DND 4ed Jibber Jabber
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So my cousin decided he wants to run a 4e DND game via roll20.net. Pretty cool site really, very good tabletop feel to it for a virtual replacement. I've decided to play a Wizard with a heavy focus on control (rest of the party are Rogue, Swordmage & Warlord.) Anyone have experiences or tips to share? From what I've seen so far, the wizard is pretty enjoyable. It's wierd being able to do so much at 1st level.
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Unlike 3e, in 4e it is extremely hard to screw up a character. 4e has a distinct arcade feel to it, if you ask me. Don't think you need any tactical or character building advice really. But if you have a specific concept in mind, we could help you construct a suitable build.
As a general tip, you'll have lots of powers and abilities and may just forget to use an important one when you need it. I'd write them down on cards for better reference. -
Yeah I see what you mean about it being hard to screw up. After a minimal amt of research & decided to go w/ a Staff Wizard, despite Orb being a better implement for a Controller in general. I just prefer staves. The increased survivability from Staff of Defense & having CON as a secondary stat probably won't go to waste as my cousin tends to run rather lethal games. I think I did a pretty good job of varying my spells between the different defenses. I suspect I'm going to kick myself for not taking Thunderwave at some point, maybe eventually I'll have enough aoe encounter spells to safely drop Scorching Burst from my repertoire & replace it with Thunderwave. Or conversely pick up some good Close spell choices as future Encounter powers.
And I did make some power cards, thanks. The program we used to make character sheets also creates cards for all your powers, which is really handy.
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Yeah, go for a staff, you won't cripple the build. On my last wizard i even took armor proficiency. :)
Thunderwave is very situational. It can have brilliant effect if well placed. I find it most useful in groups that lack in skirmisher department and then again almost useless in larger groups with many meleers.
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Staff Expertise is one of the best feats ever. +1 AB with all implement attacks, plus you don't provoke attacks of opportunity for area or ranged spells/powers used through the staff…also gives reach to melee attacks but you probably don't care about that.
Thunderwave is amazing, but there are other -great- Wizard at-wills. I think Winged Horde is the best.
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Sadly no Winged Horde for me. We're not implementing any of the Dragon Magazine powers - not yet at any rate. We're all brand new to 4e & he wants to get his feet under him w/ the core sourcebooks first, which I can understand. I did opt for the extra At-Will for being Human, but went with Ray of Frost because Slow, Scorching Burst because minion management & magic missile because magic missile.
I realize it's a shadow of its former self, but I'm a wizard and dammit, magic missile.
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Slightly off-topic, but there is this hilarious Shadar-Kai wizard build that uses magic missile as a basic melee attack, and then charges with it. Does pretty good damage for an auto-hit. Weird huh?
Thunderwave is better for its abusable powers later on, but it doesn't matter if you're just getting a feel for 4e. Just have fun with it, then.
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My friend runs a 4ed Warhammer Fantasy campaign (basically using 4ed rules with certain Warhammer elements and the lore/background) and it's pretty fun. Definitely took some getting used to, but it isn't as bad as I was expecting it to be, after hearing all the rage and disdain about it. I rolled a barbarian with an execution axe, and holy hell does that she rip things to shreds.