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How does one beef up damage dealt by 2nd lvl Wizard?
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<blockquote data-quote="DracoSuave" data-source="post: 5416804" data-attributes="member: 71571"><p>There are three tricks to beefing wizard damage.</p><p></p><p>The first is simple: Hit Moar Guyz, kthx. Basically, the wizard excells at the at-wills that hit multiple targets. </p><p></p><p>The second is: Don't use items, powers, or feats that aren't geared towards Moar Damage and expect to deal Moar Damage. Magic Missile sucked, and it sucks now as a damaging power.</p><p></p><p>The third is: Wizard dailies are game-changers. Use them to make your turns more efficient and potent.</p><p></p><p>With the ranger in contrast, they have a super-effective at-will in Twin-Strike, but they don't have the same level of daily KAPOW. That's fine, most strikers are supposed to be about <strong>consistant</strong> damage, rather than burst.</p><p></p><p>So... you go Fire Wizard. Go Human (extra feat yo), and go 20 Int. +5 to hit, +5 to damage is awesomazing. Then your three feats (1st and 2nd level + human) could be... Wand Expertise, Dual Implement Spellcaster, Superior Implement Proficiency (cinder wand). Then your implements of choice are... oh... a master's wand of scorching burst... and... oh... who cares, a +1 something of whatever. Doesn't matter for this.</p><p></p><p>This makes the following happen:</p><p></p><p>Wand Expertise +1 to hit. </p><p>DIS +1 to damage</p><p>cinder wand +2 to damage with fire</p><p>master's wand of scorching burst: +1d6 damage to enemy in origin square of scorching burst</p><p>20 Int +5 hit, +5 damage</p><p></p><p>This becomes a total of:</p><p></p><p>+8 to hit Reflexes, for 2d6+9 damage on a single target, 1d6+9 against multiple targets not in the center. Then, should any one of those crit (cause crits occur more when you roll dice more), that enemy will instead take 15+1d6+1d10 damage, or if they are at the center, 21+1d6+1d10 damage.</p><p></p><p>Fourth edition is really easy to get more damage out of any character class, with the simple fundamental of: To do more damage, take character options that do more damage.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5416804, member: 71571"] There are three tricks to beefing wizard damage. The first is simple: Hit Moar Guyz, kthx. Basically, the wizard excells at the at-wills that hit multiple targets. The second is: Don't use items, powers, or feats that aren't geared towards Moar Damage and expect to deal Moar Damage. Magic Missile sucked, and it sucks now as a damaging power. The third is: Wizard dailies are game-changers. Use them to make your turns more efficient and potent. With the ranger in contrast, they have a super-effective at-will in Twin-Strike, but they don't have the same level of daily KAPOW. That's fine, most strikers are supposed to be about [b]consistant[/b] damage, rather than burst. So... you go Fire Wizard. Go Human (extra feat yo), and go 20 Int. +5 to hit, +5 to damage is awesomazing. Then your three feats (1st and 2nd level + human) could be... Wand Expertise, Dual Implement Spellcaster, Superior Implement Proficiency (cinder wand). Then your implements of choice are... oh... a master's wand of scorching burst... and... oh... who cares, a +1 something of whatever. Doesn't matter for this. This makes the following happen: Wand Expertise +1 to hit. DIS +1 to damage cinder wand +2 to damage with fire master's wand of scorching burst: +1d6 damage to enemy in origin square of scorching burst 20 Int +5 hit, +5 damage This becomes a total of: +8 to hit Reflexes, for 2d6+9 damage on a single target, 1d6+9 against multiple targets not in the center. Then, should any one of those crit (cause crits occur more when you roll dice more), that enemy will instead take 15+1d6+1d10 damage, or if they are at the center, 21+1d6+1d10 damage. Fourth edition is really easy to get more damage out of any character class, with the simple fundamental of: To do more damage, take character options that do more damage. [/QUOTE]
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How does one beef up damage dealt by 2nd lvl Wizard?
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