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Ascardian - Arcane Melee Striker
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<blockquote data-quote="Engilbrand" data-source="post: 4530440" data-attributes="member: 44184"><p>You've made a few nice changes and additions. While I see what you're doing with Hold the Ground, that's the sort of power that I would love to have as an Immediate Interrupt. An enemy charges you, and you fling him off instead. That's just me, though. Also, remember that the class should be a Striker. It should be doing a lot of damage. While you have quite a few nice ones, 1W or 1d10 just isn't enough for a Striker, especially a few levels in.</p><p>If Crystals are important enough to be part of a class ability, you might want to figure out the plan with them. Will they be integrated into some class powers, or entirely on their own like Rituals?</p><p>What is the plan with the Thinblade? We're running low on keyword combinations for weapons.</p><p>The spelling mistakes are minor. You use "chose" instead of "choice" or "choose". You put "Inside" rather than "Insight". There some other minor ones. Remember that "then" means that something happens next, and "than" is for comparing. That is like putting an "als" into your sentence. In Lightning Hits the Unwary, you want a "dann", not an "als". Don't worry about it that much, though. A lot of Americans do the same thing. Constantly.</p><p></p><p>I recently threw a Swordmage at my players. While he didn't beat them, they loved all of the stuff that he could do and they thought that the combat was a ton of fun. I'm going to throw one of these at my players and see what happens.</p><p></p><p>Random thought: The movie Jumper just jumped into my head. There are definitely some interesting fights that one can do with teleportation. What about causing an enemy to teleport into the air for falling damage? Maybe you teleport part of them into the ground and it shoots them back out. Just some ideas for further powers.</p></blockquote><p></p>
[QUOTE="Engilbrand, post: 4530440, member: 44184"] You've made a few nice changes and additions. While I see what you're doing with Hold the Ground, that's the sort of power that I would love to have as an Immediate Interrupt. An enemy charges you, and you fling him off instead. That's just me, though. Also, remember that the class should be a Striker. It should be doing a lot of damage. While you have quite a few nice ones, 1W or 1d10 just isn't enough for a Striker, especially a few levels in. If Crystals are important enough to be part of a class ability, you might want to figure out the plan with them. Will they be integrated into some class powers, or entirely on their own like Rituals? What is the plan with the Thinblade? We're running low on keyword combinations for weapons. The spelling mistakes are minor. You use "chose" instead of "choice" or "choose". You put "Inside" rather than "Insight". There some other minor ones. Remember that "then" means that something happens next, and "than" is for comparing. That is like putting an "als" into your sentence. In Lightning Hits the Unwary, you want a "dann", not an "als". Don't worry about it that much, though. A lot of Americans do the same thing. Constantly. I recently threw a Swordmage at my players. While he didn't beat them, they loved all of the stuff that he could do and they thought that the combat was a ton of fun. I'm going to throw one of these at my players and see what happens. Random thought: The movie Jumper just jumped into my head. There are definitely some interesting fights that one can do with teleportation. What about causing an enemy to teleport into the air for falling damage? Maybe you teleport part of them into the ground and it shoots them back out. Just some ideas for further powers. [/QUOTE]
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Ascardian - Arcane Melee Striker
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