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4 years ago ::
Apr 22, 2009 - 3:50AM
#311
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Date Joined:
Mar 25, 2007
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Sounds like you like it, but could you explain why?[/quote] Well, the feat has no prerequisites or anything, so any wizard, sorcerer, warlock, or other arcane class can take it, the familiar benefits are good, even the passive ones, the familiar is basically invincible if you play your cards right, and it's a heck of a lot of benefits you can get for just one feat.
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4 years ago ::
Apr 22, 2009 - 4:12AM
#312
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Date Joined:
Apr 16, 2009
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What is the official release date for arcane power? Seeing my preorder from hasn’t arrived yet
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4 years ago ::
Apr 22, 2009 - 5:26AM
#313
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Your not alone: http://forums.gleemax.com/showthread.php?t=1179302
What is the official release date for arcane power? Seeing my preorder from hasn’t arrived yet
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4 years ago ::
Apr 22, 2009 - 5:32AM
#314
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Date Joined:
Dec 16, 2008
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To Big_Pete:
Sorry I didn't get you your answer strait away - it's a couple pages back, and I'm afraid I missed it.
Here are the MC Feats, and they are awesome, because they are not just basic MC Feats like in PH or PH2 (or FRPG, for Swordmage). I'll include the Paragon feats as well for anyone else who's interested. I'm not going to include prerequisites or numeral bonuses, though, so that you can't implement them right away without the book:
Bardic Ritualist [Heroic Bard MC]: Arcana, Bardic Training
Healing Song [Paragon Bard MC]: Song of Rest, Skill Versatility
Heart of the Blade [Heroic Swordmage MC]: Athletics/Endurance, Swordbond
Implement Master [Paragon Wizard MC]: Arcane Implement Mastery
Learned Spellcaster [Heroic Wizard MC]: Arcane/Nature/Religion, Ritual Casting
Sorcerous Power [Paragon Sorcerer MC]: Statistic-based Power Bonus
Soul of Sorcery [Heroic Sorcerer MC]: Energy Type Resistance
Student of Malediction [Heroic Warlock MC]: Warlock's Curse
Walker in Gloom [Paragon Warlock MC]: Shadow Walk
Enjoy your dangerously close to feat-steals. You can't use them without the prerequisites, of course, and if you can find those somewhere else, then you're stealing them from there, so I'm clean. This is just a little, let's call it, "Preview." Thanks Marandahir
I just wanted a general idea
hopefully my flgs will get Arcane Power in very soon
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4 years ago ::
Apr 22, 2009 - 9:48AM
#315
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Date Joined:
Apr 22, 2009
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Can anyone give some descriptions to the new Warlock attack powers for level 1 and 3. Especially the CON-based powers.
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4 years ago ::
Apr 22, 2009 - 10:21AM
#316
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Date Joined:
Jul 28, 2006
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Warlock CON stuff (level 1):
Arms of Hadar (lv 1) enc, arc, imp standard, Cl Br 2 Target: each creature in burst Con vs Ref, 1d8+Con dmg, push 2 squares Star Pact pushes 1 + Int instead
Chains of Levistus (1) enc, arc, cold, imp standard, ranged 10 target: one creature Con vs Fort, 2d6+Con cold dmg, 2d6 cold again if it moves before EOYNT Infernal Pact adds +2 power bonus on next attack if it moves
Clarion Call (1) enc, arc, imp, thun standard, Cl Bl 3 target: each creature in blast Con vs Fort, 3d4+Con thun dmg, deafens til EOYNT Vestige Pact gains 3 cumulative HP for each hit
Life Bind (1) enc, arc, imp, nec standard, ranged 10 target: one creature Con vs Ref, 2d8+Con nec dmg, target can't regain HP or gain temps til EOYNT (also -2 on saves) Vestige Pact adds Int nec dmg
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4 years ago ::
Apr 22, 2009 - 10:28AM
#317
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Date Joined:
Nov 11, 2005
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Can anyone give some descriptions to the new Warlock attack powers for level 1 and 3. Especially the CON-based powers. All of them deal damage so im not describing that but i will describe the rest of the effects
lvl 1 Arms of Hadar: Push everyone with in 2 squares away from you. pact increase push (star) Chains of levistus: Force a target to stay still or take cold damage,pact gives you a bonus to hit if they move. (infernal) Clarion Call:blast 3 deafens and deals high min damage. pact gives thp for each target hit (vestige) Life Bind: prevents target from healing and penalizes their saving throw, pact increases damage (vestige)
Lvl 3 Cloud of Flies: single target grant combat advantage pact, Pact: on miss no damage but grants combat advantage (vestige or infernal) Fortune Binding: you lose one effect and the target gains it. Pact: add damage (vestige) Vestiges' Calamity: If the target is cursed it takes even more damage Pact: the extra curse damage also effect all creature adjacent to target. (vestige)
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4 years ago ::
Apr 22, 2009 - 10:53AM
#318
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Date Joined:
Apr 22, 2009
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Thanx, CaptMDKirk and Drackcove.
Any info on the Warlocks CON-based Daily spells (level 1 and 5) ?
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4 years ago ::
Apr 25, 2009 - 2:45AM
#319
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Date Joined:
Dec 30, 2008
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How is a Cosmis Sorc. different fromt a Dragon one ? We know a Feylock is different from an Infalock, how is this with Sorcs ?
Could you show some cool Cosmic Powers ?
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4 years ago ::
Apr 25, 2009 - 7:46AM
#320
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Date Joined:
Jun 18, 2008
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How is a Cosmis Sorc. different fromt a Dragon one ? We know a Feylock is different from an Infalock, how is this with Sorcs ?
Could you show some cool Cosmic Powers ? Cosmic sorcerers get Str to AC and damage just like dragon sorcerers. Their other ability is called "Soul of the Cosmic Cycle". It's mutable, like Wild Soul, but it's less random. You choose one of three phases (sun, moon, or starts) after a short or extended rest. You automatically move to the next phase the first time you're bloodied, and when you use a daily arcane attack power you can choose to change to the next phase if you wish. Each phase gives you a special ability and a resistance.
The cosmic at-will is blazing starfall, a small area burst that attacks Reflex and deals low radiant damage. For a cosmic sorcerer, the burst also creates a zone that damages enemies that leave it (yes, just enemies). The 29-level cosmic spell is cosmic vengeance, which is a minor action personal effect that lasts until the end of the encounter. It deals damage of a type of your choice to any enemy that hits you, plus ongoing damage if it was a crit. Some of their spells allow them to change their phase, or have riders that depend on being in the right phase.
Speak softly and carry a sharp quill.
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