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4 years ago ::
Jul 06, 2009 - 1:51PM
#271
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Date Joined:
Mar 21, 2006
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Well I am up for Encounter powers now so shoot away.
::Edit:: Nice work, Shadowguard! I thought you would only want those three general Reaver At-Wills, seeing as how there's already one for each of the four paths as well. I presume we'll aim for 5 spells per level afterwards? One for each path, one general? Yeah 5 sounds fine.
As for the Necromancer, I am sure with my horrible English skills that there are many grammatical errors, and other sentences that could use a rework. Also formatting and inserting fluff should take place as well to really flesh out the classes. I would say the basics are done for the Necromancer, but there is always room for improvements. Also other builds could be introduced and feats would need to be done as well. So it might be a while before putting it all together in a nice, tight package.
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4 years ago ::
Jul 06, 2009 - 1:52PM
#272
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- Hero Artisan Gold Medalist
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Biting Curses is far too strong. A Close Burst 1 1d8+Cha that deals another 1d6+Cha on a condition is dreadfully powerful.
To keep this a close Burst 1, I'd suggest toning it down to 1d8 damage, with 1d6 to enemies that remain within range. Or Cha damage, with 1d6+Cha for those that stay close. OR 1d8+Cha, with Cha for those that stay close.
Any way it goes, that's got to get toned down.
Perhaps instead:
Biting Curses Baneful hexes woven into your armor spring to life, a thousand tiny mouths snapping and rending at flesh. At-will, Shadow, Armor, Necrotic Standard Action, Close Burst 1 Target: One or Two creatures within the Burst Attack: Str vs. Reflex Hit: 1d6+Cha necrotic damage Effect: Targets hit by this power that end their turn adjacent to the caster takes Cha necrotic damage. Special: Increase to 2d8+Cha at 21st level.
The Warlock Non-EB powers deal 1d6+Stat to 1 creature, with 1d6+Stat on a condition (either a hit or an approach). Granted, they're ranged, but the Warlock is a ranged class and the Reaver is a melee class (so far).
Resident Shakespeare
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4 years ago ::
Jul 06, 2009 - 1:59PM
#273
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Date Joined:
Mar 21, 2006
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Biting Curses is far too strong. A Close Burst 1 1d8+Cha that deals another 1d6+Cha on a condition is dreadfully powerful.
To keep this a close Burst 1, I'd suggest toning it down to 1d8 damage, with 1d6 to enemies that remain within range. Or Cha damage, with 1d6+Cha for those that stay close. OR 1d8+Cha, with Cha for those that stay close.
Any way it goes, that's got to get toned down.
Perhaps instead:
Biting Curses Baneful hexes woven into your armor spring to life, a thousand tiny mouths snapping and rending at flesh. At-will, Shadow, Armor, Necrotic Standard Action, Close Burst 1 Target: One or Two creatures within the Burst Attack: Str vs. Reflex Hit: 1d6+Cha necrotic damage Effect: Targets hit by this power that end their turn adjacent to the caster takes Cha necrotic damage. Special: Increase to 2d8+Cha at 21st level.
The Warlock Non-EB powers deal 1d6+Stat to 1 creature, with 1d6+Stat on a condition (either a hit or an approach). Granted, they're ranged, but the Warlock is a ranged class and the Reaver is a melee class (so far). Okay I will make the changes.
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4 years ago ::
Jul 06, 2009 - 2:17PM
#274
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Date Joined:
Mar 22, 2005
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Okay, if we're going to aim for 5 powers per level, Im really going to need your and Vagabond's help reaching the goal. I'm not certain I have that much imagination... but I'll give it my best. Alright, level 1 encounters...
Writhing Blade Where your weapon inflicts damage, ravenous maggots gestate within the wound, gnawing hungrily. *This could be a General or Mournblade power. [W] Poison damage, attack vs. Fortitude, and extra penalty of -2 to Fortitude (save ends).
Word of Pain You spit a curse that wracks a foe in torment. *Hexblade power. A Ranged attack, likely within 5 squares, Necrotic or Psychic damage, and a -2 penalty to attack rolls (save ends).
Darkblade Your weapon wreathes itself in dark fire that consumes enemies bodies and soul. *Baneblade power. A simple [W] Necrotic damage attack.
Shadowweb You ensnare a foe with strands of silken darkness, then pull them into reach of your weapon. *Bladethief Power. Pull and/or Shift target in addition to striking them for [W] untyped damage.
Serpent's Tooth Your weapon takes on the sheen of polished bone, bilous fluid seeping from its surface. A touch burns like fire. *Mournblade power. Definately a [W] attack, but could deal either untyped or Poison damage. Definately inflicts ongoing poison damage (save ends) as a secondary effect.
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4 years ago ::
Jul 06, 2009 - 2:38PM
#275
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Date Joined:
Mar 21, 2006
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Okay, if we're going to aim for 5 powers per level, Im really going to need your and Vagabond's help reaching the goal. I'm not certain I have that much imagination... but I'll give it my best. Alright, level 1 encounters...
Writhing Blade Where your weapon inflicts damage, ravenous maggots gestate within the wound, gnawing hungrily. *This could be a General or Mournblade power. [W] Poison damage, attack vs. Fortitude, and extra penalty of -2 to Fortitude (save ends).
Word of Pain You spit a curse that wracks a foe in torment. *Hexblade power. A Ranged attack, likely within 5 squares, Necrotic or Psychic damage, and a -2 penalty to attack rolls (save ends).
Darkblade Your weapon wreathes itself in dark fire that consumes enemies bodies and soul. *Baneblade power. A simple [W] Necrotic damage attack.
Shadowweb You ensnare a foe with strands of silken darkness, then pull them into reach of your weapon. *Bladethief Power. Pull and/or Shift target in addition to striking them for [W] untyped damage.
Serpent's Tooth Your weapon takes on the sheen of polished bone, bilous fluid seeping from its surface. A touch burns like fire. *Mournblade power. Definately a [W] attack, but could deal either untyped or Poison damage. Definately inflicts ongoing poison damage (save ends) as a secondary effect. The first two and Shadow Web sound good. Serpents Tooth feels to much like the at-will and Darkblade needs some umpf. Maybe we should bump it up to 6 powers a level. 4 Path powers, 2 or 1 General powers, and an Armor power. Also keep in mind that a Path power could be an armor power as well. I do feel like this is more of a group class so I will contribute more with ideas for powers. If any rub you the wrong way let me know. Shadow Web sounds like a good general power.
Which reminds me I need to put in the Special tag to the two at-will powers.
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4 years ago ::
Jul 06, 2009 - 2:53PM
#276
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Date Joined:
Mar 22, 2005
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No offense is taken, but just to point out, the Baneblade path is more of a damage dealer then the others, and Strikers are somewhat orientated towards straight up damage output compared to the other classes. Extra effects aren't bad, but they're not their speciality; that's more of a Controller or Defender schtick.
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4 years ago ::
Jul 06, 2009 - 3:07PM
#277
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Date Joined:
Mar 21, 2006
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No offense is taken, but just to point out, the Baneblade path is more of a damage dealer then the others, and Strikers are somewhat orientated towards straight up damage output compared to the other classes. Extra effects aren't bad, but they're not their speciality; that's more of a Controller or Defender schtick. True, but there is always a way to spice it up. So maybe instead of just Necrotic damage, we could add some fire and have it that you can deal extra fire damage with attacks unil the end of your next turn. Just an idea.
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4 years ago ::
Jul 06, 2009 - 3:16PM
#278
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Date Joined:
Mar 22, 2005
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Makes sense to me- in fact, that sounds like a good way to spice it up.
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4 years ago ::
Jul 06, 2009 - 3:49PM
#279
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Date Joined:
Mar 21, 2006
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Level 1 Encounter Powers
Show
Shadow web
You ensnare a foe with strands of silken darkness, and then pull them into reach of your weapon. Encounter, Shadow, Weapon, Force Standard Action, close burst 5 Target: One creature in burst Attack: Str vs. Reflex Hit: You pull the target a number of squares equal to your Str modifier and you deal 1 x + Str modifier Force damage Writhing Wound
Where your weapon inflicts damage, ravenous maggots gestate within the wound, gnawing hungrily. Encounter, Shadow, Weapon, Poison Standard Action, Melee Weapon Target: One creature Attack: Str vs. Fortitude Hit: you deal 1 x + Str modifier Poison damage and the target takes a -2 penalty to its Fortitude defense until the end of your next turn. Mournblade: The penalty equals 1 x + half your Int modifier (rounded up).
Word of Pain
You spit a curse that wracks a foe in torment. Encounter, Shadow, Implement, Psychic Standard Action, Range 5 Target: One creature within range Attack: Str vs. Will Hit: you deal 1 x + Str modifier Psychic damage and the target takes a -2 penalty to its attack rolls until the end of your next turn. Hexblade: The penalty equals 1 x + half your Cha modifier (rounded up).
Dark flame Blade
Your weapon wreathes itself in dark fire that consumes enemies bodies and soul. Encounter, Shadow, Weapon, Necrotic, Fire Standard Action, Melee Weapon Target: One creature Attack: Str vs. AC Hit: you deal 2 x + Str modifier Necrotic and Fire damage Baneblade: Until the end of your next turn you deal additional Fire damage equal to your Cha modifier with Weapon Attack powers. This bonus to damage is included with this attack.
Shadow Assailant
You land a shadow infused blow, implanting a ghastly illusion in your foes mind that leaves it open for another attack. Encounter, Shadow, Weapon, Psychic, Illusion Standard Action, Melee Weapon Target: One creature Attack: STR vs. Will Hit: you deal 1 x + Str modifier Psychic Effect: If the target is struck by the initial attack make the secondary attack Secondary Target: Initial target Secondary Attack: Str vs. Reflex Hit: you deal 1 x + Str modifier Psychic Bladethief: You gain a bonus to the second attack roll equal to half your Int modifier (round down)
Armor of Souls
you absorb parts of the souls of your enemies to fuel newfound powers in your armor Encounter, Shadow, Armor, Necrotic Standard Action, Close burst 2 Target: Each enemy in burst Attack: Str vs. Fortitude Hit: you deal 2 x d6 + Str modifier Necrotic damage Special: If you are wearing Heavy armor you gain a +2 x bonus to Fortitude defense. If you are wearing Light armor you gain a +2 bonus to Reflex defense.
Whew. Making all these powers takes alot of time.
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4 years ago ::
Jul 06, 2009 - 4:15PM
#280
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Date Joined:
Mar 22, 2005
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Not bad, not bad at all. Do you want to go ahead and make the level 1 dailies, or should we wait for Vagabond to chime in on whether or not the level 1 encounters are balanced?
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