Arcane Power questions ahead of time

Rechan

Adventurer
Someone will get Arcane Power ahead of street date. This usually leads to a scramble, everyone trying to get their questions in.

I thought it might be more constructive to ask those questions ahead of time, so that when the first person gets 'em, we have a whole long list of questions prepped and ready.

Mine:

In terms of Builds:

What is the theme of the Bard and Sorcerer's new biulds? What ability score is secondary?
Swordmage: What ability is secondary for the Ensnaring build?
Do wizards receive any sort of new over-arching schtick/build, aside from Summoning?

Powers:

Wizards: Anything that we've been wanting that seems to be coming back in? (Illusion, Necromancy, etc)?

Feats:
Any multi-class feats like the weapon specialization feats, or the at-will modification feats, like from the Gladiator/Assassin articles, but for spellcasters?

Martial Power had new multi-class options. WHat are there?
 

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I saw Morrus's thread, "Guess What I got?", and Arcane Power was the first to come to my mind.

Rechan covered most of my questions, I'll add what I want to know about: details on Familiar mechanics, Racial Class Feats, and Paragon paths, especially Sorcerer and Warlock ... I'd like to know if there are any CON-based Starpact Paragon Paths.
 


Will it include the Swordmage and the Dark Pact from the FR sourcebook? Some people might want to include them, but not have to shell out cash for a book that would otherwise be useless to them.
 

Two things I'm mainly wondering about are:

Warlock vestige pact - How many powers? What sort of paragon path? (And it's probably included in the general multiclass question above but - Is there a particular multiclass option for the vestige pact?)

Sorcerer spell sources - Are there any new ones?

(And I'll just second the question about the wizard expanding back into their old areas or not.)
 

I would like to know, when it comes out, if they will release a multiclass feat for wizard implement specialization to finally fix the Wizard + Tactical Warlord = Wizard of the spiral tower issue. For those of you who don’t remember: while the wizard multiclass offers PROFICIENCY with all wizard implements, it does not allow you to SPECIALIZE, which is required to be able to smash an implement and longsword together.
 


1. Summoning powers for classes other than the wizard. Are there any?

2. How about encounter or at-will summoning powers. If so, tell me more; if not, what are the most, I dunno, summon-y encounter powers now available?

3. Is there any shadow or necrotic stuff?

4. Is there anything for an aspiring illusionist?

5. Deva racial feats? Deva paragon paths?

EDIT: Oh, and second any questions about the Tome.
 
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My question - have they done anything to beef up implements (since AV keeps produced better weapons with 'even more' extra abilities or bigger damage dice. Even in the PHB implement powers were behind the curve with no 'high crit' or 'additional accuracy' or 'two handed damage' factors to improve them.

I'm hoping (but not holding my breath) that something will have been done to redress the balance in Arcane power.

I'm also hoping for a wider choice of At-Wills for wizards, with more 'controllery' powers available as At-Will (and not have them tied to particular 'builds').

Finally, I'm hoping (but definitely not expecting) an errata to upgrade Fireball so that THE iconic D&D spell is actually worth taking again. Ongoing 5 fire damage, perhaps, or sustain standard, or something like that.

Cheers
 

My question - have they done anything to beef up implements (since AV keeps produced better weapons with 'even more' extra abilities or bigger damage dice. Even in the PHB implement powers were behind the curve with no 'high crit' or 'additional accuracy' or 'two handed damage' factors to improve them.

I'm hoping (but not holding my breath) that something will have been done to redress the balance in Arcane power.

I'm also hoping for a wider choice of At-Wills for wizards, with more 'controllery' powers available as At-Will (and not have them tied to particular 'builds').

Finally, I'm hoping (but definitely not expecting) an errata to upgrade Fireball so that THE iconic D&D spell is actually worth taking again. Ongoing 5 fire damage, perhaps, or sustain standard, or something like that.

Cheers
 

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