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What needs to be fixed in 5E?
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<blockquote data-quote="Fanaelialae" data-source="post: 5710196" data-attributes="member: 53980"><p>I disagree. SS is only balance because it costs a standard action. I've played a Storm Sorcerer too; I used it quite regularly, and to excellent effect.</p><p></p><p>Otherwind Stride and Thundering Gust are also, IMO, balanced. TG can either be used to slide enemies away from you so that you can walk away, or you can sacrifice a bit of the AoE in order to gain <em>immunity to melee attacks for one round</em>. OS, on the other hand, requires you to already be surrounded in order to maximize it's potential as an AoE, and is a short teleport. Odds are that any creatures you missed will just charge after you on their next turn. We may as well ignore the non-immunity to ranged attacks, because both powers share that. OP boards aside, they seem balanced to me. TG can make me immune to melee attacks no matter what. OS only makes me immune to the melee attacks of creatures it hits. I'll go so far as to say that not requiring an extra move action would make TG too good!</p><p></p><p>Sure, there are more ways to limit fly than teleport. However, flight gives me the ability to limit the ways the DM can limit my flight. If you can't reach me, you can't use your conditions on me. Teleport is harder to limit, but it's also much harder for me as a player to use teleport to prevent being hit in the first place. As a Swordmage, I loved teleporting; it made it effortless to reach the the targets I wanted to tank (or to drop my Aegis on one target, then tank another). However, I wouldn't have traded flight for teleport with my Sorcerer even if I had the option.</p><p></p><p>I suppose this may be one of those cases where we'll have to agree to disagree...</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5710196, member: 53980"] I disagree. SS is only balance because it costs a standard action. I've played a Storm Sorcerer too; I used it quite regularly, and to excellent effect. Otherwind Stride and Thundering Gust are also, IMO, balanced. TG can either be used to slide enemies away from you so that you can walk away, or you can sacrifice a bit of the AoE in order to gain [i]immunity to melee attacks for one round[/i]. OS, on the other hand, requires you to already be surrounded in order to maximize it's potential as an AoE, and is a short teleport. Odds are that any creatures you missed will just charge after you on their next turn. We may as well ignore the non-immunity to ranged attacks, because both powers share that. OP boards aside, they seem balanced to me. TG can make me immune to melee attacks no matter what. OS only makes me immune to the melee attacks of creatures it hits. I'll go so far as to say that not requiring an extra move action would make TG too good! Sure, there are more ways to limit fly than teleport. However, flight gives me the ability to limit the ways the DM can limit my flight. If you can't reach me, you can't use your conditions on me. Teleport is harder to limit, but it's also much harder for me as a player to use teleport to prevent being hit in the first place. As a Swordmage, I loved teleporting; it made it effortless to reach the the targets I wanted to tank (or to drop my Aegis on one target, then tank another). However, I wouldn't have traded flight for teleport with my Sorcerer even if I had the option. I suppose this may be one of those cases where we'll have to agree to disagree... [/QUOTE]
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What needs to be fixed in 5E?
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