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crunchym8
2011-10-19, 09:16 AM
At work yesterday, I was bored. Being bored, I decided to attempt to create a 4e class. I was thinking of concepts... Before deciding that the Truenamer needed a ressurection. I mean, what other class- though useless before- is that much fun to simply be for flavor? Anyway, here it is.

THE TRUENAMER


http://fc04.deviantart.net/fs71/f/2010/295/d/5/sorcerer_card_by_paulabrams-d31aakr.jpg

"Yhhgg'hryo vrathk F'dakk!"
ROLE: Controller with slight Leader elements.
POWER SOURCE: Truenaming. Not divine nor arcane, your immense power comes from the small knowledge you hold over the strangeand Eldritch power of True Names- The real power of the multiverse.
KEY ABILITIES: Int, Wis, Cha.
ARMOR: Cloth, Leather
WEAPONS: Simple melee, simple ranged
IMPLEMENTS: Orbs, staves, rods, Tomes
DEFENSE BONUSES: +1 Will, +1 Fort
HIT POINTS AT 1ST: 10+Con Score
HIT POINTS EVERY LEVEL AFTER: 4
HEALING SURGES PER DAY: 5+Con mod
TRAINED SKILLS: Arcana.
FROM THE LIST, SELECT THREE MORE: Arcana, Bluff, Dungeoneering, Insight, Intimidate, Nature, Religion, Streetwise

CLASS FEATURES

ACADEMIC: You start with a +2 bonus on all trained knowledge skills

LEXICON
Choose a Lexicon at character creation. Once you have chosen a Lexicon, you cannot change it.

LEXICON OF THE EVOLVING MIND: Whenever you hit with an encounter or daily single-target power, you deal a 1d4 per tier to every enemy adjacent to the primary target.

LEXICON OF THE CRAFTED TOOL: Whenever you use a Utility power, you can choose an ally within 5 squares of you. That ally gains a
+2 (+4 at Paragon, +6 at Epic) of the Truenamer bonus on attack and damage rolls until the end of your next turn.

LEXICON OF THE PERFECTED MAP: Whenever you hit with an Encounter or Daily power that slides, pushes, or pulls a target, you may roll 1d4 (+1 per tier, as in at Paragon you roll a d4 and add 2) and add that to the number of squares moved.

MASTER LINGUIST: Start with Supernal and two extra languages known.

TRUE SPEECH: At the beginning of every encounter, you may choose a knowledge skill that applies to a certain creature in the Encounter (Religion for undead, Arcana for Aberrations, et cetera) and roll it if you are trained in the skill. The DC is determined by 15+The level of the
creature. If you successfully make the check, all creatures of that type get a -2 to attack you for the duration of the encounter.

The Truenamer's powers come from language- The language of the gods, a smattering of dead languages of magic, and the Language that defines the universe. These languages all hold power, and can shift the world with but a syllable. These powers are called "UTTERANCES".

TRUENAMER AT-WILL UTTERANCES, LEVEL 1

ABJURE ALLY
"With a raise of your arms and an Eldritch word of power, the ground under your target begins rising rapidly."
At-will, Standard Action
Implement, Force
Target: One Creature adjacent to an Ally
INT v REF, Ranged 10
Hit: 1d6+Int Mod Force damage, slide target one
square. Ally can shift one square.

CALLOUS DENIAL
"The ground under two targets grows shaky, and with a sudden jerk back, they're no longer in as advantegous a position."
At-will, Standard Action
Implement, Force
Target: One or Two creatures
INT v. REF, Ranged 10
Hit: 1d6+Int Mod Force damage, push target directly away from the other target. If only one
target selected, slide 1 square.

NIGHTMARISH SPEECH
"You lock eyes with an enemy. As the whites of your eyes turn black and you speak an utterance of fear, the enemy's body locks up before he hits the ground."
At-will, Standard Action
Implement, Psychic
Target: One Creature
INT v WILL, Ranged 10
Hit: 1d8+Int Mod Psychic damage, target falls prone.

QUAKING PHRASE
"You place your fists together, reciting a phrase from a long lost scripture, you slowly pull them apart- the ground around an enemy cracking and breaking underneath it's feet."
At-Will, Standard Action
Force, Implement, Force
Target: All creatures in burst
INT v REF, Area Burst 1 within 10
Hit: 1d6+Int Mod Force damage, and if you hit someone in burst, their square becomes difficult terrain until the end of your next turn. If you miss the target, it does not. All unoccupied squares in burst are unaffected by this power.

TRUENAMER ENCOUNTER UTTERANCES, LEVEL 1

PAINFUL REMARK
"With a violent, spitting word, your enemies flee from you as wounds appear on their flesh from nothingness."
Encounter, Standard Action
Implement, Psychic
Target: One or Two Creatures
INT v. FORT, Ranged 10
Hit: 2d6+Int Mod Psychic damage, push each target 1 square.

STAGGERING PHRASE
"As you speak, the force of your words fly from your mouth like giant boulders, striking all who hear."
Encounter, Standard Action
Implement, Force
Target: All creatures in blast
INT v.REF, Close blast 3
Hit: 1d8+Int Mod Force damage, all creatures hit by this attack are dazed until the end of your next turn.

WHISPERS ON THE WIND
"With every step your target takes towards you, the whispers get louder... Those terrible, horrible whispers..."
Implement, Psychic
Target: One creature
INT v. WILL, Ranged 10
Hit: 1d8+Int Mod psychic damage, and if the target moves closer to you before the end of your next turn, it takes 2d8+Int Mod psychic damage.

TRUENAMER DAILY UTTERANCES, LEVEL 1

WORD OF ABSOLUTION
"Your eyes glow as bright as a star when this phrase leaves your lips. The eyes of your enemies show the same light as they collapse, huddling against themselves in a vain attempt to protect themselves from some unseen horror."
Implement, Psychic
Target: All Enemies in Burst
INT v. WILL, Close Burst 3
Hit: 1d10+Int Mod Psychic damage, targets hit are Restrained (Save Ends) and Blinded until the end of your next turn.
Miss: Targets are Dazed and Blinded until the end of your next turn.
Effect: You are Dazed until the end of your next turn.

WORD OF EARTHLY BANISHING
"You fall to your knees and whisper a single word so destructive, that the earth in front of you cracks, swallowing enemies whole!"
Implement, Force
Target: One or two Creatures
INT v REF, Ranged 10
Hit: 2d8+Int Mod force damage, and the ground below swallows the enemies up, they are removed from play (Save Ends)
Miss: Half damage and enemies are dazed until the end of your next turn.

WORD OF THE FORCED SACRIFICE
"As the final syllable of this terrible word leaves your mouth, the wounds on your ally appear on one of your enemies, leaving your friend unscathed."
Implement, Psychic
Target: One Creature attacking you or an ally
INT v REF, Close Burst 5, Immediate interrupt
Hit: The attack is redirected to any other creature in Burst besides primary target.
Miss: Ally takes half damage, target takes half damage.

TRUENAMER UTILITY UTTERANCES, LEVEL 2

BIND THE WEAK
"You begin chanting words of a dead language, a large, swirling portal appearing next to you. A tall, slender being with large claws for arms comes out, ready to serve."
Daily Utility
Implement, Conjuration
Effect: You bind a soul of a long-dead beast to the mortal world.
WEAKEST SERVANT
HP: 1 (Minion)
DEFENSES: (Your defenses) +2
ATTACK: CLAW +(Your Int bonus+1/2 level)
DAMAGE: 2+Int Mod damage
SKILLS: Equal to yours
You must use your actions to command this Conjuration. A minor to move it, and a movement to make it perform a standard action.

CONDESCENDING REBUTTAL
"As the blade sinks into your flesh, it soon finds itself without flesh to sink into."
Encounter Utility
Implement, Teleportation
Target: Self, Immediate Reaction
Effect: When hit, teleport your speed.

KNIGHT'S PUISSANCE
"You speak the True Name of a long-dead hero, and his spectral armor clads you or an ally, protecting them from attack with his glorious crest."
Daily, Utility, Standard action
Implement
Target: Self or one adjacent ally
Effect: You gain +3 to AC. Every time you're hit, lower this by 1. (As in, you have 13 AC originally. Speaking the Truename, it's now 16. You get hit, you now have 15. It won't go down past your original 13, but can be completely depleted down to that.)

TRUENAMER ENCOUNTER UTTERANCES, LEVEL 3

ENTROPIC UTTERINGS
"A few syllables spill from your mouth, followed by an inky black ichor. As you speak, the wounds of your enemies begin seeping this same horrid liquid."
Implement, Psychic, Necrotic
Target: All creatures in blast
INT v WILL, Close Blast 3
Hit: 1d8+Int Mod Psychic damage, and all hit gain ongoing 5 Necrotic damage. (Save ends)

SHROUD THE EARTH
"You speak a fraction of the Word of Darkness, and as your enemies hear the syllable, their eyes go black- Blind to the once-lit world around them."
Implement, Psychic
Target: All Enemies in Burst
INT v REF, Close Burst 3
Hit: 1d6+Int Mod Psychic damage, and target is Blinded until the end of your next turn.

SYLLABLE OF BATTLE
"You speak a word of Glory and your allies are suddenly bolstered. The surrounded enemy withers before them as weapons fall on the unlucky one."
Implement, Psychic
Target: One enemy adjacent to one or two allies
INT v FORT, Ranged 10
Hit: 1d8+Int Mod Psychic damage, and the target gains vulnerability to damage from the adjacent allies equal to your Charisma modifier until the end of your next turn.

THREDONIC ZEPHYR
"The wind comes with your words, breaking up your enemy's formations.
Implement, Force
Target: All enemies in Burst
INT v. REF, Area Burst 2 within 20
HIT: 2d6+Int Mod Force damage, slide all enemies directly away from one another 2 squares.

TRUENAMER DAILY UTTERANCES LEVEL 5

WORD OF COMPLETE NEGATION
"NOPE!"
Implement, Psychic
Target: All enemies in Burst
INT v WILL, Area Burst 1 within 10
Hit: 1d8+Int Mod Psychic damage, and targets are Blinded, Deafened, and Dazed (Save ends each- as in three seperate saves)
Miss: Targets are blinded until the end of your next turn.
Effect: You are dazed until the end of your next turn.

WORD OF FINALITY
"A fragment of the Word of Death leaves your lips... And enemies fall before you. For every corpse made with this word, their soul comes to you, boosting your already-powerful combat capabilities."
Implement, Psychic
Target: All enemies in blast
INT v FORT, Close Blast 5
Hit: 3d10+Int Mod Psychic damage
Miss: Half Damage
Effect: For every nonminion enemy killed by this power's damage, gain +2 AC, Attack, and Damage until the end of the encounter. If no enemies are killed by this power, you are Dazed until the end of your next turn.

WORD OF THE COMING STORM
"With but a word, clouds appear where they were not before, beginning to rain fire and lightning down as thunder crashes overhead."
Implement, Thunder, Lightning, Fire
Target: All enemies in burst
INT v REF, Close Burst 5
Hit: 2d8+Int mod Thunder and Fire damage, ongoing 10 Fire and Lightning damage, and the target cannot save until he's taken the ongoing damage at least once.
Miss: Half damage, no ongoing.

WORD OF THE FIRST SIN
"You speak the Word of Mortals- The very first word that caused the chaos and havoc in the world."
Implement, Fire
Target: One, two, or three creatures.
INT v REF, Ranged 10
Hit: 2d8+Int Mod fire damage, and target is stunned (Save Ends)
Miss: Target is immobilized until the end of your next turn.



TRUENAMER UTILITY UTTERANCES LEVEL 6

COAX THE EARTH
"You speak in a gentle tone to the ground. As your enemies charge to take advantage of the 'unfocused' Truenamer, a wall of stone and vine springs forth from the ground, protecting you and your allies."
Daily Utility - Standard Action
Implement, Force, Wall
Wall (5 squares wide, ten squares tall)
Ranged 10 (5 unoccupied squares in a line)
Effect: A giant wall of earth an stone, an obelisk by any other name, bursts forth from the ground, blocking off a way or a means to get to something. The wall has an AC of 20, and 100 HP.

CUTTING WORDS
"As you speak, the tones are quick and violent- Wounds appear deeper than ever before with those powers."
Encounter Utility- Immediate Reaction
Implement
Target: Self, Immediate Reaction
Trigger: You roll damage after hitting with an attack.
Effect: Roll damage twice, use the higher result.

FALSENAMER
"See what I did there? Eh? EH?"
Encounter Utility - Minor action
Implement
Target: Self
Effect: Gain your Int Bonus as a bonus on your next Bluff check by the end of this turn. (I.E. 18 int means a +4 bonus on your next Bluff check this turn)

SPEAK WEAKNESS
"As you speak the True Speech, you manage to convert a little of it so your allies understand- Their minds bulge with knowledge and their abilities quicken!"
Daily Utility - Standard action
Implement
Target: All allies in burst.
Close Burst 3
Effect: All allies within burst gain a the bonus you do from your "True Speech" class feature until the end of the encounter.

TRUENAMER ENCOUNTER UTTERANCES LEVEL 7

DREAD BECKON
"Crooking your finger, your enemies soon charge you... Not by their choice, or course."
Implement, Psychic
Target: All enemies in burst
INT v FORT, Close Burst 10
Hit: 1d8+Int Mod Psychic damage
Effect: Pull target up to 5 squares.

LURING WORDS
"As effective on the battlefield as with a Barmaid, you soon have a loyal servant... Until you're done with them, of course."
Implement, Psychic
Target: One Creature
INT v. WILL, Ranged 5
Hit: Target is Dominated and takes a -2 to Saving Throws (Save Ends)

NIGHT'S BANE
"The Word of Night leaves your lips, and with it a black mist that surrounds your enemies."
Implement, Psychic
Target: One creature
INT v REF, Ranged 10
Hit: 1d6+Int Mod Psychic damage
Effect: Target is Blinded until the end of your next turn.

PROFANE VERSE
"You barely get to finish the word before your enemies clutch their stomachs, trying to hold back the influx of bile."
Implement, Force
Target: All enemies in Blast
INT v WILL, Close Blast 3
Hit: 1d8+Int Mod Force damage, and the target takes a penalty to AC equal to your Cha modifier until the end of your next turn.

TRUENAMER DAILY UTTERANCES LEVEL 9

WORD OF DEIFIC HAMMERS
"You speak the phrase of the Godsmith, and from the sky comes giant, golden hammers to smite your foes."
Implement, Psychic
Target: All enemies in burst
INT v REF, Close Burst 5
Hit: 3d10+Int Mod Psychic damage
Miss: Half damage
Effect: Target is knocked Prone.

WORD OF DURABILITY
"Your allies find themselves shielded from the world as they are coated in a bright red glow- Blades and hammers bounce off as if they were nothing."
Implement, Force
Target: All enemies in burst
INT v. FORT, Close Burst 5
Hit: 2d8+Int Mod Force damage
Miss: Half damage
Effect: All allies within burst gain a bonus to all defenses equal to your Charisma Modifier until the end of the encounter.

WORD OF THE EARTHEN WARDENS
"The Fey have fought hard to protect this Word from mortals... Luckily for you, a few syllables happened to become apparent to you."
Implement
Target: One Creature
INT v FORT, Ranged 10
Hit: Target is Petrified and takes a -3 to Saves (Save Ends Both). Every round that the creature remains petrified, it takes 1d8+Int Mod Force damage.
Miss: Target is Dazed until the end of your next turn.

TRUENAMER UTILITY UTTERANCES LEVEL 10

KNOW LANGUAGE
"Mortal languages are too base for a Truenamer /not/ to understand them."
Encounter, Utility
Implement
Target: Self or one ally
Minor Action
Effect: After being exposed to a language, you can read, write, and speak it without flaw. If you can't identify the language, you won't be able to know what it is, but still speak it, read it, and write it. This effect lasts until the end of the encounter.

SUBVOCALIZATION
"You speak, but only where you need to be heard."
Encounter Utility
Implement
Target: Self
Minor Action
Effect: You may speak freely without any negative to stealth, nor chance of being detected if already successfully hidden.

SURE SPEECH
"You speak clearly- Stumbling over your words is the fastest way to get killed."
Daily Utility
Implement
Target: Self.
Immediate reaction
Trigger: You fail your True Speech class feature
Effect: You reroll result with a bonus equal to your Charisma modifer.



(Thank you to Paul Abrams of Deviantart for the image)

Morph Bark
2011-10-19, 09:25 AM
Could use some more formatting, like spoilers around the powers and bolding of headers and power names. The basic premise looks good with the Lexicons.

For Power Source, Truenaming as a new one is an idea, though alternatively it could be Primal perhaps. Role is sounding good.

crunchym8
2011-10-19, 09:58 AM
Apologies, I'll edit that in when I have time. I'm new to GitP Forums and forums in general, but it'll be done so the page isn't super long. Thanks.

Also, thank-you for the critique. I plan that, if this goes over well, to make the "Word Warrior" Defender class. :3

crunchym8
2011-10-19, 11:10 AM
There we go- Spoilered for your convienience! :D

Rockphed
2011-10-19, 11:18 AM
Oooh! Me likey. A multiclass feat would be nice. Also, it seems a lot of the powers have downsides. I don't have a phb to hand, but I don't think that is how it is supposed to work.

Treblain
2011-10-19, 11:18 AM
Quick question: why doesn't the Truenamer use tomes as implements?

crunchym8
2011-10-19, 11:25 AM
Rockphed: For some reason, when I imagine the Truenamer, I imagine a lot of power, but he also affects himself by speaking a language mortals shouldn't know. See, even the miss effects are still pretty potent. But to be so, for the sake of balance, he gets a little affected with the more powerful utterings.

Treblain: Because I forgot about them. Updated!

crunchym8
2011-10-19, 12:00 PM
For Paragon Paths, I was thinking...

Argent Wordsmith- Tries to keep balance with good effects and good hits

God's Mouth- Focuses mainly on the effects of the powers and controlling that way.

Sinspeaker- Focuses on hitting hard along with the effects the Truenamer already has.

Thoughts? Suggestions?

crunchym8
2011-10-19, 01:27 PM
Feat ideas:

Multiclass Feats:
Acolyte of the Word
"Ghhz... Kahh? Vuungt-garfhhgt'urrr?"
Gain the True Speech class feature, as well as training in Arcana.

Adept of the Word
"GHZKAHH VUUNNGT-GAHRPHHHG'T'URRR!"
Prereq: Acolyte of the Word
Able to switch out Encounter Powers like the other multiclass feats.


Heroic Tier Feats

Evolved Mind
"The Lexicon of the Evolved Mind has unlocked destructive secrets for you."
Prereq: Truenamer, Lexicon of the Evolving Mind
Roll 1d6 per tier when applying Lexicon of the Evolving Mind instead of 1d4

Perfected Map
"The ground shifts and weaves warily as you walk upon it- Even the spirits of the earth know you can move them with but a word."
Prereq: Truenamer, Lexicon of the Perfected Map
Whenever applying you Lexicon of the Perfected Map, the target takes additional damage equal to your Charisma Modifier

Silver Tongued Devil
"The more you speak the tongue of the gods, the more you can manipulate the more mundane languages like clay."
Prereq: Truenamer
Gain a bonus to Diplomacy, Bluff, and Intimidate equal to your Intelligence Modifer.

Slow Speaker
"Anunciation is key to any successful execution of power."
Prereq: Truenamer
Take up Standard and Movement actions when using a Truenamer Utterance for a bonus to hit. (+2 Heroic, +4 Paragon, +6 Epic)

Tool Crafted
"As you hold your staff, you have confidence. Not in the flimsy piece of wood, but rather in your ability to tell it what to do."
Prereq: Truenamer, Lexicon of the Crafted Tool
Whenever applying your Lexicon of the Crafted Tool bonus, it also applies to damage rolls.




Thoughts? Suggestions?

vasharanpaladin
2011-10-19, 02:47 PM
The runepriest, a Divine Leader class, does not tap into the power of gods but the Runes of Creation they created. Thus, rather than make things difficult by creating an entirely new power source, I would suggest that truenaming be Divine as well, if not Elemental.

The reasoning: When you make an utterance, you are speaking the original Words of Creation, predating even the Runes that runepriests study and forge, predating even angelic Supernal that was the original language of all beings.

Also, if nothing else I would recommend that truenamers start knowing said angelic Supernal, of the "I speak Supernal and you understand" variety. Specific trumps general, so if they get a class feature that gives them this they'll know it from first level. Words are power, remember. :smallwink:

Howler Dagger
2011-10-19, 04:43 PM
Also, if nothing else I would recommend that truenamers start knowing said angelic Supernal, of the "I speak Supernal and you understand" variety. Specific trumps general, so if they get a class feature that gives them this they'll know it from first level. Words are power, remember.
agreed, though I like the TN power souce. Gives you room to expand on it and add more classes. It seems good, you got the feel of a truenamer but the balance of 4e. I totally want to play this in a PbP.........

crunchym8
2011-10-19, 05:15 PM
@Vasharanpaladin: Originally, I was going to make them divine. However, in my mind, True Speech isn't Divine. Yes, it has it's root in Divinity, but also in Eldritch Mystery. Imagine it to be a mixture of Divine and Primal, a base language through which so much can flow. Plus, what Sheep said- I might make other classes based on Truenaming, and a whole new power source... Well, that means that I gotta build it from the ground up... And I like doing that! If anyone is ever to use this in a campaign... Who says it couldn't be reflavored to Divine, anyway? :3

@Sheepindisguise: Thanks for the compliments! I have no idea if it's Balanced or not, yet, actually- I'll be taking it for a test run soon to find out. After all, this is the pre-alpha version of it. I still need to tweak and think and work on it to make it... Well, a unique and fun class to play.

The Underlord
2011-10-19, 05:20 PM
Entropic utterance encounter has ongoing damage but no sasve to end, which makes it very powerful, if not broken, for level 3 encounter power. Is that a typo?

crunchym8
2011-10-19, 05:29 PM
Entropic utterance encounter has ongoing damage but no sasve to end, which makes it very powerful, if not broken, for level 3 encounter power. Is that a typo?

Yes, it was a typo. It is indeed save ends- Otherwise... Yes. Broken.

vasharanpaladin
2011-10-19, 09:28 PM
As you will. I stand by what I said about Supernal, however. :smallbiggrin:

Howler Dagger
2011-10-19, 09:34 PM
KNOW LANGUAGE
Encounter, Utility
Implement, Truename
Target: Self or one ally
Minor Action
Effect: After being exposed to a language, you can read, write, and speak it without flaw. If you can't identify the language, you won't be able to know what it is, but still speak it, read it, and write it.
you might want to add duration to this, because instant know-language is moderatly powerful.

Minor nitpicking: Generally, each power source renames powers, such as spells for arcane, exploits for martial. I would assume they would be utterances, because that wzs what the 3.5 TN called their abilities.

crunchym8
2011-10-19, 09:57 PM
@Vasharan: That might depend on the Namer themself- BUT I'll change it to Supernal and two others. :3

@Sheepindisguise: Well, it's until the end of the encounter. I'll clarify though! :D
Also, I did put that. Well, it was in an edit... maybe the forum ate it. Oh well!

crunchym8
2011-10-19, 10:24 PM
I'm considering changing damage values to a bit lower- Thse effects pack a very large punch, and coupled with the Lexicon... Do you think it could be unbalanced, Forum?

crunchym8
2011-10-20, 12:13 AM
-Updated damage values.
-Added image, colors, font, et cetera to make it more pleasing to read. :D

crunchym8
2011-10-21, 12:50 AM
Just playtested it for the first time. It stood up to a Wizard, but it's effects had more pop. Considering scaling down the damage once again. Thoughts?

Howler Dagger
2011-10-21, 07:54 AM
wizards are considered to be one of the best conrtollers, so if it can stand to them I think it would be good, but toning down the damage would be good, especially if you are beating the wizard.

crunchym8
2011-10-22, 01:00 AM
The damage is on-par with the Wizard, but the effects are a bit more... You know. Upped. Which, I like that. Hmm...

vasharanpaladin
2011-10-22, 07:36 PM
You're making a Controller, which I'll point out is a lot harder to do than a Striker. Worry about keeping effects up to par first, damage as an afterthought.

Damage should only be completely removed from powers that have both hard control (status conditions) and defense debuff (penalty to defense(s), vulnerability) effects. This allows your Truenamer to keep contributing to the party's tempo. Otherwise, powers with harder control effects should probably have d4's rather than the average d6's if they have dice, or else take away dice or modifier. :smallsmile:

EDIT: Also, I propose changing the power source keyword to "Truename," simply because it would look better in the statblock. The headers for sblocks including your powers should also emphasize the name for them; "Level 1 At-Will Utterances," for example.

crunchym8
2011-10-23, 12:55 AM
Alright, I'll give that some thought. As far as the Utterances thing, sure. I'm all about keeping Aesthetics up- As hopefully you can see! :D

crunchym8
2011-10-23, 01:10 AM
Updated! I hope the new layout and look is as awesome as I think it is.

crunchym8
2011-10-25, 10:25 PM
Tested it again in an IRL game. It sort of muscled out a Druid in effects, but not damage. Then again, the Druid was striker-based. Thoughts?

Howler Dagger
2011-10-26, 07:26 AM
Tested it again in an IRL game. It sort of muscled out a Druid in effects, but not damage. Then again, the Druid was striker-based. Thoughts?

If the druid was striker bassed, I think it would be good that your damage is less than a striiker's.

vasharanpaladin
2011-10-26, 03:54 PM
Tested it again in an IRL game. It sort of muscled out a Druid in effects, but not damage. Then again, the Druid was striker-based. Thoughts?

Druid's kinduva poor controller anyway. Playtest against a wizard or invoker instead, those things are brutes on the control desk. :smalleek: