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My attempt at a martial controller: The Monk
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<blockquote data-quote="deathdonut" data-source="post: 4181792" data-attributes="member: 62072"><p>Awesome! Definitely could use another controller!</p><p></p><p></p><p>Aren’t you worried about a melee char with no armor? I’m not sure Insightful dodge and twisting defense will be sufficient.</p><p></p><p></p><p>Do we even know how much damage an unarmed attack does? I’d recommend defining it here.</p><p></p><p></p><p>I’m afraid this won’t change the AC. You’re still talking about a melee char with an ac of 14 or lower! </p><p></p><p></p><p>I’d be hesitant to add any such thing as a “full round action” as we haven’t seen this yet. Maybe give them a movement action that enhances attack damage for a turn.</p><p></p><p></p><p>Very powerful, but mobility is going to be necessary for this to be a melee controller class.</p><p></p><p><strong>Slowing Strike</strong> – Very powerful effect. </p><p></p><p><strong>Trip</strong> – Unprecedented. All known at-will attacks are damage based. Knocking prone without damage is underpowered. Knocking them prone AND doing damage is overpowered. Not sure how to balance this.</p><p></p><p><strong>Whirlwind Attack</strong> – AE burst damage is awesome, but double damage AND AE is a bit overpowered. Encounter powers tend to be double damage to a single target with an additional effect. If the additional effect is AE, the only other example we have is basically half damage to adjacent targets *IF* the first target hits. This is basically twice as powerful as the paragon ability of the ranger.</p><p></p><p><strong>Twisting Defense</strong> – This is pretty cool. Well done!</p><p></p><p><strong>Throw</strong> – Great idea, but why Fort? Seems like a “stronger” opponent would be more resistant contrary to the flavor text.</p><p></p><p><strong>Stunning Blow</strong> – Woah…stun till save ends? That’s extremely powerful. Even a stun for one round is unprecedented for level 1 powers. Maybe make it stun only bloodied opponents? Unsure how to deal with this one.</p><p></p><p></p><p><strong>General comments:</strong></p><p></p><p>Some great ideas here, but I think it’s a little lacking in the controller abilities. An AE sweep, some movement abilities that hit multiple opponents, etc. would go a long way to fitting the role.</p><p></p><p>I’m also very concerned over this as an unarmored melee character. To play the role of a melee controller, you will need to move all around the battlefield. With no abilities to avoid opportunity attacks and a low AC, he’s like to get pounded if he attempts to make use of his movement. Even if he gets to the right spot and whirlwinds, he’s going to be pounded the next round.</p><p></p><p>Might want to give him some “movement after attack” options to get into safe spots and some tumbling/evasion abilities to get to where he needs to be. Of course doing this in the power basis of a level 1 may be pretty rough.</p><p></p><p>Anyway, fun stuff! Keep up the good work!</p></blockquote><p></p>
[QUOTE="deathdonut, post: 4181792, member: 62072"] Awesome! Definitely could use another controller! Aren’t you worried about a melee char with no armor? I’m not sure Insightful dodge and twisting defense will be sufficient. Do we even know how much damage an unarmed attack does? I’d recommend defining it here. I’m afraid this won’t change the AC. You’re still talking about a melee char with an ac of 14 or lower! I’d be hesitant to add any such thing as a “full round action” as we haven’t seen this yet. Maybe give them a movement action that enhances attack damage for a turn. Very powerful, but mobility is going to be necessary for this to be a melee controller class. [b]Slowing Strike[/b] – Very powerful effect. [b]Trip[/b] – Unprecedented. All known at-will attacks are damage based. Knocking prone without damage is underpowered. Knocking them prone AND doing damage is overpowered. Not sure how to balance this. [b]Whirlwind Attack[/b] – AE burst damage is awesome, but double damage AND AE is a bit overpowered. Encounter powers tend to be double damage to a single target with an additional effect. If the additional effect is AE, the only other example we have is basically half damage to adjacent targets *IF* the first target hits. This is basically twice as powerful as the paragon ability of the ranger. [b]Twisting Defense[/b] – This is pretty cool. Well done! [b]Throw[/b] – Great idea, but why Fort? Seems like a “stronger” opponent would be more resistant contrary to the flavor text. [b]Stunning Blow[/b] – Woah…stun till save ends? That’s extremely powerful. Even a stun for one round is unprecedented for level 1 powers. Maybe make it stun only bloodied opponents? Unsure how to deal with this one. [b]General comments:[/b] Some great ideas here, but I think it’s a little lacking in the controller abilities. An AE sweep, some movement abilities that hit multiple opponents, etc. would go a long way to fitting the role. I’m also very concerned over this as an unarmored melee character. To play the role of a melee controller, you will need to move all around the battlefield. With no abilities to avoid opportunity attacks and a low AC, he’s like to get pounded if he attempts to make use of his movement. Even if he gets to the right spot and whirlwinds, he’s going to be pounded the next round. Might want to give him some “movement after attack” options to get into safe spots and some tumbling/evasion abilities to get to where he needs to be. Of course doing this in the power basis of a level 1 may be pretty rough. Anyway, fun stuff! Keep up the good work! [/QUOTE]
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