July Errata is up

What does divinity have to do with a metagame concept of "you must be this tall to ride"?

Sorry little one I'm immune to that ability..........until you gain XP, come back, and use that exact same ability.

Whatever.

If the situation -ever- comes up that a wizard of level <21 is going up against a creature with the immunity to attacks of creatures <21, say, tiamat, or, say, orcus, or, say, grazzt, then you have the situation where your DM is a utter dick, seriously, if you have the problem 'THE WIZARD IS AUTOHITTING GRAZZT FOR 10 DAMAGE' then you have the solution 'THE GRAZZT IS AUTOKILLING THE WIZARD FOR THE ENTIRE UNIVERSE OF DAMAGE'

Serious.
 

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If this is "Screwing yourself" then I would hate to see what you would consider actually *good*.
Like I said above, getting to use your Encounter abilities (which are *better than* your At-Wills) is what I consider *good*.

Cheers, -- N
 

Like I said above, getting to use your Encounter abilities (which are *better than* your At-Wills) is what I consider *good*.

Except that in this situation you deal more damage and are attacking twice so therefore a greater chance to critically hit as well.

What's better 2[W] + mods

Or

1[W] + mods + 1[W] + mods?

Which do you think does more damage and is more effective (not to mention the guaranteed catch 22 scenario I described). Encounter powers can be better, but using an at-will twice is better than many encounter powers. Why do you think so many avengers try to get twin strike? Especially given that many swordmage encounter powers are lackluster anyway and the catch 22 is far better (suffer an attack without a penalty to hit, or suffer an attack and a penalty to hit).

Also considering how much static damage begins to override the base dice for many powers, it doesn't take a lot of effort to see the guy attacking twice pulls ahead of everyone else compared to using an individual encounter power. Once again, you were guaranteed that other attack. It either attacked you, was attacked or attacked someone else and was attacked. Alternatively it did nothing and that's the greatest victory you could possibly have.
 
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Except that in this situation you deal more damage and are attacking twice so therefore a greater chance to critically hit as well.
Go look at the power I mentioned. It's an Interrupt, it's better than another At-Will, and it's not alone.

You are basing your argument on a false dichotomy.

-- N
 

Go look at the power I mentioned. It's an Interrupt, it's better than another At-Will, and it's not alone.

It's not as good as well.

First: It's ranged. So it will provoke from creatures next to you when you use it. Better hope you aren't on the front lines like a defender and often surr- WHOOPS. Guess you better hope no enemies are nearby to thump you into the dirt when you use it. WLMR I'd like to point out has no such disadvantage given you're using a melee or burst attack to begin with.

Second it only applies to melee attacks. The attack from WLMR will be against any attack that targets you. No getting around your attack using bursts and blasts (or just attacks that won't trigger it). You get that attack no matter what he does!

Third, it can be easily and trivially avoided simply by attacking the swordmage. It's not a catch 22 and no way guarantees you an attack. WLMR and a mark is a catch 22, you WILL get your immediate action attack one way or the other - or the creature does nothing.

It is also a level 3 power, while WLMR is going to be in paragon tier. But if you think that is as good as WLMR then you've got to be kidding.

You are basing your argument on a false dichotomy.

It's not a false dichotomy.

The way it worked is exactly as I described: Either they attacked you and were attacked. Or they attacked an ally, took a -2 penalty and were attacked. That is the inherent power.

The encounter you bought up isn't a catch 22. It can be circumvented immensely easily by any monster that is vaguely intelligent. It works once per encounter, while WLMR will work the entire encounter all of the encounter while you have an immediate action. In addition, nothing stops you from taking powers like that and putting a marked target under a catch 22, plus using something else if it dies or similar.

I can have my cake and eat it as well. While you just get the left-over icing. This is why it was nerfed.
 

Tone down the snarkiness, por favor -- it's not a problem yet but it's heading that way fast. Problem is, it's hot and I'm going to be a jerk if I have to actually moderate. Who wants that?
 

I still fail to see how a guaranteed tiny amount of damage is more interesting than a higher (on average) yet more variable amount. We've got criticals to take into account also.

As written the new magic missile seems to be a minion-killer, nothing more. Plus it sparks all the usual "ohoho! Now to kill God all I need is an academy of 98 bazillion wizards who all know magic missile!" crap.
 

First of, let me say I'm thrilled to see some actual buffs in this errata, several powers get toning up instead of the constant nerf bat that's thrown around.

As for MM, I'm fine with it either way, but I don't care about level 20+ analysis of its damage vs the old one. The wizard in my group isn't using a lot of at wills by that point.
 



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