Siberys
Adventurer
Skills - yeah, I'll change this.
Earthbender Training - yeah, I was thinking this'd be too good. Making it an encounter power brings it back into line.
Question; should the lithic power target the bender, an ally, or the option of both? Or could I make it sort of like the Shielding Swordmage's power and have it prevent damage...
Glad you like Steady as Stone.
Marking Mechanic - I don't really like the 'ready an action' bit. Stay the Hand is good because it maintains the action economy and prevents poaching - all it's doing is shuffling actions around a bit. As you note, eye of the earthbender punishes the player for doing what he should be doing anyway.
That's not to say I wouldn't change it if there were a better solution, but this one hits all of the design goals - marking, off-turn attacks, nonpoachable, 'solid-feeling' - without being too complex. :/
(As a side note; one reason I think that earthbender's punishment feels off because of the charge allowance. The earthbender should be making the target come to him, not the other way around. Shifting ground isn't significantly better than Aegis of Ensnarement - both put the target next to the defender from a distance. Shifting Ground does lock the target near the bender, but Aegis of Ensnarement allows an attack and is a teleport instead of a pull. It's a wash in that sense.)
I am gonna drop the range on shifting ground and stay the hand to cb5; cb 10 is too extreme. :/
Earthbender Training - yeah, I was thinking this'd be too good. Making it an encounter power brings it back into line.
Question; should the lithic power target the bender, an ally, or the option of both? Or could I make it sort of like the Shielding Swordmage's power and have it prevent damage...
Glad you like Steady as Stone.
Marking Mechanic - I don't really like the 'ready an action' bit. Stay the Hand is good because it maintains the action economy and prevents poaching - all it's doing is shuffling actions around a bit. As you note, eye of the earthbender punishes the player for doing what he should be doing anyway.
That's not to say I wouldn't change it if there were a better solution, but this one hits all of the design goals - marking, off-turn attacks, nonpoachable, 'solid-feeling' - without being too complex. :/
(As a side note; one reason I think that earthbender's punishment feels off because of the charge allowance. The earthbender should be making the target come to him, not the other way around. Shifting ground isn't significantly better than Aegis of Ensnarement - both put the target next to the defender from a distance. Shifting Ground does lock the target near the bender, but Aegis of Ensnarement allows an attack and is a teleport instead of a pull. It's a wash in that sense.)
I am gonna drop the range on shifting ground and stay the hand to cb5; cb 10 is too extreme. :/
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