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Grading At-Will Powers
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<blockquote data-quote="-Avalon-" data-source="post: 4349687" data-attributes="member: 66363"><p><strong>Thunderwave & Scorching Burst</strong></p><p></p><p>I love these two abilities, and if played human would have picked cloud of daggers as a third most likely...</p><p></p><p>Scorching burst is a much better minion killer in the long run because even at high levels it still does the pre-req of 1 damage(or more) on a hit, and targets 9 squares (cloud only gets 1?) Plus as a fire base and playing a tiefling, the ability to "once per encounter" add a push 1 to the ability is pretty nice (like throwing a grenade lol)</p><p></p><p>Thunderwave is EXCELLENT! Just in the first module H1:KotS... If you are not afraid of getting in the mix a lil (yes I know, low HP), then you can push mobs into position for fighters to do passing attacks quite easily, or rangers to do hit n run's more effectively, etc...</p><p></p><p>Plus, if traps are in the area, and you happen to notice them (through your skill or a friend's) then pushing enemies into those traps is mucho gratifying...</p><p></p><p>Take for instance, first room of the Keep, the 10x10 pit in middle, once triggered, has a rat swarm in the bottom. If you maneuver right (part of playing a wizard), you can toss goblins into the pit to be eaten by the rats. Game mechanics says this won't happen, but... any DM that uses an ounce of logic would read the description and know the rats will devour ANYTHING that gets near them...</p><p></p><p>"...simply overwhelming anything that looks like it might make a meal."</p></blockquote><p></p>
[QUOTE="-Avalon-, post: 4349687, member: 66363"] [b]Thunderwave & Scorching Burst[/b] I love these two abilities, and if played human would have picked cloud of daggers as a third most likely... Scorching burst is a much better minion killer in the long run because even at high levels it still does the pre-req of 1 damage(or more) on a hit, and targets 9 squares (cloud only gets 1?) Plus as a fire base and playing a tiefling, the ability to "once per encounter" add a push 1 to the ability is pretty nice (like throwing a grenade lol) Thunderwave is EXCELLENT! Just in the first module H1:KotS... If you are not afraid of getting in the mix a lil (yes I know, low HP), then you can push mobs into position for fighters to do passing attacks quite easily, or rangers to do hit n run's more effectively, etc... Plus, if traps are in the area, and you happen to notice them (through your skill or a friend's) then pushing enemies into those traps is mucho gratifying... Take for instance, first room of the Keep, the 10x10 pit in middle, once triggered, has a rat swarm in the bottom. If you maneuver right (part of playing a wizard), you can toss goblins into the pit to be eaten by the rats. Game mechanics says this won't happen, but... any DM that uses an ounce of logic would read the description and know the rats will devour ANYTHING that gets near them... "...simply overwhelming anything that looks like it might make a meal." [/QUOTE]
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