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<blockquote data-quote="Cadfan" data-source="post: 4572256" data-attributes="member: 40961"><p>Through similar logic, with an 18 intelligence, Scorching Burst can do 36 more points of damage than Chill Wind. And Fireball is an unstoppable juggernaut of destruction that potentially deals 147d6+392 damage every time my party's wizard casts it.</p><p></p><p>I wouldn't make that assumption. Its a burst 1. You need as many targets in there as possible.</p><p> </p><p>If you miss a target in the burst, you get half of 1d6+wis damage.</p><p>If you hit a target, but it makes a save against the ongoing damage before it dies, an ally heals your Con mod in damage.</p><p>If you hit a target, and it dies before it can save against the ongoing damage, an ally heals 5 plus your Con mod.</p><p> </p><p>That's a lot of things to come together at once inside a Burst 1. The damage is alright, so I can't say the power is bad, but if you're looking for more than a slight healing bonus this really isn't the power for you.</p><p> </p><p>Your ideal situation for healing is to bomb a couple of minions with it, but even with, say, four minions, you're going to miss about 2. So you're going to get to heal 10+2[Con]. Of course, as payment for that healing, you're killing the same number of minions with a daily power that you could have killed with Chill Wind. Which is sort of a waste of a daily power that deals 1d6+Wis +5 ongoing fire damage.</p><p> </p><p>And its not really fair to compare a daily attack power to a daily utility power. They're really not on the same power scale. Beacon of Hope has the potential to heal far, far more hit points than this spell ever will. All you need is to have two allies in the (far larger) burst of Beacon of Hope and an 18 wisdom cleric can heal 18 damage, plus whatever gains you get from Weakening your enemies, plus whatever gains you get from improving your other healing powers for the duration of the fight.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4572256, member: 40961"] Through similar logic, with an 18 intelligence, Scorching Burst can do 36 more points of damage than Chill Wind. And Fireball is an unstoppable juggernaut of destruction that potentially deals 147d6+392 damage every time my party's wizard casts it. I wouldn't make that assumption. Its a burst 1. You need as many targets in there as possible. If you miss a target in the burst, you get half of 1d6+wis damage. If you hit a target, but it makes a save against the ongoing damage before it dies, an ally heals your Con mod in damage. If you hit a target, and it dies before it can save against the ongoing damage, an ally heals 5 plus your Con mod. That's a lot of things to come together at once inside a Burst 1. The damage is alright, so I can't say the power is bad, but if you're looking for more than a slight healing bonus this really isn't the power for you. Your ideal situation for healing is to bomb a couple of minions with it, but even with, say, four minions, you're going to miss about 2. So you're going to get to heal 10+2[Con]. Of course, as payment for that healing, you're killing the same number of minions with a daily power that you could have killed with Chill Wind. Which is sort of a waste of a daily power that deals 1d6+Wis +5 ongoing fire damage. And its not really fair to compare a daily attack power to a daily utility power. They're really not on the same power scale. Beacon of Hope has the potential to heal far, far more hit points than this spell ever will. All you need is to have two allies in the (far larger) burst of Beacon of Hope and an 18 wisdom cleric can heal 18 damage, plus whatever gains you get from Weakening your enemies, plus whatever gains you get from improving your other healing powers for the duration of the fight. [/QUOTE]
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