http://www.enworld.org/showthread.php?p ... 4[br]Again, second language issues are obscuring a few points.
Wizard
We know the wizard. Their focus is not more an evoker than anything else. They blast enemies while remaining in the back.
Spells are divided among at will (lesser power than a fighter’s melee attack), per encounter, per day (the really powerful stuffs, these are the most powerful abilities in the game) and rituals. Rituals cover magic item creation, and non-combat spell (divinations are prime examples).
Schools are dead, long live the implements: the orb, the staff and the wand (with others, such as the dagger, possible in later supplement). Staffs are for rays and cones, wands for long distance control, while orb stands for blasts, terrain control, and retributive and perception based effects.
Divinations, long range teleport, restorative effects (the cleric’s remove disease for example) are rituals.
Evocation and illusion is there and now they are the focus of wizardry.
Necromancy was nerfed mostly by removing save or die effects.
Transmutation was a haphazard pile of powers (according to them), and some part remains, other do not.
Echantment is nerfed to be saved for other classes (others they state that it will be the psi).
Wizards spell failure due to armor is gone (hurray!). Picking the right feats wizards can go around in heavy armor.
Feats don’t have class as a prerequisite. Race, level or skill training might be needed, but no class. You can steer your character wherever you want.
There are class training feats (Fighter training, Wizard training, Warlock training, etc.) that gives some power of that class to someone not in that class.
That last bit may be the 4E approach to multiclassing. Weird,and possibly slightly stupid, if the feats are all as weak as the four examples they've posted, stealing powers and spells from other classes would almost always be better. You'd have a pick a power that doesn't multiply your MAD issues, but with 8 classes and what looks like at least 2 attributes per class, that doesn't seem too hard.
Rituals are possibly very interesting. Particularly if long term buffs are gone, scry/teleport/kill might be a thing of the past, without actually removing scrying or teleporting. If rituals are exclusive things that take actual time, of course. (If it takes 30 minutes to scry and 30 minutes to teleport, the strategy isn't all that great anymore).
Not sure what I think of Wizards being essentially evokers/illusionists with a handful of transmutations.
Also, there is this:
There is 2 or so pages on tiers of power (heroic, paragon and epic). The important part is the paragon paths and epic destinies. They replace prestige classes. They are additional power/abilities, that you can choose once you hit 11th or 21st level. They are very much like prestige classes and battle captain, mystic theurge, weapon master, prince of knaves and cavalier are mentioned.
Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example.
Glad as I am to see PrCs hit the shitcan, not sure what these will mean. If you get free benefits from picking one, than not picking one will always be stupid. But, of course, if its just another talent tree to pick from instead of your class, it isn't that great. Will definitely have to see the implementation.