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5 years ago ::
Sep 01, 2008 - 4:00PM
#11
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Date Joined:
Jun 11, 2005
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Rod of Return, perhaps?
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5 years ago ::
Sep 01, 2008 - 4:16PM
#12
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Date Joined:
Sep 10, 2004
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Heroic powers are finished. Also Vadin, thanks for the inspiration. I'll call it the Rod of Reflection.
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5 years ago ::
Sep 01, 2008 - 5:09PM
#13
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Date Joined:
Sep 10, 2004
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Paragon Powers are finished
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5 years ago ::
Sep 01, 2008 - 7:49PM
#14
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Date Joined:
Jun 11, 2008
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Lightning arc encounter does not strike me as significantly better than Split (spilt?) at will attack? Perhaps add in a bonus if both attacks hit like Two Fang Strike? Something like Burning Hands can affect more creatures and does 2d6+int to each creature in blast? Maybe make Lightning Arc an Burst 2 at Range XX?
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5 years ago ::
Sep 01, 2008 - 8:30PM
#15
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Date Joined:
Sep 10, 2004
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Upgrade Lightning Arc to 1d10 and downgraded Split Blast to 2d4. Sound good to you?
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5 years ago ::
Sep 01, 2008 - 9:39PM
#16
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Date Joined:
Sep 10, 2004
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Epic powers are up. Can we get some more comments?
Also, anyone want to give some ideas for paragon paths?
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5 years ago ::
Sep 02, 2008 - 9:52AM
#17
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Date Joined:
Feb 18, 2004
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Hmm. On quick glance, the implement based boosts to the at-will powers make them overpowered. The boost to Enigmatic strike is even more problematic because it's not a mechanical advantage and is impossible to adjucate. Simply put, it steps on the DMs toes too much.
I also question the ability of the class to act as a defender as the only damage mitigation it has is dependant on limited-use powers.
The concept is interesting and you've done a reasonable job of hybridizing the fighter and wizard classes - but the class could use some unique flavor of its own.
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5 years ago ::
Sep 02, 2008 - 12:50PM
#18
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Date Joined:
Jun 11, 2005
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Maybe a paragon path that focuses on interrupting the enemy from range, a paragon path that increases the sentinel's ability to return damage to the enemy while taking damage himself, and a paragon path that adds an additional implement (and a few powers that use that implement) with a unique bonus ability- the implement could be a ranged weapon or a symbol or something (though my vote would be for ranged weapon).
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5 years ago ::
Sep 02, 2008 - 12:51PM
#19
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Date Joined:
Sep 10, 2004
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I noticed that I didn't include the Rod's implment enhancement in an at-will. Why do you feall the staff bonus is overpowered. Additionally, if your have a better idea for the orb at-will, I'd be happy to have the suggestions.
The Fighter's best stickyness ability, Combat Challenge, only works once a round. Same goes for the paladin's divine challenge. Of course, his Warded Transfer doesn't pack as mnuch punch as other defender abilities as far as winning the fight, but Warded Transfer isn't his only defensive ability. Alot of powerful defenses are hidden among the Utility powers.
Spell of Security (Level 2 Utility) can help to protect an ally. Protective Wall (Level 6 Utility) can totally prevent an attack by blocking the enmies movement. Magical Escape (Level 10 Utility) Will prevent an attack. Seal of Defense (Level 10 Utility) Offers defense to all near by allies and can force a major attack to miss. Arcane Aborpstion (Level 10 Utility) can protect allies from attacks.
Redirect Attack (Encounter 13) serves a similar function to your Ward, but damages an enemy at the same time. Emergecny Block (Level 16 Utility) Soaks damage for an ally. Same goes for Safeguard Armor of the same level.
Mirror Wall (Level 19 Daily) can be a powerful defensive tool in the right situations. Additionally, all 4 level 22 Utility powers provide powerful defensive tools, especially Perfect Ward, which can mark an entire battlfield and allows you to warded transfer every attack to yourself. Amnesia (Level 25 Daily) isn't defensive directly, but it will hamper an enemies offense.
Either way, if you'd like the offer advice to fix the problems you see, I'd be happy to hear them.
ALso a quick edit. I fixed the HP (was supposed to be 15 not twelve) and added Leather Armor Proficiency.
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5 years ago ::
Sep 02, 2008 - 12:53PM
#20
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Date Joined:
Mar 28, 2007
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Let's see...
You could bring back the eldritch knight...
As for power level... Meh. Not something I'm good ast. Everything looks interesting. So therefore it should be fine.
Mind you I haven't taken a good long look yet, just a little pre-occupied with the Lords of Creation thread.
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