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Paragon Path: Champion of the Colossus Blade
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<blockquote data-quote="comrade raoul" data-source="post: 4401147" data-attributes="member: 554"><p>This seems like an awfully, er, compensatory paragon path--even moreso than is usual for the kind of things we find ourselves designing from time to time. But that's a flavor concern. More substantively:</p><p><strong></strong></p><p><strong>Class features: </strong>Look great, all around. I really like the idea of the big weapon guy's weapon being SO big he can even get behind old Sasha or Vera or whatever when things get hectic. As far as Slow and Steady goes, I'd just use Constitution--it's simpler and cleaner that way, and every heavy weapons guy should want Con anyhow.</p><p></p><p><strong>Scything assault:</strong> Auto-dazing in a burst as an encounter power is broken at any level. The daze effect should only occur on a hit. Other than that, it's fine.</p><p><strong></strong></p><p><strong>Backlash parry:</strong> If it's going to protect you from the attack, it should be an immediate <strong>interrupt</strong>, not a reaction--the defense bonus isn't going to help you after the attack already occurs! More substantively, why is the heavy-weapon guy <em>fast</em>, exactly? It looks awfully good--compare it to the kensei's parry. This one has a good chance of totally negating a hit and it can do a lot of extra damage on the side. I'd drop the parry entirely to be honest--I don't really see the point, other than to make the guy all that much more awesome. Why not emphasize the slow-and-steady aspect of the class and simulate 3e-style full attacks? Try this:</p><p><span style="color: Red"><strong></strong></span></p><p><span style="color: Red"><strong>Wind-Up</strong></span></p><p><span style="color: Red">Colossus Blade Utility 12</span> </p><p><em>You slowly step forward, like a coiled spring, before you cut loose.</em></p><p><strong>Encounter ♦ Martial</strong></p><p><strong>Move Action -- Personal</strong></p><p><strong>Effect:</strong> Shift one square. Until the end of your current turn, you gain a +1 bonus to your next melee attack roll; if it hits, you deal additional damage equal to your Strength modifier.</p><p></p><p><strong>Force of Spirit:</strong> I like the ideas behind the power, but I have a hard time seeing how this isn't totally broken. The fighter is spending healing surges--making him worse at taking damage, and therefore worse at helping the party and <em>doing his job</em>--to do sick amounts of damage. No power in the game--except maybe for a full five-hit Blade Cascade or Assassin's Point with a sneak attack--does as much damage as extra damage equal to half your total hitpoints.</p><p></p><p>I'd follow the Blood Mage here and let the fighter just take damage, rather than spend healing surges. This makes the power riskier but brings out pretty vividly what the fighter is putting into it. I'd also keep things sane by modelling the massive damage just by lots of weapon damage--8[W] would be pretty generous. The nice thing about that is that it would let the character emphasize, if only once a day, just what big weapon dice can add up to. Maybe something like:</p><p></p><p><span style="color: Gray"><strong><span style="font-size: 12px">Force of Spirit</span></strong></span><span style="color: Gray"></span></p><p><span style="color: Gray">Colossus Blade Attack 20</span></p><p><em>Through sheer force of will, you empower your weapon to deal a massive amount of damage with your next attack.</em></p><p><strong>Daily ♦ Martial, Reliable, Weapon</strong></p><p><strong> Standard Action</strong> -- <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One Creature</p><p><strong>Attack:</strong> Strength vs. AC</p><p><strong>Hit:</strong> 8[W] + Strength modifier + Constitution modifier damage.</p><p><strong>Effect:</strong> You take 4d10 points of damage.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 4401147, member: 554"] This seems like an awfully, er, compensatory paragon path--even moreso than is usual for the kind of things we find ourselves designing from time to time. But that's a flavor concern. More substantively: [B] Class features: [/B]Look great, all around. I really like the idea of the big weapon guy's weapon being SO big he can even get behind old Sasha or Vera or whatever when things get hectic. As far as Slow and Steady goes, I'd just use Constitution--it's simpler and cleaner that way, and every heavy weapons guy should want Con anyhow. [B]Scything assault:[/B] Auto-dazing in a burst as an encounter power is broken at any level. The daze effect should only occur on a hit. Other than that, it's fine. [B] Backlash parry:[/B] If it's going to protect you from the attack, it should be an immediate [B]interrupt[/B], not a reaction--the defense bonus isn't going to help you after the attack already occurs! More substantively, why is the heavy-weapon guy [I]fast[/I], exactly? It looks awfully good--compare it to the kensei's parry. This one has a good chance of totally negating a hit and it can do a lot of extra damage on the side. I'd drop the parry entirely to be honest--I don't really see the point, other than to make the guy all that much more awesome. Why not emphasize the slow-and-steady aspect of the class and simulate 3e-style full attacks? Try this: [COLOR=Red][B] Wind-Up[/B] Colossus Blade Utility 12[/COLOR] [I]You slowly step forward, like a coiled spring, before you cut loose.[/I] [B]Encounter ♦ Martial Move Action -- Personal[/B] [B]Effect:[/B] Shift one square. Until the end of your current turn, you gain a +1 bonus to your next melee attack roll; if it hits, you deal additional damage equal to your Strength modifier. [B]Force of Spirit:[/B] I like the ideas behind the power, but I have a hard time seeing how this isn't totally broken. The fighter is spending healing surges--making him worse at taking damage, and therefore worse at helping the party and [I]doing his job[/I]--to do sick amounts of damage. No power in the game--except maybe for a full five-hit Blade Cascade or Assassin's Point with a sneak attack--does as much damage as extra damage equal to half your total hitpoints. I'd follow the Blood Mage here and let the fighter just take damage, rather than spend healing surges. This makes the power riskier but brings out pretty vividly what the fighter is putting into it. I'd also keep things sane by modelling the massive damage just by lots of weapon damage--8[W] would be pretty generous. The nice thing about that is that it would let the character emphasize, if only once a day, just what big weapon dice can add up to. Maybe something like: [COLOR=Gray][B][SIZE=3]Force of Spirit[/SIZE][/B][/COLOR][COLOR=Gray] Colossus Blade Attack 20[/COLOR] [I]Through sheer force of will, you empower your weapon to deal a massive amount of damage with your next attack.[/I] [B]Daily ♦ Martial, Reliable, Weapon[/B] [B] Standard Action[/B] -- [B]Melee[/B] weapon [B]Target:[/B] One Creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 8[W] + Strength modifier + Constitution modifier damage. [B]Effect:[/B] You take 4d10 points of damage. [/QUOTE]
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