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<blockquote data-quote="Retreater" data-source="post: 5304987" data-attributes="member: 42040"><p>A Discussion of the New Powers</p><p> </p><p>First, the wizard feels like a controller from 1st level - unlike in the PHB1. Everything effects conditions on the battlefield, with the exception of Magic Missile (which in hindsight doesn't seem to fit with the new 4E concept of arcane controller, but oh well, nostalgia wins here.)</p><p> </p><p>I'm disappointed with the rogue build. Unless I've missed it, there's no sneak attack. [EDIT: I did miss it; it's buried in the text of the Choose Your Own Adventure.] There's a backstab encounter ability which grants a paltry +3 to hit against an opponent you have combat advantage against. Strangely, this rogue build doesn't seem as much a striker as a martial controller who shifts and slides his opponents (and himself) around the battlefield. Maybe that was the goal? At this point I see no point from a combat encounter perspective to chose a rogue over a fighter. (As you've probably already read, the backstab is the only encounter power for the rogue; everything else is At-Will.)</p><p> </p><p>The fighter build is lame, but definitely constructed with the newbie in mind. You get two At-Wills to choose from and a single Encounter Power. The At-Wills basically allow to to choose +1 to hit or +2 to damage. The encounter is the ability to basically double your damage once per encounter following a successful hit. Not too much exciting there.</p><p> </p><p>The Red Box definitely errs on the side of the wizard, giving many more exciting options for powers to that class. The other classes are very ho-hum. I guess this change was to oversimplify the martial classes while making the wizard a little more esoteric and confusing like in the olden days.</p><p> </p><p>Retreater</p></blockquote><p></p>
[QUOTE="Retreater, post: 5304987, member: 42040"] A Discussion of the New Powers First, the wizard feels like a controller from 1st level - unlike in the PHB1. Everything effects conditions on the battlefield, with the exception of Magic Missile (which in hindsight doesn't seem to fit with the new 4E concept of arcane controller, but oh well, nostalgia wins here.) I'm disappointed with the rogue build. Unless I've missed it, there's no sneak attack. [EDIT: I did miss it; it's buried in the text of the Choose Your Own Adventure.] There's a backstab encounter ability which grants a paltry +3 to hit against an opponent you have combat advantage against. Strangely, this rogue build doesn't seem as much a striker as a martial controller who shifts and slides his opponents (and himself) around the battlefield. Maybe that was the goal? At this point I see no point from a combat encounter perspective to chose a rogue over a fighter. (As you've probably already read, the backstab is the only encounter power for the rogue; everything else is At-Will.) The fighter build is lame, but definitely constructed with the newbie in mind. You get two At-Wills to choose from and a single Encounter Power. The At-Wills basically allow to to choose +1 to hit or +2 to damage. The encounter is the ability to basically double your damage once per encounter following a successful hit. Not too much exciting there. The Red Box definitely errs on the side of the wizard, giving many more exciting options for powers to that class. The other classes are very ho-hum. I guess this change was to oversimplify the martial classes while making the wizard a little more esoteric and confusing like in the olden days. Retreater [/QUOTE]
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