CapnZapp
Legend
Here's a feeble attempt at nailing down a few of the classes, chosen entirely by random (or rather, they're the classes the players of my own campaign have chosen ):
Note how I try to not include the things each class intro tells you, as well as the general info the class role and power source tells you. (I hope). It's supposed to tell us about the powers - without having to read through those powers listing (which are an unexpectedly boring read for a rpg book)
Fighter Tendencies (first half of Heroic Tier)
- can't be expected to target anything but AC
- pretty good damage output for a non-Striker
- a sprinkling of powers that trigger healing surges (makes the PC a bit less reliant on external healing)
- generous access to "Reliable" powers - this is a class for you if you hate wasting Dailies
Rogue Tendencies (first half of Heroic Tier)
- limited access to close burst attacks (minion killing)
- targets Reflex on occasion, but fairly dependent on hitting AC
- can move as part of an attack (helps with Stealth and thus with Sneak Attack)*
- have some access to conditions (placed on enemies that is)
Star Warlock Tendencies (first half of Heroic Tier)
- access to powers that target all non-AC defenses, so very flexible in that regard
- problematic in that the class has a noticeable lower to-hit chance: unless the player plugs into the Monster Manual, he will target the "wrong" defense now and then, and that leaves the Warlock in the dust compared to other classes. It seems this problem goes away somewhat on higher levels (like L5); I can only hope it diminishes further...
- Fairly reliant on magic items: the warlock can (and therefore should) have one implement in each hand; taking advantage of rod passive properties even when that implement isn't the "active" one. Especially reliant on magic items that help spread around his Curse - I would have expected powers that did this, but not so far...
- suffers from MAD: my player has a 16 in all of Con/Int/Cha - which was a definite disadvantage at the very first levels (it's starting to get better now when the Star Pact Boon helps more often)
- another difficulty is how the Warlock seems designed to enter melee without any tools to do so. (Curse only works on closest foe; PC gets a bonus for being closest to foe). It took quite some time to realize the Warlock helps out by soaking melee damage and using ranged attacks despite OAs; as well as having close bursts and blasts requiring him to be in the middle of things.
- Thus a noticeably weak class at the very first levels (low attack value; Curse needs magic help too expensive for the first levels; generally encouraged to go where a newbie player won't dare to) and definitely not recommended for beginning players (who hasn't learned the MM by heart) because of a bewildering array of powers to choose from.
- to add to the burden: this class is very dependent on party cooperation. Don't know if it's particular for the Warlock (haven't played a Warlord, for instance) but much more so than the Fighter and Ranger and even Rogue. This Warlock can become significantly better if the party helps taking down the foes he has cursed first; and only then firing away his big Dailies (with a much better chance of hitting). This is also true internally: with powers that help each other out (a power that lowers Will; to set up another power that targets Will).
Ranger (Two-blade) Tendencies (first half Heroic)
- Excellent newbie class (good damage output, simple clean choices)
- Like the fighter, rather reliant on hitting AC
- Powers are simple and to the point; an easy class to "grok" (so far) - most powers just deal more damage in various configurations
- Because this class is perhaps the most straight-forward one, this character is the one most defined by her race: as an Eladrin there's always a teleport coming up.
In general the party works rather well, with a decent damage output. Somewhat of a too big focus on AC, perhaps. The Warlock player have had a rough start. We'll see how it goes.
Do you have experience enough to shape up these "tendencies"? Perhaps for different classes? Perhaps for the Paragon and Epic tiers?
Feel free to combine classes with Paragon Paths or Epic Destinies; but also feel free to discuss them separately (perhaps the better option in the end)
Zapp
*) this is a perfect example of what I'm looking for: important, signature, capabilities that aren't brought up by the general class info - this ability is conferred by a specific power, and only by looking at that power will you realize it's there. In this case I'm talking about something simple and apparent because it's a low-level power (1st level at-will in fact: Deft Strike), but I'm sure there are others with much the same impact in levels higher up... not only for Wizards
Note how I try to not include the things each class intro tells you, as well as the general info the class role and power source tells you. (I hope). It's supposed to tell us about the powers - without having to read through those powers listing (which are an unexpectedly boring read for a rpg book)
Fighter Tendencies (first half of Heroic Tier)
- can't be expected to target anything but AC
- pretty good damage output for a non-Striker
- a sprinkling of powers that trigger healing surges (makes the PC a bit less reliant on external healing)
- generous access to "Reliable" powers - this is a class for you if you hate wasting Dailies
Rogue Tendencies (first half of Heroic Tier)
- limited access to close burst attacks (minion killing)
- targets Reflex on occasion, but fairly dependent on hitting AC
- can move as part of an attack (helps with Stealth and thus with Sneak Attack)*
- have some access to conditions (placed on enemies that is)
Star Warlock Tendencies (first half of Heroic Tier)
- access to powers that target all non-AC defenses, so very flexible in that regard
- problematic in that the class has a noticeable lower to-hit chance: unless the player plugs into the Monster Manual, he will target the "wrong" defense now and then, and that leaves the Warlock in the dust compared to other classes. It seems this problem goes away somewhat on higher levels (like L5); I can only hope it diminishes further...
- Fairly reliant on magic items: the warlock can (and therefore should) have one implement in each hand; taking advantage of rod passive properties even when that implement isn't the "active" one. Especially reliant on magic items that help spread around his Curse - I would have expected powers that did this, but not so far...
- suffers from MAD: my player has a 16 in all of Con/Int/Cha - which was a definite disadvantage at the very first levels (it's starting to get better now when the Star Pact Boon helps more often)
- another difficulty is how the Warlock seems designed to enter melee without any tools to do so. (Curse only works on closest foe; PC gets a bonus for being closest to foe). It took quite some time to realize the Warlock helps out by soaking melee damage and using ranged attacks despite OAs; as well as having close bursts and blasts requiring him to be in the middle of things.
- Thus a noticeably weak class at the very first levels (low attack value; Curse needs magic help too expensive for the first levels; generally encouraged to go where a newbie player won't dare to) and definitely not recommended for beginning players (who hasn't learned the MM by heart) because of a bewildering array of powers to choose from.
- to add to the burden: this class is very dependent on party cooperation. Don't know if it's particular for the Warlock (haven't played a Warlord, for instance) but much more so than the Fighter and Ranger and even Rogue. This Warlock can become significantly better if the party helps taking down the foes he has cursed first; and only then firing away his big Dailies (with a much better chance of hitting). This is also true internally: with powers that help each other out (a power that lowers Will; to set up another power that targets Will).
Ranger (Two-blade) Tendencies (first half Heroic)
- Excellent newbie class (good damage output, simple clean choices)
- Like the fighter, rather reliant on hitting AC
- Powers are simple and to the point; an easy class to "grok" (so far) - most powers just deal more damage in various configurations
- Because this class is perhaps the most straight-forward one, this character is the one most defined by her race: as an Eladrin there's always a teleport coming up.
In general the party works rather well, with a decent damage output. Somewhat of a too big focus on AC, perhaps. The Warlock player have had a rough start. We'll see how it goes.
Do you have experience enough to shape up these "tendencies"? Perhaps for different classes? Perhaps for the Paragon and Epic tiers?
Feel free to combine classes with Paragon Paths or Epic Destinies; but also feel free to discuss them separately (perhaps the better option in the end)
Zapp
*) this is a perfect example of what I'm looking for: important, signature, capabilities that aren't brought up by the general class info - this ability is conferred by a specific power, and only by looking at that power will you realize it's there. In this case I'm talking about something simple and apparent because it's a low-level power (1st level at-will in fact: Deft Strike), but I'm sure there are others with much the same impact in levels higher up... not only for Wizards
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