Arcane Power questions ahead of time


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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?

The bard gets Virtue of Prescience, which means once an encounter, the bard can ad his wisdom bonus to one ally's defense .

So, yes, a wisdom bard is nicer, but only for this, I se few or no powers that key off wisdom. Bards also get tons of ranged weapon abilities, including an at-will. Not as good as a ranger, but definitely in second place by a wide margin.

I see no specific secondary stat for an ensnaring Swordmage. The Aegis of Enbsnarement is nice, though.

Wizards get illusion and summoning abilities. Illusion is will, and we have all seen summon stuff in the previews. Plus they get a new orb ability and can use tomes.

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?

There are feats that modify at-wills. Some look pretty good.

There are two multiclass feats for each class in the book (a total of 10)

Let me say they seem strong, as you get one of the lesser class features of that class, not just once a day but can use just like a member of the class can. Some require paragon multiclassing, but not many.

The one that grants a wizard implement Mastery class features is particularly nice, though you need paragon multiclassing, of course.
 

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.

There are 4 con-based paragon paths.

You need to take a feat to get a familiar, which is a minion. But a familiar is in 'passive mode' (cannot be targeted or damaged) or 'active mode' (it can move up to 20 squares form you and can take actions (but you spend he actions) A minor action switches it form passive to active.

When passive, each familiar type gives a minor benefit, and a stronger ability when you make it active. There are a few feats to buff up familiars, a couple of which replace your utilities with powers that help your familiar.

If your familiar dies, you get it back after your next short or extended rest with no other drawbacks.
 


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.

You need to FR book for both Swordmage and the dark pact. There are a couple Paragon paths for the dark past, though.
 

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.

1. Nope, and the wizard does not have a lot either.
2. WE saw the wasp inthe preview, most summons are dailies.
3. Warlocks have a lot of necrotic, Wizards get some psychic, I see no shadow,
4. Yes, there is a good selection of illusion powers for wizards.
5. Yes and No.
 

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


Nothing to beef up implements, or help with the trouble between weapon staffs/daggers and implement daggers/staffs

Wizards get 3 new at-wills, and their control is better than PHB.

I see nothing similar to fireball, even with a new name
 

I completely forgot about the At-Wills.
One thing I am also curious about is the Warlock. Does he get new at-wills, or do we just get the one for the Vestige pact? Seeing as Warlocks have only one option (take your pact-specific at-will and take Eldrich Blast), I'm wondering if they're going to free up Warlocks a little there.

The only new Warlock at-will is the vestige pact.
 



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