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Too powerful? What am I missing... (please help)
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<blockquote data-quote="KarinsDad" data-source="post: 3479278" data-attributes="member: 2011"><p>Energy Missile and Energy Current are target selectable. Fireball and Cone of Cold are not. That means they are extremely good "in melee" powers.</p><p></p><p>And most melee opponents have to come within range of the party to melee. And most creatures in the game are melee opponents.</p><p></p><p>Fireball doesn't really get used as often as people claim in the game. Sure, it's ok for an opening salvo once in a while, but after that, it is harder to use mid-combat when the NPCs are in close.</p><p></p><p></p><p>Sure, have the NPCs start to run away because the Wilder is doing an Energy Current. That just opens it up for him to do an Energy Ball or Energy Missile on the fleeing opponents (and of course, he can do a stronger Energy Ball on the initial incoming opponents than the Wizard or Sorcerer can). And it opens it up for other PC casters to blast away with ray or ranged touch spells.</p><p></p><p></p><p>The problem is that you cannot have your cake and eat it too. Either the enemies can just run away from the Wilder's 55 foot range (and then get blasted), or they stay and fight and just get blasted.</p><p></p><p></p><p>And the repeated resource issue is mostly irrelevant. The faster opponents are dead, the less overall party resources used. Ohh. The Wizard can kill them all in 5 rounds. Great. The Wilder kills them all in 3 rounds and saves 2 rounds worth of extra healing and saves durations on short duration spells and potions so that the PCs can quickly move on, etc.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3479278, member: 2011"] Energy Missile and Energy Current are target selectable. Fireball and Cone of Cold are not. That means they are extremely good "in melee" powers. And most melee opponents have to come within range of the party to melee. And most creatures in the game are melee opponents. Fireball doesn't really get used as often as people claim in the game. Sure, it's ok for an opening salvo once in a while, but after that, it is harder to use mid-combat when the NPCs are in close. Sure, have the NPCs start to run away because the Wilder is doing an Energy Current. That just opens it up for him to do an Energy Ball or Energy Missile on the fleeing opponents (and of course, he can do a stronger Energy Ball on the initial incoming opponents than the Wizard or Sorcerer can). And it opens it up for other PC casters to blast away with ray or ranged touch spells. The problem is that you cannot have your cake and eat it too. Either the enemies can just run away from the Wilder's 55 foot range (and then get blasted), or they stay and fight and just get blasted. And the repeated resource issue is mostly irrelevant. The faster opponents are dead, the less overall party resources used. Ohh. The Wizard can kill them all in 5 rounds. Great. The Wilder kills them all in 3 rounds and saves 2 rounds worth of extra healing and saves durations on short duration spells and potions so that the PCs can quickly move on, etc. [/QUOTE]
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Too powerful? What am I missing... (please help)
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