ObsidianCrane
First Post
My bad, didn't see that. I'm somewhat surprised that it doesn't give any of the abilities, and that +3 defense bonus is actually better than a shield, yes?
Yes it is, and the Adventurer's Vault solves some of the issue with Bracers being the weaker option to swords. (Iron Armbands of power for example with +2 melee damage)
I am dying to know anything you are willing to tell me about swordmage utilities. I'd also love to hear a little more about the wandering swordmage pp. What exactly does wisdom do for it?
The easy one first. Wandering Swordmage and Wisdom. 11th feature + Wis to Aegis blast, and +Wis to History, 16th feature + Wis to hit and Damage vs opponent who critted you. 11th power + Wis to damage. 12th utility 5+Wis teleport. 20th power do 2d6+ Wis damage.
Swordmage Utilities: Lots of Teleport powers and Stances, many of which create zones. Also powers that give resistances or Defence or Attack bonuses. The Utilities seem to offer a blend of "Leader" and "Controller" options with a few funky movement effects thrown in.
There seems to be a broad break down into Lightning/Thunder, Fire, or Cold Swordmage.
Most of the Encounter powers that are tied to an Aegis can be used in place of the Aegis' basic attack.