for a daily of this level, in all honesty. If you have the save penalties to be worth it, take Evard's Ebon Bindings instead. [COLOR=#800080][b]Plague of Illusions:[/b][/COLOR] [i](AP) Illusion, Will.[/i] What is with this level and mediocre single target effects? Thankfully, the failed save effects do not say instead, which would make this power completely worthless. The hit effect is at least decent, but again, Solos and save bonuses. Still better off with Ebon Bindings. [COLOR=#800080][b]Summon Angel Wretch:[/b][/COLOR] [i](D380) Summoning, Fortitude, Reflex, Necrotic, Poison.[/i] The OA is probably the best thing about this summon. Pity about the bad damage types.[COLOR=#0000ff][b] Decent[/b][/COLOR] for a Necromancer though. [COLOR=#0000ff][b]Summon Black Devourer:[/b][/COLOR] [i](AP) Summoning, Reflex.[/i] My usual comments about Grabs and your Fortitude apply. However, the proning OA is a very solid bit of control and area denial. [COLOR=#800080][b]Summon Coatl:[/b][/COLOR] [i](D385) Summoning, Reflex, Radiant, Lightning.[/i] Okay damage of a decent mix, but the symbiosis effect is pretty bad and the intrinsic effect is unfriendly. Pass. [b]Summon Rockfire Dreadnought:[/b] [i](D385) Summoning, Reflex, Fire.[/i] Another summon to use for its Intrinsic effect for off turn attacks. The symbiosis AC bonus negates the penalty, and Fire resist is easy to get, even from your own powers. The Black Devourer's proning OAs offer more control, but this is a [COLOR=#0000ff][b]decent choice[/b][/COLOR] for a Blaster or a Summoner looking for damage. [COLOR=#339966][b]Summon Shadow Servant:[/b][/COLOR] [i](HoS) Summoning, Shadow, Only selectable by a Mage with Expert Nethermancy or Necromancy.[/i] Note that this doesn't give you another use of the power, only higher level creatures to use with it, so it's effectively the same as retraining a lower level summon. Like its lower level counter part, the [COLOR=#800080][b]Nethermancy[/b][/COLOR] option only has your HS value in HP. Its aura and insubstantiality will counteract this to an extent, but only really in large fights. At-will weakening is nice, as is the OA auto-damage but both are necrotic damage, and the OA has terrible range restrictions. Funnily, the summon is [b]better[/b] for a Necromancer than you. As for the [b]Necromancer[/b]'s own option, it's decent, but not spectacular. The IR attack will break the immobilisation it dishes out. [b]Thought Cage:[/b] [i](HoFL) Will, Illusion.[/i] Continuing this level's trend of mediocre single target effects. It's a stun straight off the bat, but the fragility really ruins it. Okay aftereffect and miss lines at least. [COLOR=#33cccc][b]Wrath of Battle:[/b][/COLOR] [i](HoFL) Charm, Enchantment, Fear, Psychic.[/i] The only truely good power of the level. Bunch your enemies up, get them to whack each other, and take damage if they miss, followed up with whatever other AoE team PC dishes out. Or even stack it with Mass Charm to double your fun. I'd almost rate it gold, when considering the rest of the level. Almost.[/sblock] [/QUOTE]
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Archmage's Ascension - The Wizard's Handbook (By RuinsFate)
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