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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Celtavian" data-source="post: 6444817" data-attributes="member: 5834"><p>I hit level 7. I've fought a Legendary Creature, a couple of stone golems, a mage, and a troll. The wizard is toned down in overall effect, but still very potent.</p><p></p><p>1. Damage: I can't match the martial damage dealers in overall damage. The Great Weapon fighter can do a ton of damage quickly with a <em>bless</em> on. The paladin can smite for a bunch of spike damage. They usually almost double my damage or more in a round compared a cantrip. I'm accustomed to a martial character's higher raw single target damage. It was that way in 3E.</p><p></p><p>Where the martials cannot touch the wizard is type of damage and extra effects. When we fought the troll, the fighter would have probably died. With no negative hit points and the troll popping up every round to get its full attack, not having someone to drop fire on it or use <em>chill touch</em> would have led to a nearly impossible to win fight, especially considering the troll had fire resistance. <em>Shocking Grasp</em> has been excellent for stopping AoOs and reaction effects like the <em>shield</em> spell or other such defenses. I can do necrotic, fire, and electricity with my at will abilities. Wizards can do melee or ranged damage with equal aplomb. </p><p></p><p>Wizards (and probably sorcerers and warlocks) are kings of AoE damage. Martials can't touch me for AoE damage.</p><p></p><p>2. Effects: Martials can't really do effects. There are spells like <em>slow</em>, <em>hypnotic pattern</em>, and <em>sleep</em> that are immensely useful in turning a fight. Having a <em>fly</em> spell handy is vital because a flying creature with reach can absolutely destroy a fighter or other martial without casting ability. Not many magic items in the game to give fly. <em>Fly</em> potions we've seen only allow fly at ground speed. Flying Creatures can move at their full speed and do a full attack getting out of range of a slow fly. </p><p></p><p>3. Defenses: Wizards have far more versatile defenses with spells like <em>shield</em>, <em>mirror image</em>, and <em>invisibility</em> just like before. <em>Blur</em> is also an extremely nice spell.</p><p></p><p>4. Scouting: <em>Minor Illusion</em> is an amazing cantrip for scouting. It's pretty easy to obtain the Stealth skill as a wizard. You can do quite an efficient job as a scout not having to wear heavy armor to be protected.</p><p></p><p>5. Movement: <em>Misty Step</em> is a nice way to escape combat without wasting an action to Disengage. Martials have to do this the old fashioned way.</p><p></p><p>Basically, to sum it up is that wizard spells may not end fights like they used to, but we're just as versatile as ever in combat compared to martials. There's not getting around noticing how limited martial characters are. They pretty much hit stuff. The paladin can do some healing and has some nifty protective powers. Fighters hit stuff real good. Rogues hit stuff good enough and are highly mobile with amazing skills. Rangers hit stuff. Wizards can do a bunch of stuff with spells that can't be replaced by classes other than another caster. No class can change their spells as easily as the wizard on a daily basis. The bard player has nice spells and abilities, but he must select his spells very carefully. Whereas I add anything I get to my book and prepare it if I feel like it. Arcane Recovery is damn nice. Sculpt Spell is also very nice. </p><p></p><p>Overall, I still feel very unique and powerful as a wizard. I'm looking forward to 9th level spells. I feel the wizard is the master of many things. But if you want to play a caster damage dealer, you play a Sorcerer. Sorcerers are the caster damage dealers in 5E. That's not the wizard's niche, though he can do some decent damage. I wouldn't focus on it too much. The wizard's power comes from unmatched versatility.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6444817, member: 5834"] I hit level 7. I've fought a Legendary Creature, a couple of stone golems, a mage, and a troll. The wizard is toned down in overall effect, but still very potent. 1. Damage: I can't match the martial damage dealers in overall damage. The Great Weapon fighter can do a ton of damage quickly with a [I]bless[/I] on. The paladin can smite for a bunch of spike damage. They usually almost double my damage or more in a round compared a cantrip. I'm accustomed to a martial character's higher raw single target damage. It was that way in 3E. Where the martials cannot touch the wizard is type of damage and extra effects. When we fought the troll, the fighter would have probably died. With no negative hit points and the troll popping up every round to get its full attack, not having someone to drop fire on it or use [I]chill touch[/I] would have led to a nearly impossible to win fight, especially considering the troll had fire resistance. [I]Shocking Grasp[/I] has been excellent for stopping AoOs and reaction effects like the [I]shield[/I] spell or other such defenses. I can do necrotic, fire, and electricity with my at will abilities. Wizards can do melee or ranged damage with equal aplomb. Wizards (and probably sorcerers and warlocks) are kings of AoE damage. Martials can't touch me for AoE damage. 2. Effects: Martials can't really do effects. There are spells like [I]slow[/I], [I]hypnotic pattern[/I], and [I]sleep[/I] that are immensely useful in turning a fight. Having a [I]fly[/I] spell handy is vital because a flying creature with reach can absolutely destroy a fighter or other martial without casting ability. Not many magic items in the game to give fly. [I]Fly[/I] potions we've seen only allow fly at ground speed. Flying Creatures can move at their full speed and do a full attack getting out of range of a slow fly. 3. Defenses: Wizards have far more versatile defenses with spells like [I]shield[/I], [I]mirror image[/I], and [I]invisibility[/I] just like before. [I]Blur[/I] is also an extremely nice spell. 4. Scouting: [I]Minor Illusion[/I] is an amazing cantrip for scouting. It's pretty easy to obtain the Stealth skill as a wizard. You can do quite an efficient job as a scout not having to wear heavy armor to be protected. 5. Movement: [I]Misty Step[/I] is a nice way to escape combat without wasting an action to Disengage. Martials have to do this the old fashioned way. Basically, to sum it up is that wizard spells may not end fights like they used to, but we're just as versatile as ever in combat compared to martials. There's not getting around noticing how limited martial characters are. They pretty much hit stuff. The paladin can do some healing and has some nifty protective powers. Fighters hit stuff real good. Rogues hit stuff good enough and are highly mobile with amazing skills. Rangers hit stuff. Wizards can do a bunch of stuff with spells that can't be replaced by classes other than another caster. No class can change their spells as easily as the wizard on a daily basis. The bard player has nice spells and abilities, but he must select his spells very carefully. Whereas I add anything I get to my book and prepare it if I feel like it. Arcane Recovery is damn nice. Sculpt Spell is also very nice. Overall, I still feel very unique and powerful as a wizard. I'm looking forward to 9th level spells. I feel the wizard is the master of many things. But if you want to play a caster damage dealer, you play a Sorcerer. Sorcerers are the caster damage dealers in 5E. That's not the wizard's niche, though he can do some decent damage. I wouldn't focus on it too much. The wizard's power comes from unmatched versatility. [/QUOTE]
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