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Switch to Forum Live View The Tinker class + paragon paths & epic destiny (PEACH)
4 years ago  ::  Dec 09, 2008 - 11:34PM #41
Qube
Date Joined: Nov 1, 2002
Posts: 4,315

Lumovanis wrote:

EDIT: MAJOR thanks on that code bit, im sure I'll deck things soon enough, is there any way to change the color of the deck title (to match at-will green/encounter red, etc?). How many decks can you have in one post without using spoiler blocks?


'deck' was originally not for DnD, but for Magic The Gathering forum: it was a way to post a deck of card, so Its not equiped to handle DnD's 3-color-system. so no color changes.
I think I'll go search where to post feature requests for the forum ...

how many decks? I seriously don't know. All I know it that it didn't want to submit the edit of my post, after I the first few levels of a made class. after putting each level in SBLOCK, submitting went again
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4 years ago  ::  Dec 09, 2008 - 11:41PM #42
Lumovanis
Date Joined: Nov 27, 2008
Posts: 189

Lugritor wrote:

Right now the class doesn't feel flexible enough to be a controller I have a few suggestions about the way the powers are layed out. Firearms: ranged attacks single target and aoes (Dexterity based), Explosives: AOE both close and ranged (should have at least 2 choices one based off of Dexterity and one based off of Intelligence) and Engineering: mix of close and ranged attacks single target status effects (Intelligence based). As it stands now Firearm focused tinkers have no other choices since they are focused on Dexterity their Int wont be much higher than +1 to +3


I think the quickest temp fix would be to make all the ranged explosives into dex attacks, and keep all the close stuff as int, and add stuff for each level to fill the gaps. The next would be to mix in a couple more shots (adding multi-targets to single shot lvls and vice-versa).

=========================================

-Grenade explosives are now dex dependent on attack.
-New int-based aoe's added to levels which only had grenades previously
-New at-will power; Pulse Charge
-Explosives Focus now tailored more to use dex as a secondary stat.

*Still working on focus bonuses for new powers.
*Still planning on adding more options for firearms-users.
*Looking into making int a solid secondary stat for firearms-users (moreso than it seems to be currently)

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4 years ago  ::  Dec 10, 2008 - 7:29PM #43
coff
Date Joined: Nov 7, 2005
Posts: 29
I've been searching for a Tech/Steampunk thread for a while. I like the class theory but as with most player made classes balance seems an issue. I'd need a note pad and a good 30 minutes of analyzing before I could list them all. I'll make posts intermittently.

First off, Cutting Torch. I know you listed your reasons for all the abilities but are you an insider subscriber? The druid is the second controller we've seen and they have melee abilities, none of which can even compare to this. I'd loose the +2 to hit and drop damage to 1d8. Consider what would happen using this consecutive turns, +4 to hit in and the damage of a military 2 handed weaponaddition to you're main stat Int . That's a melee at-will that far outstrips the capabilities of any fighter or striker ability.

Also bola shot should probably be adjusted to slow rather than restrain a target. And the gunslinger bonus should probably be just knocking prone.

I'll give the full list a more thorough read through later but those two stood out after reading the level one powers. Otherwise good job. I'd love to see Wizards actually include something like this since tinker steampunk tech has always had a place in my campaigns and is sorely missed if they choose to not release anything on it.
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4 years ago  ::  Dec 10, 2008 - 8:14PM #44
Lugritor
Date Joined: Jul 8, 2006
Posts: 184
Feats: Wrench Jockey, personally doesn't feel powerful enough for a feat but it dose feel like a must have for Engineering focused Tinkers it might be weak enough to swap out that for the +2 to engineering rolls now that engineering isn't used for Improvised Gadget

Skills:You need another one to chose from I don't know what but most classes have 8 skills to chose from

Builds: Quick thinking doesn't feel all that important you are going to already have a decent Dex. I would also swap Spark Shower for Pulse Charge

At-Will: I was going to ask for a good grenadier power but after ready Pulse Charge I felt that attaching an electrical charge worked fine as a Grenadier power that is why I was shocked that it was not on the Sapper class build
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4 years ago  ::  Dec 11, 2008 - 1:31AM #45
Lumovanis
Date Joined: Nov 27, 2008
Posts: 189
@ Coff:
I was looking into toning bola down, perhaps I will add a restrain in later levels (on a higher level shot). Yea after seeing what an implement bonus can do for your attack, cutting torch shouldn't need the +2 anymore. It was intended for a class that wasn't going to be in melee, but with the new look of gadget-spec, it seems like it can suffer a slight nerf.


@Lugritor:
Yea I like the idea of making wrench jockey a baseline gadget focus, I haven't had time to rework that one yet. Im going to add another skill, so no worries. Quick thinking was part of the old build that didn't require dexterity, it will be swapped in the builds section. Yea pulse charge is shiny and new, going to be adding it to the sapper build now.



-Builds reworked

-Cutting Torch toned down

-Bola Shot reduced to Immobile, and only prone on focus. (slow just doesn't seem like enough for a 1[w] controller encounter, I could be wrong, but one turn immobile feels better then slow)

-Gadgetry Focus reworked, merged wrench jockey feat into it and removed the feat from the list.

-Heal added to skill list (it makes sense to me at least, gotta patch yourself up after all those failed experiments)
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4 years ago  ::  Dec 11, 2008 - 7:39AM #46
Fragsie
Date Joined: Aug 29, 2008
Posts: 302

Lumovanis wrote:

-Cutting Torch toned down

-Bola Shot reduced to Immobile, and only prone on focus. (slow just doesn't seem like enough for a 1[w] controller encounter, I could be wrong, but one turn immobile feels better then slow)


Cutting Torch looks loads better but i think you've taken Bola Shot from one extreme to the other, just imobalised for one round seems a little underpowered. I'd bump it up to (save end), or maybe 'until end of your next turn and then target is slowed (save ends)'.

I like the builds, good job :D

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4 years ago  ::  Dec 11, 2008 - 10:10PM #47
Lumovanis
Date Joined: Nov 27, 2008
Posts: 189
I'm not sure what I'm doing quite yet with bola, I might replace it and reuse the restrain bola at a higher level.


I think the dex approach to the thrown explosives was an improvement, allowing firearms to dabble in them.
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4 years ago  ::  Dec 12, 2008 - 10:03PM #48
Lumovanis
Date Joined: Nov 27, 2008
Posts: 189
-Level 13 encounter powers added

-Focus bonuses added to many of the new powers that previously did not have any bonuses.

-Fixed several typos in paragon path layouts.

-Added a couple example enhanced firearms.

----------------------------------------------------------

I am planning on adding a feat for engineering crafting that will function just like the magic item creation ritual. Engineering items are not going to be considered magic, preventing them from being disenchanted. Instead there will be a secondary part of the creation feat that will allow the character to break down mechanical items for parts, used much in the same way as residium is for magic items.
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4 years ago  ::  Dec 12, 2008 - 11:49PM #49
Lumovanis
Date Joined: Nov 27, 2008
Posts: 189
-Level 15 Daily powers added
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4 years ago  ::  Dec 13, 2008 - 12:57AM #50
Supermaus
Date Joined: Jun 30, 2008
Posts: 160
Hey, I just wanted to say that I like your class too. I've been thinking about a campaign world in which there exists a slight Fantasy technological theme (like Zeppelins and Seige Engines and such) and I was starting to think I'd have to make up my own class in order to get this flavor in my campaign. But you have one! When I (eventually) start, I will find this thread and print out your ideas and plagiarize them blatantly.
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