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How's the barbarian beta working out?
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<blockquote data-quote="Cadfan" data-source="post: 4610831" data-attributes="member: 40961"><p>This is true. There's little harm in making Rage Strike an encounter power. Technically, its about the same as making the ability to use a daily power into a "twice per encounter" ability, stopping players from nova-ing (to the extent that you can nova in 4e). I'm not sure its 100% necessary, but if your group is suffering from it, it can't hurt.</p><p> </p><p>I think the barbarian is going to get a nebulous power down in a few areas. My problem is that I can't adequately predict where those areas will be, other than armor. So I can't really object here.</p><p></p><p>I didn't mean "always on" in that way... I should have been more clear. I mean, sure, the barbarian's rage strike does X[W] damage, where X is a big number. And the rogue's dailies do Y[W] damage, where Y is a smaller number. But you can safely expect that the vast majority of the time, particularly on daily powers, there will be an additional +Z damage due to sneak attack. And by my calculations, Deep Cut is on par with Rage Strike using moderate optimization for both characters.</p><p></p><p>Well... the warlock's curse is kind of lame.* So that may be the case.</p><p> </p><p>I'm personally of the opinion that fixing some of the poorly worded rages (knock a foe prone as a free action at the start of your turn? You know I can perform unlimited free actions, right?), and fixing the AC issues, fixes the class 99% of the way.</p><p> </p><p>*Hunter's Quarry is better than the Warlock's Curse because Rangers can expect to attack multiple times, turning the Quarry into "if you hit with at least one attack, do additional damage" while the Curse is "if you hit, do additional damage." This makes the Quarry about 50% better if you hit 50% of the time against a particular target.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4610831, member: 40961"] This is true. There's little harm in making Rage Strike an encounter power. Technically, its about the same as making the ability to use a daily power into a "twice per encounter" ability, stopping players from nova-ing (to the extent that you can nova in 4e). I'm not sure its 100% necessary, but if your group is suffering from it, it can't hurt. I think the barbarian is going to get a nebulous power down in a few areas. My problem is that I can't adequately predict where those areas will be, other than armor. So I can't really object here. I didn't mean "always on" in that way... I should have been more clear. I mean, sure, the barbarian's rage strike does X[W] damage, where X is a big number. And the rogue's dailies do Y[W] damage, where Y is a smaller number. But you can safely expect that the vast majority of the time, particularly on daily powers, there will be an additional +Z damage due to sneak attack. And by my calculations, Deep Cut is on par with Rage Strike using moderate optimization for both characters. Well... the warlock's curse is kind of lame.* So that may be the case. I'm personally of the opinion that fixing some of the poorly worded rages (knock a foe prone as a free action at the start of your turn? You know I can perform unlimited free actions, right?), and fixing the AC issues, fixes the class 99% of the way. *Hunter's Quarry is better than the Warlock's Curse because Rangers can expect to attack multiple times, turning the Quarry into "if you hit with at least one attack, do additional damage" while the Curse is "if you hit, do additional damage." This makes the Quarry about 50% better if you hit 50% of the time against a particular target. [/QUOTE]
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