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*Pathfinder & Starfinder
Grading At-Will Powers
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<blockquote data-quote="Scholar &amp; Brutalman" data-source="post: 4348065" data-attributes="member: 33642"><p>For the Wizard at-wills I think the targeted defence is important. <a href="http://www.enworld.org/forum/showthread.php?t=229092&highlight=monster+manual" target="_blank">Kerberian's Monster Manual statistics summary</a> shows that Fortitude is usually harder to hit than Reflex, and in the case of brutes is usually higher than AC. Lurkers are the only monster type where Fortitude has a significant advantage over Reflex, and targeting will is better for all types. The enemies you'd want to hit with Ray of Frost are the ones you don't want to get into melee ie often brutes and soldiers, and they have the best Fortitudes.</p><p></p><p>One note about Cloud of Daggers vs Magic Missile is that since it's an area spell it ignores cover and concealment - you just need line of effect.</p><p></p><p>For my human wizard (still at first level in KotS) I chose Scorching Burst, MM and Thunderwave. I've found I've never yet used Thunderwave, I've used MM on occasion and I'm spamming Scorching Burst all the time. In most of our fights I'm able to get 2-3 attacks a round with Burst. </p><p></p><p>f my DM allows the new illusion spells from Dragon 364 I'll probably swap MM for Illusionary Foes. Not only for the Will attack, but because it's the most generally useful against solo enemies. The defenders and leaders in our party will usually be in melee with a solo, so the slow from Ray of Frost wouldn't help much, while the -2 to hit will help keep the front line alive.</p><p></p><p>so:</p><p></p><p>5-7 / Cloud of Daggers (depending on Wisdom)</p><p>5 / Magic Missile</p><p>4 / Ray of Frost</p><p>10/ Scorching Burst</p><p>6-8 / Thunderwave (more useful for melee Wizards than my one)</p><p>9 / Illusionary Foes (some monsters are immune to illusions.)</p></blockquote><p></p>
[QUOTE="Scholar & Brutalman, post: 4348065, member: 33642"] For the Wizard at-wills I think the targeted defence is important. [URL="http://www.enworld.org/forum/showthread.php?t=229092&highlight=monster+manual"]Kerberian's Monster Manual statistics summary[/URL] shows that Fortitude is usually harder to hit than Reflex, and in the case of brutes is usually higher than AC. Lurkers are the only monster type where Fortitude has a significant advantage over Reflex, and targeting will is better for all types. The enemies you'd want to hit with Ray of Frost are the ones you don't want to get into melee ie often brutes and soldiers, and they have the best Fortitudes. One note about Cloud of Daggers vs Magic Missile is that since it's an area spell it ignores cover and concealment - you just need line of effect. For my human wizard (still at first level in KotS) I chose Scorching Burst, MM and Thunderwave. I've found I've never yet used Thunderwave, I've used MM on occasion and I'm spamming Scorching Burst all the time. In most of our fights I'm able to get 2-3 attacks a round with Burst. f my DM allows the new illusion spells from Dragon 364 I'll probably swap MM for Illusionary Foes. Not only for the Will attack, but because it's the most generally useful against solo enemies. The defenders and leaders in our party will usually be in melee with a solo, so the slow from Ray of Frost wouldn't help much, while the -2 to hit will help keep the front line alive. so: 5-7 / Cloud of Daggers (depending on Wisdom) 5 / Magic Missile 4 / Ray of Frost 10/ Scorching Burst 6-8 / Thunderwave (more useful for melee Wizards than my one) 9 / Illusionary Foes (some monsters are immune to illusions.) [/QUOTE]
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