| Matthew Koelbl |
So, another preview of the Essentials line is out, this time focused on the Wizard.
We started off with yet another disclaimer about how compatible this line is with existing material, etc. Then we get into the meat of the preview, the new Wizard build showing up in Essentials, known as the Mage.
I'm getting the sense that even though a player can take these subclasses and mix-and-match them with general content, they are focused enough that they are really emphasizing the build's name as a way of establishing it as a distinct entity. Which might be one solution for those concerned that Essentials could cause confusion over 'what type of wizard are you playing' - someone with a wizard from the PHB might just call themselves a Wizard (or a Staff Wizard), while someone using Essentials might call themselves a Mage.
In any case, what the Mage actually is... is a classic wizard Specialist.
It looks like Essentials has three schools for them - Enchantment, Evocation, and Illusion. I wouldn't be surprised if we see more schools whenever Arcane Power 2 (or the equivalent) shows up.
In any case, these are all builds one can certainly create already from existing content via appropriate feats and spells - the goal here, though, more seems to be giving new players something they can sit down with right out of the box, rather than needing to look through all the options and try and figure out the right choices on their own.
We have both a standard level table, and a spells per day table. These again seem to just be saying the same exact things already existing in the books - just presenting it in a more classic format. I imagine both to appeal to older players... and because, honestly, it makes the information easier to understand.
We have some class features tied to spell school - the Apprentice Mage ability at levels 1 and 4, Expert Mage at levels 5 and 8, and Master Mage at level 9. We don't get to see the benefits in this preview.
I suspect that the level 1 power will be on par with other initial class features, while the later ones provide various rituals or similar abilities. Thus, making up for the lack of Ritual Caster, while providing elements that support whatever school the character has chosen. But right now, that's just my theory.
Final details focus on At-Wills. It looks like all Mages will get Magic Missile in addition to 2 other At-Wills - I wouldn't be surprised, when Essentials hits, if there is Errata that does the same for all Wizards.
We also see three new At-Wills. WotC have learned well how to design Wizard spells - we've got Arc Lightning for some serious ranged multi-target power, along with two effective control powers.
All in all, I continue to like the direction they are taking things. It all feels very familiar with the existing material, but more finely tuned, easier to understand, and perhaps even with a bit more flavor within the text itself. I'm curious to see the unique abilities of each specialist mage.
I'm also curious whether other classes will have similar themes to focus around. For Warpriests we have Domains, for Mages we have spell Schools. What will we see for Fighters and Rogues? I'm guessing fighters might have Weapon Schools of some sort, and no ideas for Rogues - any theories?
| Blazej |
I do like the way these classes are looking now. Schools of magic, prepared encounters, dailies, and utility powers, auto-hit magic missiles. Woo!
The At-Will powers look awesome. I really do favor the enchantment at-wills at the moment, but the arc lightning looks very appealing as well.
I agree with the guess that fighters might have weapon schools. Maybe it will have no daily powers and, instead, just have the ability to power up an attack a number of times per extended rest.
For the rogue, maybe they will reduce the restrictions on what weapons they have to wield or just reduce the penalties for wielding non-rogue weapons.
| Matthew Koelbl |
They've had some spells that work like this since last November. The key is to keep the damage on them limited so they aren't as abuseable. They become useful sources of reliable, but small, damage.
I mean, from the start of 4E you have had a ton of powers that still work on a miss or apply an effect automatically - they just were mostly all Daily powers. Encounter or At-Will powers were less likely to do so, but some still did. Even in the PHB, Fighters had Reaping Strike that did damage on a miss, and Wizards had Cloud of Daggers that deals automatic damage whether you hit or miss...