Felon: Actualy, I forgot the Seeker -- the second Primal controller -- but he breaks a lot of "rules" re controllers (by not having knowledge skills beyond Nature--mostly because he's also the only controller without an Intelligence build, and because he's as close as we get to a martial controller).
Most strikers have access to stealth -- but yeah, not by any means all. Avenger, Rogue, Ranger, Monk, and Assassin have it. Barbarian, Warlock, and Sorcerer don't.
Re the wizard being too broad -- she has close and area damage, movement reduction, monster summoning, every kind of damage imaginable, lockdown, illusions... To a large extent, flexibility is the wizard's -thing- (see the spellbook, the cantrips, easy access to rituals, and the book and wand implement types), but the broad array makes it harder to spec out dedicated illusionists, etc. And the fact that the wizard -- unlike every other implement using class -- has access to four distinct categories of implements really doesn't help. Each implement class is more or less associated with a different type of thing (holy symbol=religious; rod = class specialized beatdown, wand = single target zap, staff = area destruction, orb = area control, book = flexibility, totem = wand for nature classes); that a wizard has four of them emphasizes their flexibility.
Starting with the shaman and making it more controler-y (with, yes, closer-to-wizard implements--because wizards have access to all controller implements!) is a pretty good start, though.
Most strikers have access to stealth -- but yeah, not by any means all. Avenger, Rogue, Ranger, Monk, and Assassin have it. Barbarian, Warlock, and Sorcerer don't.
Re the wizard being too broad -- she has close and area damage, movement reduction, monster summoning, every kind of damage imaginable, lockdown, illusions... To a large extent, flexibility is the wizard's -thing- (see the spellbook, the cantrips, easy access to rituals, and the book and wand implement types), but the broad array makes it harder to spec out dedicated illusionists, etc. And the fact that the wizard -- unlike every other implement using class -- has access to four distinct categories of implements really doesn't help. Each implement class is more or less associated with a different type of thing (holy symbol=religious; rod = class specialized beatdown, wand = single target zap, staff = area destruction, orb = area control, book = flexibility, totem = wand for nature classes); that a wizard has four of them emphasizes their flexibility.
Starting with the shaman and making it more controler-y (with, yes, closer-to-wizard implements--because wizards have access to all controller implements!) is a pretty good start, though.