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<blockquote data-quote="RyvenCedrylle" data-source="post: 4398881" data-attributes="member: 66726"><p>The reason I have the new at-will replace the current one is because (and I now see I didn't write this down), the healing surge mechanic isn't good as it's written now. CON is not a primary stat and you're already required to have good CHA and at least DEX or STR, maybe both, so you'll get 7, maybe 8 healing surges? If you're going to play frontline warrior with your sword and melee copies, you're going to need way more surges just to do your job. Look at the paladin - he's got the most surges because his Lay on Hands burns them like crazy. Losing 1 surge to not heal out of that few is going to make your workday a lot shorter; any more to hold on to better powers is suicide.</p><p> </p><p>So you could give the Blue Mage, say.. 10 + CON modifier, maybe even 12. That would be a quick fix, although you'd have to play with the number to give it a good fit. Your other option, and better, in my opinion, is to have the copied powers replace current ones, at least for the At-Wills, to maintain balance. Not so much required for the Encounters.. go ask a half-elf about that. Dailies.. I have a feeling giving characters access to an extra Daily power is going to be problematic due to their potency... but since the Daily Talent does no damage, I guess it's ok.. but if you steal it and don't use it almost immediately, you're going to have to burn a surge to keep it.. OK, what I would do is set it up kinda like multiclassing, where you can pick up the Encounter Talent at 3 and Daily at 5, and then change the Enemy Skill keyword so that it replaces a current power until an extended rest or you choose to ditch it. You could then have a low-level Ritual (Retain Enemy Skill) that allows you to retain your swapped powers overnight? Maybe a feat? And still give it a few more healing surges.</p><p> </p><p>Shockwave Strike's 'INT modifier squares' is just too good for an at-will. It needs to be a one-square slide or push.</p><p> </p><p>Overpowered NPC powers.. well, look at the level 4 Young Black Dragon's breath weapon. 1d12+3 acid damage, plus 5 ongoing AND -4 AC(save ends)! No PC has anything even CLOSE to that at level 4, let alone as a recharging power! That's meant for 1 monster to use against a bunch of PCs for one fight, not your Blue Mage to run around with using over several battles AND having 4 other friends. Maybe the Mage gets recharging powers as Encounter powers or even Daily powers?</p></blockquote><p></p>
[QUOTE="RyvenCedrylle, post: 4398881, member: 66726"] The reason I have the new at-will replace the current one is because (and I now see I didn't write this down), the healing surge mechanic isn't good as it's written now. CON is not a primary stat and you're already required to have good CHA and at least DEX or STR, maybe both, so you'll get 7, maybe 8 healing surges? If you're going to play frontline warrior with your sword and melee copies, you're going to need way more surges just to do your job. Look at the paladin - he's got the most surges because his Lay on Hands burns them like crazy. Losing 1 surge to not heal out of that few is going to make your workday a lot shorter; any more to hold on to better powers is suicide. So you could give the Blue Mage, say.. 10 + CON modifier, maybe even 12. That would be a quick fix, although you'd have to play with the number to give it a good fit. Your other option, and better, in my opinion, is to have the copied powers replace current ones, at least for the At-Wills, to maintain balance. Not so much required for the Encounters.. go ask a half-elf about that. Dailies.. I have a feeling giving characters access to an extra Daily power is going to be problematic due to their potency... but since the Daily Talent does no damage, I guess it's ok.. but if you steal it and don't use it almost immediately, you're going to have to burn a surge to keep it.. OK, what I would do is set it up kinda like multiclassing, where you can pick up the Encounter Talent at 3 and Daily at 5, and then change the Enemy Skill keyword so that it replaces a current power until an extended rest or you choose to ditch it. You could then have a low-level Ritual (Retain Enemy Skill) that allows you to retain your swapped powers overnight? Maybe a feat? And still give it a few more healing surges. Shockwave Strike's 'INT modifier squares' is just too good for an at-will. It needs to be a one-square slide or push. Overpowered NPC powers.. well, look at the level 4 Young Black Dragon's breath weapon. 1d12+3 acid damage, plus 5 ongoing AND -4 AC(save ends)! No PC has anything even CLOSE to that at level 4, let alone as a recharging power! That's meant for 1 monster to use against a bunch of PCs for one fight, not your Blue Mage to run around with using over several battles AND having 4 other friends. Maybe the Mage gets recharging powers as Encounter powers or even Daily powers? [/QUOTE]
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