Okay, so I've been working on the Earthbender, and I'd like some feedback on the class features before I shoot ahead on the powers.
I had trouble designing the airbender... I'm not too versed in controllers, mechanically. I'm even worse, I think, with Defenders. I know the basic concept, but I worked hard to catch the mechanical side. I think I have it, but I'm also being a bit experimental with the build to facilitate a particular flavor, so I wanna pass this by the field before moving ahead.
Anyways; here are some design notes on the class's features;
Earthbender Training
This is mostly for differentiation between builds, plus some minor off-turn control. The prone bit might be too much... I'm going to change that to 'slide an enemy 1'.
Earthbending
Cantrip. Not a whole lot to this one.
Focused Resilience
This feature is here to make sure the Earthbender's AC is up to par.
The 'Steady as Stone' power is to give the Earthbender a choice. A warden can choose to go with shield for greater defense, or without to use two-handed weapons. This power allows going with a 'shield', but dropping mobility, or going without a shield and being much more mobile. I just realized, though, that a player could end the effect before a move, move, and then reactivate it. I'll just remove the 'end this effect' clause - it's part of the cost of the ability, after all.
Neutral Jing
This is the 'weirdest' part of the class; I was trying to get across the flavor of
Neutral Jing, which is to say a 'wait for the right moment to strike' mentality. Hence, the EB uses his Standard to mark.
That doesn't mesh well with the action economy, though. I can't just make his powers all off-turn without causing imbalances should, say, a multiclasser get access to them, nor can I make them minor actions for the same reason. The solution was to make the offending class feature essentially be a 'pay now, reap benefits later' trade-off.
Earthen Fist is a basic 'proper primary MBA'.
Shifting ground is where the EB's stickiness comes from. Drag something next to you and ensure it stays close.
I've been considering dropping the ranges of Shifting Ground and Stay the Hand to CB 5 instead of CB 10, but I'm not sure. It's certainly much less extreme, but the EB's reduced mobility may necessitate the larger range. I dunno. I was kinda going for a 'psuedo-ranged defnder', in that he marks at range, then drags 'em close, but I don't know if this'd be too good in practice or not.
Thoughts?