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Martial Exploits - Trip, Disarm, and Sunder
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<blockquote data-quote="Alex319" data-source="post: 5357524" data-attributes="member: 45678"><p>Minor Feint:</p><p></p><p>You're spending a standard action to (possibly) give a target -1 to all defenses for a turn, and it doesn't even do any damage. Most at-wills do damage AND have an effect that's at least that good. (Unbalanced also means you can't flank an enemy, but many at-will powers have pushes or other bonus or forced movement so you could use it to move out of flanking position or push an enemy out of position.) This is probably not that useful.</p><p></p><p>Trip:</p><p></p><p>You're spending a standard action to (possibly) make the target more vulnerable until end of next turn and make him spend a move action. This is probably reasonably balanced, with the exception of possibly being very powerful against solos (you stand 1 square away with a reach weapon and keep doing it to the target, and he gets stuck in the "Donut of Ineffectual Standard Actions" while your allies pummel away) but that's more of a general problem with conditions on solos, not a problem with this power in general. And there are already powers (usually encounter powers) that knock prone as well as do damage so you're not really breaking anything. Only thing to be aware of is that it lets them do the Polearm Gamble/Heavy Blade Opportunity trick without needing either of the other combo pieces.</p><p></p><p>Sunder:</p><p></p><p>You're spending an attack to make each further attack against the target have a 1/20 more chance to hit. So the comparison is:</p><p></p><p>Normal at-will: If it hits, do the amount of damage an at-will does.</p><p></p><p>Sunder attack: If it hits, then each time someone attacks it, do an average extra amount of damage equal to 1/20 of that attack's hit damage (since there's a 1/20 chance it turns a miss into a hit.)</p><p></p><p>So the sunder attack is better if you expect to be doing more than 20 at-wills' worth of attacks at him. Most monsters don't last that long, so this power doesn't seem like it will break anything. Again that might change if you're fighting solos, though.</p></blockquote><p></p>
[QUOTE="Alex319, post: 5357524, member: 45678"] Minor Feint: You're spending a standard action to (possibly) give a target -1 to all defenses for a turn, and it doesn't even do any damage. Most at-wills do damage AND have an effect that's at least that good. (Unbalanced also means you can't flank an enemy, but many at-will powers have pushes or other bonus or forced movement so you could use it to move out of flanking position or push an enemy out of position.) This is probably not that useful. Trip: You're spending a standard action to (possibly) make the target more vulnerable until end of next turn and make him spend a move action. This is probably reasonably balanced, with the exception of possibly being very powerful against solos (you stand 1 square away with a reach weapon and keep doing it to the target, and he gets stuck in the "Donut of Ineffectual Standard Actions" while your allies pummel away) but that's more of a general problem with conditions on solos, not a problem with this power in general. And there are already powers (usually encounter powers) that knock prone as well as do damage so you're not really breaking anything. Only thing to be aware of is that it lets them do the Polearm Gamble/Heavy Blade Opportunity trick without needing either of the other combo pieces. Sunder: You're spending an attack to make each further attack against the target have a 1/20 more chance to hit. So the comparison is: Normal at-will: If it hits, do the amount of damage an at-will does. Sunder attack: If it hits, then each time someone attacks it, do an average extra amount of damage equal to 1/20 of that attack's hit damage (since there's a 1/20 chance it turns a miss into a hit.) So the sunder attack is better if you expect to be doing more than 20 at-wills' worth of attacks at him. Most monsters don't last that long, so this power doesn't seem like it will break anything. Again that might change if you're fighting solos, though. [/QUOTE]
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Martial Exploits - Trip, Disarm, and Sunder
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