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How good is the new MM? (Thread split)
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<blockquote data-quote="Neonchameleon" data-source="post: 5427958" data-attributes="member: 87792"><p>The point is they <em>don't</em> have to take that much damage. They just avoid the damn thing.</p><p> </p><p></p><p> </p><p>Agreed. Here's another place where RAW doesn't work with RAI (and I'm pretty sure a Momentous Polearm Gambler could do some hideous things here). My house rule is that the pillar only triggers on elective movement as I believe that to be RAI.</p><p> </p><p></p><p></p><p>Agreed. IMO the intent of the errata was to remove tricks where people were forced into the storm pillar. The power needed nerfing in one direction or the other. And I do think one lightning strike per monster per turn would have been the better way. What I think is overboard is nerfing in both directions - one lightning strike per monster per turn on its turn.</p><p> </p><p></p><p> </p><p>Not if it's one lightning bolt per turn. Then it would only be 1d6+stuff because the beguiling strands only work on the one turn. Now you could set up the rest of the party with push powers for extra damage and that would work well. But that would take all your standard actions.</p><p> </p><p></p><p></p><p>And that's why they nerfed it - they just got the nerf slightly wrong. If you're metagaming, you can use big slide powers and readied actions to once more play "ring around the storm pillar". Low damage power + slide 4? Or Visions of Avarice + Orbmaster's Extended Pillar?</p><p> </p><p></p><p> </p><p>A little. But you're giving up one standard action to allow other people to do extra damage on their standard actions. Given that SP does no direct damage and the difference between slayers or thieves and warlords in to hit/damage output, you'd need at least two allies to hit with push powers before you were even measuring up to Direct the Strike.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5427958, member: 87792"] The point is they [I]don't[/I] have to take that much damage. They just avoid the damn thing. Agreed. Here's another place where RAW doesn't work with RAI (and I'm pretty sure a Momentous Polearm Gambler could do some hideous things here). My house rule is that the pillar only triggers on elective movement as I believe that to be RAI. Agreed. IMO the intent of the errata was to remove tricks where people were forced into the storm pillar. The power needed nerfing in one direction or the other. And I do think one lightning strike per monster per turn would have been the better way. What I think is overboard is nerfing in both directions - one lightning strike per monster per turn on its turn. Not if it's one lightning bolt per turn. Then it would only be 1d6+stuff because the beguiling strands only work on the one turn. Now you could set up the rest of the party with push powers for extra damage and that would work well. But that would take all your standard actions. And that's why they nerfed it - they just got the nerf slightly wrong. If you're metagaming, you can use big slide powers and readied actions to once more play "ring around the storm pillar". Low damage power + slide 4? Or Visions of Avarice + Orbmaster's Extended Pillar? A little. But you're giving up one standard action to allow other people to do extra damage on their standard actions. Given that SP does no direct damage and the difference between slayers or thieves and warlords in to hit/damage output, you'd need at least two allies to hit with push powers before you were even measuring up to Direct the Strike. [/QUOTE]
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