Wizard at-wills

Mengu

First Post
I wanted to take a stab at some new Wizard at-will powers, based on the new controller at-will powers we have seen. I'm probably overshooting the power curve granting the +2's to attack, but I tried to keep the damage low, and emphasize the control aspect of the wizard. I would like some feedback on how to make these powers work well as at-will powers.

I also felt implements should have a bit more of an affect on what a wizard does, so I added some specials, based on implement of choice. I also wanted to make sure the power is still good, even if you don't have the associated implement mastery. For instance Fire Lash works well for the wand wizard, but will also work well for the orb wizard due to "until the end of your next turn" wording.

Psychic Push - Wizard Attack 1
At-will * Arcane, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence + 2 vs. Fortitude
Hit: 1d6 psychic damage, and you push the target 1 square.
Special: If you have staff of defense implement mastery and are using a staff implement, you push the target a number of squares equal to your constitution modifier.
This attack does not provoke opportunity attacks.

Increase damage to 2d6 at 21st level.

Surprise Trip - Wizard Attack 1
At-will * Arcane, Force, Implement
Standard Action - Ranged 10
Target: One creature of size Large or smaller
Attack: Intelligence + 2 vs. Reflex
Hit: 1d6 force damage, if the target moves more than 2 squares during its next turn, the target is knocked prone.
Special: If you have orb of imposition implement mastery and are using an orb implement, you may slide the target 1 square if it is knocked prone during its turn.

Increase damage to 2d6 at 21st level.

Fire Lash - Wizard Attack 1
At-will * Arcane, Fire, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier fire damage and the target is grabbed until the end of your next turn. If the target attempts to escape use your fortitude or reflex defense to determine its success.
Special: If you have wand of accuracy implement mastery and are using a wand implement, you gain a bonus to the attack roll equal to half your dexterity modifier.

Increase damage to 2d4 + Intelligence modifier at 21st level.
 
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I like what you have here, keep 'em coming.

You might want to reward how you have the specials written. Currently I could be an Orb Wizard using a Wand with Surprise Trip and be able to use the special. It might be better to qualify it; you must have the mastery feature choice and be using that implement type.

I'm not a big fan of half ability score mods, I would just grant them a static +1.
 

You might want to reward how you have the specials written. Currently I could be an Orb Wizard using a Wand with Surprise Trip and be able to use the special. It might be better to qualify it; you must have the mastery feature choice and be using that implement type.

Done.

I'm not a big fan of half ability score mods, I would just grant them a static +1.

I'm not normally a big fan either, but I wanted to give high dexterity another advatage. I had also considered ditching the attack bonus, and rewording it so that with the implement mastery, the escape check would suffer a penalty equal to dexterity modifier. Would that be more attractive? I really want to use the dexterity modifier in there somewhere (like I used constitution for Psychic push). Bumping both Intelligence and Dexterity are a poor choice already for more reasons than one, I just wanted to give a little extra bonus to the wizard who happened to go that route.
 

Conceptually, they look good. Personally, I think the +2 on attacks may be a little too good.

Also, I think psychic push and surprise trip are sort of odd in their damage types. Psychic push targets fortitude but does psychic damage? I think force damage would be a better fit - it fits the idea of a force pushing people, fits the rather "brutish" implement, and fits the targeted defence.

Similarly for the surprise trip - considering that it only kicks in if the target moves fast and that it is keyed to the orb, it sounds more like some mind magic, i.e. psychic damage, possibly targeting Will.

The fire whip... I like it right out of the box as it is now. :)

Cheers, LT.
 

Also, I think psychic push and surprise trip are sort of odd in their damage types. Psychic push targets fortitude but does psychic damage? I think force damage would be a better fit - it fits the idea of a force pushing people, fits the rather "brutish" implement, and fits the targeted defence.

Similarly for the surprise trip - considering that it only kicks in if the target moves fast and that it is keyed to the orb, it sounds more like some mind magic, i.e. psychic damage, possibly targeting Will.

I see what you mean, but I'm not sure I'm too fond of the reversal of damage types. I can rename Psychic Push to some thing else like Sudden Push, and change it to force damage, that one makes sense. The Surprise Trip I was imagining more as sticking out an invisible leg in front of the target to trip them. So Psychic doesn't quite fit that one, and I don't want both of them doing force damage. I'll think about these, thanks for the feedback.

As for the +2 being strong, that's where I really want to get a feel for what people think, and why. Careful Attack and Sure Strike are typically labelled the weakest of at-will attacks. I'm basically taking those two, reducing the damage die to something even smaller, and adding some controlling effect to fit the controller role.
 

So Psychic doesn't quite fit that one, and I don't want both of them doing force damage. I'll think about these, thanks for the feedback.
Well, as I read it first, I rather thought of some psychic effect making you dizzy, so you lose your balance.
Careful Attack and Sure Strike are typically labelled the weakest of at-will attacks. I'm basically taking those two, reducing the damage die to something even smaller, and adding some controlling effect to fit the controller role.
Well, I've thought about it... comparing them to the better wizard at-wills (Scorching Burst, Thunderwave) and thought about the "and a little bit better", due to Mearls' comments.

I think the +2 is well placed. As they are non-area effects, they are automatically less desirable than the other wizard at-wills, since wizards want at least one area at-will (since only wizard get them). So to compete with these, the +2 is a good way to bump them up a bit.

I reckon it leaves them on the strong side, but not overly so.

Cheers, LT.
 

Regarding wanting to use the Dexterity modifier, the only Wizard power/feature that uses Dexterity is the Wand of Accuracy feature. Not one power uses it. Not sure if that makes we want to remove it all together or look for more ways to use it.
 

Regarding wanting to use the Dexterity modifier, the only Wizard power/feature that uses Dexterity is the Wand of Accuracy feature. Not one power uses it. Not sure if that makes we want to remove it all together or look for more ways to use it.

Valid quandary. Perhaps this was just a way to make the Eladrin Wand Wizard more desirable initially. But Constitution isn't used for wizard powers either, and Wisdom is used for all of 3 powers. The established pattern is that wizards are SAD. I think they could benefit from a bit of spicing up. I'm hoping Arcane Power will introduce some powers which benefit from secondary stats "wisdom, dexterity, and sometimes constitution" like the class description suggests.
 

Could increase range by Dexterity modifier. That's something I've thought would have been a nice addon for Wand Mastery, in general.
 

Valid quandary. Perhaps this was just a way to make the Eladrin Wand Wizard more desirable initially. But Constitution isn't used for wizard powers either, and Wisdom is used for all of 3 powers. The established pattern is that wizards are SAD. I think they could benefit from a bit of spicing up. I'm hoping Arcane Power will introduce some powers which benefit from secondary stats "wisdom, dexterity, and sometimes constitution" like the class description suggests.

I wish for the same thing...and I think we'll get it. Most certainly. Wizards is one of the most identifiable classes in D&D. Anyways, back to the point. The reason I called attention to Dex barely being use is that Wizards have three stats listed as important (Int, Wis & Dex). The use Wis every now and then, in the form of bonuses in powers throughout the 30 levels, which is what I'd expect from a secondary stat. But Dex is not used like that at all, so why is it listed? They don't need it for defense, they have Int already, it would make more sense to use Con for some Fort love (they already get Will love from Wis). It is the same thing with Fighters and Wis, they only have Wis listed at an important stat because of the Polearm feats.
 

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