Atypical Clerics and Wizards who like versatility

One of the clerical paragon paths we have seen is 'warpriest', which makes me wonder whether there will be an equivalent one for 'spellpriest'.

(Wasn't 'mystic theurge' mentioned as a paragon path at one point?)
 
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However, the pregen cleric did have one melee power (Str-based, no less), and the one cleric PP we've seen is heavily melee. I'm sure that end of the spectrum will be well represented.

Right after GenCon 2007, I posted on Andy Collins's message board suggesting that the cleric should probably be split into a few different classes, among which were the spell-heavy contemplative/pacifist priest and the melee-heavy warpriest. His response was, of course, vague, but he hinted that, while WotC may not have solved the issue the same way I did, they based their decision on the same factor (namely, that there are several vastly different cleric builds popular in 3e, which they wanted to continue to support).

I do hope we get at least one cleric at-will with a range of 10 or more, but of course if the cleric is that far from the action they may not be able to get close enough to heal (especially if they're in heavy armor). Cause Fear and Cascade of Light, at least, have plenty of range.
 

Spell Cleric - - - - Cleric - - - - Warpriest - - Paladin

I think the pregen character adequately shows that 4e Clerics are able to choose anything in the spectrum from Spell Cleric to Warpriest.
 

Oni said:
I used to love playing wizards because I liked them as unique problem solvers. I'm a little worried that might not be as much the case in the new edition. I hope there is still going to be a class to play that's got a good problem solving utility belt so to speak. If casters are pretty much reduced to attacks and defenses I'll be disappointed. I always like the odd spells and never like just playing a walking artillary platform.
Rituals might help you out here.

The Cleric might not be capable of being as effective as possible sticking only to ranged abilities in the Core rulebooks, but if not I'm sure that fairly soon after supplements will reinforce their flexibilities, or different classes that focus on ranged Divine spellcasting will become official.
Either way I wouldn't worry about it until June.
 


In none of the preview games I have run has the cleric spent any time in melee intentionally. The ranged at-will has been used a lot, same with the heal. Compared to a 3.0 level 1 cleric I think the new guy feels more caster to me.

And this, I would assume, is not a character that has chosen powers/feats to specialize on ranged attacks or aggressive/debilitating spells.
 

As for the Wizard spells, I'm guessing they still get a book with pages and pages of spells (Daily powers) that they choose from each day. (After 6 hours rest).
If they don't, they are just Sorcerer clones.

There is no reason that I can think of that you have to limit how many dailies a character has to choose from if you limit how many they can actually cast in a day.

I want my prepared spells.
 

Also remember that a lot of the "swiss army knife" aspect of spellcasting is now covered by rituals. How many rituals you know is limited by in-game acquisition rather than a fixed number known per level, just like wizards adding to their spellbook in 3.x, and most uses of magic that aren't directly combat-oriented are achieved through rituals.

We haven't seen many spells that aren't attacks and defenses yet because most of those spells are now rituals.
 

Oni said:
I used to love playing wizards because I liked them as unique problem solvers. I'm a little worried that might not be as much the case in the new edition. I hope there is still going to be a class to play that's got a good problem solving utility belt so to speak. If casters are pretty much reduced to attacks and defenses I'll be disappointed. I always like the odd spells and never like just playing a walking artillary platform.


i think what utility powers are for...
we´ve already seen utility spells in the lvl 10-16 spell scoop.
 

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