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Help Needed - Spicing up a Half-Elf Wizard
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<blockquote data-quote="Plane Sailing" data-source="post: 4693141" data-attributes="member: 114"><p>What I'd suggest:</p><p></p><p>1) Get the create enchanted item ritual. Make a pair of braces of perfect shot (or whatever it is called). That gives you +2 damage with your magic missile, which keeps it useful, at say 2d4+7 (assuming 18 Int and a +1 implement by this point - which if you haven't got you should make!). 12 damage against reflex each turn is a pretty good contribution, even if it gets a little boring.</p><p></p><p>2) swap out one of the daily spells for Flaming Sphere. It is that good you might as well swap out both daily spells for it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It will give him a sphere which he can attack with for 2d6+x damage every round vs reflex (as good as a maul armed fighter), AND it can control the battlefield by restricting enemy movements, scorching anyone who is pinned down by a fighter... and you just keep it going through the whole encounter.</p><p></p><p>3) Consider changing burning hands for one of the single target encounter 1 attack powers, like chill strike - which does better damage to a single target and dazes it, to the delight of your rogue friends. It is also easier to get off in crowded situations than burning hands (whose area is great, but you often find your mates get in the way).</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4693141, member: 114"] What I'd suggest: 1) Get the create enchanted item ritual. Make a pair of braces of perfect shot (or whatever it is called). That gives you +2 damage with your magic missile, which keeps it useful, at say 2d4+7 (assuming 18 Int and a +1 implement by this point - which if you haven't got you should make!). 12 damage against reflex each turn is a pretty good contribution, even if it gets a little boring. 2) swap out one of the daily spells for Flaming Sphere. It is that good you might as well swap out both daily spells for it :) It will give him a sphere which he can attack with for 2d6+x damage every round vs reflex (as good as a maul armed fighter), AND it can control the battlefield by restricting enemy movements, scorching anyone who is pinned down by a fighter... and you just keep it going through the whole encounter. 3) Consider changing burning hands for one of the single target encounter 1 attack powers, like chill strike - which does better damage to a single target and dazes it, to the delight of your rogue friends. It is also easier to get off in crowded situations than burning hands (whose area is great, but you often find your mates get in the way). Cheers [/QUOTE]
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