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<blockquote data-quote="MrMyth" data-source="post: 5636847" data-attributes="member: 61155"><p>Oh yeah - and, honestly, is the sort of advice that is most useful to WotC. Not "I hate this change and you should ignore those asking for it!" but instead, "Hey, I feel like the power is now too easy to dismiss, and I think some sort of compensation might result in it becoming balanced but still appealing to take."</p><p> </p><p>A</p><p> </p><p>Yeah, I was pretty much using Fighter as short-hand for 'Defender'. Elements that let you make good use of the new version without it just automatically burning down encounters on its own: </p><p>1) Defenders or anyone who can punish someone for moving;</p><p>2) Ranged characters in environments where you can position the sphere so that enemy's have to burn in order to engage in melee;</p><p>3) Any characters who can daze enemies or knock them prone.</p><p> </p><p>All of those do what I feel 'control' should do - force the enemy to decide between two bad choices. "Do I take damage from the sphere or provoke from the defender?" "Do I engage the archer if it means I burn?" "Do I spend my one action getting away from the sphere or attacking my enemies?"</p><p> </p><p>For me, all of that is far more interesting than simply, "All choices result in me automatically being burned by the sphere, so I might as well ignore it entirely."</p><p> </p><p> Place the sphere two squares from a Paladin that is marking an enemy to keep the enemy away. Fighters (including knights) are the optimum, but most defenders should allow some nasty "gotchas". Remember, too, that you can't go through the actual sphere square (it "occupies" its square). Edit: putting the sphere just covering where the enemy could charge to seems to work a treat, too. Charging has to be on an "always closer" basis and ends your turn, so it's quite possible to make FS really inconvenient, there.</p><p> </p><p>On the "you lose the initial attack if you place the sphere to block" issue, just use a standard action to conjure the sphere and damage with it (as usual) and then a move to place it in the blocking position. Nothing says you can't move it on the same turn as you conjure it.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="MrMyth, post: 5636847, member: 61155"] Oh yeah - and, honestly, is the sort of advice that is most useful to WotC. Not "I hate this change and you should ignore those asking for it!" but instead, "Hey, I feel like the power is now too easy to dismiss, and I think some sort of compensation might result in it becoming balanced but still appealing to take." A Yeah, I was pretty much using Fighter as short-hand for 'Defender'. Elements that let you make good use of the new version without it just automatically burning down encounters on its own: 1) Defenders or anyone who can punish someone for moving; 2) Ranged characters in environments where you can position the sphere so that enemy's have to burn in order to engage in melee; 3) Any characters who can daze enemies or knock them prone. All of those do what I feel 'control' should do - force the enemy to decide between two bad choices. "Do I take damage from the sphere or provoke from the defender?" "Do I engage the archer if it means I burn?" "Do I spend my one action getting away from the sphere or attacking my enemies?" For me, all of that is far more interesting than simply, "All choices result in me automatically being burned by the sphere, so I might as well ignore it entirely." Place the sphere two squares from a Paladin that is marking an enemy to keep the enemy away. Fighters (including knights) are the optimum, but most defenders should allow some nasty "gotchas". Remember, too, that you can't go through the actual sphere square (it "occupies" its square). Edit: putting the sphere just covering where the enemy could charge to seems to work a treat, too. Charging has to be on an "always closer" basis and ends your turn, so it's quite possible to make FS really inconvenient, there. On the "you lose the initial attack if you place the sphere to block" issue, just use a standard action to conjure the sphere and damage with it (as usual) and then a move to place it in the blocking position. Nothing says you can't move it on the same turn as you conjure it.[/QUOTE] [/QUOTE]
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