Do wizards suck? / multiple attacks

I play a wizard in one of our games and my character is one of the toughest in the group.

The wizard has several things going for it:

If you have the Expanded Spellbook feat, then every time you learn a Daily power, you get to pick THREE, instead of one. And every Extended Rest you can choose which one you have available until your next extended rest. For utilities you pick TWO, instead of one. And the same rule applies. Every extended rest, decide which of the two you know until your next extended rest. We actually house rule this so that the wizard in our game (me) doesn't have to prepare in advance, I can choose on the fly. Though once I make that choice, I can't change it until after the next extended rest.

The wizard also gets some of the best Dailies in the game. Not necessarily in damage per round, but in flexibility and power. Flaming Sphere is awesome because you can just park it next to a foe and they take auto damage every round without you needing to make an attack roll. You just need to sustain. Same thing with the 5th level Stinking Cloud, its a zone you just move around the battlefield and do constant damage over time. Or Mordenkainen's Sword. Get a bonus attack as a MINOR action every round in addition to the attack from your Standard Action! :)

Most of the time you get to be in the rear of the party and never even get hit. Also the fact that your highest stat will be INT means your AC and Ref Defense will be through the roof. My wizard has the highest AC and Reflex amongst our party of optimizers.

If you are looking for an edge to make your wizard even better than here are some suggestions:

For armor, take the Shimmering Robes. It essentially makes your wizard immune to OAs when casting ranged or area spells next to enemies.

For your implement go Staff of Defense and get a Staff of Ruin since it grants an item bonus to damage in addition to the enhancement bonus. A +3 Staff of Ruin, for example, grants +3 to attack, but +6 to damage. Going staff wizard also gets you an additional +1 to AC and a nice little encounter power to help you avoid damage. Very nice. :)

For feats, be sure to take Weapon Focus staff if you are a staff based wizard. WotC has ruled in the FAQ section of their site that the damage bonus from that feat also applies to staff wizards when using their staff as an implement. Thats a nice little bonus to damage right there.

If you are an Orb wizard, apparently there are nasty builds on the WotC CharOp boards where you can inflict some nasty save penalties on your opponents.

Also wizards don't really have a MAD problem. Be sure that as a level 1 wizard you start with either an 18 or a 20 in INT and always raise it every level and you are all set. CON and WIS are both nice as secondary but really pretty much all Wizard abilities are INT based.
 

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Deva Wizard. Elf Orbizard just got obsoleted. You get the 'must hit this now' power, but the +2 Int to make sure that you're effective for more of the battle.

But beside that, you go Staff of Defense until Paragon, then get the Second Implement Mastery in Orb. Orbizards don't ignore the staff deliciousness. They revel in it.

Also, if your Thunderwave is pushing 'only 2 squares' than that's enough for your melee line to close the gap, not provoke OAs, and set themselves in a phallanx, which is where your area attacks get in there.

If you think Wizards are bad, you're going to -hate- the Druids and Invokers. They do even less damage.
 

Well, you can only get 1 sneak attack damage per round no matter how many times you hit. But yes, a second chance of hitting helps very much. I don't feel like crunching the numbers tonight, but the basic question is whether the increased chance of a hit is outweighed by a very large increase in damage; or by a sizable increase in damage and an attack against Reflex.
I think it does. 2d8 scaling to 5d8 is a lot of added damage.

You know that keterys's option gives you two chances to land your sneak attack damage, too, right? :) If you hit with the first one, you get a +2 shield bonus to AC. If you miss with it, you get a second shot.

-O
oops, I was covering a lot of ground I thought keterys option was the one with [W]main hand+[W]offhand anything allowing a second try to get sneak damage is really not good for the game.

Pretty much all of the multiple-attack-on-a-single-target attack powers are busted and busted good. With moderate optimization they suddenly blow every other power out of the water.

It would be a good thing for the game if they were all changed to attacks that simply did multiple [w] on a single hit roll OR allowed you to divide the [w] between foes.
great point!

Pushing 2 instead of 3 isn't crippling but the wisdom push only works for orb wizards (who have an, imo sub-optimal choice and yes, i know about all the "omg stun orcus indefinitely" junk.
Why? I'm confused. I'm playing a staff wizard, my initial stat array was 16,14,13,13,12,8. Eladrin makes this 18Int, 14Con, 13Cha, 13Wis, 14Dex, 8Str. At 4th level I took +1 Int, +1Wis, at 8th I'll take +1Int and +1Con so that at 11th I'll get my staff up to +3 but the rest of my pumps will likely be to Wis and I'll eventually take orb as a second implement. I haven't been using thunderwave (I have a magic item with 1 use of psychic wave/encounter which is basically the same.) My at-wills are ray of frost and scorching burst. Thunderwave is very good and I frequently think about swapping out ray for it but ray has some serious utility in certain situations and scorching goes with my "fire wizard" concept. Scorching also frequently allows you to target more enemies since it's range allows a wide variety of placements. I do love thunderwave but I disagree you can simply say it's the best at-will. Depends on the situation.

You can only use the power sometimes, its only really strong when used against elites or solos, and the only powers that its valuable on are "Nova" powers that need to be stacked in difficult situtions rather than thrown out in pre-planned area defining powers to be as valuable as the area modification AoE's)
I'm not in the "orb wizards dominate" camp but I do think you're undervaluing it.

Thunderwave should probably be 1+wisdom or Secondary Stat of your Choice -1(or Choose between +Wisdom, Dex -1, Con -2)
This waters down the build differentiation and really doesn't make a lot of sense. Not every wizard needs to have t-wave. This seems more like a "I wish it was this way so I could get better effect with my build" argument. You can't really argue it's the best at-will and then say "lets make it better".

The reason its a weakness is because without their sustianable powers they are not nearly as strong they would be otherwise.
still not a "weakness". Wizards have nice encounter powers and they can also use other dailies if a stun forces them to drop their sustainable. Rather than call this a weakness lets call it an offsetting factor when considering just how amazingly good wizard dailies are. I've been dazed with a sustained power in effect, I definitely hated the stun like position this put me in but I'm hardly ineffective if I have to drop my cloud. Losing cloud to stun isn't a weakness, having cloud in the first place is a bonus.

Sustainable powers need to be brought out early to be most effective. Stuns therefore don't just hamper your ability in this round(as it would for a fighter), but also hampers your ability in subsequent rounds as you are not able to sustain your power and it ends if you don't get a save before the end of your next turn. Dazes when compared to single action players(rogues/already marked strikers etc) either end the wizards ability to sustian their power(sans action point), or acts nearly like a stun(where most other players will still be able to attack and keep after their primary purpose)
I agree with all of this but still think that the reason that wizards are hurt more by daze and stun is because they're getting a lot of value out of minors and moves that other classes can't replicate. It's good there's some ways to hamper wizards because contrary to the OP, I sort of think they're the most powerful class in the game (clerics are probably equally valuable in my estimation but not as "powerful") and so some things that hamper ongoing automatic damage actually help keep the wizards power in check.

Save ends powers really aren't. You usually get 2 rounds total, which is only twice the effect of your encounter powers... The problem is first that they're competing with the more effective sustainable powers and second that their real strength can only be activated once per encounter(orb wizard), but their strength is being coupled with zones that deal damage. Now, zones that deal damage AND inflict save ends are great, but that is just icing on the cake and not a primary reason for those powers.
2 rounds is still 2 rounds. I'm a big fan of the sustainable powers but arguing that save ends stuff doesn't have a significant impact on a combat is a little misleading. If the BBEG is immobilized for 3 rounds and can't attack while the party pounds his minions it's pretty darn strong. I guess if you're strictly comparing trading out a sustainable daily for a save ends daily I'm in your camp thinking the sustainable powers are better but there are a lot of orb wizard fanatics who think differently. My point is that I wasn't comparing web to stinking cloud I was just saying web is a pretty strong power.

The -5 is effective so long as there are ranged enemies. You can furthermore do nasty things by double moving a stinking cloud (you move it on your turn, then ready an action to move it again). You move it over your group for an enemies turn then move it back after they have taken damage and had a -5 penatly to their attack(preferably you then move it on top of other enemies or away from your group so that they take no penalties
My DM would not like this use of readying at all. This also means your init is falling through the init order and next round all those creatures you waited on act before you which can be a significant penalty. The biggest problem with this tactic is that it's clearly not RAI. If you put the cloud on a group that group should all take an attack. I think we would house rule this away if anyone used it. It clearly makes no sense that the good guys and bad guys are in the cloud for the same amount of time but only the bad guys take the damage. You also must be specific when readying or else you lose your turn, I don't think my dm would let you say I'm reading my action until after monster xxx takes his turn. Lastly if you try this in our campaigns the monsters will use similar tactics.

Re: Wall of Fog. You stick the wall of Fog on your own party. Wall of fog blocks line of sight, so no enemies can see you. But concealment rules say that you, if you're in the wall, can see out, because you can draw a line from one of your corners to theirs while they cannot draw a line from one of yours to theirs.
so by extension if you're in the corner of a stinking cloud, attacks against you are at -2 for melee and -5 for ranged and monsters in melee with you under the cloud only get -2.

Similarly you can use it to restrict movement and make ranged attackers close.
I get that it's just rarely a huge benefit and i can use the cloud for the same purpose while doing damage with it.

The Feat requires dex and the feat is good with thunderwave so you need DEX and Wisdom and Int to use the feat with thunderwave which with wisdom is pretty easily one of the better at wills in the game.
How much wisdom do you need? Clearly you can't argue arcane reach is mandatory? is there really a point here other than getting every feat and power with the right stats is difficult with wizards... this is a good thing not all wizards need to be the same.

Now, you could say that "you don't need thunderwave to be a good wizard" and you would pretty much be wrong. At-wills are essential to any optimal build and Thunderwave is easily the best with the others all being fairly lacklustre in the control department.(except maybe ray of frost) Unless you're content with not being a wizard for the majority of most fights you need thunderwave
This is pretty subjective. I don't have it and I dominate a lot of encounters. I'm definitely pulling my share of the load and I'm sure a lot of other wizards without it are as well. this is pretty subjective but if you feel twave is so good you definitely can't make any case for making it easier to use.

The ability to add range on top of it(and extend its area to 4 and give you bonuses to defense for using it) are almost essential to its strength.(and its not like you don't get benefits from those feats when using other powers)
hardly the only viable build for a wizard.

Yes, Staff of Ruin: d10 crit die, +enhancement item bonus to damage rolls
ahhh. thanks.

trying to turn a ‘game’ into a realistic simulation is not only folly it can also distort our perception of what is realistic.
great point.

A relatively light blow to the temple can easily kill a person or a gentle brush against your neck opening up the carotid artery with a razor sharp sword would see you dead in seconds. So as an earlier poster said, if you want realism you would have to accept that your character can be killed in one strike. No fun at all imho.
the human body is amazingly tough when it comes down to it and though anecdotally you're correct about the possibility of death from a relatively light blow to a particularly vulnerable location this is far from normal and not easy to achieve.

Now having been a martial artist for over a decade and trained extensively in weapons I have to say that my favourite weapon combination is two knives/daggers. Imo I think this combination is the hardest to beat and in fact has the advantage over pretty much any weapon.
this is simply untrue. You're clearly sparring with the wrong people if you've found two daggers to be superior to any form of sword.

I don’t know what combat experience you have AngryPurpleCyclops but I suspect it has more to do with theory than experience and training. Of course I maybe wrong
Not this is the proper forum for this but I think you might be surprised at who you find playing DnD. Besides over 200 bar fights, up to and including, broken bottles, knives and firearms. I've been inside a full contact kickboxing ring 18 times and I'm 17-1. I also spent 6 years in the military and after going through SEAL training I went to Somalia and the Gulf. I'm 6'5" 250lbs and I'm not only well trained but I'm well experienced. I've had 350 stitches and more than 20 broken bones. I was in a fight with 3 marines in Hong Kong and two of them had to be returned to the states instead of continuing on to the gulf. I've punished a lot of people physically in my 44 years and I hit pretty hard. I've caved in cheeks and eye sockets, fractured jaws, and knocked numerous people unconscious, and I have yet to see a single person killed by a blow to the temple.

Your analogy of hitting two tennis balls with two rackets is quite correct, however, this is not how you use two weapons in a fight. Most of the time one is used to parry while one is used to attack. The greatest strength of using 2 knives/daggers is that you can switch between which attacks and which parries in an eye blink.
None the less you achieve a single attack with a relatively weak weapon when one considers the fact your targets are frequently armored/scaled/trained/armed. Reach is a very large deciding factor in melee combat. So is focus. I have a good friend who owns a dojo and he was hired by the FBI and Secret Service because inside 15 ft he's nearly unhitable with a firearm. Even in the 15-22' range he's hit by less than one in three shooters and we're talking about some of the best trained shooters in the world. He's 5'9" and even though he can take a firearm from me before I can shoot him 4 times out of 5 (even though I know his exact technique) he still doesn't like the impact my reach has on him when we spar. two daggers will not be able to fend off significant blows from a weapon with some heft. You'll simply wind up with a broken wrist or shattered forearm. They practice kendo in my friends dojo and there is no way I would try and approach one of them with a pair of daggers. Even the rattan strips leave large dents on the fencing helmets. If two daggers was a strong concept in combat it would have seen use on the battle field. A spiked buckler will get you a lot further than a second dagger. Why would anyone use a bayonet if knives were good? Reach.

Someone who knows how to use weapons will parry the first attack and not knock it away but keep it and the attacker close. The off-hand then goes on the offensive either attacking the arm/hand holding the weapon or your opponent’s body. A fight is over in less than 2 seconds with someone who knows what they’re doing.
Not if the opponent is equally skilled. A lot of combats end quickly because weapons are intended to do serious harm but trained fighters look for an opening and try not to expose themselves. Armies of 10's of thousands have met on battlefields and fought for hours and yet the dead number less than 20%. If all the encounters ended fatally in a few seconds in under a minute you might suffer 50 or 75% casualties. Give me a roman gladiator with a buckler and short sword and he'll have the guy with two daggers for lunch 9 times out of 10.

Polearms are large unwieldy weapons, used to great effect in large bodies of men on the battlefield when defending against a charge but much less useful in a one on one encounter. The polearm user will want their first big strike to land home or else the more nimble opponent will be inside and then it’s all over. A Bo (6 foot pole) or a Spear is much more practical in this situation as it is faster to wield and can keep an opponent at bay, however, once inside they’re also pretty harmless.
I'm aware of the problems with long hafted weapons in terms of recovery time. None the less they're a lot more formidable than a dagger. The best combo is clearly sword and shield or else it would not have gotten so much use. You don't really want a large shield for single combat (this goes back to fighting in ranks) but reach is still a factor and a shield can often be used MUCH more effectively as a second weapon than a second weapon can. The point of all this is that you can't make a simulationist argument for multiple attacks for the dagger wielder because it's the less effective system.

A sword is much more dangerous, however, the same rules apply. In the same moment one knife parries the other strikes. It’s not a matter of ‘swinging’ a weapon and having to recover it, the two blades work in harmony with each other.
This is semi ninja fantasy. parrying large weapons with small weapons is tricky business. You can't parry a baseball bat with a dagger most of the time and a broadsword is significantly more dangerous than a bat. Before we engage in more ninja fantasy dodging blows and giving glancing parries that redirect rather than blocked lets remember this is DnD. You might be immobilized when you're trying your dagger parry. You also might be surrounded.

As far as harmony goes, if I bump/push/nudge you with the shield and impede your balance for just a second I might easily lop off your lead foot with a blow you couldn't see until the blade whistled out from under the shield. There's a lot of things that work in "harmony" many of them much more effectively than a pair of daggers. There's no way you can make an argument that 2 daggers is always better than other armament and in fact most often it's simply worse. beyond the "realism" there is a game here and unbalancing it in the name of "fantasy realism" o the detriment of balance makes practically no sense.
 
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A Wizard is not a Striker. A Wizard is a Controller. It is not supposed to do tons of damage to things. It is supposed to use its spells to control the battlefield.

Get a fork, shove it up your nose and swish it around until you get all of the ideas and thoughts about the previous D&D editions out of your head. Dont try to apply how things were in previous editions to this one.

Ok seriously dont shove a fork up your nose. But its best to go into this with a blank slate. The days of the high level Wizard making the rest of the party obsolete are gone.
I do not recommend shoving a blank slate up your nose either.
 

Polearms are large unwieldy weapons, used to great effect in large bodies of men on the battlefield when defending against a charge but much less useful in a one on one encounter. The polearm user will want their first big strike to land home or else the more nimble opponent will be inside and then it’s all over. A Bo (6 foot pole) or a Spear is much more practical in this situation as it is faster to wield and can keep an opponent at bay, however, once inside they’re also pretty harmless.

I'm afraid I don't believe this at all.

Anecdotal evidence part 1: A friend and I once tried a sparring experiment. I had a 3ft bamboo cane, and if I could touch any part of him with it, he would be dead. He had a standard 10ft halberd. In about 10 minutes sparring I couldn't touch him. I couldn't even come close.

evidence part 2: back in 1983, the BBC did a series on 'way of the warrior' examining a number of martial arts styles. In the one focussing on Japan, a modern kenjutsu master made the point that fighting with a sword against a bo, spear or naginata - basically anything that had reach on you - was incredibly difficult. He found it almost impossible to beat any of his students who are wielding a longer weapon than him if they have a modicum of training. The idea of getting 'inside the reach' of a weapon is meaningless for anything other than a 15'+ pike!

Essentially D&D has always grossly underestimated the significance of reach in melee.
 

To respond to this...basically everyone gets a 4e version of "full round attack" with every attack for only the cost of a standard action. The "multiple attacks" are simply rolled right into the damage that the attack does.
Yes, and it's a good implementation.

* Second it makes fights more mobile. You no longer have to choose between standing still to get your full attack and moving around in combat if it's needed
Also good.

About wielding two weapons: Everyone seems to be of the mindset (well engrained from 3e) that an extra weapon in your hand equals an extra attack. Who is to say that this should ever have been the case?
Here I'd like to bring up Warhammer Fantasy Role-Play. This game (in its second and current edition) drew heavily from the basic fundamentals of d20 actions.

But to its credit it did do away with "a second weapon" = "an extra attack".

To the chagrin of some players but probably for the better for most of us.
 

evidence part 2: back in 1983, the BBC did a series on 'way of the warrior' examining a number of martial arts styles. In the one focussing on Japan, a modern kenjutsu master made the point that fighting with a sword against a bo, spear or naginata - basically anything that had reach on you - was incredibly difficult. He found it almost impossible to beat any of his students who are wielding a longer weapon than him if they have a modicum of training. The idea of getting 'inside the reach' of a weapon is meaningless for anything other than a 15'+ pike!

Essentially D&D has always grossly underestimated the significance of reach in melee.
If you make reach any good in a rpg players will only want to use reach weapons. So it's much more a question of "what do we want in our game?" and "does reach add to the fun or does it just become messy?" than "how do we make our game reflect reality?".

Besides, if reach really was that good, why didn't we see people only using reach weapons in history?

(And if the answer is "mostly because people are lazy and can't be bothered to carry around unwieldy sticks" or "because people are optimists and don't think they'll get into a fight until its too late to go fetch your reach weapon" then we'll simply have to accept our fantasy game can't be like reality.

Simply because adventurers never tire and they endure any hardships if that gives them even the slightest attack bonus. And their mindset is that trouble will come, it's only a matter of when.

So making reach weapons better and trying to balance that with encumbrance, cost, social penalties or general unwieldiness simply doesn't work. You really then have to make these weapons less good.

Myself, I'm more and more inclined to give all weapons equal stats.

This allows players to select their weaponry purely based on looks. It doesn't penalize a thief for wanting slim knives or a barbarian for wanting an oversized and completely ridiculous two-handed maul or a charismatic history professor from wanting a stupid whip. It allows the game to handle any kind of archetype, any kind of role model from movies or novels.

And it really is the only way to ever get rid of the endless "which weapon is truly the best" discussions. :)
 

If you make reach any good in a rpg players will only want to use reach weapons. So it's much more a question of "what do we want in our game?" and "does reach add to the fun or does it just become messy?" than "how do we make our game reflect reality?".

This is exactly the point. What do we want in the game.

Besides, if reach really was that good, why didn't we see people only using reach weapons in history?

Well, on battlefields we pretty much do see reach weapons dominating, don't we? For hunting too.

Some of the reasons for favouring some weapons over others were almost certainly societal and legal for the circumstances rather than just about efficiency for killing things!

Cheers
 

About powers that grant two attack rolls: If you look at them closely you will find that they do less damage per attack than other powers of the same type (at-will / encounter / daily) at the same level. Example of Ranger twin-strike: If both swings hit it will do 2[W] damage. If you hit with one of the other Ranger at-wills you'll do 1[W] + Str so with an 18 Str you're looking at 2d8 for 2 longsword hits or 1d8 + 4 for a total average difference of .5 damage (9 vs 8.5).

IMO none of this makes 4e either more or less gamist, it just takes one game mechanic (multiple attacks) and replaces it with another game mechanic (more damage). If you feel the need you can narrate the effect of any attack that does more damage (such as 2[W]) as multiple attacks.

OK, then why have the Ranger Twin Strike at all? I mean, on one hand you are saying that 4e takes multiple attacks and replaces them with a single roll but more damage, then you have the Ranger Twin Strike going back to multiple attacks. I totally get the abstract nature of HP and other aspects of the D&D rules, but what becomes confusing is the slippery nature of different rules having different degrees of abstraction vs. literalism. So in the example above, on one hand you have an abstract (or representational) system of HP, attack rolls, and damage, then you have a literal at-will power of Twin Strike. It seems inconsistent, as if WotC wants it one way (as you described) but doesn't want to give up the sacred cow of the Drizzt-style ranger.

I can even live with that; what I am looking for, however, is one of two things: 1) A way to justify not allowing the rogue in my group to make two attacks with his daggers, and/or 2) A balanced at-will power the rogue can use to make two attacks. At this point I'm thinking of adding something like:

Double Dagger Strike (Rogue At-Will)
Special: Must be using two light blades
Range: Melee weapon
Target: One opponent
Attack: Dex vs. AC, two attacks
Hit: 1[W] + 1 [W] ; no STR bonus; sneak attack still applies

I like the choice of either one attack with STR bonus or two without (and didn't know that Ranger Twin Strike didn't include STR), but I also think sneak attack damage should still apply, at least to one weapon: Imagine the rogue jumping onto someone's back from behind and stabbing them with two daggers...at least one should have that extra damage effect.

Does that at-will seem unbalanced or workable?

As for realism...if this is really what you are after there are many other games out there where a single attack can kill your character dead in one swing, but just exactly how much fun is that for the player with a dead PC? Frankly that is the whole reason that save or die type effects are gone (*mostly) from 4e. I won't disagree with you that 4e is more gamist than some other game systems, but I won't agree that it is more (or less) gamist than any other edition of the game....just different.

No, I am not looking for that kind of realism but a balance of heroic fantasy tempered with a dash of realism so things don't get too out of hand. In some ways 4e is more balanced than previous editions (couldn't 20th level Dwarven Fighters have 300 HP in 3E?). For example, I like the slower curve from 1st to 30th level...despite what someone said, I think it is much less drastic than in previous editions and more "realistic." And I am totally glad to see save or die effects gone; and I love the new below 0-HP saving throw rule--it has great dramatic effect, with the scramble for the other PCs to try to get to their fallen comrade(s) to stabilize them (although we had one dubious situation where the four party members kept on taking turns going below 0 HP, then one would scramble over and pull them out of combat to stabilize them, then another would go below 0 HP, etc; it was quite comical, unrealistic, but fun--every PC went below 0 HP at least once, but all survived).

Not this is the proper forum for this but I think you might be surprised at who you find playing DnD. Besides over 200 bar fights, up to and including, broken bottles, knives and firearms. I've been inside a full contact kickboxing ring 18 times and I'm 17-1. I also spent 6 years in the military and after going through SEAL training I went to Somalia and the Gulf. I'm 6'5" 250lbs and I'm not only well trained but I'm well experienced. I've had 350 stitches and more than 20 broken bones. I was in a fight with 3 marines in Hong Kong and two of them had to be returned to the states instead of continuing on to the gulf. I've punished a lot of people physically in my 44 years and I hit pretty hard. I've caved in cheeks and eye sockets, fractured jaws, and knocked numerous people unconscious, and I have yet to see a single person killed by a blow to the temple.

:eek: Remind me never to disagree with you again ;)
 
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oops, I was covering a lot of ground I thought keterys option was the one with [W]main hand+[W]offhand anything allowing a second try to get sneak damage is really not good for the game.

That's an opinion, sure... but mathematically speaking my solution is equivalent (or slightly worse, if you don't have armbands for extra damage) damage than Sly Flourish and Piercing Strike for hit chances of 50% to 80% at median checkin points at heroic, paragon, and epic tiers. It's also more limited than either of the others, though not by much in the case of Piercing Strike.

The absolute key is to make sure you can only hit once per round. Once you get that out of the way, you're mostly in good shape.
 

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