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<blockquote data-quote="mneme" data-source="post: 4970781" data-attributes="member: 59248"><p>I'll note, as long as one is considering multiclassness, that Arcane classes usually lose a skill by multi-ing into arcane, and divine classes do the same by multiing into Divine. This means that, for example, a Wis/Int avenger has very few combat-useful multiclass options; ignoring forced religion multis, there's Swordmage (mediocre; Arcane, +1 to AC ), Wizard (thunderwave ftw, but implement costs are too expensive, or Learned Spellcaster for ritual casting ++), bad Divine options (Divine Challenger, to get CDs that are worse than what you already have, Divine Healer to get a useless class feature to you, Soldier of Virtue (for Virtue's Touch 1/day) ), Invoker for a skill and Ritual Casting + free Hand of Fate 1/day, Artificer (quite good, actually; utility swaps are better than attack), Shaman (spirit (odd defender power) + "speak with spirits" skill boon), or Druid (beast form (only really useful for the minor action shift to get you out of trouble, though that turns off your attacks for a turn) and a single beast attack), and Noble Indoctrination (if you worship Bahamut).</p><p></p><p>Of these, the good ones are Wizard/attack (but it doesn't scale), Druid (but the attack doesn't scale), Shaman (maybe; good for skill challenges), Artificer (for the heal and maybe some deeper multiclassing with Int-based weapon powers or more likely, utilities) and Wiz/Invoker for Ritual Casting and free rituals/free hand of fate. There are some -decent- options here--wiz and druid both give some interesting attack options (but maintaining an implement and getting the ability to draw it without a complete loss is problematic); shaman, wiz(ritual caster), and invoker have a lot of out of combat possilbities; Artificer gives a surge-free heal (but the root class's attacks aren't wis based, so will tend to be 2-3 points lower than your normal attacks). But nothing even approaches Barbarian for strength multiclassing, or Rogue for Dex multiclassing.</p></blockquote><p></p>
[QUOTE="mneme, post: 4970781, member: 59248"] I'll note, as long as one is considering multiclassness, that Arcane classes usually lose a skill by multi-ing into arcane, and divine classes do the same by multiing into Divine. This means that, for example, a Wis/Int avenger has very few combat-useful multiclass options; ignoring forced religion multis, there's Swordmage (mediocre; Arcane, +1 to AC ), Wizard (thunderwave ftw, but implement costs are too expensive, or Learned Spellcaster for ritual casting ++), bad Divine options (Divine Challenger, to get CDs that are worse than what you already have, Divine Healer to get a useless class feature to you, Soldier of Virtue (for Virtue's Touch 1/day) ), Invoker for a skill and Ritual Casting + free Hand of Fate 1/day, Artificer (quite good, actually; utility swaps are better than attack), Shaman (spirit (odd defender power) + "speak with spirits" skill boon), or Druid (beast form (only really useful for the minor action shift to get you out of trouble, though that turns off your attacks for a turn) and a single beast attack), and Noble Indoctrination (if you worship Bahamut). Of these, the good ones are Wizard/attack (but it doesn't scale), Druid (but the attack doesn't scale), Shaman (maybe; good for skill challenges), Artificer (for the heal and maybe some deeper multiclassing with Int-based weapon powers or more likely, utilities) and Wiz/Invoker for Ritual Casting and free rituals/free hand of fate. There are some -decent- options here--wiz and druid both give some interesting attack options (but maintaining an implement and getting the ability to draw it without a complete loss is problematic); shaman, wiz(ritual caster), and invoker have a lot of out of combat possilbities; Artificer gives a surge-free heal (but the root class's attacks aren't wis based, so will tend to be 2-3 points lower than your normal attacks). But nothing even approaches Barbarian for strength multiclassing, or Rogue for Dex multiclassing. [/QUOTE]
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