DDI - The Seeker - PHB3 content


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Hunters Instinct looks nice, I can see a ranger multiclassing just for that utility.

I do like the class; initially I thought it had a Divine power source, much happier with primal.

I'm not sure if I would play a seeker, but I might play a hybrid (archer) ranger/seeker.

Or a hybrid dwarf fighter/seeker - when we get details on the strength based thrown weapon build. The primal spirits are my dwarvan ancestors who protect me and invigor my attacks!
 
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Interesting class.

Fluffwise, an archer who binds primal spirits to his amunition, which means he should have the edge on range over most other controllers.

Thier main class ability seems to be the Inevitable Shot encounter power which allows the seeker to make a basic ranged attack on another enemy within 5 of the original target. This is combined with a nice sprinkling of powers which can be used as ranged basic attacks throughout the levels.

The bloodbond build has an encounter power which shifts enemies in a busrts away from the seeker, in addition the bloodbond seeker can shift as a minor while not in heavy armour.

Looks like a fun class.
 

For DDI subscribers: Dungeons & Dragons Roleplaying Game Official Home Page - Article (The Seeker)

Nice. Another Primal controller, like a ranged martial user with mystic leanings. It can be an interesting character.

I especially like the designer notes in the article. It is what makes the DDI previews better than just previews. We can see what the designers where thinking. Very nice addition.
Also nice - it's already in the Character Builder! That surprised me.
 

At a quick look it seems to be a controller inclined to control mostly one enemy at a time, but doing decent damage.

Fun class - I could definitely see myself playing one!
 

Although I like the fluff, I'm disappointed in the Seeker, as I don't think the Seeker is much of a controller. It has very few multi-target attacks, and the zones it creates don't generally seem that impressive to me. Once per encounter getting an extra attack at another enemy isn't enough to make it a controller. Debuffs and the occasional zone also don't make a controller (lots of classes have these). I think the Warlock has as much control as the Seeker does (and probably more).
 

Although I like the fluff, I'm disappointed in the Seeker, as I don't think the Seeker is much of a controller. It has very few multi-target attacks, and the zones it creates don't generally seem that impressive to me. Once per encounter getting an extra attack at another enemy isn't enough to make it a controller. Debuffs and the occasional zone also don't make a controller (lots of classes have these). I think the Warlock has as much control as the Seeker does (and probably more).

Actually, debuffs (both in the strict sense of debuffing conditions, and in a more general sense of restricting enemy movement and options) do make a controller. That's what they settled on to define the role, after realizing that the original idea of "controllers do area attacks" was a poor approach. Defenders soak damage, strikers deal damage, leaders buff, controllers debuff.

This is why the sorceror is a striker despite being AoE-centric. If the original PHB were being re-written right now, the wizard would probably be considered a striker/controller hybrid, and the warlock would be a controller pure and simple.
 
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From what it looked to me, the Seeker does a lot of "Nope, you can't move". Or at least "Nope, you move, you get hurt."

I think the power that velcros two monsters to one another is also HILARIOUS.

Although I'm really, really curious how the other build is going to work - it's a "Secondary Defender".
 

From what it looked to me, the Seeker does a lot of "Nope, you can't move". Or at least "Nope, you move, you get hurt."

I think the power that velcros two monsters to one another is also HILARIOUS.

Although I'm really, really curious how the other build is going to work - it's a "Secondary Defender".

I think looking at the Seven Fates Archer PP will give you a good idea.
 

It has very few multi-target attacks
It's got a bunch of attacks that are implicit area attacks, though: one primary hit, then secondary damage to all enemies adjacent to the target, or secondary debuff to all enemies within 2 squares of the target.

That's effectively quite similar to party-friendly area attacks: both punish the enemy for clumping up.

Cheers, -- N
 

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