Hello there community.
I have always been a fan of the battlemage builds/mechanics and i would like to know is something alike that is even remotely possible on the current state of the control wizard, as i have not accesed the beta yet.
Cheers
Post edited by noctournous93 on
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Comments
quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
No, not currently. Each class has a specific weapon or implement. The Control Wizard uses an orb, and has no way of using a sword or other melee weapon.
I have been reading about some leaked info for a variety of classes, one includes the swordmage.
Also i found a video from a developer talking about the classes on release, and they will be around 10.
So the chance of a battlemage alike class its interesting
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
We are not going to get 10 classes on release day for the game. The only two other classes that people started data-mining were Warlock and Ranger anyway, so chances of a "battle-Mage" are low until well after release. So it will be a bit after release and most likely with a content update.
well warlock and ranger are pretty fine for my taste, specially a scourge-warlock
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zavon01Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 13Arc User
edited February 2013
Could you maybe discuss what you mean by a battlemage?
Because the wizard in D&D 4th Edition, and subsequently this game, is primarily a "Controller". A controller is a role, that some classes fill, with the job of controlling the battle field. It is their job to deny enemies actions, create barriers, or move enemies into a more favorable position for the group.
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denkasaebaMember, Neverwinter Beta UsersPosts: 0Arc User
Could you maybe discuss what you mean by a battlemage?
Because the wizard in D&D 4th Edition, and subsequently this game, is primarily a "Controller". A controller is a role, that some classes fill, with the job of controlling the battle field. It is their job to deny enemies actions, create barriers, or move enemies into a more favorable position for the group.
I think that, as long as you take damage feats and a damage paragon path (and maybe you get +power equipment), the CW will be definitely able to deal at least some damage. Maybe not as much damage as a true ranged striker, but at least some... even without giving up too much controlling.
We'll see which will be the optimal build for damaging wizards, since i think (as for other classes) there will be a "pure controlling" path, a "leaderish" path and a "damage" path.
Dilige, et quod vis fac (Love, and do what you will)
I think that, as long as you take damage feats and a damage paragon path (and maybe you get +power equipment), the CW will be definitely able to deal at least some damage. Maybe not as much damage as a true ranged striker, but at least some... even without giving up too much controlling.
Since the feats in this game are like a tech tree(limited options)...I really don't see this happening.
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denkasaebaMember, Neverwinter Beta UsersPosts: 0Arc User
Could you maybe discuss what you mean by a battlemage?
Because the wizard in D&D 4th Edition, and subsequently this game, is primarily a "Controller". A controller is a role, that some classes fill, with the job of controlling the battle field. It is their job to deny enemies actions, create barriers, or move enemies into a more favorable position for the group.
A controler manipulate creatures by slowing them or disrupting there ability to attack.
A Battlemage is all about dmg spells and area effects.
When you look at the control video you can see the Dev have things out of wack a control Wizard would want spells like Ray of Frost, Illusory Ambush. These spells control a creature by slowing it Ray of Frost or lowering its attack with Illusory Ambush.
A Battlemage wants spells like Magic Missle ray attacks things that do massive dmg.
I also perfer the Mastery of Staff of Defense instead of the orb thing since I only wearing cloth.
I hope its not just some set spells if I cant customize my character based on 4th edition rules what the point I dont want static Wizard and this is what it does that so out date.
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
A Battlemage wants spells like Magic Missle ray attacks things that do massive dmg.
I think the OP meant "Battlemage" to mean a warrior-mage, so a spellcaster that also uses weapons and fights in melee, not just a damage-focused wizard. Like the Swordmage.
What you're asking for is, I think, very likely to happen after release. Just not for release. Although it might be a Warlock or Sorcerer, not a Wizard.
A controler manipulate creatures by slowing them or disrupting there ability to attack.
A Battlemage is all about dmg spells and area effects.
When you look at the control video you can see the Dev have things out of wack a control Wizard would want spells like Ray of Frost, Illusory Ambush. These spells control a creature by slowing it Ray of Frost or lowering its attack with Illusory Ambush.
A Battlemage wants spells like Magic Missle ray attacks things that do massive dmg.
I also perfer the Mastery of Staff of Defense instead of the orb thing since I only wearing cloth.
I hope its not just some set spells if I cant customize my character based on 4th edition rules what the point I dont want static Wizard and this is what it does that so out date.
I've never heard of a 4th Edition "Battle Mage". There is the "War Wizard" which is still primarily a controller, which focuses more on damage dealing spells rather than area of effect spells.
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ashrox10Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
I've never heard of a 4th Edition "Battle Mage". There is the "War Wizard" which is still primarily a controller, which focuses more on damage dealing spells rather than area of effect spells.
ReferencesEdit
↑ 1.0 1.1 1.2 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition, p. 169. Wizards of the Coast. ISBN 0-7869-4867-1.
Control Wizard
Your favorite powers restrict your enemies in various
ways—crushing them in the coils of a lightning
serpent, trapping them in a cloud of noxious vapor, or
encasing them in ice. Intelligence drives your attack
powers, so make it your highest ability score. Wisdom
can help you maintain control over your enemies if
you choose the orb of imposition form of Implement
Mastery, so it should be your second-best score. Make
Dexterity your third best score. Putting a good score in
Constitution can help you stay alive by increasing your
hit points and healing surges, as well as contributing
to your Fortitude defense. If you choose the staff of
defense form of Implement Mastery, your Constitution
can also help your other defenses. Select powers that
help you control the battlefield and make the best use
of your high Wisdom score.
Suggested Feat: Improved Initiative (Human feat:
Human Perseverance)
Suggested Skills: Arcana, Diplomacy, Insight,
Nature
Suggested At-Will Powers: cloud of daggers,
thunderwave
Suggested Encounter Power: icy terrain
Suggested Daily Power: sleep
War Wizard
Your delight is in powers that deal damage—lots of
damage, to many foes at a time. Enormous bursts of
fire, searing bolts of lightning, and waves of caustic
acid are your weapons. Intelligence is your most
important ability score. Dexterity should be your
second-best score, and it is important if you choose the
wand of accuracy form of Implement Mastery. Make
Wisdom your third-best score. You might instead
choose the staff of defense form of Implement Mastery,
which lets your Constitution aid your defenses against
some attacks. Even if you don’t, Constitution increases
your hit points, healing surges, and Fortitude defense.
Select powers that deal lots of damage and that make
the best use of your high Dexterity score.
Suggested Feat: Expanded Spellbook (Human
feat: Action Surge)
Suggested Skills: Arcana, Dungeoneering, History,
Religion
Suggested At-Will Powers: magic missile, scorching
burst
Suggested Encounter Power: burning hands
Suggested Daily Power: acid arrow
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zavon01Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 13Arc User
ReferencesEdit
↑ 1.0 1.1 1.2 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition, p. 169. Wizards of the Coast. ISBN 0-7869-4867-1.
Maybe I misunderstood. I though we were talking about classes, not paragon paths.
As for z69evermoon, the War Wizard, which I already mentioned above (showing me you aren't even reading my responses) is still a controller!!!!!!!!!
I'm eager to see if they expanded the roster, 5 is pretty limited. I certianly hope they add more. I wish they would of opted for a different race other than drow.......sooo boring. how about a reptilian species or maybe gnome, although halfling is much the same.
Probablly like DDO, classes wil become available after updates. I hope we at least get a rnger and a lttle more variances of the wizard class like the striker roles. Don't really care about the monk, however the ninja class would be cool, especially if they have skills like scorpion and sub-zero of MK.
Comments
Also i found a video from a developer talking about the classes on release, and they will be around 10.
So the chance of a battlemage alike class its interesting
Do you have a link? Because that contradicts this:
Considering how much people have been complaining about only 5 classes, if they were actually going to release 10, I'd think we'd be hearing about it.
The five classes we are getting on launch are:
1) Guardian Fighter
2) Great Weapon Fighter
3) Control Wizard
4) Trickster Rogue
5) Devoted Cleric
Because the wizard in D&D 4th Edition, and subsequently this game, is primarily a "Controller". A controller is a role, that some classes fill, with the job of controlling the battle field. It is their job to deny enemies actions, create barriers, or move enemies into a more favorable position for the group.
I think that, as long as you take damage feats and a damage paragon path (and maybe you get +power equipment), the CW will be definitely able to deal at least some damage. Maybe not as much damage as a true ranged striker, but at least some... even without giving up too much controlling.
We'll see which will be the optimal build for damaging wizards, since i think (as for other classes) there will be a "pure controlling" path, a "leaderish" path and a "damage" path.
St. Augustinus
Since the feats in this game are like a tech tree(limited options)...I really don't see this happening.
I don't see why not, since i've seen how feats are made in the game. As long as you choose the damaging path, you should be ok.
St. Augustinus
Check your PM if you are online
The damaging path of a cc wizard ?:) Surely that is more dmg then the normal wizard but definitly not a blaster
Well, they added a damaging path to cleric, i don't really see it as an issue
St. Augustinus
A controler manipulate creatures by slowing them or disrupting there ability to attack.
A Battlemage is all about dmg spells and area effects.
When you look at the control video you can see the Dev have things out of wack a control Wizard would want spells like Ray of Frost, Illusory Ambush. These spells control a creature by slowing it Ray of Frost or lowering its attack with Illusory Ambush.
A Battlemage wants spells like Magic Missle ray attacks things that do massive dmg.
I also perfer the Mastery of Staff of Defense instead of the orb thing since I only wearing cloth.
I hope its not just some set spells if I cant customize my character based on 4th edition rules what the point I dont want static Wizard and this is what it does that so out date.
I think the OP meant "Battlemage" to mean a warrior-mage, so a spellcaster that also uses weapons and fights in melee, not just a damage-focused wizard. Like the Swordmage.
What you're asking for is, I think, very likely to happen after release. Just not for release. Although it might be a Warlock or Sorcerer, not a Wizard.
Everything is possible in Dulove and Drawar.
I've never heard of a 4th Edition "Battle Mage". There is the "War Wizard" which is still primarily a controller, which focuses more on damage dealing spells rather than area of effect spells.
http://forgottenrealms.wikia.com/wiki/Battle_mage
ReferencesEdit
↑ 1.0 1.1 1.2 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition, p. 169. Wizards of the Coast. ISBN 0-7869-4867-1.
PvE Enthusiast.
Your favorite powers restrict your enemies in various
ways—crushing them in the coils of a lightning
serpent, trapping them in a cloud of noxious vapor, or
encasing them in ice. Intelligence drives your attack
powers, so make it your highest ability score. Wisdom
can help you maintain control over your enemies if
you choose the orb of imposition form of Implement
Mastery, so it should be your second-best score. Make
Dexterity your third best score. Putting a good score in
Constitution can help you stay alive by increasing your
hit points and healing surges, as well as contributing
to your Fortitude defense. If you choose the staff of
defense form of Implement Mastery, your Constitution
can also help your other defenses. Select powers that
help you control the battlefield and make the best use
of your high Wisdom score.
Suggested Feat: Improved Initiative (Human feat:
Human Perseverance)
Suggested Skills: Arcana, Diplomacy, Insight,
Nature
Suggested At-Will Powers: cloud of daggers,
thunderwave
Suggested Encounter Power: icy terrain
Suggested Daily Power: sleep
War Wizard
Your delight is in powers that deal damage—lots of
damage, to many foes at a time. Enormous bursts of
fire, searing bolts of lightning, and waves of caustic
acid are your weapons. Intelligence is your most
important ability score. Dexterity should be your
second-best score, and it is important if you choose the
wand of accuracy form of Implement Mastery. Make
Wisdom your third-best score. You might instead
choose the staff of defense form of Implement Mastery,
which lets your Constitution aid your defenses against
some attacks. Even if you don’t, Constitution increases
your hit points, healing surges, and Fortitude defense.
Select powers that deal lots of damage and that make
the best use of your high Dexterity score.
Suggested Feat: Expanded Spellbook (Human
feat: Action Surge)
Suggested Skills: Arcana, Dungeoneering, History,
Religion
Suggested At-Will Powers: magic missile, scorching
burst
Suggested Encounter Power: burning hands
Suggested Daily Power: acid arrow
Maybe I misunderstood. I though we were talking about classes, not paragon paths.
As for z69evermoon, the War Wizard, which I already mentioned above (showing me you aren't even reading my responses) is still a controller!!!!!!!!!