evilbob
Adventurer
I am sure they are good... I remember thinking they were good. But after looking again last night I couldn't figure out why. I mean, sure they're an implement that can have bonuses, and they key off Wisdom which is good for two of the at-will powers, but what makes an orb better than any other implement?
They can do 3 things, choose one per encounter:
- make cloud of daggers stick around 1 more round (to do Wis damage)
- make ray of frost slow something 1 more round
- cause something to take -Wis to a single save
(Granted, hopefully with some supplements the number of at-will powers this can affect will go up.)
I guess the problem is that I just don't see how nice the first two options are, and have you actually looked at how many wizard spells require a save? There's one at level 1: sleep. (And frankly, it kinda sucks in my experience.) And until you're in epic tier, there really are not many. At all.
And saves generally favor the saver. By a lot. And when you're talking about elite or solo monsters... even spell focus + 18 wis + orb = you've just made a solo monster have ONLY a 50% chance to make a single save. Whee.
Except again for some of the epic-tier spells (hello, retraining), it seems like it would be a much better idea to just go with the wand for +Dex to hit once per encounter or even the staff for the +1 AC bonus and +Con 1/enc. At least those will be actively used much more often at low levels, until you manage to get some decent spells that give saves. Or better yet: take the 2nd implement feat once you get to paragon tier. That's about when orbs would start to be useful.
Can anyone remind me why everyone seems to be ga-ga over orbs again? I am sure I'm probably missing something...
They can do 3 things, choose one per encounter:
- make cloud of daggers stick around 1 more round (to do Wis damage)
- make ray of frost slow something 1 more round
- cause something to take -Wis to a single save
(Granted, hopefully with some supplements the number of at-will powers this can affect will go up.)
I guess the problem is that I just don't see how nice the first two options are, and have you actually looked at how many wizard spells require a save? There's one at level 1: sleep. (And frankly, it kinda sucks in my experience.) And until you're in epic tier, there really are not many. At all.
And saves generally favor the saver. By a lot. And when you're talking about elite or solo monsters... even spell focus + 18 wis + orb = you've just made a solo monster have ONLY a 50% chance to make a single save. Whee.
Except again for some of the epic-tier spells (hello, retraining), it seems like it would be a much better idea to just go with the wand for +Dex to hit once per encounter or even the staff for the +1 AC bonus and +Con 1/enc. At least those will be actively used much more often at low levels, until you manage to get some decent spells that give saves. Or better yet: take the 2nd implement feat once you get to paragon tier. That's about when orbs would start to be useful.
Can anyone remind me why everyone seems to be ga-ga over orbs again? I am sure I'm probably missing something...