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Re-balancing wizard at-wills
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<blockquote data-quote="Nifft" data-source="post: 5052830" data-attributes="member: 6562"><p>Wizards currently have too many at-will powers. Why is this so? It's because the first batch sucked (except Thunderwave). So, let's do some pruning as we do some improving.</p><p></p><p>Here's my idea of a re-write:</p><p></p><p><strong>Thunderwave</strong>: It doesn't suck. Keep as written.</p><p></p><p><strong>Cloud of Daggers</strong>: Too much Wisdom emphasis (if we leave Thunderwave alone), so the auto-damage is equal to your Dex or Wis bonus, whichever is higher. You're welcome, Wand Guy.</p><p></p><p><strong>Magic Missile</strong>: <em>Has too much feat support, so eliminate some of those (like Reaper's Touch). Also remove the Dragon power that allows you to cast this as a Minor action. Then we can allow it to target multiple critters. I'll appropriate an Avenger mechanic to emulate the old-school autohit feel.</em></p><p>At-Will • Arcane, Force, Implement</p><p>Standard • Ranged 20</p><p>Target: One or two critters</p><p>21st level: One, two or three critters</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 1d4 + Intelligence modifier force damage, or 2d4 + Intelligence modifier force damage if you target a single critter.</p><p>21st level: 2d4 + Intelligence modifier force damage, or 4d4 + Intelligence modifier if targeting a single critter.</p><p><strong>Special</strong>: If targeting a single critter, you may roll your attack twice and use the higher value. At 21st level, you may roll thrice instead.</p><p></p><p><strong>Chilling Cloud</strong>: <em>Needs a total re-write. Flat-damage powers suck. I'm going to make it a low-damage area attack -- which both makes it weaker than the corresponding Fire area power and makes it slightly more party-friendly -- and give it an enemy-only rider effect. Also, I'm going to feed it the diseased carcass of Ray of Frost, which sucked too much to bother re-writing.</em></p><p>At-Will • Arcane, Force, Implement, Zone</p><p>Standard • Area burst 1 within 10</p><p>Target: All critters in burst</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d6 cold damage</p><p>Effect: The burst creates a zone of frost that lasts until the end of your next turn. Any enemy who starts its turn in or enters the zone is Slowed until the end of its turn.</p><p></p><p><strong>Scorching Burst</strong>: <em>Needs a rider effect. I'm going to feed it the carcass of Winged Horde. Consider renaming this one "Scorching Flare" to highlight the Illusion debuff aspect.</em></p><p>At-Will • Arcane, Force, Illusion, Implement</p><p>Standard • Area burst 1 within 10</p><p>Target: All critters in burst</p><p>Attack: Intelligence vs. Will</p><p>Hit: 1d6 + Int fire damage</p><p>Effect: All enemies in the burst suffer a penalty to Opportunity Actions equal to your Cha bonus or your Dex bonus, whichever is higher.</p><p></p><p>- - -</p><p></p><p>That's the five "core" powers re-written. I like some of the new ones, though, so here's my take on them.</p><p></p><p><strong>Illusory Ambush</strong>: A good power as written. Having only one Psychic at-will is fine, and making it single-target is fine too.</p><p></p><p><strong>Storm Pillar</strong>: <em>This is an example of a decent idea for a power which was exploitable as written, and then got nerfed wrong. It needs a re-write which nerfs it differently. IMHO, it ought to be able to punish an interloper even if that interloper is pushed or slid by someone else -- teamwork is good -- and there's a great mechanic for limiting that teamwork, called Opportunity Actions.</em></p><p>At-Will • Arcane, Conjuration, Implement, Lightning</p><p>Standard • Ranged 10</p><p>Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. The pillar can flank with your allies, and can make the following opportunity attack.</p><p>- Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier lightning damage.</p><p></p><p>... and a brand-new one, because Necromancy is cool (and to replace the idea of Shocking Grasp, since we already have Storm Pillar on the table):</p><p></p><p><strong>Ghoul Touch</strong></p><p>At-Will •<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Arcane, Fear, Implement, Necrotic</p><p>Standard • Melee touch</p><p>Target: One critter</p><p>Attack: Int vs. Will</p><p>Hit: 1d10 + Int necrotic damage, and all enemies adjacent to you suffer a -2 penalty to attack rolls until the end of your next turn.</p><p>Increase damage to 2d10 + Int at 21st level.</p><p></p><p>- - -</p><p></p><p>That gives us 8 strong powers, with very little keyword overlap. (Chilling Cloud may be too strong... hmm.)</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5052830, member: 6562"] Wizards currently have too many at-will powers. Why is this so? It's because the first batch sucked (except Thunderwave). So, let's do some pruning as we do some improving. Here's my idea of a re-write: [b]Thunderwave[/b]: It doesn't suck. Keep as written. [b]Cloud of Daggers[/b]: Too much Wisdom emphasis (if we leave Thunderwave alone), so the auto-damage is equal to your Dex or Wis bonus, whichever is higher. You're welcome, Wand Guy. [b]Magic Missile[/b]: [i]Has too much feat support, so eliminate some of those (like Reaper's Touch). Also remove the Dragon power that allows you to cast this as a Minor action. Then we can allow it to target multiple critters. I'll appropriate an Avenger mechanic to emulate the old-school autohit feel.[/i] At-Will • Arcane, Force, Implement Standard • Ranged 20 Target: One or two critters 21st level: One, two or three critters Attack: Intelligence vs. Reflex Hit: 1d4 + Intelligence modifier force damage, or 2d4 + Intelligence modifier force damage if you target a single critter. 21st level: 2d4 + Intelligence modifier force damage, or 4d4 + Intelligence modifier if targeting a single critter. [b]Special[/b]: If targeting a single critter, you may roll your attack twice and use the higher value. At 21st level, you may roll thrice instead. [b]Chilling Cloud[/b]: [i]Needs a total re-write. Flat-damage powers suck. I'm going to make it a low-damage area attack -- which both makes it weaker than the corresponding Fire area power and makes it slightly more party-friendly -- and give it an enemy-only rider effect. Also, I'm going to feed it the diseased carcass of Ray of Frost, which sucked too much to bother re-writing.[/i] At-Will • Arcane, Force, Implement, Zone Standard • Area burst 1 within 10 Target: All critters in burst Attack: Intelligence vs. Fortitude Hit: 1d6 cold damage Effect: The burst creates a zone of frost that lasts until the end of your next turn. Any enemy who starts its turn in or enters the zone is Slowed until the end of its turn. [b]Scorching Burst[/b]: [i]Needs a rider effect. I'm going to feed it the carcass of Winged Horde. Consider renaming this one "Scorching Flare" to highlight the Illusion debuff aspect.[/i] At-Will • Arcane, Force, Illusion, Implement Standard • Area burst 1 within 10 Target: All critters in burst Attack: Intelligence vs. Will Hit: 1d6 + Int fire damage Effect: All enemies in the burst suffer a penalty to Opportunity Actions equal to your Cha bonus or your Dex bonus, whichever is higher. - - - That's the five "core" powers re-written. I like some of the new ones, though, so here's my take on them. [b]Illusory Ambush[/b]: A good power as written. Having only one Psychic at-will is fine, and making it single-target is fine too. [b]Storm Pillar[/b]: [i]This is an example of a decent idea for a power which was exploitable as written, and then got nerfed wrong. It needs a re-write which nerfs it differently. IMHO, it ought to be able to punish an interloper even if that interloper is pushed or slid by someone else -- teamwork is good -- and there's a great mechanic for limiting that teamwork, called Opportunity Actions.[/i] At-Will • Arcane, Conjuration, Implement, Lightning Standard • Ranged 10 Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. The pillar can flank with your allies, and can make the following opportunity attack. - Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier lightning damage. ... and a brand-new one, because Necromancy is cool (and to replace the idea of Shocking Grasp, since we already have Storm Pillar on the table): [b]Ghoul Touch[/b] At-Will •:)Arcane, Fear, Implement, Necrotic Standard • Melee touch Target: One critter Attack: Int vs. Will Hit: 1d10 + Int necrotic damage, and all enemies adjacent to you suffer a -2 penalty to attack rolls until the end of your next turn. Increase damage to 2d10 + Int at 21st level. - - - That gives us 8 strong powers, with very little keyword overlap. (Chilling Cloud may be too strong... hmm.) Cheers, -- N [/QUOTE]
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