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Wizard Spells

Mort_Q said:
I'm not sure I understand what you're asking.

From many topics I've read... its seems like the Wizard's primary "job" is to waste minions as quickly as possible.

So it seems minions are a frequent occurence in 4e
 

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Rashak Mani said:
From many topics I've read... its seems like the Wizard's primary "job" is to waste minions as quickly as possible.

So it seems minions are a frequent occurence in 4e

Yes and no. The Wizards job is damage, disable and control many foes at once.
 


Rashak Mani said:
Is combat so minion oriented now ?
They're sort of new and shiny. Hence they can disproportional big spotlight, because we all now think of the battles, where we previously fudged minion-alikes in or wished for minions. ;)

Cheers, LT.
 


Wizards have the ability to waste minions due to their AoE powers. But so do most of the other classed now.

I think that a lot of the discussion is just because it's different from previous editions and people are hung up on the rules.

Doing 1 point of damage to a monster in previous editions with an AoE was a given.

In 4e, you need to roll a hit to take out a minion, or use a power that doesn't require a roll.

I think people are overestimating things.

That said, I have yet to play... we shall see.
 

Rashak Mani said:
What about 1st lvl encounter spells ? Which one is best ?

Icy Terrain, Force Orb or Burning hands ?
Depends on your at-will and daily selection.

If you have Thunderwave, then Burning Hands looks redundant.

If you regularly prepare Acid Arrow, then Force Orb looks redundant.

I personally chose Force Orb, and skip Acid Arrow in favor of Flaming Sphere.

Cheers, -- N
 



Don't rule out Chill Strike and Touch of Enfeeblement.

Its nice to have something that can target Fortitude.

They are both good Solo powers, as well, with reasonable damage, and nice riders.

I would base my decision on my other powers.
 

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