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<blockquote data-quote="mneme" data-source="post: 5684076" data-attributes="member: 59248"><p>Actually, assuming she was (as I thought you implied) 2nd level, she could have handled it with the right utility.  Wizards aren't tanks, but they can do temporary strikery tanking impressively if they're kitted out for it.  My favorite power for defense after the "I'm going to waltz out in front of the monsters and close blast/burst" tactic -- something that wizards are actually quite good at given that they have some impressive close blasts/bursts is Moonstride.  Shield may be more likely to be useful every combat, but when it looks like all the monsters are gunning for you, getting a shift (which may simply invalidate the enemy's attack, particularly if enemies ready attacks for a flank--and can take you from "in front of the paladin" to "behind the paladin")  -and- becoming insubstantial turns you into a defensive powerhouse for a turn.</p><p></p><p>You'd think that sorcerers shouldn't tank, too -- but between resistance, the ability to spend the her resistance for a +4 to a defense, Second Chance, and the utility that gives you +1 to all defenses Dragonflame Mantle (immediate interrupt, +1 to all defenses and 1d6 punishment) my halfling storm sorcerer can be a -very- annoying target.  And that's without using resources to up her AC.</p><p></p><p></p><p></p><p>Um.  No.  I wouldn't add more monsters either (as a general rule; downlevelled extra monsters can work).  Levelling up and down monsters makes a much more balanced and smooth shift than adding extra monsters or levelling them up or down.  Alternatively, adding extra waves of monsters can work well, with extra monsters set to enter the fray after some of the initial monsters are down.</p></blockquote><p></p>
[QUOTE="mneme, post: 5684076, member: 59248"] Actually, assuming she was (as I thought you implied) 2nd level, she could have handled it with the right utility. Wizards aren't tanks, but they can do temporary strikery tanking impressively if they're kitted out for it. My favorite power for defense after the "I'm going to waltz out in front of the monsters and close blast/burst" tactic -- something that wizards are actually quite good at given that they have some impressive close blasts/bursts is Moonstride. Shield may be more likely to be useful every combat, but when it looks like all the monsters are gunning for you, getting a shift (which may simply invalidate the enemy's attack, particularly if enemies ready attacks for a flank--and can take you from "in front of the paladin" to "behind the paladin") -and- becoming insubstantial turns you into a defensive powerhouse for a turn. You'd think that sorcerers shouldn't tank, too -- but between resistance, the ability to spend the her resistance for a +4 to a defense, Second Chance, and the utility that gives you +1 to all defenses Dragonflame Mantle (immediate interrupt, +1 to all defenses and 1d6 punishment) my halfling storm sorcerer can be a -very- annoying target. And that's without using resources to up her AC. Um. No. I wouldn't add more monsters either (as a general rule; downlevelled extra monsters can work). Levelling up and down monsters makes a much more balanced and smooth shift than adding extra monsters or levelling them up or down. Alternatively, adding extra waves of monsters can work well, with extra monsters set to enter the fray after some of the initial monsters are down. [/QUOTE]
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