By the way, I like what they did with swarms. It’s very flavorful and in line to have them be half damage on normal attack and vulnerable to Area and Close effects. Kind of like getting a head shot on Zombies when you crit. I really like what they did with creature types so far.]]>
The Wizard is coming along, and it looks like I’m going Cold based. I almost went for the Illusionist powers that WotC put out, but the cold spells stood out to me a little more. Lots of slow and immobilize effects. Thunderwave looks good as an At-Will power (Close Blast 3, 1d6 + Int and push X squares) to keep things away from me.
I’m a little disappointed with the picks for Wizard Paragon. Nothing stands out to me like the choices for Cleric did.]]>
I think with one of those Strikers leaving and the party make up changing as it is, things will probably go better in the future.
What was kind of funny is that the old party (Paladin, Wizard, Warlock, Melee Ranger, Melee Cleric, Rogue) was amazing at destroying solos but had trouble with larger groups. The new party (Vengeance Paladin, Two Handed Fighter, Warlock, Wizard, Warlord, Rogue) will be a bit better at keeping the bad guys where they want them.
It’s also cool that we get to see both of the classes we were missing.]]>
Seriously though, it was a series of unfortunate events that ended that Ettercap, timing was on our side for that part at least: which is fortunate, I might add, because if it hadn’t been, it would have probably been the end of all of us.]]>
Next is what I learned about the battle cleric style. First of all, again you need AC and HP, but you also need was to get more bonus to attack. Most of your powers work off of hitting things, this means a high strength, feat bonuses, magic weapon bonuses, and good tactics (aka combat advantage) are all necessary to make sure you stay effective as you fight harder monsters.
I think next time I’m playing a Cleric I’ll want to try the ranged version. They seem to be more about weakening enemies while buffing your party. Although they seem to have less ways to give out healing surges (it was brought to my attention that the melee versions get them more because they’ll need them to give surges to themselves) they seem more powerful as they can affect a larger area of the battlefield. Plus they can just concentrate on Wisdom and Charisma while the battle cleric needs Strength, Wisdom, Charisma, and Constitution. Besides I am finding it’s not the damage part of combat I like it’s the status effects which have a lot more strategy. This is why my replacement character is going to be a Wizard that is more about controlling the battlefield.]]>