Wizard: Interested in PF2 play experience


Pathfinder Second Edition General Discussion

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Aldaron79 wrote:
Physical Boost seems out of combat only.

Physical Boost is basically in-combat only. Since it only lasts for 1 action, most DMs only allow it for instantaneous actions.

And in-combat you rarely use it because it is range touch. Not to mention that it's a feel-bad power because even when you get it off, it rarely changes the outcome so you don't feel you contributed.


NemoNoName wrote:
Aldaron79 wrote:
Physical Boost seems out of combat only.
Physical Boost is basically in-combat only. Since it only lasts for 1 action, most DMs only allow it for instantaneous actions.

Athletics check for Force Open, Jumps, Climb, Swim; Acrobatics Checks for Balance, Squeeze; Fortitude save and Reflex save you know about before hand; using Acrobatic Performer for any use of Perform, ect. So there are a lot of chances for it to come up out of combat. It's up to the DM if these kinds of situations come up though.

NemoNoName wrote:
And in-combat you rarely use it because it is range touch.

Reach Spell can also help it's usefulness as you don't have to hug the person you're using it on to use it. This is useful in and out of combat.


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Deriven Firelion wrote:

I'd like to hear some real play experience with the PF2 wizard. So far this class seems extremely underwhelming compared to every other class. No one in my group can find a reason to play one other than as a multiclass. I like to hear about real experience versus theoretical or low level.

What is your experience with the following:

1. Incapacitation Trait: This affects every fight against any challenge that is even 1 level above the group. It affects how you must align your spell slots since even minion level mobs at high level are usually equal or a few levels lower in major encounters.

For example, if you're level 12 you will fight some minions that are level 8 to 10 requiring 4th and 5th level slots to affect with incapacitation spells. And these lower level minions often are easily killed, less of a threat, and often not worth using incapacitation spells against.

2. Domination/Charm: What is your experience with domination and charm in PF2? Both have the incapacitation trait. Have you been able to effectively use these to acquire a servant creature that is effective against the enemies you fight at your level?

3. Summons: Have the summons you have access to at your highest level been effective fighting enemies you fight at max level? Are they worth using?

4. Shapechanging: Have your shapechange spells been effective? Can a wizard use a shapechange spell and be effective? Have you found wizard builds that allow you to make Shapechange effective like multicassing with monk for flurry?

5. What spells are most effective as you level?

I've had great success with my wizard. I play PFS and I just hit level 8.

First you are too focused on incapacitation stuff. Paizo nerfed the hell out of save-or-suck spells but a lot of wizards are still trying to build that was for 2e and feeling bad about themselves.

Same for summons. Summons are much worse now. No feats to support them, the spell itself is less powerful, etc. On occasion you MAY run into a niche minion that just really fits a situation but it's rare that summons are super good.

I have no experience with shapechange, it didn't look good enough to start using imo.

As for what IS effective. Truestrike is amazing. With the linear math in 2e truestrike is REALLY good. Cast it before just about any spell attack roll. My wizard uses hand of the apprentice with it alot.

Early levels magic weapon is S tier.

Darkness has been our MVP spell and trivializes half the encounters we face. But most my local society players were excited to play goblins so we have a ton of darkvision (I'm a cave elf). If you don't have a party full of DV then you might see if your party is interested in gaining it other ways: Goggles, elixers, or if you are paired with an alchemist in party have him give it to everyone.

Giving your martials great invis is super strong. Obviously great on a rogue, but is shockingly good on your barbarian/fighter too. Always having flat footed in 2e is not just 10% higher chance to hit but often 10% higher chance to crit.

Resilient is my go to save-or-suck when i just absolutely want it. The boss at the end of our last adventure MADE his reflex save and was still stuck in a bubble the entire encounter. He was a caster and only had 1 dispel magic (and failed his counter check). He spent the entire combat wacking at it and never getting through the hardness.

As mentioned I'm a cave elf. I also have both nimble and fleet. And I cast 2nd level longstrider twice a day. 50ft movement speed on a ranged can get stupid. Twice we would have TPK'd but I threw haste on myself and each round was stride/stride/cast and they couldn't get in melee range.

Honestly I think it is one of the stronger classes. Perhaps not THE strongest in combat but it is in the top half and has lots of utility to make up for it. Although the APG helped a ton the class I think needs help is alchemist.

Liberty's Edge

Midnightoker wrote:
Aldaron79 wrote:
And a 1 action Warped Terrain won't probably be of use much if ever.

I don't see how you can make that judgement.

A hallway, forcing movement through a more favorable terrain, forcing the use of stride over step by proxy of limiting an opponents movements via surroundings.

I mean it's a Focus Point spell, so you'd probably want to spend for the higher action versions, but it depends heavily on what you managed to do alongside that 1 action cast as well (such as another battlefield control spell).

But statements like "my 1 action spell that limits actions of my opponents" and "won't probably be of use much if ever" shouldn't be used in the same sentence.

Regardless of the placement, the duration is 1 minute, so it is not like it doesn't hold value for more than the turn it is cast (so your team can use that terrain to its advantage).

What higher actions? You got 2, warped terrain or Invisibility Cloak. The second one won't see use during combat.

And most people that commented here said that they haven't use it much if at all.


Pathfinder Adventure Path Subscriber

Invisibility cloak is amazing. It heightens to 10 minutes pretty quickly and then to a whole hour. An illusionist can basically be invisible all the time. The only reason you won't be using it in combat is because you are probably already invisible going into combat.


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Aldaron79 wrote:
Midnightoker wrote:
Aldaron79 wrote:
And a 1 action Warped Terrain won't probably be of use much if ever.

I don't see how you can make that judgement.

A hallway, forcing movement through a more favorable terrain, forcing the use of stride over step by proxy of limiting an opponents movements via surroundings.

I mean it's a Focus Point spell, so you'd probably want to spend for the higher action versions, but it depends heavily on what you managed to do alongside that 1 action cast as well (such as another battlefield control spell).

But statements like "my 1 action spell that limits actions of my opponents" and "won't probably be of use much if ever" shouldn't be used in the same sentence.

Regardless of the placement, the duration is 1 minute, so it is not like it doesn't hold value for more than the turn it is cast (so your team can use that terrain to its advantage).

What higher actions? You got 2, warped terrain or Invisibility Cloak. The second one won't see use during combat.

And most people that commented here said that they haven't use it much if at all.

higher action versions of Warped Terrain, i.e., casting it with 2 or 3 actions instead of 1.


Ishyna wrote:


Same for summons. Summons are much worse now. No feats to support them, the spell itself is less powerful, etc. On occasion you MAY run...

Summons can be very effective in providing flanking (though it depends on party composition whether that's useful) and special attacks or abilities. Positioning - blocking corridors and doorways or just eating up attacks from unintelligent opponents helps. They won't reliably hit high AC opponents (even with flanking) but it is a nice bonus if they do. So they are situational, but will get stronger as bestiary options get added.

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