Wizard Woes

Wednesday Boy

The Nerd WhoFell to Earth
Hi all,
We just started a new 4th Ed. campaign and I decided to try out a Wizard. I wanted to go for a battlefield control sort of angle, setting up areas that would hinder our foes while the rest of the party would finish them off. (If it helps I took Illusory Ambysh, Cloud of Daggers, Ray of Frost, Icy Terrain, Sleep and Flaming Sphere.) In our first session (a dungeoncrawl) I've found that in most combats I go last because of my low initiative (+1) and by the time it is my turn, my allies are so entangled with my enemies that I can't lay down an area attack spell without hitting my own teammates. I felt ineffective because I couldn't use my daily and encounter powers and because I wasn't able to control the battlefield as I hoped I would be able to. Now I'm thinking of ditching the Wizard for something else. ("But first, to ENWorld!", I thought to myself.)

Is there something I'm doing wrong? (Maybe battlefield control isn't possible in a dungeon or in at first level? Maybe I need to ditch the control idea and trade in some of my area attack spells for targeting spells? Maybe Improved Initiative is a must have for a Wizard?)

I know it's hard to say what I may be doing "wrong" without seeing the sessions, but any suggestions would be greatly appreciated! Thanks!!
 

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PS: I don't know if it helps any but the rest of the group is made of a Paladin, a Two-Handed Fighter, a Trickster Rogue, a Warlord and a ranged Ranger.
 

Teamwork. Helping the Wizard set up the Area powers is no less important than helping the Rogue flank. Delaying for the Wizard is sometimes the best strategy.
 


Well, a friend of mine likes improved initiative specifically for that reason.

But overall, you need your party's cooperation, it's that simple.

If your team mates ignore you and just go where they like, you are going to swear at them most of the time. In my groups, before acting the players usually ask the others what they want to do and see how they can support each other. I play a wizard in one campaign and it is common for the fighter to use tide of Iron for no other reason than to push the target near another so I can hit them easily with a burst. Even the rogues pitch in with positioning strike and always take care to see if he can coordinate with me before flanking and ruining a area zone. And I try to return the favor, for example by spending some time at the front (It releases some pressure on the fighter) and selecting some powers for the sole intent of granting some easy combat advantage to the rogue.

It's a team game.

PS : you really should have at least one are effect that is at will. Scorching burst or thunderwave. My wizards has both (+ the illusion one)
 
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1. Swap out ray of frost for scorching burst. You already have two single-target at-wills (illusory ambush and cloud of daggers), and slow isn't all that useful. Hitting more than one target at range is more important. Heck, personally I'd also take thunderwave instead of one of the other single-target at-wills. Part of control is killing a lot of minions, and pushing foes around.

2. Take improved initiative.

3. Work with your group to clear space for your wizard, as others have said. They need to form a battle line, and not get too staggered. Besides, a firm battle line is usually a good tactic even without a wizard.
 

Teamwork. Helping the Wizard set up the Area powers is no less important than helping the Rogue flank. Delaying for the Wizard is sometimes the best strategy.

This is it. I play a warlord in our game, and I'm always looking for ways to pull back my team mates to open up an area for the wizard, create safe flanks for the rogue, and have the ranger circle around to get prime shot. I watch the initiative order and yell out to the fighter to wait for the wizard, let the ranger move in for the prime shot, before he dives into the thick of things.

And by the way, you really should pick up scorching burst or thunderwave in place of one of your at-wills. These are the spells that let a wizard do his job of softening up targets.

And at low levels, you really can't expect too much for control.

Last but not least, if you check out the druid or invoker, you'll notice some nicer control spells than the wizard, so don't give up just yet, wait for Arcane Power, or until then, see if your DM will allow you to pick up an invoker at-will instead of one of your wizard at-wills.
 

here's something you should try doing, roll higher. :-P

Ok mean thing to say, but explain to your group what you're trying to do. If you group is a good one, they'll make sure that EVERYONE'S tactics work well to their advantage. A character is only as good as it's adventuring group. :)
 


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