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Grading At-Will Powers
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<blockquote data-quote="Matthra" data-source="post: 4351260" data-attributes="member: 67903"><p>I stick by twin strike being versatile, It can be used at range or in melle, it can attack one or two targets, in most cases it has a better chance to at least be partialy effective than the careful attacks, and does phenomenal damage for an at will ability. So yes, in a word versatile, in another powerful. No other striker ability comes as close to the being the only attack you'll ever need. This is an encounter ability for most other classes in the heroic teir.</p><p></p><p>Thunderwave by comparison is very situational, it requires you to be in or near melle, which is a scary place for the people most likely to use this ability. It's a push so the mobs can only move away from you, which means you need positioning for it to be best use. The most obvious flaw is that its only useful when moving the mob is tactically advantageous, which is often the case but not always. </p><p></p><p>I could use twin strike every round and be effective, I could not do the same with thunder wave. Not saying it not cool but it certainly looses on the versatility front, and the damage front. Mind its really good at what it does which is get mobs away from the wizard so he can beat feet, and clever wizards will certainly think of many situational ways to use it, such as pushing mobs off cliffs or into traps or towards the defender.</p><p></p><p>Finally taking thunderwave for most wizards means not having an at will point attack, or giving up scorching burst, neither of which are sound tactical decisions. So I imagine most optimized wizards will skip thunderwave. </p><p></p><p>As for sacred flame its a one of a kind ability, no other At Wills extends your parties endurance. It's basically a proactive heal. Something along the lines of "I know you are going to get hit so here is 4 HP healed when they hit you". The effect it has on healing surges spent is noticeable, to give a ball park if your in nine rounds of combat and hit two thirds of the time, that two healing surges your party won't have to spend, or put another way two less healing words you'll have to use in said combat. </p><p></p><p>I'll post the otehr gems I've found later.</p></blockquote><p></p>
[QUOTE="Matthra, post: 4351260, member: 67903"] I stick by twin strike being versatile, It can be used at range or in melle, it can attack one or two targets, in most cases it has a better chance to at least be partialy effective than the careful attacks, and does phenomenal damage for an at will ability. So yes, in a word versatile, in another powerful. No other striker ability comes as close to the being the only attack you'll ever need. This is an encounter ability for most other classes in the heroic teir. Thunderwave by comparison is very situational, it requires you to be in or near melle, which is a scary place for the people most likely to use this ability. It's a push so the mobs can only move away from you, which means you need positioning for it to be best use. The most obvious flaw is that its only useful when moving the mob is tactically advantageous, which is often the case but not always. I could use twin strike every round and be effective, I could not do the same with thunder wave. Not saying it not cool but it certainly looses on the versatility front, and the damage front. Mind its really good at what it does which is get mobs away from the wizard so he can beat feet, and clever wizards will certainly think of many situational ways to use it, such as pushing mobs off cliffs or into traps or towards the defender. Finally taking thunderwave for most wizards means not having an at will point attack, or giving up scorching burst, neither of which are sound tactical decisions. So I imagine most optimized wizards will skip thunderwave. As for sacred flame its a one of a kind ability, no other At Wills extends your parties endurance. It's basically a proactive heal. Something along the lines of "I know you are going to get hit so here is 4 HP healed when they hit you". The effect it has on healing surges spent is noticeable, to give a ball park if your in nine rounds of combat and hit two thirds of the time, that two healing surges your party won't have to spend, or put another way two less healing words you'll have to use in said combat. I'll post the otehr gems I've found later. [/QUOTE]
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