Solar Wrath

Bayuer

First Post
Isn't this power too strong compared to any other 11lvl paragon powers. I mean close burst 8 and 3k8 + WIS to any (even invisible) characters... Not saying that this whole paragon path is good. Critical hits 19-20 radiant and ongoing radiant damage equal lvl.
 

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its a lot of fun to play - but still doesn't matter if there is a lvl13 dragon flying 10 squares overhead, as a cleric your still hosed. (see sig for PbP game / details)
and try as I might, not every attack does radiant damage (before AV)
 

You know, I was actually thinking this would be a well-discussed "over-the-top" power. This thread was all I found.

My players have just hit paragon level, and the cleric feels compelled to take the paragon class for this power. I can't blame him. He's getting a huge area of effect and inflicting damage equal to a cleric daily. On a controller class, this would be pretty potent. On a leader, it's just too much, as a quick comparison .

The real kicker is that Solar Wrath lacks the implement keyword, and upon that realization, the power suddenly seemed more reasonable. It becomes a nuke with bad targeting. So imagine my eyes rolling when I check the errata, and sure enough they added the keyword retroactively--and didn't do anything else to rein the power in. This strikes me as the same kind of errata as the skill challenges, traps, and hazards received--not really the result of a typo or an editing oversight, but rather some designers going back and hastily changing things.

Long story short, I'll probably ignore the errata.
 

You know, I was actually thinking this would be a well-discussed "over-the-top" power. This thread was all I found.

My players have just hit paragon level, and the cleric feels compelled to take the paragon class for this power. I can't blame him. He's getting a huge area of effect and inflicting damage equal to a cleric daily. On a controller class, this would be pretty potent. On a leader, it's just too much, as a quick comparison .

The real kicker is that Solar Wrath lacks the implement keyword, and upon that realization, the power suddenly seemed more reasonable. It becomes a nuke with bad targeting. So imagine my eyes rolling when I check the errata, and sure enough they added the keyword retroactively--and didn't do anything else to rein the power in. This strikes me as the same kind of errata as the skill challenges, traps, and hazards received--not really the result of a typo or an editing oversight, but rather some designers going back and hastily changing things.

Long story short, I'll probably ignore the errata.

Actually I'm fairly certain that it is a typo. If they wanted it to be inaccurate, they would have given it a hit penalty or something like that, rather then removing the implement keyword. Removing the implement or weapon keyword from something makes it get more and more inaccurate as you level up. This is fine for encounter powers that are intended be replaced, but not for paragon path powers that are intended to stay useful forever.


Weither it's broken or not is another matter entirely. But if you decide it is broken and want to fix it, I'd suggest something doing something other then removing the implement keyword. It's worth noting though that even with this power, many consider this paragon path to still be weaker then the oracle one.
 

It sure does sound very powerful, but I don't know if it really is too powerful. Will see how good it is soon enough, though. :)

Clerics have quite a few powerful area attacks at higher levels. They are the Controller-Leaders. ;)

Bye
Thanee
 


Actually I'm fairly certain that it is a typo. If they wanted it to be inaccurate, they would have given it a hit penalty or something like that, rather then removing the implement keyword. Removing the implement or weapon keyword from something makes it get more and more inaccurate as you level up. This is fine for encounter powers that are intended be replaced, but not for paragon path powers that are intended to stay useful forever.

Weither it's broken or not is another matter entirely. But if you decide it is broken and want to fix it, I'd suggest something doing something other then removing the implement keyword. It's worth noting though that even with this power, many consider this paragon path to still be weaker then the oracle one.
See, I realize what removing the implement keyword does, but I actually think somebody still thought it would provide an adequate check on the uberness of SW. They were probably wrong, sure, but otherwise we're looking at a daily masquerading as an encounter.
 

I've not found it too big a deal in play. Paragon Paths often have powerful encounter abilities, and this is certainly no exception, but this power is limited in several ways:

1. Against a creature that is not undead or a demon, it is just damage. Not bad damage, and excellent area, but not really a lot of damage.

2. You still have to hit. Unlike daily powers, a Solar Wrath that misses is just a little Solar Breeze that does nothing.

These two factors pull the power down from "broken" to "a strong choice" in a typical campaign. On the other hand, if the whole campaign is centered on the Demon Prince of Undead, this power is indeed a bit "broken". I've run encounters where a Radiant Servant of Pelor was able to stun the entire group of monsters for 2 rounds with a well-timed Solar Wrath and Radiance of Pelor. Nevertheless, there were other encounters with undead present that still almost wiped him out (sorry, that Blade Spider's not undead, and the Drow Arachnomancer Vampire isn't getting within 8 squares of you).
 

Go go erratas... Taken from the wizards site.

Solar Wrath [Addition]
Player’s Handbook, page 74
Add the “Implement” keyword.
 

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