Playtest: Adventurer's Vault 2


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I feel that the Orbs of Sequestered Conflict might be too much of a hassle for a lot of groups, even if they provided free to-scale printouts of those areas.

Tattoos on the other hand, I really liked those. At least they bring a new dynamic to the resource management of healing surges.

Now I wonder if they'll bring grafts back.
 

I'm pretty intrigued by the Orbs of Sequestered Conflict as well.

It reminds me of a similar idea introduced in OneBadEgg's Shroudborn Class, which introduces 'arena powers,' dailies that teleport a few combatants to a second battlefield.

They look like they'll be a perfect implement to help make a controller wizard; being able to shunt someone into an inescapable domain of ice is about as controlling as you can get.

I wonder if we'll see something similar to arena powers or the orb powers in Arcane Power, as additional Wizard utilities.
 

And as usual, orbs get the most love. I wonder if wands are ever going to stop being the redheaded stepchild of the implements. AV had some alright ones, but nothing that could unseat the awesomeness of orbs.

EDIT: That is to say, those Orbs of Sequestered Conflict are ridiculously cool. Or perhaps just ridiculous, I'm still deciding. :-)
 

Looks pretty good.

The only thing that I think is a problem is the demonskin tatoo. I can have resist 5 and alter it every other fight if I need it...that's way too good for a 3rd level item.
 

The orbs are very intriguing... I like the idea, and I don't think it would be too hard for the group to keep a separate tile handy with the specific arena for the orb.

My main concern, though, is the fact that the wizard gets trapped in a 5x5 box with enemies... Where's he going to run?

That does bring up an interesting side-effect, too. Battle not going so hot? Pop off to your orb-realm, let everyone else take a short rest while the wizard sustains the orb for 50 rounds, and then return to the fight with renewed vigor!
 

The orbs are very intriguing... I like the idea, and I don't think it would be too hard for the group to keep a separate tile handy with the specific arena for the orb.

My main concern, though, is the fact that the wizard gets trapped in a 5x5 box with enemies... Where's he going to run?

That does bring up an interesting side-effect, too. Battle not going so hot? Pop off to your orb-realm, let everyone else take a short rest while the wizard sustains the orb for 50 rounds, and then return to the fight with renewed vigor!

Interesting idea, I wonder if it should work. Spending Minor Actions to sustain the Orb doesn't sound like "rest" to me, but that would only apply to the Wizard.

I am not sure the area is large enough. It feels a little constrained. And of course no Wizard would go in there without some of his allies. Probably best to call them all in (Warlords with "Knight Move" come in handy now) and jump away with half the opposition. The look on the face of Artilleries should be fun when all their targets disappear along with their melee focused allies. Or the look of Skirmishers and Lurkers, suddenly trapped into a small area and losing lots of mobility. Of course, this might be what makes the effect to strong, too.

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Likewise, I think the Tatoos are an interesting idea, but I am not sure if basing stuff on (multiples) of Healing Surges expended is too strong.
 

I really like the idea of the new orb's but they are very problematic. They allow you to split the monsters into two groups which should make the fights suddenly MUCH easier since they cannot help each other...
 


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