Wizard Woes

True that.

The group I DM for has a wizard who's hit his teammates so much with fireballs of various power level over 3.5 and 4E that it's become some kind of running gag.

Actually, he has done it so much, for so many reasons and in so many circumstances that enemy intel on him acknowledges it and makes it a big part or their formation strategies.

... and there's scarcely a PC without fire resistant gear.
 

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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)

^ This.

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

Oh, snap.
 


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.

It also helps that the wizard in your game has improved initiative and is often the first person to attack. Also consider, even when your party goes in toe to toe with the enemy before you attack, you can use illusory ambush to weaken the tough enemies.:cool: Finally don't be afraid to hold your action or ready an attack for when the battle shifts into something that allows you to drop an area attack.
 

I would allow intelligence modifier to apply to initiative rolls (unless I missed something and it already does.) If it applies to light AC then I think it should to initiative. In fact I think the logic of it applying to initiative makes a lot more sense than AC. Also I think intelligence would make more sense than dex at the beginning of the fight, whereas dex makes more sense into the fight.

With a +5 (which most wizards have) I think you'll be beating the dex classes even.
 

There's a subtle problem that I think goes beyond teamwork and initiative that Wizards (and I think any area effect class) face. Combat in 4E does not seem designed to operate at range. The system as a whole relies on having melee characters up front locking down enemies. That automatically provides a barrier to any area effect spells until the epic tier when you can leave out squares. (Aside: There's also a Paragon feat in FR which gives you penalties to hit allies).

What ends up happening therefore is that you really need your Wizard to go first, to get the maximum effect of your big area spells.

(ugh, out of time, will post more later... sorry! :.-()
 

Well, I don't know exactly what you're doing wrong, but I do know that Improved Initiative is one of the most popular feats for wizards exactly because of the issue you mentioned: you want to go first so you can drop big artillery spells without your allies getting in the way.

Beyond that, the second most popular problem with wizards, particularly low level ones, is when your allies don't help you set up your shots, or worse, when they get in the way. Talk to them.

In the meantime, consider using Ray of Frost on the first round of combat. If you hit an enemy who is more than four spaces away from your allies, and if that enemy is melee, it spends its entire turn moving. There are some other small tactical hints besides that, but that's a start. You'll pick up the rest as you go.
 

1. Be patient and flexible. At level 1, you're not going to be the greatest controller in the world.
2. At level 3, take Icy Rays.
3. If anyone charges a melee opponent that you've frozen with Icy Rays, kick them out of your party.
4. Find a Casque of Tactics or create one (level 4 magic item). Give it to someone in your party with high dexterity and/or Improved Initiative. Ask them to swap with your initiative in circumstances where your controlling powers could play out well.
 

I've found it takes a while to take 4e tactics from "hmmm, that's a good idea" to "this is something we do every round." I'd advise taking some time, and working with your party. Your rogue and your warlord should be moving foes into bunches for you (and getting the heck out of the way) so you don't have to do all the targeting yourself. You should also get an AoE at-will. Blowing your encounter or dailies to get 2 guys feels kind of weak, but getting 2 guys with an at-will is a good turn.

And if you get Thunderwave, you can set up some AoEs, for the low low cost of hitting a friend with Thunderwave. Hit a group with Thunderwave, and push all the enemies together, any friends you hit get pushed in another direction (out of the way!) then throw an action point to hit the now grouped enemies. Works especially well if your warlord is tactical (and gives bonuses for action point attacks).

Overall, I'd say stick with it for a while. It takes a bit to get the groove on in 4e.

PS
 

I am playing a tiefling wizard with 20 int, and have just gotten to level 3.
Important feats: Hellfire Blood

At-will:
Thunderwave
Scorching Burst

Encounter:
Chill strike
Fire Shroud

Daily:
Flaming Sphere

Most of the time I am using Scorching Burst on 2+ opponents.
Thunderwave is usually only used if the party/me needs some more space, or I am unable to move.
Chill Strike is used to help the Rogue gain combat advantage or to stop the target from attacking without charging (you only get a standard action if dazed)
Fire Shroud is supposed to be used when we get entagled with foes instead of Thunderwave.
Flaming Sphere is pure awesome if used at the right time (at the very start of a long fight).

If your allies flank diagonally like / or \ instead of | or - you can still use Scorching burst on single foes. Just tell your allies about it and they should comply.

You are doing your job as a wizard if you are hitting 2+ opponents each round. You will the be doing 2d6+12 damage each round, doing even more damage than a rogue. Thats the "control" aspect of a low-level wizard. If I have used my flaming sphere I will easily be doing 2d6+12 + 1d4+6 damage each round.

A hint about using flaming sphere: your allies can move into a area covered by your flaming sphere if you move it before it is their turn again. It's a neat trick, especially if the initative order goes like this: ally - mob - you. That way your ally moves in and does damage, the flaming sphere does damage on your enemy and then you move it away so it doesn't do damage on an ally. Again, your allies need to stand in the corners / \, not the sides | - of your allies, otherwise they make it hard for you.

Personally I don't think I would ever play a wizard without 20 int... Reflex defense is pretty high on a lot of mobs...
 

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