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5 years ago ::
Aug 14, 2008 - 4:14PM
#91
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Date Joined:
Sep 10, 2004
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The PDF is not up to date as of today. I didn't actually create in and have no ability to update it unless Lugritor finds the time. I'll drop him a private message and hope he has the time.
Valdark Vertical Shot having that effect was a copy paste error. Thanks for pointing that out.
For Defensive Spin, would reducing the bonus to +1, +2 with a staff, then +2/+4 at epic sound reasonable for keeping it as an effect line.
I changed Encounter 3 Flurry of Blows to inflict -2 to AC (save ends) if you have the Flurry of Blows tactics. Sound better?
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5 years ago ::
Aug 14, 2008 - 4:39PM
#92
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Date Joined:
Nov 22, 2007
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The PDF is not up to date as of today. I didn't actually create in and have no ability to update it unless Lugritor finds the time. I'll drop him a private message and hope he has the time.
Valdark Vertical Shot having that effect was a copy paste error. Thanks for pointing that out.
For Defensive Spin, would reducing the bonus to +1, +2 with a staff, then +2/+4 at epic sound reasonable for keeping it as an effect line.
I changed Encounter 3 Flurry of Blows to inflict -2 to AC (save ends) if you have the Flurry of Blows tactics. Sound better? Actually reviewing this with Gnome in Denial we don't really have a problem with Defensive Spin as it stands.
The defense bonus gives him a significant edge over his shield wielding friends but only on rounds where he uses this At-Will.
He must sacrifice his defense for offense and vice versa which works.
Neither of us feel the vertical shot makes sense or is necessary to the class.
By adding ranged At-Wills you may be spreading the class too thin.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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5 years ago ::
Aug 14, 2008 - 4:41PM
#93
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Date Joined:
Nov 22, 2007
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I like the fix for Leg Sweep, it puts it more in line with the fighter ability of the same level.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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5 years ago ::
Aug 14, 2008 - 4:47PM
#94
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Date Joined:
Nov 22, 2007
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The following portion of Precision Strike also gives us some issues.
-----Precision Strike: You deal additional damage equal to your Intelligence modiifer and the target grants combat advantage (save ends).
You may be stepping on the toes of both the Rogue and the Warlord classes.
They each have similar powers but combat advantage only lasts till the end of their next turn and is restricted to either personal or an ally of your choice.
I say that if you are set on this portion of the power at least push it back to later levels.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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5 years ago ::
Aug 14, 2008 - 4:54PM
#95
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Date Joined:
Sep 10, 2004
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It also lines up with the Precdision Strike tactics power of the same level, but as a multi-hit.
Vertical Shot was added because the class has a serious spear focus, with a class feature that benefits using a Javelin, and with 5 other ranged weapon based attacks, the Javelin provides an interesting option. The class can function with a Shield and Spear, providing increased defense at the cost of damage and a bit of accuracy. or you can downgrade damage further with a javelin and have some ranged capability.
I map the weapon options as follow. Javelin + Shield - - - +2 Prof 1d6 damage - - ranged, reach Spear + Shield - - - +2 Prof 1d8 damage - - reach Quarterstaff - - - +2 Prof 1d8 damage - - reach, various staff bonus powers, wizard multi compatability Long Spear - - - +2 Prof 1d10 damage - - reach, +1 to hit Halberd - - - +2 Prof 1d10 damage - - reach, +1 to hit, Axe Glaive - - - +2 Prof 2d4 damage - - reach, +1 to hit, Heavy Blade
Anything else is shutting down your class features and minimizing your impact on the battlefield. Does this rational for Vertical Shot sound reasonable?
At the same time though, I just realized that you can benefit from reach and a shield at the same time as written. I'm probably going to reduce those Defensive Spin bonuses as I suggested.
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5 years ago ::
Aug 14, 2008 - 4:56PM
#96
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Date Joined:
Sep 10, 2004
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I made the change to Defensive Spin, havling the effectivness of the defense bonuses.
I'm not especially set on any powers actual effects. Have any suggestions for what to replace it with?
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5 years ago ::
Aug 15, 2008 - 2:56PM
#97
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out of town for a week will update pdf then
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5 years ago ::
Aug 15, 2008 - 4:29PM
#98
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Again ff6shadow, thank you for all the hard work and for keeping an open mind to balance.
If you re-read above, Valdark retracted his comment with Defensive Strike. Returning it back to normal +2/+3 and then +3/+6 works with us just fine, even leaving it as an effect line. We both feel that the shield user will still have a significant advantage being able to use his +3 AC/Ref bonus (+2 shield and +1 shield spec) while still using encounter and daily powers to a larger effect. We also definately like the visual it gives us of a staff fighter swinging at air (missing) but still whilring around, driving enemies back (hence it being an effect line). In short, the bonuses before were fine, and moving them down makes the effect too small, imho.
EDIT after reading your comment about shield stacking: Either make it a shield bonus so it wont stack (but I do like the benefit of a shield/spear user) OR Leave it reduced but not reduced for STAFF where you cant use a shield.
It seems like youre definately determined about vertical shot. In my opinion, a ranged at will is not needed. The class itself, as you said, is very spear heavy, and if someone wants to shoot out a 'basic attack' at ranged with their javelin, they can do so, but an at will spreads the class a bit wild. Keeping him Str based melee gives more focus. Some Encounter or Daily abilities woulnt be bad for ranged though, but an at will seems too much...again IMHO. This is not balance but merely personal preference talking.
I will eventually sit down with a book and go over a full power comparison. Thank you for your time.
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5 years ago ::
Aug 15, 2008 - 8:11PM
#99
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Burst Strike At-Will * Martial, Weapon You attack with a burst of strikes. Standard Action * Close Blast Melee Weapon Target: All creatures in the blast Attack: Strength vs. AC Hit: 1[W] damage. -----Increase to 2[W] + Strength modifier damage at 21st level Burst Strike, I think, is actually underpowered. Without other abilities (such as the stance that increases your range), its only a 2x2 Blast 1[W].
Compare to the Wizard At-Will Thunderwave:
At-Will * Martial, Weapon You attack with a burst of strikes. Standard Action * Close Blast 3, Implement Target: All creatures in the blast Attack: Int vs. Fort Hit: 1d6 + Int thunder damage, and you push the target a number of squares equal to Wis mod. -----Increase to 2D6 + Int modifier damage at 21st level So, the wizard power has larger blast naturally, does more damage (+int scales), and pushes. I wouldn't suggest adding a push mechanic to your power (bc you already have a push at will), but something additional and maybe some more damage wouldn't hurt this power, or even more range. (Not all 3 of course =P) Its something to consider, as this power is lacking compared to its other controller variant.
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5 years ago ::
Aug 15, 2008 - 8:13PM
#100
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I map the weapon options as follow. Javelin + Shield - - - +2 Prof 1d6 damage - - ranged, reach Spear + Shield - - - +2 Prof 1d8 damage - - reach Quarterstaff - - - +2 Prof 1d8 damage - - reach, various staff bonus powers, wizard multi compatability Long Spear - - - +2 Prof 1d10 damage - - reach, +1 to hit Halberd - - - +2 Prof 1d10 damage - - reach, +1 to hit, Axe Glaive - - - +2 Prof 2d4 damage - - reach, +1 to hit, Heavy Blade Dont forget, Double Javelin or Double Spear to multi class into ranger ^^
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