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Do wizards suck? / multiple attacks
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<blockquote data-quote="Dragonblade" data-source="post: 4718964" data-attributes="member: 2804"><p>I play a wizard in one of our games and my character is one of the toughest in the group.</p><p></p><p>The wizard has several things going for it:</p><p></p><p>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.</p><p></p><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>If you are looking for an edge to make your wizard even better than here are some suggestions:</p><p></p><p>For armor, take the Shimmering Robes. It essentially makes your wizard immune to OAs when casting ranged or area spells next to enemies.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 4718964, member: 2804"] 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. [/QUOTE]
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