How does the wizard compare now?

I think AP breathed new life into the class; they're only bland if you choose to make them bland. Right now, they have such breadth you can more or less make them into whatever sort of specialist you'd like.

As for the implements... You're right that a Wizard's secondary stats aren't quite as important as an Invoker's. However, the Wizard Implement Mastery abilities can easily be useful every single encounter... All of them are quite general, and all give the wizard a sizable boost for a single round.
I was sure many would disagree and thank you for your well-written points! As for "you can more or less make them into whatever sort of specialist you'd like," I think my main issue is that whatever "specialist" you choose, you have pretty much the exact same stats, items and almost all the same powers as any other specialist. The only thing that is really different is the class path. And it's just not that much.

As for the implement mastery feature being useful every encounter... A CoW invoker's ability is useful every encounter or daily spell. (Oh, I think they call them prayers...)

Cadfan said:
Its powers tend to have bigger areas of effect than everyone else, and its pure damage tends to be better.
Again I'm leaning on the same example, but I'm pretty sure I can out-striker a wizard with a CoW invoker. Wizard spells having big AoEs doesn't always make them better... Stinking Cloud is much better than the higher-level version by far.
 

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Prismatic Burst beats out Glyph of Radiance which is 4 levels higher. None of the Invoker 17s have something like Crushing Titan's Fist, which kills mobility even on a miss.
 

I'm amazed that nobody has mentioned Storm Pillar yet. This little wizard at-will is amazing: It's enemy-only, does automatic damage if the enemy enters it, and occupies a space. Our wizard last night almost single-handedly contained a fire elemental in a hallway while the rest of us were battling mezzodemons by using Fire Shield and Storm Pillar to stop it from passing.
 

I'm amazed that nobody has mentioned Storm Pillar yet. This little wizard at-will is amazing: It's enemy-only, does automatic damage if the enemy enters it, and occupies a space. Our wizard last night almost single-handedly contained a fire elemental in a hallway while the rest of us were battling mezzodemons by using Fire Shield and Storm Pillar to stop it from passing.
Reading Storm Pillar makes it sound underwhelming. First off, it has zero effect on enemies already in the area when you cast the spell. Second, they have to consciously move through it to take damage, and even if they do, it's only a d6+int. However, it's basically a variation of Cloud of Daggers, and it doesn't require an attack roll. With a coordinated team, you can also knock enemies through it, which makes it cool.

Overall, it's a solid ability, but at first glance it seemed really "meh" to me.
 

I have to say that wizards are great and getting better with AP (at least from what I've heard, I haven't picked up the book yet). From what I have seen, the wizard is the class from core that requires the most system mastery to really play properly. I have played quite a lot of RPGA events and have seen a LOT of different build and playstyles. The people who can play a wizard well are the system monkeys from earlier days.

My rogue is positively simple to play, and he's very effective, but he doesn't have near the ability to change a battle like the wizard does. I haven't seen enough of the new controller classes to tell if they're "better," but I expect that the entire controller role just requires a lot more effort than a striker does.

Just my $.02...

--Steve
 

In my group, it wasn't AP that made wizards great, it was hitting 8th level. I started notice a distinct improvement in the wizards once the levels got higher. His control increased both in power and in duration. His dailies are killer, and you can start using low level rituals frequently enough to get the off combat feel of the wizard back.
 

I'm amazed that nobody has mentioned Storm Pillar yet. This little wizard at-will is amazing: It's enemy-only, does automatic damage if the enemy enters it, and occupies a space. Our wizard last night almost single-handedly contained a fire elemental in a hallway while the rest of us were battling mezzodemons by using Fire Shield and Storm Pillar to stop it from passing.

Perhaps because I've never heard of it.

What book is it in?

For at-wills, Magic Missile and Scorching Burst do very well for me.

Note: On edit, I see it was the Arcane power (AP) book.

However since I've already established my wizard at 12th level with PHB1 powers, I'm not going to go back and rebuild him.
 
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In my group, it wasn't AP that made wizards great, it was hitting 8th level. I started notice a distinct improvement in the wizards once the levels got higher. His control increased both in power and in duration. His dailies are killer, and you can start using low level rituals frequently enough to get the off combat feel of the wizard back.

I start with a sustainable Daily (Flaming Sphere or Icy Grasp) and control it with a minor and move action, then cast ranged spells.
 

Victim touched on this, but to elaborate:

Wizard Encounter Powers are wonderful once you get into the paragon tier. I'd say that even PHB encounter powers beat out the Invoker PHB2 powers- sometimes quite handily. The heroic encounter powers left a little to be desired (Icy Rays and Color Spray being exceptions). AP gives heroic wizards some very appealing options (tomebound ooze and shock beetle swarm... oof!).

Wizard at-wills also got some help. All three of the new at-wills are useful, thunderwave can become a close blast 4 and scorching burst can become an area burst 2. I think wizards are quite fine as-is at the moment.
 

I'm amazed that nobody has mentioned Storm Pillar yet. This little wizard at-will is amazing: It's enemy-only, does automatic damage if the enemy enters it, and occupies a space. Our wizard last night almost single-handedly contained a fire elemental in a hallway while the rest of us were battling mezzodemons by using Fire Shield and Storm Pillar to stop it from passing.
Wow... you mean your controller actually controlled? That's so beautiful I think I might cry.
I've had my doubts about the Wizard, but if you're telling me I can actually have a "You shall not pass!" moment with one, I'm rolling one up as soon as I can!
 

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