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How Would you Fix Broken Power: Beguiling Strands
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<blockquote data-quote="Tony Vargas" data-source="post: 7444204" data-attributes="member: 996"><p>IDK, my 4.0, PH+ArcanePower Eladrin Wizard McFighter > WotST rocked pretty hard while the campaign lasted (broke up low-Paragon), he had to work at making best use of 'all-creatures' AEs and sustain powers and the like (because, not only was I designing him to evoke an old-school elf-fighter/magic-user, I was pedantically avoiding the spells picked by another player's wizard in another campaign - and she'd picked most of the better spells!). </p><p>Post-E wizards just seem, IDK, 'too easy.' </p><p></p><p>Even though the challenge of playing an early-4e wizard was quite different from playing a 1st level 1e fighter/magic-user, there was something fun & nostalgic about it.</p><p></p><p></p><p> Ironically, one of the spells I didn't get to take because it was new, and Ms. Draco had chosen it... it really seemed a very good spell, enemies finally melee your 'clothie' and, BOOM, no AoO, they get pushed away and you're free to move to a safer spot. FORT is the low defense for some monsters - you don't pull it out for brutes, obvious. Not a lot resists Thunder. It seemed like a great at-will until inflation kicked in.</p><p></p><p> Maybe not in this thread of mostly-4e-friendly-fans. <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>But 4e controller powers tended to be beyond the pale, because of needing to provide the role's support, and the wizard's lost sight of that pale somewhere in their rear-view mirrors c2010... <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></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7444204, member: 996"] IDK, my 4.0, PH+ArcanePower Eladrin Wizard McFighter > WotST rocked pretty hard while the campaign lasted (broke up low-Paragon), he had to work at making best use of 'all-creatures' AEs and sustain powers and the like (because, not only was I designing him to evoke an old-school elf-fighter/magic-user, I was pedantically avoiding the spells picked by another player's wizard in another campaign - and she'd picked most of the better spells!). Post-E wizards just seem, IDK, 'too easy.' Even though the challenge of playing an early-4e wizard was quite different from playing a 1st level 1e fighter/magic-user, there was something fun & nostalgic about it. Ironically, one of the spells I didn't get to take because it was new, and Ms. Draco had chosen it... it really seemed a very good spell, enemies finally melee your 'clothie' and, BOOM, no AoO, they get pushed away and you're free to move to a safer spot. FORT is the low defense for some monsters - you don't pull it out for brutes, obvious. Not a lot resists Thunder. It seemed like a great at-will until inflation kicked in. Maybe not in this thread of mostly-4e-friendly-fans. ;) But 4e controller powers tended to be beyond the pale, because of needing to provide the role's support, and the wizard's lost sight of that pale somewhere in their rear-view mirrors c2010... ;) [/QUOTE]
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