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Diviner powers -- need help!
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<blockquote data-quote="knightofround" data-source="post: 5233242" data-attributes="member: 27884"><p>This is an interesting idea, and I like the work that you've put forward thus far. I hesitate to obstruct the work you've made thus far, but I think the best way to make a wizard "leader" class in 4E is with the Necromancer. It's the wizard-type that has the most to do with life-and-death, and healing is very integral to the leader role. This would be a wizard that makes heavy use of lifetaps within combat, with a secondary role of controller with all the fear and movement related stuff. And as far as core healing goes, they would spend healing surges ahead-of-combat to animate corpses, and then "pop" them within combat to heal the rest of the party. (Very similar to Artificers) They'd also have the ability to "suck" healing surges from other party members to replenish their own to create more pop-able minions to heal the party.</p><p></p><p>You could also do fun stuff like using undead as remote bombs, create hindering terrain, provide flanking, defend PCs, etc.</p><p></p><p>As far as the diviner goes, I think you'd need to become VERY inventive to make that work...since most of that stuff has always been utility, and very little combat. True strike was the exception, not the rule. My idea would be to make the Diviner's powers all Immediate Interrupts, and allow the class to take multiple immediate interupts per round, instead of just one. You could make it a leader by some prevent-damage tool like a Shielding Aegis Swordmage, but that still leaves open the problem they can't heal damage already dealt. You could certainly use immediate interupts to buff or assist allies in the middle of their attack though. Or you could make it more of a controller by restricting enemy movement/actions, forcing rerolls, etc.</p></blockquote><p></p>
[QUOTE="knightofround, post: 5233242, member: 27884"] This is an interesting idea, and I like the work that you've put forward thus far. I hesitate to obstruct the work you've made thus far, but I think the best way to make a wizard "leader" class in 4E is with the Necromancer. It's the wizard-type that has the most to do with life-and-death, and healing is very integral to the leader role. This would be a wizard that makes heavy use of lifetaps within combat, with a secondary role of controller with all the fear and movement related stuff. And as far as core healing goes, they would spend healing surges ahead-of-combat to animate corpses, and then "pop" them within combat to heal the rest of the party. (Very similar to Artificers) They'd also have the ability to "suck" healing surges from other party members to replenish their own to create more pop-able minions to heal the party. You could also do fun stuff like using undead as remote bombs, create hindering terrain, provide flanking, defend PCs, etc. As far as the diviner goes, I think you'd need to become VERY inventive to make that work...since most of that stuff has always been utility, and very little combat. True strike was the exception, not the rule. My idea would be to make the Diviner's powers all Immediate Interrupts, and allow the class to take multiple immediate interupts per round, instead of just one. You could make it a leader by some prevent-damage tool like a Shielding Aegis Swordmage, but that still leaves open the problem they can't heal damage already dealt. You could certainly use immediate interupts to buff or assist allies in the middle of their attack though. Or you could make it more of a controller by restricting enemy movement/actions, forcing rerolls, etc. [/QUOTE]
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