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why are wizards so weak?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2498947" data-attributes="member: 12332"><p>Wizards wreak freakin' havok when they're played correctly.</p><p></p><p>Unless we're talking about 1st level. Then you've got a handful of spells that are actually useful ... and Magic Missile ain't one of them.</p><p></p><p>Sleep, Charm Person, Grease ... these spells are crutch at very early levels. Sleep can take 4 orcs/goblins/kobolds out of a combat. Grease can mess with lower-level folks and even let the 1st level Rogue get some mileage out of his sneak attack.</p><p></p><p>Pure damage shouldn't be the wizard's forte ... that's for Sorcs, who can toss the same spell again and again. A wizard shouldn't take more than ONE Fireball a day ... it's not for ending hard fights, it's for clearing a room of mooks or seperating the wheat from the chaff in the big temple. </p><p></p><p>I just got done playing a wizard, and I took a handful of Magic Missiles and one Fireball a day for direct damage. That was it. The rest of my kit was built up with battlefield control magics, and they absolutely decimated the foe at every turn. The fireball was for clearing multiple low-level/high-threat enemies (ghouls, ghasts, etc). The Magic Missiles were for single high-threat enemies without SR, especially those with big AC bonuses. The rest ... Pyrotechnics, Glitterdust, Enlarge Person, etc. THOSE are the arcane powerhouses.</p><p></p><p>And wands ... buy a Wand of Disrupt Undead, which comes in quite handy at 2nd-3rd level. Go for all the frontloaded spells. True Strike, Enlarge Person, Sheild, Ray of Enfeeblement ... sit back and True Strike, then RoFeeb a melee guy from across the room. Open up with the barbarian kicking down the door and tossing in a torch, then 5' stepping out of LoS ... pop a Pyro (Fireworks) on it ... fail your save, go blind, let the rest of the party swarm in from the sides and mince everything in the room. </p><p></p><p>Better than fireball. More fun, too.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2498947, member: 12332"] Wizards wreak freakin' havok when they're played correctly. Unless we're talking about 1st level. Then you've got a handful of spells that are actually useful ... and Magic Missile ain't one of them. Sleep, Charm Person, Grease ... these spells are crutch at very early levels. Sleep can take 4 orcs/goblins/kobolds out of a combat. Grease can mess with lower-level folks and even let the 1st level Rogue get some mileage out of his sneak attack. Pure damage shouldn't be the wizard's forte ... that's for Sorcs, who can toss the same spell again and again. A wizard shouldn't take more than ONE Fireball a day ... it's not for ending hard fights, it's for clearing a room of mooks or seperating the wheat from the chaff in the big temple. I just got done playing a wizard, and I took a handful of Magic Missiles and one Fireball a day for direct damage. That was it. The rest of my kit was built up with battlefield control magics, and they absolutely decimated the foe at every turn. The fireball was for clearing multiple low-level/high-threat enemies (ghouls, ghasts, etc). The Magic Missiles were for single high-threat enemies without SR, especially those with big AC bonuses. The rest ... Pyrotechnics, Glitterdust, Enlarge Person, etc. THOSE are the arcane powerhouses. And wands ... buy a Wand of Disrupt Undead, which comes in quite handy at 2nd-3rd level. Go for all the frontloaded spells. True Strike, Enlarge Person, Sheild, Ray of Enfeeblement ... sit back and True Strike, then RoFeeb a melee guy from across the room. Open up with the barbarian kicking down the door and tossing in a torch, then 5' stepping out of LoS ... pop a Pyro (Fireworks) on it ... fail your save, go blind, let the rest of the party swarm in from the sides and mince everything in the room. Better than fireball. More fun, too. --fje [/QUOTE]
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