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4 years ago ::
Mar 21, 2009 - 1:13PM
#51
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Date Joined:
Jan 22, 2009
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PHB General feats are up now.
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4 years ago ::
Mar 21, 2009 - 2:14PM
#52
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Date Joined:
Nov 22, 2008
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I'm not sure I got my point across regarding Offering of Justice. The wording on the power seems to suggest that the power checks at the end of each creature's turn to see if the target attacked. So on any creature's turn in which the target attacks, Offering of Justice would trigger and do the damage. If it works this way, it should be sky blue. If the damage can only trigger once for the target, at the end of that creature's next turn, then I'd say that dark blue would be an appropriate ranking, with Chains of Carceri being a very viable alternative.
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4 years ago ::
Mar 21, 2009 - 3:19PM
#53
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Date Joined:
Oct 28, 2003
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I will say this for Two Weapon Fighting. If you take the Staff Fighting feat from the Dragon article, you turn your staff into a double weapon with the Defensive property. In which case Two Weapon Defense is a nice boost to Reflex and AC. Two Weapon Fighting is a pre-req for Two Weapon Defense.
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4 years ago ::
Mar 21, 2009 - 5:25PM
#54
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I'm not sure I got my point across regarding Offering of Justice. The wording on the power seems to suggest that the power checks at the end of each creature's turn to see if the target attacked. So on any creature's turn in which the target attacks, Offering of Justice would trigger and do the damage. If it works this way, it should be sky blue. If the damage can only trigger once for the target, at the end of that creature's next turn, then I'd say that dark blue would be an appropriate ranking, with Chains of Carceri being a very viable alternative. Reading the description over, it only affects one target once. There is no continuation or save ends ext. I don't see how it would be interpretted any other way. Just my opinion of it. Chains should be bright blue and Offers should be dark blue.
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4 years ago ::
Mar 21, 2009 - 5:48PM
#55
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Date Joined:
Nov 19, 2001
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I've played an Invoker in a campaign (levels 1-3 atm), and the lvl 11 Invoker at Game Day. First off Divine Bolts is a for sure Sky Blue, its the best At-Will period, the damage it does is pretty sick. And yes I was targeting 2 creatures and not 1 creature twice.
Second, Astral Terror is probably the best Level 1 Encounter in terms for a Covenant of Wrath Invoker. Close burst 3 that only targets enemies is most likely going to target at least 3, and probably 5+ since close burst 3 is such a huge region. I know Judgement of Thunder is very good, but the potential (and easy potential) for complete sickness with Astral Terror should make it a very solid option. I actually retrained Judgement of Thunder to Astral Terror after our first session after regretting not having it, in every encounter where I could have hit as many as 8 monsters with it.
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4 years ago ::
Mar 21, 2009 - 8:17PM
#56
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Date Joined:
Jan 22, 2009
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I've played an Invoker in a campaign (levels 1-3 atm), and the lvl 11 Invoker at Game Day. First off Divine Bolts is a for sure Sky Blue, its the best At-Will period, the damage it does is pretty sick. And yes I was targeting 2 creatures and not 1 creature twice.
Second, Astral Terror is probably the best Level 1 Encounter in terms for a Covenant of Wrath Invoker. Close burst 3 that only targets enemies is most likely going to target at least 3, and probably 5+ since close burst 3 is such a huge region. I know Judgement of Thunder is very good, but the potential (and easy potential) for complete sickness with Astral Terror should make it a very solid option. I actually retrained Judgement of Thunder to Astral Terror after our first session after regretting not having it, in every encounter where I could have hit as many as 8 monsters with it. You're making excellent points Philip. And they're very valued seeing as you've actually played an Invoker. I am raising Divine Bolts to blue because of its massive versatility and good damage. I am also lowering Sun Strike to black because I played with an Invoker today for D&D Game Day and noticed the effect was rather underwhelming. Also, I'm lowering Grasping Shards to black because our Invoker never even considered using it. I do not see Divine Bolts trumping Vanguard's Lightning because of the OA soak for damage, even if it only hits one person. You make a great point about Astral Terror and saw it in awesome action today. This power is pretty much the all minions are dead now power.
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4 years ago ::
Mar 21, 2009 - 8:28PM
#57
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Date Joined:
Nov 19, 2001
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I might have been a little strong with my opinions. It was just that I saw the powers that our whole gaming group thought were near broken not even being blue  . I also feel that wall of light and any of the angel summoning powers are very strong. My favorite tactic is to have my angel fly directly above a ranged monster and basically forcing an OA.
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4 years ago ::
Mar 21, 2009 - 8:54PM
#58
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Date Joined:
Jan 22, 2009
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I might have been a little strong with my opinions. It was just that I saw the powers that our whole gaming group thought were near broken not even being blue . I also feel that wall of light and any of the angel summoning powers are very strong. My favorite tactic is to have my angel fly directly above a ranged monster and basically forcing an OA. Most of the Invoker powers are very strong. Most are barely better than others. But usually there's that one power that's total crap.
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4 years ago ::
Mar 21, 2009 - 9:22PM
#59
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Date Joined:
Oct 25, 2007
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I've played an Invoker in a campaign (levels 1-3 atm), and the lvl 11 Invoker at Game Day. First off Divine Bolts is a for sure Sky Blue, its the best At-Will period, the damage it does is pretty sick. And yes I was targeting 2 creatures and not 1 creature twice. Does divine bolts allow you to attack 1 creature twice? If so then it's even better than I initially thought.
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4 years ago ::
Mar 21, 2009 - 9:46PM
#60
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Date Joined:
Jun 15, 2008
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Does divine bolts allow you to attack 1 creature twice? If so then it's even better than I initially thought. Divine Bolt's Target line says "One or two creatures" so you can either attack one enemy once, or two enemies once, but not one enemy twice.
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