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<blockquote data-quote="AbdulAlhazred" data-source="post: 5653016" data-attributes="member: 82106"><p>The issue with the PHB1 wizard is rooted in the fact that lacking a class feature which establishes control this falls to your power selection entirely. Control is a transitory phenomenon. You can only fulfill this role by constant application of powers with a control aspect. Secondarily wizard has no real additional role. It makes a uniformly dismal striker and has no leader or defender aspect whatsoever. This means in order to be effective you HAD to focus entirely on control. Half of the class' powers however are effectively weak direct damage powers (things like Force Orb, Acid Arrow, and Fireball are prime examples). You simply MUST avoid all of these if you have any hope of executing your role with enough effectiveness to succeed. The result is that there really aren't that many good options in PHB1.</p><p></p><p>You can't really take Wand of Accuracy. It indirectly can support your primary role, but it has too many flaws to be useful. Staff of Defense likewise simply doesn't support your role at all (and largely duplicates the effect of a level 2 utility power you'll take anyway). Orb of Imposition is really the only choice that directly reinforces your role. </p><p></p><p>Likewise any power lacking a decent control/area denial effect is simply off-role and saps your main purpose. So you really have basically one choice for a level 1 Daily, 2 choices of level 1 at-wills, and at most 2 (really one) choice of level 1 encounter powers. The same thing is true with the level 3 and 5 powers, in each case there's really only one or at most 2 useful choices. Some of the other powers CAN be good, but require a lot of build support (Sleep is the poster child, practically worthless at level 1, but one of the best dailies in the game in paragon/epic tier, ironically around the time you're expected to swap it out). </p><p></p><p>You can make a very nice effective PHB1 wizard, but its choices are very limited. You're pretty much going to find that all effective PHB1 wizards are going to use the same powers at low levels with only minor variations. Later on in THEORY you can branch out more, but the problem there is if you say want to be a high accuracy war wizard you basically have to suck for 10 levels to get there, or else use additional resources to effectively rebuild to the concept later in your career.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5653016, member: 82106"] The issue with the PHB1 wizard is rooted in the fact that lacking a class feature which establishes control this falls to your power selection entirely. Control is a transitory phenomenon. You can only fulfill this role by constant application of powers with a control aspect. Secondarily wizard has no real additional role. It makes a uniformly dismal striker and has no leader or defender aspect whatsoever. This means in order to be effective you HAD to focus entirely on control. Half of the class' powers however are effectively weak direct damage powers (things like Force Orb, Acid Arrow, and Fireball are prime examples). You simply MUST avoid all of these if you have any hope of executing your role with enough effectiveness to succeed. The result is that there really aren't that many good options in PHB1. You can't really take Wand of Accuracy. It indirectly can support your primary role, but it has too many flaws to be useful. Staff of Defense likewise simply doesn't support your role at all (and largely duplicates the effect of a level 2 utility power you'll take anyway). Orb of Imposition is really the only choice that directly reinforces your role. Likewise any power lacking a decent control/area denial effect is simply off-role and saps your main purpose. So you really have basically one choice for a level 1 Daily, 2 choices of level 1 at-wills, and at most 2 (really one) choice of level 1 encounter powers. The same thing is true with the level 3 and 5 powers, in each case there's really only one or at most 2 useful choices. Some of the other powers CAN be good, but require a lot of build support (Sleep is the poster child, practically worthless at level 1, but one of the best dailies in the game in paragon/epic tier, ironically around the time you're expected to swap it out). You can make a very nice effective PHB1 wizard, but its choices are very limited. You're pretty much going to find that all effective PHB1 wizards are going to use the same powers at low levels with only minor variations. Later on in THEORY you can branch out more, but the problem there is if you say want to be a high accuracy war wizard you basically have to suck for 10 levels to get there, or else use additional resources to effectively rebuild to the concept later in your career. [/QUOTE]
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