Rystil Arden
First Post
He was a unique half-fiend. He could have 13 Int if he wantedHypersmurf said:A dinosaur with a 13 Int?
Yikes!
-Hyp.

He was a unique half-fiend. He could have 13 Int if he wantedHypersmurf said:A dinosaur with a 13 Int?
Yikes!
-Hyp.
Karin'sDad said:On the surface, your analysis seems fairly accurate. But, I think there is one area you missed. I think you were quick to judge offensive spells. Not only do Wizards typically have better single target offensive spells, but they tend to have more and better multi-target offensive spells verus single target offensive spells. This is the area where Wizards shine over Clerics. For example, the following tend to be some of the best offensive spells that Wizards and Clerics get at various levels:
Most of the Clerical offensive spells are single target. Those that are multiple target tend to be less impressive than the Arcane multi-target spells of the same level.
A Wizard can take better defensive spells. Clerics tend to buff a little for everyone, Wizards just plain try to never get hit (e.g. Mirror Image, Invisibility, Fly, etc.). Even at first level, Mage Armor and Shield tends to be a higher AC than what a Cleric is using and at low level, parties tend to stop adventuring after 3 encounters anyway.
Metamagic is not that helpful for Wizards. Having a few metamagic feats is fine, but a Wizard should typically not specialize in metamagic (Sorcerers should specialize in metamagic). Wizards would be better off taking item creation feats (especially Craft Wondrous Items) and boost their abilities that way.
Wizards should use spells and items, not weapons. Them not having good weapon abilities is basically irrelevant
Shard O'Glase said:I don't know if your players hate to set up flanks, or you have crappy rogues, or you always fight undead, but occasioanlly get a +1 or +2d6. Huh!!!! The rogue can easily get it every round he hits, frequently multiple times in a round. And really the +1 to hit portion only helps when you miss but would of hit if you had rolled 1 higher. How often does that come up in a fight. The + to damage helps, but you need 3.5 hits by the party for every +1d6 of successful sneak attack.
And at 13th level a rogue can easily have 4 attacks per round at a reasonble to hit. Lets say a rogue with a 22 dex after mods(15 base 3 level booosts and a +4 item), two weapon fighting, improved two weapon fihgting weapon finesse short sword, weapon focis short sword. He gets +13/+13/+8/+8. Fantasitc no, but he's likely to get 2 sneak attacks off every round and can potentially get 4(or 0) at 2 per round he's doing an additional 49 points of damage a round, it going to take a lot of successful attacks(24.5 of them) at +2 to damage to equal that, though at a +2 to hit a little bit more often the + to hit makes a miss a hit and that helps.
KarinsDad said:On the surface, your analysis seems fairly accurate. But, I think there is one area you missed. I think you were quick to judge offensive spells. Not only do Wizards typically have better single target offensive spells, but they tend to have more and better multi-target offensive spells verus single target offensive spells. This is the area where Wizards shine over Clerics. For example, the following tend to be some of the best offensive spells that Wizards and Clerics get at various levels:
1 Color Spray, Ray of Enfeeblement, Sleep VERSUS Cause Fear
2 Flaming Sphere, Scorching Ray, Summon Swarm, Web VERSUS Sound Burst, Spiritual Weapon, Hold Person (single target, save every round and Wizards get this at 3rd)
3 Fireball, Lightning Bolt, Stinking Cloud, Deep Slumber, Sleet Storm VERSUS Searing Light, Blindness/Deafness, Bestow Curse
etc.
Most of the Clerical offensive spells are single target. Those that are multiple target tend to be less impressive than the Arcane multi-target spells of the same level.
I also think that there are more ways to improve a Wizard than a Cleric.
For example:
1) A Wizard can specialize. Especially at low to mid-levels, that one extra spell per day per spell level boosts a lot.
2) A Wizard can take better defensive spells. Clerics tend to buff a little for everyone, Wizards just plain try to never get hit (e.g. Mirror Image, Invisibility, Fly, etc.). Even at first level, Mage Armor and Shield tends to be a higher AC than what a Cleric is using and at low level, parties tend to stop adventuring after 3 encounters anyway.
I think some people who play Wizards sometimes do not take enough defensive spells.
3) Scribe Scroll is vastly underestimated. Most Wizards should walk around with a lot of scrolls.
4) Consider taking a Dwarven Wizard. +2 Con helps on hit points and Fort Saves, and Darkvision is indispensible for hanging back in the dark while the party fights.
5) There are only 3 stats needed for a Wizard in combat. Int, Dex, and Con. Clerics tend to need 4: Wis, Con, Str, and Cha (Dex tends to be less useful for them, if they are wearing armor).
6) Metamagic is not that helpful for Wizards. Having a few metamagic feats is fine, but a Wizard should typically not specialize in metamagic (Sorcerers should specialize in metamagic). Wizards would be better off taking item creation feats (especially Craft Wondrous Items) and boost their abilities that way.
7) Because of their scrolls, Wizards should consider keeping a few spell slots open every day for emergencies. This allows them to prepare for a specific situation. If you need to get through a locked door or chest, it often doesn't matter that you take out 15 minutes to prepare Knock. Don't use a scroll if you do not need to, but don't lock up all of your spell slots and then be forced to use up your scrolls either.
8) Wizards do not wear armor. This tends to be viewed as a weakness, but it in some ways it is a strength. Although Wizards do not take many skills that armor penalties affect, Clerics tend to take none. For example, my Wizards tend to take Tumble, even though it is cross classed. Wizards tend to have a better movement rate than Clerics. Wizards can carry more equipment for the same Strength score as a Cleric (assuming the Cleric has armor and/or a shield and/or more and heavier weapons).
With regard to weapons, I think your accessment is a bit unfair. Wizards shouldn't be using weapons except at low level where their chances to hit tend to be fairly close to that of Clerics, especially with ranged weapons.
Wizards should use spells and items, not weapons. Them not having good weapon abilities is basically irrelevant.
Merlion said:At low levels, thats often somewhat true. Especially as far as damage. Colour Spray and Sleep are very nice, and Scorching Ray etc. And certainlly Wizards are better at area-effect damage.
Of course area effect damage is often a very poor strategy especially past very low levels.
Clerics also have some very nice, but often very underated spells at low levels tho. The get Hold Person before Wizards.
Merlion said:Blindness/Deafness can be quite strong.
Merlion said:Spiritual Weapon, especially since the Cleric can then attack right along side it, and even more so later when the Cleric can enhance his BAB and thereby that of the Spiritual Weapon.
Merlion said:Searing Light is really not half bad.
Merlion said:And also remember that at low levels, the Clerics spells are not what they eventually will be, but he has the fallback of a d8 hit die, heavy armor, and medium BAB. And his saves are always litterally twice as good as a Wizards.
Merlion said:Well their arent really that many multi target offensive spells in the game. As oposed to Area Effect offensive spells, which as I've said I dont think are all that great.
Merlion said:And, you havent talked about higher levels. Yea, from 1-6 the Cleric isnt neccesarily super powerful...although he still has what I consider an unbalanced spellcasting-to-other features ratio.
Merlion said:But past that it begins to change. at 7th level, your looking at Divine Power, Freedom of Movement, Air Walk, Death Ward, Divination, Spell Immunity..
Merlion said:then at 9th level we have Righteous Might, Flame Strike, Slay Living, Spell Resistance, Greater Command, True Seeing...
11th level doesnt bring quite as much but there is Harm which is very nice against high Fort Save enemies...plus the plot-breaking Find the Path, and Wind Walk for travel
then at 13th level we get Blasphemy and its siblings, and Destruction which is actually better than Finger of Death.
15th is a bit slow again, although Holy Aura etc are nice, and you get Fire Storm in case you do need some area effect damage...and its much more mutable than most AoEs
and at 17th we have of course Miracle, Energy Drain and Implosion.
And they have total access to all these spells, and every other spell on the list.
Faradon said:In any event, it's my opinion, like I said, that the differences between the 2 spell lists aren't substantial enough to warrant the rest of the differences between the 2 classes. Especially when a cleric starts taking War or Destruction as one of their domains.... now you've really thrown the balance for a loop when clerics can throw out a powerword stun, blind, kill, and disintegrate...
Hold Person is fairly weak since it gets a save every round and only affects humanoids. The Hold Person/Coup De Grace strategy is overrated, at least if you have allies to protect you.
Again, if the save is failed, great. If the save is made, the Cleric wasted a spell and a round.
And again, it is single target. Compare it to Color Spray at low level.
And armor slows up the Cleric
BAB is at best ONE better at low levels (and if you play a high Dex Wizard using ranged weapons and spells, your to hit is actually better than most Clerics). That is not overwhelming.
Clerics have the better Fort and Will saves, but you are comparing what most people consider the BEST class (Cleric) here versus a good class (Wizard). Nobody has as good of Will saves as Clerics and Druids. But, Wizards are second tier (along with Bards, Sorcerers, Monks, and possibly Paladins) and everyone else is third tier.
You do not consider all area effect spells multi-target if you target them correctly?
A Wizard will kill most groups of opponents with Acid (or Solid) Fog followed up by Evard's Black Tentacles
Clerics are good at that with curing. Wizards are good at that by being super defensive and blowing away enemies
At 7th level, the Wizard is casting Evard's Black Tentacles. Except for extremely large powerful creatures, that is a death sentence unless the enemy has spells
We could go on and on. Both classes have strengths and weaknesses
But, you have yet to illustrate that the single target Cleric spells come anywhere near the amount of devastation of the multi-target (i.e. area effect) spells of the Wizard.
Solid Fog (4th) and Cloudkill (5th) cast consecutively can be more devastating than many of these.
I think you grossly underestimate what Wizards can accomplish, even with lower level spells.
KarinsDad said:Hmmm.
The Wizard takes the Arcane Disciple feat and the Healing Domain and he can now heal himself and others.
You can minmax any character from any class and make them more powerful.
What does a Cleric really get over a Wizard?
.
+1 BAB from levels 2 to 6 (after that, the BAB increase starts becoming irrelevant due to the number of spells available per day).
What does a Cleric really get over a Wizard?
Movement, both due to not wearing armor and due to better movement spells.
The ability to wear armor and hence better AC at some levels.
Scrolls, the Cleric has to use a feat to acquire scrolls.
But, if Wizards were as weak as some people are implying, how come they do not die left and right in PC parties?
They can adversely affect others, but they tend not to. They tend to augment their allies.
Merlion said:Yea. So? it also raises his AC, all the time. This is the tradeoff all armor wearers face, and its really not that much of a tradeoff anyway.
Merlion said:No, but it is better, and overall its much better. Medium BAB can actually hit, over the course of the game. Low BAB basically cant accept touch attacks.
Merlion said:LOL...thats exactly the point. Cleric is the BEST class. You've just admiteted/agreed with exactly what I am getting at: Clerics are more powerful than the other classes (somewhat along with Druid) then you have a second tier of more or less balanced classes...then theres everyone else.
Merlion said:They dont "target" at all. The *affect* and *area*. Everyone and everything in the area. No targetting of any kind.
Yea, you can get around that somewhat, but its still often a pain to try avoiding your allies. Plus, most of those spells are area effect damage spells, and at mid to high levels damage spells often become largely pointless.
Horrid Wilting, for instance, is a multi target spell. And one of the best in the Wizard arsenal.
Merlion said:Clerics are better at it than Wizards because they have twice the HP. And can wear armor (and still cast spells).
Merlion said:Its a nice spell, but I really dont see how its a "death sentence" for the majority of enemies. Freedom of Movement, and items thereof is hardly uncommon. And there are plenty of physically large powerful creatures out there.
Merlion said:Plus, again, you have to avoid your allies. if the Fighter wants to go Fight, he's not really going to want to deal with your Tentacles as well as the enemy.
Merlion said:I dont really think Evard's Black Tentacles simply blows away all of a Clerics 4th level spells, especially considering the other advantages a 7th level Cleric has (twice the HP of the wizard, better AC, better attack bonus, better saves).
Merlion said:No. Wizards have strengths and weaknesses. Clerics...especially beyond the lowest levels..really just have varying degrees of strengths. And no real weaknesses...low reflex saves...woop dee doo they have the HP to manage, plus Resist/Pro Energy and Spell Resistance...
Merlion said:I think your greatly overestimating the overall usefulness of area effect damage spells. At low levels they are good. At high levels they can be good against large numbers of comparitively weak enemies IF you as the wizard get to act before your parties meleers are already where you'd be casting the spell. But mostly at mid and high levels magical offense is about save or dies and disability spells. Slay Living, Destruction and Implosion in particular fill this out nicely for the Cleric.
Merlion said:And I think your doing the same with the Cleric spells, and especially with the synergies of the spells with each other, and with the Clerics extreme inherent durability.