RyvenCedrylle
First Post
@themilkman
Perhaps I'm not understanding you correctly or missing some little rules nuance (as I am known to do) but why does it matter what implement the sorcerer uses? So long as he has an implement and the power uses the 'Implement' keyword, what's the difference? Dire Radiance, Hellish Rebuke, Guiding Strike, and Vicious Mockery all carry the 'Implement' keyword.
And I must still respectfully disagree with you on the Vicious Mockery/Guiding Strike debate. I would much rather have a foe that can't hit as well over one that's easier to hit. Why? If one side in a battle is larger than the other, it's usually (and I use this generalization with some hesitation) that the enemies outnumber the PCs. Thus a character suddenly suffering a -2 defense might not be the target of an attack this round whereas the same character is still going to attack regardless of its own to-hit penalties. Now of course if the numbers are more even or you're facing more Elites and Solos, Guiding Strike seems better since you can coordinate several PCs to exploit the weakness. I'm used to seeing minion waves like sand dunes and would like to avoid as much damage as possible, thank you very much.
Perhaps I'm not understanding you correctly or missing some little rules nuance (as I am known to do) but why does it matter what implement the sorcerer uses? So long as he has an implement and the power uses the 'Implement' keyword, what's the difference? Dire Radiance, Hellish Rebuke, Guiding Strike, and Vicious Mockery all carry the 'Implement' keyword.
And I must still respectfully disagree with you on the Vicious Mockery/Guiding Strike debate. I would much rather have a foe that can't hit as well over one that's easier to hit. Why? If one side in a battle is larger than the other, it's usually (and I use this generalization with some hesitation) that the enemies outnumber the PCs. Thus a character suddenly suffering a -2 defense might not be the target of an attack this round whereas the same character is still going to attack regardless of its own to-hit penalties. Now of course if the numbers are more even or you're facing more Elites and Solos, Guiding Strike seems better since you can coordinate several PCs to exploit the weakness. I'm used to seeing minion waves like sand dunes and would like to avoid as much damage as possible, thank you very much.