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So... how 'bout that Vecna article!
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<blockquote data-quote="Aegeri" data-source="post: 5427154" data-attributes="member: 78116"><p>This is a very good article, but once again I am just not sure why authors (or maybe it is wizards) are so afraid to back things up with <em>good</em> mechanical crunch. Command Undead for example is a standard action, targets one undead creature and immobilizes + damaging aura effect. The problem with this is high level undead can teleport in many cases. So what happens is that it teleports next to your allies and suddenly they end up with a pretty nasty effect. At epic, that's 20 damage to your allies if they hang around that creature. It also dissuades your melee allies from getting near it and so I just can't quite fathom the point of this power. As a minor action it could be okay and if the damage was enemies only, it would actually be really good. As is for a standard action it's not a good use of your round.</p><p></p><p>The necrotic resistance reducing feat is similarly strange. Most equivalent feats just remove the resistance entirely and not just reduce it by a small number. It would be nice if this feat had two changes: Firstly removing the restriction to vecna only and making it just plain negate resistance. If it can't negate resistance, make it scale. 5 at heroic, 10 at paragon and 15 by epic. That would be decent and give necrotic some real credibility against an undead themed campaign. Plus there are some classes, like the Dark Pact Warlock (remember him!?) who would really appreciate it.</p><p></p><p>The highlight though was the Channel Divinity power that is an immediate interrupt. That's a great, flavorful <em>and mechanically useful</em> power. It gives a divine character of vecna a good option for using an offensive channel divinity power in an encounter without undead. It can grant an attack to an ally or use a particularly useful monsters power. Just so solid and A+. Please more of this in future articles! It's not even broken or imbalanced, just a good choice!</p><p></p><p>Edit: People reading my recent posts must so think I just rag on wizards for the sake of it. I'm honestly not so entirely negative and pessimistic, I just want to see a good standard of quality and more useful options added. If Wizards are going to publish less stuff - let's face it this is the way it looks to be going - I just want more of what they do publish to be really good. It's a bit depressing to see articles with feats that aren't even equivalent in power to other existing feats that do the same job. Especially with heavy restrictions on them or particularly weak effects.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5427154, member: 78116"] This is a very good article, but once again I am just not sure why authors (or maybe it is wizards) are so afraid to back things up with [I]good[/I] mechanical crunch. Command Undead for example is a standard action, targets one undead creature and immobilizes + damaging aura effect. The problem with this is high level undead can teleport in many cases. So what happens is that it teleports next to your allies and suddenly they end up with a pretty nasty effect. At epic, that's 20 damage to your allies if they hang around that creature. It also dissuades your melee allies from getting near it and so I just can't quite fathom the point of this power. As a minor action it could be okay and if the damage was enemies only, it would actually be really good. As is for a standard action it's not a good use of your round. The necrotic resistance reducing feat is similarly strange. Most equivalent feats just remove the resistance entirely and not just reduce it by a small number. It would be nice if this feat had two changes: Firstly removing the restriction to vecna only and making it just plain negate resistance. If it can't negate resistance, make it scale. 5 at heroic, 10 at paragon and 15 by epic. That would be decent and give necrotic some real credibility against an undead themed campaign. Plus there are some classes, like the Dark Pact Warlock (remember him!?) who would really appreciate it. The highlight though was the Channel Divinity power that is an immediate interrupt. That's a great, flavorful [I]and mechanically useful[/I] power. It gives a divine character of vecna a good option for using an offensive channel divinity power in an encounter without undead. It can grant an attack to an ally or use a particularly useful monsters power. Just so solid and A+. Please more of this in future articles! It's not even broken or imbalanced, just a good choice! Edit: People reading my recent posts must so think I just rag on wizards for the sake of it. I'm honestly not so entirely negative and pessimistic, I just want to see a good standard of quality and more useful options added. If Wizards are going to publish less stuff - let's face it this is the way it looks to be going - I just want more of what they do publish to be really good. It's a bit depressing to see articles with feats that aren't even equivalent in power to other existing feats that do the same job. Especially with heavy restrictions on them or particularly weak effects. [/QUOTE]
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So... how 'bout that Vecna article!
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