Player's Handbook 2: I haz it

please tell us if Implment/Weapon Expertise is as bad as we have heard.

is it really +1 att, and are there pre reqs to it....we had such a fight on the wizard boards about it, I just have to know...

RPGnet says:

No pre req...adds to encounter and daily powers only

+1....upgrades to +2 at 15 and +3 at 25

something seams off...I think we still don't have the full picture...but that is what was said...
 

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something seams off...I think we still don't have the full picture...but that is what was said...
I agree. That would suggest that its been changed, at the very least, since the original seemed to apply to everything. And it seems odd to grant a +3 attack at higher levels, given the way that attack bonuses scale. Unless this is an explicit effort for improving high level attack bonuses?
 


1) What do you think is going to shock/amaze people the most? What do we not see coming?

2) We've only seen 3 levels of the Invoker. It's hard to gauge how they really differ from wizards, and how they feel as a divine class. Can you give us a good idea of what their "schtick" is, as far as controllers go?

3) What feats are geared towards non-PHB2 classes/races? Any "universally useful" feats, like Improved Initiative? How about feats for PHB1 races/classes?
 


RPGnet says:



something seams off...I think we still don't have the full picture...but that is what was said...

You know...I really like that actually. Everyone hates missing with encounters and dailies...it can ruin a whole session. And while +1 to all those powers is a very strong feat, it's not a no-brainer because it isn't just a naked power-up to all attacks. The huge DPR builds right now are usually based on a strong at-will like Twin/Dual Strike and they didn't need a big boost.

I'm sold. Now rein in Rain of Blows and maybe...maybe Marked Scourge, and I think I'll breathe easier about melee damage. (Mind you, I don't mind melee characters doing a lot of damage...after all, monsters have a lot of hit points. I'm more worried about keeping characters in the same ballpark for damage, i.e. one character in the party shouldn't be one-shotting solos while the rest are his cheering section. Unless it's like four warlors and a ranger who have geared their whole concept towards that...ok, shutting up now.)
 

In my non-Japanese copy, it applies to everything, but all the rest is correct.

Goddamn it. Ok, disregard everything I said above.

(So much for WotC pulling a genius move out of its hat, lol. Guess they don't believe in tracking too many different to-hit numbers...or about the perception of power creep.)
 

Just how many of these utility shapeshifts does the Druid have?

What is the craziest Warden, Avenger, Shaman power that stands out to you?

By Wild Magic...just what sort of wonkiness can we expect from a Wild Sorcerer?
 

The best I can guess is that they really do feel that attack bonuses don't scale fast enough to keep up with high level armor class. That's the ONLY reason to make a feat that scales attack bonus by tier. Attack bonus is always against a 20 point distribution so it doesn't normally need to scale unless you really do want it to get more powerful as you level up.
 

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