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*Pathfinder & Starfinder
Orb isn't Broken (probably)
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<blockquote data-quote="Roxlimn" data-source="post: 4354663" data-attributes="member: 11878"><p>I don't think it's broken at all. It's mostly crap at the lower levels, and it isn't even that impressive at Epic level when it's <em>supposed</em> to be broken. A Solo has incredible defenses and great attacks. If you spend time dilly-dallying trying to nail a power because you second-stringed your Int, you are going to suck.</p><p></p><p>IMO, it's much better to use a Wand to nail a Thunderclap, and then use Orb of Inevitable Continuance to extend the duration one more round. Great Dex gives you great Initiative as well - better for the first strike.</p><p></p><p>This gives your team the "handhold" they need to latch onto a single Solo and keep giving it overlapping status effects - specifically stun. It does no good for you to keep trying to nail a save (ends) status power round after round, succeed on the 3rd or 4th attempt and THEN try to extend that duration ostentibly to win. It's a team game now. You want to <em>enable</em> your team mates to nail THEIR powers and not worry about retribution.</p><p></p><p>Example:</p><p></p><p>Thunderclap into 2 rounds stun, enabling the Warlord or Cleric to use a boosting power to enable your Strikers, who will then layer on the damage and further defense debilitators. Once you get those defense debilitators or attack boosters online, you should no longer have a problem hitting, and then you can just hit the Solo with the rest of your Stun powers (if the rest of the team isn't already).</p><p></p><p>In my view, the Wand is a MUCH better implement for defeating Solos for this reason (alpha strike principle) and therefore is balanced by having only 1 effect and relying on an atttribute that's redundant on defense.</p><p></p><p>The Staff is good, too. Not only does it enable the Hand powers (those are excellent by the way) and boost your Fort defense and HP and healing surges, it allows you to cancel an attack on you <em>after</em> you see the attack and damage rolls (so you're sure about whether it's going to do something and how much of that something it's going to do). This is essentially you auto-canceling a single target attack with an immediate interrupt that you can use in every encounter.</p><p></p><p>Basically, if you want to go Blood Mage, you probably want to go with a Staff.</p></blockquote><p></p>
[QUOTE="Roxlimn, post: 4354663, member: 11878"] I don't think it's broken at all. It's mostly crap at the lower levels, and it isn't even that impressive at Epic level when it's [i]supposed[/i] to be broken. A Solo has incredible defenses and great attacks. If you spend time dilly-dallying trying to nail a power because you second-stringed your Int, you are going to suck. IMO, it's much better to use a Wand to nail a Thunderclap, and then use Orb of Inevitable Continuance to extend the duration one more round. Great Dex gives you great Initiative as well - better for the first strike. This gives your team the "handhold" they need to latch onto a single Solo and keep giving it overlapping status effects - specifically stun. It does no good for you to keep trying to nail a save (ends) status power round after round, succeed on the 3rd or 4th attempt and THEN try to extend that duration ostentibly to win. It's a team game now. You want to [i]enable[/i] your team mates to nail THEIR powers and not worry about retribution. Example: Thunderclap into 2 rounds stun, enabling the Warlord or Cleric to use a boosting power to enable your Strikers, who will then layer on the damage and further defense debilitators. Once you get those defense debilitators or attack boosters online, you should no longer have a problem hitting, and then you can just hit the Solo with the rest of your Stun powers (if the rest of the team isn't already). In my view, the Wand is a MUCH better implement for defeating Solos for this reason (alpha strike principle) and therefore is balanced by having only 1 effect and relying on an atttribute that's redundant on defense. The Staff is good, too. Not only does it enable the Hand powers (those are excellent by the way) and boost your Fort defense and HP and healing surges, it allows you to cancel an attack on you [i]after[/i] you see the attack and damage rolls (so you're sure about whether it's going to do something and how much of that something it's going to do). This is essentially you auto-canceling a single target attack with an immediate interrupt that you can use in every encounter. Basically, if you want to go Blood Mage, you probably want to go with a Staff. [/QUOTE]
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Orb isn't Broken (probably)
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