In D&D 4th edition, the Wizard that was offered was distinguished by his implement: wand, staff, orb. Orb was popular because it helped high-Wisdom wizard to hinder the saving throws of their targets, often allowing them to very powerfully lock them down.
Orb wizards were, overall, rather popular.
The Devs of Neverwinter chose to incarnate the Wizard class in their game as mostly defined by the "Control Wizard" pre-build offered in the 4th Ed. Player's Handbook - one trait defining the Control Wizard was the Orb implement. In Neverwinter, the artists of the game chose to depict that as something that floated next to the spellcaster in question.
Admitedly, I like the use and animations of orbs for mages in the game Aion more attractive... but I disagree about the artists taking the cheap way out. They had an orb wizard to do, and they tried something that was distinctive. They succeeded at that much, and the orb is involved in many of the spellcasting animations - I just can't call that cheap. I do agree that it could be a matter of perspective and appreciation for that kind of aesthetic, though.
In Module 1, Control Wizards got an alternate weapon, the Tome (which was added to the Pen-and-Paper 4th Ed. Wizard too as a more 'versatile' implement choice). The Tome is effectively a floating reskin of the orb, but there's your secondary weapon.
You can obtain one from the Astral Diamond store. Others are said to be craftable through the Artificing profession.
Yeah, I thought the magic school-based mage was somewhat cooler too.
Personally, I'm most acquainted with Wand-using Wizard. In the 4th Edition game I DM, one of my PCs is an Eladrin wizard whom wanted to use his sword as his casting implement; he went the feat-route, rather than going for Wizard of the Spiral Tower for Paragon Path. It's... interesting to see it go. We make "Legend of Zelda" sword-beam sound effects whenever he casts his magic missiles. =P
I prefer avenger mc wizard and take wizard if the spiral path. With a reroll to cover the occasional double low roll, it's essentially at will dazing I was pretty active on the 4e charop forums for a while, put together a ranger that could kill anything in the game in 2 rounds solo, without using ridiculous throw it into the sun/perpetual action loops/drop it from a low geosynchronous orbit tricks. I play a warden in my long running tabletop game. His schtick is not dying ever.
Comments
Orb wizards were, overall, rather popular.
The Devs of Neverwinter chose to incarnate the Wizard class in their game as mostly defined by the "Control Wizard" pre-build offered in the 4th Ed. Player's Handbook - one trait defining the Control Wizard was the Orb implement. In Neverwinter, the artists of the game chose to depict that as something that floated next to the spellcaster in question.
Admitedly, I like the use and animations of orbs for mages in the game Aion more attractive... but I disagree about the artists taking the cheap way out. They had an orb wizard to do, and they tried something that was distinctive. They succeeded at that much, and the orb is involved in many of the spellcasting animations - I just can't call that cheap. I do agree that it could be a matter of perspective and appreciation for that kind of aesthetic, though.
In Module 1, Control Wizards got an alternate weapon, the Tome (which was added to the Pen-and-Paper 4th Ed. Wizard too as a more 'versatile' implement choice). The Tome is effectively a floating reskin of the orb, but there's your secondary weapon.
You can obtain one from the Astral Diamond store. Others are said to be craftable through the Artificing profession.
Personally, I'm most acquainted with Wand-using Wizard. In the 4th Edition game I DM, one of my PCs is an Eladrin wizard whom wanted to use his sword as his casting implement; he went the feat-route, rather than going for Wizard of the Spiral Tower for Paragon Path. It's... interesting to see it go. We make "Legend of Zelda" sword-beam sound effects whenever he casts his magic missiles. =P