Dragon 420

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Really just two themes.

Beguiler seems an okay controller theme - slide as a minor action if you hit with their encounter power. But the level 5 and level 10 features aren't all that good. The utility 2 is solid. The utility 10 could be very, very good for the right kind of build. Feels black.

Occultist has a lousy encounter power that basically uses up a standard to do nothing of value and then waste all your OAs for the next round. The level 5 isn't bad, but the level 10 is very corner-case. The level 2 power is one of those 'phenomenal' powers that steal a surge now to save a surge you might lose later. It might work well for a crit-fishing build or a build that has a lot of surges, but can't afford to miss. Level 6 is totally up to the DM as to how effective it is and at best, it won't be great. Circle of Antipathy would be more useful if it wasn't a standard. I'd really only take it if you're in love with the level 2 power. Feels purple to me.
Yeah, Twisting Fortune is all kinds of delicious. This is Ironwrought on crack, but costs you your U2 and a surge.
This issue seems very lackluster, but that U2 on Occultist is amazing.

I'm looking forward to this. Anyone heard anything about this, supposedly coming next month?

Alternative Multiclass Rules
By Robert J. Schwalb and Matt Sernett
A flexible, optional approach to character building
that doesn’t require feat expenditures to access the
powers and features from other classes.
Was anyone else half expecting a pot joke?  I spend way too much time around college students, I guess.
A Schwalb article? Either it's all fluff, or this edition's just about ready to be broken wide open. Anyone placing bets, gentlemen?
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).
Multiclassing without feat expenditure? I'm guessing broken maybe.

Anything on the ghost article? Is the ghost always insubstantial?
Well - it depends on if that article goes up on the 1st of April really.
A Schwalb article? Either it's all fluff, or this edition's just about ready to be broken wide open. Anyone placing bets, gentlemen?



Both. Paragraphs of awful droll fluff about how to make your concepts work, followed by something that knocks the old Windrise into a cocked hat.
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
The sad bit is that anyone who wanted to use Tomes through this feat already can, namely wizards. Mages could give a damn, and frankly, Tomes suck anyway.
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Good for Shamans that want to MC something other than Wizard. Otherwise of little value.
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
The even sadder bit? You don't even need to use Tomes for Tome Expertise. So I guess if you want to save a feat? I feel like even a Shaman is better off getting Staves and Stave Expertise AND Tome Expertise.
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
A Schwalb article? Either it's all fluff, or this edition's just about ready to be broken wide open. Anyone placing bets, gentlemen?



Both. Paragraphs of awful droll fluff about how to make your concepts work, followed by something that knocks the old Windrise into a cocked hat.



...Touché. I have nothing more to say.
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).
Wild guess at next month's multiclassing article: theme that lets you power swap without feats at 4/9/10.

But that's a conservative estimate, based on the average amount of effort they've put into these last few Dragons. Could be something completely nuts comes out of left field, I suppose.
Twisting Fortune is one of the coolest powers I've seen in a long, long time...I really hope it makes it to print unscathed.
It already has.  They don't do the "compilation" thing anymore.

"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

It already has.  They don't do the "compilation" thing anymore.



That is fantastic news, I wasn't aware!
This issue seems very lackluster, but that U2 on Occultist is amazing.

I'm looking forward to this. Anyone heard anything about this, supposedly coming next month?

Alternative Multiclass Rules
By Robert J. Schwalb and Matt Sernett
A flexible, optional approach to character building
that doesn’t require feat expenditures to access the
powers and features from other classes.



Optional almost certainly equals Unearthed Arcana, similar to how Ghost was this month.
I like the idea of the ghost. It's a pretty cool execution of the concept. Obviously very good with a steady stream of THP, but it's an UA, so eh.

I also like the level 6 mushroom cap in the 'Shroom king article that gives you telepathy and resist necro & poison.

And that U2 of the Occultist is nuts! Reroll 3 times during 2 rounds. There's a lot of possibility there, can't wait to see what people come up with.
I like the idea of the ghost. It's a pretty cool execution of the concept. Obviously very good with a steady stream of THP, but it's an UA, so eh.

I also like the level 6 mushroom cap in the 'Shroom king article that gives you telepathy and resist necro & poison.

And that U2 of the Occultist is nuts! Reroll 3 times during 2 rounds. There's a lot of possibility there, can't wait to see what people come up with.



I just realized that that's kind of terrible value, isn't it? I mean, compare that with Ironwrought's Reroll + Damage + Attack Bonus on a nova round. It's not gonna add up - neither will it in a Leader comparison 'cause you only have to hit once for fireworks, it's crap on a controller 'cause you wanna hit a ton of people, so...a defender? Maaaaaaybe?
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 dunno, a CON primary or secondary class benefits the most suffers the least from trading a surge for a 3 rerolls. Battleminds might use it with Brutal Barrage for infinite crits, and from what I've seen from Conlocks it also seems decent for them (although you run into the issue of action shortage with your curse).

But this isn't a kind of power that you take when you play fair. You take this when you have a plan. I'm not sure what that plan is, but it's probably there.
And that U2 of the Occultist is nuts! Reroll 3 times during 2 rounds. There's a lot of possibility there, can't wait to see what people come up with.



I just realized that that's kind of terrible value, isn't it? I mean, compare that with Ironwrought's Reroll + Damage + Attack Bonus on a nova round. It's not gonna add up - neither will it in a Leader comparison 'cause you only have to hit once for fireworks, it's crap on a controller 'cause you wanna hit a ton of people, so...a defender? Maaaaaaybe?



Yup.

"Look at me, I used up a healing surge, a utility 2 and a minor action in a combat where if I had Theme X with an actual encounter power, I maybe wouldn't have used up a healing surge in the first place. But wasn't it awesome?!?"

(not being sarcastic on anyone who likes the power, I just think it belongs in the category of perma-stealth rogues who can't make OAs. Looks awesome, but...)
Hey, even if it's UA, I'm looking forward to some powerswap rules that don't suck and make me wish I was playing a hybrid instead.
Surely six attack rolls for Flurry of Talons and Shadow Fire can be utilized well (they are even a possible Con secondary).
Surely six attack rolls for Flurry of Talons and Shadow Fire can be utilized well (they are even a possible Con secondary).



It's called 'Borrowed Confidence'. Or alternatively, 'Disciple of Divine Wrath'.
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).
Surely six attack rolls for Flurry of Talons and Shadow Fire can be utilized well (they are even a possible Con secondary).

It's called 'Borrowed Confidence'. Or alternatively, 'Disciple of Divine Wrath'.

Why not both?

It can help break rending weapons a bit more.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
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.

Surely six attack rolls for Flurry of Talons and Shadow Fire can be utilized well (they are even a possible Con secondary).

It's called 'Borrowed Confidence'. Or alternatively, 'Disciple of Divine Wrath'.

Why not both?

It can help break rending weapons a bit more.



Because if I'm doing rending weapons I would rather have Sohei's extra attack to fuel them. Or, y'know, anything defensive/utility to ensure I can discharge my payload properly.
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).
Surely six attack rolls for Flurry of Talons and Shadow Fire can be utilized well (they are even a possible Con secondary).

It's called 'Borrowed Confidence'. Or alternatively, 'Disciple of Divine Wrath'.

Why not both?

It can help break rending weapons a bit more.

Because if I'm doing rending weapons I would rather have Sohei's extra attack to fuel them. Or, y'know, anything defensive/utility to ensure I can discharge my payload properly.

Meh.

Go brutall barrage + brilliant recovery (possibly revenant actions, ring of free time, master of moments) and you don't need sohei.  You need more rerolls.

But yea, it's not gunna be much use unless your already going to extreams.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
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.

By the point you can use brilliant recovery, you got much better things to do than using it...particularly when fishing for crits, considering critfishing (for MBAs) and Brilliant Recovery have inversely proportional returns as your accuracy changes.
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).
Surely six attack rolls for Flurry of Talons and Shadow Fire can be utilized well (they are even a possible Con secondary).



It's called 'Borrowed Confidence'. Or alternatively, 'Disciple of Divine Wrath'.


Those and Ironwrought are indeed better when surge management plays a role. Still, 4 rolls > 2 rolls. And BC is lvl 16 and only lasts one round, it and Disciple take up your MC, and Ironwrought only works on one attack roll.

I'm just saying you shouldn't dismiss it for builds that really, really want to rattle off a series of hits in 2 rounds and have a minor action and a surge or two to spare.
What are those builds, though, that couldn't manage with dice of auspicious fortune, a reroll stone, and maybe Insightful Riposte?
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).
If I might, please let me change tacks in discussion for a minute:

I know that this is primarily character mechanics, but there isn't any discussion going on anyplace else for the issue that I've seen. I'm one of the co-authors of the article on Thrumbolg, and would appreciate hearing people's reactions -- good, bad, or indifferent.
What are those builds, though, that couldn't manage with dice of auspicious fortune, a reroll stone, and maybe Insightful Riposte?


Probably level 15 or lower builds without access to rare items. Like, most of them Wink
If I might, please let me change tacks in discussion for a minute:

I know that this is primarily character mechanics, but there isn't any discussion going on anyplace else for the issue that I've seen. I'm one of the co-authors of the article on Thrumbolg, and would appreciate hearing people's reactions -- good, bad, or indifferent.



Seemed okay. Liked the attack in response to being unable to act. Hungry Spears seems to have a mistake in it by being an Immediate Reaction.

In general, I'm not particularly interested in Dungeon material that ends up in Dragon. There's not really a lot to hang a character concept on in here that isn't overwhelmed by the material targeted at DMs - if I'm linking my character concept to the potential of some day killing Thrumbolg, I don't want to have to ignore his writeup in the article. 
By the point you can use brilliant recovery, you got much better things to do than using it...particularly when fishing for crits, considering critfishing (for MBAs) and Brilliant Recovery have inversely proportional returns as your accuracy changes.

You only need to hit on an 18+ to crit-fish.
Your MBA can easily be a different bonus (Str vs Con is easy).
And you only need to miss once.

It has a place.  Not a big place, but a place none the less.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
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.

If I might, please let me change tacks in discussion for a minute:

I know that this is primarily character mechanics, but there isn't any discussion going on anyplace else for the issue that I've seen. I'm one of the co-authors of the article on Thrumbolg, and would appreciate hearing people's reactions -- good, bad, or indifferent.


The write-up was pretty cool, with an interesting spin on the "you'll be killed by one of your offspring" prophecy. The statblock is also ok, with just enough ways to act (although not enough to challenge a good epic party).

I dunno, for me Thrumbolg felt like "another random epic threat that tries to conquer the world". I guess the biggest reason I skipped the article during the first read was that it followed the Carrion King article, which I liked a lot. That guy had a lot more character depth, instead of being another grumpy ogre-like being.

I also felt you could've expanded the portal part a bit more. Maybe hook it up to Sigil? It seems that the slave population of the citadel would consist of all sorts of random creatures who stepped through a portal or who were captured in intraplanar raids.
Reread A Wizard Abroad recently, so I got a kick out of seeing Fragarach statted out.  Other than that, I kinda glossed over it for the stuff that's actually more relevant to players than DMs. Embarassed
Eh, I'd feel weird commenting on it without looking up the mythology it was based on for comparison. It felt like I could use Thrumbolg in a fight easily enough, stat-wise.

I was quite curious about Fragarach, cause it's fun to say and would have been fun to throw as a treasure award, but it felt a bit lacking compared to its background and for epic.

Essentially, it felt like it could have had an AC->Ref function at least similar to the Brilliant Energy weapon, for its "ignores armor" functionality, and the 5 auto damage against someone you've already hit just feels lacking at epic. OTOH, you could probably just toss it out at heroic just fine. 
Keith Richmond Living Forgotten Realms Epic Writing Director
If I might, please let me change tacks in discussion for a minute:

I know that this is primarily character mechanics, but there isn't any discussion going on anyplace else for the issue that I've seen. I'm one of the co-authors of the article on Thrumbolg, and would appreciate hearing people's reactions -- good, bad, or indifferent.


In the D&DInsider forum they always post a thread for newly released articles (or now, compilations). Here is the one for Dragon 420.

It seems to me that ghosts can easily do attack+hide shenanigans by shifting one square into the floor/ground. But with no line of sigh/effect they can't take advantage of OAs.

Walker Through Shadows means a ghost is always insubstantial and phasing in Epic.
You can't normally end inside of the ground. Phasing lets you pass through objects, but not end in them.

It's technically unclear that they can move into the ground at all (in the same way PCs can't use fly speed to move through water), but it's better to handwave that argument for sanity's sake. 
Keith Richmond Living Forgotten Realms Epic Writing Director
Yeah you're right. I was reading it incorrectly. It means you can pass through objects or obstacles one square wide. Whoops.
It really can't be understated how mindblowing Ghosthood is. It's a whole buncha free powers on top of your normal stuff, and they're all great. They even scale properly by using your full level, which is crazy as hell considering how many terrible 'stat +2/4/6' powers we've had as of late. That daze-which-dominates, man...honestly, I would take this on a Seeker in a heartbeat, in a home game. Every single time. This stuff pretty much singlehandedly makes any controller workable.
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).