Sorcere Elemantalist at-wills over powered ??

Istar

First Post
Arent thse over powere looking at it today.

Range 10
Ranged burst 1

D8 + Charisma + Con + Slowed

To all enemy in burst !!!
 

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The Elementalist lacks dailies, and their encounter power merely boosts their at-wills. The at-wills lack levels so other classes can`t poach the at-wills. So, no, it`s not a problem.
 

Arent thse over powere looking at it today.

Range 10
Ranged burst 1

D8 + Charisma + Con + Slowed

To all enemy in burst !!!
How is that anymore overpowered than my Dragon Sorcerer's Burning Spray?

Close Burst 3
vs. Reflex
d8 + Cha + Str + fire resist penetration + damage shield until next turn.

Sure, it's got some range to it, but trying to use it up close will provoke (unless you have a feat to take care of that), and Fort is generally easier to hit than Reflex, but, the area's the same and the damage potential is the same.

On the other hand, my Dragon Sorcerer can break through (whether partially or fully) a monster's fire resist.

However, you can't really look at these at-wills in a vacuum. I mean, taken side by side, a water elementalist's Elemental Bolt is superior to Dragonfrost. However, that Elementalist has 1 encounter attack power choice ... ever, and he will never get daily attack powers from the class. So, the Elementalist might be dishing out more damage with at-wills, but as soon as the PHB2 sorcerer starts unleashing dailies, that gap in damage potential closes quickly.

The PHB2 sorcerer also, just by the fact that he can make choices as to his power selection, can have a much broader selection of damage types and choices of defenses to attack.
 

I've done some pretty hardcore data collection / crunching about sorcerer effectiveness (PH2 & HoEC) and they're fine. The important trick is to remember about encounter and daily powers.

The Elementalist can't do anything to compare to Flame Spiral, for example ;)
 

Arent these overpowered looking at it today.

Range 10
Ranged burst 1

D8 + Charisma + Con + Slowed

To all enemy in burst !!!

At-will area burst slow is overpowered, yes. Especially when combined with d8+CHA.
At-will area burst d10+CHA and EONT zone damage is also overpowered.
At-will area burst d6+CHA and EONT difficult terrain zone is fine, so are the rest of the at-wills.
Its only those two that really break the bank and they should be toned down slightly.

OTOH, most of these at-wills NEED to be re-written with Elementalist riders and opened up to ALL Sorcs. The class is just a waste of space as-is.
 

Rule of thumb: If someone glances at a rule and cries "broken" at first sight, it usually isn't. The really broken stuff is usually between the lines and requires a non-obvious combination of things.
 

I had a 1st level fire elementalist sorcerer for the last session of encounters this week - by casting elemental bolt (1d12 with 1d6 for fire elementalist) and combined that with the triggered encounter power that allows you to target an additional enemy with your sorcerer at will (within 5 squares if ranged). It adds an additional 1d10 of the same damage type to each target successfully hit. Can't recall the name of the encounter power off the top of my head, but that turn I dropped one of the demons in the barn that had taken minor damage already, and severely bloodied the other (did about 27 damage total as it was a good damage roll). This was all within the first round.

As a player I loved this! As a DM I can see why it would be seen as over powered, however I still think it was great and don't consider it a broken class. As others have pointed out, the lack of dailies balances this out IMO. To me this came off as an awsome moment and allowed the class that moment to shine.

Just to note I also DMed this encounter at another location and had one of the pcs use the same character in that one. It was an even encounter and was a lot of fun. Havent played or seen it at higher levels yet though so who knows. I am impressed with what I've read thus far though.
 


I had a 1st level fire elementalist sorcerer for the last session of encounters this week - by casting elemental bolt (1d12 with 1d6 for fire elementalist) and combined that with the triggered encounter power that allows you to target an additional enemy with your sorcerer at will (within 5 squares if ranged). It adds an additional 1d10 of the same damage type to each target successfully hit. Can't recall the name of the encounter power off the top of my head, but that turn I dropped one of the demons in the barn that had taken minor damage already, and severely bloodied the other (did about 27 damage total as it was a good damage roll). This was all within the first round.

I did exactly the same thing!.....except I rolled a 4 and 5 for attacks and missed both :(

(elemental escalation is the name, btw)

My impression is that they have great damage, medium accuracy, and in the end it will balance out. A very solid damage class, and considering how bare-bones it is, it needs to be. What you see at level 1 power wise is pretty much all you'll ever have (plus two more at wills eventually). It needs to be solid for the long journey, because its all you'll ever be.
 

Ice prison isn't a bad power. It takes some effort to gather targets into the smaller burst spells and you're doing less damage on average to each of them than other Essentials strikers can do to a single target. If the rest of your party is built to gather enemies and exploit the slowed condition, great, but there are still times you're going to prefer elemental bolt. (A little vulnerability never hurt...from a certain perspective.)

Ignition isn't bad either, but the little bit of extra damage it can do to people that stay in the zone is fairly soft in terms of battlefield control. Blazing cloud might feel weaker, but it's worth considering for a character with the firecrafter theme and a dagger implement. (The option to use elemental bolt as a melee basic attack can be handy at times.)

It's easy to overlook static charge because its primary targets don't take Charisma damage from the effect. However, the blast targets only enemies and can damage creatures standing just outside the blast (or adjacent to a creature whose space overlaps with the blast area). It also lets you apply "adjacent target" damage to a given creature multiple times. As sweet as it might be to hit one enemy for 4x, 6x, or maybe even 8x your Charisma modifier in damage (on top of the spell's base damage), you're not likely to see such groups all that often, even with the best of team efforts.

As impressive as the bursts and blasts might seem, there are a lot of times you'll get only one really impressive shot with them. Intelligent enemies are likely to scatter the moment they see what you can do, unless there is some greater benefit to them remaining bunched together (or your teammates have denied them any options for breaking formation). This is acceptable, even if you'll pretty much be playing the ranged equivalent of a slayer for the rest of the fight. You force enemies to choose between getting punished en masse or splitting up to become easier targets for focused fire. Useful as that is, it's a far shot from disabling your enemies by itself.
 

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