Aegis of Ensnarement Redux

Post/Author/DateTimePost
#1

Tichrimo

Mar 01, 2011 18:32:03
At my table, we collectively sneer at the Ensnaring Swordmage.  Fun idea, terrible execution (in our opinion).

Here's a redux of the aegis of ensnarement we're trying out.  It stays more or less the same, with the following alteration.  Feedback welcome!

Affected original text:

If a target marked by this power is within 10 squares of you when it hits with an attack that does not include you as a target, you can use an immediate reaction after the target’s entire attack is resolved to teleport the target to any space adjacent to you. 


Proposed revised text: 

If a target marked by this power is within 10 squares of you when it makes an attack that does not include you as a target, you can use an immediate interrupt to teleport the target to any space adjacent to you. After being teleported, the target chooses new targets for the triggering attack. This new attack no longer provokes opportunity attacks, but must include you as a target. You gain resistance to the new attack's damage equal to your Constitution modifier.

#2

natural20username

Mar 01, 2011 19:49:06
Looks simple, but very effective. I'm kind of worried by the 100% efficacy of the interrupt though. Even fighters, who are A+ defenders only get to prevent movement a bit more than 50% of the time, though they do get less time getting smacked upside the head and get more retribution. Also seems dangerous when combined damaging effects that apply when you're hit.
#3

Tichrimo

Mar 02, 2011 8:55:58
Would an attack, say Int versus Will, be more in line for the interrupt?

Paladins and battleminds get to perform their mark punishment with 100% accuracy, so I'm torn on whether this is needed or not.  

It's not like we're invalidating the attack, we're just redirecting it -- come and hit me on your terms or I'll force you over and you have to hit me on my terms.   
#4

rampant

Mar 03, 2011 17:39:36
That's the issue. Most defenders offer a choice. Hit me or something bad happens to you. Yours doesn't.
#5

natural20username

Mar 03, 2011 23:29:03
Maybe you could let the target teleport next to you as prescribed by your adjustment OR let it take 1|W| +Int mod + Con Mod damage and be pulled 1/2 con mod squares (minimum 1).

May be a bit strong still, but offers a choice similar to what the fighter does, only instead of extra accuracy, extra damage plus a minor status effect.
#6

Tichrimo

Mar 05, 2011 13:27:31
That's the issue. Most defenders offer a choice. Hit me or something bad happens to you. Yours doesn't.


The plan was to fill a niche not yet covered by other defenders.


  • Fighter - if you attack my friend, I attack you first

  • Paladin - if you attack my friend, I autodamage you first

  • Warden - if you attack my friend, I either attack you first or move you afterwards

  • Battlemind - if you damage my friend, I autodamage you afterwards

  • Assault Swordmage - if you hit my friend, I attack you afterwards

  • Shielding Swordmage - if you hit my friend, I nerf your damage 

  • (Original) Ensnaring Swordmage - if you hit my friend, I move you afterwards


Now that you point it out, I agree we've removed the "classic" defender dilemma.  Adding an attack roll might make it a little more palatable, i.e.:


  • (Revised) Ensnaring Swordmage - if you attack my friend, I might move you and make you attack me anyway