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<blockquote data-quote="Amaroq" data-source="post: 5073667" data-attributes="member: 15470"><p>Agreed - there are a number of cool powers in there, but putting them all together like that you've created an unstoppable killing machine from first level.</p><p></p><p>For specific critique:</p><p></p><p>Armor Proficiency: the "base" Strikers only give Hide. You've given not just Chain but Scale, for a +4 AC at first level, which is a <strong>huge</strong> increase.</p><p></p><p>Weapon Proficiency: Every other class has to spend a feat to learn <strong>one</strong> superior weapon; you're giving your class access to all superior weapons for free. Not even the fighter gets "Superior Melee" as a class proficiency.</p><p></p><p>Hit Points: You've given him Defender hit points, not Striker hit points.</p><p></p><p>Trained Soul: neat idea; I'd keep this - but you need to think how it works with a Human, who already has the "pick any attribute and +2 it"</p><p></p><p>Vigilance: +2 power bonus to AC, all the time, would be very overpowered to begin with .. and you're stacking it with the +4 from armor proficiency, resulting in a better AC than a Paladin in plate mail ..</p><p></p><p>Vigilance: lessened Combat Advantage - with the current monster AC, an enemy's only hope of taking you down is to do it with CA .. so as a designer nerfing that really makes the character much stronger than a single +1 seems to indicate. I'd force some form of parrying item (shield, light blade offhand) as a pre-req for getting this bonus, if you decide to keep it.</p><p></p><p>Combat Prowess: so, the reason the cumulative-bonus-on-miss weapon <strong>works</strong> is that, as soon as you hit, the bonus goes away. With this, a lucky couple rolls, and you can reach the point where the only way to miss is to roll a natural 1. The +2 bonus with a two-handed weapon is especiallly egregious due to the extra damage the weapon deals on a hit.</p><p></p><p>Executor: sounds nice in flavor, but it interplays with Combat Prowess way too well, ensuring that as a battle wears on your character has massive to-hit bonuses against all enemies.</p><p></p><p>Mercenary Weapon Talent: Other classes spend a feat to get this with <strong>basic</strong> attacks. This class gets it, for free, with any attack? So, I can make Charisma my key stat for both combat and social scenarios, for example, or Con my key stat for both combat and hit points .. there's a reason different attributes have different roles, and this really violates that precept.</p><p></p><p>Dextrous Blades Mercenary: The superstar of two-handed fighting, the Ranger, gets this as an Encounter power .. you give it to your class, and it doesn't even require taking an At-Will.</p><p></p><p>.... When you combine all of those factors, you haven't created a <strong>versatile</strong> class, you've created </p><p> - a better two-weapon fighter than the ranger</p><p> - a better archer than the ranger</p><p> - a better tank than the fighter</p><p> - a better tank than the paladin</p><p> - a better two-handed-slayer than the barbarian</p><p></p><p>So when Droogie says "its the most overpowered thing I've ever seen", that's no exaggeration: you've basically created a class where the question isn't "why would I want to play this?", its "why would anybody choose any other melee class?"</p><p></p><p>If you want to build a well-balanced "versatile" class, it needs to fit somewhere in power <em>between</em> the striker and the defender .. it should be something which doesn't tank as well as a fighter, doesn't strike as well as a striker .. but can do both with some success. You might balance it around the leader classes, actually, for damage, bonuses, armor, etc; the challenge would be figuring out the appropriate power-level replacement for the leader-class healing-surge powers.</p><p></p><p>On a flavor side:</p><p></p><p>I envision a Mercenary as being fairly Streetwise, not so much Acrobatic.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5073667, member: 15470"] Agreed - there are a number of cool powers in there, but putting them all together like that you've created an unstoppable killing machine from first level. For specific critique: Armor Proficiency: the "base" Strikers only give Hide. You've given not just Chain but Scale, for a +4 AC at first level, which is a [b]huge[/b] increase. Weapon Proficiency: Every other class has to spend a feat to learn [b]one[/b] superior weapon; you're giving your class access to all superior weapons for free. Not even the fighter gets "Superior Melee" as a class proficiency. Hit Points: You've given him Defender hit points, not Striker hit points. Trained Soul: neat idea; I'd keep this - but you need to think how it works with a Human, who already has the "pick any attribute and +2 it" Vigilance: +2 power bonus to AC, all the time, would be very overpowered to begin with .. and you're stacking it with the +4 from armor proficiency, resulting in a better AC than a Paladin in plate mail .. Vigilance: lessened Combat Advantage - with the current monster AC, an enemy's only hope of taking you down is to do it with CA .. so as a designer nerfing that really makes the character much stronger than a single +1 seems to indicate. I'd force some form of parrying item (shield, light blade offhand) as a pre-req for getting this bonus, if you decide to keep it. Combat Prowess: so, the reason the cumulative-bonus-on-miss weapon [b]works[/b] is that, as soon as you hit, the bonus goes away. With this, a lucky couple rolls, and you can reach the point where the only way to miss is to roll a natural 1. The +2 bonus with a two-handed weapon is especiallly egregious due to the extra damage the weapon deals on a hit. Executor: sounds nice in flavor, but it interplays with Combat Prowess way too well, ensuring that as a battle wears on your character has massive to-hit bonuses against all enemies. Mercenary Weapon Talent: Other classes spend a feat to get this with [b]basic[/b] attacks. This class gets it, for free, with any attack? So, I can make Charisma my key stat for both combat and social scenarios, for example, or Con my key stat for both combat and hit points .. there's a reason different attributes have different roles, and this really violates that precept. Dextrous Blades Mercenary: The superstar of two-handed fighting, the Ranger, gets this as an Encounter power .. you give it to your class, and it doesn't even require taking an At-Will. .... When you combine all of those factors, you haven't created a [b]versatile[/b] class, you've created - a better two-weapon fighter than the ranger - a better archer than the ranger - a better tank than the fighter - a better tank than the paladin - a better two-handed-slayer than the barbarian So when Droogie says "its the most overpowered thing I've ever seen", that's no exaggeration: you've basically created a class where the question isn't "why would I want to play this?", its "why would anybody choose any other melee class?" If you want to build a well-balanced "versatile" class, it needs to fit somewhere in power [i]between[/i] the striker and the defender .. it should be something which doesn't tank as well as a fighter, doesn't strike as well as a striker .. but can do both with some success. You might balance it around the leader classes, actually, for damage, bonuses, armor, etc; the challenge would be figuring out the appropriate power-level replacement for the leader-class healing-surge powers. On a flavor side: I envision a Mercenary as being fairly Streetwise, not so much Acrobatic. [/QUOTE]
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