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General Tabletop Discussion
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Wand of Accuracy question
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<blockquote data-quote="Doctor Proctor" data-source="post: 4546550" data-attributes="member: 78547"><p>The main problem with that build is how defenses work. You have a +1 Fort, +4 Ref (Int and Dex don't stack, it's whichever is higher) and a +1 Will. Additionally, your armor bonus won't stack, and so the only thing that you really benefit from with the Dex is ranged attacks (but why would you use bows?) and initiative. So you're trading a lot of defense ability for a once per encounter +4 bonus. </p><p></p><p>The Staff Wizard, alternatively, can pump his Con up to 18 and get a +4 bonus to AC on one attack. He can then use that bonus <em>after damage is rolled </em>which is huge. He additionally gets a permanent +1 to AC as long as he's wielding his staff. Also, since he has points in Con, that will work towards his Fort defense. So he would have a +4 Fort, +4 Ref, and +1 Will.</p><p></p><p>The Orb Wizard gets the obvious benefits of the Orb encounter powers, of which he has two to choose from. Additionally, the saving throw power keys off Wisdom, which is a good Wizard secondary stat. So if you had pumped Wis up to an 18 your defenses would be +1 Fort, +4 Ref and +4 Will.</p><p></p><p>This is why the Wand Wizard overall is the weaker choice. If he could use the power twice per encounter, or got a permanent +1 to hit, then it might be worth it. Even then though, I doubt it because he's losing a whole defense compared to the other implements. A +2 might be too powerful though, so it's hard to say how you could fix it.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4546550, member: 78547"] The main problem with that build is how defenses work. You have a +1 Fort, +4 Ref (Int and Dex don't stack, it's whichever is higher) and a +1 Will. Additionally, your armor bonus won't stack, and so the only thing that you really benefit from with the Dex is ranged attacks (but why would you use bows?) and initiative. So you're trading a lot of defense ability for a once per encounter +4 bonus. The Staff Wizard, alternatively, can pump his Con up to 18 and get a +4 bonus to AC on one attack. He can then use that bonus [I]after damage is rolled [/I]which is huge. He additionally gets a permanent +1 to AC as long as he's wielding his staff. Also, since he has points in Con, that will work towards his Fort defense. So he would have a +4 Fort, +4 Ref, and +1 Will. The Orb Wizard gets the obvious benefits of the Orb encounter powers, of which he has two to choose from. Additionally, the saving throw power keys off Wisdom, which is a good Wizard secondary stat. So if you had pumped Wis up to an 18 your defenses would be +1 Fort, +4 Ref and +4 Will. This is why the Wand Wizard overall is the weaker choice. If he could use the power twice per encounter, or got a permanent +1 to hit, then it might be worth it. Even then though, I doubt it because he's losing a whole defense compared to the other implements. A +2 might be too powerful though, so it's hard to say how you could fix it. [/QUOTE]
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