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Wizards, nerfed or not?
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<blockquote data-quote="fba827" data-source="post: 4631445" data-attributes="member: 807"><p>I have seen two wizards in our groups (one was a wizard I DMed for in my campaign and one was a wizard I played along side of in another campaign).</p><p></p><p>In both cases, the wizards have been as effective as anyone else in our "typical" battles.</p><p></p><p>They also have several skills that also key off their primary stats so they can usually excel exceptional at whatever skills they take (such as for monster knowledge or other skill checks). It's hard for me to remember a time that one of our wizards wanted to know something about the monsters and actually failed a monster knowledge check.</p><p></p><p>And if we're fighting minions they wipe the floor before anyone else can even get in to position.</p><p></p><p>Sure, they can not take out any non-minion in a single attack - in fact, when it comes to single target damage they are on the low end comparatively... but that's because that's not their forte. They can damage multiple targets at once making it that much easier for several targets to go down the next round. If you're looking for single-target damage them you're probably looking for something to fit the striker role (maybe a warlock, just change the flavor).</p><p></p><p>They have their weaknesses, they have their strengths. If your group's encounters always focus on their weaknesses (like single enemy big elite solo battles) then the wizard will appear weak. If the group's encounters always have swarms of minions then the wizard will seem like a god. Just have to realize what roles you have the party and mix it up so that everyone has a chance to shine.</p><p></p><p>Other roles have their own strength and weakness factors for encounters (like strikers are weaker against lurkers but great against brutes, and so on).</p><p></p><p>Anyway, that's just my take based on how I've seen them played in our group. Your mileage may vary.</p></blockquote><p></p>
[QUOTE="fba827, post: 4631445, member: 807"] I have seen two wizards in our groups (one was a wizard I DMed for in my campaign and one was a wizard I played along side of in another campaign). In both cases, the wizards have been as effective as anyone else in our "typical" battles. They also have several skills that also key off their primary stats so they can usually excel exceptional at whatever skills they take (such as for monster knowledge or other skill checks). It's hard for me to remember a time that one of our wizards wanted to know something about the monsters and actually failed a monster knowledge check. And if we're fighting minions they wipe the floor before anyone else can even get in to position. Sure, they can not take out any non-minion in a single attack - in fact, when it comes to single target damage they are on the low end comparatively... but that's because that's not their forte. They can damage multiple targets at once making it that much easier for several targets to go down the next round. If you're looking for single-target damage them you're probably looking for something to fit the striker role (maybe a warlock, just change the flavor). They have their weaknesses, they have their strengths. If your group's encounters always focus on their weaknesses (like single enemy big elite solo battles) then the wizard will appear weak. If the group's encounters always have swarms of minions then the wizard will seem like a god. Just have to realize what roles you have the party and mix it up so that everyone has a chance to shine. Other roles have their own strength and weakness factors for encounters (like strikers are weaker against lurkers but great against brutes, and so on). Anyway, that's just my take based on how I've seen them played in our group. Your mileage may vary. [/QUOTE]
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