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Mystic playtest...ugg this class is all over the place
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<blockquote data-quote="GMforPowergamers" data-source="post: 7258680" data-attributes="member: 67338"><p>ok, to be fair my game is not average. I have 2 powergamed melee combatants, one not powergamed but decent melee combatant, and a wizard on top of my mystic...</p><p></p><p>I also have the problem that the player who is playtesting the mystic is a complainer, he thinks fights are too tough when no PC gets to half hp in the fight (we still use bloodied from 4e),</p><p></p><p></p><p>OK, so we are 5th level. We have a 5th level totem of the bear hill dwarf barbarian (with just shy of 100hp and talking 1/2 damage most of the time he is unstoppable), a 5th level human fighter, a hill dwarf 3rd level ranger 2nd level monk (so he always gets 2 attacks, can make a 3rd with hoard breaker if two opponents near by and a 4th if he spends ki) a 5th level human necromancer, and the 5th level mystic.</p><p></p><p>The mystic gets d8+1+con mod hp per level, so he has more then the ranger/monk more then the necromancer a few less then the fighter and a lot less then the barbarian... but he also gets int mod temps every round</p><p></p><p>The mystic has the second worst AC in the game (only the necromancer is worse) but not by much the whole party is between 14 and 19.</p><p></p><p>Mystic at will talents have an issue that they are all save, no attack rolls. This has the player complain everytime I make a save. (I do notice no complaint if the necromancer misses with chill touch, or the time the fighter swong twice to missing, action surged and rolled 2 1's in a row for 4 total misses)</p><p></p><p>The focuses I have an issue with. OK so the player was very 'hodge podge' with his choices of power and I don't see much of a theme here. He can just negate all falling damage, communicate telepathicly and speak any language or learn any skill or tool kit... that seams like a lot at will.</p><p></p><p>the powers.</p><p></p><p> His healing is nice, but the first time he brought someone back from the dead I almost <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> a brick... why can a psychic bring back the dead like a cleric?</p><p>His air blast that knocks fliest out of the air seems OK and the most normal of his powers, but the flight it also gives him is odd, but at least fits a TK character in my mind.</p><p>His ability to make any weapon a +3 weapon is broken... magic weapon is +1 unless you highten it to 6th level spell slot, this is like using a 2nd or 3rd level slot for it...and again not really 'psychic' in my mind... and it comes with a damage boost power. He can throw up to 5pp to add 1d10 per pp to a weapon damage... the necromancer has a 3rd level spell that requires an attack roll that does 6d6 damage...the mystic can take his bow and shoot it for 1d6+dex mod +5d10.... and last game he crit with it and had another thing going giving him and 2 other +1d4 damage... so his crit was 2d8+str mod+2d4+10d10...that seems like a lot.</p><p>He has the identify power, but so does the necromanancer, and the necro can use it as a ritual, so I think that is weak a bit.</p><p></p><p></p><p>So far I find the class too front heavy on damage, and too all over the place with options. I think the class would do better as 2 or maybe 3 classes so you can't just pick the best of multi themes. I also worry that well he is the 2nd best at damage, the best buffer and best healer now, these powers that start out really strong (maybe OP) will not scale well and in the teens be too weak. </p><p></p><p></p><p> Mantle of Fury Avatar Discipline</p><p>Mastery of Air Wu Jen Discipline</p><p>Nomadic Mind Nomad Discipline</p><p>Psionic Weapon Immortal Discipline</p><p>Psionic Restoration Immortal Discipline</p><p></p><p>what do the rest of you think?</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 7258680, member: 67338"] ok, to be fair my game is not average. I have 2 powergamed melee combatants, one not powergamed but decent melee combatant, and a wizard on top of my mystic... I also have the problem that the player who is playtesting the mystic is a complainer, he thinks fights are too tough when no PC gets to half hp in the fight (we still use bloodied from 4e), OK, so we are 5th level. We have a 5th level totem of the bear hill dwarf barbarian (with just shy of 100hp and talking 1/2 damage most of the time he is unstoppable), a 5th level human fighter, a hill dwarf 3rd level ranger 2nd level monk (so he always gets 2 attacks, can make a 3rd with hoard breaker if two opponents near by and a 4th if he spends ki) a 5th level human necromancer, and the 5th level mystic. The mystic gets d8+1+con mod hp per level, so he has more then the ranger/monk more then the necromancer a few less then the fighter and a lot less then the barbarian... but he also gets int mod temps every round The mystic has the second worst AC in the game (only the necromancer is worse) but not by much the whole party is between 14 and 19. Mystic at will talents have an issue that they are all save, no attack rolls. This has the player complain everytime I make a save. (I do notice no complaint if the necromancer misses with chill touch, or the time the fighter swong twice to missing, action surged and rolled 2 1's in a row for 4 total misses) The focuses I have an issue with. OK so the player was very 'hodge podge' with his choices of power and I don't see much of a theme here. He can just negate all falling damage, communicate telepathicly and speak any language or learn any skill or tool kit... that seams like a lot at will. the powers. His healing is nice, but the first time he brought someone back from the dead I almost :):):):) a brick... why can a psychic bring back the dead like a cleric? His air blast that knocks fliest out of the air seems OK and the most normal of his powers, but the flight it also gives him is odd, but at least fits a TK character in my mind. His ability to make any weapon a +3 weapon is broken... magic weapon is +1 unless you highten it to 6th level spell slot, this is like using a 2nd or 3rd level slot for it...and again not really 'psychic' in my mind... and it comes with a damage boost power. He can throw up to 5pp to add 1d10 per pp to a weapon damage... the necromancer has a 3rd level spell that requires an attack roll that does 6d6 damage...the mystic can take his bow and shoot it for 1d6+dex mod +5d10.... and last game he crit with it and had another thing going giving him and 2 other +1d4 damage... so his crit was 2d8+str mod+2d4+10d10...that seems like a lot. He has the identify power, but so does the necromanancer, and the necro can use it as a ritual, so I think that is weak a bit. So far I find the class too front heavy on damage, and too all over the place with options. I think the class would do better as 2 or maybe 3 classes so you can't just pick the best of multi themes. I also worry that well he is the 2nd best at damage, the best buffer and best healer now, these powers that start out really strong (maybe OP) will not scale well and in the teens be too weak. Mantle of Fury Avatar Discipline Mastery of Air Wu Jen Discipline Nomadic Mind Nomad Discipline Psionic Weapon Immortal Discipline Psionic Restoration Immortal Discipline what do the rest of you think? [/QUOTE]
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Mystic playtest...ugg this class is all over the place
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