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Explain the Warlock to me.
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<blockquote data-quote="Goumindong" data-source="post: 4330163" data-attributes="member: 70874"><p>Wizard can do some pretty potent single target damage with clever combinations.</p><p></p><p>E.G. Blood Pulse + Thunderwave. 2d6 + int damage plus 1d6 damage for every square they move out of. High wisdom and the +1 move gloves makes a thunderwave pretty potent. Combine this with a warlords movement powers and possible intentional movement on the part of the target and it can start to add up.</p><p></p><p>E.G. Lets say you start with 18 wis and are level 14, so you now have 22 and push 7 squares on a thunder wave. Bloodpulse hits 2d6+int and the enemy sits where it gets hit. Warlord pushes him 5 squares with his 16 base int using one of his powers that does that, now we are up to 7d6. Wizard comes in and thunderwaves for 7 squares and now you are at 15d6 damage in the two rounds. Blood pulse is an encounter power and thunderwave is an at will. Dump an action point and you can thunderwave twice. With a little clever positioning you could be looking at 10-20d6+2-3 int over two rounds to multiple enemies. Chock up bolstering blood on top of that for another 2d10 each time the power does damage. Since blood pulse will be doing damage 1-5 times(action point same turn forced movement, thunderwave on second turn, warlord/fighter forced movement, intentional movement, initial damage)</p><p></p><p>Granted thunderwave hits fort and its 3 attacks, but still, for a potential 18d6+ 3x int + 6d10 + for 3 attacks as a daily/encounter power(action point) to multiple targets before considering any intentional movement by the target[another 2d10+1d6/square] or unintentional movement created by other party members[another 2d10 +1d6/square] at level 11.</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4330163, member: 70874"] Wizard can do some pretty potent single target damage with clever combinations. E.G. Blood Pulse + Thunderwave. 2d6 + int damage plus 1d6 damage for every square they move out of. High wisdom and the +1 move gloves makes a thunderwave pretty potent. Combine this with a warlords movement powers and possible intentional movement on the part of the target and it can start to add up. E.G. Lets say you start with 18 wis and are level 14, so you now have 22 and push 7 squares on a thunder wave. Bloodpulse hits 2d6+int and the enemy sits where it gets hit. Warlord pushes him 5 squares with his 16 base int using one of his powers that does that, now we are up to 7d6. Wizard comes in and thunderwaves for 7 squares and now you are at 15d6 damage in the two rounds. Blood pulse is an encounter power and thunderwave is an at will. Dump an action point and you can thunderwave twice. With a little clever positioning you could be looking at 10-20d6+2-3 int over two rounds to multiple enemies. Chock up bolstering blood on top of that for another 2d10 each time the power does damage. Since blood pulse will be doing damage 1-5 times(action point same turn forced movement, thunderwave on second turn, warlord/fighter forced movement, intentional movement, initial damage) Granted thunderwave hits fort and its 3 attacks, but still, for a potential 18d6+ 3x int + 6d10 + for 3 attacks as a daily/encounter power(action point) to multiple targets before considering any intentional movement by the target[another 2d10+1d6/square] or unintentional movement created by other party members[another 2d10 +1d6/square] at level 11. [/QUOTE]
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