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Grading At-Will Powers
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<blockquote data-quote="Puggins" data-source="post: 4347466" data-attributes="member: 12386"><p>Great thread!</p><p></p><p>My comments on the wizard dailies, which are the ones I'm most familiar with:</p><p></p><p>* Cloud of Daggers (you: 7, Me: 6) Good spell for control wizards- you'll get a fairly reasonable hit, and you create an obstacle. Perfectly viable, just not spectacular.</p><p></p><p>* Magic Missile (you: 6, Me: 4) Sorry, the "basic missile attack" property on this one isn't enough of a perk to save this one. It's the clunker of the lot.</p><p></p><p>* Ray of Frost (you: 6, Me: 7) I like ray of frost quite a bit. Slowing an opponent prevents a melee attack from him a nice chunk of the time. Lots of tactical possibilities. Perfect to prevent someone from fleeing.</p><p></p><p>* Scorching Burst (you: 8, Me: 9) This is the winner of the bunch, as far as I'm concerned. At-will minion-clearing combined with comparable damage to the other at-wills. Awesome.</p><p></p><p>* Thunderwave (you: 9, Me: 7) Very good spell- one that I'll experiment with, I'm sure. But there are a couple of warning lights here: it's a close burst, which makes it an CYA power more than anything else (not that there's anything wrong with that); It's also an attack versus fortitude, which isn't optimal against brutes, who tend to have low reflex but high fortitude saves. Several that I've seen have forts higher than their AC. Since this is the class you'd most want to push away, I wouldn't call this ideal.</p><p></p><p>* Illusionary Foes (You: 7, Me: 7) It's the wizard's only will attack in at-will powers. That alone gives it a nudge. The -2 attacks is nice to help out your front line. I think it's a notch below ray of frost, but barely so, and the two spells occupy different niches anyway.</p></blockquote><p></p>
[QUOTE="Puggins, post: 4347466, member: 12386"] Great thread! My comments on the wizard dailies, which are the ones I'm most familiar with: * Cloud of Daggers (you: 7, Me: 6) Good spell for control wizards- you'll get a fairly reasonable hit, and you create an obstacle. Perfectly viable, just not spectacular. * Magic Missile (you: 6, Me: 4) Sorry, the "basic missile attack" property on this one isn't enough of a perk to save this one. It's the clunker of the lot. * Ray of Frost (you: 6, Me: 7) I like ray of frost quite a bit. Slowing an opponent prevents a melee attack from him a nice chunk of the time. Lots of tactical possibilities. Perfect to prevent someone from fleeing. * Scorching Burst (you: 8, Me: 9) This is the winner of the bunch, as far as I'm concerned. At-will minion-clearing combined with comparable damage to the other at-wills. Awesome. * Thunderwave (you: 9, Me: 7) Very good spell- one that I'll experiment with, I'm sure. But there are a couple of warning lights here: it's a close burst, which makes it an CYA power more than anything else (not that there's anything wrong with that); It's also an attack versus fortitude, which isn't optimal against brutes, who tend to have low reflex but high fortitude saves. Several that I've seen have forts higher than their AC. Since this is the class you'd most want to push away, I wouldn't call this ideal. * Illusionary Foes (You: 7, Me: 7) It's the wizard's only will attack in at-will powers. That alone gives it a nudge. The -2 attacks is nice to help out your front line. I think it's a notch below ray of frost, but barely so, and the two spells occupy different niches anyway. [/QUOTE]
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