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<blockquote data-quote="WalterKovacs" data-source="post: 5523506" data-attributes="member: 63763"><p>Domination: Unaligned or evil</p><p>Fury: Any but lawful good [although 'most' are unaligned]</p><p> </p><p></p><p> </p><p>Dailies: They get 2 choices at each daily level (expect for 9 and 25, where they get a warlock ally summoning power). There is 1 single target ranged attack, and 1 area burst that creates a zone attack at each level, except at 29 where instead of single target there is a big burst that creates conjurations.</p><p> </p><p>The zones are all solid controller stuff. They immobilize, slow, discourage enemies from leaving the zone, prevent enemies from leaving the zone, penalize or prevent enemies from attacking outside the zone, etc ... very focused on basicaly taking enemies out of the fight temporarily.</p><p> </p><p>The ranged attacks have some interesting ideas as well. One deals ongoing damage that the enemy can shake off by trying to "escape a grab" on their turn [so, it tries to burn up the opponent's move actions]. One slows (s/e). One is a conjuration that can move around and attack to daze until end of next turn. One daze (s/e). The level 29 one conjurs duplicates a copy of each enemy in the burst, who attack their originals with a MBA with +4 to hit and damage, then they stick around and deal damage to enemies that are in the space of, or adjacent to, any of the shadow conjurations, which can be cumulative.</p><p> </p><p>Encounter powers (normal effects):</p><p> </p><p>Gloom - Push, slow, blind, slide, grant c/a, remove from play for a turn.</p><p> </p><p>Star - slowed, zone of "darkness", daze, zone granting c/a, knock prone</p><p> </p><p>Rider effects:</p><p> </p><p>Gloom - Damage if target moves, able to deal damage to adjacent creature, enemies grant c/a and can't o/a while adjacent to target, also slide the target, make allies invisible when near enemy, create a square of damage like cloud of daggers</p><p> </p><p>Star - Zone of difficult terrain, zone deals damage, slide target and deal damage to target and adjacent creatures at end of slide, target takes extra damage, pull towards center of burst and create a damaging square in the origin square</p><p> </p><p>So, outside of one power that just ups the pure damage of the attack, most of the riders create a second thing for the powers to do, giving the powers two control effects for the price of one.</p><p> </p><p>[Riders are only for the encounter powers, and it is for all of them, not counting the paragon path one, since it's exclusive to binders of that pact anyway; They are basically built like warpriests with choice of daily/utility, and their pact determining encounters and paragon path].</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5523506, member: 63763"] Domination: Unaligned or evil Fury: Any but lawful good [although 'most' are unaligned] Dailies: They get 2 choices at each daily level (expect for 9 and 25, where they get a warlock ally summoning power). There is 1 single target ranged attack, and 1 area burst that creates a zone attack at each level, except at 29 where instead of single target there is a big burst that creates conjurations. The zones are all solid controller stuff. They immobilize, slow, discourage enemies from leaving the zone, prevent enemies from leaving the zone, penalize or prevent enemies from attacking outside the zone, etc ... very focused on basicaly taking enemies out of the fight temporarily. The ranged attacks have some interesting ideas as well. One deals ongoing damage that the enemy can shake off by trying to "escape a grab" on their turn [so, it tries to burn up the opponent's move actions]. One slows (s/e). One is a conjuration that can move around and attack to daze until end of next turn. One daze (s/e). The level 29 one conjurs duplicates a copy of each enemy in the burst, who attack their originals with a MBA with +4 to hit and damage, then they stick around and deal damage to enemies that are in the space of, or adjacent to, any of the shadow conjurations, which can be cumulative. Encounter powers (normal effects): Gloom - Push, slow, blind, slide, grant c/a, remove from play for a turn. Star - slowed, zone of "darkness", daze, zone granting c/a, knock prone Rider effects: Gloom - Damage if target moves, able to deal damage to adjacent creature, enemies grant c/a and can't o/a while adjacent to target, also slide the target, make allies invisible when near enemy, create a square of damage like cloud of daggers Star - Zone of difficult terrain, zone deals damage, slide target and deal damage to target and adjacent creatures at end of slide, target takes extra damage, pull towards center of burst and create a damaging square in the origin square So, outside of one power that just ups the pure damage of the attack, most of the riders create a second thing for the powers to do, giving the powers two control effects for the price of one. [Riders are only for the encounter powers, and it is for all of them, not counting the paragon path one, since it's exclusive to binders of that pact anyway; They are basically built like warpriests with choice of daily/utility, and their pact determining encounters and paragon path]. [/QUOTE]
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