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The Swordsage (not to be confused with the SwordMAGE)
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<blockquote data-quote="winterwolf" data-source="post: 4378525" data-attributes="member: 34572"><p>First off, I like the idea you have about this class, it's a pretty cool idea to make it a leader-type. </p><p>Class powers:</p><p>Expect the Expected and Mix It Up are really nice leader abilities... not more powerful than the other leader abilities, but not less powerful either, just different, which is how it should be. They're really well done, and I'd keep them as they are, personally... others might disagree.</p><p>Fight or flight, on the other hand, seems... I don't know, a bit over the top? I think it'd be fine if you removed the combat advantage, but (especially when you throw rogues into the mix) essentially having the at-will ability to grant combat advantage to your rogue buddy (and everyone else) is a bit extreme. In 4th, combat advantage seems to be a lot more powerful than just flanking in 3rd, a lot of powers seem to ride off of it (especially rogues and I think rangers). From what I've seen, if something grants combat advantage it's usually a daily power.</p><p>I'd say that turning the tide should be changed to twice per encounter instead of at will, to put it more in line with the other leaders' abilities to heal.</p><p>At-wills:</p><p>Your at-wills look good, especially awaken vulnerability. I think that's a fairly nice idea, and great as is... really nice for a leader class.</p><p><strong>Mesmerizing strike</strong>: I'd drop the ability to mark with Mesmerizing Strike, since marking seems to be more of a defender roll and this seems to be a leader/striker kinda thing (people say that leaders shouldn't be multiple roles like that, but if you look in the DMG when it gives a class template, you have cleric is controller (leader), paladin is defender (leader), etc). Having the ability to cause someone to watch you instead of another character is a pretty unique idea, and fits well with this class. </p><p><strong>Scare tactics</strong> is pretty nice, but it seems to move the enemy around a lot more than most other abilities... I'd suggest limiting it to shift 1 square. <strong>Create an opening</strong> is another issue, I'd say... strictly speaking, it's better than any of the other leader at-will buffs across the board. The closest to it would be the warlord's ability, which doesn't deal weapon damage, it deals a set amount of damage and only boosts one ally.</p><p>I don't know how you'd want to change it, to keep it from being the same as the warlord's ability, but not overpowered... Maybe keep it as [w] and just give an ally a bonus to damage equal to your wisdom mod? The cleric gives a bonus to hit, and the warlord gives a bonus to damage and attack at the cost of doing a bit less damage on the swing. This way you cover the other spectrum, damage, while keeping a bit of your own damage... seems a trait the swordsage would work on. </p><p>The only thing I have a real issue with is your at-will ability to sacrifice your encounter and daily powers to copy someone else's encounter or daily powers... I'd make it a daily power to use an encounter power, and an encounter power to use an at-will power. You might also consider having it deal half damage (and throw in a few encounter abilities to boost it up). It seems like the swordsage can pick and choose other class powers (once they've been used), and then do better at them (using the encounter abilities he has to boost them) so it seems almost like he shows up everyone else. If you want to keep it in (and it's a nice ability, neat trick, good idea) I'd do what I mentioned... make it a daily power to use the encounter, and an encounter power to use an at-will, and you can only copy one encounter and one at-will per day. It probably needs a bit more tweaking, but that's just my first thoughts on it.</p><p>I didn't do more than glance at your encounter and daily abilities, but will after a bit. It looks good so far, mostly!</p><p>Hmm... the only really glaringly overpowered ability I saw was the Daily power to give you or your allies the ability to use a power you just saw, over and over for the rest of the encounter, with a bonus to hit and damage. Maybe if you let one ally use that power once, with no bonus to hit or damage, it'd be okay... or at least, a smaller bonus to hit and damage (maybe +1 to both).</p></blockquote><p></p>
[QUOTE="winterwolf, post: 4378525, member: 34572"] First off, I like the idea you have about this class, it's a pretty cool idea to make it a leader-type. Class powers: Expect the Expected and Mix It Up are really nice leader abilities... not more powerful than the other leader abilities, but not less powerful either, just different, which is how it should be. They're really well done, and I'd keep them as they are, personally... others might disagree. Fight or flight, on the other hand, seems... I don't know, a bit over the top? I think it'd be fine if you removed the combat advantage, but (especially when you throw rogues into the mix) essentially having the at-will ability to grant combat advantage to your rogue buddy (and everyone else) is a bit extreme. In 4th, combat advantage seems to be a lot more powerful than just flanking in 3rd, a lot of powers seem to ride off of it (especially rogues and I think rangers). From what I've seen, if something grants combat advantage it's usually a daily power. I'd say that turning the tide should be changed to twice per encounter instead of at will, to put it more in line with the other leaders' abilities to heal. At-wills: Your at-wills look good, especially awaken vulnerability. I think that's a fairly nice idea, and great as is... really nice for a leader class. [B]Mesmerizing strike[/B]: I'd drop the ability to mark with Mesmerizing Strike, since marking seems to be more of a defender roll and this seems to be a leader/striker kinda thing (people say that leaders shouldn't be multiple roles like that, but if you look in the DMG when it gives a class template, you have cleric is controller (leader), paladin is defender (leader), etc). Having the ability to cause someone to watch you instead of another character is a pretty unique idea, and fits well with this class. [B]Scare tactics[/B] is pretty nice, but it seems to move the enemy around a lot more than most other abilities... I'd suggest limiting it to shift 1 square. [B]Create an opening[/B] is another issue, I'd say... strictly speaking, it's better than any of the other leader at-will buffs across the board. The closest to it would be the warlord's ability, which doesn't deal weapon damage, it deals a set amount of damage and only boosts one ally. I don't know how you'd want to change it, to keep it from being the same as the warlord's ability, but not overpowered... Maybe keep it as [w] and just give an ally a bonus to damage equal to your wisdom mod? The cleric gives a bonus to hit, and the warlord gives a bonus to damage and attack at the cost of doing a bit less damage on the swing. This way you cover the other spectrum, damage, while keeping a bit of your own damage... seems a trait the swordsage would work on. The only thing I have a real issue with is your at-will ability to sacrifice your encounter and daily powers to copy someone else's encounter or daily powers... I'd make it a daily power to use an encounter power, and an encounter power to use an at-will power. You might also consider having it deal half damage (and throw in a few encounter abilities to boost it up). It seems like the swordsage can pick and choose other class powers (once they've been used), and then do better at them (using the encounter abilities he has to boost them) so it seems almost like he shows up everyone else. If you want to keep it in (and it's a nice ability, neat trick, good idea) I'd do what I mentioned... make it a daily power to use the encounter, and an encounter power to use an at-will, and you can only copy one encounter and one at-will per day. It probably needs a bit more tweaking, but that's just my first thoughts on it. I didn't do more than glance at your encounter and daily abilities, but will after a bit. It looks good so far, mostly! Hmm... the only really glaringly overpowered ability I saw was the Daily power to give you or your allies the ability to use a power you just saw, over and over for the rest of the encounter, with a bonus to hit and damage. Maybe if you let one ally use that power once, with no bonus to hit or damage, it'd be okay... or at least, a smaller bonus to hit and damage (maybe +1 to both). [/QUOTE]
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