Wizard Problem: Wizards feel… lite. They certainly
don’t feel very controllery. Hell the cleric with its Guardian of Flame is more controller than wizards and fighters are WAY more controller than wizards are. Wizards primary ‘controller’ function seems to be killing minions, which if you don’t have many minions in a combat isn’t that great a function. Single target damage is subpar, AOE damage is subpar with smart targets which I typically do because bunching up is almost ALWAYS a bad idea and anyone who survives to adulthood will probably know that. They don’t feel very controllery either in the much more accepted use of the term as applicable to online gaming.
Answers (more like things to think about) -
Bump Magic Missile to use d6’s not d4’s. The d4’s feel like a holdover from the g.o.d. (good ol’ days) to keep it feeling like magic missile and frankly I just don’t like d4’s with their pointy little
ass shape. It also doesn’t increase in power till level 21? WTF? That makes it less and less useful for 20 levels?! An average of 5 + Int against a level 19 monster is a little… well you get the idea. Also as a controller while every power doesn’t need mass controlling abilities I think a force based attack might have a little bit of impact to it.
Magic Missile (KOC Rewrite) -
Magic Missile
At-Will * Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6+Intelligence modifier force damage;
target of size medium or lower is pushed 1 square (save avoids).
Increase damage to 3d6+Intelligence modifier at 11th level. Increase damage to
4d6+Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Scorching Burst - Let’s make it more of a controlling spell rather than simply a minion killer. Have it create a 1 square zone at center square that burns for a full round. That lets the wizard keep a square of fire up as kind of minor wall of fire with really weak damage to damage creatures or more importantly force them to go around it or shift out of the way.
Scorching Burst (KOC Rewrite) -
Scorching Burst
At-Will * Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6+Intelligence modifier fire damage.
Increase damage to 2d6+Intelligence modifier at 21st level.
Special: Creates a 1 square zone at the center of the blast that lasts till the end of the wizard’s next turn. Any creature passing through or ending its turn in this zone takes fire damage equal to the wizard’s Intelligence modifier.
Increase zone damage to Intellgence modifier x 2 at 21st level.
Cloud of Daggers (KOC rewrite) - Add a sustain on it. This would let the wizard have up to 3 of these up but at that point they’re not able to do anthing else. If they ‘juggle’ the CoD’s they can then constantly keep bad guys moving around, forcing shifts which opens up OA’s and the like and makes them much more controllery than before.
Cloud of Daggers
At-Will * Arcane, Force, Implement
Standard Action Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6+Intelligence modifier force damage
Increase damage to 2d6+Intelligence modifier at 21st level.
Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn
(see special). You can dispell it as a minor action.
Special: You can sustain the Effect as a minor action.
The whole purpose of these changes is to make the wizard more about control, if not the actual creatures at least their avenues of approach and direction of attack. While yes there’s now some overlap with Scorching Burst and Cloud of Daggers,the fact that you can now sustain Cloud of Daggers with a minor makes it a different power niche IMO. And to be honest Laura (Darta) doesn’t have CoD so it’s a moot point, I’m just adding it here for completeness.
Dailies - Allow the Wizard their normal uses per day but instead of memorizing from their selection set they get to choose at any time. While the ‘have to memorize per day’ is yet another nod to the g.o.d. as a DM I’m just not really liking the flavor of it. It requires way too much guess work and when you guess right then it’s just an “oh okay” feel but when you guess wrong it’s a “well




” feel and as a result not fun.