4E Classes You Like

Which classes would you like to play?

  • Artificer

    Votes: 55 30.6%
  • Avenger

    Votes: 91 50.6%
  • Barbarian

    Votes: 88 48.9%
  • Bard

    Votes: 91 50.6%
  • Cleric

    Votes: 76 42.2%
  • Druid

    Votes: 66 36.7%
  • Fighter

    Votes: 112 62.2%
  • Invoker

    Votes: 68 37.8%
  • Paladin

    Votes: 65 36.1%
  • Ranger

    Votes: 73 40.6%
  • Rogue

    Votes: 94 52.2%
  • Shaman

    Votes: 48 26.7%
  • Sorcerer

    Votes: 100 55.6%
  • Swordmage

    Votes: 84 46.7%
  • Warden

    Votes: 65 36.1%
  • Warlock

    Votes: 86 47.8%
  • Warlord

    Votes: 95 52.8%
  • Wizard

    Votes: 94 52.2%

I went for 5 of the classes, cleric being top, with sorcerer, warlock, barbarian and fighter being up there also.

I like the melee gclasses in 4E, as they seem to hold thier own with the spellcasters, for once. Now the otehrs support them, not the melee guys standing around while the casters debate w\hich one wpell will end the edventure before the melee guy gets a chance to do anything.
 

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I just finished my online game where I play a Shaman, so I feel particularly qualified to express my utter love for the class.

The spirit is simply love; it is everything I could want it to be. In the last fight, I used it first as a roadblock to slow down the advances of two tough monsters coming down stairs. This gave our ranged attackers time to soften them up, and our melee people time to fight off the lesser foes at the bottom. When the big guys got there and began attacking, my spirit's healing OAs meant their total effect in the first round was a net +3 HP for the warlord. The little guys and one of the bigger ones were nearly dead by this point, we mopped them up easily.

In the previous fight (solo brute who got two turns and did massive damage), my spirit's healing bonuses kept our fighter and invoker on their feet, even when they kept getting pounded. One time, he made a burst that did 40 damage (two-thirds my HP, we were level 8), and only my use of Bonds of the Clan to absorb half of the blow kept the invoker alive. Finally, my use of War Chieftain's Blessing for a constant +2 to all attacks helped a majority of our encounters hit.

Basically, I always feel like the MVP when I play my Shaman. Whether it's giving someone a pile of free HP, making enemies waste attacks on my spirit, or sliding the warlord and fighter into a flank, I'm screwing up my DM's plans and keeping everyone alive. This is the only leader class I've played, admittedly, but I'm really enjoying it.
 
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Yeah, second the shaman love.

Everytime a monster wastes an attack on your spirit (especially if it hits, but doesn't do enough damage), you feel awesome. Sure, you don't heal all that well, since you're essentially giving a healing surge to one, and a couple of dice to another... but you're essentially spreading healing around.

Not to mention that your powers are often pretty fun in how they're written up (I like the one that is a burst, and a burst around your companion, which can make for two areas at once that you attack!). Now, the shaman isn't gonna deal a huge amount of damage, but you're really helping out your companions.

I play a striker shaman, and the damage boost I give my allies with my panther spirit is pretty awesome.

They're a fun class... if you like leaders. If you're not a leader type, shaman ain't for you.
 

I didn't vote for every class I'd play, only the ones that I really, really, like.

E.g. I'm not _that_ fond of playing a cleric in general, but I'd definitely try the peaceful cleric build from Divine Power.

The shaman looks too fiddly to me. But maybe it's a class I'd consider playing after getting some experience playing a couple of other classes. Who knows?

Anyway, in 4E all classes look quite interesting to me. I'd even play the swordmage if it wasn't from a Forgotten Realms book.
 


Voted for everything except Artificer, Druid, Invoker, Paladin, and Warden.

Even then, I could be talked into them all (except the Warden).
 

OK, you guys have convinced me that I'd give a Shaman a try. :)

I'm kind of surprised how little love there is for Artificers. Having seen one at work in my game, I'm impressed at how well-rounded and powerful they are. They're probably my favorite Leader right now... Granted, I've seen only the ranged weapon type, and he keeps focused on this path, but ... wow.

* Free transfer of healing surges among the party
* They're the longest-range leader for direct attacks, and deal sizable damage with crossbows
* They provide free, no-action buffing with daily item usage
* Recharging items is great for some parties, but the floating "use this bonus when you need it" item enchantment is golden for everyone
* Free transfer of healing surges among the party
* They can give an absolutely stunning number of temporary HPs with their abilities
* One of their At-Wills, Magic Weapon, is easily among the best in the game. And their Encounters and Dailies are no slouch either.
* Free transfer of healing surges among the party
* Powers like Healing Figurine are pretty amazing. Heck; all their Utilities have good utility.
* For weapon-using artificers, all the powers are Ranged OR Melee Weapon, and use Intelligence for both. So if your crossbow-wielding artificer is stuck in melee, he can drag out a spear or what-have-you and go to town just as effectively.

At any rate, I'm a fan. I couldn't stand them in 3e, but I think artificers pretty much rock nowadays.
 
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OK, you guys have convinced me that I'd give a Shaman a try. :)

I'm kind of surprised how little love there is for Artificers. Having seen one at work in my game, I'm impressed at how well-rounded and powerful they are. They're probably my favorite Leader right now... Granted, I've seen only the ranged weapon type, and he keeps focused on this path, but ... wow.

* Free transfer of healing surges among the party
* They're the longest-range leader for direct attacks, and deal sizable damage with crossbows
* They provide free, no-action buffing with daily item usage
* Recharging items is great for some parties, but the floating "use this bonus when you need it" item enchantment is golden for everyone
* Free transfer of healing surges among the party
* They can give an absolutely stunning number of temporary HPs with their abilities
* One of their At-Wills, Magic Weapon, is easily among the best in the game. And their Encounters and Dailies are no slouch either.
* Free transfer of healing surges among the party
* Powers like Healing Figurine are pretty amazing. Heck; all their Utilities have good utility.

At any rate, I'm a fan. I couldn't stand them in 3e, but I think artificers pretty much rock nowadays.

QFT (as an artificer player).
 

Swordmages have some encouragement to use one-handed weapons, including +2 AC for the free hand.
Cheers, -- N
It's the same encouragement as a fighter has to use a shield, though, since their AC ends up being the same as a scale mail guy (with 18 Int). The shield adds to Reflex, too (at the cost of a check penalty the swordmage doesn't have).

If you want to compare damage you should be looking at equivalent builds. They don't have as many superior weapon options since they're stuck with blades, but high crit ends up being pretty good for them since they have a lot of multi-attack powers (spreading damage out a bit more than fighters, though).
 

QFT (as an artificer player).
Oh, I had forgotten one... (and have edited my post above)

* For weapon-using artificers, all the powers are Ranged OR Melee Weapon, and use Intelligence for both. So if your crossbow-wielding artificer is stuck in melee, he can drag out a spear or what-have-you and go to town just as effectively.

-O
 

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