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The Witch: Arcane Controller (PEACH)
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<blockquote data-quote="Lord Byron" data-source="post: 4926960" data-attributes="member: 72103"><p>There do seem to be some issues. For example, "hex" seems like a greatly improved defender mark. It applies to all of the monsters attacks, affects damage, is effectively permanent, and stacks with any other attack debuff. It doesn't require a hit, is a minor action with a long range and can be used freely as an at-will.</p><p></p><p>I'm not sure about decursive word, seems like a leader type ability. When compared to, say, the channel divinity ability of a cleric of Erathis, which only grants a +2, has a restriction on use, and costs a feat, well, decursive word just blows it out of the water.</p><p></p><p>For the at-wills, I don't really like how stinging hex does no damage on a hit, and therefore does nothing at all if the target doesn't move on its turn. May I suggest changing it to do damage on a hit, with additional damage if the target moves on its next turn? Another option would be to change it to damage it the next time it leaves the square it started in (on its turn or not), allowing it to be comboed with abilities that move enemies.</p><p></p><p>Screech just seems hands-down better than, say, thunderblast from a wizard. Should this ability be vs. fortitude?</p><p></p><p>On blinding hex, I agree that a -5 to attack from an at-will ability is a little much.</p><p></p><p>Tracer Hex seems a bit strong. Compared to, say, lance of faith from a cleric, it does the same damage, grants +2 to everyones attacks instead of just one person, and negates the targets concealment or invisibility where lance of faith doesn't do anything like that. This ability seems more fit to be an encounter ability, really. I also think its kind of strange that it negates total concealment.</p></blockquote><p></p>
[QUOTE="Lord Byron, post: 4926960, member: 72103"] There do seem to be some issues. For example, "hex" seems like a greatly improved defender mark. It applies to all of the monsters attacks, affects damage, is effectively permanent, and stacks with any other attack debuff. It doesn't require a hit, is a minor action with a long range and can be used freely as an at-will. I'm not sure about decursive word, seems like a leader type ability. When compared to, say, the channel divinity ability of a cleric of Erathis, which only grants a +2, has a restriction on use, and costs a feat, well, decursive word just blows it out of the water. For the at-wills, I don't really like how stinging hex does no damage on a hit, and therefore does nothing at all if the target doesn't move on its turn. May I suggest changing it to do damage on a hit, with additional damage if the target moves on its next turn? Another option would be to change it to damage it the next time it leaves the square it started in (on its turn or not), allowing it to be comboed with abilities that move enemies. Screech just seems hands-down better than, say, thunderblast from a wizard. Should this ability be vs. fortitude? On blinding hex, I agree that a -5 to attack from an at-will ability is a little much. Tracer Hex seems a bit strong. Compared to, say, lance of faith from a cleric, it does the same damage, grants +2 to everyones attacks instead of just one person, and negates the targets concealment or invisibility where lance of faith doesn't do anything like that. This ability seems more fit to be an encounter ability, really. I also think its kind of strange that it negates total concealment. [/QUOTE]
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