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Forked Thread: Some Thoughts on 4e
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<blockquote data-quote="Doctor Proctor" data-source="post: 4515503" data-attributes="member: 78547"><p>Really? I didn't realize that crossbows had area of effect, or that they could create a cloud that damaged anyone entering it, or that crossbows could push a group enemies several squares, or slow them. Why's our ranger using a longbow then, when he could use a crossbow??? [/sarcasm]</p><p></p><p>If you're going to just pick one At-Will from a class and then define the whole class by it, you're just being foolish. Is the Warlord's only fallback telling others to attack a target? No, that's just one ability. Do all Fighter powers push enemies? No, that's just one ability.</p><p></p><p>No one is forcing you as a wizard to take Magic Missile, just like they're not forcing you to use it. Want some more flavor to your powers so that you're not just "firing a crossbow"? Then take Thunderwave and spend some feats on heavier armor. Get close and clear the floor. Or take Scorching Burst so that you always have a good ranged AoE handy. These are the other things that Wizards do, besides their encounters and dailies...try using them once in a while and just maybe you'll get more enjoyment out of the game.</p><p></p><p>In fact, I would say that Magic Missile only offers two very minor bonuses. It does slightly higher base damage (2d4 vs 2d6...although because you're rolling two dice, MM will typically be more middling in power, whereas the others are more variable) and it has one of the longest ranges in the game. That's it though. It only strikes one target for a maximum of 2 extra damage, and doesn't create any effects. That's what a "Striker" does, and Wizards are "Controllers". The other abilities all give you lots of extra little bonuses that allow you to act more like a "Controller".</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4515503, member: 78547"] Really? I didn't realize that crossbows had area of effect, or that they could create a cloud that damaged anyone entering it, or that crossbows could push a group enemies several squares, or slow them. Why's our ranger using a longbow then, when he could use a crossbow??? [/sarcasm] If you're going to just pick one At-Will from a class and then define the whole class by it, you're just being foolish. Is the Warlord's only fallback telling others to attack a target? No, that's just one ability. Do all Fighter powers push enemies? No, that's just one ability. No one is forcing you as a wizard to take Magic Missile, just like they're not forcing you to use it. Want some more flavor to your powers so that you're not just "firing a crossbow"? Then take Thunderwave and spend some feats on heavier armor. Get close and clear the floor. Or take Scorching Burst so that you always have a good ranged AoE handy. These are the other things that Wizards do, besides their encounters and dailies...try using them once in a while and just maybe you'll get more enjoyment out of the game. In fact, I would say that Magic Missile only offers two very minor bonuses. It does slightly higher base damage (2d4 vs 2d6...although because you're rolling two dice, MM will typically be more middling in power, whereas the others are more variable) and it has one of the longest ranges in the game. That's it though. It only strikes one target for a maximum of 2 extra damage, and doesn't create any effects. That's what a "Striker" does, and Wizards are "Controllers". The other abilities all give you lots of extra little bonuses that allow you to act more like a "Controller". [/QUOTE]
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