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2008-05-21, 08:16 PM (ISO 8601)
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4e: Don't take magic missile for your wizard
People have been making rather odd remarks that Magic Missile is a must for a wizard, and that they would in fact use no other ability. This is odd because of the 3 out of the 5 level 1 at-will wizard abilities revealed so far, Magic Missile is probably the weakest so far.
The 3 currently known level 1 at will wizard abilities:
Magic Missile: Ranged 20, 2d4+Int force damage, counts as basic ranged attack
Ray of Frost: Ranged 10, 1d6+Int cold damage, target is slowed
Scorching Burst: Area Burst 1 within 10 squares, 1d6+Int fire damage
People have been saying that because Magic Missile deals 5+Modifier damage rather than 3.5+Modifier damage on average for the other 2, it is better. However, the Wizard is not a Striker, it is a Controller. If it tries to go DPS blaster mage, it will be completely outperformed by the actual Arcane Striker, the Warlock. The Warlock's Eldritch Blast+Curse combo deals 8+Modifier damage on average instead.
In short, while spamming Magic Missile with a level 1 wizard can actually be done in 4e unlike 3.5e, it is still not using the Wizard properly. Now, lets take a look at the other 2 abilities and how they do fit the controller role.
Ray of Frost slows an enemy, reducing their movement to 2. Remember that the spell's range is 10. That means that against a charging Orc, whose movement is 8, you could instead slow it to a standstill and land multiple attacks, to say nothing of your allies. Reducing to 2 movement makes the enemy easy pickings for you and your allies. You could even shoot the enemy, retreat, shoot again, retreat, and so on.
Scorching Blast deals damage to a 9 square box. Except when fighting a boss, this ability will reliably deal more damage than Magic Missile will. When used against minions, it can insta-kill several enemies at once, as it only needs to damage, and it is thus not important that it deals 1.5 less damage on average than Magic Missile does.
The only thing going for Magic Missile is if you have a Warlord in your party granted you extra ranged attacks. Outside of that, it is simply not a useful ability for the wizard to have except as a backup, as Warlocks and Rangers are both far better at blasting enemies from a distance with ranged attacks.Last edited by wodan46; 2008-05-21 at 08:19 PM.
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2008-05-21, 08:22 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
But... but... what will I cast at the darkness?
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2008-05-21, 08:23 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
And so it begins... 4e optimisation and rules mastery discussion.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2008-05-21, 08:29 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
This discussion would be easier if we knew the rules to 4th edition.
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2008-05-21, 08:30 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
http://www.ucalgary.ca/~amwhit/4e_PrRC_v2_6.pdf
and knowing is half the battle.
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2008-05-21, 08:33 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Also note that magic missile has twice the range of the others, so it's a more specialized spell for long-range combat vs. single targets. One is a debuff with some damage and the other is an area attack.
ze/zir | she/her
Omnia Vincit Amor
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2008-05-21, 08:38 PM (ISO 8601)
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2008-05-21, 08:39 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Plus, it's Magic Missile. You can't not take it, or you're a communist and a subversive.
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2008-05-21, 08:42 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
There's no warlock in the preview adventure.
Ray of Frost slows an enemy, reducing their movement to 2. Remember that the spell's range is 10. That means that against a charging Orc, whose movement is 8, you could instead slow it to a standstill and land multiple attacks, to say nothing of your allies. Reducing to 2 movement makes the enemy easy pickings for you and your allies. You could even shoot the enemy, retreat, shoot again, retreat, and so on.
Scorching Blast deals damage to a 9 square box. Except when fighting a boss, this ability will reliably deal more damage than Magic Missile will. When used against minions, it can insta-kill several enemies at once, as it only needs to damage, and it is thus not important that it deals 1.5 less damage on average than Magic Missile does.
The only thing going for Magic Missile is if you have a Warlord in your party granted you extra ranged attacks. Outside of that, it is simply not a useful ability for the wizard to have except as a backup, as Warlocks and Rangers are both far better at blasting enemies from a distance with ranged attacks.I am continuing to have a social life. Sorry for the inconvenience.
Serious-Jedi-Me-Avatar by RTG0922. Thanks. Cat-assassin-avatar by onasuma, who I was too dumb to thank. Thanks for that too!
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2008-05-21, 08:46 PM (ISO 8601)
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2008-05-21, 08:49 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
What that guy said
Seriously though each of the wizards abilities has a time and place. Maybe you dont expect to out damage the warlock or ranger, but you want to do more damage than you could with either of your other attacks. Plus they use different defenses so in addition it may be easier to hit someone with magic missile than with Ray of Frost, which is vs. Fort.
But seriously, not take magic missile? You almost had me there....
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2008-05-21, 09:06 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
While its true that Ray of Frost and Scorching Burst aren't useful against targets directly next to allies or more than 10 squares away, the majority of the time you will be able to do so.
When you can't, magic missile is still inferior to eldritch blast+curse, or bow+ranger's quarry, both of which can be triggered by a basic ranged attack.
Yes, my comments were direct to Skywalker's thread. I think that the scenario gives an unfair portrayal of the role of a wizard for 2 reasons:
1. The scenario in question does not have a prepared warlock or ranger, which are for more effective as ranged strikers than a magic missile throwing wizard.
2. Kobolds seem to be a prominent enemy in it, and kobolds are a nightmare for a controller, as they are constantly shifting this way and that, making it difficult to pin them down.Last edited by wodan46; 2008-05-21 at 09:09 PM.
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2008-05-21, 09:22 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Its 20 range is also a factor in the favor of Magic Missile, that advantage over the 10 range RoF and SB doesn't seem to have been mentioned at all here. That can make a pretty decent difference in a lot of battles.
Last edited by JaxGaret; 2008-05-21 at 09:24 PM.
You have your way. I have my way. As for the right way, the correct way, and the only way, it does not exist. - Friedrich Nietzsche
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2008-05-21, 09:31 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Hmmm. What is the rule for determining how many spells you know in 4e? Is it loose enough that you can get all the spells you'd want to use?
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2008-05-21, 09:31 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Just be a human and take all three.
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2008-05-21, 09:32 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
I have to stress that YOU SHOULD NOT JUDGE 4E BY THIS DOCUMENT, it is assembled by community members from potentially
outdated preview material and some pretty clever guess-work by fans, but that is all. It gives impatient players a single place to see what
has been revealed (and what might be deduced), and it can give you an idea how it "might" play, but for goodness sake, wait until you get
your hands on the final official Core Rulebooks in June before you make any final conclusions.
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2008-05-21, 09:40 PM (ISO 8601)
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2008-05-21, 09:46 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
There are 5 at will abilities available for level 1 wizards. You get to pick 3 of them if you are Human and 2 otherwise. So, in theory, you could pick all 3 of these if you are human, but we have to find out what the other 2 are first. I hope that they are something like Color Spray or Grease, but those have likely been converted into utility spells.
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2008-05-21, 10:07 PM (ISO 8601)
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2008-05-21, 10:11 PM (ISO 8601)
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2008-05-21, 10:17 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Which is why you shouldn't put all your eggs in the "control" basket. Kobolds are a very common low level enemy in 3.5, I think they will continue to be in 4e. If the party gets into a situation like those in the preview adventure, what is a magic missile-less wizard going to do?
I am continuing to have a social life. Sorry for the inconvenience.
Serious-Jedi-Me-Avatar by RTG0922. Thanks. Cat-assassin-avatar by onasuma, who I was too dumb to thank. Thanks for that too!
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2008-05-21, 10:26 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Scorching Burst carefully will still work. Most of the time, you can avoid hitting your allies even in close combat, and even then, they will probably dodge and not get hurt, while the kobold minions will die automatically.
However, why can't the party just retreat with defenders and leaders covering, in order to get the strikers and controllers out of the melee mess and bombard from a distance?
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2008-05-21, 10:47 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
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2008-05-21, 11:28 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
And not every situation calls for an AoE spell. Do you really want to be dropping an exploding ball of flame in a wooden structure, or a mine with important wooden braces? Or what if you enemy is immune to cold or fire?
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2008-05-21, 11:53 PM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Your speculations are largely meaningless until the game's release. CHILL OUT GUYS.
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2008-05-22, 12:00 AM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
We can't yet judge on how useful the ability to count as a standard ranged attack is, depending on how the system works out, it could be enough to push MM over the edge, and considering that damage will scale out of control much slower then in 3e, that 2 extra damage will mean something (not to mention two dice generates a bell curve which is much more reliable then a single die). Also, non-elemental damage usually is(I'm assuming) preferable to elemental damage(as in 3e).
I figure it will all be up to personal preference and the concept you are running with. If I'm correct humans get an extra at-will ability so they won't have to make as tough of a choice."Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2008-05-22, 12:05 AM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Given a choice of two of those three, I'd probably take magic missile and ray of frost. I think an AOE blast is going to be more useful as an encounter power, as you can most likely get a much bigger and more powerful blast out of it. Of the three options given of debuffing, aoe, and easy damage, AOE is the only one that's likely possible to get out of the way all at once.
Mind you, I think magic missile to be quite lackluster. If any of the other powers count as a basic ranged attack I'm very likely to take those instead.Last edited by Squash Monster; 2008-05-22 at 12:07 AM.
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2008-05-22, 12:07 AM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
Clearly you are not famaliar with internet forums :) Our speculations are largely meaningless only AFTER the game's release. Until then it gives folks plenty of room to tell others they are uninformed compared to ourselves as there is no basis of comparison.....
Just kidding, a lot of the information out there has been handed out by WotC since the books have all actually been printed already which means the rules are out there if you want to look for them. Enough accurate information from the designers is out there to make provide info on how gameplay will be done, not mere speculations.
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2008-05-22, 12:25 AM (ISO 8601)
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Re: 4e: Don't take magic missile for your wizard
It sound like the wizard spells are quite well balanced then. I take back my original statement on wizards always needing magic misile. I disgree with the title in the thread though. Magic missile would be the only spell the wizard can use wehn at a distance.
What at-will spells you take would depend on what you encoutner powers are. If you take magic misile, then you would want to take short range encounter powers. And if you take short range at-will powers, you may want melf's acid arrow to componsate.
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2008-05-22, 12:29 AM (ISO 8601)
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