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1 year ago ::
Jan 25, 2012 - 7:53AM
#31
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Like I say, very good familiar. No reason whatsoever to limit it to one particular class.
Same reason you have an impliment powers limited to 1 class. Or sneak attack limited to 1 class. To make them different.
Now the sad part is that even if you took a normal familar, you'd still beat witches.
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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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1 year ago ::
Jan 25, 2012 - 7:57AM
#32
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Date Joined:
Mar 25, 2009
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Like I say, very good familiar. No reason whatsoever to limit it to one particular class.
Eh, they're all supposed to be super-familiars. The aquatic one would be very powerful in the right campaign. Generating difficult terrain can be leveraged nicely, etc. Some of them fall short of the others, of course.
I can see the point of limiting super-familiars to a given class, as part of its "niche." YMMV.
This pairs nicely with the spell-swapping, because there's little point in this class purchasing specialized casting feats. It can use those slots for familiar feats, instead.
I'll say the same thing I said about the Berserker: There's some nice design theory here. Maybe it doesn't blow past the existing benchmarks, but that wasn't the designer's goals. Making the game more brokener is purely a CharOp objective.
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1 year ago ::
Jan 25, 2012 - 8:00AM
#33
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Date Joined:
Oct 28, 2010
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Like I say, very good familiar. No reason whatsoever to limit it to one particular class.
Eh, they're all supposed to be super-familiars. The aquatic one would be very powerful in the right campaign. Generating difficult terrain can be leveraged nicely, etc. Some of them fall short of the others, of course.
I can see the point of limiting super-familiars to a given class, as part of its "niche." YMMV.
This pairs nicely with the spell-swapping, because there's little point in this class purchasing specialized casting feats. It can use those slots for familiar feats, instead.
I'll say the same thing I said about the Berserker: There's some nice design theory here. Maybe it doesn't blow past the existing benchmarks, but that wasn't the designer's goals. Making the game more brokener is purely a CharOp objective.
Maybe they could be Paragon, or even Epic, otherwise (probably should be, in fact) - I'd be fine with the Sha'Ir getting them earlier than everyone else. But it makes no sense for no-oine else to be able to get them at all. My epic Wizard is regularly dominating the minds of full efree and djinn, and he can't capture a little familiar version?
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1 year ago ::
Jan 25, 2012 - 8:02AM
#34
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Date Joined:
Aug 19, 2007
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it'd be nice if the efreetkin resistance stacked with the class based one you get and the likely choice of Genasi
the familiars are pretty solid, but I'm in pretty firm agreement... this should have been a warlock or a sorc, but really a warlock probably.
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1 year ago ::
Jan 25, 2012 - 8:33AM
#35
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Wow, i really like these uber-familiars. Coupled with the fact that you are allowed to actually choose your encounter power makes this build a decent choice, and elemental conduit is quite strong... You lose spellbook (so what?), and the fact that you have to choose a secondary stat isn't really the best thing, but at least it's viable.
Edit: ah, you actually have a spellbook-like feature. Interesting. Kinda pidgeonholed into Genasi, though, but i suppose that Earth Djinn + Terrain Advantage could be quite strong at low level.
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός
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1 year ago ::
Jan 25, 2012 - 8:36AM
#36
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Like I say, very good familiar. No reason whatsoever to limit it to one particular class.
Eh, they're all supposed to be super-familiars. The aquatic one would be very powerful in the right campaign. Generating difficult terrain can be leveraged nicely, etc. Some of them fall short of the others, of course.
I can see the point of limiting super-familiars to a given class, as part of its "niche." YMMV.
This pairs nicely with the spell-swapping, because there's little point in this class purchasing specialized casting feats. It can use those slots for familiar feats, instead.
I'll say the same thing I said about the Berserker: There's some nice design theory here. Maybe it doesn't blow past the existing benchmarks, but that wasn't the designer's goals. Making the game more brokener is purely a CharOp objective.
Maybe they could be Paragon, or even Epic, otherwise (probably should be, in fact) - I'd be fine with the Sha'Ir getting them earlier than everyone else. But it makes no sense for no-oine else to be able to get them at all. My epic Wizard is regularly dominating the minds of full efree and djinn, and he can't capture a little familiar version?
Sometimes game balance trumps narrative consistency. I think the comparison to Sneak Attack was valid and useful. Rogues are the only ones who get SA damage, which simulates pricking someone in a weak spot while their guard is down, even though it's incredible to assert that only rogues can prick people in their weak spots when their guards are down. It's strictly better than other striker damage features, but stays balanced by dint of being chained to a narrower (generally weaker) selection of weapons and a class that would, without its benefit, be strictly weaker than other options.
Same goes for these familiars. They're strictly better than other familiars, and that's only permissible because they're chained to a strictly weaker variety of wizards. If you need narrative consistency, refluff a dragonling. It's easy - just replace the 'rago' with 'jin'.
"When Friday comes, we'll all call rats fish." D&D Outsider
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1 year ago ::
Jan 25, 2012 - 8:47AM
#37
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Date Joined:
Nov 23, 2003
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Rogues are the only ones who get SA damage, which simulates pricking someone in a weak spot while their guard is down, even though it's incredible to assert that only rogues can prick people in their weak spots when their guards are down. It's strictly better than other striker damage features, but stays balanced by dint of being chained to a narrower (generally weaker) selection of weapons and a class that would, without its benefit, be strictly weaker than other options.
As far as I can tell, the +1//2d6 nature of Sneak attack when compared to Hunter's Quarry is to make up for the fact that you have to use a light blade instead of an executioner's Axe. Notice the other extra die at Epic, when your base weapon damage goes from 1[W] to 2[W].
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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1 year ago ::
Jan 25, 2012 - 9:36AM
#38
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Date Joined:
Mar 15, 2001
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I'd concede arcanist are generally better. But i don't concede that the new build is a waste of space, like the witch is. (over kill for wizard support? absolutely. There's no reason this couldn't be a sorcerer).
Not quite. To be more specific, there's no reason this shouldn't be a sorcerer.
Read the fluff, the jen is created out of you and elemental chaos stuff and goes out to bargain with elemental entities. Other than a U2, I dont see a lot of wizards being decent bargainers. Without seeing the powers list, I cant say where the focus actually lies, but this group of Devs doesnt know how to separate Elemental from Blaster so I'm betting that this a striker build anyway. Sorcs need whatever decent support this book can give them, maybe we'll get lucky and see a combined spell list with a series of INT or CHA powers.
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1 year ago ::
Jan 25, 2012 - 9:57AM
#39
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......More wizard goodies?
......More wizard goodies!
......More wizard goodies.
*commits suicide*
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1 year ago ::
Jan 25, 2012 - 9:58AM
#40
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Date Joined:
Oct 25, 2007
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Yes, more wizard support makes my eyes bleed as well.
Wotc is responding to that amount that wizards are played. I am fairly sure that as many or more wizards are played than all other controllers combined. Wizard is an iconic class, and are simply very popular.
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