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Your thoughts on the 4E bard and other classes?
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<blockquote data-quote="Turtlejay" data-source="post: 5103519" data-attributes="member: 70267"><p>Wow, well. . .Fighter is probably one of the favored classes of 4e so far. Your opinions are *yours* though, and nobody should try and tell you they are wrong. Some of us may have differing ones, but . . .well, let me just give you mine, based on play experience:</p><p> </p><p>Warden: Good defender in a different way than the fighter. Lots of fun ways to build these guys. Tough to kill.</p><p> </p><p>Ranger: Two classes in one, the Archer Rangers are like artillery, they part and shoot at whatever needs it. Melee rangers can be fragile, but are able to pile on serious damage where it's needed. Great at DPS and pretty good skill-wise. </p><p> </p><p>Sorcerer: Lots of ways to go with this one, the different builds play differently. Give it another go, they can be strikery, and a minion's worst nightmare. </p><p> </p><p>Invoker: Great in their role as Controller, and our Invoker also had some wonderful buffs, making his Leader secondary very nice, too. </p><p> </p><p>Shaman: My one experience playing with one was good, he kept the party healed and managed the most battlefield control. I don't like their at-wills. . . </p><p> </p><p>Warlock: With the new feats their DPS approaches the rest of their striker kin, and their curse is a dual purpose damage/effect ability. Teleport, buff, etc, Warlocks can be a lot of fun to play. </p><p> </p><p>Paladin: With DP they can be very effective Defenders with tendencies towards Striker or Leader. Tough to kill.</p><p> </p><p>Warlord: Can be built to be support/buffing leaders, and can get decent healing, too. They work best when you are in a party with some great melee basic attacks. </p><p> </p><p>Rogue: Take some skill to get Combat Advantage consistently. If they can do that, they are the most accurate class, with high (especially brutal rogues) DPS, good mobility, and important class skills. </p><p> </p><p>Barbarian: A blast to play, you turn off your head and turn on your muscles.</p><p> </p><p>Wizard: Will never be the striker you want it to be, instead they are awesome (if built this way) at Crowd Control and Minion duty. Take advantage of their free rituals and Cantrips.</p><p> </p><p>Avenger: Like the Rogue, tricky to play, since your Censure target has requirements in order to work right. Rarely get their bonus damage, but often roll twice to hit, which makes them very accurate. Good DPS.</p><p> </p><p>Druid: Like the wizard, they have cool class abilities and skills, but they have hands down better at-wills, and more of them. Possibly better at controlling than wizards.</p><p> </p><p>Fighter: The favorite of 4e, their mark is awesome, their powers are great, and there are dozens of good ways to build these guys. If you don't know what you want to play, play a fighter. </p><p> </p><p>Cleric: *can* be the best healers, but melee clerics get one of the best buffs in the game, and they have a good selection of powers that help remove conditions and basically make their team better.</p><p> </p><p>Swordmage: Different builds work differently, but in our highly mobile group, the highly mobile swordmage is the leader. His mark doesn't trigger often, but he manages to direct the flow of battle and take most of the hits for the team. Shielding Swordmages auto-DR is very nice, if a little less exciting.</p><p> </p><p>Assassin: Like the Rogue and the Warlock had a twisted baby, the Assassin is mobile like the Rogue and shady like the Warlock. Can be fun, but won't win any DPS awards.</p><p> </p><p>There are my opinions. I'd advise being a little more flexible with retraining as you learn the rules. People might be surprised by how things play compared to how they look on paper.</p><p> </p><p>Jay</p></blockquote><p></p>
[QUOTE="Turtlejay, post: 5103519, member: 70267"] Wow, well. . .Fighter is probably one of the favored classes of 4e so far. Your opinions are *yours* though, and nobody should try and tell you they are wrong. Some of us may have differing ones, but . . .well, let me just give you mine, based on play experience: Warden: Good defender in a different way than the fighter. Lots of fun ways to build these guys. Tough to kill. Ranger: Two classes in one, the Archer Rangers are like artillery, they part and shoot at whatever needs it. Melee rangers can be fragile, but are able to pile on serious damage where it's needed. Great at DPS and pretty good skill-wise. Sorcerer: Lots of ways to go with this one, the different builds play differently. Give it another go, they can be strikery, and a minion's worst nightmare. Invoker: Great in their role as Controller, and our Invoker also had some wonderful buffs, making his Leader secondary very nice, too. Shaman: My one experience playing with one was good, he kept the party healed and managed the most battlefield control. I don't like their at-wills. . . Warlock: With the new feats their DPS approaches the rest of their striker kin, and their curse is a dual purpose damage/effect ability. Teleport, buff, etc, Warlocks can be a lot of fun to play. Paladin: With DP they can be very effective Defenders with tendencies towards Striker or Leader. Tough to kill. Warlord: Can be built to be support/buffing leaders, and can get decent healing, too. They work best when you are in a party with some great melee basic attacks. Rogue: Take some skill to get Combat Advantage consistently. If they can do that, they are the most accurate class, with high (especially brutal rogues) DPS, good mobility, and important class skills. Barbarian: A blast to play, you turn off your head and turn on your muscles. Wizard: Will never be the striker you want it to be, instead they are awesome (if built this way) at Crowd Control and Minion duty. Take advantage of their free rituals and Cantrips. Avenger: Like the Rogue, tricky to play, since your Censure target has requirements in order to work right. Rarely get their bonus damage, but often roll twice to hit, which makes them very accurate. Good DPS. Druid: Like the wizard, they have cool class abilities and skills, but they have hands down better at-wills, and more of them. Possibly better at controlling than wizards. Fighter: The favorite of 4e, their mark is awesome, their powers are great, and there are dozens of good ways to build these guys. If you don't know what you want to play, play a fighter. Cleric: *can* be the best healers, but melee clerics get one of the best buffs in the game, and they have a good selection of powers that help remove conditions and basically make their team better. Swordmage: Different builds work differently, but in our highly mobile group, the highly mobile swordmage is the leader. His mark doesn't trigger often, but he manages to direct the flow of battle and take most of the hits for the team. Shielding Swordmages auto-DR is very nice, if a little less exciting. Assassin: Like the Rogue and the Warlock had a twisted baby, the Assassin is mobile like the Rogue and shady like the Warlock. Can be fun, but won't win any DPS awards. There are my opinions. I'd advise being a little more flexible with retraining as you learn the rules. People might be surprised by how things play compared to how they look on paper. Jay [/QUOTE]
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