Tony Vargas
Legend
It's a vague idea I toyed with in the past. Using the Essentials 'school' template, though, it was easy enough to bang out - about two hours.Thank you for sharing the defender wizard. It looks like you put some work into creating it. Have you tried it in actual play?
Depends on the available spells. Beguiling Strands, for instance, would work really well for the Abjurer. But he'd definitely need a couple of new at-wills of the Abjuration school to round out his abilities. I was thinking of a possibility on my way to Encounters today... hmm...[*]At low levels, the wizard does not have much in the way of avoiding allies when casting area spells, so allies will take collateral damage if they want to be in the zone of protection.
Warding Force (Wizard at-will 1)
at-will * Arcane, Abjuration, Force, Zone
Standard Burst 1 w/in 10
Target: One enemy in Burst.
Attack: INT v FORT
Hit: 1d6+INT Force damage and the target is pushed two squares from the origin of the burst.
Effect: The Warding Force leaves a zone that lasts until the end of your next turn. Allies within the zone gain a +2 shield bonus to AC and REF.
Yep, it's low. But, it's automatic and not an action on the part of the Abjurer.[*]The punishment damage is too low and a brute will gladly take the damage to pummel a squishy into the ground.
There's a certain amount of 'the abjurer and his ward are one.' It's a tad convoluted, though, I'm not entirely happy with it.[*]The build seems to protect the defender more than his allies, which is hardly conducive to keeping the bad guys off your allies.
Same could be said of a pet.[*]Having an attackable zone just means that enemies with multiple attacks or area attacks get more bank for their buck.
Between the hps of the Ward and 'Eldritch Surges,' and his regular hps and surges, the Abjurer has at least the total hp absorbtion ability of a traditional defender.[*]The wizard does not have the hit points or surges to survive long once the ward is drained of its hit points.
Yep, that's intentional. It's not particularly more 'broken' than a PC having access to regeneration, though.[*]The way it is written, the ward automatically recovers all its hit points when it is summoned during the next encounter. That is too powerful. If that was not intended then the hit point tracking should be clarified.
Partially nullify(just the overlapping area), with a successful attack roll, yes. It's hell on encounter-power zones that can't be moved, but only mildly inconvenient to auras and moveable zones, since the creator can just move away and back to force another roll.[*]You can nullify other zones as a free action with your Ward with your Master Mage Feature? Since when did ANY class get to do something so effective as a free action every turn? Maybe because it requires an attack every turn, it is not so bad, but that would require extensive testing.[/LIST]
It definitely shouldn't feel like a regular defender. I have a number of misgivings about it. That it doesn't use marking, for instance, since that means it can double-up it's penalties with another defender's mark. Also, the math to get hps/surges + Ward+E.surges about right in a way that 'flows' is a little shakey - an Eldritch Surge or healing surge used as one, to restore the Ward, is a solid defender-level surge. A regular healing surge, if the Abjurer takes damage, himself, though, is decidely sub-par. The Abjurer does have a rediculous number of surges, though: 9 + CON bonus + INT bonus, for an INT-primary/CON-secondary class.Maybe it will be a good defender and maybe not but it doesn't feel right to me.