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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Celtavian" data-source="post: 6428550" data-attributes="member: 5834"><p>Chill Touch prevents target from regaining hit points until start of next turn.</p><p></p><p></p><p></p><p>Consistent damage over time. It's no different than a martial player rolling his dice.</p><p></p><p></p><p></p><p></p><p>Opportunity attacks are reactions. You hit a creature with <em>Shocking Grasp</em> and you can move out of range without using Disengage. I've seen other reaction abilities like Parry that you can disrupt.</p><p></p><p></p><p></p><p>You can <em>Shocking Grasp</em> and move away. You're not making much sense with this post. It lasts until the start of your next turn. You can use it to move in, attack, and move away. Movement can be done at any time you have it left. So you move in, attack, and move out as long as you don't use more than 25 or 30 feet or whatever your move is. It's not a weak effect and can be very useful.</p><p></p><p></p><p></p><p></p><p><em>Shield</em> is awesome. You can use it after you know the roll. So it's basically a guaranteed miss and a much higher AC. +5 AC in this game is much better than +4 AC in 3E. <em>Mage Armor</em> is what it is. Always has been mostly weak. It's a 13 AC. Mage Armor in 3E was 14. What's the difference? </p><p></p><p></p><p></p><p><em>Sleep</em> spell does 5d8 hit points based on <strong>current</strong> hit points. So the martials beat on a guy, you take a few down with <em>sleep</em>. It's no save. It's an awesome spell. I've used it to great effect.</p><p></p><p></p><p></p><p>It isn't weaker. The target is prone and can do nothing. It does get a save every round, so it probably won't last long at low level. You have to remember many monsters don't get saving throw bonuses. Their modifier is based on their stat. Tasha's works very well for a round or two on brutes. It will work better as your proficiency rises. </p><p></p><p></p><p></p><p></p><p>There weren't many vulnerable in previous editions low level wizards could exploit. At least now you don't have to deal with Spell Resistance and everything getting a save bonus. </p><p></p><p></p><p></p><p></p><p>You're exaggerating at this point. This game is different. You should learn what works and what doesn't. I'm adapting and having fun doing it. I find the wizard to be quite effective even at low level. In some ways more effective than previous edition wizards because I always have something to do with Cantrips. Low level wizards were never that powerful, not sure why you are claiming they were. </p><p></p><p>Cantrips are not a joke. If you think they are, you're a bad wizard. <em>Fire Bolt</em> is safe long range damage. <em>Minor Image</em> is great for hiding, scouting, and social interactions. <em>Chill Touch</em> is great for hammering any creature that regains hit points. <em>Shocking Grasp</em> is a nice way to do damage and getting away without having to use Disengage. </p><p></p><p></p><p></p><p></p><p>I play a Forest Gnome. I've contributed substantially. Your complaints aren't my experience. I plan the use of my <em>Sleep</em> spell to coincide with the martials engaging and taking hit points down some, so I can affect more targets. <em>Tasha's Hideous Laughter</em> lasting for even a single round can turn a combat into a trivial encounter. It affects about everything since far less is immune to enchantments and there are no language dependent requirements. </p><p></p><p>Your complaints don't hold much water. It sounds more like you haven't learned what's best to use now. Nothing is like the old ways. Fighters and barbarians aren't getting 30 point crits at 1st or 2nd level. Archers aren't firing 2 shots at early levels. And wizards aren't getting to use <em>color spray</em> to trivialize encounters. That in no way means wizards aren't effective. It's a different game. You have to learn how you synergize with your party.</p><p></p><p>I find the wizard quite fun. I like the Cantrips to add damage during combats I don't need to expend spells on. I find strategic use of spell power to be effective. Maybe you'll never like the toned down 5E version of the wizard. I don't know. I feel they are in line with what other classes can do.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6428550, member: 5834"] Chill Touch prevents target from regaining hit points until start of next turn. Consistent damage over time. It's no different than a martial player rolling his dice. Opportunity attacks are reactions. You hit a creature with [I]Shocking Grasp[/I] and you can move out of range without using Disengage. I've seen other reaction abilities like Parry that you can disrupt. You can [I]Shocking Grasp[/I] and move away. You're not making much sense with this post. It lasts until the start of your next turn. You can use it to move in, attack, and move away. Movement can be done at any time you have it left. So you move in, attack, and move out as long as you don't use more than 25 or 30 feet or whatever your move is. It's not a weak effect and can be very useful. [I]Shield[/I] is awesome. You can use it after you know the roll. So it's basically a guaranteed miss and a much higher AC. +5 AC in this game is much better than +4 AC in 3E. [I]Mage Armor[/I] is what it is. Always has been mostly weak. It's a 13 AC. Mage Armor in 3E was 14. What's the difference? [I]Sleep[/I] spell does 5d8 hit points based on [b]current[/b] hit points. So the martials beat on a guy, you take a few down with [I]sleep[/I]. It's no save. It's an awesome spell. I've used it to great effect. It isn't weaker. The target is prone and can do nothing. It does get a save every round, so it probably won't last long at low level. You have to remember many monsters don't get saving throw bonuses. Their modifier is based on their stat. Tasha's works very well for a round or two on brutes. It will work better as your proficiency rises. There weren't many vulnerable in previous editions low level wizards could exploit. At least now you don't have to deal with Spell Resistance and everything getting a save bonus. You're exaggerating at this point. This game is different. You should learn what works and what doesn't. I'm adapting and having fun doing it. I find the wizard to be quite effective even at low level. In some ways more effective than previous edition wizards because I always have something to do with Cantrips. Low level wizards were never that powerful, not sure why you are claiming they were. Cantrips are not a joke. If you think they are, you're a bad wizard. [I]Fire Bolt[/I] is safe long range damage. [I]Minor Image[/I] is great for hiding, scouting, and social interactions. [I]Chill Touch[/I] is great for hammering any creature that regains hit points. [I]Shocking Grasp[/I] is a nice way to do damage and getting away without having to use Disengage. I play a Forest Gnome. I've contributed substantially. Your complaints aren't my experience. I plan the use of my [I]Sleep[/I] spell to coincide with the martials engaging and taking hit points down some, so I can affect more targets. [I]Tasha's Hideous Laughter[/I] lasting for even a single round can turn a combat into a trivial encounter. It affects about everything since far less is immune to enchantments and there are no language dependent requirements. Your complaints don't hold much water. It sounds more like you haven't learned what's best to use now. Nothing is like the old ways. Fighters and barbarians aren't getting 30 point crits at 1st or 2nd level. Archers aren't firing 2 shots at early levels. And wizards aren't getting to use [I]color spray[/I] to trivialize encounters. That in no way means wizards aren't effective. It's a different game. You have to learn how you synergize with your party. I find the wizard quite fun. I like the Cantrips to add damage during combats I don't need to expend spells on. I find strategic use of spell power to be effective. Maybe you'll never like the toned down 5E version of the wizard. I don't know. I feel they are in line with what other classes can do. [/QUOTE]
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