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Combat takes too long
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<blockquote data-quote="ObsidianCrane" data-source="post: 4370715" data-attributes="member: 54918"><p>s0l0m0n it remains hard to asses things without knowing what you were fighting to know what they could do, and so know how boring they are (some epic critters are pretty bland).</p><p></p><p>As it is you are talking a combat that is taking 7+ rounds, after all its not until round 6 you should have to even repeat a power, and that isn't allowing for Utilities or Daily powers. Consider a Wizard/Spell Storm Mage/Archmage build: </p><p>Round 1 Legion's Hold</p><p>Round 2 Crushing Titan's Fist</p><p>Round 3 Sudden Storm</p><p>Round 4 AP: Storm Cage, Necrotic Web (Archmage Daily -> Encounter) (all attacks this round get +15 damage)</p><p>Round 5 Confusion (Orb it) attack the most damaged enemy,</p><p>Round 6 Storm Spell to get a used spell back, + Sustained Confusion</p><p>Round 7 Repeat the spell if it is a Daily Attack or Encounter Attack,</p><p>Round 8 Legion's Hold again (Archmage), </p><p>Round 9 Regain an Encounter power (Archmage), </p><p>Round 10 Use regained Encounter, </p><p>Round 11 oh now you can use an At Will say Thunderwave to push enemies back into the Necrotic Web...</p><p></p><p>That would be round 11 before I had to use an At Will power, and the build still has an Encounter power up its sleave.</p><p></p><p>Now clearly I don't know how your Wizard is built but, I'm still not sure where the issue is that you are refering to, there is plenty there to do, and a lot of those attacks immobilize, stun or otherwise hinder enemies making the rest of the party even more effective - especially with Spell Accuracy meaning you can drop every spell over the party without a problem. Storm Cage is particularly cute - a persisting wall (until end of next turn) you can drop around the party and the monsters, no initial damage for the PCs and they then get to shove the monsters into the wall with push or slide effects, particularly cute with Necrotic Web dropped in the same round => a lot of damage for the monsters in that round.</p></blockquote><p></p>
[QUOTE="ObsidianCrane, post: 4370715, member: 54918"] s0l0m0n it remains hard to asses things without knowing what you were fighting to know what they could do, and so know how boring they are (some epic critters are pretty bland). As it is you are talking a combat that is taking 7+ rounds, after all its not until round 6 you should have to even repeat a power, and that isn't allowing for Utilities or Daily powers. Consider a Wizard/Spell Storm Mage/Archmage build: Round 1 Legion's Hold Round 2 Crushing Titan's Fist Round 3 Sudden Storm Round 4 AP: Storm Cage, Necrotic Web (Archmage Daily -> Encounter) (all attacks this round get +15 damage) Round 5 Confusion (Orb it) attack the most damaged enemy, Round 6 Storm Spell to get a used spell back, + Sustained Confusion Round 7 Repeat the spell if it is a Daily Attack or Encounter Attack, Round 8 Legion's Hold again (Archmage), Round 9 Regain an Encounter power (Archmage), Round 10 Use regained Encounter, Round 11 oh now you can use an At Will say Thunderwave to push enemies back into the Necrotic Web... That would be round 11 before I had to use an At Will power, and the build still has an Encounter power up its sleave. Now clearly I don't know how your Wizard is built but, I'm still not sure where the issue is that you are refering to, there is plenty there to do, and a lot of those attacks immobilize, stun or otherwise hinder enemies making the rest of the party even more effective - especially with Spell Accuracy meaning you can drop every spell over the party without a problem. Storm Cage is particularly cute - a persisting wall (until end of next turn) you can drop around the party and the monsters, no initial damage for the PCs and they then get to shove the monsters into the wall with push or slide effects, particularly cute with Necrotic Web dropped in the same round => a lot of damage for the monsters in that round. [/QUOTE]
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