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11 months ago  ::  Jul 12, 2012 - 9:33PM #1
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
www.wizards.com/dnd/downloads/dragon/413...

New themes from Dragon have been announced.

The L9 daily from Sorcere Adept can make solos and elites trivial and make dms cry.  Especially if you can force a failed save on the first roll.  It is ridiculously powerful.  Helpless save ends with no resistance after the first failed save?  Perfect.
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11 months ago  ::  Jul 12, 2012 - 9:44PM #2
Zathris
Date Joined: Nov 6, 2009
Posts: 4,235
A bit weird having D5 and D9 instead of U6 and U10, but whatever, it's cool. I particularly like that it's starting feature can deal decent damage to a hard controlled target AND give you a double roll. It's ritual features are well written in that they aren't worthless if you are already a ritual caster.

The Martial/Defender theme is pretty good with an IR slow+MBA and adding slow to OAs. The u2 stance giving you CA on subsequent attacks is decent, the good Drow Martial or Defender classes lack a lot of stances (Rogue, Ranger, Paladin), works with Skald too, I suppose.

(Insert Rant on Racial Restrictions being Absurd)
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

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11 months ago  ::  Jul 12, 2012 - 10:01PM #3
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
Though I know that most defenders would just use mark enforcement but how about a ranger being able to use the shift as an IR stance to keep up if you are in melee?

D5 - Dazed, ongoing necrotic save ends though I am not crazy about the necrotic damage, the dazed save ends is nice
D9 - Petrified with first failed removing resist is going to be crazy since you auto crit if you hit on petrify
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11 months ago  ::  Jul 12, 2012 - 10:04PM #4
Zathris
Date Joined: Nov 6, 2009
Posts: 4,235
IRs have a better use than shifting.
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

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11 months ago  ::  Jul 12, 2012 - 10:10PM #5
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
Orb of Karmic Resonance and the level 9 daily... that's rough.  Of course, Karmic Resonance starts at level 13, but still.

Level 6 options in Orb of Impenetrable Escape or Orb of Mental Dominion could help.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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11 months ago  ::  Jul 13, 2012 - 12:34AM #6
Zathris
Date Joined: Nov 6, 2009
Posts: 4,235
Save penalties as a non-wizard are a bit tougher in Heroic, I say non-wizard because a Wizards level 9s are almost incomparably better. No useful keywords, you could claim it's a power that immobilizes or slows for the -1 from a Spider Familiar, -2 from Cunning Staff, -2 Fate-Spurned Foe (Swordmage u6), -5 Curse of Nessus (Warlock u10, have to force a miss), -2 Life Bind (Warlock e1) or -2 Altered Luck (Artificer e3) or -2 Crushing Turmoil (Psion aw3). So you basically have to AP for a reasonable chance and be a Hybrid X|Swordmage.

Oh, it's also not really worth it as a Sorc since it completely lacks damage and Sorcs are bad at save penalties. A shame, since Sorc is the one Arcane Class that Drow do well (I suppose Hexblade, actually)
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

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11 months ago  ::  Jul 13, 2012 - 1:34AM #7
svendj
Date Joined: Apr 14, 2010
Posts: 2,052
Nice, Sudden Roots as a theme ability! A lot of defenders are going to be very happy with that.
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11 months ago  ::  Jul 13, 2012 - 1:45AM #8
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
First thing I thought of actually was a rogue with riposte strike and that theme.  The free melee basic attack on being hit combined with slow.
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11 months ago  ::  Jul 13, 2012 - 7:09AM #9
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

Bregan D’aerthe Mercenary:  For most, CA is easy to get, but for a few builds (or low level rogues), this is amazing.
1: Skulldaggery Starting feature is pretty meh, even if it is a power and skill bump.
5: Uncertain Loyalties: Standard action ranged (becareful of OA's) is a waste of space for most builds, but if you have alot of pusnishment (usually by being a defender) you can force the hurt, or at least auto-stun (Undeniable Challenge).
10: Bluff as a minor: Another use of skulldaggery, but only if you have good a good bluff.  Uncertain Loyalties will still either be worth it, or not.

2: Weapon Ring:  Pure RP bait, but at least it's a good one.   See if you can use it on a lock, or trap component, or the Mc Guffin.
6: Tiny Sunbrust: Shield light, but shield is good
10: Dimentional Confusion: Flexible movement has it's uses.


Elderboy:  Take this for the lvl 1 feature.  Mostly good for defenders.
1: Endure Torment: This should negate about 1 hit of damage per encounter, and it scales perfectly.
5: Posion isn't that common.
10: You usually arn't attacked by allies, and the init bonus is pretty small.  But it could be handy for defenders with blaster allies.

2: Shift Blame: While it's conciveable that an ally has better defenses, it's pretty conditional.  Could be useful for defenders with high punishment, but allies still likely have to take pain, and you used your immidiate.
6: Betray Confidence:  Even assuming you can pull off 10 attacks, this only helps you 50% of the time, but a bonus is a bonus.  Vuln 2 isn't much though, and it becomes more of a flavor thign over time.
Beg Lolth's Favor: Most of the time you'll want the -4 to attacks.  But having the flexibility is pretty nice.


Melee-Magthere Champion: All in all a solid theme for a melee guy, probably a defender.
1: Lurking Spider: If your hit, your already in range, so slow doesn't help.  The defensive bonus likely won't help either.
5: Sudden Roots, good for those who get OA's.
10: Turns Lurking Spider into Strikebacks.

2:Blade Spider’s Lunge: You generally don't want to be hit.
6: Dance of the Phase Spider: Shifting after enemies is a pretty good deal. To bad it's an immidiate.  But you also get forced movement resistace.  All in all, this helps make you quite sticky.
10: Black Widow’s Bite: And odd thing for a utility, but it's never wasted.


Sorcerer Adept:  If you can reliably stun, this is a great PP.
1: Blood Empowerment:  Quite a bit of damage for a reroll.  However, if you or an ally can stun an enemy, then it's quite a bit of damage and a reroll.
5: Ritual Caster, A free feat is a pretty big boon.
10: Possibly a massive boost to a skill, and a free ritual casting is great.  Never sleep out of a magic circle again.  Or more broken yet, make magic items and potions for free.

2: Demonic Ward: Solid amount of resist for an encounter.
5: Shiver Flesh: Odd to have attack powers.  Nothing wrong or standout about this though.
9: Glasstrike: Petrified is a very good condition.  Even with resist you get free crits, and can use blood empowerment.  Better with saveing throw penalties, though it lacks keywords.  Best with archmage and penalites.

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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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11 months ago  ::  Jul 13, 2012 - 7:31AM #10
Noctaem
Date Joined: Mar 28, 2010
Posts: 1,810
thank you Mellored
"Non nobis Domine
Sed nomini tuo da gloriam"

"I wish for death not because I want to die, but because I seek the war eternal"

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