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Wizards... Are they shafted?
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<blockquote data-quote="Thresher" data-source="post: 1260606" data-attributes="member: 9983"><p>Theres been a few pro's and a few con's since 3.5-</p><p></p><p>Pro's</p><p>Staff's using caster level for spells in them (big bonus)</p><p></p><p>Con's</p><p>Someone in FR's using spell-power combined with some other feats that pumped DC's through the roof, fine for FR, for the rest of us that DO NOT play there and dont have those PRC's in the game. </p><p>Thanks for the kick in the balls.</p><p></p><p>Metamagic's not repeatedly stacking, probably kicked sorcerers harder in the junk than it did wizzo's or clerics. Its not too bad once you get used to it.</p><p></p><p>Still run out of spells, still have crap hit points and saves. Most wiz's Ive seen and played will quite happily pick up the +Con item before they pick up a +caster stat item if they know whats good for them or they prefer dying a lot.</p><p></p><p>Having played a wiz since 1E and that character's incarnation floating around in some game form for the better part of 12 years theres a lot of changes and more importantly changes to how it gets played.</p><p>Tactically I find I cannot out-nuke the sorcerers or clerics, they are far and wide much better than my wiz in terms of sheer damage output.</p><p>However, its the nasty stuff that the wiz uses that sets her apart from the others, by nasty Im talking about the stuff like dumping a quicked dim anchor down on some punk in an acid cloud (no save, just suck it up and die.) and TK'ing them back into it when they try to crawl out. Theres also lots of other nasty lame stuff like combinations of energy drain/enervation mixed in with a few volleys of things like a disintergrate or finger of death to sort the men out from the b**ches, for real fun the waves of fatigue and exhaustion and incendry clouds are good for a laugh too.</p><p></p><p>Style is very important when your playing a wiz.</p><p>The 1st rule is, the bad guys must die like a punk.</p><p>The 2nd is to gloat at their screaming soon to be dead arse writhing around in the miasma of pain you've landed them in.</p><p>And thirdly, never play fair. Dont give them a spell they can save against and if they do have to make a save, make it one that they arent good at.</p><p></p><p>As for feats, I think if I was to do it all over again... (and thats not anytime soon), I'd probably look at craft staff as soon as it came available and as for metamagics I'd look at things that enhance a spells duration or shape and I'd probably be a specialist of some sort rather than a generalist.</p><p></p><p>PS: Make scrolls, make buttloads of scrolls!</p></blockquote><p></p>
[QUOTE="Thresher, post: 1260606, member: 9983"] Theres been a few pro's and a few con's since 3.5- Pro's Staff's using caster level for spells in them (big bonus) Con's Someone in FR's using spell-power combined with some other feats that pumped DC's through the roof, fine for FR, for the rest of us that DO NOT play there and dont have those PRC's in the game. Thanks for the kick in the balls. Metamagic's not repeatedly stacking, probably kicked sorcerers harder in the junk than it did wizzo's or clerics. Its not too bad once you get used to it. Still run out of spells, still have crap hit points and saves. Most wiz's Ive seen and played will quite happily pick up the +Con item before they pick up a +caster stat item if they know whats good for them or they prefer dying a lot. Having played a wiz since 1E and that character's incarnation floating around in some game form for the better part of 12 years theres a lot of changes and more importantly changes to how it gets played. Tactically I find I cannot out-nuke the sorcerers or clerics, they are far and wide much better than my wiz in terms of sheer damage output. However, its the nasty stuff that the wiz uses that sets her apart from the others, by nasty Im talking about the stuff like dumping a quicked dim anchor down on some punk in an acid cloud (no save, just suck it up and die.) and TK'ing them back into it when they try to crawl out. Theres also lots of other nasty lame stuff like combinations of energy drain/enervation mixed in with a few volleys of things like a disintergrate or finger of death to sort the men out from the b**ches, for real fun the waves of fatigue and exhaustion and incendry clouds are good for a laugh too. Style is very important when your playing a wiz. The 1st rule is, the bad guys must die like a punk. The 2nd is to gloat at their screaming soon to be dead arse writhing around in the miasma of pain you've landed them in. And thirdly, never play fair. Dont give them a spell they can save against and if they do have to make a save, make it one that they arent good at. As for feats, I think if I was to do it all over again... (and thats not anytime soon), I'd probably look at craft staff as soon as it came available and as for metamagics I'd look at things that enhance a spells duration or shape and I'd probably be a specialist of some sort rather than a generalist. PS: Make scrolls, make buttloads of scrolls! [/QUOTE]
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