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Grading At-Will Powers
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<blockquote data-quote="Xzylvador" data-source="post: 4348728" data-attributes="member: 66904"><p>I <3 Cloud of Daggers. And any control wizard should. Wis and Int are probably going to be 18 and 16 (or the other way around) if not higher. This makes it do better damage than magic missile, full damage to swarms (without hurting adjacent allies by blasting), slide powers to put other in the square and do some damage, auto minion kill and a good way to block a door opening... it's nice.</p><p>Thunderwave's my second favorite, not because I think it's awesome. I hope never to use it, 'cuz it means I'm being hit. But it is very nice to push everyone around you away (especialy with arcane reach, point it toward yourself as you're not affected by your own close attacks) and then get out of trouble without wasting a move-shift and move-run without standard action.</p><p>Ray of frost is so-so. Sure, it smells like at-will control, but really slow still means that with run+charge if it's 6 squares away it can still attack. (If your DM rules run+slow don't work together, it's still 4 squares. With the "short" range of RoF, this means that most of the time he can easily reach the front-line fighters of the party...) Probably with the feat that causes cold vuln it becomes better, but still I'd prefer the cloud.</p><p> </p><p></p><p>On a non-human I -might- agree, but as a human this will always be one of my 3 at-wills. Fighters aren't there to damage, they're there to be sticky. With heavy blade opportunity, you get +2 (sure strike) + wis + probably a +2 from combat reflexes (or whatever that feat was called) to attack on OA's. These OA's aren't there to damage but to make sure that ugly brute stops moving past you to hit the squishies you're protecting.</p></blockquote><p></p>
[QUOTE="Xzylvador, post: 4348728, member: 66904"] I <3 Cloud of Daggers. And any control wizard should. Wis and Int are probably going to be 18 and 16 (or the other way around) if not higher. This makes it do better damage than magic missile, full damage to swarms (without hurting adjacent allies by blasting), slide powers to put other in the square and do some damage, auto minion kill and a good way to block a door opening... it's nice. Thunderwave's my second favorite, not because I think it's awesome. I hope never to use it, 'cuz it means I'm being hit. But it is very nice to push everyone around you away (especialy with arcane reach, point it toward yourself as you're not affected by your own close attacks) and then get out of trouble without wasting a move-shift and move-run without standard action. Ray of frost is so-so. Sure, it smells like at-will control, but really slow still means that with run+charge if it's 6 squares away it can still attack. (If your DM rules run+slow don't work together, it's still 4 squares. With the "short" range of RoF, this means that most of the time he can easily reach the front-line fighters of the party...) Probably with the feat that causes cold vuln it becomes better, but still I'd prefer the cloud. On a non-human I -might- agree, but as a human this will always be one of my 3 at-wills. Fighters aren't there to damage, they're there to be sticky. With heavy blade opportunity, you get +2 (sure strike) + wis + probably a +2 from combat reflexes (or whatever that feat was called) to attack on OA's. These OA's aren't there to damage but to make sure that ugly brute stops moving past you to hit the squishies you're protecting. [/QUOTE]
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