Good & Bad : Wizards

Two things:

Also, there are exactly zero critters in the MM who are vulnerable to cold. (Well, magma beasts kinda, but not really, since all cold damage does is slow them. Great synergy with your Ray of Frost, eh?)

Cheers, -- N

Yeah, I was kinda annoyed the two times I fought them. It's kinda sad.

But my wizard with the Ray of Frost is a human wizard, and that's his 3rd at will so it's not a big deal. It's also been useful when fighting a spectre in difficult terrain - made it so that it couldn't keep moving away from the fighters. His other two are Scorching Burst and Illusionary ambush.

My other wizard is an orb wizard with an 18 Wisdom, and he runs with Thunderwave and Cloud of Dagger to capitalize on it.

They are both fun in different ways. The orb wizard require a lot more patience and tactical thinking when using his at-wills. The staff wizard jumps right into the middle of combat and blasts things with vigor (but usually with a secondary status effect). :)
 

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I have found the 4E wizard to be somewhat less fun to play than any previous edition's version, primarily because as a class it has been simplifed and "flattened" to be little different to any other class. Other classes do more damage to a single opponent. The laser cleric often has better AE attacks and most of them don't affect allies. The wizard is a superfluous class. It's level of utlity is entirely dependent on battle set up, including factors such as enemy entry and exit points, position of pits and precipices, a number of minions. That is, wizards are probably OK to play if the DM consciously plays to their strengths. IME the modules H1 and H2 are not suitable for wizards. Fights against solos and small numbers of enemies with high hit points are boring - may as well play 1st edition where the wizard had only 2 spells per day and slinked around the back of the combat until the other characters had defeated the enemies. The only way I have managed to make a wizard interesting is to multiclass into warlock and take Diabolic Grasp in place of one the wizard's encounter powers - given that it slides the target a number of spaces equal to 1 + Int modifier, it's nice for the high-Int wizard. Trouble is, the attack roll is dependent on Con and targets Fortitude, which is often the highest defence bar AC; so I inevitably use the Wand of Accuracy bonus with this attack.

Cheers, Al'Kelhar
 

I was messing with a Battlemage build idea last night, and I had a question: Does taking Wizard of the Spiral Tower and thus using a longsword instead of a defensive staff allow a wizard to get +1ac from his "staff" implement and then take shield feats to get a light/heavy shield for another +1/+2ac without really hindering him? I attached a PDF of the character I threw together last night (DDI character creator = <3) to show specifically what I mean. 13str for light shield is already met, 15str in paragon tier is easy if you just spend one of your points on top of the +1 to all stats (or wait another ten levels til epic if you're patient).
Two things:
1/ area attack = more likely to actually push someone somewhere; and
2/ at-will pushing more than one square = more pushy than a Fighter (and brutal in combination with a Fighter).
Very true. Though, ultimately, I still question the usefulness of pushing stuff outside of environmental hazards. Even if you can push something 12 squares, its next turn the vast majority of level ONE creatures can just move then charge attack right back (which would actually give it a +1 to attack roll...). Now, don't get me wrong, I'm not saying it's not useful, it certainly is, it just doesn't seem like the "omfg holy @#$% this power is so awesome" that a lot of people seem to be making it out to be. I'm personally a big fan of the close blast 3 at-will aspect of it :D
 

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Alright, say what you want about the 4e wizard, but this:
The laser cleric often has better AE attacks and most of them don't affect allies. The wizard is a superfluous class.
is just silly. The wizard is the friggin' master of AoE attacks. They have the only ranged area at-will in the game! Clerics don't even get a ranged burst until level 15, and by then, wizards are putting up walls of ice and fire, blinding huge numbers of enemies with Prismatic Burst, and setting up Clouds that do automatic poison damage to anyone in them, the whole encounter long.

Sure, clerics get some nice AoEs later on, and the way Astral Storm outclasses Meteor Swarm is just sad. But nothing the cleric gets compares to Legion's Hold, Prismatic Spray, or even Destructive Salutation, in terms of sheer wreaking of carnage. He gets some neat toys, but the wizard is sitting very comfortably in his role.
 

While I'm quite comfortable with 4e wizard's "power level", I feel that the class lacks a certain "cool" element. I'm probably one of the very few people around that would have preferred if they stuck to the Golden Wyvern/Emerald Frost thing.
If we are few people, we are definitely a vocal minority, because I heard others voicing the same opinion. ;)

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3 squares of pushing might not be much if we talk about it in a vacuum. But one has to take into account aspects like difficult terrain, obstacles, allies within range, and so on. For example, if the Fighter was just immobilized by an enemy Controller, you could use Thunderweave to put enemies into reach again. Sometimes you need to clear a passage so that an ally can move through it unmolested by Opportunity Attacks (or at all).

Many other Wizard powers have these kinds of conditional benefits. Slowing or immobilizing a foe that is adjacent to the fighter is probably useless. But if he is still a few squares away, this can mean the Fighter can ignore him for the moment.

Debuffs in all variations can be a sign for others "ignore this opponent for now, he can't harm you". Or it could be just "we can survive a round longer within the enemies reach (or range)".
 

I have found the 4E wizard to be somewhat less fun to play than any previous edition's version, primarily because as a class it has been simplifed and "flattened" to be little different to any other class.

No class is different than any other class. Their at-wills are all exactly the same. Twin-Strike is really the same as Furious Smash. They all do the same thing as Eyebite and Thunderwave.

In otherwords... this belief does not bear out the facts.

Other classes do more damage to a single opponent. The laser cleric often has better AE attacks and most of them don't affect allies.

The cleric has zero at-will AoEs. I counted them twice.
The cleric has one encounter AoE through the entire heroic tier.
However, the cleric gets a couple AoEs he can use as dailies. So, twice per day, and once per encounter, the cleric can AoE.

The wizard can AoE every single action he ever does, encounter, daily, or at-will, every adventuring day of his entire life. Many of them are enemy-only, should he need that. Very few of them don't come with additional effects that directly hinder the enemy.

Yes. The cleric is the superior AoEer, until you actually try playing one as an AoEer, and realize his efficacy pales in comparison to the character -designed- around AoE.

The wizard is a superfluous class. It's level of utlity is entirely dependent on battle set up, including factors such as enemy entry and exit points, position of pits and precipices, a number of minions. That is, wizards are probably OK to play if the DM consciously plays to their strengths.

A wizard should actually be playing to the -party- strengths, and making up for holes in their defenses. Things like -prone- and -immobilized- and -stunned- are situational only in that the situation they work in is 'fighting monsters.'

That happens a lot more than you think.

IME the modules H1 and H2 are not suitable for wizards. Fights against solos and small numbers of enemies with high hit points are boring - may as well play 1st edition where the wizard had only 2 spells per day and slinked around the back of the combat until the other characters had defeated the enemies. The only way I have managed to make a wizard interesting is to multiclass into warlock and take Diabolic Grasp in place of one the wizard's encounter powers - given that it slides the target a number of spaces equal to 1 + Int modifier, it's nice for the high-Int wizard. Trouble is, the attack roll is dependent on Con and targets Fortitude, which is often the highest defence bar AC; so I inevitably use the Wand of Accuracy bonus with this attack.

Cheers, Al'Kelhar

Enemy with high hitpoints? Flaming Sphere. Bigby's Icy Grasp. Chill Strike.
Want to create a chokehold? Icy Terrain.
Want to help the rogue get CA? Icy Terrain.
Want to give someone a free move? Jump.
Want to cut off a line of attack or retreat? Web.

There's ways of dealing with a lot of varied situations that hasn't even gotten past level 5, and ways that no other class has access to. Immobilization at range? Knocking an area of guys prone AND making an area difficult terrain? Make an entire hallway impassable while your ranged attacks kill them dead?

There's a ton of utility in that, and a lot of those effects can serve multiple purposes.
 

You see, the fighter is the real AOE master, since he gets sweeping blow.

Seriously though, Flaming Sphere is an absolute beast in longer fights.
 

You see, the fighter is the real AOE master, since he gets sweeping blow.

Sweeping Blow? Try Cruel Reaper...you get an AoE, get to shift 2 squares, then make another AoE. Let's see the Wizard beat that one!!! :p

But yeah, seriously, having a few AoE's does not make you better than the Wizard. Even if the individual AoE's in question are more powerful, it's the sheer number of options that the Wizard has that makes him a Controller.
 

I'm quite fond of Stinking Cloud as a penultimate AoE effect. It moves, it blocks of line of sight, it covers a huge area, it does massive damage, and it kills everything within it.

There are quite a few adventures that can be solved by having the wizard cast Stinking Cloud and then having the rest of the party follow it through the dungeon, killing anything that was lucky enough to survive the Cloud. The wizard can even cast other attack spells!

When you absolutely have to kill every living thing in the Dungeon, use Stinking Cloud.
 

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