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<blockquote data-quote="NMcCoy" data-source="post: 4737538" data-attributes="member: 61546"><p>It's supposed to be pretty brutal, especially to solos - note though that the Warlock loses the bonus damage from the pact, and they have to have gotten through the first half of the solo's HP beforehand at least. The problem with making it save ends is that solos will shake it off almost immediately, but at the same time I agree that dazed and weakened for the rest of the encounter is probably excessive. I haven't playtested it, after all. Pact-wise it probably makes more sense to shift it to Con-based and make it infernal, really.</p><p></p><p></p><p>This should probably be an area attack rather than a ranged one, or you get some odd keyword interactions and behavior (swarms take half damage from it, for instance). Also, as worded, the push doesn't work like I think you want it to - it pushes the enemy away from you rather than the origin of the burst. </p><p>Balance-wise, this seems <em>way</em> too powerful - Sorcerers don't get <em>any</em> Area Burst 2 attacks until the <strong>level 25 daily</strong> Force Storm, and giving them one as a free action every encounter (for something as easy as dropping a minion) is huge. Compare to Crushing Sphere and Chaos Storm (other Sorc 7 attacks): They do less damage, standard action instead of free, and smaller burst (which is a huge difference for burst 2 vs 1 - nearly triple the area).</p><p>My impulse is make it a burst 1, reduce it to 1d8, and make the Wild Magic kicker knock the target prone in addition to pushing them 1 away from the center of the burst on an even. It's a free attack, and those shouldn't be nearly on par with standard action ones (let alone better) or else you're practically handing out a bonus action point every encounter.</p></blockquote><p></p>
[QUOTE="NMcCoy, post: 4737538, member: 61546"] It's supposed to be pretty brutal, especially to solos - note though that the Warlock loses the bonus damage from the pact, and they have to have gotten through the first half of the solo's HP beforehand at least. The problem with making it save ends is that solos will shake it off almost immediately, but at the same time I agree that dazed and weakened for the rest of the encounter is probably excessive. I haven't playtested it, after all. Pact-wise it probably makes more sense to shift it to Con-based and make it infernal, really. This should probably be an area attack rather than a ranged one, or you get some odd keyword interactions and behavior (swarms take half damage from it, for instance). Also, as worded, the push doesn't work like I think you want it to - it pushes the enemy away from you rather than the origin of the burst. Balance-wise, this seems [I]way[/I] too powerful - Sorcerers don't get [I]any[/I] Area Burst 2 attacks until the [B]level 25 daily[/B] Force Storm, and giving them one as a free action every encounter (for something as easy as dropping a minion) is huge. Compare to Crushing Sphere and Chaos Storm (other Sorc 7 attacks): They do less damage, standard action instead of free, and smaller burst (which is a huge difference for burst 2 vs 1 - nearly triple the area). My impulse is make it a burst 1, reduce it to 1d8, and make the Wild Magic kicker knock the target prone in addition to pushing them 1 away from the center of the burst on an even. It's a free attack, and those shouldn't be nearly on par with standard action ones (let alone better) or else you're practically handing out a bonus action point every encounter. [/QUOTE]
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