Worst 4th Ed Class

Worst Class(es) in 4th Ed? may choose more then one.

  • Cleric

    Votes: 18 7.2%
  • Fighter

    Votes: 8 3.2%
  • Paladin

    Votes: 35 13.9%
  • Ranger

    Votes: 10 4.0%
  • Rogue

    Votes: 7 2.8%
  • Warlock

    Votes: 40 15.9%
  • Warlord

    Votes: 30 12.0%
  • Wizard

    Votes: 65 25.9%
  • Barbarian

    Votes: 7 2.8%
  • Bard

    Votes: 8 3.2%
  • Druid

    Votes: 6 2.4%
  • Invoker

    Votes: 16 6.4%
  • Shaman

    Votes: 14 5.6%
  • Sorcerer

    Votes: 12 4.8%
  • Warden

    Votes: 15 6.0%
  • Swordmage

    Votes: 21 8.4%
  • None, while some stand out as great, none are "below par" as it were.

    Votes: 78 31.1%
  • None, all are awesome and balanced.

    Votes: 16 6.4%

I'd prefer a knightly paladin to a god-powered beat-down factory, but I understand that the latter is probably more generally appealing.
A quibble: 4e paladins are more like 'beat-on factories'. Their main ability is to take an enormous amount of damage each fight.

As for worst class... can't say yet. Our cleric and warlock players were nonplussed by their characters, but, coincidentally enough, they were also nonplussed by the system in general.

I'm wondering if the later controllers will make the wizard uninteresting. So far our wizard player has no complaints, but he also has a terrific character, in the non-mechanical sense, so that's probably influencing his opinion.
 

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I'm curious to know if all the people who voted for wizards think they are too weak or too powerful. While I agree that having an at-will power that is strictly weaker than an invoker at-will power makes me sad (and begs for a house rule), if you think wizards are too weak I suspect you're choosing the wrong dailies. If anything, the vast power gap between similar-level daily powers is the worst thing about the wizard. (Web vs. Stinking Cloud? Not even in the same ballpark.)
 


Does it matter? All 4e characters have the same class anyways, right? ;)

*runs*

Seriously, I didn't vote for any. Granted, I haven't seen them all in play, but so far none stick out at me as bad. Certainly none stick out as badly as CoDzilla and Trippy McChainfighter vs. Bard, Sorcerer, or Monk.
 

I'm curious to know if all the people who voted for wizards think they are too weak or too powerful. While I agree that having an at-will power that is strictly weaker than an invoker at-will power makes me sad (and begs for a house rule), if you think wizards are too weak I suspect you're choosing the wrong dailies. If anything, the vast power gap between similar-level daily powers is the worst thing about the wizard. (Web vs. Stinking Cloud? Not even in the same ballpark.)

Perhaps just... boring? DPS does not necessarily equal fun, you know...
 
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No idea re: the shaman, but the DDXP Barb appeared to add Con to AC, rather than Dex. (It was miscalculated, but even so.)

EDIT: But if the Thaneborn Barb adds Cha to AC, I'm just going to lose it. That would be absolutely absurd.
Did it? I wondered what was up, but there wasn't any way to make the math work. With a miscalculation, how can we tell if it was miscalculated up or down?
 

A quibble: 4e paladins are more like 'beat-on factories'. Their main ability is to take an enormous amount of damage each fight.

Aint that the truth. I've been playing a Paladin in our group since just after 4E came out. We've been doubling our XP, so we advence quicker and we're up to 8th level now. The amount of pounding that my guy takes has become kind of a running joke in our campaign. I get pummeled every combat, while our Cleric and Wizard never get touched. I think I'm performing a valuable service to our party, but it isn't partulcarly fun to get pounded and then take a swipe with your sword (in my case a +2 Vicious Flail).

We are going to be switching to a new campaign / new DM as soon as PHB2 comes out and I've gotten my dibs on a striker, probably a rogue. We've had a hard time convincing anyone that it would be fun for them to be a defender. I'm thinking though that it might just be a something with the Paladin that makes that role a little uninteresting. The fighter and Warden seem much more interesting in terms of both powers and flavor.
 


We've had a hard time convincing anyone that it would be fun for them to be a defender. I'm thinking though that it might just be a something with the Paladin that makes that role a little uninteresting. The fighter and Warden seem much more interesting in terms of both powers and flavor.
A great weapon fighter is seriously fun. When you do striker-like damage, the mark is awesome. I like to loom menacingly over the table when a marked monster is thinking of hitting one of my buddies. :)
-blarg
 

A great weapon fighter is seriously fun. When you do striker-like damage, the mark is awesome. I like to loom menacingly over the table when a marked monster is thinking of hitting one of my buddies. :)
-blarg

I was actually thinking this might be one way to make a defender more fun. My Paladin is really set up to be a defensive master. He wears plate and carries a large shield. However, if you made a fighter that had a gigantic axe or hammer, wore scale and had no shield, you would be much more nimble and would deal out damage almost on par with a striker. I've made a couple of these guys in the Character Builder (this is the best use I've found for the character builder... testing out potential character combinations). Being able to deal 3d12+7 as a first level character is pretty hardcore.
 

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