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Holy cow my party has 3 strikers in it
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<blockquote data-quote="Trevelyan" data-source="post: 4820214" data-attributes="member: 54488"><p>Speak for yourself. My wizard is a cannon, and typically takes less damage than everyone else in a fight.</p><p> </p><p></p><p>Hardly. Looking at the sheets for my group the wizard has the same AC as the shield using cleric with maxed Int swordmage adn the full plate + large shield using fighter coming in first and second. The wizard, currently without a neck slot item, has the same NADs or higher as the fighter, approoximately the same as the swordmage and significantly better than the cleric. Oh, and as a staff wizard with good Con the wizard has as many surges as the cleric and uses far fewer of them in a fight.</p><p> </p><p></p><p>And that's where you are wrong. Because if they <em>are</em> in the way then the rest of the party isn't doing their jobs. It's pretty easy, if you have defenders to lock down targets, or just a few bodies to form a shield wall, to put up a defensive line with the monsters stuck on the far side of it just begging to be hit with an AoE attack. And for the occasions when this isn't possible, or something breaks through the line, then you have a few single target spells with frequent riders to push them back into place.</p><p> </p><p></p><p>Actually, so far the only thing to go through several encounters unscathed, in spite of the DM trying to hit it, is the wizard.</p><p> </p><p></p><p>A +6 Great bow with weapon focus and assuming that both attacks hit? Average of around 58 damage, which isn't bad. Of course my warlock (in my other group) would be doing 7d6 + 34 with Hellish Rebuke and a basic +6 rod for an average of 59 damage and I'm told that warlock damage is pretty low. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>More significantly my wizard, using a staff of ruin and dual wielding it will be doing 2d6 + 29 damage with Scorching Burst, for an average of 36 damage each to 2 targets for total damage of 72, assuming both attacks hit (which you did with your ranger example). If I manage to hit a third target (say by enlarging the speel for slightly reduced damage) then I could still be putting out in excess of 90 damage per turn with an at-will power. By any reasonable assessment, that has to be useful.</p><p> </p><p></p><p>It really isn't. Thunderwave is an offensive positioning power. As a defense it fails because simply pushing an enemy 5 sqaures doesn't remove the threat at any level, and the wizard has many better panic buttons than that (immediate interrupt teleports and turn long defence enhancers, for a start). that you consider Thunderwave a poor defense and nothing else just illustrates how little you know about playing wizards.</p></blockquote><p></p>
[QUOTE="Trevelyan, post: 4820214, member: 54488"] Speak for yourself. My wizard is a cannon, and typically takes less damage than everyone else in a fight. Hardly. Looking at the sheets for my group the wizard has the same AC as the shield using cleric with maxed Int swordmage adn the full plate + large shield using fighter coming in first and second. The wizard, currently without a neck slot item, has the same NADs or higher as the fighter, approoximately the same as the swordmage and significantly better than the cleric. Oh, and as a staff wizard with good Con the wizard has as many surges as the cleric and uses far fewer of them in a fight. And that's where you are wrong. Because if they [I]are[/I] in the way then the rest of the party isn't doing their jobs. It's pretty easy, if you have defenders to lock down targets, or just a few bodies to form a shield wall, to put up a defensive line with the monsters stuck on the far side of it just begging to be hit with an AoE attack. And for the occasions when this isn't possible, or something breaks through the line, then you have a few single target spells with frequent riders to push them back into place. Actually, so far the only thing to go through several encounters unscathed, in spite of the DM trying to hit it, is the wizard. A +6 Great bow with weapon focus and assuming that both attacks hit? Average of around 58 damage, which isn't bad. Of course my warlock (in my other group) would be doing 7d6 + 34 with Hellish Rebuke and a basic +6 rod for an average of 59 damage and I'm told that warlock damage is pretty low. ;) More significantly my wizard, using a staff of ruin and dual wielding it will be doing 2d6 + 29 damage with Scorching Burst, for an average of 36 damage each to 2 targets for total damage of 72, assuming both attacks hit (which you did with your ranger example). If I manage to hit a third target (say by enlarging the speel for slightly reduced damage) then I could still be putting out in excess of 90 damage per turn with an at-will power. By any reasonable assessment, that has to be useful. It really isn't. Thunderwave is an offensive positioning power. As a defense it fails because simply pushing an enemy 5 sqaures doesn't remove the threat at any level, and the wizard has many better panic buttons than that (immediate interrupt teleports and turn long defence enhancers, for a start). that you consider Thunderwave a poor defense and nothing else just illustrates how little you know about playing wizards. [/QUOTE]
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