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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Specialist Class
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<blockquote data-quote="ceiling90" data-source="post: 5588552" data-attributes="member: 82284"><p>This class is the Specialist; it's a leader/controller. I wanted it first to be a leader striker, but the powers and the effects all lend themselves to being a controller secondary in the end. </p><p></p><p><a href="https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B3_qWeuu5gtSYzUxOGQ3MzktMzViMy00N2Q2LTg2NWItZGEzMGM4NDk2NzUw&hl=en_US" target="_blank">The Specialist</a></p><p></p><p>In way, it's closest analog is the Artificer, but has no infusions; it's much closer to a Warlord. </p><p></p><p>I imagine the class in play to hang back, shoot targets and direct allies to hit them; or give soft directives in that the enemies all have extra incentives for allies to hit them. They needed mobility to make use of the healing powers, which are almost all melee 1. They also have the ability to give movement to allies.</p><p></p><p>Inspirations for the class involve TF2's Medic, Invader Zim, and other special bullet using, medic like things in pop culture and other works of fiction. </p><p></p><p>So basic issues I have with the class are:</p><p>- I'm not entirely sure how the at-wills stand up to power scrutiny.</p><p>- The healing function... is it too weak?</p><p>- The Item dailies are too over the top?</p><p></p><p>Please give constructive criticism and suggestions. Also more ideas on how the class functions, does it function as I imagine? Does it not? Does it even do it's job well?</p></blockquote><p></p>
[QUOTE="ceiling90, post: 5588552, member: 82284"] This class is the Specialist; it's a leader/controller. I wanted it first to be a leader striker, but the powers and the effects all lend themselves to being a controller secondary in the end. [URL="https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B3_qWeuu5gtSYzUxOGQ3MzktMzViMy00N2Q2LTg2NWItZGEzMGM4NDk2NzUw&hl=en_US"]The Specialist[/URL] In way, it's closest analog is the Artificer, but has no infusions; it's much closer to a Warlord. I imagine the class in play to hang back, shoot targets and direct allies to hit them; or give soft directives in that the enemies all have extra incentives for allies to hit them. They needed mobility to make use of the healing powers, which are almost all melee 1. They also have the ability to give movement to allies. Inspirations for the class involve TF2's Medic, Invader Zim, and other special bullet using, medic like things in pop culture and other works of fiction. So basic issues I have with the class are: - I'm not entirely sure how the at-wills stand up to power scrutiny. - The healing function... is it too weak? - The Item dailies are too over the top? Please give constructive criticism and suggestions. Also more ideas on how the class functions, does it function as I imagine? Does it not? Does it even do it's job well? [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Specialist Class
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