Had a good gaming session on Saturday night so I can add a few thoughts on the Hybrid rules.
For starters I can honestly say that my hybrid fighter/wizard is very close to the actual concept I had for my character. That is, a proud Dragonborn warrior with a talent for magic. The bookish aspect of the wizard class is the only thing that still doesn't fit, and it irks me because the class otherwise fits nicely. At least in terms of the powers it gives me access to.
Speaking of which, I've abandoned the Controller role that the wizard is supposed to fill. I suppose my Thunderwave power can still be used to push enemies around but otherwise I don't have anything that affects a mob. This could come back to haunt the party. Or it might be something I can correct as I get to pick new powers at future levels. Assuming that the new controlling power still fits with my storm concept.
The figher's combat challenge, when I remembered to use it, was nice in that I managed to keep a hobgoblin from attacking our rogue who was in a tough spot. Being able to "mark" an enemy wasn't the reason behind creating a fighter hybrid but it did come in handy.
I got a kick out of the Brute Strike daily that the fighter side gave me. The fact that it's "reliable" means that at some point in the day, I am going to hit someone for triple damage. I missed twice on Saturday night, but because it was never expended I'll get to keep trying until I roll something higher than a 5.
I am wondering if the wizard powers (and I suppose any others that target anything other than AC) are going to fall behind the curve, so to speak. In 3.5 I always hated how at the upper levels (15 plus) my spells were always saved against simply because the monster's save bonuses were way higher than my DC could ever be. It seems like 4E hasn't fixed that as my hybrid enjoys a +10 with his bastard sword but a mere +6 with his spells. Throw in some flanking or combat advantage and the discrepency widens.
While I understand that most enemies will have higher AC than the other defences, I'm worried that Reflex/Will/Fortitude defenses will outpace my Int+1/2 char level bonus.
As for the rest of the hybrid mechanics, I haven't seen any flaw in terms of HP etc... I can take a fair bit of abuse but no more than anyone else in the party. Seems like WotC hit a nice balance with their numbers.
Over all, I'm pretty happy with the hybrid character I have. Happy enough to keep him until 8th level, assuming I can keep him alive that long. At that point I'll probably switch back to a pure class like a swordmage and do another comparison.
Showing posts with label controller. Show all posts
Showing posts with label controller. Show all posts
Monday, July 6, 2009
Thursday, January 15, 2009
Druids
Okay, the Sneak Peak article came out over a month ago, and I'm only commenting on it now. But as mentioned before, Druids have been one of my favorite classes for a while, and I thought I should take a look at what 4e has done to/for it.
The odd armor availabilities are something that any Druid player has come to expect, but it's nice to see that the weapons are no longer limited. The Primal power source, as with the Warden and Barbarian, nicely extends the 4e concept, and lets the Druids step away from their association with the Cleric and their divine magic.
I'm a bit disappointed that the Wild Shape ability doesn't confer any bonuses from the form you take, especially speed. Perhaps there will be Feats that allow this?
The Druid has a special condition on their At-Will attack powers -- that at least one but not all of them must have the Beast keyword. I can see the reasoning behind it, but I think this is a rule that will be forgotten by players and DMs alike. 4e has been trying to get rid of the exceptions, and this is a step backwards, especially for those who have gotten fully into that mindset of 4e -- the "regularity" of the rules.
I like the Wild Shape power, though. Being an At-Will Minor action that has a built-in shift from beast- to humanoid-form, a character could essentially get three shifts in a round if needed -- minor, move and standard actions -- perhaps to get out of a sticky situation, or to help sneak behind a foe to give a party member some flanking.
The Beast keyword powers and the non-Beast ones make a nice balance for feral, animal-form combat and the raw, natural, elemental powers. At first I wasn't really sure about the Controller role that these powers were supposed to provide, but as a whole, I suppose they do the job; the Burst powers are what come to mind for Controllers, for me: someone who is affecting large numbers at once. Each of the single-target powers instead "control" their target by forcing them to move, either willingly (to avoid ongoing damage) or not, which I suppose, too, is a form of control.
It's not a bad class, so far, but I have to admit, it doesn't pique my interest as much as the Druid has in the past. I think part of it is, again, the fact that everyone has powers now, so the wizard/cleric/druid don't feel as special. The Druid, like the Cleric, was always the hybrid spellcaster, designed with a little bit of melee combat in mind. But I'm not feeling the uniqueness of this class over any other. The Primal power source gives it the bestial flavor, but my beast form isn't anything other than the key to unlocking half of my powers and a source of lice.
The odd armor availabilities are something that any Druid player has come to expect, but it's nice to see that the weapons are no longer limited. The Primal power source, as with the Warden and Barbarian, nicely extends the 4e concept, and lets the Druids step away from their association with the Cleric and their divine magic.
I'm a bit disappointed that the Wild Shape ability doesn't confer any bonuses from the form you take, especially speed. Perhaps there will be Feats that allow this?
The Druid has a special condition on their At-Will attack powers -- that at least one but not all of them must have the Beast keyword. I can see the reasoning behind it, but I think this is a rule that will be forgotten by players and DMs alike. 4e has been trying to get rid of the exceptions, and this is a step backwards, especially for those who have gotten fully into that mindset of 4e -- the "regularity" of the rules.
I like the Wild Shape power, though. Being an At-Will Minor action that has a built-in shift from beast- to humanoid-form, a character could essentially get three shifts in a round if needed -- minor, move and standard actions -- perhaps to get out of a sticky situation, or to help sneak behind a foe to give a party member some flanking.
The Beast keyword powers and the non-Beast ones make a nice balance for feral, animal-form combat and the raw, natural, elemental powers. At first I wasn't really sure about the Controller role that these powers were supposed to provide, but as a whole, I suppose they do the job; the Burst powers are what come to mind for Controllers, for me: someone who is affecting large numbers at once. Each of the single-target powers instead "control" their target by forcing them to move, either willingly (to avoid ongoing damage) or not, which I suppose, too, is a form of control.
It's not a bad class, so far, but I have to admit, it doesn't pique my interest as much as the Druid has in the past. I think part of it is, again, the fact that everyone has powers now, so the wizard/cleric/druid don't feel as special. The Druid, like the Cleric, was always the hybrid spellcaster, designed with a little bit of melee combat in mind. But I'm not feeling the uniqueness of this class over any other. The Primal power source gives it the bestial flavor, but my beast form isn't anything other than the key to unlocking half of my powers and a source of lice.
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