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General Tabletop Discussion
*Pathfinder & Starfinder
Mearls on Controller design and At-Will balance
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<blockquote data-quote="deleteme123456" data-source="post: 4596074" data-attributes="member: 65832"><p>In general, I figure there should be some sort of implement focus / implement mastery that works like weapon focus / weapon mastery ... we'll see what kind of love arcane power gives.</p><p></p><p>The warlock doesn't need as much help as people think, since a lot of his spells are 1d6+mod+1d6 curse+[1d6+mod (if X happens)]. The trick is making it so that X happens, or making the enemy waste a turn by not letting X happen. </p><p></p><p>The wizard... well, get your teammates to clump the enemies and let hell break loose.</p><p></p><p>And yes, my above calculations did omit criticals for simplicity, but in general, this helps the strikers a little more than the wizard, but the wizard has (at level 1-10 anyway) a better chance of critical, for hitting 2-3 targets.</p></blockquote><p></p>
[QUOTE="deleteme123456, post: 4596074, member: 65832"] In general, I figure there should be some sort of implement focus / implement mastery that works like weapon focus / weapon mastery ... we'll see what kind of love arcane power gives. The warlock doesn't need as much help as people think, since a lot of his spells are 1d6+mod+1d6 curse+[1d6+mod (if X happens)]. The trick is making it so that X happens, or making the enemy waste a turn by not letting X happen. The wizard... well, get your teammates to clump the enemies and let hell break loose. And yes, my above calculations did omit criticals for simplicity, but in general, this helps the strikers a little more than the wizard, but the wizard has (at level 1-10 anyway) a better chance of critical, for hitting 2-3 targets. [/QUOTE]
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Mearls on Controller design and At-Will balance
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