Secondary ability benefits - why the wizard inconsistency?

I think you need to reread the PHB. Wizards have the best control powers at every level that you gain powers.

I think you need to reread the PHB, particularly the Cleric prayers. Pay close attention to the target entry in their area effect prayers, and you'll notice how they only affect enemies, whereas almost every Wizard spell affects creatures, meaning it hits allies as well as enemies. Compared to prayers like Firestorm, Flamestrike, Astral Storm, etc, one simply can't conclude that Wizards get the best control powers at every level they gain powers. Clerics are, in many ways, better "controllers" than Wizards are!
 

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Wizards have more than enough MAD already! Give them a break!

A wizard that maxes out Intelligence still has enough points for two other stats at 13 before racial modifiers, or three stats at 12 (which will hit 13 in the paragon tier, where many feats like Spell Focus become available).

Implement mastery focuses on one other stat. Unless you're milking Orb Mastery for the save penalty, you can start with a 13 in your implement's chosen stat (DEX, CON, or WIS) and push that stat with your stat bumps. The implement stat is nowhere near as important as Intelligence - you may get an extra +1 or +2 to hit once per encounter with Wand Mastery...but is it worth sacrificing a +1 to hit all the time due to a lower intelligence? Is pushing Constitution for Staff Mastery to be able to avoid one hit per encounter worth lowering your chance to hit with everything, including your daily powers?

The smart move for most wizards is to max out Intelligence with 16 of their 22 points, and use those other six points to fill in the gaps. At worst, you should never have an Intelligence below 16 before racial adjustments, and unless you have roleplaying reasons to do otherwise, you should play a race with an Int bonus.
 

A wizard that maxes out Intelligence still has enough points for two other stats at 13 before racial modifiers, or three stats at 12 (which will hit 13 in the paragon tier, where many feats like Spell Focus become available).

Implement mastery focuses on one other stat. Unless you're milking Orb Mastery for the save penalty, you can start with a 13 in your implement's chosen stat (DEX, CON, or WIS) and push that stat with your stat bumps. The implement stat is nowhere near as important as Intelligence - you may get an extra +1 or +2 to hit once per encounter with Wand Mastery...but is it worth sacrificing a +1 to hit all the time due to a lower intelligence? Is pushing Constitution for Staff Mastery to be able to avoid one hit per encounter worth lowering your chance to hit with everything, including your daily powers?

The smart move for most wizards is to max out Intelligence with 16 of their 22 points, and use those other six points to fill in the gaps. At worst, you should never have an Intelligence below 16 before racial adjustments, and unless you have roleplaying reasons to do otherwise, you should play a race with an Int bonus.

I agree, although I am still annoyed by the energy bonus feats. After playing a 4e wizard for a while I've realized that they are completely not worth it, the extra damage isn't going to be balanced out by the other stats you have to sacrifice.

I really don't think it would have been unbalancing to have those without ability requirements(or even with more elements per feat, and allowing a wizard to get all the damage types he will use). I would still consider not taking any of them ever if that were the case, as there are a good amount of useful for everybody type feats in heroic tier. With the ridiculous ability requirements I probably will never take them.
 

The smart move for most wizards is to max out Intelligence with 16 of their 22 points, and use those other six points to fill in the gaps. At worst, you should never have an Intelligence below 16 before racial adjustments, and unless you have roleplaying reasons to do otherwise, you should play a race with an Int bonus.

Wow, and here I thought I was being risky with my Int 20 Wizard. ;)

Course, the fact that my DM was whaling on his Fort 12 at second level Defense multiple times last night does illustrate the inherent risk in this strategy.
 

I agree, although I am still annoyed by the energy bonus feats. After playing a 4e wizard for a while I've realized that they are completely not worth it, the extra damage isn't going to be balanced out by the other stats you have to sacrifice.
Which stats do you have to sacrifice? Because of the Wizard single-stat dependency, you will always have a "free" stat that you can bump every time you get a +1/+1 ability bump. For many wizards, feat qualification is the only reason to bump any stats at all (aside from INT, of course).

That said, there are a few things to go for when improving stats:
  • Implement Mastery bonuses
  • Energy Bonus feats
  • Fort/Will defense,
  • Hit points (CON) or Initiative (DEX)
  • Ritual Skills
  • Armor feats (hide and shield proficiency)
  • Multiclass benefits
  • Racial abilities

It's not a ton, but it's enough to give Wizards some interesting choices when bumping secondary attributes.
 
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