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Ranged Defender: Doable?
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<blockquote data-quote="Tony Vargas" data-source="post: 5552796" data-attributes="member: 996"><p>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).</p><p></p><p>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.</p><p></p><p>...</p><p></p><p>In light of that, take II on the 1-11 features:</p><p></p><p>Level 1: Aprentice Abjurer</p><p>Aprentice Mage Feature</p><p>Benefit: You have the Abjurer's Ward feature and 3 'Eldritch Surges.'</p><p></p><p>Abjurer's Ward</p><p>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.</p><p></p><p>Eldritch Surge</p><p>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.</p><p></p><p>Warding</p><p>At-will * Arcane, Abjuration, Implement</p><p>Not an Action</p><p>Trigger:  You expend an arcane close or area power.</p><p>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). </p><p>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.</p><p></p><p>Wizard's Challenge</p><p>At-will * Arcane, Abjuration, Implement</p><p>Not an Action</p><p>Trigger:  You expend an arcane ranged or melee attack power.</p><p>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. </p><p>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.</p><p></p><p>Level 5: Expert Abjurer</p><p>Expert Mage Feature.</p><p>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.</p><p></p><p>Level 10: Master Abjurer</p><p>Master Mage Feature</p><p>/Your magic and your vitality have become irrecovably intertwined./</p><p>Benefit: Your healing surge value is increased by 1/4 the maximum temporary hps of your Ward.</p><p></p><p>Level 11: Dispelling Action</p><p>Enigmatic Mage Paragon Path Feature</p><p>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.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5552796, member: 996"] 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). 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. ... 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. [/QUOTE]
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