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Disappointed wit Vampires and Deathknights
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<blockquote data-quote="Hawken" data-source="post: 4279254" data-attributes="member: 23619"><p>This is just an opinion. Deathknights may have been built into 4e as soldiers, but in previous editions, the last thing they could be equated to were soldiers. </p><p></p><p>The DK "job" is not to lock anyone down, but to KILL things. Fighters lock things down, maybe clerics and paladins too. But the DK was designed to slaughter. And with a 1/day fireball, that's hardly sitting back and lobbing as a "job". </p><p></p><p> Well, it was so "poorly conceived" that it survived 4 editions of D&D! However, with so many powers being downgraded or dropped, I can't really call it an improvement, though I would have to agree that it has been brought "in line" with 4e.</p><p></p><p> DKs were never really soldiers. They were knights, shock troops, cavalry, commanders, reinforcements in life. They were always a step above "soldiers". And being created by deities or demons, they were given powers that few mortals or undead possess. That hardly seems incongruous. </p><p></p><p>Being the only creatures (that easily come to mind) able to unleash a fireball with more than 15d6 damage, even just 1/day, was a devastating power meant to decimate a battlefield, or (considering their Magic Resistance or Spell Resistance) "bring the hammer down" on their own heads, severely punishing those strong enough to stand up to them. While their Wall of Ice power meant the ability to separate and isolate enemies (ala divide and conquer). Both powers had excellent tactical applications and being placed on an undead killing machine has always made perfect sense to me.</p><p></p><p>DKs don't need a "bunch" of powers. They've always had only a few anyway compared to high level spellcasters. </p><p></p><p>For the Fireball, make it like:</p><p>Daily</p><p>Standard Action</p><p>Area: Burst 5 within 40 squares</p><p>Damage: 4d6 Fire damage + 4d6 Divine damage plus ongoing 5 Fire and 5 Divine damage (save ends).</p><p>Miss: 2d6 Fire damage + 2d6 Divine damage plus ongoing 2 Fire and 2 Divine damage (save ends). </p><p></p><p>The Wall of Ice could be made into either an Encounter or At Will power.</p><p></p><p>Give them the effect of the Bodak's Death Gaze (same mechanics) as a Daily power to replace their Power Word Kill. </p><p></p><p>DKs are an easier fix than Vampire Lords.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4279254, member: 23619"] This is just an opinion. Deathknights may have been built into 4e as soldiers, but in previous editions, the last thing they could be equated to were soldiers. The DK "job" is not to lock anyone down, but to KILL things. Fighters lock things down, maybe clerics and paladins too. But the DK was designed to slaughter. And with a 1/day fireball, that's hardly sitting back and lobbing as a "job". Well, it was so "poorly conceived" that it survived 4 editions of D&D! However, with so many powers being downgraded or dropped, I can't really call it an improvement, though I would have to agree that it has been brought "in line" with 4e. DKs were never really soldiers. They were knights, shock troops, cavalry, commanders, reinforcements in life. They were always a step above "soldiers". And being created by deities or demons, they were given powers that few mortals or undead possess. That hardly seems incongruous. Being the only creatures (that easily come to mind) able to unleash a fireball with more than 15d6 damage, even just 1/day, was a devastating power meant to decimate a battlefield, or (considering their Magic Resistance or Spell Resistance) "bring the hammer down" on their own heads, severely punishing those strong enough to stand up to them. While their Wall of Ice power meant the ability to separate and isolate enemies (ala divide and conquer). Both powers had excellent tactical applications and being placed on an undead killing machine has always made perfect sense to me. DKs don't need a "bunch" of powers. They've always had only a few anyway compared to high level spellcasters. For the Fireball, make it like: Daily Standard Action Area: Burst 5 within 40 squares Damage: 4d6 Fire damage + 4d6 Divine damage plus ongoing 5 Fire and 5 Divine damage (save ends). Miss: 2d6 Fire damage + 2d6 Divine damage plus ongoing 2 Fire and 2 Divine damage (save ends). The Wall of Ice could be made into either an Encounter or At Will power. Give them the effect of the Bodak's Death Gaze (same mechanics) as a Daily power to replace their Power Word Kill. DKs are an easier fix than Vampire Lords. [/QUOTE]
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