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Switch to Forum Live View Spirited Away: A Shaman Handbook
6 months ago  ::  Dec 12, 2012 - 3:32PM #521
rjsilverthorn
Date Joined: Feb 19, 2006
Posts: 1,447
It's actually on page 103, not 120. 
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6 months ago  ::  Dec 12, 2012 - 4:04PM #522
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,662

Dec 12, 2012 -- 3:25PM, Nazim wrote:

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.




Nov 15, 2009 -- 10:11PM, GelatinousOctahedron wrote:

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? 

Nov 15, 2009 -- 10:11PM, GelatinousOctahedron wrote:

... 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.

Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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6 months ago  ::  Dec 13, 2012 - 3:33PM #523
Nazim
Date Joined: Dec 29, 2007
Posts: 36

Dec 12, 2012 -- 3:32PM, rjsilverthorn wrote:

It's actually on page 103, not 120. 


Dec 12, 2012 -- 4:04PM, thespaceinvader wrote:

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
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
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.
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4 months ago  ::  Jan 20, 2013 - 11:23PM #525
Masterfool
Date Joined: Aug 7, 2012
Posts: 56
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
Gimbazi
Date Joined: Jun 30, 2011
Posts: 22

Jan 20, 2013 -- 11:23PM, Masterfool wrote:

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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3 days ago  ::  May 19, 2013 - 11:15PM #527
kononoko
Date Joined: Feb 6, 2013
Posts: 21
Sentinel spirit is great if you have allies with heavy blade opportunity. Thanks for helping us play GO. 
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3 days ago  ::  May 19, 2013 - 11:24PM #528
zelink551
Date Joined: Feb 26, 2011
Posts: 3,354
Seriously? Because this guide horribly underrates enabling and jeopardizes showing off the overall strengths of the class.
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

Self Reference Links Show

http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

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3 days ago  ::  May 19, 2013 - 11:31PM #529
kononoko
Date Joined: Feb 6, 2013
Posts: 21
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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3 days ago  ::  May 19, 2013 - 11:42PM #530
zelink551
Date Joined: Feb 26, 2011
Posts: 3,354
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        ImplementPrimalRadiant
Standard 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        PrimalSpirit
Standard 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. 
 
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

Self Reference Links Show

http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

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