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<blockquote data-quote="erik_the_guy" data-source="post: 4378949" data-attributes="member: 70483"><p>Hey man, I like the class a lot, thanks for using my Libra spell. So I get the idea of this class as a sort of fighter that gives up some combat ability to learn a little bit of everything else. He uses this everything else to grant the party bonuses in combat and heal them a bit (making him a clear leader). I would enjoy playing one of these.</p><p></p><p>I think some of it is a little imbalanced without a bit of tweaking. For example, 'Enemy Skill' lets you mark every foe that uses a power, and 'Fight or Flight' gives you or an ally combat advantage against someone who you mark. The problem here is that any enemy who takes any action will grant combat advantage, and that you can use this against every enemy every turn. That means that the rogue always has combat advantage against every enemy that doesn't spend their turn sitting around, which is imbalanced IMO.</p><p></p><p>My suggestion is that those immediate at-will actions you have should only be used once per turn. This means that you will either mark one enemy per turn, or take a mark from one ally per turn (as opposed to being able to mark every enemy every turn). I suggest that you make 'Enemy Skill' and 'Friendly Fire' both powers that you use on your own turn. Make them require a special action (whatever action the ally or enemy uses for the skill). There text would read along the lines of </p><p>Enemy skill:</p><p>"Use any power that an enemy you could see used in the last turn. You may use any power from a monster whose level is not greater than your level +5. If it is a daily power expend your highest level daily power, if it is an encounter or at-will power, expend your highest level encounter power. You mark the enemy whose power you used."</p><p>And for Friendly Fire:</p><p>"Use any power that an ally you can see used in the last turn. You may use any such power whose level is no more than 3 higher than yours. If it is a daily power expend your highest level daily power, if it is an encounter or at-will power, expend your highest level encounter power. If your ally is marked you may move the mark onto yourself before or after you use the power."</p><p>This way, both powers can still be used once per turn, but you can't mark every enemy or remove marks from every ally every turn without actually copying any powers.</p><p></p><p>Also, for fight or flight: Whenever an enemy marks you, you or an ally within 2 squares gains combat advantage against that enemy <strong>until the end of your next turn</strong>. (since you didn't define how long the combat advantage lasts).</p><p></p><p>Finally, with 'mix it up' and 'expect the expected' I would restrict it in some way to make it difficult to add these bonuses to every person in your party every round. Since your party members are almost guaranteed to use a different power every turn, +1 to hit and damage with every attack always is broken. I would change it to +1 to hit only (+1 to hit is a VERY good modifier) and only to affect you or allies within 2 squares. With Expect the expected, I would say only for you or allies within two squares.</p><p></p><p>PS: I like the idea of granting combat advantage against targets that you mark. Since many of your skills allow you to mark you are basically granting combat advantage once a turn, which means the rogue will be one happy camper! (as long as he stays withing 2 squares of you).</p></blockquote><p></p>
[QUOTE="erik_the_guy, post: 4378949, member: 70483"] Hey man, I like the class a lot, thanks for using my Libra spell. So I get the idea of this class as a sort of fighter that gives up some combat ability to learn a little bit of everything else. He uses this everything else to grant the party bonuses in combat and heal them a bit (making him a clear leader). I would enjoy playing one of these. I think some of it is a little imbalanced without a bit of tweaking. For example, 'Enemy Skill' lets you mark every foe that uses a power, and 'Fight or Flight' gives you or an ally combat advantage against someone who you mark. The problem here is that any enemy who takes any action will grant combat advantage, and that you can use this against every enemy every turn. That means that the rogue always has combat advantage against every enemy that doesn't spend their turn sitting around, which is imbalanced IMO. My suggestion is that those immediate at-will actions you have should only be used once per turn. This means that you will either mark one enemy per turn, or take a mark from one ally per turn (as opposed to being able to mark every enemy every turn). I suggest that you make 'Enemy Skill' and 'Friendly Fire' both powers that you use on your own turn. Make them require a special action (whatever action the ally or enemy uses for the skill). There text would read along the lines of Enemy skill: "Use any power that an enemy you could see used in the last turn. You may use any power from a monster whose level is not greater than your level +5. If it is a daily power expend your highest level daily power, if it is an encounter or at-will power, expend your highest level encounter power. You mark the enemy whose power you used." And for Friendly Fire: "Use any power that an ally you can see used in the last turn. You may use any such power whose level is no more than 3 higher than yours. If it is a daily power expend your highest level daily power, if it is an encounter or at-will power, expend your highest level encounter power. If your ally is marked you may move the mark onto yourself before or after you use the power." This way, both powers can still be used once per turn, but you can't mark every enemy or remove marks from every ally every turn without actually copying any powers. Also, for fight or flight: Whenever an enemy marks you, you or an ally within 2 squares gains combat advantage against that enemy [B]until the end of your next turn[/B]. (since you didn't define how long the combat advantage lasts). Finally, with 'mix it up' and 'expect the expected' I would restrict it in some way to make it difficult to add these bonuses to every person in your party every round. Since your party members are almost guaranteed to use a different power every turn, +1 to hit and damage with every attack always is broken. I would change it to +1 to hit only (+1 to hit is a VERY good modifier) and only to affect you or allies within 2 squares. With Expect the expected, I would say only for you or allies within two squares. PS: I like the idea of granting combat advantage against targets that you mark. Since many of your skills allow you to mark you are basically granting combat advantage once a turn, which means the rogue will be one happy camper! (as long as he stays withing 2 squares of you). [/QUOTE]
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