New Errata Is Up

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Direct link to PDF (since the other link is apparently not working for some people).

Master of Stories nerfed to once per day (who didn't see that one coming?). Lots of magic item rarity changes. Two-Weapon Flurry is now a free action MBA. Kulkor Arms Master is still standing there, the metaphorical elephant in the room, laughing at us...
"There's an old saying that all it takes for evil to triumph is that good people do nothing. I've always had a problem with that. If you do nothing to oppose evil, then how are you 'good'? To turn aside and allow evil to flourish is to collaborate with it. You ask for mercy. You claim you have done nothing. That 'nothing' is why you deserve no mercy." - Lorian Karthfaerr, drow paladin of Avandra Robin Laws says I'm a Storyteller:
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You're more inclined toward the role playing side of the equation and less interested in numbers or experience points. You're quick to compromise if you can help move the story forward, and get bored when the game slows down for a long planning session. You want to play out a story that moves like it's orchestrated by a skilled novelist or film director. Storyteller 92% Tactician 83% Method Actor 75% Butt-Kicker 67% Power Gamer 67% Specialist 58% Casual Gamer 8%
A ton of items have been moved to Common is good news.
Master of Stories and Two Weapon Flurry made sense. I'm proud of them for fixing those (and forgive them for missing Kulkor Arms Master yet again - sometimes you just have to give up hope and accept someone for all their flaws).

But some of the rarity changes really suck. Headband of Intellect, Master's Blade, Shadowflow Armor, Boots of Teleportation, Ring of Free Time...

On the other hand, Rhythm Blade, a couple good rods, ki weapon were all made common. Mixed bag, I suppose.
Rarity is finally worth using as written.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
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s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.


Ring of the Dragonborn Emperor was one of the few ways to give a class like monk close burst damage item bonus.  That is a bad change, when they left the far more powerful IAOP as uncommon.

So the healing from Master of Stories is once a day, but the aura is still once an encounter?

That still lets some half-elf shenanigans go off (Rapid Shot + Skald at-will, for instance) and makes the in-class swap for the aura more attractive than the multiclass. I'm mostly okay with this.

I'm not sure if any of the rarity changes matter much.
I do like that they left the Skald aura itself as an encounter power and only restricted use of the healing benefit. The HElf/Spellscarred builds using the aura and Bard at-wills were fun and hardly OP, so it's good that we can still use them.

It also appears that a lot of the new common items are consumables, which is awesome and means they might actually see some use in LFR. Oh, and the basic Pact and Song Weapons, which I've always thought was an oversight to begin with. Bummer about all the Rares, but at least most of them look like stuff that earns the title.
I'm glad they fixed Master of Stories... but I am also glad they didn't change it until this pas season of Encounters was over. We had no full leader, only a couple "skald lights".
Common Butterfly Sandals makes my Windlord Whirlind Genasi very happy

Ring of the Dragonborn Emperor was one of the few ways to give a class like monk close burst damage item bonus.  That is a bad change, when they left the far more powerful IAOP as uncommon.




IAoP sort of skirts the middle ground. Extremely simple effect (Common) but extremely powerful effect(Rare) = Uncommon, I guess.

Jredgiant, if they published an IAOP type item for monks to use I wouldn't care about the ring.  But its a situation where WOTC has published a bunch of stuff that helps chargers and mutiattacking weapon users boost their damage and leaves it all as uncommon.

And the only easy ways for monks to boost damage even a little in the same way gets taken away.

Its poor design that bracers of archery get a gold rating in the monk handbook because that is the best choice they have to get that bonus.  Monks are not even proficient with bows!  Seriously here is the item that it would take them 15 seconds to add to the game: Bracers of Not Everyone Wants To Play a Charger. You gain a +2 item bonus to damage with melee and close implement attacks.  This bonus increases to +4 at level 16, +6 at 26.  Uncommon  /rant
Rarity is finally worth using as written.



Truth. I still offer IAoP as Common in my games (if its good enough for Bracers of Mighty Striking, its good enough for IAoP). But now my players have some options for the rest of the stuff.

I like some of the rare changes as well. I was getting a little sick of every single person at my paragon LFR tables having the Dice.
Jredgiant, if they published an IAOP type item for monks to use I wouldn't care about the ring.  But its a situation where WOTC has published a bunch of stuff that helps chargers and mutiattacking weapon users boost their damage and leaves it all as uncommon.

And the only easy ways for monks to boost damage even a little in the same way gets taken away.

Its poor design that bracers of archery get a gold rating in the monk handbook because that is the best choice they have to get that bonus.  Monks are not even proficient with bows!  Seriously here is the item that it would take them 15 seconds to add to the game: Bracers of Not Everyone Wants To Play a Charger. You gain a +2 item bonus to damage with melee and close implement attacks.  This bonus increases to +4 at level 16, +6 at 26.  Uncommon  /rant



Dear god, what abuse did monks do to merit losing all the easy ways to get an item bonus to damage?!?!?  Seriously, this is pathetic. 
Wait a minute.

Ring of the Dragonborn Emperor is rare...

but Staff of Sleep and Charm is now Common!?

What in the world!?
Common Rods of Reaving and Corruption? My LFR'Lock is very, very happy.

And Rare Ring of the Dragonborn Emperor makes my LFR Monk very, very sad.
Furious_kender, its because monks were doing too much damage with their expanded crit range through unarmed mastery.
Jredgiant, if they published an IAOP type item for monks to use I wouldn't care about the ring.  But its a situation where WOTC has published a bunch of stuff that helps chargers and mutiattacking weapon users boost their damage and leaves it all as uncommon.

And the only easy ways for monks to boost damage even a little in the same way gets taken away.

Its poor design that bracers of archery get a gold rating in the monk handbook because that is the best choice they have to get that bonus.  Monks are not even proficient with bows!  Seriously here is the item that it would take them 15 seconds to add to the game: Bracers of Not Everyone Wants To Play a Charger. You gain a +2 item bonus to damage with melee and close implement attacks.  This bonus increases to +4 at level 16, +6 at 26.  Uncommon  /rant



The problem with Ring of the Dragonborn Emperor isn't that it provides a bonus to AOE damage, its that it grants an out of turn attack. Not only that, but you can use any encounter power with it, and many classes have encounter powers that outclass other classes daily powers. Ring of the Dragonborn Emperor is so good on any class with at least one heavy control or multi-attack encounter power, two-to-three characters in EACH epic game I've been in has had one. Nothing else in the ring slot out side of niche builds like teleports or Magic Stones shenanagins quiet beats "Use Rain of Blows / Storm of Blades / Warrior's Urging / Steal Time for the second / third time this encounter... only out of turn."

Ultimately: Better Rare than Nerfed.
I am a: Lawful Good Dragonborn Paladin
Understandable, I suppose, but we shouldn't have to use Hand Crossbows to get Monk bonus damage.
Can't a Monk use a Staff of Ruin?
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
@nyronus I know why they nerfed it.  And if the item I described was in the game I would be fully supportive of making it rare.

But it would take about 5 minutes to write up some feats and items to bring up monks to much better damage levels without breaking anything and its really frustrating that they don't do all the simple fixes to the game like that.
Can't a Monk use a Staff of Ruin?



Depends how they want to use it.  Unless they have implement proficiency: staff, then they need to wield it in two hands.  And the monk class is built around having lots of non-staff weapons in your hands like daggers for starblade flurry.
Can't a Monk use a Staff of Ruin?

Oh, definitely. But Monks shouldn't be pigeonholed into certain items or certain enchantments to get the same kind of bonus damage that weapon users get, due to how wide a variety they like their weapons and implements to be.

Ok, so it just comes down to possibly having to use a Staff of Ruin in two hands, as opposed to a Hand Crossbow in one (to claim Bracers of Archery), thanks, that explains things better.  

That having been said, other Striker classes/builds have the same problem with regards to getting an item bonus to damage.  I'm not sure what Warlocks do, and my Thrown Weapon Ranger has to make do with a lousy +2 from Dwarven Throwers (at level 21!).  While it's annoying that some classes/builds can easily use Iron Armbands or Bracers of Archery, I find it just as annoying that the Slayer and the Thief get to use a common item in games where rarity matters, such as LFR.
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
@nyronus I know why they nerfed it.  And if the item I described was in the game I would be fully supportive of making it rare.

But it would take about 5 minutes to write up some feats and items to bring up monks to much better damage levels without breaking anything and its really frustrating that they don't do all the simple fixes to the game like that.



I dunnoo about you man, but if a Close X +2/Tier damage bonus came out, I know that no one would be paying attention to monks - because suddenly, Sorcerers just smoke you with their good powers, which become even better. The solution here is to provide an item that boosts Flurry of Blows, not Close X attacks.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Ok, so it just comes down to possibly having to use a Staff of Ruin in two hands, as opposed to a Hand Crossbow in one (to claim Bracers of Archery), thanks, that explains things better.  

That having been said, other Striker classes/builds have the same problem with regards to getting an item bonus to damage.  I'm not sure what Warlocks do, and my Thrown Weapon Ranger has to make do with a lousy +2 from Dwarven Throwers (at level 21!).  While it's annoying that some classes/builds can easily use Iron Armbands or Bracers of Archery, I find it just as annoying that the Slayer and the Thief get to use a common item in games where rarity matters, such as LFR.



Warlocks face the same problem, but they don't have the same kind of dilemma as Monks do - most of their best Rods work just fine in the offhand, and taking White Lotus Dueling Expertise or being an Eladrin for Staff proficiency makes it work.  Of course, come Epic, Staffs fall just a tad behind the Warlock's choice of Rod of the Star Spawn or Warlock Implement Expertise in whichever will give them their crit-range (or hell, even Bow Mastery if they're Moonbow Dedicates).

As to your last statement: bet you're overjoyed that the Master's Blade got bumped to Rare, huh? :p

I'm surprised it took so long for them to get around to that, actually.  At-Will stances made Master's a lot stronger than probably intended.
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
It's not about some optimization ranking of implement using strikers. It's about the fact that some classes have easy access to item bonuses and others don't. Monks just lost the typical item bonus they used. In contrast, enchanters just got easier access to a scaling item bonus to attack.
I would be fine with sorcerers getting a boost too.  Monks have enough different tricks to make people like me still prefer them over sorcerers and they can survive better in melee anyway with better movement so its a fair trade off.

For that matter I want something for druids, invokers, warlocks, lazer clerics, etc.  In my ideal version of 4E only people who were planning to use staffs already would even be looking at staffs of ruin.
It's not about some optimization ranking of implement using strikers. It's about the fact that some classes have easy access to item bonuses and others don't. Monks just lost the typical item bonus they used. In contrast, enchanters just got easier access to a scaling item bonus to attack.



Get the shifting primordial shard. Problem solved, monks are the dudes born to use it.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
I am grumpy that *both* Eladrin Boots and Eladrin Ring of Passage got bumped to rare. I mean, I guess I can see why(Extended Ethereal Sidestep = Charge every round with no AoOs), but it still makes my Cavalier|Warlocks, occasional Hexblade and even Swordmages sad. :<
It's spelled Corellon Larethian, not Correlon, Correllon, Correlllon, Corellion, Correlian or any other way of getting it wrong. I'm a total grognard and I still play 4E.
[Get the shifting primordial shard. Problem solved, monks are the dudes born to use it.



What item is that?  Aren't all the primordial shards rare?
When did Boots get erratted?  I dont see them listed in this document.
Wow. I dont think you could come up with a better example of just how little this dev group understands the game than that list of Rare items.
Fortune Stones? Really?!?
Nerfed version of DoAF? Lol.

Someone needs to show these people the definitions of "Powerful" and "Useful" and explain the difference.

....and really BoMS common and the exact same item IAoP still uncommon? Incompetents.
[Get the shifting primordial shard. Problem solved, monks are the dudes born to use it.



What item is that?  Aren't all the primordial shards rare?

Pitted Flowstone, and yes they are currently rare.

I'm not too surprised by most of these. Wizard itemOp just got a bit easier / more annoying depending on your point of view. Headband of Intellect, Ring of Free Time and Opal Ring of Remembrance all Rare? Damn. I'm not surprised, given the potency of the rings. Master's Blade feels a bit out of place.

However, common Staff of Sleep & Charm? Yes please, thank you, I'll be quiet now.

Warlords'll be happy with common Tactician's Armour.
A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
I'm fairly sure most of my LFR group has just gone from having no magic items to being at or over the 1/tier cap... (Fortune stone + Horreb Ritual Cube + DoAF on some of the characters) Luckily, I was the last one to grab a fortune stone, and I did it after the last module! So we can still get the set bonus at least.
 
"I am the seeker, I am the stalker, I am the walrus"
As others have pointed out, really bizarre that the Headband of Intellect is rare but the Laurel Circlet remains uncommon and the Staff of Sleep and Charm is common.  I'm really confused as to thier logic.  Hopefully they'll be an article explaining the changes?

My epic LFR swordmage is sad that he will probably never get to play with the two amazing level 29 epic rings (unless the mod designers decide to throw em in).  Oh well, it'd only have been for two adventures anyway.

I'm not sad at all to see Horreb Cube and DoAF put to rare.  Fortune Stones are a bit weird as rare, but they are really powerful.

IAoP and BoA should both be common.  Still don't understand why they're no as the essentials versions are not only common but lower level. 
I'm surprised it took so long for them to get around to that, actually.  At-Will stances made Master's a lot stronger than probably intended.

Er, not exactly.  It's "+1 to hit".  Except that its a level 5+ item, so if you wait a level longer, you get +1 to hit and +1 to damage.  As a common.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

....and really BoMS common and the exact same item IAoP still uncommon? Incompetents.




To be fair, before the birth of the basic attack spammers, and kulkor, IAoP was technically more "useful" for most classes if you aren't charging or being granted alot of BA's.


Of course, they had to introduce BA spammers, which prety much broke the whole system cause it assumed basic attacks were weak.     

I'm not saying the Master's weapon is particularly strong, just that, when it was added to the game, most stances were Daily powers, and Encounter stances tended to grant minor benefits, or have a drawback to go with their benefit.  So adding At-Will stances to the game simply made the enchantment stronger than it was before.

I also don't think many people took it's Daily power seriously when it was first added to the game, since, again, if most good stances are Daily powers, then you're not often going to want to use two of them for one fight.  So the value of the weapon increased, and WotC's stated design is that they want items with powers to be rarer than items with properties.

So, by their logic, a shift in rarity was warranted.  In actual play, players value properties more highly, and the +1 to hit is really, at best, a way to feel less silly for having an item with a daily power.  Even then, it's only good if you can do something neat with it, like a knight combining defend the line with hammer hands or something.    

I wasn't expecting errata because I thought it was "too good".  I was expecting errata because, by now, I've come to expect WotC to errata things because they are better than they were intended to be, as opposed to errata for things that are actually broken. 

"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
More than anything else I'm annoyed that the Sidhe Lord's companion didn't get errata'd into non-trivial HP :/