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General Tabletop Discussion
*Pathfinder & Starfinder
Grading Encounter Attack Powers
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<blockquote data-quote="Fedifensor" data-source="post: 4355323" data-attributes="member: 7289"><p><strong>Wizard Encounter Powers (1st level)</strong></p><p></p><p>One problem that I've recently realized with Burning Hands and Force Orb is that they're nothing besides damage...and the damage difference between them and Scorching Burst (an at-will) isn't all that huge.</p><p></p><p>Burning Hands does 1d6 more damage (+3.5 average damage) than Scorching Burst, over a slightly larger area. But it is a close blast instead of a burst, can be hard to place without hitting allies, and has no secondary effects. If all you need is damage, Scorching Burst can do the job reasonably well. Save your encounter power for something that gives an added effect.</p><p></p><p>Force Orb is slightly better, because you can avoid hitting allies, and it has a range of 20. It's a good opener for a fight, and good when things have gotten chaotic. That said, unless the damage is enough to kill your target(s), you haven't done anything to hinder them. Also, if you miss the primary target, you get nothing.</p><p></p><p>Ray of Enfeeblement seems like the power you use against an Elite or Solo - halving the damage of the highest-damage foe on the field is a good thing, especially if its attack can hit multiple PCs.</p><p></p><p>Chill Strike seems to be the weakest encounter power for 1st level. Single target, no effect if you miss, and even dazed creatures can take a single action to attack...which means even melee foes can attack if they're in range on their turn. It also goes against Fortitude, which is generally higher than Reflex or Will.</p><p></p><p>Grasping Shadows is a good power - hits multiple targets, does decent damage, functions as area denial to minions, and slows everything it hits. I'd rate it the second best of the bunch.</p><p></p><p>I have to give the nod to Icy Terrain - it hits multiple foes, knocks them down, and even after they get up they have to go over difficult terrain to get to the party. Same damage as Scorching Burst, but with a good control ability tacked on to the power.</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 4355323, member: 7289"] [b]Wizard Encounter Powers (1st level)[/b] One problem that I've recently realized with Burning Hands and Force Orb is that they're nothing besides damage...and the damage difference between them and Scorching Burst (an at-will) isn't all that huge. Burning Hands does 1d6 more damage (+3.5 average damage) than Scorching Burst, over a slightly larger area. But it is a close blast instead of a burst, can be hard to place without hitting allies, and has no secondary effects. If all you need is damage, Scorching Burst can do the job reasonably well. Save your encounter power for something that gives an added effect. Force Orb is slightly better, because you can avoid hitting allies, and it has a range of 20. It's a good opener for a fight, and good when things have gotten chaotic. That said, unless the damage is enough to kill your target(s), you haven't done anything to hinder them. Also, if you miss the primary target, you get nothing. Ray of Enfeeblement seems like the power you use against an Elite or Solo - halving the damage of the highest-damage foe on the field is a good thing, especially if its attack can hit multiple PCs. Chill Strike seems to be the weakest encounter power for 1st level. Single target, no effect if you miss, and even dazed creatures can take a single action to attack...which means even melee foes can attack if they're in range on their turn. It also goes against Fortitude, which is generally higher than Reflex or Will. Grasping Shadows is a good power - hits multiple targets, does decent damage, functions as area denial to minions, and slows everything it hits. I'd rate it the second best of the bunch. I have to give the nod to Icy Terrain - it hits multiple foes, knocks them down, and even after they get up they have to go over difficult terrain to get to the party. Same damage as Scorching Burst, but with a good control ability tacked on to the power. [/QUOTE]
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