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| #1kenlarMay 03, 2010 2:24:34 | I've been thinking a bit... Aside from their roles (Wizard are Controllers and Sorcerers are Strikers) what is the difference between a Sorcerer and a Wizard in 4.0E(Not counting Paragon paths). They seem pretty similar to me.
Which one should one choose, if the other party members don't care about filling the roles, and you just want to throw fireballs and shoot lightning from your fingertips? |
| #2dragonsbloodMay 03, 2010 3:09:30 | Do you want to cause massive damage? Play a sorcerer.
Do you want to manipulate the battlefield? Play a wizard.
As far as flavor, wizards tend to be more studious and learned their powers over years of study, and sorcerers tend to have innate power that they're born with. |
| #3koukMay 03, 2010 3:34:57 | Wizard is the pinnacle of Controller, and Sorcerer is (near?) the Pinnacle of Striker.
If you want to deal damage, your choice is clear. |
| #4kenlarMay 03, 2010 7:07:36 | So... it's either kill one enemy at a time quickly, or kill all the minions in one or two blasts and then start killing regular enemies over several turns, or keep them in place so your allies can slaughter them quickly? Any other major differences that are worth mentioning? Anything spell-related, WP-related... anything? |
| #5phoenix_daughterMay 03, 2010 7:46:26 | I've been thinking a bit... Aside from their roles (Wizard are Controllers and Sorcerers are Strikers) what is the difference between a Sorcerer and a Wizard in 4.0E(Not counting Paragon paths). They seem pretty similar to me.
Which one should one choose, if the other party members don't care about filling the roles, and you just want to throw fireballs and shoot lightning from your fingertips?
Well, if you're choosing just based on flavor, look at the primary stats. Wizards are Int-based, while Sorcerers are Cha-based. To me, this means that wizards are, as Dragonsblood said, more studious. This makes me think of stereotypical acedemia, where you have to have a Ph.D. (or several) just to be taken seriously and you're very aware of how much smarter you are than other people. On the other hand, Sorcerers seem more Good Will Hunting to me. They're still an arcane user, but doing things that would take a wizard years of study may just come naturally to them. They're not like academia-types at all.
Now, you're saying you want to choose one or the other not based on their roles, but to me, that's the main thing. The class roles may not mean as much in the party make-up, but the important question is still how do you want to play your character? What method would you have more fun with? |
| #6pluisjenMay 03, 2010 8:12:48 | So... it's either kill one enemy at a time quickly, or kill all the minions in one or two blasts and then start killing regular enemies over several turns, or keep them in place so your allies can slaughter them quickly? Any other major differences that are worth mentioning? Anything spell-related, WP-related... anything?
Nah, there is no actual difference between a Fighter, Sorceror, or Wizard. All the same.
Did you actually read the class entries? |
| #7koukMay 03, 2010 9:40:22 | Spell related, Wizard spells are more Controllery most of the time, and Sorcerers are more Strikery. Sorcerers can get a little Control if they choose their powers for it. Wizards can do a good deal of damage, but with Sustained powers over the course of a long fight.
I guess also the Wizard doesn't really have a major class feature aside from his Daily spells being game changers, and having a bunch of them. The free rituals also can make you "Mr. Utility Belt" for your party.
Sorcerers, even though they do damage, damage and more damage, are more influenced by their class feature choice.
I guess the only major consideration besides what you want to play would be what role the party doesn't already have spoken for. Even if the players think they don't care about having all the roles, having them is still better than not most of the time and your character stands out that much more.
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| #8kenlarMay 04, 2010 3:49:23 | Okay, I've made my decision. I just learned that the other three players are all playing Strikers (two completely identical Assassins and an Infernal Warlock) and I see no reason to have four Strikers in the team, so I'm going for a more Crowd Control-approach (besides, handicapping the enemy is so much more fun than just stabbing, chopping, cutting or blasting them), so I'll be going with a Deva Wizard (because they can get 4 Daily Spells and 3 Utility Spells every time other mages only get 2 or 3 Dailies and 2 Utilities) and I've seen that they generally own the enemy's butts. |
| #9pluisjenMay 04, 2010 7:22:34 | Choice of 4 dailies... not actually 4 dailes. I think some people misread the class feature, it just lets you choose, not actually use all of them in the same day. |
| #10kenlarMay 05, 2010 2:28:36 | Still, Deva Wizards are a bit more versatile, as long as they have the Expanded Spellbook and Remembered Wizardry feats. They can easily have a more varied array of spells (some close blast/bursts, some ranged blast/bursts, some single target and some crowd control). Just depends on the situation and the number of enemies affected by Sleep.
We do, however, play with a few houserules, one of them stating that a Character can use as many Dailies as he/she has, giving Wizards a huge advantage and can use any of them several times (if a Wizard has 8 Dailies at level 6, he can use Dailies 8 times between rests. This potentially allows for 8 times Fireball or Sleep (or four of each) in the same encounter. Likewise, Coup de Grace can be done by just dealing ½ the enemy's max HP damage OR by hitting them in their sleep. |
| #11brashnirMay 05, 2010 4:03:34 | Still, Deva Wizards are a bit more versatile, as long as they have the Expanded Spellbook and Remembered Wizardry feats. They can easily have a more varied array of spells (some close blast/bursts, some ranged blast/bursts, some single target and some crowd control). Just depends on the situation and the number of enemies affected by Sleep.
We do, however, play with a few houserules, one of them stating that a Character can use as many Dailies as he/she has, giving Wizards a huge advantage and can use any of them several times (if a Wizard has 8 Dailies at level 6, he can use Dailies 8 times between rests. This potentially allows for 8 times Fireball or Sleep (or four of each) in the same encounter. Likewise, Coup de Grace can be done by just dealing ½ the enemy's max HP damage OR by hitting them in their sleep.
That is..... absurdly overpowered. Enjoy wrecking every encounter until he gets wise, I guess.
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| #12kenlarMay 05, 2010 7:13:13 | It may be overpowered. But not compared to some of the other houserules we have regarding classes, such as the one stating that Warlocks make better meat-tanks than fighters, and one we had in the beginning, due to a misunderstanding, stating that Warlock's Curse dealt damage when cast as well. Our group generally tends to play overpowered characters. |
| #13AtGMay 06, 2010 15:20:27 | We do, however, play with a few houserules, one of them stating that a Character can use as many Dailies as he/she has, giving Wizards a huge advantage
Er, and by that you mean "making them by far the best class in the game", right?
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| #14t_stalkerMay 07, 2010 1:35:43 | ... some of the other houserules we have regarding classes, such as the one stating that Warlocks make better meat-tanks than fighters, ... Our group generally tends to play overpowered characters.
You mean those squishy, cloth wearing casters (and thus ranged based class) are going toe-to-toe with monsters in your games? 
Don't tell me you're all old 3.5 players who were mad at the nerfed magic-users of 4e?
*walks off mumbling something about how some people seem to still mess up the only thing that Wizards actually got right with 4e*
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| #15kenlarMay 07, 2010 5:28:57 | None of us have ever tried 3.5 except for Neverwinter Nights 2, and we generally didn't like the way the wizard worked in 3.5. Some of their powers seemed completely pointless, while a few others (fireball and scintillating sphere) were actually useful. Besides, it's not like our wizards are that much overpowered. Most stuff we encounter have resist Variable 10 or higher or resist Specific 15-20 ("Specific" being either Fire or Lightning.. Primarily Fire).
If others have a problem with our houserules, I don't care. Just be glad you're not playing with us, and stop whining about our houserules, that I didn't make up. It's not like the other classes aren't overpowered too (such as the 4.0 Meat-tank Infernal Warlock, which has been seen to reach 1500 Temporary HP while the rest got pummeled to death and once (due to minor mis-reading) dealt approximately 2700 damage against a single enemy (Don't ask how, 'cause I don't remember)).
This thread should just end here with no more posts from anyone. |
| #16pluisjenMay 07, 2010 5:32:22 | I'll just add one more... if you have so many houserules, don't ask for our advice without mentioning all of them. We can't really help if you aren't playing the same game.
It's about on par with making an opening post saying "Wizards don't make sense" and only mentioning after 5 pages of discussion that you are playing D20 Modern. |
| #17Johnny_AngelMay 10, 2010 17:09:11 | There's nothing wrong with houserules; if that's how you want to play, then that's how you want to play.
I'm somewhat curious how the Warlock managed to get 1500 thps though. What is the houserule which allows that? |
| #18Cohen95May 10, 2010 19:53:08 | There's nothing wrong with houserules; if that's how you want to play, then that's how you want to play.
I'm somewhat curious how the Warlock managed to get 1500 thps though. What is the houserule which allows that?
I'd guess it was the thp stacks, from all sources. |
| #19sallaMay 10, 2010 19:59:34 | There's nothing wrong with houserules; if that's how you want to play, then that's how you want to play.
I'm somewhat curious how the Warlock managed to get 1500 thps though. What is the houserule which allows that?
I'd guess it was the thp stacks, from all sources.
Probably in combination with it not fading after a short rest/5 minutes.
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| #20kenlarMay 11, 2010 1:40:46 | There's nothing wrong with houserules; if that's how you want to play, then that's how you want to play.
I'm somewhat curious how the Warlock managed to get 1500 thps though. What is the houserule which allows that?
No Houserule. Just the result of us coming to a town, the warlock cursing them all and then the non-good PCs slaying everyone. They did only count as minions, having 1 HP and there were no guards in a fifty-mile radius. That, and the Warlord using some power to give an ally Temp HP. And the Warlock having found a Statue of Asmodeus (Houseruled Item) that let him curse additional enemies (1 per tier), meaning that a level 21 Warlock could easily curse 6 enemies, since his class features let him curse one enemy in heroic, two in paragon and three in epic tier (if I'm not wrong).
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| #21Cohen95May 11, 2010 7:21:30 | There's nothing wrong with houserules; if that's how you want to play, then that's how you want to play.
I'm somewhat curious how the Warlock managed to get 1500 thps though. What is the houserule which allows that?
No Houserule. Just the result of us coming to a town, the warlock cursing them all and then the non-good PCs slaying everyone. They did only count as minions, having 1 HP and there were no guards in a fifty-mile radius. That, and the Warlord using some power to give an ally Temp HP. And the Warlock having found a Statue of Asmodeus (Houseruled Item) that let him curse additional enemies (1 per tier), meaning that a level 21 Warlock could easily curse 6 enemies, since his class features let him curse one enemy in heroic, two in paragon and three in epic tier (if I'm not wrong).
That's still a houserule. Per core, temp hit points NEVER stack. If you curse two enemies, and both die, you gain THP once, and if another cursed enemy dies the next round, you only gain THP if the new amount is more than the THP you already have, in which case the new THP replace the old. They never stack. Like....Evar.
Honestly, you may want to check out the Houserule & Homebrew forum, that may be able to help you more for what you're looking for.
To answer your initial question, play a wizard. You'll get more attack powers, and be able to do more blasting. Obviously Expanded Spellbook will go without saying, and I'd recommend Tome implement, since you can (I assume, per your houserules) get an extra Encounter power, as well. |
| #22johnniiMay 12, 2010 2:34:04 | In the Sorcerer's description in the PHB2, it says quite an interesting thing about the difference between the Sorcerer's spells and the Wizard's spells; if we compare it to weapon users, the Wizard spells is the disciplined and pinpointed strike of a Fighters sword while the Sorcerer's spells are the arcing greataxe of a raging Barbarian.
Basically, Wizard wield controlled and refined arcane magic through complex formulas (as they also get Ritual ccasting for free) while the Sorcerer spurt wild and raw arcane magic that is barely controlled. |
| #23kenlarMay 12, 2010 4:00:15 |
That's still a houserule. Per core, temp hit points NEVER stack. If you curse two enemies, and both die, you gain THP once, and if another cursed enemy dies the next round, you only gain THP if the new amount is more than the THP you already have, in which case the new THP replace the old. They never stack. Like....Evar.
Huh... That's... Rather... Wierd...
We've always interpreted it, so Temp HP stacks, but now it's either a houserule or nerfing the Meat-tank Warlock.
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| #24t_stalkerMay 12, 2010 7:53:09 | It's not nerfing if it was never the rule in the first place. Like was said before. Warlock = squishy, clothy caster that has no business in melee. |
| #25fugacityfixyoursiteMay 13, 2010 16:05:03 | Also you are wrong about Warlocks getting to curse additional targets in paragon and epic, it's only 1 target per curse using the core class feature.
When did posts start leaking over from Bizzaro-world?
Edit: Oh, and for the OP, Spellbook is an almost useless feature, speaking as a player that has played Wizards to Paragon twice. Just pick one good Wizard spell per level and stick with it. Here's a hint: Flaming Sphere, Stinking Cloud, Wall of Fire. |
| #26Cohen95May 13, 2010 18:43:40 | Edit: Oh, and for the OP, Spellbook is an almost useless feature, speaking as a player that has played Wizards to Paragon twice. Just pick one good Wizard spell per level and stick with it. Here's a hint: Flaming Sphere, Stinking Cloud, Wall of Fire.
You missed the houserule that will basically allow the Wizard to cast ALL the dailies he knows, including the daily spells in his spellbook, even after he's cast the daily spells that he's prepared. By taking Expanded Spellbook, the wizard effectively gets THREE times as many daily spells as everybody else.
OP: The player's handbook (pages 293 and 294) cover Temp HP and quite clearly state that you never add them together. |
| #27zahgMay 19, 2010 5:45:20 | Sorry to revive this thread, but I just had to say that I don't think I've ever facepalmed this hard over a thread in my life. |
| #28NovacatMay 20, 2010 23:28:48 |  |
| #29derren_s.May 24, 2010 7:59:13 | I've been thinking a bit... Aside from their roles (Wizard are Controllers and Sorcerers are Strikers) what is the difference between a Sorcerer and a Wizard in 4.0E(Not counting Paragon paths). They seem pretty similar to me.
The same difference than between all classes in 4E. The status effect tacked onto their 3d6 damage attack.
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| #30samyueruMay 27, 2010 6:33:54 | I've been thinking a bit... Aside from their roles (Wizard are Controllers and Sorcerers are Strikers) what is the difference between a Sorcerer and a Wizard in 4.0E(Not counting Paragon paths). They seem pretty similar to me.
The same difference than between all classes in 4E. The status effect tacked onto their 3d6 damage attack.
Now, be fair, there's also role and... No, that's all I've got.
OH! YOU CAN REFLAVOR ALL THE POWERS TO BE WHATEVER YOU WANT, EVER!
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| #31BreadleyMay 27, 2010 14:16:40 | I've been thinking a bit... Aside from their roles (Wizard are Controllers and Sorcerers are Strikers) what is the difference between a Sorcerer and a Wizard in 4.0E(Not counting Paragon paths). They seem pretty similar to me.
The same difference than between all classes in 4E. The status effect tacked onto their 3d6 damage attack.
Now, be fair, there's also role and... No, that's all I've got.
OH! YOU CAN REFLAVOR ALL THE POWERS TO BE WHATEVER YOU WANT, EVER!
The rules explicitly say this, too.
"Want your magic missile to look like a smoke skull? Sure. As long as you don't mess with the stats, you're good to go."
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| #32sallaMay 27, 2010 14:19:51 |

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| #33MrCelsiusMay 27, 2010 14:25:16 | The same difference than between all classes in 4E. The status effect tacked onto their 3d6 damage attack.
Damage is simply a means of advancing the encounter. It's like the passage of time; indeed, it's a better representation of the passage of time than rounds, because without damage most encounters would just go on forever. All powers get damage in order to advance the encounter. The additional effects are what they actually do.
Saying that all classes' powers are the same except for the effect tacked onto the damage is like saying that all medicine is the same except for the effects tacked onto the hypodermic needle jab. Technically accurate in that FOX News kind of way, but blatantly prejudicial in your willingness to place 4e's cart before its horse just so you can then point and laugh at it for being the wrong way around.
It's tired, it's transparent, and it's more than a little bit sad. Kindly pipe down and move along.
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