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Do wizards suck? / multiple attacks
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<blockquote data-quote="Goumindong" data-source="post: 4717353" data-attributes="member: 70874"><p>Wizards are frankly fantastic. Especially when coupled with a strong leader that can grant saves.</p><p></p><p>Their weakness are</p><p></p><p>1: MAD</p><p></p><p>Wizards need very high to hit to be effective(they need to ensure that their status effects land). But at the same time, many of their at wills and feats rely heavily on secondary stats.</p><p></p><p>In the end they want 15 dex by paragon tier, and as much wisdom as possible without forsaking constitution. This maximizes the ability to use thunderwave, which is probably the strongest at will in the game, high monster fort not withstanding.</p><p></p><p>2. Stuns/dazes:</p><p></p><p>The real power of wizards is seen in their sustainable daily zones. Screw fireball, if you want to do damage you pick up poison cloud. Now not only do you not need to make attack rolls to do damage but you can shove people into it to stack it up. Ever seen a wizard do 45 damage in a single round to a single enemy at level 6? I have done it with an un optimized wizard(Dwarf Staff wizard thunder waves the enemy into a poison cloud, he fails his save takes damage for entering the cloud and then takes damage again at the start of his turn).</p><p></p><p>Stuns and dazes make it harder for you to use these with your regular powers which means that you need a leader to get you out of it before it hampers your actions. Melee classes can just charge, but not so the wizard. You are action dependent.</p><p></p><p>3. Have lots of traps.</p><p></p><p>Save ends powers are not all that great, and not in abundance enough to really abuse compared to just hitting a lot and making sure you hit when you need it(or don't get hit)</p><p></p><p>Anyway:</p><p></p><p>By level 6 you have 3 daily sustain powers. Two of these do excellent damage(flaming sphere and Stinking Cloud both essentially turn you into strikers when attacking anyone that takes damage from those powers) and one of these makes your defensive position freaking amazing(Wall of Fog).</p><p></p><p>Stinking Cloud makes it hard for enemies to attack you -5 penalty for full concealment and does lots of damage/round. Flaming sphere blocks off areas and does good damage/round. Wall of Fog gets placed right on top of your defensive position and grants full concealment to you while you can look out unmolested.</p><p></p><p>Assuming 5 encounters per day, wizards get 3 dailies that provide massive benefit over the entire encounter by level 6.</p><p></p><p>So long as you're looking in the right area's you'll see the power available.</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4717353, member: 70874"] Wizards are frankly fantastic. Especially when coupled with a strong leader that can grant saves. Their weakness are 1: MAD Wizards need very high to hit to be effective(they need to ensure that their status effects land). But at the same time, many of their at wills and feats rely heavily on secondary stats. In the end they want 15 dex by paragon tier, and as much wisdom as possible without forsaking constitution. This maximizes the ability to use thunderwave, which is probably the strongest at will in the game, high monster fort not withstanding. 2. Stuns/dazes: The real power of wizards is seen in their sustainable daily zones. Screw fireball, if you want to do damage you pick up poison cloud. Now not only do you not need to make attack rolls to do damage but you can shove people into it to stack it up. Ever seen a wizard do 45 damage in a single round to a single enemy at level 6? I have done it with an un optimized wizard(Dwarf Staff wizard thunder waves the enemy into a poison cloud, he fails his save takes damage for entering the cloud and then takes damage again at the start of his turn). Stuns and dazes make it harder for you to use these with your regular powers which means that you need a leader to get you out of it before it hampers your actions. Melee classes can just charge, but not so the wizard. You are action dependent. 3. Have lots of traps. Save ends powers are not all that great, and not in abundance enough to really abuse compared to just hitting a lot and making sure you hit when you need it(or don't get hit) Anyway: By level 6 you have 3 daily sustain powers. Two of these do excellent damage(flaming sphere and Stinking Cloud both essentially turn you into strikers when attacking anyone that takes damage from those powers) and one of these makes your defensive position freaking amazing(Wall of Fog). Stinking Cloud makes it hard for enemies to attack you -5 penalty for full concealment and does lots of damage/round. Flaming sphere blocks off areas and does good damage/round. Wall of Fog gets placed right on top of your defensive position and grants full concealment to you while you can look out unmolested. Assuming 5 encounters per day, wizards get 3 dailies that provide massive benefit over the entire encounter by level 6. So long as you're looking in the right area's you'll see the power available. [/QUOTE]
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