Sorcere Elemantalist at-wills over powered ??

Eh? The raw HPs aren't nearly as important as the quantity of healing surges. Think more like Durability or even double that vs. other Sorcerers.

Your sorcery doesn't play in isolation. Other members of the party are going to be similarly limited. It's not that hard to acquire and concentrate surgeless healing where it's most needed.

Free access to backgrounds isn't to be assumed, either.

That's not an argument. Free access to post-Essentials material can't be assumed. A DM adaptable to the strengths and weaknesses of the PCs also can't be assumed.

The sorcerer with a Con secondary has a weaker Reflex defense than one relying on Dex and lacks the melee basic opportunities available to one with Str in the support role -- and all four of those builds have access to daily powers and build-specific feat options. How much such factors matter is campaign based.
 

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In my experience, initiative is more important than number of surges on a ranged striker / controller.

So, trading Dex for Con is different and interesting, but I don't see it as a notable advantage.
 

The Daily utilities are pretty cool as well.
The resist 5 + Charisma for an entire encounter is very nice, and at level 2 if I remember right.

Then the utility that puts you 10 feet up in the air for an entire battle, thats pretty nice.

Slow might not seem overyly powerful on its on, but when its a burst 1 at-will, and you have Vicious Advantage and WSG to give you CA and knock prone against slowed enemy, a slowed and prone enemy 10 squares away, especially grunts, is a pretty good power to have early on in Heroic.
 

Looking at daily-less strikers I've played (1st level): A fire elementalist, and two scouts, one axe, one sword.

to hit:
Elementalist: +5 vs nads
axe scout: +7 vs ac
sword scout: +10 vs ac

I start with to hit to because its kinda huge: My sword scout missed on only 3 total attacks (after heroic effort and other rerolls) over 10+ 3-4 round encounters, swinging twice every round. Both the elementalist and axe scout miss a lot. This lowers their actual effectiveness, and so despite high damage, they can actually have lower damage per round than my sword scout did.

fire elementalist bolt: 1d12+1d6+8=10-26 dmg at will
fire elementalist ignite:1d10+8 = 9-18 per hit targets (usually two for me, so 18-36)
axe scout: 1d10+1d6+7+7 = 16-30 (8-17 if only first hits) at will, +2 with ca
Sword scout: 1d8+1d4+6+6=14-24,+2with ca, +2 with aspects

not too far off, really. Plus scouts get some great aspect bonuses. But if the el-sorc hits 3+ targets, its obvious that el-sorc starts winning...

encounter:
elementalist: +1d10 (per hit) and hit one more target (with the +1d10)! If the extra hit hits that's an effective damage increase of 2d10+1d12+1d6+8 on elemental bolt! Also, I get to shift.
axe scout: +1d10
sword scout: +1d8

......if anything is out of line for elementalists, it's the encounter power.
They are a potent striker with their at wills, but I think its close enough (though I've definitely felt at times I was doing too much damage, I think I did more with my sword scout), but the encounter nova they can do is unmatched by any thing a scout, thief, slayer or other essentials striker can hope for. Then again, I've missed both targets several times with my encounter, leaving me with only my killer at-wills to use for the rest of the fight :P

Just my thoughts.
 


I play a Fire Elementalist in Encounters ... and I was pretty darn accurate. Immolated most of the battlefield, but this is at level 1. I don't know how well they scale.
 

I play a Fire Elementalist in Encounters ... and I was pretty darn accurate. Immolated most of the battlefield, but this is at level 1. I don't know how well they scale.

lol nah iwasnt saying its a problem with the class, lol. Its the player he's like to roll ones and twos.

All i was saying is i haunt seen him hit enough to know if the powers are over powered
 

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