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| #1UndrhilJan 05, 2009 22:52:38 | Chronowarrior "You've already lost ... you just don't know it yet." Prerequisites: any Defender class The Chronowarrior deals damage on four diminsions, leaving no doubts as to the fates of his enemies. Chronowarrior Path Features Chronostep (11th Level): You can split your move action up into multiple moves but you are still limited by your speed. Timestop (11th Level): At level 22, you can pick the Wizard Utility Timestop in place of a utility power of your base class of level 22. Sped Up Action (11th Level): Whenever you spend an action point to take another action and you use it for a move action, you may move double your speed and consider the entire movement a shift. Quick Attack (16th Level): Once per encounter, you can take your standard action before another creature's turn if you have not already acted this turn. This does not change the order of initiative and does not give you any additional attacks. Chronowarrior Exploits Timeless Chronowarrior Attack 11 You activate special runes carved into your weapon and cause the enemy before you to come to a stand-still in time. _______________________ Encounter ✦ Martial, Weapon Standard Action Melee Target: One enemy in range Attack: Constitution vs. Will (Deciding on making this match the attack line on the Daily power. Comments?) _______________________ Hit: The target cannot make any actions, attack or be attacked (save ends.) After the target saves vs. inactivity, immediately deal 1[W] psychic damage to the target. Chrono Enhancement Chronowarrior Utility 12 You focus your will power into extending your allies turn and giving yourself a bit more protection. _______________________ Daily ✦ Martial Standard Action Close burst 5 Target: Each ally in burst _______________________ Effect: You gain +1 to each defense score until the end of your next turn. Each of your allies in burst may make an additional minor action on their next turn in this encounter. If they do not have another turn in this encounter then this bonus is lost. Advance Strike Chronowarrior Attack 20 Your weapon hits the target and then a second and third weapon appear out of nowhere to attack the target as well. _______________________ Daily ✦ Martial, Weapon Standard Action Melee Target: One enemy in range Attack: Primary physical stat vs. AC _______________________ Hit: 3[W] + STR modifier psychic damage. The target is stunned (save ends.) Miss: Half damage and the target is not stunned. Effect: Make a secondary attack against the same target. _____Secondary Attack: Primary physical stat vs. AC (two attacks) __________Hit:1[W] damage |
| #2wyld_mutationJan 05, 2009 23:00:21 | The first ability is too strong I think, at least for a level 11 feature. It should be the lvl 16 feature and lose the lvl21 clause. The third feature... Is hard to guage. I would say it can be a lvl11 Feature. Sped up action MAY be too powerful. See the actin point feature of the Ranger Paragon path teleportatioon feature. I forget the path name... Timeless should have a damage roll, even if it's 1[W] |
| #3UndrhilJan 05, 2009 23:24:47 | The first ability is too strong I think, at least for a level 11 feature. It should be the lvl 16 feature and lose the lvl21 clause. What about Quick Attack is too powerful at level 11? It's once per day (once per encounter at level 21.) The third feature... Is hard to guage. I would say it can be a lvl11 Feature. Does it work, basically adding the Time Stop wizard utility to the level 22 utility power pick list? Sped up action MAY be too powerful. See the actin point feature of the Ranger Paragon path teleportatioon feature. I forget the path name... Really, all it does is all you to use the Wizard Utility 2 Expeditious Retreat when you spend an action point to make a move action. Not sure how that's too powerful, but I guess if I couple it with Chrono Step, it could be a tad on the strong side. ![]() Timeless should have a damage roll, even if it's 1[W] I've seen powers which don't do damage before. What's the general rule for attack powers which do and don't cause damage? Thanks for the input (as always!) Also, I have two other paths posted ... I kind of missed your input in those. ![]() |
| #4UndrhilJan 05, 2009 23:29:29 | Quick Attack (11th Level): Once per day, you can take your standard action before another creature's turn if you have not already acted this turn. This does not change the order of initiative and does not give you any additional attacks. At level 21, you may use this feature once per encounter, instead. How about this wording? It's not giving you a standard action, it's allowing you to use your current turn standard action now instead of waiting for your turn to come around. |
| #5wyld_mutationJan 06, 2009 0:10:00 | Well then it was a wording issue, however that kind of thing is... awkward to say the least. I recommend it as a lvl16 feature with per-encounter simply because the movement ability seems better suited at lvl11. The level 20 attack is FAR too powerful. As written it's 9[W], Stun, Stun, Stun (save ends each individually). I'll think on it. I recommended adding a 1[W] to the attack simply because it's for a Defender, or more accurately it's possibly reducing some of your ability to defend. A single 1[W] (or 1d6) would be fine and make it a bit better (it's a little weak). The lvl12 Utility seems pretty solid. Reword the addition of Timestop by Chronostep to: You treat the Wizard Utility Power "Timestop" as though it were a Utility of your own base class. Looks kinda ugly but it makes sure to get the point accross. As written your wording does the exact same thing. |
| #6UndrhilJan 06, 2009 2:48:38 | I have made some changes. Mainly, I swapped around the level 11 and level 16 features and I moved the Time Stop addition to it's own feature, so it's a bit more obvious that it's there. I also changed Advance Strike so that intead of repeating the attack, you make the attack and then make two more basic melee attacks against the same target. This way, it's not *as* powerful as it was (9[W] + 3*STR mod + stun, stun, stun.) And I think I prefer my wording for Time Stop, thank you very much. :P Oh, and I added the 1[W] damage to Timeless, but I am considing putting the damage *after* the enemy finally saves against the no actions. That would kind of play into the fact that it was an attack out of time or something, maybe? |
| #7wyld_mutationJan 06, 2009 11:05:29 | Time stop wording works for me. 2 Basic attacks still leaves 5[W] + 3Str Mod +3 Enhancement Bonus + 3 Miscellaneous bonus Which is well... Still pretty broken. Secondary attack: Two attacks against the rimary target Hit: 1[W] damage That line instead. Removes the riple Str Mod, however till leaves you with triple enhancement and triple miscellaneous bonuses. I understand what you want it to do, but I think as written that still is MILES better than most lvl20 attacks. Edit: I may be off on that, I don't have any books with me. |
| #8UndrhilFeb 10, 2009 20:42:08 | Bumping this paragon path up to get input on it. Wyld, any further comments on Advance Strike? |
| #9ff6shadowFeb 14, 2009 15:20:56 | Advance Strike is too good. As is it offers 3[W] and save ends stun, then 2[W] more in basic attacks. But your forgetting what happens at 21st level. Those basic attacks become 2[W]. Giving the power a total of 7[W] + 3*(Str+Enhancement+Miscelaneous) on top of Stun Ends. This is miles better than almost any daily in the game, barring a few, (Legion's Hold comes to mind) and it's available at 20th level. |
| #10UndrhilJun 29, 2009 20:31:09 | (Off topic: does anyone know why whenever I click on the Quick-Reply button in a post, it auto-quotes the post I am clicking it in?) On-topic! I have updated the paragon path. I made some of the suggested improvements and I am curious to know how they pan out now. Comments? |
| #11ff6shadowJun 29, 2009 20:33:50 | As I understand, that is a problem with the newest IE. |
| #12UndrhilJun 29, 2009 20:36:34 | Indeed. Compatibility mode works, though. ![]() |