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<blockquote data-quote="Najo" data-source="post: 4295619" data-attributes="member: 9959"><p>My two cents on wizards in 4e is is this:</p><p></p><p>The wizard is not as much damage dealing and uber powerful as in previous editions, but:</p><p></p><p>1) Their cantrips are awesome and reward creative players</p><p></p><p>2) The at will spells have subtle benefits other at will powers don't (i.e. magic missle is 2d4, and hench has a bell curve for damage, other powers push, slow, do bursts wtc.). Since these are at-will, wizards can do them over and over making wizards very adaptable.</p><p></p><p>3) Spells books are awesome. Wizards basically get twice as many dailies and utilities to choose from. This allows wizards to still feel very D&D-ish and makes them even more adaptable. </p><p></p><p>4) Built in ritual casting feat and 3 rituals. This is where the non-combat spells are (aside from the utilities). There is enough of them in the PHB to give a decent selection and new books are going to have more. These rituals add alot to the wizard's power.</p><p></p><p>5) Utility effects still include feather fall, invisibilty, shield, mirror image, resistance, dispel magic, dimension door and other wizard staples. Wizards are much more than ranged damage.</p><p></p><p>6) Most of the wizard dailies are some of teh most powerful effects in the game and their encounter powers are good too. </p><p></p><p></p><p>Our main wizard just became level 3. Between creative use of cantrips, scorching burst, magic missile, acid arrow, sleep, expeditious retreat, shield, fire shroud and burning hands, he is now cleaning up in encounters. We had a fight with 10 minions, 4 level 3 goblins and 1 level 4 hobgoblin and the wizard took out 7 of the minions, 2 of the goblins and the hobgoblin all on his own when he got seperated from the party and attacked the main portion of the enemies on his own with area effects. </p><p></p><p>The enemies were spread out, the wizard got a surprise action, and had an action point. He used his surprise to move into the middle of them and used his action point to get started with a fire shroud. Then he scorching burst another pocket of minions. Got ganged up on and used expeditious retreat to escape, started dropping the goblins with burning hands and magic missiles. Then acid arrow took out the hobgoblin. Altough he spent his action point and daily, it was impressive. No other class can pull off the wave after wave of area effect damage and carnage he did. It was awesome. </p><p></p><p>Wizards reward smart and creative players who figue out how to be resourceful with them, which is exactly how a good wizard should play, challenging and rewarding.</p></blockquote><p></p>
[QUOTE="Najo, post: 4295619, member: 9959"] My two cents on wizards in 4e is is this: The wizard is not as much damage dealing and uber powerful as in previous editions, but: 1) Their cantrips are awesome and reward creative players 2) The at will spells have subtle benefits other at will powers don't (i.e. magic missle is 2d4, and hench has a bell curve for damage, other powers push, slow, do bursts wtc.). Since these are at-will, wizards can do them over and over making wizards very adaptable. 3) Spells books are awesome. Wizards basically get twice as many dailies and utilities to choose from. This allows wizards to still feel very D&D-ish and makes them even more adaptable. 4) Built in ritual casting feat and 3 rituals. This is where the non-combat spells are (aside from the utilities). There is enough of them in the PHB to give a decent selection and new books are going to have more. These rituals add alot to the wizard's power. 5) Utility effects still include feather fall, invisibilty, shield, mirror image, resistance, dispel magic, dimension door and other wizard staples. Wizards are much more than ranged damage. 6) Most of the wizard dailies are some of teh most powerful effects in the game and their encounter powers are good too. Our main wizard just became level 3. Between creative use of cantrips, scorching burst, magic missile, acid arrow, sleep, expeditious retreat, shield, fire shroud and burning hands, he is now cleaning up in encounters. We had a fight with 10 minions, 4 level 3 goblins and 1 level 4 hobgoblin and the wizard took out 7 of the minions, 2 of the goblins and the hobgoblin all on his own when he got seperated from the party and attacked the main portion of the enemies on his own with area effects. The enemies were spread out, the wizard got a surprise action, and had an action point. He used his surprise to move into the middle of them and used his action point to get started with a fire shroud. Then he scorching burst another pocket of minions. Got ganged up on and used expeditious retreat to escape, started dropping the goblins with burning hands and magic missiles. Then acid arrow took out the hobgoblin. Altough he spent his action point and daily, it was impressive. No other class can pull off the wave after wave of area effect damage and carnage he did. It was awesome. Wizards reward smart and creative players who figue out how to be resourceful with them, which is exactly how a good wizard should play, challenging and rewarding. [/QUOTE]
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