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PHB 2 power creep
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<blockquote data-quote="Victim" data-source="post: 4750371" data-attributes="member: 78"><p>Hybrid dwarf clerics - while lacking a STR bonus, can take Plate and Axe Mastery with an easy 13 initial Con (no extra high stat surcharge) - make for similarly versatile clerics IMO. The minor Second Wind also allows for more healing to hit the rest of the group. Plus Dwarven Weapon Training for cheap damage bonuses and access to better weapons. </p><p></p><p>And I don't really see ranged clerics having problems with getting surrounded all the time. Especially since marks can be used to punish people for taking OAs - if a defender tags one of the flanking buddies, then the cleric can shift away from the other. Any OA the first target attempts will draw fire. So either the defender's extra offense helps to make up for the problems the cleric is having, or the deterrent effect allows them to get away.</p><p></p><p>An elf cleric worried about melee should just look at picking up some powers that Shift. Like Boots of the Fencing Master for an encounter minor action shift 2.</p><p></p><p>I can't really complain about the wizards I've seen. In rather short online games, both the 13th level wizard (Spell Storm) in a game I ran and the 20th level wizard I played (Divine Oracle) seemed to do well. Ignoring shiny newness, I'd generally prefer wizard over the new controllers. And wizards will be getting their own new shinies soon too.</p></blockquote><p></p>
[QUOTE="Victim, post: 4750371, member: 78"] Hybrid dwarf clerics - while lacking a STR bonus, can take Plate and Axe Mastery with an easy 13 initial Con (no extra high stat surcharge) - make for similarly versatile clerics IMO. The minor Second Wind also allows for more healing to hit the rest of the group. Plus Dwarven Weapon Training for cheap damage bonuses and access to better weapons. And I don't really see ranged clerics having problems with getting surrounded all the time. Especially since marks can be used to punish people for taking OAs - if a defender tags one of the flanking buddies, then the cleric can shift away from the other. Any OA the first target attempts will draw fire. So either the defender's extra offense helps to make up for the problems the cleric is having, or the deterrent effect allows them to get away. An elf cleric worried about melee should just look at picking up some powers that Shift. Like Boots of the Fencing Master for an encounter minor action shift 2. I can't really complain about the wizards I've seen. In rather short online games, both the 13th level wizard (Spell Storm) in a game I ran and the 20th level wizard I played (Divine Oracle) seemed to do well. Ignoring shiny newness, I'd generally prefer wizard over the new controllers. And wizards will be getting their own new shinies soon too. [/QUOTE]
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