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6 months ago ::
Dec 12, 2012 - 3:32PM
#521
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Date Joined:
Feb 19, 2006
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It's actually on page 103, not 120.
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6 months ago ::
Dec 12, 2012 - 4:04PM
#522
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Date Joined:
Oct 28, 2010
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I'm trying to figure out if the range to which conjurations can move to is (a) the longer of line of sight or the range of the power, or (b) the shorter of line of sight or the range of the power. The compendium entry for conjurations states: Movable Conjurations: If the power used to create a conjuration allows it to be moved, it’s a movable conjuration. At the end of the creator’s turn, a movable conjuration ends if the creator doesn’t have line of effect to at least 1 square of the conjuration or if the creator isn’t within range (using the power’s range) of at least 1 square of the conjuration.
Spirit Companion FAQ
Q; How far away can my SC go and still be sustained?
A: It needs to be within 20 squares of you at the end of your turn for you to sustain it. SC's don't have a sustain line in the power, so I don't understand why it would need to be sustained. Is this a reference to the general rule about conjurations?
... the new rules compendium clarified it with this comment on page 120: "A close power's range rarely matters. If it is ever relevant, the number given for the size also functions as the range"
I can't find the quoted text on page 120 of the Rules Compendium. Am I blind? What am I screwing up?
It's a reference to the general rule about conjurations. If you end your turn with a movable conjuration outside the range of the power which created it (in this case, CB20, so 20 squares), it ends.
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6 months ago ::
Dec 13, 2012 - 3:33PM
#523
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Date Joined:
Dec 29, 2007
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It's actually on page 103, not 120.
It's a reference to the general rule about conjurations. If you end your turn with a movable conjuration outside the range of the power which created it (in this case, CB20, so 20 squares), it ends.
Thank you both.
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5 months ago ::
Dec 21, 2012 - 9:44AM
#524
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Date Joined:
Jun 30, 2008
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I have decided to go through the guide a rerate a bunch of powers. For encounter powers I have decided to only rate them as blue or skyblue if all builds should consider them.
If a power is really good for only one or two builds it will get black or lower with a coloring for the specific builds that should consider it. I have only done level 1 so far, but I hope to get through the rest over the next week.
my handbooks & builds
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4 months ago ::
Jan 20, 2013 - 11:23PM
#525
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I haven't been able to find an anwer to this question:
Where does it say that line of sight is determined from your spirit companion, ever? I can't find any text corroborating that.
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4 months ago ::
Jan 21, 2013 - 3:35AM
#526
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Date Joined:
Jun 30, 2011
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I haven't been able to find an anwer to this question:
Where does it say that line of sight is determined from your spirit companion, ever? I can't find any text corroborating that.
At page 220 in the PHB2, and, according to the online compendium, at page 120 or 316 in the Rules Compendium:
Powers with the spirit keyword is determined with line of sight and line of effect from the spirit companions square.
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11 hours ago ::
May 19, 2013 - 11:15PM
#527
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Sentinel spirit is great if you have allies with heavy blade opportunity. Thanks for helping us play GO.
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11 hours ago ::
May 19, 2013 - 11:24PM
#528
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Date Joined:
Feb 26, 2011
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Seriously? Because this guide horribly underrates enabling and jeopardizes showing off the overall strengths of the class.
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10 hours ago ::
May 19, 2013 - 11:31PM
#529
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Any group of powers and or feats you find best for you that you don't mind explaining? Like I edited my post for HBO  . It could really help with all the work for rating all the powers according to archetype. At wills Protecting strike should be light blue for human and dark blue for the rest of the world speakers. Wrath of winter could be purple/black for hybrids because it needs hybrid talent and black to light blue depending on the amount of sustains and if any of the chosen powers end when call spirit companion is used, like condensation. Defending strike should be dark blue if you have a sigil carver swordmage ally.
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10 hours ago ::
May 19, 2013 - 11:42PM
#530
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Date Joined:
Feb 26, 2011
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Lets take an anecdotal example. At level 13: Spirit of Cleansing Light: vs will 2 attacks for radiant damage. SC grants save with +2 bonus. If you are short on saves this is a good choice and one of the few multitarget powers this level. Spirit of the Killing Shot P (PP) Ally makes basic attack for max damage. Stalker builds add int for attack . Now lets look at these powers.
Cleansing Light is thus: Encounter Implement, Primal, RadiantStandard Action Ranged 5 Target: One or two creatures Attack: Wisdom vs. Will Hit: 3d6 + Wisdom modifier radiant damage, and one ally adjacent to your spirit companion makes a saving throw with a +2 bonus. And Killing Shot:
Encounter Primal, SpiritStandard Action Melee spirit 1 Target: One ally Effect: The target makes a basic attack as a free action. If the attack hits, it deals maximum damage. Stalker Spirit: The target gains a bonus to the attack roll and the damage roll equal to your Intelligence modifier. Those powers aren't even in the same freaking zip code.
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