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The Dragoon (Heroic Tier)
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<blockquote data-quote="El Coro" data-source="post: 5290593" data-attributes="member: 87452"><p>Thanks again for the replies, this is very helpful to me. Addressed your comments below.</p><p></p><p>Also, quick @ Kupo - Thanks! One of the paragon paths will increase the base momentum damage and make it a little easier to move around. As for feats, I'm not sure yet - I think the 4e feats have gotten a little ridiculous and out of hand (so specific, like "must be a druid, X level, be using a staff, have X power, and be X race). But I'll revisit it at some point when I have more done.</p><p></p><p>Now @ knightofround.</p><p></p><p><span style="color: Yellow">1) Drake:</span> Yeah I see what you're saying about having multiple builds, so that a player isn't forced into taking the drake. I am trying to reconcile that (and the fact that the beast master hunter does it) with my desire to force the pet on everyone because of how I wanted the class to play. At some point I will revisit the builds and look at offering a non-drake option.</p><p></p><p><span style="color: Yellow">2) NADs:</span> Again, you're right about the weapon bonus and the silent bonus. I've started going back through and reducing the damage of abilities that use the weapon keyword and target NADs, or changing the defense to AC if the flavor justifies it. Thanks for pointing this out to me - it's been the biggest design flaw so far that I was absolutely blind to.</p><p></p><p><span style="color: Yellow">3) Spinning Strike:</span> I changed the attack type to Martial and reduced the damage to 1[W] + Dex. The slightly lower damage and the lower attack (without the weapon bonus, about 2-3 lower) makes it more situational and on par against a NAD. I'd like to keep the slide and shift, but I'm going to keep an eye on it this weekend while we play a few games and see how it turns out.</p><p></p><p><span style="color: Yellow">4) Boost: </span>I'm currently reworking many of the utility powers, and one of the lower level ones will let you jump farther/higher AND give you one additional use of <em>Boost </em>per encounter. Since most encounters don't seem to last more than 8 rounds or so (on average), that will give you at least 2 (3 at 15th level) boost attacks.</p><p></p><p>I like what you said about them trading mobility for momentum with <em>Boost</em>, but for now at least I'm going to try and force them to move around a little more by limiting it.</p><p></p><p><span style="color: Yellow">5) Momentum:</span> You're right that it could be annoying and difficult to apply the bonus momentum damage when slowed, stunned, dazed, immobilized, etc. I can see your point in it being a pain against solo encounters, though. </p><p></p><p>Some possible solutions below. Curious to see your thoughts.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: White">Up the Momentum damage to 1d8, 2d4, or 1d10 per tier, assuming they won't be able to use it every single round.</span></li> </ul><p></p><ul> <li data-xf-list-type="ul"><span style="color: White">Letting <em>Boost </em>remove movement impairing effects.</span></li> </ul><p></p><ul> <li data-xf-list-type="ul"><span style="color: White">Stances/Saves/Bonuses against being immobilized. This is mostly what I have now.</span></li> </ul><p>I'm reworking some of the powers right now and moving things up and down tiers to balance things out a little more. Let me know if you have any more thoughts or comments! Thanks again.</p></blockquote><p></p>
[QUOTE="El Coro, post: 5290593, member: 87452"] Thanks again for the replies, this is very helpful to me. Addressed your comments below. Also, quick @ Kupo - Thanks! One of the paragon paths will increase the base momentum damage and make it a little easier to move around. As for feats, I'm not sure yet - I think the 4e feats have gotten a little ridiculous and out of hand (so specific, like "must be a druid, X level, be using a staff, have X power, and be X race). But I'll revisit it at some point when I have more done. Now @ knightofround. [COLOR=Yellow]1) Drake:[/COLOR] Yeah I see what you're saying about having multiple builds, so that a player isn't forced into taking the drake. I am trying to reconcile that (and the fact that the beast master hunter does it) with my desire to force the pet on everyone because of how I wanted the class to play. At some point I will revisit the builds and look at offering a non-drake option. [COLOR=Yellow]2) NADs:[/COLOR] Again, you're right about the weapon bonus and the silent bonus. I've started going back through and reducing the damage of abilities that use the weapon keyword and target NADs, or changing the defense to AC if the flavor justifies it. Thanks for pointing this out to me - it's been the biggest design flaw so far that I was absolutely blind to. [COLOR=Yellow]3) Spinning Strike:[/COLOR] I changed the attack type to Martial and reduced the damage to 1[W] + Dex. The slightly lower damage and the lower attack (without the weapon bonus, about 2-3 lower) makes it more situational and on par against a NAD. I'd like to keep the slide and shift, but I'm going to keep an eye on it this weekend while we play a few games and see how it turns out. [COLOR=Yellow]4) Boost: [/COLOR]I'm currently reworking many of the utility powers, and one of the lower level ones will let you jump farther/higher AND give you one additional use of [I]Boost [/I]per encounter. Since most encounters don't seem to last more than 8 rounds or so (on average), that will give you at least 2 (3 at 15th level) boost attacks. I like what you said about them trading mobility for momentum with [I]Boost[/I], but for now at least I'm going to try and force them to move around a little more by limiting it. [COLOR=Yellow]5) Momentum:[/COLOR] You're right that it could be annoying and difficult to apply the bonus momentum damage when slowed, stunned, dazed, immobilized, etc. I can see your point in it being a pain against solo encounters, though. Some possible solutions below. Curious to see your thoughts. [LIST] [*][COLOR=White]Up the Momentum damage to 1d8, 2d4, or 1d10 per tier, assuming they won't be able to use it every single round.[/COLOR] [/LIST] [LIST] [*][COLOR=White]Letting [I]Boost [/I]remove movement impairing effects.[/COLOR] [/LIST] [LIST] [*][COLOR=White]Stances/Saves/Bonuses against being immobilized. This is mostly what I have now.[/COLOR] [/LIST] I'm reworking some of the powers right now and moving things up and down tiers to balance things out a little more. Let me know if you have any more thoughts or comments! Thanks again. [/QUOTE]
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