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Origins - Swordmage is full of win
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<blockquote data-quote="Toben the Many" data-source="post: 4345967" data-attributes="member: 19273"><p>I just got back from Origins and I got to play the Swordmage in some of the 4e scenarioes they had set up for the convention. The modules I played in were written by Mearls, as some of you already know, so that was pretty fun too: basically, I got to play a Mearls module for 6$ rather than the 20$ I would have probably paid at my FLGS. Each scenario was only 4 hours, but I digress.</p><p></p><p>Having played the Swordmage, I have to say that I totally love that class. I was worried at the beginning of 4e when people started to break down all of the possible character classes into distinct roles. I was worried that new classes would be "stuck" being a Defender, Controller, Striker, or Leader. </p><p></p><p>Not so. To me, the Swordmage is truly a "blended" class, being both parts Defender and Controller. The Swordmage can certainly tank and tank well. But he also has a number of mass damage effects, area effect attacks, and teleportation abilities that make him a Controller as well. If I had to pick, I'd say that the Swordmage is more of a Defender than anything else, but had more than enough stuff to make him completely different than, say, the fighter.</p><p></p><p>The Swordmage's marking ability <em>rocks</em>. Not only do you mark your opponent, but you can prevent your opponent from damaging other people. This was important in the scenarios we played, because I'd mark an opponent, and he would run off somewhere...but become totally impotent because I could prevent him from damaging other people.</p><p></p><p>Another favorite ability of mine was a teleportation effect that allowed the Swordmage to switch places with an ally on the field of battle. More than once, when someone was getting low on hit points, or facing too many opponents, the Swordmage was able to switch places with that person and move them to a place of safety. One of my very favorite moments was when I switched places with the warlock who was in a small room, fighting someone he had no business fighting. After the warlock and his opponent traded blows for a while, the Swordmage teleported the warlock to safety and much to the surprise of the opponent, replaced the warlock with a barely damaged Swordmage. My Swordmage looked the warlock's opponent right in the eye with a wicked gleam. "Now, it's just you and me...." </p><p></p><p>I also loved the Swordmage's daily lightning ability - you can hit three opponents with lightning damage. If you hit, they take ongoing damage. In that scenario, we were getting hit with <em>so</em> many ongoing damage effects. The DM kept handing us cards reminding us that we were "part of Team Fire now - you take 5 damage a round", "you're part of Team Poison new - you take 5 damage a round". So - it was very gratifying to be able to hand a card to the DM and say, "welcome to Team Lightning, buddy". </p><p></p><p>Finally, the other Daily the Swordmage had, which was a highly damaging immediate interrupt effect was <em>uber</em>. Basically, I got to make a highly damaging strike as an immediate interrupt, but not lose any of my other actions in that round. Completely sweet. </p><p></p><p>All of this said - I'm not dogging the other classes, nor do I think that the Swordmage is clearly above the other classes. I think he's very well balanced with the other offerings. But my main point was that the Swordmage was very <em>fun</em> to play, and could continually change up tactics at the table.</p></blockquote><p></p>
[QUOTE="Toben the Many, post: 4345967, member: 19273"] I just got back from Origins and I got to play the Swordmage in some of the 4e scenarioes they had set up for the convention. The modules I played in were written by Mearls, as some of you already know, so that was pretty fun too: basically, I got to play a Mearls module for 6$ rather than the 20$ I would have probably paid at my FLGS. Each scenario was only 4 hours, but I digress. Having played the Swordmage, I have to say that I totally love that class. I was worried at the beginning of 4e when people started to break down all of the possible character classes into distinct roles. I was worried that new classes would be "stuck" being a Defender, Controller, Striker, or Leader. Not so. To me, the Swordmage is truly a "blended" class, being both parts Defender and Controller. The Swordmage can certainly tank and tank well. But he also has a number of mass damage effects, area effect attacks, and teleportation abilities that make him a Controller as well. If I had to pick, I'd say that the Swordmage is more of a Defender than anything else, but had more than enough stuff to make him completely different than, say, the fighter. The Swordmage's marking ability [i]rocks[/i]. Not only do you mark your opponent, but you can prevent your opponent from damaging other people. This was important in the scenarios we played, because I'd mark an opponent, and he would run off somewhere...but become totally impotent because I could prevent him from damaging other people. Another favorite ability of mine was a teleportation effect that allowed the Swordmage to switch places with an ally on the field of battle. More than once, when someone was getting low on hit points, or facing too many opponents, the Swordmage was able to switch places with that person and move them to a place of safety. One of my very favorite moments was when I switched places with the warlock who was in a small room, fighting someone he had no business fighting. After the warlock and his opponent traded blows for a while, the Swordmage teleported the warlock to safety and much to the surprise of the opponent, replaced the warlock with a barely damaged Swordmage. My Swordmage looked the warlock's opponent right in the eye with a wicked gleam. "Now, it's just you and me...." I also loved the Swordmage's daily lightning ability - you can hit three opponents with lightning damage. If you hit, they take ongoing damage. In that scenario, we were getting hit with [i]so[/i] many ongoing damage effects. The DM kept handing us cards reminding us that we were "part of Team Fire now - you take 5 damage a round", "you're part of Team Poison new - you take 5 damage a round". So - it was very gratifying to be able to hand a card to the DM and say, "welcome to Team Lightning, buddy". Finally, the other Daily the Swordmage had, which was a highly damaging immediate interrupt effect was [i]uber[/i]. Basically, I got to make a highly damaging strike as an immediate interrupt, but not lose any of my other actions in that round. Completely sweet. All of this said - I'm not dogging the other classes, nor do I think that the Swordmage is clearly above the other classes. I think he's very well balanced with the other offerings. But my main point was that the Swordmage was very [i]fun[/i] to play, and could continually change up tactics at the table. [/QUOTE]
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