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Looks like Wizard powers will be errata'd soon...

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WotC forum


Several powers are changing so that damage is taken at the end of the turn instead of at the beginning of a creatures turn.

Example:
Flaming Sphere
Wizard Attack 1

You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Evocation, Fire, Implement
Standard Action Ranged 10

Effect: You conjure a Medium flaming sphere in an unoccupied square within range. The
sphere occupies its square, and it lasts until the end of your next turn. Any creature
that ends its turn adjacent
to the sphere takes 1d4 + Intelligence modifier fire damage.

As a move action, you can move the sphere up to 6 squares.
When the sphere appears, it immediately makes the following attack. While the
sphere persists, you can use a standard action to command it to make the attack.

Target: One creature adjacent to the sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Sustain Minor: The sphere persists until the end of your next turn.

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That's a BIG change!

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Yes, the wizard will have to rely on others to make AoOs.

The creature either stays and takes fire damage or moves away and takes an AoO.

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Immobilizing, knocking prone would keep them adjacent too, but yeah, much weaker.

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Wow, do you know what prompted WOtC to make this change? Were Wizards that much more powerful than other characters?

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I think it was the auto damage aspect.

With Flaming Sphere, a wizard could cast another spell with their standard action, then move the sphere that they're sustaining next to an enemy. The enemy will take auto damage at the start of their turn then decide if they want to move. The spell also auto kills minions.

Now, you have to actually attack with the sphere or move it next to an enemy fighting an ally.

It still maintains it's "controller" aspect but does less damage per round.

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Ross

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Too bad you couldn't center it on a target to force it to move vs just shifting.


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Ross

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Oh, I guess you could put it on top of something though.


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CHARACTERS:
Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
Nathan Grey - Ardent (4e-Terran One Campaign)
Walt Dixon - Bladesinger (4e-Terran One Campaign)
Battlefield 4 Soldier: Saturnicus
Diablo III Battletag: Saturnus#1572
Neverwinter: @bobpatrick.com
XBox GamerTag: Drizityn


Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
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Ember is sad Sad

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Mick wrote:Ember is sad Sad

They changed quite a few spells to do damage at the end of a creatures turn instead of the beginning.

They also changed Stinking Cloud and other zones to do static damage (no dice rolls, so some items don't add).

I guess they felt that wizards were doing too much damage.


The problem I had when I played a wizard was that my Daily powers were awesome, Encounter powers were mediocre, and my At-Wills were pretty weak.

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I think at 11th Ember daily and at-wills look nice but the encounters are so-so.
But that may chance with the errata.

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I assume errata changes won't take effect until after the current encounter is over.

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Was Sorcerers errata? Seem like they put out a lot more damage the wizards.

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The errata won't be official until the Compendium is updated (probably next month). After that it would be the next encounter after the update.


Sorcerers are Strikers and are suppose to be high Area Attack damage dealers.

Wizards are Controllers and are suppose to shape the battlefield.

Some classes can cover two roles, but their secondary role shouldn't overshadow the first.

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