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Rule of 3 3/21
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<blockquote data-quote="WalterKovacs" data-source="post: 5501928" data-attributes="member: 63763"><p>A couple points:</p><p> </p><p>(a) mage's and all the other subclasses from Essentials have different proficiency groups. The warpriest gets shields, the knight gets plate armor, etc</p><p> </p><p>(b) They did give staff based powers in arcane power. However, that was also where those kinds of powers were introduced. In PHB1, those types of powers didn't exist. In that case it was the 'start' of support for that. Before then, they supported the implement masteries indirectly. Staff mastery worked with close bursts and blasts because the defensive effects of the mastery tied to being in close range ... staff expertise supports that by getting around opportunity attacks. Wand mastery was tied to single target attacks with a powerful effect on a hit, which made the boost to the attack more useful. Orb of imposition is obviously supported by save ends effect, orb of deception is supported by illusions, tome of summoning is supported by summoning, of course. The tome of readiness is a bit like the staff in that it's open ended, but it is supported by conditionally useful encounter powers since you have the ability to swap out stuff like say ... a necrotic power when you are against undead. You can also afford to try to overspecialize with a certain kind of power only useful in certain situations, and still have the ability to swap out mid-encounter if necessary.</p><p> </p><p>Also, the new powers that are built "for" the necromancer build are built in the cludgy way that old build powers were. It's not "it does this for some guys, but it does something different for this one build", instead the schools provide a fixed bonus to all powers with that school. </p><p> </p><p>Of course if the argument is "the power is only useful if it's designed for the build" ... that means in order to support old stuff they have to give the wizard twelve new powers (one for each implement mastery, one for each of the schools, counting pyromancy, nethermancy and necromancy) at each available level, and any given wizard would only really find one of those powers useful. (also, for dailies, utilities and the school encounter powers, you'd probably want two at each level, at least for the new schools, since the spellbook lets you pick two at each available level). And that doesn't even include the "anyone can take this" powers that people may take over the build specific power at that level.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5501928, member: 63763"] A couple points: (a) mage's and all the other subclasses from Essentials have different proficiency groups. The warpriest gets shields, the knight gets plate armor, etc (b) They did give staff based powers in arcane power. However, that was also where those kinds of powers were introduced. In PHB1, those types of powers didn't exist. In that case it was the 'start' of support for that. Before then, they supported the implement masteries indirectly. Staff mastery worked with close bursts and blasts because the defensive effects of the mastery tied to being in close range ... staff expertise supports that by getting around opportunity attacks. Wand mastery was tied to single target attacks with a powerful effect on a hit, which made the boost to the attack more useful. Orb of imposition is obviously supported by save ends effect, orb of deception is supported by illusions, tome of summoning is supported by summoning, of course. The tome of readiness is a bit like the staff in that it's open ended, but it is supported by conditionally useful encounter powers since you have the ability to swap out stuff like say ... a necrotic power when you are against undead. You can also afford to try to overspecialize with a certain kind of power only useful in certain situations, and still have the ability to swap out mid-encounter if necessary. Also, the new powers that are built "for" the necromancer build are built in the cludgy way that old build powers were. It's not "it does this for some guys, but it does something different for this one build", instead the schools provide a fixed bonus to all powers with that school. Of course if the argument is "the power is only useful if it's designed for the build" ... that means in order to support old stuff they have to give the wizard twelve new powers (one for each implement mastery, one for each of the schools, counting pyromancy, nethermancy and necromancy) at each available level, and any given wizard would only really find one of those powers useful. (also, for dailies, utilities and the school encounter powers, you'd probably want two at each level, at least for the new schools, since the spellbook lets you pick two at each available level). And that doesn't even include the "anyone can take this" powers that people may take over the build specific power at that level. [/QUOTE]
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