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Switch to Forum Live View New class -- Time Mage -- now with Path(s)!
5 years ago  ::  Oct 30, 2008 - 1:51AM #81
Sphynx01
Date Joined: Sep 6, 2007
Posts: 550
I didn't know that, but it doesn't make this power any less overpowered. We're talking +8 damage here (Critical, that's 24 damage) to a single target where you should be lucky to get 20 damage on a Crit unless you're a Striker. And even here, most Rogues are using D6's (2[W])with +8 from attributes (for the 20 cap). Force Orb is doing 20. Rangers, the most powerful offensive at level 1 are (with a D10 Longbow) doing 24 on average, if using Two Fanged Strike, and lucky enough to hit with both attacks, they can exceed the 24 (by quite a bit actually, but that requires 2nd attack rolls).

At least if you drop it to d6's, (12+8=20), then it's on par with the other classes and you can keep both attributes in there to do it.
So I can be like everybody else!!!  :D :D :D

You are Red/Blue!
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5 years ago  ::  Oct 30, 2008 - 1:15PM #82
LordNat
Date Joined: Aug 17, 2007
Posts: 107

Eldiran wrote:

Hmm, you really think so? Perhaps I've just had remarkable luck with my creatures' saves, but Slow hasn't had quite that much of an effect on most of my battles. I'm tempted to think that if I set slow to only last "until the end of your next turn", it would be subpar relative to comparable Wizard powers, such as, say, Scorching Burst, or Ray of Frost. I was hoping to make Slow good enough to allow Time Mages to remain potent controllers even without area damage attacks like the Wizard possesses. But I'll definitely think on just how good it needs to be.

I should point out again that Haste is a Minor action to cast, which you may or may not have noticed. It might be weak even for that, but I felt it was worthwhile enough, if only to allow Time Mages something to do with their spare minor actions.


The big point of slow that I can see is there is at the VERY least one turn of a large group of monsters getting movement gimped.
That can be a big deal as it gives your party time to get into place to just tear them apart.
Then after that if the save on their first turn they will be fine, but this can stick for awhile with some bad luck...

For Haste, I saw the Minor action part but I'd like the idea of a basic trade your to another person.

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5 years ago  ::  Oct 30, 2008 - 3:45PM #83
Eldiran
Date Joined: Jun 10, 2008
Posts: 518

Sphynx01 wrote:

snip


*shrug* I think I'm going to be stubborn on this spell. You're welcome to houserule it, though, if at any time you decide to use the class. I'm going to go ahead and make changes to Tenacious Grip and Regen though, since those seem like pretty simple fixes.

LordNat wrote:

The big point of slow that I can see is there is at the VERY least one turn of a large group of monsters getting movement gimped.
That can be a big deal as it gives your party time to get into place to just tear them apart.
Then after that if the save on their first turn they will be fine, but this can stick for awhile with some bad luck...

For Haste, I saw the Minor action part but I'd like the idea of a basic trade your to another person.


I should actually hope slow would be so effective. It should really shine in situations where your foes are bunched up and you have the chance to position well, just as Scorching Burst really shines when you use it against a bunched up group of minions. Slow loses a lot of usefulness outside of that situation, which makes me inclined to think it's decently balanced.

I also like the idea of trading off actions to others, but I'm not entirely sure about giving that to an at-will. It seems like it'd be a little more potent than it needs to be. Haste, in a way, is somewhat like passing around a feeble version of Shifty -- it's a minor action in exchange for one extra (later two extra) square(s) of movement. Though I confess it's rather hard to gauge Haste's usefulness without seeing it in action. Maybe I'll nudge my Time Mage to try it out...

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5 years ago  ::  Nov 03, 2008 - 7:04AM #84
silvermesh
Date Joined: Aug 21, 2009
Posts: 99
to make haste/haste2 a bit more utilitarian, have it give the target a free save on any slow effects on him as well, and maybe a bonus on saves vs subsequent slow effects equal to the speed bonus. A bonus on acrobatics and/or thievery checks would be a nice tack-on as well.
as far as not fitting in, you could just not list it with the other powers, and leave the mention where you gave the option of free slow or haste that haste could be chosen instead of an at-will attack power. then stat it out under the class feature. basically this just says "yeah it doesn't fit in but we can do it just the same" alternatively you could have certain time effects like haste and slow work on a mechanic sort of like Channel Divinity, then you could just list them as features and say that you get to pick one. you could have a feat to get the other one or again allow the player to pick one of them instead of an at-will. really the effect is always going to be the same, it just makes the class look more professional having it be like channel divinity also opens up the way for feats that give expanded powers and things based on the same power line. which could be pretty cool.
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5 years ago  ::  Nov 03, 2008 - 4:06PM #85
Treyski
Date Joined: Sep 30, 2008
Posts: 31
I still don't agree that Haste is useless, underpowered, or any of that. Are at-wills going to make or break a game? No, they are your bread-and-butter spells. I always use Haste, every encounter, and all my party members love it, so maybe play-test before giving sweeping criticisms. Cheers!
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5 years ago  ::  Nov 12, 2008 - 7:49AM #86
Eldiran
Date Joined: Jun 10, 2008
Posts: 518

silvermesh wrote:

snip


Definitely some cool thoughts on Channel Divinity-esque time magic. Unfortunately, I'm pretty content with the way Haste and Haste2 are currently set up, so I think I'm going to stick with that. Much like Treyski, my party Time Mage has found Haste to be useful, even after having only fought a single encounter with it. So, unless I find more potential problems, I think I'll leave it as is. You're definitely right about looking professional, but if I were worried about that, I wouldn't have typed this whole thing up in a plain txt file :P.

But anyway, thanks for the input!

In other news, I've reduced the range of Timely Strike to 5 to create a bit of a trade-off; that is, a Time Mage will need to stay close to potentially make use of it. At some later point I may change it further, but this is what I've got so far. (It's really difficult to change it drastically when my party Time Mage enjoys it so much and I don't have any blatant "it's broken" retorts. So I'm modifying it slowly as changes become necessary.)

Also, Wormhole now teleports foes to an area within 10 squares of both you and the target. Which means you can still very effectively distance yourself foes, but they at least won't all be 20 squares away from eachother.

Finally, I added a new paragon path! The Temporal Guardian, inspired by Tall_Max's earlier comment. It is essentially a very Leader-y paragon path for the Time Mage.

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5 years ago  ::  Nov 12, 2008 - 11:48AM #87
Drackcove
  • Stampeding Hybrid
Date Joined: Nov 11, 2005
Posts: 744
A suggested modification: Remove both Slow and Haste as at will powers instead add the following to the class feature:
Time Control: choose one of the following two options. these give you acess to a unique power as well as give benefits to other powers.
------------Accelerator: You gain the use of Haste At Will Class feature.
-Haste
Manipulating time to your advantage, you grant yourself or an ally a boost.
At-Will * Arcane, Time
Minor Action - Ranged 5
Special: Can only be used a number of times per encounter equal to your charisma modifier (minimum 1)
Target: You or one ally
Effect: You grant the target a +1 bonus to speed until the end of your next turn.
------------Decelerator: You gain the use of Slow At Will class feature.
-Slow
You bend time in a localized area, hindering the victims' actions.
At-Will * Arcane, Time
Minor Action - Ranged 5
Special: Can only be used a number of times per encounter equal to your constitution modifier (minimum 1)
Target: One enemy
Effect: The enemies takes a -1 penalty to speed.

I suggest this change for two reasons 1) it provides two separate build options. Charisma based time-mages with leader abilities and constitution based time-mages that use time to attack2) It frees up the complication of having at will powers that do not deal damage in any way.
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5 years ago  ::  Nov 13, 2008 - 7:56PM #88
Zarba_Mindblade
Date Joined: Aug 26, 2008
Posts: 15
Have you tried sending this to WotC yet? I would LOVE to see this become an official class!
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5 years ago  ::  Nov 16, 2008 - 1:29PM #89
Eldiran
Date Joined: Jun 10, 2008
Posts: 518

Drackcove wrote:

A suggested modification: Remove both Slow and Haste as at will powers instead add the following to the class feature:
Time Control: choose one of the following two options. these give you acess to a unique power as well as give benefits to other powers.
------------Accelerator: You gain the use of Haste At Will Class feature.
-Haste
Manipulating time to your advantage, you grant yourself or an ally a boost.
At-Will * Arcane, Time
Minor Action - Ranged 5
Special: Can only be used a number of times per encounter equal to your charisma modifier (minimum 1)
Target: You or one ally
Effect: You grant the target a +1 bonus to speed until the end of your next turn.
------------Decelerator: You gain the use of Slow At Will class feature.
-Slow
You bend time in a localized area, hindering the victims' actions.
At-Will * Arcane, Time
Minor Action - Ranged 5
Special: Can only be used a number of times per encounter equal to your constitution modifier (minimum 1)
Target: One enemy
Effect: The enemies takes a -1 penalty to speed.

I suggest this change for two reasons 1) it provides two separate build options. Charisma based time-mages with leader abilities and constitution based time-mages that use time to attack2) It frees up the complication of having at will powers that do not deal damage in any way.


While I like the idea of providing separate builds for the Time Mage, it's more important to me that a Time Mage doesn't have choose between their time-related abilities. Additionally, if I were to make the builds matter at all, I would probably need to add benefits to certain powers in the same manner as other classes, such as Rogue, Warlord, etc... I'm not real keen on reworking half the powers. I'd prefer to go the same route as the Wizard, whose diverseness is reliant on what powers were taken. So, while a nifty idea, I think I'll continue to stick with Haste and Slow as I currently have them.

Zarba_Mindblade wrote:

Have you tried sending this to WotC yet? I would LOVE to see this become an official class!


Heheh, it's very flattering that you think it's good enough to be an official class. Unfortunately, I'm not sure it's viable because I blatantly borrowed so many ideas/names from Final Fantasy. It might be more legitimate if I renamed most of the powers. I would be surprised if WotC took submissions, as well. Then again, I don't really know much about how they work. I blame their terrible website layout :P.

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5 years ago  ::  Nov 17, 2008 - 5:20AM #90
claytoniantomb
Date Joined: Mar 7, 2008
Posts: 146
I suggest this be a paragon path/collection of feats and optional spells.
--
Claytonian
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