Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
On Gishes.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bisonopolis" data-source="post: 4270533" data-attributes="member: 68168"><p>Also posted on the official Char Op forums, I'll try and keep this one updated whenever I update the other.</p><p></p><p></p><p></p><p><strong>Fighter/Wizard</strong></p><p></p><p>The wizard multiclass offers the fighter three main things: AoE marking, great defensive utility powers, and a small splash of control. The utility powers are especially good; Mirror Image, Displacement, and Shield are amazing on a defender, and things like Stoneskin, Dimension Door, and Expeditious Retreat will come up less often but can be just as swingy. And none of these require any points in intelligence, which is good, as I don't believe a Fighter/Wizard should concentrate at all on int.</p><p></p><p>Why? For one, stat points are a precious thing at this point. You can't expect to focus on four stats and be successful at higher levels. For another, you're not going into wizard for damage. This isn't 3e; you get plenty of damage out of your fighter exploits. You're going into wizard to be a better defender, and therefore your focus should be on large AoEs, battlefield control (difficult terrain, walls, Resilient Sphere, etc), and spells that deal damage on a miss.</p><p></p><p>At fourth level you can dip into wizard encounter powers. I'd choose either Color Spray for a big AoE (though it's a blast) or Icy Terrain for a smaller burst that marks and creates difficult terrain. This basic choice progresses through pretty much all the levels of encounter powers; large blasts, or smaller bursts that sometimes come with difficult terrain. The big standout here is Chain Lightning at level 23, but I'm not sure I'd give up Warrior's Urging just to mark every enemy within 20 squares for one turn.</p><p></p><p>At eighth level you can dip into utility powers, which is where things start really getting good. Right off the bat you can grab Shield with it's respectable +4 AC until your next turn as an immediate interruption once per encounter. At level ten you gain access to Mirror Image which, IMO, is absolutely ridiculous for any defender trying to max out its AC. At 16, both Displacement and Stoneskin can be extremely effective in lowering the damage taken by both yourself and your party members. At 22 you don't even look at the wizard list because you're taking No Surrender, which is that good.</p><p></p><p>The wizard daily power options don't generally offer anything you'd want. Otiluke's Resilient Sphere, Sleep, and Wall of Ice pretty much exclusively make up the list of powers you'd even consider. Only take the daily power swap feat if you plan on paragon multiclassing, and only paragon multiclass for a second utility power.</p><p></p><p>At level 11 you choose your paragon path. Swordmaster, Iron Vanguard, Battle Mage, and the wizard paragon multiclass are the only ones I'd recommend, in that order. Swordmaster's Steel Blitz and Crescendo Sword recharge your powers, which helps lessen the impact of trading out exploits for spells. Note that Crescendo Sword can recharge your non-fighter powers like Mirror Image. Iron Vanguard greatly increases your ability to push opponents around and synergises well with any difficult terrain you've created. Battle Mage is actually pretty bad, but if you really, really want to take a wizard paragon path it's your best choice with Arcane Rejuvenation. Don't fall into the trap of going into Wizard of the Spiral Tower; you will not have the int or cha to make its abilities worth anything, and Corellon's Implement is not as good as you think it is.</p><p></p><p>IMO, the best Fighter/Wizard defender multiclass will pick up something along the lines of Arcane Initiate (Scorching Burst), Acolyte Power (Mirror Image), and maybe Novice Power (Icy Terrain -> Frostburn). The inability to pump Int while maintaining the requisite strength and con for your defender abilities really limits your options compared to something like a Fighter/Warlock. But Fighter/Wizard is still definitely doable and actually a good deal more powerful than the core 3.5e version.. it's just that, with the drastic lowering of known powers in 4e combined with the limited synergies found in the two classes, an optimized core 4e Fighter/Wizard gish really doesn't end up feeling very gish'ed at all.</p></blockquote><p></p>
[QUOTE="Bisonopolis, post: 4270533, member: 68168"] Also posted on the official Char Op forums, I'll try and keep this one updated whenever I update the other. [b]Fighter/Wizard[/b] The wizard multiclass offers the fighter three main things: AoE marking, great defensive utility powers, and a small splash of control. The utility powers are especially good; Mirror Image, Displacement, and Shield are amazing on a defender, and things like Stoneskin, Dimension Door, and Expeditious Retreat will come up less often but can be just as swingy. And none of these require any points in intelligence, which is good, as I don't believe a Fighter/Wizard should concentrate at all on int. Why? For one, stat points are a precious thing at this point. You can't expect to focus on four stats and be successful at higher levels. For another, you're not going into wizard for damage. This isn't 3e; you get plenty of damage out of your fighter exploits. You're going into wizard to be a better defender, and therefore your focus should be on large AoEs, battlefield control (difficult terrain, walls, Resilient Sphere, etc), and spells that deal damage on a miss. At fourth level you can dip into wizard encounter powers. I'd choose either Color Spray for a big AoE (though it's a blast) or Icy Terrain for a smaller burst that marks and creates difficult terrain. This basic choice progresses through pretty much all the levels of encounter powers; large blasts, or smaller bursts that sometimes come with difficult terrain. The big standout here is Chain Lightning at level 23, but I'm not sure I'd give up Warrior's Urging just to mark every enemy within 20 squares for one turn. At eighth level you can dip into utility powers, which is where things start really getting good. Right off the bat you can grab Shield with it's respectable +4 AC until your next turn as an immediate interruption once per encounter. At level ten you gain access to Mirror Image which, IMO, is absolutely ridiculous for any defender trying to max out its AC. At 16, both Displacement and Stoneskin can be extremely effective in lowering the damage taken by both yourself and your party members. At 22 you don't even look at the wizard list because you're taking No Surrender, which is that good. The wizard daily power options don't generally offer anything you'd want. Otiluke's Resilient Sphere, Sleep, and Wall of Ice pretty much exclusively make up the list of powers you'd even consider. Only take the daily power swap feat if you plan on paragon multiclassing, and only paragon multiclass for a second utility power. At level 11 you choose your paragon path. Swordmaster, Iron Vanguard, Battle Mage, and the wizard paragon multiclass are the only ones I'd recommend, in that order. Swordmaster's Steel Blitz and Crescendo Sword recharge your powers, which helps lessen the impact of trading out exploits for spells. Note that Crescendo Sword can recharge your non-fighter powers like Mirror Image. Iron Vanguard greatly increases your ability to push opponents around and synergises well with any difficult terrain you've created. Battle Mage is actually pretty bad, but if you really, really want to take a wizard paragon path it's your best choice with Arcane Rejuvenation. Don't fall into the trap of going into Wizard of the Spiral Tower; you will not have the int or cha to make its abilities worth anything, and Corellon's Implement is not as good as you think it is. IMO, the best Fighter/Wizard defender multiclass will pick up something along the lines of Arcane Initiate (Scorching Burst), Acolyte Power (Mirror Image), and maybe Novice Power (Icy Terrain -> Frostburn). The inability to pump Int while maintaining the requisite strength and con for your defender abilities really limits your options compared to something like a Fighter/Warlock. But Fighter/Wizard is still definitely doable and actually a good deal more powerful than the core 3.5e version.. it's just that, with the drastic lowering of known powers in 4e combined with the limited synergies found in the two classes, an optimized core 4e Fighter/Wizard gish really doesn't end up feeling very gish'ed at all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
On Gishes.
Top