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 Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 06/24/2008 9:54 PM |
| So, it seems as though there is a real bent in 4e towards certain races always playing certain classes. The three biggest culprits are Dragonborn paladin, Tiefling warlock, and Eladrin wizard. Other obvious matches are Elf ranger, Halfling rogue, and Dwarf warlord.
Are these combinations so powerful/optimal that other combinations seem diminished by comparison? Or are there interesting race/class combinations that are just as optimal as the obvious combos?
| | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| Sean-Khan Commander
 2731 Posts




 | | 06/25/2008 12:49 AM |
| Sooner or later people will want to try different stuff. They may also want to try optimize their Secondary stats, or try different racial specialties with different classes. Humans are versatile and work well with all classes I think.
But it's true that certain races will see more use with selected classes - especially those that you mentioned. Sometimes they could be taken due to effectiveness, sometimes because they are classics.
I'd see dwarves more as fighters than warlords, or perhaps multiclassed; They'd also make good clerics with their wisdom & additional weapon proficiencies. Their con is good for some fighter powers, but it could work well with infernal warlocks too - which is quite unusual combination. | | Vindicated AtG Called shot: 2nd Huge Red Dragon My collected trade reference links Star Wars tactical combat -project My modelling/terrain pages Suomen miniatyyrikeräilijät / Miniature collectors of Finland | |
| Kaya Kenobi Underboss
 1304 Posts



 San Jose, California
 | | 06/25/2008 1:19 AM |
| Posted By Sean-Khan on 06/25/2008 12:49 AM Sooner or later people will want to try different stuff. They may also want to try optimize their Secondary stats, or try different racial specialties with different classes. Humans are versatile and work well with all classes I think.
But it's true that certain races will see more use with selected classes - especially those that you mentioned. Sometimes they could be taken due to effectiveness, sometimes because they are classics.
I'd see dwarves more as fighters than warlords, or perhaps multiclassed; They'd also make good clerics with their wisdom & additional weapon proficiencies. Their con is good for some fighter powers, but it could work well with infernal warlocks too - which is quite unusual combination. I'm liking my Halfling Warlock and Human Wizard ideas...
| | Just a simple traveler from the swamps of Dagobah otherwise known as Florida. Also known as Hurricane Alley! I always try to send through delivery confirmation, and I expect the same. It's only 55 cents extra, so it's just a little more than a pay phone call, so just do it for the Kai. I prefer to trade with people in the US and Canada, sorry everyone else. http://www.maxminis.com/Forums/tabid/104/forumid/53/postid/655406/view/topic/Default.aspx - references | |
| bshugg Underboss
 1833 Posts




 | | 06/25/2008 5:45 AM |
| I'm thinking during design they basically matched one race for each class, but there's enough flexibility that any of them can be viable. The match ups were probably meant as a replacement for the favored class from 3.x versions.
For me personally I like the following race/class pairings:
Human - anything Dragonborn - fighter Dwarf- Fighter Half-elf - Paladin Elf - Don't really like this race at all. Rogue maybe? Eladrin - either as a defensive spell caster or a warlord Halfling - Warlock Tiefling - not a fan, but maybe an offense minded warlock. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
| Auric Warrior
 219 Posts



 Baltimore, MD
 | | 06/25/2008 7:13 AM |
| This reminds me of when I posted my half-elf ranger thread, one of the first comments I got was that I should pick an elf ranger instead of the half-elf, just for the extra dexterity bonus. While I know some people (the DMG refers to them as "power gamers") play for optimization of particular classes, I had a particular concept in mind for my character and I wanted to remain true to it. I mean, you wouldn't change Tanis to be an elf in 4E and lose the human element of him just so he can get the extra AC.
My opinion is that now that you can mix any race and class combo, while some might not seem to be "logical," I think it's worth going for any trying out. I think an eladrin warlock (as opposed to wizard) or a tiefling paladin would make interesting combos to see played out, beyond just numbers on a page. | | Trade references: http://www.maxminis.com/Forums/tabid/104/forumid/53/postid/801085/view/topic/Default.aspx Trades on WotC: vandyfry, hothie. Cyriss | |
| wicked cool Underboss
 2151 Posts




 | | 06/25/2008 7:50 AM |
| | can u have a dragonborn rogue? the creators seem to imply that drgaonborn are to noble/good to be one. i like my characters to have a touch of nastiness and the dragonborn is an idea im toying with. It doe seem the races are more balanced in this edition but are still better suited for certain class's. Sems dwarves have most flexibility? | | The ROCK layeth the smacketh down. Long live Farscape Vindicated-CHAMPION of the INTELLECT DEVOURER i will change my avatar when martin completes dances with dragons | |
| Master of the Awesome Sauce Teflon Jeff Warlord
 7908 Posts



 Sector 2814
 | | 06/25/2008 8:53 AM |
| I think it's well done.
Every race has a natural affinity for one thing or another, but not so obvious as to negate other options.
I think they tried this in 3.X with favored class, but it didn't feel right.
| | Official Delegate, Wizards of the Coast Icons Called Shot: Gargantuan Prismatic Dragon "Rejoice, for bad things are about to happen." | |
| Zoons Underboss
 1067 Posts




 | | 06/26/2008 12:39 PM |
| Don't the Eladrin have a teleport type of special ability? I think that makes them very interresting as Rogues. They are pretty mobile early in an encounter and can attack at range well early (high dexterity for ranged attack and initiative to get early combat advantage). Mid encounter they can blink to a flank with the tank who will be marked. While the two of them commence the beatdown, the cleric and wizard work with the crowd control and forced healing surges. I dunno, it looks good in my head. | | Never teach a pig to sing. It's a waste of time and it annoys the pig.
Champion of the Blink Dog. | |
| XAos Underboss
 2413 Posts



 London
 | | 06/27/2008 6:40 AM |
| Posted By zenthrus on 06/24/2008 9:54 PM So, it seems as though there is a real bent in 4e towards certain races always playing certain classes. The three biggest culprits are Dragonborn paladin, Tiefling warlock, and Eladrin wizard. Other obvious matches are Elf ranger, Halfling rogue, and Dwarf warlord.
Are these combinations so powerful/optimal that other combinations seem diminished by comparison? Or are there interesting race/class combinations that are just as optimal as the obvious combos?
Obviously you want a race that gives +2 to stats used by the class; Wizard; Tiefling or Eladrin. The Tiefling being marginally better because it has resistance to it's own ground-sero fireballs.
Cleric; Dwarfs is obvious. Less obvious but perhaps stronger is the elf. Dex+2 makes pre-requisites for shield or polearm feats a lot easier. The Human is OK, An extra feat at first level is just enough to cure the clerics AC weakness.
Infernalpack warlock; Dragonborn for the Healing surge+flame bonus of having Con=18 Feypack warlock; Halfling for the boosts to AC. Starpack warlock; 1/2 Elf
Halfling Paladin; Tanks want the absolute heaviest AC they can get. Halflings get a lot of small adds to AC that no one else does.
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| Puggins Sergeant
 622 Posts




 | | 06/27/2008 8:09 AM |
| Posted By zenthrus on 06/24/2008 9:54 PM So, it seems as though there is a real bent in 4e towards certain races always playing certain classes. The three biggest culprits are Dragonborn paladin, Tiefling warlock, and Eladrin wizard. Other obvious matches are Elf ranger, Halfling rogue, and Dwarf warlord.
Are these combinations so powerful/optimal that other combinations seem diminished by comparison? Or are there interesting race/class combinations that are just as optimal as the obvious combos?
Each of these combinations is far more potent on paper than it is in practice, it appears. Not to say that they aren't effective- they most certainly are- but they aren't the Alpha and the Omega for race/class combos. Let's look at aech in turn.
Dragonborn Paladins are excellent, of course, and very well-rounded. In fact, that's their main benefit- they are equally at home with strength-based and charisma-based abilities. However, advancing both of these simultaneous as the character progresses puts the Dragonborn's two other major benefits (breath weapon, improved healing surges) into less effective niches as the dragonborn's con value is left far behind. Dragon breath still remains an effective minion-buster, but the damage bonus falls behind. The healing surge bonus becomes miniscule.
Other races make fine paladins- Half Elves, Dwarves, and Humans are all obvious, good choices, and ultimately work jsut as well as the dragonborn. The Dwarf's Healing ability never becomes irrelevent like the Dragonborns', and his wisdom bonus improves many paladin powers and class abilities.
The Tiefling Warlock also has nice synergy, but does he have more synergy than the half-elf warlock? No, in fact he has less, since consitution is much more important than intelligence for the warlock. The Eladrin warlock is equally synergistic.
Eladrin Wizards are the easiest ones to debunk- yes, eladrins are a good choice, but they're not the best- I think humans are better wizards, since +2 intelligence is really all you need- that bonus dexterity does practically nothing for the eladrin. The human has better defenses, more at-wills and more skills to fuel rituals. The dwarf isn't such a bad choice either- wisdom is quite useful for the orb wizard.
I really don't see a single race/class combo that is so airtight-better than other combos that it is a no-brainer. The difference in effectiveness at 1st level might be real, but the advantage will begin to fade and probably disappear by the paragon tier.
| | References: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=7231 | |
| Lord_rock Underboss
 2045 Posts



 Portland OR
 | | 06/28/2008 11:33 PM |
| | Levels 1-5 the difference is very important but basically after thar the +1 is seldom make or break anymore. | | Rock Bottom Pricing: Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless | |
| XAos Underboss
 2413 Posts



 London
 | | 06/29/2008 5:55 AM |
| Posted By Lord_rock on 06/28/2008 11:33 ... after thar the +1 is seldom make or break anymore.
But there no point throwing away a +1 advantage by picking a miss-matched class & race. Playing an Eladrin Paladin would be dumb at any level. | | | |
| Puggins Sergeant
 622 Posts




 | | 06/30/2008 2:52 PM |
| Posted By XAos on 06/29/2008 5:55 AM Posted By Lord_rock on 06/28/2008 11:33 ... after thar the +1 is seldom make or break anymore.
But there no point throwing away a +1 advantage by picking a miss-matched class & race. Playing an Eladrin Paladin would be dumb at any level. Though I'd agree that the overlapping ability scores are unfortunate, I have to think that fey step, the extra skill (they get one, don't they? The compendium claims they don't) and eladrin weapon training (straight-up +2 damage for a feat, or double weapon focus at the same price) would give eladrin paladins some degree of compensation- at least enough where playing one isn't dumb, it's just not the optimal choice. Being able to jump across the frontline to lay hands on a fallen companion has some thematic appeal, at least.
| | References: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=7231 | |
| Lord_rock Underboss
 2045 Posts



 Portland OR
 | | 07/02/2008 2:52 PM |
| You gain something from every choice... there are less optimal choices and min-max choices. I agree that some combinations are not "as powerful" as others but "dumb" no... Eladrin paladin? sounds fun... very thematic and much more mobile than your average tank. Thematically and role-play wise (not roll-play) it is superior in many circumstances.
If it's a difference between an extra +1 and having fun playing a character I want to play and that I like I'll take the second option. | | Rock Bottom Pricing: Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless | |
| Loquacious1 Sneak
 61 Posts



 San Diego, CA
 | | 07/03/2008 8:05 AM |
| I like the concept of Eladrin Paladin's--just because thier ability scores aren't optimal for the class doesn't mean that you can't take advantage of them. If you have a high dex, you can wear light armor and shield and end up with almost the same AC as a tank Paladin with no skill check penalties OR movement hindrance! That's pretty huge. And you could multiclass into a Class that takes advantage of Ranged weapons, like Ranger, to give you some additional powerful options on the battlefield. Plus, a higher Dex means you act faster in combat--so much the better to shield your compatriots ;-).
Additionally, if you have a high intelligence, a Multiclass Wizard may not be a bad option. It'll give you some pretty decent controll options, plus you can always take the Ritual Casting Feat and do more for the party that way.
I would say, Puggins, that having a high dex AND Int does have two advantaged you overlooked: 1. being able to go faster in the round is NEVER a bad thing and 2. a high Dex lets you take advantage of the Wand Implement mastery to get that extra edge when you spend you Daily Spell :-) | | | |
| XAos Underboss
 2413 Posts



 London
 | | 07/06/2008 6:36 AM |
| When I see "multi-class" I always assume 3 or more classes. Which is compleatly illegal in 4e. With only two classes, I'd use the word Dual-class. And you can't even dual class effectivly in 4e, you never do get all the basic abilities of a first level character of your other class. e.g. Only a character which starts as a fighter can ever fully use the "mark" & improved AoO of a first level fighter. | | | |
| FriendlyAlienist Sneak
 101 Posts



 Finland
 | | 07/10/2008 4:26 AM |
| >>> With only two classes, I'd use the word Dual-class.
I'd say no 4th edition character really has two classes, some just have added spice to their one class :-) | | Champion of Gibbering Abomination, Knight of All Things Aberrant | |
| Kaya Kenobi Underboss
 1304 Posts



 San Jose, California
 | | 07/12/2008 4:23 AM |
| I have found the warlock to be mostly useless...
I played the halfling warlock with the fey pact. Meh.. Even with an 18 Cha, I found her to be sorely lacking.. She couldn't hit the broadside of a barn and the party was wiped out with the adventure in the DMG... Even with a 28 point buy, we were wiped out. Warlord, fighter, wizard, and warlock. | | Just a simple traveler from the swamps of Dagobah otherwise known as Florida. Also known as Hurricane Alley! I always try to send through delivery confirmation, and I expect the same. It's only 55 cents extra, so it's just a little more than a pay phone call, so just do it for the Kai. I prefer to trade with people in the US and Canada, sorry everyone else. http://www.maxminis.com/Forums/tabid/104/forumid/53/postid/655406/view/topic/Default.aspx - references | |
|  Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 07/12/2008 4:21 PM |
| Posted By Kaya Kenobi on 07/12/2008 4:23 AM I have found the warlock to be mostly useless...
I played the halfling warlock with the fey pact. Meh.. Even with an 18 Cha, I found her to be sorely lacking.. She couldn't hit the broadside of a barn and the party was wiped out with the adventure in the DMG... Even with a 28 point buy, we were wiped out. Warlord, fighter, wizard, and warlock. If you wiped to the Kobold Hall adventure your DM is saddistic or the players need a lesson in tactical strategy. After running the adventure twice it's tough but only brutal if the players aren't thinking tactically (i.e. clumping, not using bursts/blasts to clear minions, etc).
| | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| XAos Underboss
 2413 Posts



 London
 | | 07/13/2008 6:50 AM |
| Posted By Kaya Kenobi on 07/12/2008 4:23 AM .... Warlord, fighter, wizard, and warlock. The impression I'm getting is that a ddm-2 party needs at least 2 characters who can trigger healing surges. With only one, if the GM concentrates on that character first, the rest of the party cannot revive them. And with the healer down, the large number of healing surges potentially available to each character, become worthless. Since the 4e encounters seem to be balenced for the use of PC healing surges, the result can be a TPK.
By comparisson in 3.5e the cleric was often the heaviest armoured character in the party. And AoO made it difficult for the enemy to concentrate attacks on a specific PC. So keeping the healer alive was never a problem. In 3.5e parties put some effort into protecting a sorcerer or wizard but Clerics could fend for themselves. I think it's this tactical assumption that players need to un-learn in 4e. The wizard (with Int doubling for AC boost) can survive without assistance. A cleric is usually the lowest AC in the party. In 4e AoO is a lot weaker then in 3.5. So a single healer can easilly be swamped. And a warlord is about the worst of the 3 healers in 4e. i.e; It doesn't have the AC of a Paladin, nor the more effective healing of a Cleric.
My guess is you shouldn't use a warlord unless you have have a party that benefits strongly from the flank attacks it's shifting abilities can generate. Which requires multiple "Blitzers" {Rogues, Paladins, TWF rangers} | | | |
| Loquacious1 Sneak
 61 Posts



 San Diego, CA
 | | 07/14/2008 8:18 AM |
| Posted By XAos on 07/13/2008 6:50 AM Posted By Kaya Kenobi on 07/12/2008 4:23 AM .... Warlord, fighter, wizard, and warlock. The impression I'm getting is that a ddm-2 party needs at least 2 characters who can trigger healing surges. With only one, if the GM concentrates on that character first, the rest of the party cannot revive them. And with the healer down, the large number of healing surges potentially available to each character, become worthless. Since the 4e encounters seem to be balenced for the use of PC healing surges, the result can be a TPK. By comparisson in 3.5e the cleric was often the heaviest armoured character in the party. And AoO made it difficult for the enemy to concentrate attacks on a specific PC. So keeping the healer alive was never a problem. In 3.5e parties put some effort into protecting a sorcerer or wizard but Clerics could fend for themselves. I think it's this tactical assumption that players need to un-learn in 4e. The wizard (with Int doubling for AC boost) can survive without assistance. A cleric is usually the lowest AC in the party. In 4e AoO is a lot weaker then in 3.5. So a single healer can easilly be swamped. And a warlord is about the worst of the 3 healers in 4e. i.e; It doesn't have the AC of a Paladin, nor the more effective healing of a Cleric.
My guess is you shouldn't use a warlord unless you have have a party that benefits strongly from the flank attacks it's shifting abilities can generate. Which requires multiple "Blitzers" {Rogues, Paladins, TWF rangers} Yeah, i'd have to agree with you whole heartedly with that statement. Warlords are relatively weak as healers compared to Clerics, and because ALL of their abilities (well, for the most part) are melee oriented, then that tends to mean that they get struck more often. However, part of the concept of the warlords is that inspiring/tactical leadership can help prevent grevious battle wounds, or TPK's.
It doesn't hurt to have at LEAST one character take the multiclass Cleric or Warlord feat to get inspiring word/healing word once a day. That way, when the healer falls, someone can revive them as a minor action--granted, that's only once per day, but it should be enough to get things going again. The healer can then stand up and heal themselves, even with a second wind if necessary. I have party right now that has a Warlord as our main healer, and the Fighter has the Multi-Warlord feat, and we do just that. Of course, with a mere DC10 Heal check, you can activate the fallen character's Second wind, albeit without the nifty defense bonus.
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| XAos Underboss
 2413 Posts



 London
 | | 07/16/2008 5:37 AM |
| Posted By Puggins on 06/30/2008 2:52 PM Posted By XAos on 06/29/2008 5:55 AM Posted By Lord_rock on 06/28/2008 11:33 ... after thar the +1 is seldom make or break anymore.
But there no point throwing away a +1 advantage by picking a miss-matched class & race. Playing an Eladrin Paladin would be dumb at any level. Though I'd agree that the overlapping ability scores are unfortunate, I have to think that fey step, the extra skill (they get one, don't they? The compendium claims they don't) and eladrin weapon training (straight-up +2 damage for a feat, or double weapon focus at the same price) would give eladrin paladins some degree of compensation- at least enough where playing one isn't dumb, it's just not the optimal choice. Being able to jump across the frontline to lay hands on a fallen companion has some thematic appeal, at least. Interesting point about jumping across the battlefield. Healing at range is easy enough for a cleric, so I don't think you need an Eladrin paladin for this.
But an Eladrin Fighter might be Fun. Jumping across the battlefield into the middle of the enemy formation to attack them all.
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| OhGodtheRats Warrior
 200 Posts



 | | 08/13/2008 3:08 AM |
| Disclaimer: I swear, I hate minmaxing. I often play non-optimal stuff, I just sort of stumbled across this when I was trying to figure out what Race to make my RPGA Spellsword.
Just looking at Tieflings and Racial-specific feats, Wizard and the new Spellsword/Swordmage class seems to be almost optimal if you want to focus. While only one of the Racial Stats of the Tiefling is applicable to these classes, they both allow you to have all fire powers in the character creation. While this doesn't mean much to itself, throw in the fact that there's a Tiefling Feat that gives you a bonus to hit AND a bonus to damage whenever you use a fire-based attack and it's acting like another +1 to hit/damage that's on most of the time. The downside to this is that you'll want to diversify your elemental damage later on for when you meet fire-resistant enemies, but you'll be more accurate and more damaging than any other race of your class with the exact same stats. So a psycho who makes a 20 Intelligence character will be hitting and damage with fire as if they had 22. Kind of classy, kind of cheatery. And again, the downside is fire-resistant crap you'll meet later on.
I didn't think Warlock was extremely optimal for a Tiefling with this feat in mind, mostly because a Fire-Based Warlock (the other class that can have all-fire) has to be Constitution-centric and neither of the Tieflings racial bonuses apply. That said, they're both still useful, but as an out-and-out doom bringer using your stat bonuses to the fullest, I think Wizard/Swordmage are the way to go. Again, a Feytouched Warlock Tiefling is definitely optimal...both use Charisma & Intelligence and a Charisma based character gets the most out of the Tiefling Racial Encounter power. It's funny...but Con-based Warlocks are awesome but weirdly requiring you to ignore some parts of the Tiefling package.
By the by, I have a pet theory that Halfling Rangers are stupidly filled with cheat. Defensive Mobility or the Two Weapon Defense Feat combined with the Halfling Racial AC bonus to AoO combined with the Halfing Feat. I don't know. I'm sure someone's done the math but the fact that there's mechanical advantage to playing a tiny ranger amuses me to no end. | | | |
| SneakyJoeKDB Sergeant
 593 Posts



 Utah
 | | 08/13/2008 8:54 AM |
| By the by, I have a pet theory that Halfling Rangers are stupidly filled with cheat. Defensive Mobility or the Two Weapon Defense Feat combined with the Halfling Racial AC bonus to AoO combined with the Halfing Feat. I don't know. I'm sure someone's done the math but the fact that there's mechanical advantage to playing a tiny ranger amuses me to no end.
Havent you seen Yoda in action? Ahzzzzzzzz yea! | | "Like a thief in the Night"
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| OhGodtheRats Warrior
 200 Posts



 | | 08/13/2008 3:40 PM |
| | Random update: Tonight I got to try out my Fire-Based Swordmage Tiefling. You know what? Every single enemy in the very first encounter had fire resistance. It was hilarious. Luckily the problem will never happen again (I won't spoil the surprise) but holy crap, even one encounter where your bulk of powers are useless is brutal. On the flipside, all the fire enemies only deal fire damage, so I barely took anything from the fight. I guess it goes both ways. | | | |
| Loquacious1 Sneak
 61 Posts



 San Diego, CA
 | | 08/14/2008 10:28 AM |
| Yeah, it may not be a bad idea to stoss in Sword Burst as one of your powers--Force damage is unlikely to be resisted. Plus, it's a rare Burst 1 that only hits enemies!
I've got a Swordmage on my Friday campaign; I went for the Defender version, and made her a human. Since it looks like it'd multi-class so nicely, I ended up taking the Multiclass Wizard Feat; I made her a Thunder and Lightning kind of character, so I took Booming Thunder, Lightning Lasso, and Sword Burst, along with Thunderweave as my encounter. Of course, I also took the Rolling Thunder Feat for a +1dmg to virtually all my powers :-)
I had actually considered making a fire based character, and makeing her a Fire genasi as well. but I was worried I would have the exact problem that you described, lol! I'm sure it won't be forever, though. | | | |
| OhGodtheRats Warrior
 200 Posts



 | | 08/15/2008 12:54 PM |
| Oh man, I usually don't look too favorably on the Human extra At Will racial bonus, mostly because the classes I typically dig have their at-wills split on two different attributes....Human Spellsword sounds classy since they all expand the Spellswords options in ways a lot of other at-wills don't. (Fire theme or not, I prefer the Greenflame Blade over the Sword Burst power. While it does less damage to secondary targets, it's autodamage which is definitely nice when it comes to minions. Sword Burst works best if you're completely surrounded by non-minions that actually need to take a fair amount of damage, but is both more and less accurate since it targets a defense besides AC without the weapon bonus.) By the way, after speaking to my DM, he tells me that for many, many, many of the adventures, one of the prizes is an elemental magic weapon. Which as a free action lets you switch your damage from one type to another. I picked up one of these at the end of our 1st adventure so, while I did have to tolerate the horror of all fire enemies, it won't happen again. Because now my Flame Cyclone will be doing Cold Damage if I want it to. Surreal. | | | |
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