I rather like the idea of exploring the design space of a semi-fragile defender. I'm thinking 10+4 for hit points and 9+ for surges. What do you think of that?
So the idea is that the arcane wards act as a "buffer zone" to soak up damage, but past a certain point the abjurer quickly gets into a life-threatening situation. Right?
Enemies are faced with two options: either focus fire on the warded ally to break the ward (dealing damage to the abjurer), or go straight for the abjurer - kill him and all the wards end.
Which probably means the abjurer is going to need some protective magic of his own - some kind of a blocking/negation aura.
What might make the abjurer tactically interesting is the option to choose between weakly warding several allies or strongly warding one ally. This could tie in to a punishment mechanic like so...
Arcane Ward
Standard Action, Close Burst 10
Choose either a group ward or an individual ward.
Group Ward: Several allies gain resist X (or X temporary hit points). Once per
round, you may take an opportunity ranged basic attack against an enemy that attacks someone in the ward. Whenever a ward falls, the abjurer takes 1/3 X damage.
Individual Ward: One ally gains resist 3X (or 3X temporary hit points). You may take opportunity ranged basic attacks against any enemies that attack the warded individual. If the ward fails, the abjurer takes X damage.
Sustain (minor): A group ward or an individual ward persists.
Hmm, I'm not convinced resist (or temporary hit points) is the way to go.
I'm wondering if this abjurer concept could be the artificer equivalent for a defender. The artificer allows allies to share healing surges - that's one of their key unique features as a leader. Maybe the abjurer could allow allies to share damage or defenses through the form of arcane wards. Just an idea.
Nemesis Destiny said:
Int primary is pretty obvious. What should the secondary options be, and how will we define sub-builds? Will we even have them? Maybe we should design it like an e-class, and do away with A or V structure. Con seems like the obvious choice for riders to key off of, but I can see a case to be made for both Wisdom and Charisma as well.
Though I personally prefer e-classes, I think builds could focus on different aspects of abjuration: protection, negation, blocking, banishing, etc.
For example, a "banishing abjurer" build might add a rider to his arcane wards so that an enemy who did insufficient damage (or an enemy hit by the abjurer's opportunity ranged basic attack) would be teleported. Likewise the "banishing abjurer" could be protected by an aura which teleports one enemy away per round.