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I have Heroes of Shadows

SFurtwangler

First Post
Are there more than the one wizard at will for either necromancy or nethermancy? One of WotC's previews showed a necrotic one and the D&D XP character had a nethermancy one, but I am curious if there are more keyworded at-wills introduced than just those two (for example, there are a few at-wills with the Enchantment keyword to pick from).
 

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WalterKovacs

First Post
Are there more than the one wizard at will for either necromancy or nethermancy? One of WotC's previews showed a necrotic one and the D&D XP character had a nethermancy one, but I am curious if there are more keyworded at-wills introduced than just those two (for example, there are a few at-wills with the Enchantment keyword to pick from).

There are four at-will attacks, 2 for each of the new schools. I've mentioned the other necromancer one early (deals untyped damage, creates difficult terrain for enemies). The extra nethermancer one is Unravelling dart. Ranged attack, can target 2 creatures. Does 1d4 + Int damage, and is considered to be any damage type(s) the creature is vulnerable to. If they have no vulnerability, it deals Wis mod extra damage instead.

As far as "old schools" are concerned: There are a few fire based wizard powers, but otherwise nothing in the wizard section for them. For implement mastery: There is a conjuration utiliy at 2 that doesn't require a schoo mastery.There are a number of save ends effects on powers for orbizards.

There are two paragon paths keyed of illusion powers (one for any arcane, one just for wizards) that is useful for illusionist school wizards and orb of deception wizards alike.
 



WalterKovacs

First Post
And what about vampire? So bad as it seems?

It's going to have to be played to really see how good or bad probably. Of the stuff that was previewed, there was quite a bit left out ...

If you mean bad in terms of lack of choice, definitely. Outside of a couple of levels for utility powers, and your branching paragon path, you get no options in class. (There are always skill powers, etc).

If you mean being effective? It's questionable. You don't want to fall unconcious ... if you can stay upright, you have not only regeneration, but means of getting thp at-will. You have oher healing surges outside of your encounter power (at 9, for example, you have a dominating gaze. It's a reliable attack that dominates (save ends), but if the target is adjacent, you can end the domination by taking a surge and dealing your surge value in damage to the target. Similaly, if you need to run away to regen, your utilities provide polymorphs like becoming a bat, or gaseous form, etc. Your damage output is pretty good ... you get something similar to a slayer's damage bonus (although it's all implement powers), and you have some dailies and enconters with quite a bit of damage dice. Your level 3 encounter, for example, does 2d12+dex, and if you spend a surge either targets two people, or deals another 2d8 to the single target. Your level 5 daily is like a rage, as it gives you an encounter long boost to attack rolls and damage.

Of course, I've been playing an Ossassin, the dex/cha build, and their fragility hasn't come up that often either. Now, the Vampire might appreciate a Shaman or Artificer more, what with the surgeless healing options, but don'tsee it as bad. It may not be everyone, but it doesn't seem as bad as some have feared. As long as you hit an enemy with a melee at-will attack at least once each fight ... you effectively have 2 surges, plus one per encounter, probably don't need to spend surges outside of combat, that number increases over time (you get additional uses of the encounter power, you get an extra surge per day at 13, you et a daily that can also get a bonus surge, etc). At paragon tier, the vamp can gain 3 surges per encounter, and get another once per day, since all the encounters only go off when you hit, you can't waste it unless you don't use it during the encounter (in which case the encounter is over, and you can regen and steal someone's surge to get to max) and the daily is reliable. It may take multiple tries, but you can eventually "hit" with all your surge stealers given enough time. Unless the group is routinely using up 4 or 5 surges in a single fight, the vampire should be able to keep pace.
 

SFurtwangler

First Post
The "Legioncaller of Moil" feat was previewed, which gives a boost to creatures summoned with shadow summoning powers. Are there enough such powers to make that feat worthwhile? The only two I knew of were the previewed dailies, and you said earlier that the level 19 one is not in addition to, but replaces the level 5 one, correct?
 

gyor

Legend
And what about vampire? So bad as it seems?

Vampires don't seem bad, just poor on choices. Vampires sound powerful.

What is the vampires level 29 power?

Those auras sound cool, but if the blackguard has dark grace up and his ally is forced to spend a surge while your around he is going to hate you hehe. Especially if the reason he needs to spend it is because the blackguard shifted the damage from an attack against him to that poor bugger.

How is the grim blackguard as a paragon path is it any good?

Thanks again.
 
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WalterKovacs

First Post
Whaaaaaaaat ?!?

Ok, now I'm lost... Did they change the whole rule for the Pact Weapon?

I'm thinking of this part:

"When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements."

Is it still there, or is it a typo?

They don't mention it at all, it leaves out anything that is copied straight from the other book. Technically, even without the implement keyword, your weapon would still get the magical properties, crit, etc off your implement, but it does mess with the feat stuff (which is kind of important ... you want your at-wills to benefit from rod expertise). I'm guessing it's a typo.
 

WalterKovacs

First Post
The "Legioncaller of Moil" feat was previewed, which gives a boost to creatures summoned with shadow summoning powers. Are there enough such powers to make that feat worthwhile? The only two I knew of were the previewed dailies, and you said earlier that the level 19 one is not in addition to, but replaces the level 5 one, correct?

Technically speaking, the level 19 one gives you something else you can summon with the same power. So you could only prepare the level 5 one, but you could use it summon either a skel or a wraith (or the choice of the two nethermancer ones if that was the expert school option you picked). The same applies for the warlock's ally ... it's one power that gains another optioning for summoning later.

ASIDE: Based on the way they worded the level 19 class feature, that you give up adding one of the two spells added to the spellbook at that level to instead get a new option for the existing summonig spell, this means that when you prepare spells for the day, you can prepare a level 19 spell (the other one you picked), a level 15 spell, and then your level 5 spell to summon the creature you just unlocked at level 19. Once you reach 29 it won't matter as much (you'd probably prepare 29, 25 and either 19 or the summoning spell), but until then, you are basically getting two level 19's effectively.

Their are only two other shadow summoning powers in the book. One is a level 2 utility summon shadow serpect. It basically is a means of spying (you can see through it's eyes, and it has bonuses to stealth). The other is the Enigmatic Mage's level 20 power for necromancer's. It summons a group of minions that can act in unison.

So, in terms of the temp hp when you shadow summon ... not going to be usuable many times per day until/unless you get one of those paragon/epic things that let you recharge or copy a power, or make it an encounter power. A dedicated necromancer can have 3 per day at 20, barring any special feat tricks, etc.

However, the bonus to hit and defenses for a summoned creature are good for the wizard, because his summoned creature [at 5/19] doesn't go away at the end of the encounter, it stays until the bitter end, or it's dismissed [or you summon a new one]. So that bonus to hit and defenses lasts all the time basically, especially if you go into a new day with a fresh one, as you can replace him when he drops that day.
 
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