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<blockquote data-quote="useridunavailable" data-source="post: 4474341" data-attributes="member: 53676"><p>If you want to do a whole heckuva lot of damage with a Wizard, make a Blood Mage, pack Thunderwave with a high Wis, and get the rest of your party to take forced movement powers. Blood Pulse + Bolstering Blood + Forced Movement = fast and bloody death to just about anything. Orb of Inevitable Continuance is also a nice addition, as is a Paladin with Wrath of the Gods. No save (it doesn't fit the definition of hindering terrain), no extra squares per square moved... if you roll high on your 2d10, you will routinely deal a ridiculous amount of damage, often to multiple creatures at once. If you don't roll high, use Soul Burn and try again.</p><p></p><p>As for damaging area effects, yes, they do fit the definition of hindering terrain. If you're talking about Wall of Fire, it also costs 4 total squares of movement to enter any square containing the wall (which doesn't exclude forced movement by any rule I've read). Otherwise, Wall of Fire + Thunderwave would just get stupid, especially considering that Wall of Fire specifically states that each square entered deals 3d6 + int.</p><p></p><p>Although Wall of Fire is still pretty decent (I like to use Shadowfell Gloves and Bolstering Blood on it and use it to cut off the artillery and stragglers from the front ranks), I really like Stinking Cloud as a nice sustained damage source. You can move it around (6 as a move action), so there's usually no need to push anything into it and allow a save. Just move it right on top of as many as you can hit.</p></blockquote><p></p>
[QUOTE="useridunavailable, post: 4474341, member: 53676"] If you want to do a whole heckuva lot of damage with a Wizard, make a Blood Mage, pack Thunderwave with a high Wis, and get the rest of your party to take forced movement powers. Blood Pulse + Bolstering Blood + Forced Movement = fast and bloody death to just about anything. Orb of Inevitable Continuance is also a nice addition, as is a Paladin with Wrath of the Gods. No save (it doesn't fit the definition of hindering terrain), no extra squares per square moved... if you roll high on your 2d10, you will routinely deal a ridiculous amount of damage, often to multiple creatures at once. If you don't roll high, use Soul Burn and try again. As for damaging area effects, yes, they do fit the definition of hindering terrain. If you're talking about Wall of Fire, it also costs 4 total squares of movement to enter any square containing the wall (which doesn't exclude forced movement by any rule I've read). Otherwise, Wall of Fire + Thunderwave would just get stupid, especially considering that Wall of Fire specifically states that each square entered deals 3d6 + int. Although Wall of Fire is still pretty decent (I like to use Shadowfell Gloves and Bolstering Blood on it and use it to cut off the artillery and stragglers from the front ranks), I really like Stinking Cloud as a nice sustained damage source. You can move it around (6 as a move action), so there's usually no need to push anything into it and allow a save. Just move it right on top of as many as you can hit. [/QUOTE]
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