Disintegrate can be cast by a level 12 caster, and on a failed fort save does 24d6 points of damage that averages to
84. The caster can also have a feat (kind of like greater weapon specialization) that can
maximize a fireball for 10x6 (
60) damage, or
empower it for 1.5 x 10d6 (average
52.5) points of damage. Both empowered and maximized versions can strike several (2-16+) targets on a single cast.
Having played my fighter (the only capped character I have that doesn't have 1750 favor yet) a lot recently, I can say that there are definitely some things broken about this game. These include:
1) Paladin/rogues. I have a huge problem with allowing paladins to also be scoundrels (= rogue) in a roleplaying game. I don't really have a problem with paladin auras stacking on top of divine grace, and I definitely don't have a problem with level 2 rogues having evasion. Combining the 2, without any sort of roleplaying check on the actions of the "paladin," makes the game ridiculous. Fighters and barbarians are extremely weak in comparison, and pure rogues and rangers are significantly worse at doing many things rogues and rangers are supposed to be good at.
2) Charm spells. They shouldn't be just as powerful as domination spells.
3) Area of Effect spells. They should hurt friendlies and mobs should try to avoid them.
4) Recalling. It probably needs to mean that you can't get back in the existing instance - every quest instance should probably have a mechanic similar to the Stormreaver raid.
4) Dungeon design. Almost all dungeons are linear in design (to maximize the time spent completing them, I guess?) and the tactics that can be used to complete them are very limited. Some dungeons have far too many shrines (I might suggest removing all shrines from all dungeons, and auto-resting between quest parts or upon completion of a part).
Note that caster damage doesn't show up in this list.