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Assassin Sub-Class: Arbiter
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<blockquote data-quote="Quickleaf" data-source="post: 5532671" data-attributes="member: 20323"><p>Just read the level one writeup so far, but it's clear you put a lot of work in! The concept seems to be a ninja secret police? And this is supposed to be a striker right? It seems like it would be on the lower damage end of essentials strikers but the higher accuracy end - is that the tradeoff you're going for?</p><p></p><p>Sight Unseen: I think you could reduce this to a move action 1/round, and keep in mind that ranged attacks provoke opportunity attacks. I would also consider adding a "must have concealment or cover" caveat, which would make it like an at-will version of Shrouding Gloom vs one enemy. With this caveat maybe even a minor action 1/round.</p><p></p><p>Night's Creeping Edge: Reach+2? So a halberd user gets reach 4? No way. That's epic level multi-feat material. I assume you want Reach so they can use Sight Unseen first and then not have to move (risk breaking stealth) in order to attack? Seems like you might be better served by either making Sight Unseen a close burst (doesn't provoke OA) or giving this jurisprudence some kind of stealth mobility feature?</p><p></p><p>Also I think the class needs a Shadow of the Wild type feature, like "any time you miss and you are hidden, you stay hidden"</p><p></p><p>Shadow Flash Strike: At-will teleporting attack? Teleport CHA squares to any square within 3 of enemy? Probably an encounter power.</p><p></p><p>Feather of the Night: This is a concept issue. This jurisprudence is a ranged attacker which uses a power to cause squares *adjacent* to enemy to grant concealment to you and allies. From what I've seen you don't have ranged/melée capability like a ranger, so how does this benefit the Dusk Raven build?</p><p></p><p>Shadow Dart: This gives the Dusk Raven a slight damage boost over other builds (2d6 vs 1d10).</p><p></p><p>Chains of Mist: Too powerful. Get rid of the reach +1, and reduce the immobilized to slowed. I get that these riders are dependent upon having stealth, but if you're able to get stealth every round you can't go designing at-wills powers with encounter power level effects.</p><p></p><p>Shadow Lash: If you remove the extra CHA damage on a miss this power will be fine. As is, DEX & CHA on a miss is nuts for an at-will.</p><p></p><p>Then again they are ninjas, so they are the kEwlest But my pirate will pRAwns yer ninja. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5532671, member: 20323"] Just read the level one writeup so far, but it's clear you put a lot of work in! The concept seems to be a ninja secret police? And this is supposed to be a striker right? It seems like it would be on the lower damage end of essentials strikers but the higher accuracy end - is that the tradeoff you're going for? Sight Unseen: I think you could reduce this to a move action 1/round, and keep in mind that ranged attacks provoke opportunity attacks. I would also consider adding a "must have concealment or cover" caveat, which would make it like an at-will version of Shrouding Gloom vs one enemy. With this caveat maybe even a minor action 1/round. Night's Creeping Edge: Reach+2? So a halberd user gets reach 4? No way. That's epic level multi-feat material. I assume you want Reach so they can use Sight Unseen first and then not have to move (risk breaking stealth) in order to attack? Seems like you might be better served by either making Sight Unseen a close burst (doesn't provoke OA) or giving this jurisprudence some kind of stealth mobility feature? Also I think the class needs a Shadow of the Wild type feature, like "any time you miss and you are hidden, you stay hidden" Shadow Flash Strike: At-will teleporting attack? Teleport CHA squares to any square within 3 of enemy? Probably an encounter power. Feather of the Night: This is a concept issue. This jurisprudence is a ranged attacker which uses a power to cause squares *adjacent* to enemy to grant concealment to you and allies. From what I've seen you don't have ranged/melée capability like a ranger, so how does this benefit the Dusk Raven build? Shadow Dart: This gives the Dusk Raven a slight damage boost over other builds (2d6 vs 1d10). Chains of Mist: Too powerful. Get rid of the reach +1, and reduce the immobilized to slowed. I get that these riders are dependent upon having stealth, but if you're able to get stealth every round you can't go designing at-wills powers with encounter power level effects. Shadow Lash: If you remove the extra CHA damage on a miss this power will be fine. As is, DEX & CHA on a miss is nuts for an at-will. Then again they are ninjas, so they are the kEwlest But my pirate will pRAwns yer ninja. ;) [/QUOTE]
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