• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Hand of Radiance too powerful?

FrozenChrono

First Post
I'm interested in playing a Dwarf Invoker|Avenger Hybrid. My party has been in sore need of a controller for a while and could use a bit of extra striking.

A big part of my plan is to beef up the invoker at will Hand of Radiance, mostly with crit enhancments and regular damage boosts. I'll be picking up Font of Radiance, punishing Radiance and I'm MCing cleric to get into the Radiant Servant PP which will give me a 19-20 crit range.

I like this power because it allows me wear down opponents while my party is focus firing so that the whole combat goes faster. I also like the idea of cool effects going off when I crit (which will have a decent chance of happening). It's also pretty high DPR but spread out over multiple enemies. I can then move in to engage single targets in a smaller fight, or when there's only one or two enemies.

My DM is afraid that I'll be dealing too much damage with an at will. He's concerned that it will be more powerful than many encounter powers and he might not allow it because of that.

I feel there are a lot of other powers that are much more of an issue, I also feel I could optimize this build a lot more than it is and that my power level won't be an issue for the party. For instance exchanging my Mordenkrad for dual implements (with the feat for extra damage) and instead of hybridizing Avenger I could focus more on mass target DPS by staying pure invoker. I've also gone Preservation instead of Wrath.


I'm wondering if Hand of Radiance is too powerful? Are this builds at-wills too powerful compared to other classes? Thanks for the input!



Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Reflex
Hybrid Talent: Armor of Faith
Background: Missing Master

FINAL ABILITY SCORES
Str 9, Con 16, Dex 11, Int 18, Wis 22, Cha 11.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 15, Wis 17, Cha 10.


AC: 29 Fort: 22 Reflex: 24 Will: 24
HP: 78 Surges: 9 Surge Value: 19

TRAINED SKILLS
Perception +16, Insight +16, Endurance +15, Religion +14, Arcana +14

UNTRAINED SKILLS
Acrobatics +5, Bluff +5, Diplomacy +5, Dungeoneering +13, Heal +11, History +9, Intimidate +5, Nature +11, Stealth +5, Streetwise +5, Thievery +5, Athletics +4

FEATS
Level 1: Hybrid Talent
Level 2: Improved Armor of Faith
Level 4: Dwarven Weapon Training
Level 6: Armor Proficiency (Leather)
Level 8: Initiate of the Faith
Level 10: Melee Training (Wisdom)
Level 11: Divine Channeler (Cleric)

POWERS
Divine Channeler (Cleric): Healer's Mercy
Hybrid Avenger at-will 1: Bond of Retribution
Hybrid Invoker at-will 1: Hand of Radiance
Hybrid encounter 1: Blades of Astral Fire
Hybrid daily 1: Temple of Light
Hybrid utility 2: Avenger's Resolve
Hybrid encounter 3: Deadly Stride
Hybrid daily 5: Blade of Vengeance
Hybrid utility 6: Astral Step
Hybrid encounter 7: Rain of Blood
Hybrid daily 9: Summon Blade Angel
Hybrid utility 10: River of Life

ITEMS
Bradaman's Mordenkrad +3, Magic Drowmesh +3, Amulet of Resolution +3, Crusader's Mordenkrad +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 
Last edited:

log in or register to remove this ad



keterys

First Post
It's ranged d4 base radiant damage, up to 3 targets. Like Divine Bolts, but 1 less damage and 1 more target.

It's a pretty darn good at-will.
 

chitzk0i

Explorer
In what way will Hand of Radiance be "better than many encounter powers"? You'll be able to hit multiple enemies more often than with a close burst, but you'll be doing less damage. You don't even have astral fire to boost your radiant damage, so... I don't see the big deal.

Is there a particular reason you got two nearly-redundant weapon/implements?
 

Almacov

First Post
I was wondering about this earlier today.
I've put together a 12th level Raven-Queen worshipping invoker NPC that can easily create situations where this power is pretty monstrous. (Especially against undead.)
I think domain feats, in combination with others and a smart combination of powers, are where this at-will can really get out of hand.

Still, none of my players are running invokers, so I'm not particularly worried about it right now. =P
 

FrozenChrono

First Post
In what way will Hand of Radiance be "better than many encounter powers"? You'll be able to hit multiple enemies more often than with a close burst, but you'll be doing less damage. You don't even have astral fire to boost your radiant damage, so... I don't see the big deal.

The crit range combined with 3 targets means I'll be getting a crit about 27% of the time I use the power assuming I have 3 targets. Once I hit epic and get for attacks it jumps to about 35% combined with damage from one source adding to each attack means total average damage will be pretty high. I believe my DM is worried about this power outshining high level encounter powers and he doesn't like the idea of players choosing to use at wills because they are better than their encounter powers.


Is there a particular reason you got two nearly-redundant weapon/implements?
Just considering both. didn't think to take one out when I posted it.
 

Stalker0

Legend
In this case you are selecting feats and paragon paths that focus on your at will, so I wouldn't mind that its a lot stronger than normal.
 

chitzk0i

Explorer
The crit range combined with 3 targets means I'll be getting a crit about 27% of the time I use the power assuming I have 3 targets. Once I hit epic and get for attacks it jumps to about 35% combined with damage from one source adding to each attack means total average damage will be pretty high. I believe my DM is worried about this power outshining high level encounter powers and he doesn't like the idea of players choosing to use at wills because they are better than their encounter powers.

However much damage Hand of Radiance does, it's just damage. Pick up encounter powers with status effects involved, and you'll most likely find yourself using them. As for the crit damage, there aren't many implements with big damage dice... which reminds me: don't ever get a holy avenger fullblade. It may give your DM an aneurysm.
 

Kzach

Banned
Banned
I don't see a problem with this sort of specialisation. In fact, I think it makes characters more fun to play since it makes their at-wills versatile and useful and different as the character progresses and gains extra utility for it.

If your DM has a problem with it, point out that it's just like any other specialisation. You're focusing on one ability to make it really good, which means you're not going to be as versatile in other areas. Fighters have been focusing their abilities on one weapon for multiple editions, don't see why casters can't get the same love.
 

Remove ads

Top