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[Tome of Battle] New Maneuvers
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<blockquote data-quote="gamecat" data-source="post: 4874671" data-attributes="member: 3144"><p>Well, here goes. I'll do desert wind first.</p><p></p><p><strong>A Thousand Birds</strong></p><p>Seems fine.</p><p></p><p><strong>Crescent Flame</strong></p><p>Seems a bit situational, given that it only punks those who flank you, but the single attack roll and fire damage on successful touch offset this fact. Fine the way it is.</p><p></p><p><strong>Dancing Flame</strong></p><p>I don't know if desert wind compares to arcane spells and diamond mind maneuvers very well, but attaching <em>daze</em> to a <em>sapphire nightmare blade</em> doesn't add up to a 5th level maneuver. I'd ratchet this guy down to 4th at the bare minimum.</p><p></p><p><strong>Dance of Unquenchable Flames</strong></p><p>There's a 3rd level Sor/Wiz spell in PHB2 that makes something vulnerable to an energy type and so on, for so many rounds. 5th level maneuver sounds fine.</p><p></p><p><strong>Flowing Flame</strong></p><p>Fine by me. Fits the flavor of Desert Wind well.</p><p></p><p><strong>Glaring Blade</strong></p><p><em>Blindness/deafness</em> is Sor/Wiz 2, and this seems better than <em>burning blade</em>. Off to level 2 with him. Add a teensy bit more damage if you disagree with me on this one and keep it at two.</p><p></p><p><strong>Illumination of Vigilance</strong></p><p>Fair enough. Counters are cool.</p><p></p><p><strong>Internal Combustion</strong></p><p>Maybe a bit low? Off the top of my head, this guy isn't as cool as <em>Iron Heart Surge</em>. Cool ability at any level though. Swordsages can't have enough boosts.</p><p></p><p><strong>Nova Guillotine</strong></p><p>Compare this guy with <em>Strength Draining Strike</em>. I don't have my Tome of Battle with me, but they should be comparable maneuvers.</p><p></p><p><strong>Phoenix Feather Healing</strong></p><p>Include a caveat against gaming it for free hit points, similar to the <em>Crusader's Strike</em> line of manuevers? Unlimited healing hasn't been realized anywhere else.</p><p></p><p><strong>Razor Walk</strong></p><p>Great manuever - plays well with the Scorching Scirocco feat.</p><p></p><p><strong>Rising Heat Tower</strong></p><p>I like this one too - it feels very M. Bison "psycho crusher".</p><p></p><p><strong>Rising Steam Flip</strong></p><p>Perfectly fine by me. Similar to <em>Dragon's Leap</em> from tiger claw.</p><p></p><p><strong>Striking Sidewinder Stance</strong></p><p>I like it. You want to encourage desert wind swordsages to be as agile as possible.</p><p></p><p><strong>Supernova Guillotine</strong></p><p>Again, contrast this guy with <em>Five Shadow Creeping Ice Enervation Strike</em>.</p><p></p><p><strong>Wind Howl</strong></p><p>Powerful, but an eighth level maneuver. I'd let it fly. Or howl, in this case.</p><p></p><p><strong>Zephyr's Stride</strong></p><p>Isn't there a Desert Wind stance that improves speed already? Make sure he's lower level than this guy.</p><p></p><p>Not bad, all in all. Perhaps I'll test these on the game I play. I'll review another discipline later.</p></blockquote><p></p>
[QUOTE="gamecat, post: 4874671, member: 3144"] Well, here goes. I'll do desert wind first. [b]A Thousand Birds[/b] Seems fine. [b]Crescent Flame[/b] Seems a bit situational, given that it only punks those who flank you, but the single attack roll and fire damage on successful touch offset this fact. Fine the way it is. [b]Dancing Flame[/b] I don't know if desert wind compares to arcane spells and diamond mind maneuvers very well, but attaching [i]daze[/i] to a [i]sapphire nightmare blade[/i] doesn't add up to a 5th level maneuver. I'd ratchet this guy down to 4th at the bare minimum. [b]Dance of Unquenchable Flames[/b] There's a 3rd level Sor/Wiz spell in PHB2 that makes something vulnerable to an energy type and so on, for so many rounds. 5th level maneuver sounds fine. [b]Flowing Flame[/b] Fine by me. Fits the flavor of Desert Wind well. [b]Glaring Blade[/b] [i]Blindness/deafness[/i] is Sor/Wiz 2, and this seems better than [i]burning blade[/i]. Off to level 2 with him. Add a teensy bit more damage if you disagree with me on this one and keep it at two. [b]Illumination of Vigilance[/b] Fair enough. Counters are cool. [b]Internal Combustion[/b] Maybe a bit low? Off the top of my head, this guy isn't as cool as [i]Iron Heart Surge[/i]. Cool ability at any level though. Swordsages can't have enough boosts. [b]Nova Guillotine[/b] Compare this guy with [i]Strength Draining Strike[/i]. I don't have my Tome of Battle with me, but they should be comparable maneuvers. [b]Phoenix Feather Healing[/b] Include a caveat against gaming it for free hit points, similar to the [i]Crusader's Strike[/i] line of manuevers? Unlimited healing hasn't been realized anywhere else. [b]Razor Walk[/b] Great manuever - plays well with the Scorching Scirocco feat. [b]Rising Heat Tower[/b] I like this one too - it feels very M. Bison "psycho crusher". [b]Rising Steam Flip[/b] Perfectly fine by me. Similar to [i]Dragon's Leap[/i] from tiger claw. [b]Striking Sidewinder Stance[/b] I like it. You want to encourage desert wind swordsages to be as agile as possible. [b]Supernova Guillotine[/b] Again, contrast this guy with [i]Five Shadow Creeping Ice Enervation Strike[/i]. [b]Wind Howl[/b] Powerful, but an eighth level maneuver. I'd let it fly. Or howl, in this case. [b]Zephyr's Stride[/b] Isn't there a Desert Wind stance that improves speed already? Make sure he's lower level than this guy. Not bad, all in all. Perhaps I'll test these on the game I play. I'll review another discipline later. [/QUOTE]
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