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<blockquote data-quote="Shayuri" data-source="post: 6409126" data-attributes="member: 4936"><p>I've played several 5e wizards from 1st level through 5th level. I got no complaints about the class in particular. It'd be nice if there were more spellbooks and scribable scrolls included among treasure, but that's not a class issue, it's a treasure issue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've also played 5e sorceror (dragon) and warlock (infernal). The difference between them is interesting. Warlocks are definitely more distinguishable than sorcerors, but even sorcerors play differently, I find.</p><p></p><p>Overall I am in agreement with several posts already made though; wizards seem designed to rely on cantrips, with occasional 'bursts' of power from leveled spells. They burn 'lower' than non-arcane classes by default, but they get a lot more bang for their buck when expending their finite resource of spell slots.</p><p></p><p>That said, I find cantrips, while averaging less damage overall than equivalently leveled attacks, to be quite acceptable contributions for most fights. Firebolt does a respectable damage dice, and Ray of Frost and Shocking Grasp have tactically usefull riders that enhance their utility. </p><p></p><p>I would say my experience as a wizard points to the importance of watching for, and recognizing, key points in a conflict in which a powerful effect can turn the tide significantly. An effective 5e wizard will probably hang back, plinking with cantrips, watching for that moment when enemies bunch up...or when he sees someone with a low Will defense bonus...or when there's a bottleneck on the battlefield that an area control spell can plug up.</p><p></p><p>And then BLAMMO. </p><p></p><p>You don't get the spotlight all the time as a wizard, but when you shine, you shine so bright...</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6409126, member: 4936"] I've played several 5e wizards from 1st level through 5th level. I got no complaints about the class in particular. It'd be nice if there were more spellbooks and scribable scrolls included among treasure, but that's not a class issue, it's a treasure issue. :) I've also played 5e sorceror (dragon) and warlock (infernal). The difference between them is interesting. Warlocks are definitely more distinguishable than sorcerors, but even sorcerors play differently, I find. Overall I am in agreement with several posts already made though; wizards seem designed to rely on cantrips, with occasional 'bursts' of power from leveled spells. They burn 'lower' than non-arcane classes by default, but they get a lot more bang for their buck when expending their finite resource of spell slots. That said, I find cantrips, while averaging less damage overall than equivalently leveled attacks, to be quite acceptable contributions for most fights. Firebolt does a respectable damage dice, and Ray of Frost and Shocking Grasp have tactically usefull riders that enhance their utility. I would say my experience as a wizard points to the importance of watching for, and recognizing, key points in a conflict in which a powerful effect can turn the tide significantly. An effective 5e wizard will probably hang back, plinking with cantrips, watching for that moment when enemies bunch up...or when he sees someone with a low Will defense bonus...or when there's a bottleneck on the battlefield that an area control spell can plug up. And then BLAMMO. You don't get the spotlight all the time as a wizard, but when you shine, you shine so bright... [/QUOTE]
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