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Impressions: Most dissapointing class?
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<blockquote data-quote="Cadfan" data-source="post: 4264930" data-attributes="member: 40961"><p>Warning! The following is the opinion of someone without the books or the pdfs!</p><p></p><p>Fighters using two handed weapons seem weak. Other than that, everything seems ok.</p><p></p><p>Wizards were due for a nerfing, and honestly, they got less of one than I expected. Rituals add an awful lot to the wizard. Having your regular spells available, plus your rituals available, is a lot like having a much, much bigger list of spells available. And their damage doesn't seem bad if you play them smart. If you target an average of two enemies per attack, your damage should average out equal or above that of other classes.</p><p></p><p>Clerics look fine to me. I'll probably play one soon. I'm not surprised they didn't go the "you automatically get special powers based on your deity" route. That takes up a lot of space. And if you spend a feat, you DO get special powers based on your deity. Frankly, had they gone the route of the warlock and given entire paths to various deities, I think it would have been disastrous. They'd only have been able to fit in maybe three, and suddenly those three deities would become the de facto core pantheon. I like the solution they used much better.</p><p></p><p>Warlocks with the same pact look like they're going to be pretty similar to one another, but that's probably the result of having three possible pacts. Being upset by this is kind of expectation creep- what did you want? No other class gets three build options.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4264930, member: 40961"] Warning! The following is the opinion of someone without the books or the pdfs! Fighters using two handed weapons seem weak. Other than that, everything seems ok. Wizards were due for a nerfing, and honestly, they got less of one than I expected. Rituals add an awful lot to the wizard. Having your regular spells available, plus your rituals available, is a lot like having a much, much bigger list of spells available. And their damage doesn't seem bad if you play them smart. If you target an average of two enemies per attack, your damage should average out equal or above that of other classes. Clerics look fine to me. I'll probably play one soon. I'm not surprised they didn't go the "you automatically get special powers based on your deity" route. That takes up a lot of space. And if you spend a feat, you DO get special powers based on your deity. Frankly, had they gone the route of the warlock and given entire paths to various deities, I think it would have been disastrous. They'd only have been able to fit in maybe three, and suddenly those three deities would become the de facto core pantheon. I like the solution they used much better. Warlocks with the same pact look like they're going to be pretty similar to one another, but that's probably the result of having three possible pacts. Being upset by this is kind of expectation creep- what did you want? No other class gets three build options. [/QUOTE]
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