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Proposed Wager with DracoSuave - Blurred Step
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<blockquote data-quote="DracoSuave" data-source="post: 5151333" data-attributes="member: 71571"><p>Well, I'm not confident they won't errata it, because I've been wrong before.</p><p></p><p>But who cares?</p><p></p><p>I love friendly wagers!</p><p></p><p><strong>YOU ARE ON!</strong></p><p></p><p>That said, I think it'd be too powerful as a free action. </p><p></p><p>Besides, the utility you desire to chase down an opponent is an at-will power for them called 'Lightning Rush' that does... pretty much exactly what you want them to do.</p><p></p><p>Let's say your marked felling is shift/somethinging. If it's not shifting to a spot where you can blurred-step interrupt it, you let it shift. If he charges your fellow, you then Lightning Rush it (flanking of course), getting the punishing attack in, and your OA is still available: If he ranged attacked instead, then you still have your OA against him. </p><p></p><p>Now, let's say you augment 2 that, you then become the target of the attack. Woot!</p><p></p><p>OR... you augment 1 it, penalize that roll by your charisma mod... and then augment 1 Twisted Eye so that he'll take a -further- penalty to his attack rolls.</p><p></p><p>Now, if you had a fighter, who had an encounter power that triggered as an ImInt that was </p><p></p><p></p><p>Imediate Interrupt - Melee weapon</p><p>Trigger: An enemy within 5 squares of you targets an ally.</p><p>Effect: Move your speed adjacent to the triggering enemy.</p><p>Target: The Triggering enemy.</p><p>Attack: Strength vs AC.</p><p>Hit: 1[W] + mod damage. If it was an area or ranged attack, penalize the triggering attack by your Wisdom Modifier, then make a secondary attack against the target. If it was a melee or close attack, you may choose to either replace your ally as the target and deal an extra 1[W] damage, or penalize the attack roll by your Wisdom modifier.</p><p>Secondary Attack: Strength vs AC</p><p>Hit: 1[W] + Strength mod attack to increase the penalty by the number of allies adjacent to the target. </p><p>Effect: You do not take your normal standard action on your next turn.</p><p></p><p>You'd call that a -damn good- encounter power for stickiness. That power alone would be super sticky... it doesn't even require marked opponents!</p><p></p><p>Battleminds can turn their allies invisible to the foe, mark what they're not attacking, knock things prone... all the tools for stickiness are in there, but they're more reliant on their at-wills then their class features.</p><p></p><p>Some classes are just like that.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5151333, member: 71571"] Well, I'm not confident they won't errata it, because I've been wrong before. But who cares? I love friendly wagers! [b]YOU ARE ON![/b] That said, I think it'd be too powerful as a free action. Besides, the utility you desire to chase down an opponent is an at-will power for them called 'Lightning Rush' that does... pretty much exactly what you want them to do. Let's say your marked felling is shift/somethinging. If it's not shifting to a spot where you can blurred-step interrupt it, you let it shift. If he charges your fellow, you then Lightning Rush it (flanking of course), getting the punishing attack in, and your OA is still available: If he ranged attacked instead, then you still have your OA against him. Now, let's say you augment 2 that, you then become the target of the attack. Woot! OR... you augment 1 it, penalize that roll by your charisma mod... and then augment 1 Twisted Eye so that he'll take a -further- penalty to his attack rolls. Now, if you had a fighter, who had an encounter power that triggered as an ImInt that was Imediate Interrupt - Melee weapon Trigger: An enemy within 5 squares of you targets an ally. Effect: Move your speed adjacent to the triggering enemy. Target: The Triggering enemy. Attack: Strength vs AC. Hit: 1[W] + mod damage. If it was an area or ranged attack, penalize the triggering attack by your Wisdom Modifier, then make a secondary attack against the target. If it was a melee or close attack, you may choose to either replace your ally as the target and deal an extra 1[W] damage, or penalize the attack roll by your Wisdom modifier. Secondary Attack: Strength vs AC Hit: 1[W] + Strength mod attack to increase the penalty by the number of allies adjacent to the target. Effect: You do not take your normal standard action on your next turn. You'd call that a -damn good- encounter power for stickiness. That power alone would be super sticky... it doesn't even require marked opponents! Battleminds can turn their allies invisible to the foe, mark what they're not attacking, knock things prone... all the tools for stickiness are in there, but they're more reliant on their at-wills then their class features. Some classes are just like that. [/QUOTE]
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