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<blockquote data-quote="Tallifer" data-source="post: 4903903" data-attributes="member: 84661"><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">In our Heroic Tier party fo four, the wizard is necessary. We all pray he gets a high initiative for the first round. (Improved Initiative, some dexterity and a Warlord help.)</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">One great combination is a Grasp of the Grave (5th) with Enlarge Spell and Destructive Wizardry for a wide and damaging zone plus daze for combat advantage, followed up by Icy Rays (3rd) on an Action Point (Human Action Surge and Tactical Warlord) to lock the biggest foes inside the zone while the fighter, warlord and ranger take out the front line.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Phantom Bolt, Ray of Frost and Thunderwave all affect the tactics of the battlefield very nicely, and they are at will (Human for three at-wills).</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Sleep is good. Web is great. Horrid Whispers damages the foes, gives them -2 to attack and then knocks them prone for easy pickings by the fighter and the warlord.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Finally, any immobilization or slow spell is necessary for the end of the encounter when the dangerous evil magician inevitably tries to flee for another day. Or to make sure no scouts run away to warn the rest of the dungeon.</span></span></p></blockquote><p></p>
[QUOTE="Tallifer, post: 4903903, member: 84661"] [FONT=Times New Roman][SIZE=3]In our Heroic Tier party fo four, the wizard is necessary. We all pray he gets a high initiative for the first round. (Improved Initiative, some dexterity and a Warlord help.)[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]One great combination is a Grasp of the Grave (5th) with Enlarge Spell and Destructive Wizardry for a wide and damaging zone plus daze for combat advantage, followed up by Icy Rays (3rd) on an Action Point (Human Action Surge and Tactical Warlord) to lock the biggest foes inside the zone while the fighter, warlord and ranger take out the front line.[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]Phantom Bolt, Ray of Frost and Thunderwave all affect the tactics of the battlefield very nicely, and they are at will (Human for three at-wills).[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]Sleep is good. Web is great. Horrid Whispers damages the foes, gives them -2 to attack and then knocks them prone for easy pickings by the fighter and the warlord.[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]Finally, any immobilization or slow spell is necessary for the end of the encounter when the dangerous evil magician inevitably tries to flee for another day. Or to make sure no scouts run away to warn the rest of the dungeon.[/SIZE][/FONT] [/QUOTE]
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