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Martial Controler
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<blockquote data-quote="Rune" data-source="post: 5514858" data-attributes="member: 67"><p>Overall, I like it. I would love to see a battlefield-controlling swashbuckler (but keep in mind that <em>all</em> other controller classes do it from range and with area attacks!</p><p></p><p></p><p></p><p>I would possibly add diplomacy to this list. Also, there are no intelligence-based skills, which would suck for the clever build. I would add History, at least, and maybe the others, as well.</p><p></p><p></p><p></p><p>This is entirely unnecessary for a dexterity-based class.</p><p></p><p></p><p></p><p>How about letting the swashbuckler add either intelligence modifier or charisma modifier (player's choice) to an acrobatics or athletics check once per round? (Intelligence for good use of terrain or charisma for <strong>style!</strong>)</p><p></p><p></p><p></p><p>You could stat out the gun, but give it a reload time of 1 short rest, effectively making it a 1/encounter weapon (can only be used with powers that do not make multiple attacks or have multiple targets). Even so, I would really recommend against making it too damaging, as encounter and daily powers using it could quickly get ridiculous. <em>Maybe</em> a superior weapon that has 10/20 range and does 1d12, brutal 2, possibly high-crit. Even that seems a little powerful to me.</p><p></p><p></p><p></p><p>This seems a little powerful for a weapon attack that targets reflex. Perhaps drop the dex mod?</p><p></p><p></p><p></p><p>This seems <strong>quite</strong> powerful for an at-will. I would replace the 1[w] damage with just dex mod damage.</p><p></p><p></p><p></p><p>Looks a lot like <em>Tide of Iron</em>. I think it would be fun if it were to <em>slide</em> the target, instead of pushing.</p><p></p><p></p><p></p><p>Seems like a bad place for a controller to be at the end of his/her turn. It would be better if, instead of not provoking opportunity attacks, all defenses were raised by dex mod as an effect <em>before</em> the attack or charge, that lasted until the start of the next turn.</p><p></p><p></p><p></p><p>How about a penalty equal to swashbuckler's cha mod?</p><p></p><p></p><p></p><p>Looks more striker than controller with the clever fencing rider. How about this rider, instead?</p><p></p><p>Clever fencing: the target is dazed, even if the attack misses.</p><p></p><p></p><p></p><p>Seems like it should have the "Fear" keyword. And don't such powers normally push, instead of slide? If so, you could probably increase the secondary attack to closer burst 5 and increase the push effect, also (maybe 3 or 2 + Cha mod).</p><p></p><p></p><p></p><p>I like the concept, but...</p><p></p><p>This power is <em>death</em> to a controller without the inspiring fencing rider. With the rider, the marked foe will probably just ignore the mark (with no punishment), because -2 to hit other people is not as bad as -3 or more to hit the swashbuckler.</p><p></p><p>How about this? Drop the inspiring fencer rider completely. And the mark. Every time the opponent attacks one of the swashbuckler's ally's, they get a bonus to their next attack against the foe equal to the swashbuckler's cha mod. The swashbuckler gains + cha mod to all defenses against attacks made by the targeted opponent. Also, this could probably be a 2[w] power.</p><p></p><p></p><p></p><p>This could at least be a close burst 2. And what's the flavor-text, here? What are you envisioning?</p><p></p><p></p><p></p><p>I like this one quite a bit, although I might drop the clever fencing rider (these riders usually are in encounter powers, yes?). This power is potentially plenty potent without the extra damage.</p><p></p><p>...Whew! This class shows a lot of promise, however, I notice a couple of potential problems.</p><p></p><p>As things look, now, I think the bard is a better slide and push kind of controller. This class could <em>really</em> benefit from some area or burst attacks (or more attacks like the last daily, which allow multiple attacks and movement).</p><p></p><p>Second, this class does not look very survivable to me. A striker can get away with melee with good escape options, but this controller (striker) is light on those. It <em>really</em> needs some attack and <em>get the hell out</em> options. Or massive situational defense boosts.</p><p></p><p>Anyway, looks good, so far!</p></blockquote><p></p>
[QUOTE="Rune, post: 5514858, member: 67"] Overall, I like it. I would love to see a battlefield-controlling swashbuckler (but keep in mind that [i]all[/i] other controller classes do it from range and with area attacks! I would possibly add diplomacy to this list. Also, there are no intelligence-based skills, which would suck for the clever build. I would add History, at least, and maybe the others, as well. This is entirely unnecessary for a dexterity-based class. How about letting the swashbuckler add either intelligence modifier or charisma modifier (player's choice) to an acrobatics or athletics check once per round? (Intelligence for good use of terrain or charisma for [b]style![/b]) You could stat out the gun, but give it a reload time of 1 short rest, effectively making it a 1/encounter weapon (can only be used with powers that do not make multiple attacks or have multiple targets). Even so, I would really recommend against making it too damaging, as encounter and daily powers using it could quickly get ridiculous. [i]Maybe[/i] a superior weapon that has 10/20 range and does 1d12, brutal 2, possibly high-crit. Even that seems a little powerful to me. This seems a little powerful for a weapon attack that targets reflex. Perhaps drop the dex mod? This seems [b]quite[/b] powerful for an at-will. I would replace the 1[w] damage with just dex mod damage. Looks a lot like [i]Tide of Iron[/i]. I think it would be fun if it were to [i]slide[/i] the target, instead of pushing. Seems like a bad place for a controller to be at the end of his/her turn. It would be better if, instead of not provoking opportunity attacks, all defenses were raised by dex mod as an effect [i]before[/i] the attack or charge, that lasted until the start of the next turn. How about a penalty equal to swashbuckler's cha mod? Looks more striker than controller with the clever fencing rider. How about this rider, instead? Clever fencing: the target is dazed, even if the attack misses. Seems like it should have the "Fear" keyword. And don't such powers normally push, instead of slide? If so, you could probably increase the secondary attack to closer burst 5 and increase the push effect, also (maybe 3 or 2 + Cha mod). I like the concept, but... This power is [i]death[/i] to a controller without the inspiring fencing rider. With the rider, the marked foe will probably just ignore the mark (with no punishment), because -2 to hit other people is not as bad as -3 or more to hit the swashbuckler. How about this? Drop the inspiring fencer rider completely. And the mark. Every time the opponent attacks one of the swashbuckler's ally's, they get a bonus to their next attack against the foe equal to the swashbuckler's cha mod. The swashbuckler gains + cha mod to all defenses against attacks made by the targeted opponent. Also, this could probably be a 2[w] power. This could at least be a close burst 2. And what's the flavor-text, here? What are you envisioning? I like this one quite a bit, although I might drop the clever fencing rider (these riders usually are in encounter powers, yes?). This power is potentially plenty potent without the extra damage. ...Whew! This class shows a lot of promise, however, I notice a couple of potential problems. As things look, now, I think the bard is a better slide and push kind of controller. This class could [i]really[/i] benefit from some area or burst attacks (or more attacks like the last daily, which allow multiple attacks and movement). Second, this class does not look very survivable to me. A striker can get away with melee with good escape options, but this controller (striker) is light on those. It [i]really[/i] needs some attack and [i]get the hell out[/i] options. Or massive situational defense boosts. Anyway, looks good, so far! [/QUOTE]
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