Official Rules Updates (March 02, 2010)

The expertise feat is still very good for heroic tier if you really dumped dexterity allowing you to have AC equal to chain armor with a better reflex, but it really should increase by 1 at paragon and epic levels... coupled with second skin you would get the "right" AC

but looking at arcane riposte, you can see, WotC is willing to update the same thing more than once.

Maybe a whirling barbarian should have an alternate feature "barbarian will" or something like that.

@ Divine seal: i would have rather seen something like: as long as you maintain the lock, you can´t recover hp. And Damage to both targets.
 

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I liked the errata/clarification to non-typed bonuses saying the "same named game element" do not stack.

Though it does make me wonder if having two magic daggers would stack with Dual implement spellcaster or not.

Thoughts?

I would let them, of course, but by RAW, I am not so sure.
 

Some of the changes (orb especially) were a long time coming. However, Student of Caiphon was restricted to Warlock-only powers in this update, which completely changes the Avenger/Warlock/Student of Caiphon in my game. The build was crazy-strong and dealt more damage than the rest of the party combined, but now I'm left trying to work with the player to see what we should do (one of the options, of course, being to ignore the errata.)

In my game this would be a call to asking the player not to abuse such a combo pre-errata.
 

Grasping Javelins got the nerf as well, which is interesting because that just came up at our table last game.

No more pulling an enemy 20 squares to stand next to the barbarian and get beat down.

Yeah, my LFR Eladrin fighter is seriously going to miss his Grasping tratnyr, as cheesy as it was (fortunately, the current LFR rules let him swap it for something of equivalent level, since it's been changed). My Orb wizard ain't feeling too happy either - I've never gone for the save-penalty-boosting feats or items, but I'll miss the benefit of the basic power. Most of the time, it won't even make a difference to the one save it affects.

Personally, the fix I'd like to see for Orb wizards would be to expand the "extend power's duration an extra turn" to include Encounter powers as well as At-Wills. With the current nerf to the save penalty, I don't think that change would be too overpowering - as it is, the duration-extension is rarely used by most builds, and entirely useless to many.
 

Divine Miracle was heavily nerfed. I'm surprised they went this far, given how long it had remained at essentially its original level of power. The obvious fix that left it at a high power level was "The first time each encounter you expend your last remaining encounter attack power, regain the use of all of your expended encounter attack powers."

Given the accompanying explanation, I would have thought that the obvious fix was to make it "The first time each round" rather than "The first time each encounter".

As it is, the Demigod population of <insert name of campaign world> just plummeted to near zero.
 

Still reading through, but this is just dumb:

Umbiri Swordmage PP Power.
Assassin Shadow
Page 67: On the Hit line, replace Strength with
Intelligence. This revision syncs up the ability score
modifier of the power’s damage

They left the attack as Strength vs. AC. I don't understand why they would change one but not the other. Even if they did, I would understand more if to hit was int, but the damage was strength.
 

Given the accompanying explanation, I would have thought that the obvious fix was to make it "The first time each round" rather than "The first time each encounter".

As it is, the Demigod population of <insert name of campaign world> just plummeted to near zero.

If you're playing from level 21-30 and don't spend any more time at 30 than any other level, level 30 features are pretty unimportant in the scheme of things. The 2 stat bonuses and great level 26 utility power still make Demigod plenty competitive.

The reason why "The first time each round" wording wouldn't have worked well is that a character could run out of encounter attack powers by simply using a minor action attack power twice in a round. Oops, accidentally lost the divine power!

What would have avoided this is something like "Once each round, if you have expended all of your encounter attack powers, you may regain the use of an encounter attack power"
 

The reason why "The first time each round" wording wouldn't have worked well is that a character could run out of encounter attack powers by simply using a minor action attack power twice in a round. Oops, accidentally lost the divine power!
I don't see why this would cause any problem with "The first time each round"
 

Finally....gnome phantasmist isn't brokenly powerful anymore. Rejoice if you played a non-gnome illusionist wizard and felt like a sap. :)
 


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