Tony Vargas
Legend
For a Wand Wizard, I would recomend taking Force Orb instead of Burning Hands, it's spell that benefits most from the Wand of Accuracy, since the secondary attacks are dependent on the primary attack hitting, making sure it hits is a big plus. And, it does impressive damage to the primary target, and differentiates between friend and foe. Acid Arrow is similar, but doesn't care friend vs foe, and still does something on a miss - and it's really not much for a daily, I'd prep Sleep most of the time.
Scorching Burst is a straightforward bread-and-butter controller at-will. Try to catch two or three enemies - especially minions - in it each round. If you can't, lay in a Magic Missle for damage. Use the Ray of Frost to screw over skirmishers or lurckers who try to move quickly in and out of range of the party, or to make it easier to catch a fleeing enemy.
Burning Hands, if you keep it, covers a big area, but you have to get in close, it does good damage, but nothing else. Use it if you can catch a number of enemies - preferably a mix of 'real' enemies and minions - but no allies, in it.
Fire Shroud differentiates friend from foe, which is rare in a wizard AE, it's perfect when you're stuck in close fighting, with enemies in amongst you.
Sleep is (and always has been) a pre-eminent 1st level spell. It automatically slows everyone you attack, which is amazing, in itself, so it's great if you roll high on initiative and can keep a number of enemies from closing in the first round. At low level, a /coup de grace/ from a striker has an excellent chance of killing an unconscious enemy outright, so it's potentially devestating in that sense, as well.
Scorching Burst is a straightforward bread-and-butter controller at-will. Try to catch two or three enemies - especially minions - in it each round. If you can't, lay in a Magic Missle for damage. Use the Ray of Frost to screw over skirmishers or lurckers who try to move quickly in and out of range of the party, or to make it easier to catch a fleeing enemy.
Burning Hands, if you keep it, covers a big area, but you have to get in close, it does good damage, but nothing else. Use it if you can catch a number of enemies - preferably a mix of 'real' enemies and minions - but no allies, in it.
Fire Shroud differentiates friend from foe, which is rare in a wizard AE, it's perfect when you're stuck in close fighting, with enemies in amongst you.
Sleep is (and always has been) a pre-eminent 1st level spell. It automatically slows everyone you attack, which is amazing, in itself, so it's great if you roll high on initiative and can keep a number of enemies from closing in the first round. At low level, a /coup de grace/ from a striker has an excellent chance of killing an unconscious enemy outright, so it's potentially devestating in that sense, as well.
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