WOLead
First Post
Something I noted when looking at various wands, rather then for attacks, but for utility. They are quite rare. I was looking through just to see what Encounter powers can be held in a wand and not worry about an ability modifier. This came up when I was trying to think of what to hold in the off-hand of a Rogue, and decided to go for Quick Drawing a Wand.
Wizards are a horrid choice to MC into for this when looking for options, as they only have 3 Utility powers that can fall into a wand and 2 Encounter powers that I noticed that have an effect even if they miss. 2 Level 2 Utility Powers are Jump and Shield, while the final Utility power to choose form is the level 16 Displacement. The two Encounter powers are Winter's Wrath and Icy Terrain, one for concealment and the other for difficult terrain. +4 to AC and Reflex defenses as an Interrupt Reaction to getting hit, might be worth it. Especially with Quick Draw to allow the off-hand to be free until an attack lands, that you really don't want to be hit by.
Warlocks on the other hand, have 8 Utility powers to put into wands and 1 Encounter power that has a useful effect. The Encounter Utility powers there vary from +5 to certain skill checks, various teleportation powers, Spider Climb, and Cloak of Shadow. Their one Encounter attack is a close Burst 1 that will teleport you 5 squares away, miss or hit. +5 to a stealth check until the end of the next turn could be helpful, or to Bluff. Teleportation as an alternative to Shifting is also a nice option, as Shifting has restrictions on it that Teleportation does not.
The thing that surprised me was the lack of Utility powers on the Wizard that can be placed in a wand, yet the Warlock has almost 3 times the amount of the Wizard. Guess the only other option is to take that Acolyte Power feat and grab one of the Daily Utility powers instead.
Anyone else find this odd after 3.5 style wands?
Wizards are a horrid choice to MC into for this when looking for options, as they only have 3 Utility powers that can fall into a wand and 2 Encounter powers that I noticed that have an effect even if they miss. 2 Level 2 Utility Powers are Jump and Shield, while the final Utility power to choose form is the level 16 Displacement. The two Encounter powers are Winter's Wrath and Icy Terrain, one for concealment and the other for difficult terrain. +4 to AC and Reflex defenses as an Interrupt Reaction to getting hit, might be worth it. Especially with Quick Draw to allow the off-hand to be free until an attack lands, that you really don't want to be hit by.
Warlocks on the other hand, have 8 Utility powers to put into wands and 1 Encounter power that has a useful effect. The Encounter Utility powers there vary from +5 to certain skill checks, various teleportation powers, Spider Climb, and Cloak of Shadow. Their one Encounter attack is a close Burst 1 that will teleport you 5 squares away, miss or hit. +5 to a stealth check until the end of the next turn could be helpful, or to Bluff. Teleportation as an alternative to Shifting is also a nice option, as Shifting has restrictions on it that Teleportation does not.
The thing that surprised me was the lack of Utility powers on the Wizard that can be placed in a wand, yet the Warlock has almost 3 times the amount of the Wizard. Guess the only other option is to take that Acolyte Power feat and grab one of the Daily Utility powers instead.
Anyone else find this odd after 3.5 style wands?