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Switch to Forum Live View What classes would you like to see?
3 years ago  ::  Dec 31, 2009 - 9:34PM #511
Ausolion
Date Joined: Oct 11, 2008
Posts: 416
A minion-based necromancer. The totemist. Non-controller variations of the Druid. A dexterity-based defender.
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3 years ago  ::  Jan 01, 2010 - 7:01AM #512
Tharag_Bocc
Date Joined: Jun 29, 2003
Posts: 2,851

Dec 31, 2009 -- 9:34PM, Ausolion wrote:

A minion-based necromancer. The totemist. Non-controller variations of the Druid. A dexterity-based defender.




A necromancer would be nice, and will likely come in good time.  A totemist, if you referring to the class from 3.5 Magic of Incarnum, is something we already mostly have as its basic concepts have been largely subsumed by the warden and to a lesser extent the druid.  Likewise, "non-controller druid" is something we largely already have in both the warden and the shaman.  A DEX based defender, if you mean a weapon wielding melee class, is something I'm very much in favor of.

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3 years ago  ::  Jan 01, 2010 - 7:52AM #513
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

Dec 31, 2009 -- 11:36AM, LizardMage wrote:

More Weapon Based Paragon Paths for the Fighter.  Much like the Polearm Master, but for the Hammer Group and whatnot.



I wouldn't mind more weapon based paths, but i really don't think they should be fighter specific.  Fighters have enough support as is, other classes need some room.

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago  ::  Jan 01, 2010 - 10:40AM #514
Ausolion
Date Joined: Oct 11, 2008
Posts: 416

Jan 1, 2010 -- 7:01AM, Tharag_Bocc wrote:


A necromancer would be nice, and will likely come in good time.  A totemist, if you referring to the class from 3.5 Magic of Incarnum, is something we already mostly have as its basic concepts have been largely subsumed by the warden and to a lesser extent the druid.  Likewise, "non-controller druid" is something we largely already have in both the warden and the shaman.  A DEX based defender, if you mean a weapon wielding melee class, is something I'm very much in favor of.




The Warden doesn't have the essentia or the adaptability of the totemist that I like. They have the ability to adapt to situations on the fly and change their soulmelds to adjust and that made them amazing(in my opinion). Although, I'm not sure how that would fit into a role-dominant structure like 4e. So, I know if they did make the totemist, it would be quite different.

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3 years ago  ::  Jan 01, 2010 - 2:59PM #515
Eisenritter
Date Joined: Oct 16, 2009
Posts: 1,027

Jan 1, 2010 -- 10:40AM, Ausolion wrote:

Jan 1, 2010 -- 7:01AM, Tharag_Bocc wrote:


A necromancer would be nice, and will likely come in good time.  A totemist, if you referring to the class from 3.5 Magic of Incarnum, is something we already mostly have as its basic concepts have been largely subsumed by the warden and to a lesser extent the druid.  Likewise, "non-controller druid" is something we largely already have in both the warden and the shaman.  A DEX based defender, if you mean a weapon wielding melee class, is something I'm very much in favor of.




The Warden doesn't have the essentia or the adaptability of the totemist that I like. They have the ability to adapt to situations on the fly and change their soulmelds to adjust and that made them amazing(in my opinion). Although, I'm not sure how that would fit into a role-dominant structure like 4e. So, I know if they did make the totemist, it would be quite different.




Then think of it this way.  The totemist is the Primal power source.  Full stop.

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3 years ago  ::  Jan 01, 2010 - 4:22PM #516
Tharag_Bocc
Date Joined: Jun 29, 2003
Posts: 2,851

Jan 1, 2010 -- 10:40AM, Ausolion wrote:

The Warden doesn't have the essentia or the adaptability of the totemist that I like. They have the ability to adapt to situations on the fly and change their soulmelds to adjust and that made them amazing(in my opinion). Although, I'm not sure how that would fit into a role-dominant structure like 4e. So, I know if they did make the totemist, it would be quite different.


Perhaps, but it would take some pretty radical mechanics to make anything resembling 3.5 esentia in 4e.  Also, the main problem isn't that 4e is a role-dominant system, roles have always been an important part of D&D.  It's not that roles are more important in 4e, but rather that they are more well defined.  The problem with updating esentia is instead the universal structure of at-will, encounter, daily, and utility powers used by most classes.  While the updated power point system used by most psionic classes shows us that 4e's power structure can be flexible, I'm not sure if any kind of incarnum based subsystem would work (though as a fan of that particular source book I would rather enjoy something that tried to capture a similar feel).

As for the Warden, I think you underestimate the class.  Its daily polymorph effects can make it highly versatile, and with the right selection they can allow a warden to radically shift its combat style for any given encounter.  They might not work quite like a Totemist's melds mecahnical, but they are in many ways the spiritual successor to that flavor.

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3 years ago  ::  Jan 01, 2010 - 5:09PM #517
Ausolion
Date Joined: Oct 11, 2008
Posts: 416

Jan 1, 2010 -- 4:22PM, Tharag_Bocc wrote:

Perhaps, but it would take some pretty radical mechanics to make anything resembling 3.5 esentia in 4e.  Also, the main problem isn't that 4e is a role-dominant system, roles have always been an important part of D&D.  It's not that roles are more important in 4e, but rather that they are more well defined.  The problem with updating esentia is instead the universal structure of at-will, encounter, daily, and utility powers used by most classes.  While the updated power point system used by most psionic classes shows us that 4e's power structure can be flexible, I'm not sure if any kind of incarnum based subsystem would work (though as a fan of that particular source book I would rather enjoy something that tried to capture a similar feel).

As for the Warden, I think you underestimate the class.  Its daily polymorph effects can make it highly versatile, and with the right selection they can allow a warden to radically shift its combat style for any given encounter.  They might not work quite like a Totemist's melds mecahnical, but they are in many ways the spiritual successor to that flavor.




Essentia could be like power points, except that instead of using 1 to boost it slightly and 2 to boost a power even further, you could use essentia in melds(which could be a small set for each build) that have different effects on different powers. And the powers would be limited to certain melds. Something like that would be neat.

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3 years ago  ::  Jan 01, 2010 - 6:44PM #518
LizardMage
Date Joined: May 4, 2008
Posts: 703

Jan 1, 2010 -- 7:52AM, mellored wrote:

Dec 31, 2009 -- 11:36AM, LizardMage wrote:

More Weapon Based Paragon Paths for the Fighter.  Much like the Polearm Master, but for the Hammer Group and whatnot.



I wouldn't mind more weapon based paths, but i really don't think they should be fighter specific.  Fighters have enough support as is, other classes need some room.




I agree, I currently have a barbarian from 3.5 I'd like to convert to 4th, but right now there isn't a good build.  He too wields a hammer, so you know hammer paragon for barbarian would rock, but I mostly choose fighter based on the concept of the 4th ed fighter.  When they first talked about them in the preview books and in the PHB you see that their are plenty of powers to define your fighter and develop yourself and your weapon choice, but paths dedicated to those group would finish that idea as a whole.  Like the Polearm Master did for Polearm Fighter builds.

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3 years ago  ::  Jan 02, 2010 - 2:49PM #519
Mcnancy
Date Joined: Sep 2, 2008
Posts: 1,146

I think the Totemist is a great class concept

I know we don't know that much about the Elemental power source, but I think it's safe to say it's connected to the Elemental Chaos. And I think the Elemental source offers a opportunity to pick up the old classes and prestige classes that's place in the cosmology have fallen through the cracks.

I think the Totemist could be combined with the Binder and made into a Elemental class; basically a mystic who binds the power of elemental entities into special melds, maybe throw in some flesh grafting and some genies in a bottle.

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3 years ago  ::  Jan 02, 2010 - 3:23PM #520
Eisenritter
Date Joined: Oct 16, 2009
Posts: 1,027
...Didn't the warlock eat the Binder, though?
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