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Ninja: Ki Controllers
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<blockquote data-quote="jaldaen" data-source="post: 4336272" data-attributes="member: 214"><p>Although a melee controller is much more difficult to pull off I don't think it is possible, however I do have a few suggestions:</p><p></p><p>Use the hp/level and surges of the wizard. One of the important aspects of a controller type is their "glass jaw" style... they trade multi-target attacks for defense (i.e. hp). In return they gain one extra damage die* to their multi-target attacks when compared to other classes, although they usually trade in the extra die for some condition effect (daze, immobilized, knocked prone, etc.) SO essentially if you bump up their hp, then you'll need to drop the extra damage die controllers get.</p><p></p><p>Also on average each class gets about 13 effective feats worth of class features (including hps, surges, prof, skills, and features). Note that class powers and scaling effects usually count for 2 effective feats.</p><p></p><p>I'd drop the sneak attack b/c it is a striker feature. Controllers already get 1 extra damage die trade on multiple enemy attacks (which as I said before are traded in for a status effect)</p><p></p><p>You don't give an area of effect for the smoke bomb and is oddly worded.</p><p></p><p>For your at will powers you need to increase their power to reflect the advantage of the Controller over other classes.</p><p></p><p>Whirling Blades as written would be fine for a non-controller class, but as a controller you have an extra damage die you should be trading in for a status effect. Perhaps push the targets your Wisdom mod away from you.</p><p></p><p>Intimidating Strike is fine, but you should add the cleric's cuase fear clauses.</p><p></p><p>Mysterious jaunt should not depend on the build options (like Quick Shaodw). It should just be based off of the ability. Only encounter powers are affected by builds.</p><p></p><p>Pinning Srike should do a bit more, especially as a one creature melee controller attack.</p><p></p><p>I've got to go so I hope these comments help <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>*Note: </strong>the extra damage die is easy to spot when you look at the encounter/daily powers, but is also there in the at-wills, just less so perhaps one-half a damage die.</p></blockquote><p></p>
[QUOTE="jaldaen, post: 4336272, member: 214"] Although a melee controller is much more difficult to pull off I don't think it is possible, however I do have a few suggestions: Use the hp/level and surges of the wizard. One of the important aspects of a controller type is their "glass jaw" style... they trade multi-target attacks for defense (i.e. hp). In return they gain one extra damage die* to their multi-target attacks when compared to other classes, although they usually trade in the extra die for some condition effect (daze, immobilized, knocked prone, etc.) SO essentially if you bump up their hp, then you'll need to drop the extra damage die controllers get. Also on average each class gets about 13 effective feats worth of class features (including hps, surges, prof, skills, and features). Note that class powers and scaling effects usually count for 2 effective feats. I'd drop the sneak attack b/c it is a striker feature. Controllers already get 1 extra damage die trade on multiple enemy attacks (which as I said before are traded in for a status effect) You don't give an area of effect for the smoke bomb and is oddly worded. For your at will powers you need to increase their power to reflect the advantage of the Controller over other classes. Whirling Blades as written would be fine for a non-controller class, but as a controller you have an extra damage die you should be trading in for a status effect. Perhaps push the targets your Wisdom mod away from you. Intimidating Strike is fine, but you should add the cleric's cuase fear clauses. Mysterious jaunt should not depend on the build options (like Quick Shaodw). It should just be based off of the ability. Only encounter powers are affected by builds. Pinning Srike should do a bit more, especially as a one creature melee controller attack. I've got to go so I hope these comments help ;) [B]*Note: [/B]the extra damage die is easy to spot when you look at the encounter/daily powers, but is also there in the at-wills, just less so perhaps one-half a damage die. [/QUOTE]
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