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Wizards, nerfed or not?
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<blockquote data-quote="llamatron2000" data-source="post: 4630845" data-attributes="member: 33814"><p>If anything, 4e wizards are more survivable than their 3e predecessors. In 4e, a wizard can easily qualify for armor proficiency feats with no penalties to casting, and most people who play wizards, from what I've seen, tend to pile on the constitution, making them excellent staff mages(staves are the defensive implement option, giving extra AC).</p><p></p><p>In general, wizards lose most of their magical powers that allowed them to circumvent problems or skill checks. These require skills, or rituals in order to do that now.</p><p></p><p>In general, wizards make powerful artillery pieces who specialize in downing hordes of little guys or nailing single big guys with status effects(if properly specc'ed), and their daily powers are nothing short of DRAMATIC. Flaming sphere and sleep are among the most popular, and every combat in which I've seen FS used in was a losing fight that got turned into a win due to the sphere's influence.</p><p></p><p>The 4e wizard. He's not master of the arcane and all that title entails. He's a guy who fights with magic. Depending on the setting, it's assumed that crazy 3e wizards may exist, but mostly as NPC's. After all, adventuring wizards don't have time to understand theory behind complex spells as well as scholarly types. They're too busy figuring out ways to shunt magical energy into new ways of blowing stuff up(and maybe a few rituals, too)</p></blockquote><p></p>
[QUOTE="llamatron2000, post: 4630845, member: 33814"] If anything, 4e wizards are more survivable than their 3e predecessors. In 4e, a wizard can easily qualify for armor proficiency feats with no penalties to casting, and most people who play wizards, from what I've seen, tend to pile on the constitution, making them excellent staff mages(staves are the defensive implement option, giving extra AC). In general, wizards lose most of their magical powers that allowed them to circumvent problems or skill checks. These require skills, or rituals in order to do that now. In general, wizards make powerful artillery pieces who specialize in downing hordes of little guys or nailing single big guys with status effects(if properly specc'ed), and their daily powers are nothing short of DRAMATIC. Flaming sphere and sleep are among the most popular, and every combat in which I've seen FS used in was a losing fight that got turned into a win due to the sphere's influence. The 4e wizard. He's not master of the arcane and all that title entails. He's a guy who fights with magic. Depending on the setting, it's assumed that crazy 3e wizards may exist, but mostly as NPC's. After all, adventuring wizards don't have time to understand theory behind complex spells as well as scholarly types. They're too busy figuring out ways to shunt magical energy into new ways of blowing stuff up(and maybe a few rituals, too) [/QUOTE]
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