Since I starting reading the themes chapter I noticed a couple of powers (and other stuff) that make me wonder how they're supposed to work. Since there's no errata on any of them yet, I thought, maybe this would be a good place to collect them.
1) Insidious Poison (p.39):
Hit: 2[W] + ability modifier damage, and ongoing 5 poison damage (save ends). The first time the target takes the ongoing poison damage, the target cannot make a saving throw against the ongoing poison damage on its turn.
a) Is this supposed to cancel abilities that grant additional saves (against ongoing damage)?
b) Or is it supposed to cancel the first regular save?
c) How does it interact with abilities that allow the target to automatically end an effect that a save could end?
2) Noxious Strike (p.41): The Hit description includes the following part:
[...]If the target willingly moves more than 2 squares or makes an attack, it is subject to one of the following effects:[...]
Technically, I think, it is not defined who gets to choose the effect, though I assume the attacker chooses. If so, the power's text should say so. Or is there a general rule for powers with variable effects? There are several other powers in the book with the same issue.
3) Desert Skirmish (p.44): The Effect description includes the following:
[...]Until the start of your next turn, any enemy that willingly moves to a square adjacent to the target must stop moving.
Will this just stop the current movement action or does it also prevent the target from taking another action to move?
4) Spirit of Athas (p.46): The Effect doesn't mention how long the conjured spirit will last if it is not dismissed. Considering it's an encounter power, I'd guess it will last 'until the end of your next turn', but who knows?
5) Primordial Retribution (p.47):
Effect: You conjure four tortured elementals in four different squares. The elementals last until the end of the encounter. As a standard action, you can make the following melee 1 attack from each elemental's square.
Target: One, two, three, or four creatures, each adjacent to at least one tortured elemental.
Does this really mean I get to potentially attack 16 creatures, four from each square?
6) On page 47 there is a sidebar that is really easy to overlook that includes important details applying to every conjuration power of the Elemental Priest. Now, I guess, they meant to save some space, but really, this _must_ be included in the power text, otherwise it won't show up anywhere in the Character Builder!
7) Halo of Destruction (p.52): This feature allows you to deal damage equal to your Strength modifier under certain conditions.
I think this is rather odd, since everywhere else Themes use the Primary Ability rather than a specific ability. So, is this intentional or an error?
8) Fettering Glare (p.63): The flavour text doesn't match the power's effect:
[...]The manacles draw an effect or blight affecting one of your allies away from him.
What the Effect really does is to allow an ally to roll twice on one attack roll.
9) Defiling Alacrity (p.64), and Enemies to Ashes (p.64): Both powers require a Standard Action to activate and allow you to use one of your at-will powers as a free action.
Maybe I'm missing something, but what's the point of this? At the very least 'Defiling Alacrity' is misnamed and the fluff doesn't describe the power's real effect.
Sure they add a benefit when using the at-will power, but why aren't these instead free actions that are triggered when using an at-will power? That would be much clearer.
All in all, 'Master Defiler' is probably the most pathetic paragon path I've seen so far. However, I haven't seen what the standard effect of defiling is, so maybe I'm missing an important part of the picture.
That's it for now. I hope I haven't missed anything. I hope to add more when I've read farther.
1) Insidious Poison (p.39):
Hit: 2[W] + ability modifier damage, and ongoing 5 poison damage (save ends). The first time the target takes the ongoing poison damage, the target cannot make a saving throw against the ongoing poison damage on its turn.
a) Is this supposed to cancel abilities that grant additional saves (against ongoing damage)?
b) Or is it supposed to cancel the first regular save?
c) How does it interact with abilities that allow the target to automatically end an effect that a save could end?
2) Noxious Strike (p.41): The Hit description includes the following part:
[...]If the target willingly moves more than 2 squares or makes an attack, it is subject to one of the following effects:[...]
Technically, I think, it is not defined who gets to choose the effect, though I assume the attacker chooses. If so, the power's text should say so. Or is there a general rule for powers with variable effects? There are several other powers in the book with the same issue.
3) Desert Skirmish (p.44): The Effect description includes the following:
[...]Until the start of your next turn, any enemy that willingly moves to a square adjacent to the target must stop moving.
Will this just stop the current movement action or does it also prevent the target from taking another action to move?
4) Spirit of Athas (p.46): The Effect doesn't mention how long the conjured spirit will last if it is not dismissed. Considering it's an encounter power, I'd guess it will last 'until the end of your next turn', but who knows?
5) Primordial Retribution (p.47):
Effect: You conjure four tortured elementals in four different squares. The elementals last until the end of the encounter. As a standard action, you can make the following melee 1 attack from each elemental's square.
Target: One, two, three, or four creatures, each adjacent to at least one tortured elemental.
Does this really mean I get to potentially attack 16 creatures, four from each square?
6) On page 47 there is a sidebar that is really easy to overlook that includes important details applying to every conjuration power of the Elemental Priest. Now, I guess, they meant to save some space, but really, this _must_ be included in the power text, otherwise it won't show up anywhere in the Character Builder!
7) Halo of Destruction (p.52): This feature allows you to deal damage equal to your Strength modifier under certain conditions.
I think this is rather odd, since everywhere else Themes use the Primary Ability rather than a specific ability. So, is this intentional or an error?
8) Fettering Glare (p.63): The flavour text doesn't match the power's effect:
[...]The manacles draw an effect or blight affecting one of your allies away from him.
What the Effect really does is to allow an ally to roll twice on one attack roll.
9) Defiling Alacrity (p.64), and Enemies to Ashes (p.64): Both powers require a Standard Action to activate and allow you to use one of your at-will powers as a free action.
Maybe I'm missing something, but what's the point of this? At the very least 'Defiling Alacrity' is misnamed and the fluff doesn't describe the power's real effect.
Sure they add a benefit when using the at-will power, but why aren't these instead free actions that are triggered when using an at-will power? That would be much clearer.
All in all, 'Master Defiler' is probably the most pathetic paragon path I've seen so far. However, I haven't seen what the standard effect of defiling is, so maybe I'm missing an important part of the picture.
That's it for now. I hope I haven't missed anything. I hope to add more when I've read farther.
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