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*Pathfinder & Starfinder
Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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<blockquote data-quote="Estlor" data-source="post: 4386509" data-attributes="member: 7261"><p>I've just skimmed the preview document so I haven't had time to digest the whole thing and compare it against a wizard, but there were a couple of quick things that registered on the first read.</p><p></p><p></p><ol> <li data-xf-list-type="ol">Using the "Stance" keyword with the Control Zone class features (as currently written) is incorrect. Stance powers remain in effect until the end of an encounter, five minutes pass, or another stance power is used. Combat Zones are written to end at the beginning of your next turn. So, either they're not stances (because they end after a turn) or they shouldn't end until another Control Zone is used. I'm down with the whole "specific trumps general" aspect of 4e, but if the powers don't really behave like stances, there's no point in calling them stances because <em>it doesn't add anything</em>.</li> <li data-xf-list-type="ol">Without knowing how the damage/effects of this class's burst powers compare to similar-level bursts of a wizard, I'm a bit wary about the auxiliary's ability to target only foes with his bursts. A wizard doesn't gain this luxury until epic tier, and then only if they take the Spell Accuracy feat. I'm not saying the auxiliary <em>should</em> hit allies with their bursts, just saying it's a consideration (and one you might have already made) in terms of not making this class explicitly better than the only other controller we have right now.</li> </ol><p>A couple of other random comments:</p><p></p><p>At first I was a bit off-put by the auxiliary getting a -2 penalty to attacks with their auxiliary powers, but then it hit me - strictly speaking, it puts them on par with wizards who don't have the benefit of weapon proficiency with their spells. Clever. I'd have never thought about that.</p><p></p><p>I don't have any sort of metrics in front of me to know how the average Reflex defense of monsters in the monster manual compares to their AC. This is, of course, in reference to Watchful Shot. The only real difference it has from a ranged basic attack is it targets Reflex instead of AC. If Reflex for a monster is on average 2 lower than it's AC, then the power is every bit as useful (or not from an optimized sense) Sure Strike/Precise Strike (which give you a +2 bonus to the attack but still target AC). Of course, what muddies this is as an auxiliary could use Watchful Shot on AoOs, whereas a Fighter can't use Sure Strike, so comparing the two isn't exactly apples to apples.</p><p></p><p>All in all, I like what I read. It makes a strong case for the viability of a martial controller.</p></blockquote><p></p>
[QUOTE="Estlor, post: 4386509, member: 7261"] I've just skimmed the preview document so I haven't had time to digest the whole thing and compare it against a wizard, but there were a couple of quick things that registered on the first read. [LIST=1] [*]Using the "Stance" keyword with the Control Zone class features (as currently written) is incorrect. Stance powers remain in effect until the end of an encounter, five minutes pass, or another stance power is used. Combat Zones are written to end at the beginning of your next turn. So, either they're not stances (because they end after a turn) or they shouldn't end until another Control Zone is used. I'm down with the whole "specific trumps general" aspect of 4e, but if the powers don't really behave like stances, there's no point in calling them stances because [I]it doesn't add anything[/I]. [*]Without knowing how the damage/effects of this class's burst powers compare to similar-level bursts of a wizard, I'm a bit wary about the auxiliary's ability to target only foes with his bursts. A wizard doesn't gain this luxury until epic tier, and then only if they take the Spell Accuracy feat. I'm not saying the auxiliary [I]should[/I] hit allies with their bursts, just saying it's a consideration (and one you might have already made) in terms of not making this class explicitly better than the only other controller we have right now. [/LIST] A couple of other random comments: At first I was a bit off-put by the auxiliary getting a -2 penalty to attacks with their auxiliary powers, but then it hit me - strictly speaking, it puts them on par with wizards who don't have the benefit of weapon proficiency with their spells. Clever. I'd have never thought about that. I don't have any sort of metrics in front of me to know how the average Reflex defense of monsters in the monster manual compares to their AC. This is, of course, in reference to Watchful Shot. The only real difference it has from a ranged basic attack is it targets Reflex instead of AC. If Reflex for a monster is on average 2 lower than it's AC, then the power is every bit as useful (or not from an optimized sense) Sure Strike/Precise Strike (which give you a +2 bonus to the attack but still target AC). Of course, what muddies this is as an auxiliary could use Watchful Shot on AoOs, whereas a Fighter can't use Sure Strike, so comparing the two isn't exactly apples to apples. All in all, I like what I read. It makes a strong case for the viability of a martial controller. [/QUOTE]
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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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