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Munch me a blaster character, please!
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<blockquote data-quote="Kaelkatar" data-source="post: 4366031" data-attributes="member: 72719"><p>The power of the frost mage is that, if you get the jump, you can theoretically keep normal mobs from moving more than 1-2 spaces each turn, lining them up for another potential AoE. Fire is nice in that the initial assault is more devastating, but as soon as it hits, the enemies will scatter. If you are thinking of going fire, I would occasionally take a frost spell encounter or alternate daily in order to line up a combo.</p><p></p><p>The blood mage PP is also amazing, in that all 6 abilities have practicality. Ongoing 10 damage on a hit, with the +15% human bonus to hit, its free damage, at least you get 10x free damage, where x is the number hit by the AoE, at most you destroy them completely. Being able to channel on average 5.5 or 11 hitpoints into an AoE dramatically up the effectiveness, if you roll high, channel 20 HP into the attack, and get a bonus 80 damage out of it, no one will mind wasting a minor to heal you. Or you could use your second wind and aoe another 12+ damage to nearby foes.</p><p></p><p>The best thing about it, is at 20 you can use the daily bloodmage power to stun a enemies for 2 rounds with the orb bonus(on a miss!).</p></blockquote><p></p>
[QUOTE="Kaelkatar, post: 4366031, member: 72719"] The power of the frost mage is that, if you get the jump, you can theoretically keep normal mobs from moving more than 1-2 spaces each turn, lining them up for another potential AoE. Fire is nice in that the initial assault is more devastating, but as soon as it hits, the enemies will scatter. If you are thinking of going fire, I would occasionally take a frost spell encounter or alternate daily in order to line up a combo. The blood mage PP is also amazing, in that all 6 abilities have practicality. Ongoing 10 damage on a hit, with the +15% human bonus to hit, its free damage, at least you get 10x free damage, where x is the number hit by the AoE, at most you destroy them completely. Being able to channel on average 5.5 or 11 hitpoints into an AoE dramatically up the effectiveness, if you roll high, channel 20 HP into the attack, and get a bonus 80 damage out of it, no one will mind wasting a minor to heal you. Or you could use your second wind and aoe another 12+ damage to nearby foes. The best thing about it, is at 20 you can use the daily bloodmage power to stun a enemies for 2 rounds with the orb bonus(on a miss!). [/QUOTE]
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