Arcane Power 2: What do you want? What do you expect?

Post/Author/DateTimePost
#1

Mist-Bound

Jul 27, 2009 22:55:12
Like the title says, it's fairly obvious that WoTC will make an Arcane Power 2 book and I was curious: what do folks want from such a book, compared to what they expect from such a book?

Myself? Well, for one thing, I'd like new powers or class features to support either two-handed or dual-wielding swordmages; as is, their Swordmage Warding only works for them if they're wielding a onehanded weapon, and there aren't any powers to let them make real use of two swords at once. Even the Fighter can do that, thanks to Martial Power and the Tempest Technique feature.

For another, I'd really like a slew of new Warlock At-Will powers. The Warlock is distinct amongst the classes in that its at-wills are more or less decided for you; you're stuck with Eldritch Blast by default and get a second power determined by your pact, such as Eyes of the Vestige. That's alright for other races, but Humans get 3 At-Wills as a racial feature, and the current setup means that a Human Warlock is forced to take a power associated with another pact which... I dunno, it just throws the theme off for me. I'd also like some new Primary Vestiges for the aforementioned Vestige Pact- don't get me wrong, I like Zuatwa and King Elidyr, but they feel kind of limited with just the two of them. Oh, there is Vestige Mastery, but you can't get that until you're level 21, which is a long way to play to add one extra stinking vestige to your list of defaults!

Oh, and class-specific Epic Destinies for the Warlock, Sorcerer and Artificer, can't forget about those! The Wizard's got two, most of the generalist Arcane Epic Destinies work for their theme, the Bard's got at least one, and the Swordmage has one too, so why not the others?

Expectations... don't really know, beyond a variant class feature or two for the Artificer, the only Arcane class to be released after Arcane Power was already out.

So, that's my thoughts; what do other fans of the arcane classes want/expect?
#2

Crimson_Concerto

Jul 27, 2009 23:16:03
Orb has two implement mastery options and Tome has two implement mastery options. I'd like the Wizard to get a second staff implement mastery option and a second wand implement mastery option. Is that so wrong?

And I'm still waiting on my Genie-pact Warlock. Making a wish for power seems so obvious I don't know why it hasn't already been done... Speaking of Warlocks, I think it'd be cool if they gave actual options for pact-associated at-will powers. Say, if you are Fey Pact, introduce a second at-will option as an alternative to Eyebite. Some alternatives to Eldritch Blast wouldn't be a bad idea either.
#3

Mist-Bound

Jul 27, 2009 23:47:04
That last suggestion of yours actually kind of ties into mine, can't believe I didn't think of it first. And yeah, new Implement Mastery options for Wand and Staff would be cool.

But, on the other hand, would they really be able to introduce a Genie pact? It's not that I don't agree with you that there's certainly a nicely thematic back-element to literally wishing for magical power and having that wish granted, but there are the facts that A: there's already 5 Pacts (Dark, Fey, Infernal, Star, Vestige), and B: how are they going to make about 30 levels worth of powers based on Genies? I mean, they've only got two types of Genie so far; the Djinn, Air Elementals and master craftsmen of both architecture and artifice (i.e. enchanted items), and the Efreeti, Fire Elementals and self-absorbed slavers.

I'm not arguing with you or saying that it's wrong, not in any way, shape or form, I'm just genuinely curious how they'd be able to pull off a Genie pact.
#4

Crimson_Concerto

Jul 28, 2009 0:00:18
I'd been figuring it would just be elemental-based in general. More flashy arcane magic like what I suppose you might visually expect from the Wizard or Sorcerer. To be honest, I can't imagine it being too hard to do, and it was so obvious an idea to me upon hearing how pacts worked conceptually in 4E that it still surprises me that they haven't already done it.
#5

KoboldAvenger

Jul 28, 2009 0:15:07
Some things I would want would be:

-A dex-based Bard Build, like a Virtue of Grace perhaps.
-A mad-scientist like Artificer Build (I suspect there will be 2 artificer builds).
-Some sort of Heavy Armor option for an Arcane class.
-The Daggerspell Mage, I thought those dual-dagger wielding casters were a neat concept back in 3e, and I think they should come back as either a Swordmage build or a Paragon Path.
-A build for either Artificers or Sorcerers that based on Alchemical transformation of the self.
#6

Crimson_Concerto

Jul 28, 2009 0:19:03
Almost forgot! I want the ALIENIST back!!!
IMAGE(http://www.wizards.com/dnd/images/ca_gallery/85429.jpg)
It could make an awesome paragon path to give Star Pact Warlocks some summoning potential. Of course, they could also just make it a Wizard paragon path since they can already summon anyways...
#7

mrpopstar

Jul 28, 2009 0:25:51
[indent]

General-
[indent]
  • A school-related set of feats like White Lotus; but different

  • More feat options for familiars
[/indent]


Bard-
[indent]
  • A Dex-based build

  • More powers with the Thunder keyword

  • Class Feature that makes using instruments as implements a viable combat option
[/indent]


Wizard-
[indent]
  • Some old-school Enchantment spells; just a few, like they did with Illusion

  • Some more Implement Mastery options for wand and staff

  • A new implement
[/indent]


Warlock-
[indent]
  • More at-wills

  • A pact option that doesn't have an evil/wicked/nefarious/deviant/amoral slant
[/indent]


Swordmage-
[indent]
  • More feat options that assist straightforward defenderishness
[/indent]


Artificer-
[indent]
  • Enough options to catch them up with their Arcane counterparts
[/indent]
[/indent]
#8

fenrir7139

Jul 28, 2009 0:28:07
@ CC & MB:

Makes sense; the wish wouldn't be "I want to be able to throw a fireball;" it would be more like "I want UNLIMITED POWEEEEEERRRR!!!!"

'Least, that's how I'd do it. :P
#9

sigil_beguiler

Jul 28, 2009 0:48:59
What I would like to see:

Swordmage:
  • Options beyond Weapons that have Light/Heavy Blade Keyword. Like come on how awesome would a Spear or Spiked Gauntlet Swordmage would be.

Warlock:
  • I also agree the Alienist would be awesome for the Star Pact Warlock. Hopefully as more then just a Paragon Path, but full 1-30 potential.
  • On RPGnet there was discussion of a Machine Pact, and it kicks ass. So would like to see that.
  • Either added onto the Star Pact or as a new Pact, a Fates Pack. Star Pack does deal somewhat with fate/the future, so could go there. But a Pact dealing specifically with the Fates be neat.

Artificer:
  • More and more mechanical stuff. More Clockwork creatures, Mechanical enhancements to weapons and items, Difference Engines to assist casting, Probability Machines, etc. Basically yeah lots and lots of magi-tech stuff.
  • A Multiclass-Feat that orients around the Magi-Tech of Artificer, instead of the Healing.
  • More Paragon Paths like Self-Forged. Perhaps Feats as well. Take a Feat gain a mechanical hand, or eye, etc. Same could go with items.

Bard:
  • Builds/Class Features based around Dance. Lets see even more Blade Bard type stuff going on.

Sorcerer:
  • A close-combat options for the Sorcerer. I think it just makes sense for stuff like Wild Magic that seeing a Sorcerer charging at you to get as close to do as much damage to its random effects spinning around it. As such too ability to wield more weapons be cool.
#10

Mist-Bound

Jul 28, 2009 0:55:05
Mrpopstar: what's wrong with the Vestige Pact? Arcane Power 1 even says that it's the most "wizardly" of the Warlock Pacts, being, basically, you study arcane lore and discover the existence of entities forgotten about or passed over by most, who will gift you with magical effects if you invoke them.

...Which is kind of how magic works in the Slayers setting, now that I think about it, but that could be either a plus or a minus depending on your opinions.

Sigil_beguiler: kind of see-sawing on the "Swordmage that uses other weapons" thing, but hell yeah, I'd like more Magitek stuff for the Artificer- I was actually kind of disappointed at how little there was in the Artificer's allotment of spells.

Oh, and I don't suppose you could link to that "Machine Pact" discussion? Sounds like something I'd like to wrap my head around, being rather fond of magitek in general and Autochthon in particular.
#11

Crimson_Concerto

Jul 28, 2009 0:58:38
Swordmage:
  • Options beyond Weapons that have Light/Heavy Blade Keyword. Like come on how awesome would a Spear or Spiked Gauntlet Swordmage would be.

Honestly? I've just been house ruling that Sword Mages aren't limited in their weapon choice. I really don't see why that restriction is there anyways. It's completely pointless. It doesn't even have a fluff excuse for such a lame restriction.
#12

sigil_beguiler

Jul 28, 2009 0:59:27
I mainly want more weapons for the Swordmage. Since it be the easiest class to give more weapon options for, to give more variety for Arcane magic wielding weapon users.

Here is the link for the Machine Pact: http://forum.rpg.net/showthread.php?t=463363
#13

sigil_beguiler

Jul 28, 2009 1:00:05
Honestly? I've just been house ruling that Sword Mages aren't limited in their weapon choice. I really don't see why that restriction is there anyways. It's completely pointless. It doesn't even have a fluff excuse for such a lame restriction.

Yeah, but... CB!!! *Sighs* I am such a addict :P
#14

tiwaztyrsfist

Jul 28, 2009 1:27:00
I too would like to see Swordmage get a two weapon build.

I like the concept of making a second at-will for each pact to give warlocks some more choice.

What I want most of all though is a plethora of Artificer options. Three new builds, an assortment of different power types, & some nice Artificer implements.
#15

Tony_Vargas

Jul 28, 2009 1:50:39
I'd want to see all the other power sources in print - and a Martial Power 2, before an Arcane Power 2.
#16

mkill

Jul 28, 2009 4:46:14
Swordmage:
  • More weapon options (seconded): Axemage / Hammermage for dwarves
  • TWF-build for Assault
  • Reach weapon / polearm / glaive build
  • A Charisma-based Swordmage build, similar to my Aegis of the Jinx idea (or completely different) http://forums.gleemax.com/showthread.php?t=1187371
  • More support for Drow swordmages, i.e. feats and a PP
  • More support for Ensnaring
  • More poison, necrotic, and other more "dark" powers


Warlock:
  • 5 pacts are enough already! Just give more supports for the ones that exist
  • More at-will powers! There should be at least 2 choices for each pact at-will, and at least 3 alternatives to Eldritch Blast (including Eldritch Strike, which should be included)
  • A blasting / raw damage-centered PP
  • Dedicated epic destinies for each pact (seconded)


Artificer:
  • A secondary striker build who can buff his own damage
  • Machine / toy builder build, similar to the shaman in that you control a creature and use it as a focus for your powers
  • Trapmaker build


Bard:
  • Dex-based build (seconded)
  • Instruments as implements (seconded)
  • Luck-based PP
  • More psychic / charm / enchantment
  • Jester PP


Sorcerer:
  • Con, Int or Wis-based build (not Str or Dex again)
  • Or, ways to replace the secondary stat, such as a feat to switch a Cosmic Sorcerer to Wis.
  • Necrotic / Death / Dark-themed build


Wizard:
  • Mystic Theurge Paragon Path
  • Alternate Implement Mastery option for wand and staff (seconded)
  • Bring back school specialization! The mechanics can be similar to cleric domains (i.e. bonus to at-wills and a general feature)
  • Abjurer PP (secondary leader with defensive buffs)
  • Invoker PP (raw blasting)
#17

mercaius

Jul 28, 2009 5:07:57
How about actually stepping forward with new "builds" for the warlock? That would be fantastic. Gambit builds that offer the warlock the possibility of greater rewards at their own risk. Melee warlocks that carve their curses into their foes with long, ritual daggers? Pacts do devy up certain aspects of flavor for the warlock, but haven't been explicitly written as different build options yet, even in the last Arcane Power, making the warlock at least appear that while a person has five different pacts to select, there are only one of two ways in which to apply them.
#18

Marandahir

Jul 28, 2009 5:52:42
sigil, I would suggest seeing the Class Acts - Bard article from Dragon from a month or two ago. It includes a whole paragon path (the Daring Blade) that's essentially about Dance, including the Performer's Blade, an alternative to the Songblade, for those who'd rather have dancing skills than singing skills. Of course, you need to be martial too...

But I'd agree that a Dex build based on this would be much appreciated.

I'm really taken by this Genie build thing. The Marids and others are probably gone, and Efreeti don't technically grant wishes, they just give you what you want, but strict to the letter, and twisted, like devils do. In fact, it's very similar (Literal Genie/Malicious Genie). It would be pretty easy to refluff the Infernal build as an Efreeti build, in any case; but it's a place that could use direction. If it was any elementals too, then the pact would actually justify Gnoll Warlocks, instead of them saying that Gnoll Infernal Warlocks are Demon Worshipers, and breaking the entire Devil/Demon division of 4e... but I still prefer a pure Djinni/Efreeti build.

mkill, I hope you meant Evoker PP for Wizard, rather than the class, Invoker. Then again, Evocation has been returned to it's actually meaning in 4e, a la The Rite of Spring - Evocation of the Earth - it's what Primal Class Powers are called.

Abjurer would be an interesting Wizard build to go along with a Staff Mastery, especially considering that the current Staff of Defence Mastery already plays into the increased defences concept.

School Specialisation is dead and should not be brought back. That said, some schools provide interesting Wizard builds, and SHOULD be in. War Wizard is the old Evoker. Control Wizard is slightly similar to the old enchanter. Summoner has the traits of the Conjuror. Necromancer is certainly a Shadow class. Illusionist is the Illusionist. I would support the Abjuror as a secondary leader Wizard, who puts up walls of light and such to seal away enemies, like the Wall of Mirrors or Fire Wall or Wall of Ice, only dealing radiant damage if they try to penetrate it. It would focus on keeping the enemies in place. In fact, Abjurors would probably be making Conjurations that provide defences to hold back the enemies from getting to the weaker party members and trap them. It would be a perfect Con build.

But School Specialisation should stay where it is - as rebuild into various builds.

I'd like to see more Versatility options, and Versatile Powers for the Wizard to tie into that sort of Wizard build that frequently switches out Spellbook Spells and uses the Tome of Readiness Implement Mastery choice. It's the one tome not tied to a specific secondary stat, and shouldn't be, but it would be nice to have powers that could be used by any Wizard that tie into that Tome.

Oh, and Mercaius - there are currently three builds to the Warlock, though only 2 recognised in the Player's Handbook 1. The third is recognised in Arcane Power, it's the way of letting your Int be your third stat, and using both Cha and Con to be able to use all Star Pact powers. It's in a side bar. I really don't see how a new build for Warlocks would help, since the pacts are divied up between the two builds, besides Star Pact, and you'd need to introduce new Pacts with different stats to introduce a new build. That just doesn't really work. The builds are essentially just: You're a Con-Pact Warlock or an Int-Pact Warlock. Those other "builds" of yours sound more like new pacts or even entire new classes to me.

Personally, I'd like the old Binder, but a demon binder, to return; that's probably in Elemental Power though.
#19

igniz

Jul 28, 2009 6:49:52
Bard: Either in the AV or for AP2 - Bow enhancements that let them be used as Bard Implements.

Swordmage: Someone who has an Immediate Interupt power and preferably is Int Wis...

Dual wielding would be nice too, but we only really need powers for it.

Sorc: Spider Magic - ala Lloth or something Sea bassed?

Warlock: Wild Pact - plant power?

Wizard: Either Necromacy or a buff styled secondary leader build.
#20

mrpopstar

Jul 28, 2009 9:17:05
Mist-Bound:
[indent]
what's wrong with the Vestige Pact? Arcane Power 1 even says that it's the most "wizardly" of the Warlock Pacts, being, basically, you study arcane lore and discover the existence of entities forgotten about or passed over by most, who will gift you with magical effects if you invoke them.

...Which is kind of how magic works in the Slayers setting, now that I think about it, but that could be either a plus or a minus depending on your opinions.

I have no beef with any of the pacts, I just wish to expand the Warlock's arsenal to include more pact options that deviate from the "shady" stereotype.

I really like Crimson_Concerto's genie ideas, for instance.[/indent]


igniz:
[indent]
Bard: Either in the AV or for AP2 - Bow enhancements that let them be used as Bard Implements.

Yes! How could I forget!?

We need this desperately![/indent]
#21

rovin

Jul 28, 2009 9:20:45
I want Wizards to get Shocking Grasp as an at-will melee touch power. 1d8+Int lightning damage, and some debuff rider. Maybe -2 to attack rolls, maybe even daze till EoTNT. Something like that.

Cripes, I miss arcane melee spells.

That doesn't mean I expect to see them, but it would be nice.

Also wouldn't hurt if wizard at-wills didn't stink so very much compared to invoker options. Divine Bolts wasn't insulting enough, they had to come up with Hand of Radiance too?
#22

Marandahir

Jul 28, 2009 9:49:42


igniz:
Bard: Either in the AV or for AP2 - Bow enhancements that let them be used as Bard Implements.
[indent]Yes! How could I forget!?

We need this desperately![/indent]

Song Bow? Bow of Fates? It would need to tie into the theme of the Prescient Build. The Songblade and Performer's Blade do that for the Valorous Bard very well.
#23

mrpopstar

Jul 28, 2009 10:22:24
Marandahir:
[indent]
Song Bow? Bow of Fates? It would need to tie into the theme of the Prescient Build. The Songblade and Performer's Blade do that for the Valorous Bard very well.

As it stands, wielding a bow is the most limiting weapon option that a Bard can make. They can call it whatever they want, as long as they make the bow proficiencies worthwhile! [/indent]
#24

bigdaddykane

Jul 28, 2009 10:36:12
I've only ever played a Warlock so my wishes are pretty much from a one track mind.

I second the ideas of EDs that are pact related, a PP a bit more damaging than what is currently offered, and more at-will options.

I'd also like to see another caster class that dabbles in powers that use Con as a main attack stat. MCing wise there isn't too much, if any, in the way of caster classes that utilize Con as a main attack stat.
#25

daereth168

Jul 28, 2009 10:38:54
Artificer:More familiars, PPs, an epic destiny, and multiclass feats
Bard: Dex. based build and more versatility
Sorcerer:More dark/necrotic powers, build using different stat
Swordmage: Dex. based build which would go well with eladrins
Warlock:New pact(genie???), second at-will for pacts
Wizard:Necromancer, enchanter, and abjurer builds, secondary wand and staff options
#26

mrpopstar

Jul 28, 2009 11:18:42
daereth168:
[indent]
Artificer:More familiars, PPs, an epic destiny, and multiclass feats
Bard: Dex. based build and more versatility
Sorcerer:More dark/necrotic powers, build using different stat
Swordmage: Dex. based build which would go well with eladrins
Warlock:New pact(genie???), second at-will for pacts
Wizard:Necromancer, enchanter, and abjurer builds, secondary wand and staff options

More versatility for the Bard?

In what ways does the Bard fall short on versatility, in your opinion?[/indent]
#27

spirit_golem

Jul 28, 2009 11:22:33
Some eratta for the Sorcerer Paragon Paths that appeared in PH2 so that they are compatible with Spell Sources in Arcane Power, and the Spell Sources in the new book.
#28

bjornfellhanded

Jul 28, 2009 11:26:28
As for a Bow Bard build, there is already on as a PP that lets you use the Bow as an Implement and the range of the Spell is that of the Bow. And the Complete Arcane Power book had a good number of Bow based Spells in it as it stands with the PP mentioned above.

I believe that next Complete Arcane Power book will have more theme based opitions then truely new powers to keep power creep down. Which I think they are doing a good job at it so far. And really that is all I want out of the book, just different opitions for talents and class abilities with a bunch of new feats.

As for classes like the Warlock and Wizard NEEDING new spells of any level or type why? Each class has a theme they wanted to work with so that class will not have the same strengths of other classes in their field. They are are different so that they are all different and not just a reskin. There are going to be powers that some people will think belongs to another class, one they like to play, and will complain that they don't have it. If you don't like it then ask your DM if you can have that power. It is just that simple.
#29

rovin

Jul 28, 2009 11:33:05
Some eratta for the Sorcerer Paragon Paths that appeared in PH2 so that they are compatible with Spell Sources in Arcane Power, and the Spell Sources in the new book.

That implies that they're mistakes, and not deliberate design decisions. Giving those PP to the other sources is about as likely as them changing the PH1 ranger PP to be open to any build.

Wouldn't hold my breath on that.
#30

mrpopstar

Jul 28, 2009 13:27:14
BjornFellHanded:
[indent]
As for a Bow Bard build, there is already on as a PP that lets you use the Bow as an Implement and the range of the Spell is that of the Bow. And the Complete Arcane Power book had a good number of Bow based Spells in it as it stands with the PP mentioned above.

The Euphonic Bow Paragon Path is the only means by which Bard's can viably utilize their bow proficiency.

A Bard that does not take this Paragon Path, and chooses to wield a bow, is making sacrifices that most (close to all) other builds are not forced to make.

Considering only the Bard's proficiencies at creation and the Songblade enhancement...[indent]Bards can wield a shield in one hand and a melee weapon, ranged weapon or implement in the other, granting them an AC bonus and access to a single subset of attacks:[indent]shield and club/mace/sickle/longsword/shortsword/scimitar = +1 AC; Melee weapon attacks

shield and hand crossbow/sling = +1 AC; Ranged weapon attacks

shield and wand = +1 AC; Implement attacks
[/indent]Bards can wield a shield in one hand and a melee weapon with range in the other, granting them an AC bonus and access to two subsets of attacks:[indent]shield and dagger/javelin = +1 AC; Ranged and Melee weapon attacks[/indent]Foregoing a shield, Bards can wield a wand in one hand, and a ranged weapon or melee weapon in the other, granting them access to two subsets of attacks:[indent]wand and hand crossbow/sling = Implement and Ranged weapon attacks

wand and club/mace/sickle/longsword/shortsword/scimitar = Implement and Melee weapon attacks
[/indent]Foregoing a shield, a Bard can wield a wand in one hand, and a melee weapon with range in the other, granting them access to three subsets of attacks:[indent]wand and dagger/javelin = Implement, Ranged and Melee weapon attacks[/indent]Foregoing the shield, Bards can wield a polearm, granting them reach and access to a single subset of attacks:[indent]glaive/halberd/longspear = reach; Melee weapon attacks[/indent]

.....



Factoring in the Songblade enhancement, a Bard can wield a shield in one hand and a melee weapon in the other, granting them access to two subsets of attacks:[indent]shield and shortsword/longsword/scimitar with Songblade enhancement = +1 AC; Melee and Implement attacks[/indent]Factoring in the Songblade enhancement, a Bard can wield a shield in one hand and a melee weapon with range in the other, granting them an AC bonus and access to three subsets of attacks.[indent]shield and dagger with Songblade enhancement = +1 AC; Ranged, Melee and Implement attacks[/indent]Factoring in the Songblade enhancement, a Bard can wield a polarm, granting them reach and access to two subsets of attacks:[indent]glaive = reach; Implement and Melee attacks[/indent][/indent]

Consider all that and then consider this...[indent]Bards can wield a bow, granting them access to one subset of attacks:[indent]bow = Ranged weapon attacks[/indent]

.....



There is no enhancement available to bow-wielding Bards so... that's it.[/indent]Pretty lame, wouldn't you say?

A request for something like this is surely warranted...[indent]Factoring in the Songbow enhancement, a Bard can wield a bow and access two subsets of attacks:[indent]bow with Songbow enhancement = Implement and Ranged attacks[/indent][/indent][/indent]
#31

burningrose

Jul 28, 2009 14:37:25
Let's see...

Artificer:
I couldn't really care less; haven't looked at him too much, or seen him in play yet. Meh.

Bard:
Once again... Meh.

Well, for the ones I actually have an opinion about:

Sorcerer:
I don't know exactly, but I think a straight-up cataclysm sorcerer would be cool. Fueled by volcanic eruptions, earthquakes, tidal waves, explosions, Meteors, stuff like that. It might cross over into the Chaos/Storm sources, but then, those two kinda cross over already. And Dragon does similar damage types anyways, so I think it would end up fine.

Warlock:
We need a shadow pact. There's already kind of a pact for every plane:
Infernal: Astral Sea (technically, yes. It crosses over into Divine almost, if you think about it)
Fey: Duh.
Vestige: Natural (Hell, you're calling on ancient spirits. That sounds almost primal to me)
Dark: The abyss, which you could also tie in with the elemental chaos, but then, I think elemental deserves it's own pact as well (That would be like the elemental power source!). (Hell, it's about Lolth, so though she's in the abyss, it could be sort of like divine too)
Star: Far realm (About as close to Psionic as you're going to get).

So, what we're really missing is a Shadowfell/Shadow power source theft pact. That way Warlocks will be a mutant bastard child of all the power sources equally, mwuhahahaha!

Oh, and I'm so in favor of secondary optional at-wills for the other pacts. And make Eldritch Strike a possible replacement for Eldritch blast, instead of it being a human-only ability (The idea of an Eldritch Striking Scythe wielding infernal warlock is just too cool. I wish it worked at all). I'd like to see a more striker-y at-will for fey, too.

Wizards:
I don't know. More implements and implement masteries, I guess.

Swordmages:
While an Int/Dex build would be cool, if it wasn't cool enough for ensnaring swordmage, I doubt they'll do it (That would have been so perfect, shadar-kai make great ensnaring swordmages thematically (Chains? Hello? Yeah!)). I can't really see a reason not to let them use other weapons, aside from their name (which seems arbitrary as well; I guess they couldn't think of anything better). But especially since they have no Dex build, it sucks to be stuck with heavy and light blades.

More familiars would be cool, and more familiar feat options. More rituals is always cool. Oh, and a Scythe magic weapon that can work like Pact Blade. Really, why isn't that in there already?!
#32

Tectorman

Jul 28, 2009 15:06:17
What I expect:

More At-Will powers for the Bard and the Artificer.

If I pick Fighter as my class, even if I also pick Human as my race, I'm only required to buy one weapon. If I'd like to buy another, I certainly can, but it's not required. There will never be an issue with there only being two At-Will Fighter powers that work with a weapon or a specific kind of weapon.

This is true of many classes: Wizard, Warlock, Barbarian, Invoker, etc.

Due to supplemental materials, this also became true with other classes. Before DP, if I had a Human Cleric, I would have to buy a second attack device (either a weapon if I focused on Implements or an implement if I focused on Weapons), whether I wanted to or not.

Fighter doesn't have to make that choice, Sorcerer doesn't have to make that choice, Warden doesn't have to make that choice, etc.

Now, thanks to DP, the Cleric doesn't have to make that choice, either. A Human Cleric who only wants to use a weapon can now pick the three Weapon keyword powers and he's now not stuck with a power he'll never use because he didn't want to spend money in such a way as he never should've been forced to in the first place.

Why's that important? Because a Human not getting to use (or due to decreasing accuracy because of a lack of enhancement bonus, not getting effective use) out of his third At-Will is the same as a Halfling who never gets his Second Chance. Or a Deva who never gets his Memory of a Thousand Lifetimes.



So I expect 2 more Bard At-Will attack powers for ranged weapons, 1 more Bard At-Will attack power for melee weapons, 1 more Bard At-Will attack power for implements, 1 more Artificer At-Will attack power for melee or ranged weapons, and 1 more Artificer At-Will attack power for implements.

I'd also like to see (but don't expect to see) some kind of feat or class feature or something saying Swordmages can use any melee weapon (not necessarily a Light or Heavy Blade) as an implement for his Implement-keyword attacks.

Why? Because it's strange that a Swordmage can use any weapon he likes for the Weapon-keyword attacks (you know, the ones that actually operate off of the weapon's traits), but he can't do it for the Implement-keyword attacks (the ones that don't give a flip).

I don't expect it, but it'd be nice to see.
#33

johnthedm7000

Jul 28, 2009 18:00:57
I'd love:

More feats to boost familiars!

More feats to boost summoning!

A dex-based bard build that's an acrobatic sort of fighter

An artificer build with a pet of some sort, with options to build on that pet

Alternate pact at-wills for warlocks which are equal to the current ones

Simply stating that when you create a swordmage character you can designate one weapon group as the sort of weapon that you can use as implements. It's not that fricking difficult! Please don't patch this with a feat.

Rituals that copy fun spells from 3.5 in a more balanced way, along with new ones

Interesting utility powers for all classes that ooze flavor.

More non-combat utility powers.
#34

vebrandsson

Jul 28, 2009 18:16:11
What I want to see for arcane power 2 would be an arcane equivalent to the martial class's weapon masteries (the multiclass feats that are built around certain weapons that have appeared in dragon like the whip mastery from the gladiator article or the spiked chain mastery from the shadar-kai article). I would call the arcane versions specializations, and you could have them built around anything from damage types to effect keywords.

For instance Fire specialization would have its "multiclass" feat give you some minor bonuses for all fire keyword attacks, and then present three powerswap fire oriented powers with unique effects. You could do the same thing with charm powers, or fear powers, or illusion powers, or any other damage type with out much issue, and I think it would be well received, though the bard and his infinite multiclassing kinda hurts the idea so limit arcane classes to only 1 specialization no matter how much they can multiclass (as there is a FR background that lets you MC twice also)
#35

KoboldWithTnT

Jul 28, 2009 19:53:12
-Familiars

Artificers,
-Traps
-Non-daily summons (Yea, I know...)

Bards,
-Ranged weapon powers
-Psychic powers (MOAR!!!!)
-Thunder powers

Sorcerers,
-A psychic spell source (MOAR!!)
-A Con and/or Int based build

Swordmages,
-A psychic focused aegis (MOAR!!!)

Warlocks,
-MOAR!!! I mean, psychic powers
-More choice for the at-wills, especially for CHA focused Star builds
-More choice for the at-wills, this time for everybody
-Something to change my mind about the typo they made when they wrote their class role

Wizards,
-Necromancy
-More implements (Staffs and Wands, especially)
-At least two at-wills


PHB3 won't be enough psychic for me, bring it on!
#36

mkill

Jul 28, 2009 21:17:39
Swordmage: Someone who has an Immediate Interupt power

As a Swordmage player, I understand your pain, but I don't think there will be a new Aegis with an interrupt instead of a reaction. This would just blow Assault and Ensnaring out of the water, and possibly even shielding. There is no way we will see this.
#37

nnjguy

Jul 28, 2009 21:47:15
I would really like to see an additional At-Will power for each Warlock Pact. Perhaps even give the Star Pact a few since some will be CON and some will be CHA.

I would like to see a PP for a Star Pact Warlock that has CON as the only stat needed to hit as opposed to having to boost both CON and CHA.

I would like to see a dual-blade wielding Swordmage.

I would like to see a number of different Wizard At-Wills that cover some of the other elemental damage types.

I would like to see an additional type of Swordmage with teleportation as it's theme that is built on DEX as is secondary stat...like a dual-blade wielding one that fits more with Eladrin.

I would like to see a number of additional summoning spells calling different types of creatures hinting at entities being summoned from varying planes.

I would like to see a Bard with DEX as it's secondary stat.

I would like to see some EDs of a more Arcane bent that offer a +2 to two stats.
#38

Vael

Jul 29, 2009 1:30:09
My wishlist:

In general:
- Better multiclass feats and paragon paths for arcane/arcane multiclassers/hybrids. Since every class except warlock starts with arcana, I'd like multiclass feats that assume you already have arcana and offer better benefits because of it.
- more familiars.

Artificers:
- More. Lots. More summons, sigil spells, Paragon paths. Next to the other Arcanes, Artificers need some love.
- A more striker-y build.

Bards:
- Nothing pressing right now. Bards rock. Still some new powers and paragon paths would be nice.

Sorcerers:
- More flexible spell options for creating elementally themed builds. What I mean, is that, until you start burning feats at Paragon for Arcane Admixtures, Sorcerer at-wills kinda limit your power choices. What I'd like are more generic spells that once you learn them, you set their element. For example, a Burning Spray copy, but when you choose it, you choose one damage type from a limited list, say, Fire, Cold, Lightning and Poison.
- A summoning spell source?

Swordmages:
- Ability to use non swords as implements.

Warlocks:
- Eldritch Strike made into a possible substitution for Eldritch Blast without houserules.
- Astral Pact, a "good" option for warlocks. I like the dark themes they've got, but a lighter pact would be neat.

Wizards:
- New Wand and Staff Implement Masteries.
#39

Calestin_Kethal

Jul 29, 2009 8:05:01
I have but one wish:

A way for other arcane classes to get cantrips or cantrip effects without having to hybrid into wizard.
#40

surbrus

Jul 29, 2009 14:15:10
Hexblade

Spell Thief

The Hexblade could be made an option for a Swordmage perhaps. Or perhaps it could be an option for a more melee focus warlock, the Hex's could possibly create more effects for your Warlocks Curse.

Spell Thief is a hard one though, since magic works completely different in 4.0. Maybe give a spell Thief the ability to steal daily or encounter powers a certain number of times a day (think Paladin's Lay of Hands). Or it's encounter, utility and daily could just be that it steals the target's encounter, utility and daily respectively. The biggest fluff problem here would be what happens when the Spell Thief tries to steal a fighter's encounter? Would stealing abilities be limited everything but martial?... I think that may work, and it would be so awesome.

However, I would like all the power sources to make their debut before we start adding "X Power Y" (where X is power source and Y is a number >1).
#41

Hippolyte

Jul 29, 2009 14:18:17
In general:
- Better multiclass feats and paragon paths for arcane/arcane multiclassers/hybrids. Since every class except warlock starts with arcana, I'd like multiclass feats that assume you already have arcana and offer better benefits because of it.

I sincerely wish they would loosen up the multi-class feats a little. Let the player choose the skill from the new class. Let the player buy more of the features. Let the player buy an increase in uses/day: for instance let someone buy more uses of Majestic Word than one in a day.

Of course, a dungeon master can homebrew this, but the character builder and support material constantly chafe at this.
#42

burningrose

Jul 29, 2009 15:17:51
Spell Thief is a hard one though, since magic works completely different in 4.0. Maybe give a spell Thief the ability to steal daily or encounter powers a certain number of times a day (think Paladin's Lay of Hands). Or it's encounter, utility and daily could just be that it steals the target's encounter, utility and daily respectively. The biggest fluff problem here would be what happens when the Spell Thief tries to steal a fighter's encounter? Would stealing abilities be limited everything but martial?... I think that may work, and it would be so awesome.

Take a look at the Chameleon Paragon Path for Changelings. It has a lot of that, but it's not limited to arcane.
#43

mrpopstar

Jul 29, 2009 17:24:41
Vael:
[indent]
In general:
- Better multiclass feats and paragon paths for arcane/arcane multiclassers/hybrids. Since every class except warlock starts with arcana, I'd like multiclass feats that assume you already have arcana and offer better benefits because of it.
- more familiars.

Yes![/indent]
#44

vebrandsson

Jul 29, 2009 18:01:14
Spell Thief

Spell Thief is a hard one though, since magic works completely different in 4.0. Maybe give a spell Thief the ability to steal daily or encounter powers a certain number of times a day (think Paladin's Lay of Hands). Or it's encounter, utility and daily could just be that it steals the target's encounter, utility and daily respectively. The biggest fluff problem here would be what happens when the Spell Thief tries to steal a fighter's encounter? Would stealing abilities be limited everything but martial?... I think that may work, and it would be so awesome.

Two big problems with the idea of a 4e spellthief:

1) Excepting the rare monster with a class template or the rare NPC using the official rules, no non player enemy has a power source for any of its abilities. So its hard to design a spellthief that can't take the werewolves bite or the dragons claws, or things of that nature.

2) Monsters have at-will, recharge, and encounter powers, again excepting that which I stated before there are almost no monsters with daily powers. Monsters are designed for one encounter and then die, which means their encounters may as well be their dailies. And that aside there are some things that monsters can do at will (like a dragon's multi attack at-wills) that a player should never get his hands on, and of course there are things some monsters can do that players should never get ever ever ever (Orcus's touch of death for instance).
#45

igniz

Jul 30, 2009 6:35:12
Vael:
[indent]Yes![/indent]

This is why I suggested a book on Hybrid Power, something to specifically beef up the Hybrids and MC's.
#46

kilpatds

Jul 30, 2009 16:21:00
A Melee Arcane Striker build. I'd do it off of the Sorcerer, enhancing Channeling to allow you to use it with any one-handed blade (or any light blade), and creating a bunch of powers that look something like

Ranged 10
Attack: Cha vs. Ref
Hit: Xd6 + Z damage, does foo
Duskblade: If channeled through your weapon, does X[W] + Z damage instead.

Melee Infernal Warlock powers and PP (defender-ish). Give em something to do with those temp hit points.

Eldritch Strike: Now possible for non-human warlocks to actually acquire.

A good striker PP for assault swordmages ("+Str to damage 1/rnd, has multi-attack powers or features" type good.)
#47

Hippolyte

Jul 30, 2009 18:54:11
More rituals. And ways to increase the effectiveness of rituals.

More ways to reduce the cost of rituals.

Detailed dungeon master fluff on components. Where and how can people find them in the wild, in the planes, et cetera. This could provide treasure ideas, plot hooks and a way to reduce the cost of rituals instead of just destroying magic items for residuum.
#48

Tectorman

Jul 31, 2009 12:17:54
One other thing I forgot:

More stuff for Spellscarred. Powers, feats, and possibly additional class features as in the manner of a Hybrid (I believe that a full class writeup would be difficult without an established combat role; but writing up what a Hybrid Spellscarred-Something gets from the Spellscarred side shouldn't be as difficult).

I say this in light of the fact that Spellscarred works so well as a Multiclass, in that any stat you start out with also works as the Spellscarred's attack stat. So more support for this would be welcome.
#49

Omni-Wyvernil

Aug 02, 2009 2:51:37
Ideas for Arcane Power 2:

Artificer: More options across the board, since they haven't gotten extra material yet.

Bard: Since AP1 gave us a WIS build in addition to the CON and INT builds, and given the bard's flexibility in multiclassing, alternate stat setups will probably continue to be an option. A distinct possibility would be a CHA/DEX build (Virtue of Grace?) focused on blade-dancer type powers and close-range control.

Sorcerer: Not sure what other builds could be included. Maybe a more melee-oriented build with a lot of close bursts or something with a lot of fire and explosions (though that might carry the risk of obsoleting the Hell Warlock).

Swordmage: Not sure what they'll do here. Maybe a few alternate features or feats that let powers be used with additional weapons, but they might not rock the boat too much here when it comes to thematics.

Warlock: Death Pact - A pact giving the warlock the abilities of the living dead. Includes a lot of powers with a vampiric or ghoulish theme, and some minor necromancy. Additionally, they might add an extra at-will power for each of the existing pacts, which can be taken in place of the defaults (or at the same time, in the case of human warlocks).

Wizard: Transmuter is probably the most likely new build to appear for the wizard. Enchantment is covered by the psionic source, while necromancy will probably be covered by the shadow source. Divination doesn't really have enough combat powers to make a full build.
#50

lurker47689

Aug 02, 2009 10:10:20
A warlock machine pact sounds awesome, but I'm really afraid it'd steal the Artificer's thunder.

That said, I'd really like to see more support for the Vestige, Dark, and Fey pacts, more paragon paths, possibly a new incarnation of the Alienist, more low-level yet useful items, more familiars, and an Epic Destiny that DOESN'T suck when compared with the Demigod. (Parable, I'm looking at you)
#51

Shroomy

Aug 02, 2009 16:46:26
I'm not sure if more builds are necessary for the arcane classes; IMO, the one exception would be the artificer. Instead, I'd rather see more options for the existing classes and builds, more illusions, more summons, more vestiges, feats, rituals, etc.
#52

Omnirahk_half-Rahkshi

Aug 03, 2009 19:12:42
I would love to see rules of some sort for grafts. Maybe that would be better suited to PH3, but I remember grafts fondly, and it's definitely an arcane thing to be doing - grafting on a hunk of plant matter/ a construct's arm/ a piece of an elemental to replace a lost limb (or just plain upgrade). The self-forged has a little bit, but I'd like to see any character get that with the right arcane ritual and feat expenditure/item purchase. It it teh awesome! (And yes, I intentionally wrote 'teh').
#53

sigil_beguiler

Aug 03, 2009 19:20:59
I would love to see rules of some sort for grafts. Maybe that would be better suited to PH3, but I remember grafts fondly, and it's definitely an arcane thing to be doing - grafting on a hunk of plant matter/ a construct's arm/ a piece of an elemental to replace a lost limb (or just plain upgrade). The self-forged has a little bit, but I'd like to see any character get that with the right arcane ritual and feat expenditure/item purchase. It it teh awesome! (And yes, I intentionally wrote 'teh').

I would love to see this in any book, but probably PHB3 or Adventure Vault. So we can have not just magical ones but mechanical as well. I want my clockwork/steampowered equipment, of all types; arms, legs, eyes, etc. I would also like it outside Arcane Power since more likely all classes could take it then. It be neat to see flesh-crafting type grafts too, turn arm into large mantis claw, or teeth into shark mouth, etc.
#54

Omnirahk_half-Rahkshi

Aug 03, 2009 20:55:19
Having read through the thread now, I'm going to second that the sorcerer needs some more variety in the energy types of its powers. I just tried statting up a character whose power came from years of slavery to a purple dragon until his mind broke, and I found dragon pact sorcerers really can't use psychic powers effectively - even though there's a fracking psychic dragon! I can understand that it's a tad obscure, but I can hear a hey oh for the green dragon! It's the manipulative one! Let's invoke its sinister psychic poisons! I mean, look at the Monster Manual - it has mind venom! /end rant.

I also laud the idea of a death-pact warlock. It seems so appropriate for a warlock to be swearing fealty to a vampire or lich. Of course, this might step on the toes of shadow magic, but it feels like the warlock has the best excuse to straddle the boundaries of power sources.

While I don't expect to see it, I was intrigued by the Bazaar of the Bizarre: hoard of Ashardalon entry on the forgotten dragon pact. It might be nice to see another couple of hints of its remainder, at least in a power or two and dragonborn warlock goodies, even if not fully developed. I don't think it should be fully developed - that's what we have the sorcerer for, but I would love to see those little easter eggs.

EDIT: I remembered there's more I'd like to see:

An artificer epic destiny: the artifact lord. Or whatever they called the idea from "Epic Destinies in 3.5." Anyone else remember that article? I loved it.

I'll ditto the spellthief, though I'll admit it'll be hard to pull off. But I've got a couple of ideas:
- make the attack deal necrotic damage, and flavor it as siphoning off the magical energies inherent in all life to power your spell.
- using a similar siphoning explanation as above, the target loses an encounter power, and you regain the use of a spent arcane encounter power.
- I don't think a full class would be doable, and I definitely do not expect a new class in arcane power, but I see two options:
1) Make it a multiclass-only class that requires training in arcana (we know rogues should be able to become spellthieves too - if they work for it). So you take the feat, and you get some minor benefit and can take the encounter, utility, and daily power associated with spellthieves. The powers should really place an emphasis on regaining a spent arcane power.
2) A new warlock pact? I know people think we've got enough, but this just screams "Warlock!" I mean really, my friend describes the concept of a warlock as "your magic is really, really creepy." How much creepier do you get than stealing the essence of people around you for power? Although that does sound a bit like a dark pact warlock.

Now I've got the gears in my head turning, and I might try to make one of these happen. Probably the multiclass, since I'm lazy and have never really worked out a full class. Even if a new warlock pact really only requires one class feature and two powers per level. Certainly less than a fully fleshed out class with 2 powers per build.
#55

burningrose

Aug 03, 2009 22:31:29
Of course, this might step on the toes of shadow magic, but it feels like the warlock has the best excuse to straddle the boundaries of power sources.

Yeah...

Vestige: Primal
Infernal: Could be considered Divine with Asmodeus
Star: Kinda Psionic... maybe?
Fey: Also reminiscient of Psionic, but only in feel and less in source
Dark: Could be considered Divine with Lolth, but also Elemental because she's in the Abyss.

So yeah. Bring on the Shadow Source Pact!

EDIT: Or a martial pact! You could get your power from swords! (/sarcasm off)
#56

ppaladin123

Aug 04, 2009 2:22:22
I'd like to see more Artificer powers with wisdom riders. Almost all the powers in EPG are for the Constitution-build.

Also, I'd love to see warlocks get another damage boost...
#57

sfdragon

Aug 04, 2009 4:16:21
Bladesinger
#58

Hippolyte

Aug 04, 2009 5:02:37
Bladesinger

Swordmage with a different name?
#59

Omnirahk_half-Rahkshi

Aug 04, 2009 7:30:54
Swordmage with a different name?

Or a paragon path.

Also, I'd like to see some theurgic paragon paths. Now maybe a wizard/mutliclass cleric/paragon multiclassing build would do it, but why not start introducing some theurge paragon paths?
#60

DragonsWrath

Aug 04, 2009 9:04:38
Oh, and class-specific Epic Destinies for the Warlock, Sorcerer and Artificer, can't forget about those! The Wizard's got two, most of the generalist Arcane Epic Destinies work for their theme, the Bard's got at least one, and the Swordmage has one too, so why not the others?

Yes.


This is probably the big one for me. Lots of other great ideas were presented as well. Of course, now I forget all the other things I was going to say. :/
#61

Omnirahk_half-Rahkshi

Aug 04, 2009 9:40:49
Oh, and class-specific Epic Destinies for the Warlock, Sorcerer and Artificer, can't forget about those!

Yes. As I've said, artifact lord for artificer. Dragon sorcerers need an epic destiny where the "immortality" is becoming a dragon. I suppose like the Dark Sun sorcerers? I don't know much about them, but it feels appropriate. I don't know what other sorcerer paths need. For warlock, I'd publish the star pact epic destiny that ends with you becoming a star. The other pacts also need something cool. I like ascendency destiny quests.

And, one of my versions of the 4e spellthief is up - this one's a warlock paragon path.
#62

Omnirahk_half-Rahkshi

Aug 06, 2009 21:35:25
You know what? It'd also be nice to see an Arcane Trickster paragon path. It'll probably wind up offering a lot to illusion spells, but I hope it also requires the rogue class. It's an old favorite. One more thing I'd like to see. Two words:

Explosive Runes.
#63

spirit_golem

Aug 06, 2009 23:33:26
You know what? It'd also be nice to see an Arcane Trickster paragon path. It'll probably wind up offering a lot to illusion spells, but I hope it also requires the rogue class. It's an old favorite.

Maybe it could just need training in rogue abilities, Stealth, Streetwise, Thievery, or perhaps gain those skills.

Something that I would like are wizard spells that have primary or secondary effects based on Con so that summoner wizards aren't giving up so much because of their builds.
#64

cogline1987

Aug 07, 2009 0:03:57
I just wanna see assault swordmage powers that don't have a rider that says "You may use this power in place of a melee basic attack when using your Aegis of Assault immediate reaction". Seriously, saving your encounter powers for the off-chance that your mark activates and it is a tactically viable time to use it? Not fun, not cool, not interesting.
#65

Haldrik

Aug 08, 2009 16:10:51
Things I want.

Swordmage
  • A new Int-Dex build that synergizes well with Eladrin swordfighting style.
    Can focus on using a Versatile weapon two-handed, or can weild two weapons simultaneously, one in each hand. This build *doesnt* use Str, but rather uses Arcane magic (Int) and superhuman gracefulness, speed and precision (Dex), to be effective. Magical acrobatics. (The Elf prince in the movie, Hellboy and the Golden Army, comes to mind for visualizing this flavor, using swords and spears, with extraordinary grace, even one in each hand. Except, the Swordmage version would have flashier Wizardish effects.)
    New and interesting ways to use the Teleportation keyword.
    Along the lines of the Bladesinger prestige class from previous editions, one tactic of this Int-Dex Swordmage could be to use the weapons defensively to form a barrier against Melee foes, while simultaneously *teleporting* the Swordmage power effects to elsewhere on the battlefield (thus converting Melee powers into Ranged powers) to attack other foes elsewhere on the Battlefield. This allows the Int-Dex Swordmage to 'defend' multiple allies simultaneously.
  • Alternative weapon proficiencies, especially unarmed combat, for Ultimate Fighting Championship flavor with awesome magic effects. :D MMMA mixed-magic-martial-arts! This unarmed Swordmage also works well for those who like flashy superhero flavor. Also, there is a need for a 'Melee Wizard' build, and a weaponless Swordmage can fulfill this need best.

Artificer
  • A new Int-Dex Artificer build that synergizes well with Eladrin Arcane rituals. In this case, Dex flavors as manual dexterity to craft items or write runes with superhuman skill, to perform rituals or mix alchemical ingredients with superhuman precision. The Int-Dex build can work well with either the popular request for a magi-tek build, or a more Strikerish build, or both.
  • Options that allow the Artificer to heal EQUAL to the Cleric, including all the new Cleric healbot options in Divine Power. We need healing based on 'medical technology' rather than 'faith healing' to escape the Cleric monopoly on healing that seems to persist even in 4e, which was supposed to kill the monopoly. Artificers must be able to heal. Not grant temp hp, not grant bonuses, but heal. Plain and simple heal.


Wizard
  • A new Int-Cha Wizard build.


Emphasize the 'Generalist' aspects of the Arcane power source
  • Other power sources are more like the 'Specialist Schools' that the Wizard had in previous editions. The Arcane power source is more like a 'Generalist' that happily dabbles in all the other power sources.
  • Just look at all the toe-stepping by the Arcane Warlock. Fey Pact = charming Psionic, Dark Pact = Shadow, Vestige Pact = ghostly Shadow, Infernal Pact = devilish Divine, Star Pact = insane Psionic. A Primal pact could focus on disease and poison.
  • Its ok for the Wizard to have 'builds' that overlap other power sources, but itd be nice to do this in a 'polite' way. For example, add keywords that inform the player which power source the Wizard power borrows. If the Wizard power has Charm, it should include both Arcane and Psionic as its keywords. If Necromancy, it should include both Arcane and Shadow. And so on.
  • Charm, Phantasmal Illusion, and other mental effects belong to the new Psionic power source.
  • Telekinesis and other Force effects, including semi-real Illusions, also belong to Psionic.
  • Darkness, Cold, Stealth, Shadow-Walk, Necromancy, belong to the new Shadow power source.
  • Perhaps Fireball belongs to the new Elemental power source.
  • Polymorph (Shapechange) into living creatures or organic matter belongs to Primal.
  • Polymorph (Transmutation) into inorganic constructs belongs to Elemental?



Sorcerer
  • Officially switch the Sorcerer to the new Elemental power source, if necessary.
#66

burningrose

Aug 08, 2009 20:44:19
Things I want.

Swordmage
  • A new Int-Dex build that synergizes well with Eladrin swordfighting style.
    Can focus on using a Versatile weapon two-handed, or can weild two weapons simultaneously, one in each hand. This build *doesnt* use Str, but rather uses Arcane magic (Int) and superhuman gracefulness, speed and precision (Dex), to be effective. Magical acrobatics. (The Elf prince in the movie, Hellboy and the Golden Army, comes to mind for visualizing this flavor, using swords and spears, with extraordinary grace, even one in each hand. Except, the Swordmage version would have flashier Wizardish effects.)
    New and interesting ways to use the Teleportation keyword.
    Along the lines of the Bladesinger prestige class from previous editions, one tactic of this Int-Dex Swordmage could be to use the weapons defensively to form a barrier against Melee foes, while simultaneously *teleporting* the Swordmage power effects to elsewhere on the battlefield (thus converting Melee powers into Ranged powers) to attack other foes elsewhere on the Battlefield. This allows the Int-Dex Swordmage to 'defend' multiple allies simultaneously.
  • Alternative weapon proficiencies, especially unarmed combat, for Ultimate Fighting Championship flavor with awesome magic effects. :D MMMA mixed-magic-martial-arts! This unarmed Swordmage also works well for those who like flashy superhero flavor. Also, there is a need for a 'Melee Wizard' build, and a weaponless Swordmage can fulfill this need best.

As much as I'd like it too, I doubt an Int/Dex build for Swordmages will happen. I mean, if they didn't do it with Ensnaring (For which it would fit perfectly), why would they do it later?

Oh, and as for the Primal Warlock Pact: That's Vestige. Ancient spirits? Hello? :P

What Warlocks are missing is an elemental pact, I think. Or a shadow pact, since the Dark pact actually has no connections with the shadowfell, only with Demons and the Abyss...
#67

Omnirahk_half-Rahkshi

Aug 09, 2009 9:06:08
You know, I'd like to see a tricky illusionist swordmage. A concept I've had for a while now (I've been writing about in a non-D&D context for a few years now) would really gloss over as an illusionist swordmage. He trips you up by making nothing appear as it is. And even though he's a defender, so you better deal with him first, it's no easy task to even find him.
#68

Haldrik

Aug 09, 2009 18:37:07
Omni: A tricky illusionist swordmage.

So, that would be an Int-Cha Swordmage build? Sounds cool.

This is an open question for anyone. Whys there such a demand for a Cha-Dex Bard build? Is it just because of the Thief-Bard from previous editions, or is there more to it?
#69

johnthedm7000

Aug 09, 2009 20:35:32
I think that it's partly about the old "thief-bard" but also because people see grace as a big part of some performance arts (especially dance) and enjoy the idea of a "blade dancer" sort of Bard.
#70

captainfred

Aug 09, 2009 23:38:05
I'd like to see a feat for Swordmages to use two (or more) of their aegis specific immediate actions in one round.

And I'll agree it would be nice if there was at least a guideline for how to replace swords with other weapons.