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Sentinel Class Preview (now in PDF; update 3/7/09)
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<blockquote data-quote="malcolm_n" data-source="post: 4690253" data-attributes="member: 63154"><p>[sblock=I don't like to make huge posts without the option to hide.]Thank you for taking the time to offer your opinion on these powers. I'll take each by section. Threatening call above, for example, is no more complex than the paladin or swordmage features. It was my understanding that there are no hidden rules in 4e. If something isn't spelled out, it doesn't apply to the power/ability. </p><p>- HeS gives you the bonus if the target attacks an ally of yours, even if you also happen to be a target of the attack.</p><p>- For powers comparable to HS, see Lance of Faith, Commander's Strike, Brash Assault, or Opening Shove. Each is an example of a benefit to attacks or complexity at-will. In this case, you get combat advantage, but you can get that by virtue of flanking, and it requires the second attack.Once per encounter you can't move for 2 rounds; big deal if the enemy's a lurker, but the fighter can swat at them constantly and stop them from getting away. Pinning Smash is daily 5 and potentially doesn't let the target move for the entire encounter; this is a watered-down (read: lower level/type) version with a build specific benefit which can't be accessed except by members of the class (taking other features into consideration).AC is a defense. Again, if it's not spelled out...</p><p>- No more/less powerful than "On Pain of Death." which lets an ally heal instead.</p><p>- When the class has an inherent detriment to AC or other defenses, adding a bonus to said defense isn't so much a benefit as a catch-up. I did change it to Power bonus though.- You can choose to continue to sustain the power or use Threatening call.</p><p>- You can do both if you choose not to move or attack.</p><p>- You're taking damage constantly which is going to wear on your/your healers abilities.Just because there are few, does not make it necessary or intentional. There are innumerable examples of classes using "controller-esque" powers at low levels and this doesn't even push the envelope much.[/sblock] Ty again for your analysis; I will always compare my powers to those already in existance as a balance of power/flavor. I won't just pick keywords and throw powers together without checking them first. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4690253, member: 63154"] [sblock=I don't like to make huge posts without the option to hide.]Thank you for taking the time to offer your opinion on these powers. I'll take each by section. Threatening call above, for example, is no more complex than the paladin or swordmage features. It was my understanding that there are no hidden rules in 4e. If something isn't spelled out, it doesn't apply to the power/ability. - HeS gives you the bonus if the target attacks an ally of yours, even if you also happen to be a target of the attack. - For powers comparable to HS, see Lance of Faith, Commander's Strike, Brash Assault, or Opening Shove. Each is an example of a benefit to attacks or complexity at-will. In this case, you get combat advantage, but you can get that by virtue of flanking, and it requires the second attack.Once per encounter you can't move for 2 rounds; big deal if the enemy's a lurker, but the fighter can swat at them constantly and stop them from getting away. Pinning Smash is daily 5 and potentially doesn't let the target move for the entire encounter; this is a watered-down (read: lower level/type) version with a build specific benefit which can't be accessed except by members of the class (taking other features into consideration).AC is a defense. Again, if it's not spelled out... - No more/less powerful than "On Pain of Death." which lets an ally heal instead. - When the class has an inherent detriment to AC or other defenses, adding a bonus to said defense isn't so much a benefit as a catch-up. I did change it to Power bonus though.- You can choose to continue to sustain the power or use Threatening call. - You can do both if you choose not to move or attack. - You're taking damage constantly which is going to wear on your/your healers abilities.Just because there are few, does not make it necessary or intentional. There are innumerable examples of classes using "controller-esque" powers at low levels and this doesn't even push the envelope much.[/sblock] Ty again for your analysis; I will always compare my powers to those already in existance as a balance of power/flavor. I won't just pick keywords and throw powers together without checking them first. :) [/QUOTE]
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