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Good & Bad : Wizards
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<blockquote data-quote="Al'Kelhar" data-source="post: 4552471" data-attributes="member: 7884"><p>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 <em>consciously</em> 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.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 4552471, member: 7884"] 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 [i]consciously[/i] 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 [/QUOTE]
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