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4 months ago ::
Mar 05, 2013 - 9:00PM
#101
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is there any difference between Avenger MC and student in Artifice? i mean practical differences
Maxwell: you're obviously new to the game, and perhaps you find reading and experience overrated, but in my experience, that what you figured out for yourself is a much better learning tool than that what you've been told. So please, go out there, play this game (your DM said Wednesday, so should be close), see what the build does in practical play.
Afterwards, read through your powers and feats again, think about what you did in combat and out that you could have done differently, better perhaps for you, better/easier perhaps for your allies. Read your powers and feats again, and THEN if you have questions, please come back.
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3 months ago ::
Mar 14, 2013 - 3:12PM
#102
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So, it occurs to me that I should probably ask for clarification on these: Lightning Clash
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Hit: 1[W] + Intelligence modifier damage. Make a secondary attack.
Secondary Target: One creature within 5 squares of the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage. Seed of Fire
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Hit: 1[W] + Intelligence modifier damage, and you push the target a number of squares equal to your Constitution modifier + 2. Make a secondary attack.
Secondary Target: Each creature within 2 squares of the primary target's new location
Secondary Attack: intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage. In both cases, the primary target is/can be targetted by the secondary attack line because it qualifies as a creature within 0 squares of itself, is that correct? Is there any possible RAW dispute regarding this interpretation, or is this qualification ironclad?
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3 months ago ::
Mar 14, 2013 - 3:53PM
#103
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Date Joined:
Sep 17, 2007
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I don't think so. Never heard anyone argue against it except marshall (and we can all say it together: 'lol marshall').
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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3 months ago ::
Mar 14, 2013 - 6:13PM
#104
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Date Joined:
Feb 26, 2011
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Yeah It seems ok to me. And thus I use it.
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3 months ago ::
Mar 15, 2013 - 4:10AM
#105
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Date Joined:
Jan 26, 2013
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If someone debates you, point out that powers where you have to hit a different target will explicitly state that- on dual strike, for instance, there's "One creature other than the primary target" attached to it, so there's no confusion.
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3 months ago ::
Mar 16, 2013 - 12:25PM
#106
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Date Joined:
Jun 27, 2012
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The Swordmage handbook has Seed of Fire as a black power, which seems odd as the only double-tap at 13. Am I missing something about this build that fundamentally alters the power (besides optimizing damage types), or is the rating just off?
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3 months ago ::
Mar 16, 2013 - 12:38PM
#107
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Date Joined:
Jul 16, 2010
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Pretty simple to explain. The SM handbook is rating powers for how well they fit into a Defender chassis. Bookish Barb is evaluating powers for their Striker ability instead. A pure-class SM basically won't have enough damage mods to make Seed of Fire worth using over the more controller/defender-oriented options at that level.
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3 months ago ::
Mar 16, 2013 - 3:41PM
#108
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Date Joined:
Sep 22, 2007
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If I recall (without bothering to go actually check) based on my recent 'crystal ball' gazing to see the future for a swordmage I am currently playing, Lvl 13 was a bit of a dead level for SM powers. Therefore, seed of fire being 'not bad, not amazing' aka rated black - seems right - based on this halfarsed recollection of mine. I seem to remember thinking I wouldnt bother picking a lvl 13 power, I'd stick with what I had.
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3 months ago ::
Mar 16, 2013 - 3:56PM
#109
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Date Joined:
Feb 26, 2011
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13 isn't as bad as 1 IMO, but the problem being twofold
1. There are no single class SMs 2. You pretty much always keep TL and DV
Because the latter isn't true for me, it lets me take Seed of Fire at 13.
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3 months ago ::
Mar 16, 2013 - 10:03PM
#110
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13 has a blast-pull power, which pretty much is just replaced by Thundering Vortex at 17.
"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. My Guides
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