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<blockquote data-quote="Nifft" data-source="post: 5037361" data-attributes="member: 6562"><p>First off: no they don't. Controllers are nice to have and fun to play, but you'll probably contribute just as much playing a Leader, and if your goal is to help (which is the tone I get from your post), you may find that role more fulfilling.</p><p></p><p>Cleric and Warlord are both great, and Wisdom-based Clerics have plenty of area attacks to nuke minions.</p><p></p><p> Orb Wizard just needs a 16-18 Wisdom and something to force a save. The broken spell is Sleep; the first "(save ends)" spell you can throw out every encounter is Fire Shroud (encounter 3).</p><p></p><p>IMHO Human is a great race for a Wizard because of all the beautiful At-Will powers, but that's in the context of access to more than just the PHB. If you have only access to the PHB, you only have:</p><ul> <li data-xf-list-type="ul"> Thunderwave</li> <li data-xf-list-type="ul"> Cloud of Daggers</li> <li data-xf-list-type="ul"> Scorching Burst</li> <li data-xf-list-type="ul"> Magic Missile</li> <li data-xf-list-type="ul"> Ray of Frost</li> </ul><p></p><p>How many of those do you look at and say, "I NEED THAT"? All I really see a need for is is Thunderwave + one ranged spell which doesn't target Fort, because Thunderwave has that covered. Then it comes down to what your race & secondary stats look like: if you have a high Wisdom, then Cloud of Daggers becomes quite good; if you are a Tiefling and can get an extra +1 to hit with Fire spells, Scorching Burst looks pretty sweet.</p><p></p><p>Also party composition matters here. If you have a Tiefling on the front line, you can include him in your Scorching Burst without too much worry, and that increases its utility. If you have an archery Ranger, you can expect some encounters to take place when the enemy is 20 squares away: then Magic Missile becomes quite useful. But those are exceptions, rather than the rule.</p><p></p><p>Ray of Frost never looks good.</p><p></p><p>- - -</p><p></p><p>Anyway. Hope that helps.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5037361, member: 6562"] First off: no they don't. Controllers are nice to have and fun to play, but you'll probably contribute just as much playing a Leader, and if your goal is to help (which is the tone I get from your post), you may find that role more fulfilling. Cleric and Warlord are both great, and Wisdom-based Clerics have plenty of area attacks to nuke minions. Orb Wizard just needs a 16-18 Wisdom and something to force a save. The broken spell is Sleep; the first "(save ends)" spell you can throw out every encounter is Fire Shroud (encounter 3). IMHO Human is a great race for a Wizard because of all the beautiful At-Will powers, but that's in the context of access to more than just the PHB. If you have only access to the PHB, you only have: [list] [*] Thunderwave [*] Cloud of Daggers [*] Scorching Burst [*] Magic Missile [*] Ray of Frost [/list] How many of those do you look at and say, "I NEED THAT"? All I really see a need for is is Thunderwave + one ranged spell which doesn't target Fort, because Thunderwave has that covered. Then it comes down to what your race & secondary stats look like: if you have a high Wisdom, then Cloud of Daggers becomes quite good; if you are a Tiefling and can get an extra +1 to hit with Fire spells, Scorching Burst looks pretty sweet. Also party composition matters here. If you have a Tiefling on the front line, you can include him in your Scorching Burst without too much worry, and that increases its utility. If you have an archery Ranger, you can expect some encounters to take place when the enemy is 20 squares away: then Magic Missile becomes quite useful. But those are exceptions, rather than the rule. Ray of Frost never looks good. - - - Anyway. Hope that helps. Cheers, -- N [/QUOTE]
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