Tony Vargas
Legend
Yeah, I'm keenly aware of that, and it's a real problem. However, I don't see any other arcane class being a good basis for an Abjurer (which in the past was a speciality wizard), including the one extant arcane defender (I just don't much care for the swordmage).Also, keep in mind that controllers are special. Other roles get their role with a class feature, and get things that -trend- to their role with their powers. But all controllers get their role with their power selection (particularly their at will power selection, but the others are important as well) and get minor benefits [and maybe a secondary role] with their class features. So you can't deny a controller full use of the "control" aspect just by changing their features; you have to hit their powers in some way.
Yep. Any non-controller Wizard build is asking for trouble, I know. I'm hoping that by putting the defender fuction in the 'Ward,' and having using the ward make the controller powers less controllery, you end up with a Defender/secondary-controller that doesn't quite combine the durrability of defender with the powers of a controller. Quite. On any given round, though, it could become a controller by just not using a power that triggers the Ward - that'd be mostly single-target control, though, which doesn't get a lot of respect.This is why the Sentinel is very vulnerable to be turned into a full leader/controller by mostly ignoring melee, and why the Binder is a very weak controller because she doesn't get enough real controller powers [and gives up a striker feature to not get them].
...
In light of that, take II on the 1-11 features:
Level 1: Aprentice Abjurer
Aprentice Mage Feature
Benefit: You have the Abjurer's Ward feature and 3 'Eldritch Surges.'
Abjurer's Ward
Benefit: You are protected at all times by a magical Ward, and may use the Wizard's Challenge and Warding powers. This Ward gives you an armor bonus of 3 to AC and a Shield bonus of 2 to AC and REF. The Ward also acts as temporary hps equal to 3 plus twice your level. You Ward recovers it's full temporary hp value at the end of a short rest.
Eldritch Surge
You have 3 Eldritch surges that refresh after an extended rest. Once per Encounter can spend an Eldritch Surge as a Standard Action. When you do, your Ward is refreshed to it's full temporary hp value, and you gain a +2 bonus to all defenses until the end of your next turn. Some Abjurer powers also allow you to spend an Eldritch Surge. When you are out of Eldritch Surges you can spend a Healing Surge as an Eldritch Surge.
Warding
At-will * Arcane, Abjuration, Implement
Not an Action
Trigger: You expend an arcane close or area power.
Effect: If the spell does not have the Abjuration keyword, its area is reduced by 1. Enemies targetted by the power are marked by you and the area of the power becomes a Zone in which your Ward is manifested until the end of your next turn, or until the triggering power ends, whichever comes later. Allies within the zone have cover. Marked enemies within the Zone who make an attack that doesn't include you take damage equal to your INT mod (if the triggering spell did typed damage, this damage is of the same type).
Special: Marked enemies within the zone can make a melee attack against your Ward, directly. It's defenses are the same as yours. If attacks on the ward reduce it's temporary hps to 0, you have the choice of letting the Zone drop immediately, or maintaining the Zone, and suffering any additional damage or other effects of the attack.
Wizard's Challenge
At-will * Arcane, Abjuration, Implement
Not an Action
Trigger: You expend an arcane ranged or melee attack power.
Effect: If the spell does not have the Abjuration keyword, one condition (of your choice) it would normaly inflict on it's target(s) is suspended. Instead, the target(s) of the attack are marked by you until the end of your next turn (or for as long as the condition would normally last), and surrounded by a tangible manifestation of your ward that moves with them. If an enemy marked in this way makes an attack that does not include you, it takes damage equal to your INT mod (if the triggering spell did typed damage, this damage is of the same type), and the suspended condition affects them immediately.
Special: Enemies marked in this way can make a melee attack against your Ward, directly. It's defenses are the same as yours. If attacks on the ward reduce it's temporary hps to 0, you can choose to stop marking it, or to maintain the Mark, and suffering any additional damage or other effects of the attack.
Level 5: Expert Abjurer
Expert Mage Feature.
Benefit: You can spend an Eldritch Surge as a minor action instead of a Standard Action. You still gain the +2 bonus to all defenses when you do so.
Level 10: Master Abjurer
Master Mage Feature
/Your magic and your vitality have become irrecovably intertwined./
Benefit: Your healing surge value is increased by 1/4 the maximum temporary hps of your Ward.
Level 11: Dispelling Action
Enigmatic Mage Paragon Path Feature
Benefit: When your spend an action point to use a power that triggers your Wizard's Challenge and the target has created a zone or aura; or your Warding power, and the there are squares of a zone or area within the Zone of your Warding, make an INT vs WILL attack for each zone or aura. If you hit the WILL of the enemy emmenating the aura or creating the zone, the zone or aura is dispelled for as long as the enemy is marked, or the Zone created by the Warding is up.
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