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Abjurer, a ranged defender
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<blockquote data-quote="Nahat Anoj" data-source="post: 5695976" data-attributes="member: 25075"><p>For starters, I really, really like the arcane ward idea, and I think it's from there that the abjurer as a defender or leader should come. </p><p></p><p>If you're going to make the abjurer as a defender, I think it has to have more abilities that encourage enemies to attack the abjurer over his allies. For example, if arcane warding was once per turn and could only work on allies, that could provide incentive to attack the abjurer. I think it would be best to come up with a reason as to why the magic only works on allies - perhaps the only way to get such magic to work is to "counterbalance" it by putting the abjurer at a disadvantage.</p><p></p><p>While I'd tweak some of them a bit, you do have some powers that I like which provide incentive for attacking the abjurer over allies - Counterstrike, Abjurer's Bolt, and Redoubled Defense. But I feel like the rest don't do this enough or provide too much of a counter incentive to attack the abjurer. IMO, there should be more powers that bring enemies toward the abjurer (via pulls or teleports) or make it harder to attack the abjurer's allies than it would be to attack the abjurer. I don't mind some "out of role" encounter or daily powers, but if you're going to have roles the majority of powers should focus on that role's job IMO.</p><p></p><p>I feel like defender hp, a high Int and features like Swordmage's Warding and Guardian Staff Expert, they aren't going to need much more in the way of damage mitigation, at least with respect to AC (although, like the swordmage, I feel bad for the abjurer's Will defense <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). So I think you can play down those abilities.</p><p></p><p>I would give the abjurer the Essentials version of Magic Missile as their bread and butter ranged basic attack. That way, when enemies do things that trigger a basic attack, the abjurer will auto-hit them in return. That will make them better defenders IMO. I might also give them Defender Aura, explaining it as a magical entropic field, and something that lets them use a ranged basic (ie, Magic Missile) if an adjacent enemy shifts away. Abjurers should have more at-wills that pull, inhibit the movement of adjacent enemies, and otherwise make it more difficult for enemies to get away from the defender. I might not make them <em>immune</em> to OAs, but I might give them that feat that gives a +2 to OAs (the name escapes me!). </p><p></p><p>I will say, seeing the writeup of an abjurer as defender has made me much less resistant to the idea of a "defender wizard." I think it could work mechanically, be fun to play, and make sense in the D&D world. I might make the more martial, controllery abjurer a Con secondary build, while a more defensive, more leadery abjurer could be Wis secondary (I might give the Wis build the ability to use Wis as damage resistance in some way, because it might need the durability!).</p></blockquote><p></p>
[QUOTE="Nahat Anoj, post: 5695976, member: 25075"] For starters, I really, really like the arcane ward idea, and I think it's from there that the abjurer as a defender or leader should come. If you're going to make the abjurer as a defender, I think it has to have more abilities that encourage enemies to attack the abjurer over his allies. For example, if arcane warding was once per turn and could only work on allies, that could provide incentive to attack the abjurer. I think it would be best to come up with a reason as to why the magic only works on allies - perhaps the only way to get such magic to work is to "counterbalance" it by putting the abjurer at a disadvantage. While I'd tweak some of them a bit, you do have some powers that I like which provide incentive for attacking the abjurer over allies - Counterstrike, Abjurer's Bolt, and Redoubled Defense. But I feel like the rest don't do this enough or provide too much of a counter incentive to attack the abjurer. IMO, there should be more powers that bring enemies toward the abjurer (via pulls or teleports) or make it harder to attack the abjurer's allies than it would be to attack the abjurer. I don't mind some "out of role" encounter or daily powers, but if you're going to have roles the majority of powers should focus on that role's job IMO. I feel like defender hp, a high Int and features like Swordmage's Warding and Guardian Staff Expert, they aren't going to need much more in the way of damage mitigation, at least with respect to AC (although, like the swordmage, I feel bad for the abjurer's Will defense :) ). So I think you can play down those abilities. I would give the abjurer the Essentials version of Magic Missile as their bread and butter ranged basic attack. That way, when enemies do things that trigger a basic attack, the abjurer will auto-hit them in return. That will make them better defenders IMO. I might also give them Defender Aura, explaining it as a magical entropic field, and something that lets them use a ranged basic (ie, Magic Missile) if an adjacent enemy shifts away. Abjurers should have more at-wills that pull, inhibit the movement of adjacent enemies, and otherwise make it more difficult for enemies to get away from the defender. I might not make them [i]immune[/i] to OAs, but I might give them that feat that gives a +2 to OAs (the name escapes me!). I will say, seeing the writeup of an abjurer as defender has made me much less resistant to the idea of a "defender wizard." I think it could work mechanically, be fun to play, and make sense in the D&D world. I might make the more martial, controllery abjurer a Con secondary build, while a more defensive, more leadery abjurer could be Wis secondary (I might give the Wis build the ability to use Wis as damage resistance in some way, because it might need the durability!). [/QUOTE]
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