[Class] Maelstrom - The Eye of the Storm

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#1

AnubisDread

Oct 08, 2009 6:22:19

 


MAELSTROM

Take shelter from the storm? Fool! I AM the storm!


CLASS TRAITS

Role: Controller. You force enemies to avoid you or suffer the consequences with your aura, and lay devastation to the field with incredibly large bursts and blasts.


Power Source: Elemental. You wield the raw chaos of the elements to create as much havoc as possible, becoming the eye of a storm of raw power. Depending on your choice of Storm Aura, you lean towards Striker or Leader as a secondary role.


Key Abilities: Constitution, Strength, Wisdom


 


Armor Proficiencies: Cloth


Weapon Proficencies: Simple melee, simple ranged


Implements: Orbs, rods, staffs


Bonus to Defense: +1 Fortitude, +1 Will


 


Hitpoints at 1st Level: 12 + Constitution Score


Hitpoints per Level Gained: 5


Healing Surges per Day: 7 + Constitution Modifier


 


Trained Skills: Endurance. From the class skills below, choose three more trained skills at 1st level. Arcana, Athletics, Bluff, Dungeoneering, Endurance, Intimidate, Nature, Perception.


 


Build Options: Maelstrom of Havoc, Maelstrom of Calm


Class Features: Storm Aura, Controlled Chaos, Pillar of the Elements, Weather Affinity


 


Maelstroms aren’t spell casters in the traditional sense. Nor are they anything in the traditional sense. The best way to describe a Maelstrom would be a storm with a person inside it… or a person with a storm inside. The devastation and chaos that surrounds a Maelstrom as they enter battle is a reflection of the chaos that embodies their own soul, bringing out the raw fury of the elements through the aura that surrounds them and the burst of energy they haphazardly unleash.


There are many ways one can become a Maelstrom. Perhaps you have the blood of the elements in you from your heritage, a dwarf that protects their allies with the solid stone in their bones or a genasi that taps into their elemental power to lay waste to all they see. Perhaps you learned the art, to tap into the chaos in every living things soul and unleash it about you in the form of searing flame and hampering wind. Perhaps you don’t even know yourself how this came upon you, horrified at the havoc you can wreak… and how much you enjoy it.


Raw power surrounds you and corrupts you, the very world shakes with your step. As you grow in power so does the storm that surrounds you and is inside of you, but will you learn to control it, or will it consume you?


 


MAELSTROM OVERVIEW

Characteristics: You are a pillar in the centre of a swirling storm. Your use of heavy armour protects you, allowing you to wade right into the heart of the enemy to unleash your heavy array of bursts, blasts, and zones.


Religion: Maelstroms are rarely religious. They see much devastation, and what kind of god would allow a walking natural disaster to roam the earth? Those that do turn to gods often worship those of chaos and power however, such as Kord, or those who’s sphere includes natural disasters such as Melora.


Races: Only the hardy can control the storm. Many dwarves become Maelstrom, using the power of the elements to protect their clansmen. Goliath and minotaurs also become Maelstrom quite often, although they use their powers to cause as much havoc as possible. Although they are not as hardy as the storm also demands, a genasi's natural grasp of the elements more than makes up for a loss of control in their devastation.


 


MAELSTROM CLASS FEATURES

You have the following class features.


Storm Aura


You have an Aura. Your Aura is a burst three zone that surrounds you, and follows you wherever you go. You are always in the centre of the zone. You can activate or deactivate your Aura as a minor action. Powers with the Aura keyword effect target in your Aura, and may also add a secondary effect to your Aura. Choose one of the following types of Aura:


Storm of Flames: At the beginning of your turn, non-minion enemies in your aura take damage equal to your Strength modifier. This increases to Strength modifier +2 at 11th level, and Strength modifier +4 at 21st.


Storm of Winds: At the beginning of your turn, each ally in your aura gains temporary hit points equal to your Wisdom modifier. This increases to Wisdom modifier +2 at 11th level, and Wisdom modifier +4 at 21st.


Controlled Chaos


Whenever you make an attack roll against an ally, you may choose to grant that ally a +2 bonus to all defences against that roll. In addition, if you miss an ally with an attack, you may choose to not apply the ‘miss’ effect, if it has any.


Pillar of the Elements


 If you are in cloth or no armor, at the end of your turn, reduce all damage taken to you until the end of your next turn by a number equal to the number of creatures currently in your aura (including you). Increase to number + 3 at 11th level, and number +6 at 21st


Weather Affinity


Once per day, you may cast the Detect Weather, Endure Elements or Control Weather rituals as though you had the ritual caster feat, a ritual book, and these rituals in the ritual book. You may choose to substitute Endurance for any other skill when rolling to cast these rituals, and may do so free of cost. However, you must still be of the ritual level or higher to cast the ritual.


 


CREATING A MAELSTROM

Maelstrom have many areas to focus in, but they can be grouped under two categories: Maelstrom of Havoc, and Maelstrom of Calm. All Maelstrom rely on Constitution, and depending on choice of Aura Wisdom or Charisma.


 


Maelstrom of Havoc: You don’t care about clever tricks like other controllers, you just want to get out there and do lots of damage! You lean towards Striker as a secondary role, and boy does it show. Takes lots of close blast and burst powers since you’ll be wading through the foe fairly often, and powers that restrict the enemies movement so they can stay within range of your aura without you having to chase them across the battlefield. Minions are usually no match to even one or two large attacks by a Maelstrom of Havoc. Constitution is necessary for your attacks and gives you extra hitpoints, so make that your highest stat. Your aura of choice, the Storm of Flames keys off of Strength, so make that your second highest. Make either Dexterity or Intelligence your third highest stat to boost your reflex Defence.


 


Maelstrom of Calm: You may have a storm around you, but that doesn’t mean you have to leave caution to the winds that comprise it. You lean towards Leader as a secondary role, and so prefer to act defensively than offensively. Try to take ranged powers more than close ones, since you’ll probably be keeping behind your allies to envelop as many of them in your aura as possible. Take lots of debilitating effects, because that means your friends will be able to take down the enemy that much more easily. Constitution is necessary for your attacks, to make sure to put plenty of stat points in it. You’ll probably want to take the Storm of Winds, so make Wisdom your second highest stat. Put extra points into Dexterity or Intelligence to increase your chances of dodging your enemies blows.

#2

AnubisDread

Oct 08, 2009 6:23:32
MAELSTROM POWERS
At-wills

 


Magma Jet                   Maelstrom Attack 1
A pillar of magma burst from the ground, splattering your foes in molten fury.
At-will * Elemental, Fire, Implement
Standard Action              Close blast 3
Target: Each creature in burst
Attack: Constitution-2 vs Reflex
Special: You get a +1 bonus to the attack rolls for each creature in burst
Hit: 1d10 + Constitution modifier
Increase to 2d10 + Constitution modifier at 21st level


Earth Tremor                Maelstrom Attack 1
The earth surrounding you ruptures forth, knocking your enemies onto their backs.
At-will * Elemental, Force, Implement
Standard Action              Close burst 1
Target: Each creature in burst
Attack: Constitution vs Fortitude
Hit: 1d6 + Constitution modifier force damage, and each enemy hit is knocked prone.
Increase to 2d6 + Constitution modifier at 21st level


Crackling Bolt              Maelstrom Attack 1
A  bolt of lightening falls from the heavens and strikes your foe, unleashing a wave of thunder against their allies.
At-will * Elemental, Lightening, Sonic, Implement
Standard Action              Ranged 10
Target: One creature
Attack: Constitution vs Reflex
Hit: 1d6 + Constitution modifier lightening damage, and each enemy adjacent to the target takes thunder damage equal your Constitution modifier.
Increase to 2d6 + Constitution modifier at 21st level


Ice Pulse                      Maelstrom Attack 1
A large blast of cold bursts forth, barraging your opponents with sleet and causing their joints to freeze shut.
At-will * Elemental, Cold, Implement
Standard Action              Close blast 3
Target: Each creature in blast
Attack: Constitution vs Fortitude
Hit: 1d8 + Constitution modifier cold damage, and the targets are slowed until the end of your next turn.
Increase to 2d8 + Constitution modifier at 21st level


Collapsing Earth                Maelstrom Attack 1
The earth around your foe gives way, making it difficult to traverse
At-will * Elemental, Force, Implement
Standard Action              Burst 1 within 10
Target: Each creature within burst
Attack: Constitution vs Reflex
Hit: Constitution modifier force damage.
Effect: The attack leaves behind a zone. All squares in the zone are treated as difficult terrain. The zone disappears at the end of your next turn.


Swift Whirlwind                     Maelstrom Attack 1
A miniature tornado blows into existence and streaks towards your enemy
At-will * Elemental, Thunder, Implement
Standard Action              Area Wall 3 within 5
Target: Each creature in wall
Attack: Constitution vs Fortitude
Hit: 1d8 + Constitution modifier force damage, and you slide the target one square


 


Encounter Powers 1

 


 Cold Feet
You laugh as a wave of frost envelop the enemy, firmly freezing their footing to the ground.
 Encounter * Elemental, Cold, Implement
Standard Action             Burst 1 within 5
Target: One creature
Attack: Constitution vs Fortitude
Hit: 1d8 + Constitution modifier Cold damage, and the targets are immobilized until the end of your next turn.


 Tsunami                        Maelstrom Attack 1
A breaching wave gushes forth, blasting your foes and sending them careening backwards.
Encounter * Elemental, Acid, Implement
Standard Action              Close blast 5
Target: Each creature within burst
Attack: Constitution vs Fortitude
Hit: 1d8 + Constitution modifier acid damage, and you push the target 1 square
            Storm of Winds: You instead push the targets a number of squares equal to your Wisdom               modifier.


Flaming Combustion                  Maelstrom Attack 1
The air about you combust and surges forth, encompassing all within range in a raging ball of fire.
Encounter * Elemental, Fire, Implement
Standard Action              Close Burst 5
Target: Each creature within burst
Attack: Constitution vs Reflex
Hit: 2d8 + Constitution modifier fire damage, and you grant combat advantage until the end of your next turn.
            Storm of Flame: You suffer a penalty to attack rolls against your allies with this power                     equal to you Strength modifier.


Ball Lightening                  Maelstrom Attack 1
A ball of lightening descends from above, before crashing among your enemies and unleashing rolling destruction.
Encounter * Elemental, Lightening, Implement
Standard Action              Wall 5 within 10
Target: Each creature within wall
Attack: Constitution vs Reflex
Hit: 2d6 + Constitution modifier lightening damage.


 


Daily Powers 1

 


Sink Hole                     Maelstrom Attack 1
The earth around you congeals into sucking mud, and soon enemies are unable to enter… or escape.
Daily * Elemental, Force, Aura, Zone, Implement
Standard Action              Close Aura
Target: Each creature within burst
Attack: Constitution vs Reflex
Hit: 1d8 + Constitution modifier force damage.
Effect: The attack leaves behind a zone that encompasses your aura (when you move, the zone moves with you) until the end of your next turn. Each space in the zone counts as difficult terrain to all but you.
Sustain minor: The zone persists.


Growing Storm             Maelstrom Attack 1
The storm about you rages, and rages, before bursting outward.
Daily * Elemental, Cold, Lightening, Aura, Implement
Standard Action              Close Aura
Special: Before the attack, increase your aura by burst 2. This increase lasts for the rest of the encounter.
Target: Each creature within burst
Attack: Constitution vs Reflex
Hit: 2d10 + Constitution modifier lightening and cold damage.


Stone Cage                  Maelstrom Attack 1
A stone barricade erupts from the earth, offering a view to those outside it of those trapped within.
Daily * Elemental, Force, Aura, Implement
Standard Action              Close Aura
Target: One, two or three enemies within Aura
Attack: Constitution vs Fortitude
Hit: 2d4 + Constitution modifier force damage.
Effect: Each space on the outskirts of your aura becomes impassable terrain until the end of your next turn. If an enemy is in a square that become impassable terrain, you may push them or pull them one square so they are no longer in the wall. This impassable terrain doesn’t move when you move, and does not offer cover or concealment.
Sustain minor: The effect persists.


Whirling Cyclone                        Maelstrom Attack 1
A tornado whips around you, tossing enemy and friend alike around like rag dolls.
Encounter * Elemental, Cold, Aura, Zone, Implement
Standard Action              Close Aura
Target: Each creature within burst
Attack: Constitution vs Fortitude
Hit: 1d10 + Constitution modifier damage, and you may slide the targets one square.
Effect: The attack leaves behind a zone that encompasses your aura (when you move, the zone moves with you) until the end of your next turn. At the beginning of your turn, you may slide each creature within your aura one square.
Sustain Minor: The effect persists.


 


Utility Powers 2

 


Lifting Wind
You command the wind to lend a helping hand to you or an ally.
At-Will - Elemental
Minor                                     Range 5
Target: You or an ally
Effect: You or the ally gain a +2 bonus to the next Athletics check you make this turn.


Storm Surge                             Maelstrom Utility 2
The storm about you grows in ferocity.
Daily * Elemental
Minor Action                            Personal
Effect: Your aura increases by burst 1 until the end of the encounter.


Pillar of Endurance                    Maelstrom Utility 2
Pah, you’ve suffered much worse than this!
Encounter * Elemental
Immediate Interrupt                       Personal
Trigger: An enemy deals damage to you
Effect: You gain temporary hit points equal to your Constitution modifier


Master Blaster - Malestrom Utility 2
You blast your foes into oblivion!
Encounter - Elemental
Free Action                                     Personal
Trigger: You hit multiple creatures with a single attack power.
Effect: Each target takes additional damage equal to the number of targets you hit with the triggering power.


 


 


Encounter Powers 3

 


Lightening Cascade                        Maelstrom Attack 3
Three bolts of lightening strike down, striking your foes and blasting them with thunder.
Encounter * Elemental, lightening, thunder, implement
Standard Action  Range 10
Target: One, two, or three creatures within range
Attack: Constitution vs Reflex
Hit: 2d6 + Constitution modifier lightening damage, and each enemy adjacent to the targets takes 1d6 thunder damage. A creature may take this thunder damage multiple times if there are multiple lightening strikes adjacent to it.


 Dig the Trenches                      Maelstrom Attack 3
The very earth parts at your whim, swallowing the enemy whole.
Encounter * Elemental, implement
Standard Action  Wall 4 within 5
Effect: You create a zone that last until the end of the encounter that encompasses the wall. Each square in the zone is a ten foot pit. Make an attack against each creature in the zone when it is created.
Target: Each creature entirely in zone
Attack: Constitution vs Reflex
Hit: The target falls into the pit and automatically takes 1d10 falling damage and falls prone. It does not get a chance to make an athletics check to reduce falling damage.


Gas Cloud                    Maelstrom Attack 3
A noxious cloud of gas ushers up from the earth, embracing the enemy in it’s choking grasp
Encounter * Elemental, Poison, Implement
Standard Action              Area burst 2 within 5
Target: Each creature within burst
Attack: Constitution vs Fortitude
Hit: 2d6 + Constitution modifier poison damage, and the target takes ongoing 5 poison damage (save ends)


 


Cry of the Storm               Maelstrom Attack 3
You usher out a shout that echoes the fury of the storm around you.
Encounter * Elemental, Thunder, Implement
Standard Action              Close Burst 3
Target: Each creature within burst
Attack: Constitution vs Fortitude
Hit: 2d6 + Constitution modifier damage, and the target is dazed until the end of your next turn.
          Storm of Wind: The enemy is instead dazed (save ends), with a bonus to their saving                     throws against the effect equal to 10 – your wisdom modifier.


Blinding Smoke                        Maelstrom Attack 3
Super hot smoke gushes forth, burning your enemies and making their eyes boil in their sockets.
Encounter * Elemental, Fire, Implement
Standard Action              Close Blast 2
Target: Each creature within blast.
Attack: Constitution vs Reflex
Hit: 1d10 fire damage, and the target is blinded until the end of your next turn.
         Storm of Flame: The burst is instead equal to your Strength modifier, or 2, whichever is                  higher. 


 


Daily Powers 5

 


Burnination                   Maelstrom Attack 5
Burn. Burn! BUUURRRRRRNNN AHAHAHAHAHA!
Daily * Elemental, Fire, Aura, Implement
Standard Action              Close Aura x 3
Target: Each creature within burst
Attack: Constitution vs Reflex
Hit: 2d12 + Constitution modifier fire damage.
Miss: Half damage.


 


Endless Electrifying Bolts                Maelstrom Attack 5
Whoever said lightening never strikes twice never met a Maelstrom.
Daily * Elemental, Lightening, Aura, Zone, Implement
Standard Action              Close Aura
Target: Each creature within burst
Attack: Constitution vs Reflex
Hit: 1d10 + Constitution lightening modifier damage.
Effect: The attack leaves behind a zone until the end of your next turn. The zone encompasses your aura (when you move the zone moves). Each enemy that starts its turn in the zone takes 1d6 lightening damage.
Sustain Minor: The zone persists.



Quicksand                    Maelstrom Attack 5
The ground beneath your foes feet becomes fluid, sucking the struggling enemy into the newly formed quicksand.
Daily * Elemental, Aura, Zone, Implement
Standard Action              Close Aura
Target: Each creature within burst
Attack: Constitution vs Fortitude.
Hit: The target is immobilized (save ends). If they fail their first saving throw against the effect, they becomes restrained instead (save ends)
Miss: The target is slowed (save ends)
Effect: The attack leaves behind a zone until the end of your next turn. This zone encompasses is equal to the burst of the attack, but it does not move when you move. At the start of each creatures turn, if they are in the zone, they suffer the attack portion of this power. You are immune to the effect of this zone.
Sustain Minor: The zone persists. 


Wind Buffer                  Maelstrom Attack 5
Swirling winds blow your foes away from you and your allies, before continuing to swirl, providing a protective barrier against their attacks.
Daily * Elemental, Force, Aura, Zone, Implement
Standard Action              Close Aura
Target: Each creature within burst
Attack: Constitution vs Fortitude
Hit: 1d10 damage, and you push the targets 3 squares
Effect: The attack leaves behind a zone until the end of your next turn. The zone encompasses your aura (when you move the zone moves). You and each ally in the aura gain a +2 bonus to all defences.
Sustain Minor: The zone persists.

#3

AnubisDread

Oct 08, 2009 6:34:49

(Reserved)

#4

AnubisDread

Oct 08, 2009 6:36:15

(Reserved)

#5

AnubisDread

Oct 08, 2009 6:41:41

I came up with the idea for the Maelstrom some time ago (though back then it was just a vague idea for a heavy armored controller with an aura that acted as a 'pillar' that was too tough to effectively attack but also had a nasty aura that would make enemies actively avoid them). However, back then I didn't fancy myself much of a home brewer, so I let it fall by the wayside. Now though... I still don't fancy myself much of a home brewer Tongue out But there was no way it was going to get created without me writing something up, so I gave it a shot.


I'd appreciate any critiques, advice, suggestions for amendments or powers, even negative criticism, it all goes towards making it a better class. I know there's probably a lot of issues (balance isn't my strong point, heh ^_^; )) so any help would be greatly appreciated.

#6

Zinger2099

Oct 08, 2009 6:55:51

I read it, and I like what I see, so kudos for that.


Things I would like to see more of:


1. Add Genasi to the flavour section on races that are commonly a member of this class. It makes sense.


2. What are elemental powers called? (i.e. martial exploits, arcane spells, divine prayers, primal evocations, shadow hexes).


3. The class features feel lacking. You should round it off with a nice third class feature. No class to my knowledge has fewer then 3 class features. I would recomend something like an ability that is fueled by that chaos that surrounds it. Perhaps elemental resistance? no, the sorcerer has that.... hmmm. How about the ability to ignore elemental resistances with his attacks? Not completely of course, but a certain amount. Also his aura should bypass resistances, as it is the shtick that drives this class.


4. Secondary roles? I would say he leans toward striker or leader, but explaining why and giving him powers to compliment those would be good. All classes have a secondary role. Damage is deffinitely there already to compliment the striker, but leader-ish powers could easily be put in as well. I'd like to see some powers that give allies benefits for being in your aura.


5. He uses an aura, so he should have more powers that pull targets in. One of his at-wills should do this, perhaps change swift whirlwind into a pull rather then a push. Or a slide.


Just my 2 cents.

#7

Zinger2099

Oct 08, 2009 7:03:29

Just to tack on to my 3rd point, I've got a great third class feature that just came to me that certainly fits with the whole chaos theme. Dunno what to call it but here it is:


If you are taking ongoing damage from any source you get a +1 to attack rolls.

#8

bone_naga

Oct 08, 2009 16:01:49

Detect Weather is a pretty pointless utility. Even if you had a wizard-like ability to swap out powers, I don't ever see it being used. Make it a ritual instead.


I like the dailies. I see the Elemental power source as being more than just attacks with fire/cold/lightning keywords. I see Elemental powers as shaping the world around them, similar to a transmuter, and I think the dailies really capture that. I think it would be cool to have some more powers like that, plus it could be a theme to work with, changing the world around you into a maelstrom. I'd like to see lots of zones for this class and more utilities like Pillar of Endurance. Not that elemental attacks aren't cool or anything, because they are, not to mention a necessity, but if you build the class around the elemental transmuter concept, then you really make it separate and distinct from the wizard. Just my 2 cents.

#9

AnubisDread

Oct 08, 2009 16:06:16

Glad you like the class so far ^_^. As for your points:


1. I tried to make genasi a favoured race for the class, but the best I could come up with was using Intelligence instead of Charisma for a secondary, and that seemed wrong for some reason..


2. I deliberately avoided naming Elemental powers, as I wanted this to be more about the class than my guesses as to the Elemental power source. That said, I was originally going to call them havocs.


3. Hm, that's true... I put too much stock in the old saying that a controllers schlick is in their powers I suppose. +1 while their taking ongoing damage seems a little odd though when they already have a minor power like that... I'll think of something. EDIT: Also, the aura is untyped damage so it already bypasses most resistances. I considered making it 'pick an energy type at 1st level', but like you said the Maelstroms trick is it's aura and it needs to be able to deal damage.


4. The secondary roles are defined in the "Making a Maelstrom" section, and are defined as being a Defender and a Striker. It was originally going to be Leader and Striker, but when I realized that the Storm of Winds was effectively a mass mark I switched Leader to Defender.


5. That is an excellent point. It does have a few difficult terrain effects and such to slow down the enemy so it can't escape (or really mean things like Stone Cage that makes it outright impossible), and I was planning to give the class a few restrained and immobilized powers later on, but I could switch a few powers to slide or pull..

#10

AnubisDread

Oct 08, 2009 16:10:43


Detect Weather is a pretty pointless utility. Even if you had a wizard-like ability to swap out powers, I don't ever see it being used. Make it a ritual instead.


I like the dailies. I see the Elemental power source as being more than just attacks with fire/cold/lightning keywords. I see Elemental powers as shaping the world around them, similar to a transmuter, and I think the dailies really capture that. I think it would be cool to have some more powers like that, plus it could be a theme to work with, changing the world around you into a maelstrom. I'd like to see lots of zones for this class and more utilities like Pillar of Endurance. Not that elemental attacks aren't cool or anything, because they are, not to mention a necessity, but if you build the class around the elemental transmuter concept, then you really make it separate and distinct from the wizard. Just my 2 cents.




Since the Maelstrom doesn't have Ritual Caster, making Detect Weather a utility made more sense... it's one of those outside combat utilities that seems useless most of the time, but if there's a storm or blizzard or what have you coming you'll be glad you had it.


As for the transmuter comment, I was going for a bit of a theme creating more harmful effects in your aura, creating difficult terrain and such. The fact that the Maelstrom has an at-will burst that creates difficult terrain (even if it's temporary) is a pretty big indication of that I think, glad you picked that up ^_^. I do plan to add quite a few zones later on, but there has to be a little for the straight up blasting Maelstrom as well... you can either funnel and control your enemy, or just blow them away Tongue out

#11

bone_naga

Oct 08, 2009 17:39:04

Since the Maelstrom doesn't have Ritual Caster, making Detect Weather a utility made more sense... it's one of those outside combat utilities that seems useless most of the time, but if there's a storm or blizzard or what have you coming you'll be glad you had it.


That's pretty situational. I would be very surprised if it was ever used. For a player to even consider it over other powers, you would have to have a mechanic that allowed the character to switch powers, much like the wizard's spellbook.

I do plan to add quite a few zones later on, but there has to be a little for the straight up blasting Maelstrom as well... you can either funnel and control your enemy, or just blow them away Tongue out


Naturally. What's the fun in controlling the elements if you can't zap a few goblins?
#12

ff6shadow

Oct 08, 2009 17:54:27

I'll start at the top.


I don't think proficiency in plate is appropriate. Most classes, even those who need heavy armor, don't get Plate or even Scale. Of the classes that need heavy armor in one or both builds ((1/2)Warlord, Fighter, Paladin, Cleric, (1/2)Invokers, (1/2)Bard) only the paladin gets all armor,and the Fighter gets all but plate. Both of them are the only defenders on the list. The rest are limited to chain as their highest natural armor. I would suggest, at the minimum, reducing this proficiency to chainmail. More interesting would be if a class feature permitted it to use Wisdom or Charisma to AC instead of Dex or Int if wearing light armor, maybe even limit to cloth and have it scale slightly, similar to Avenger AC . . . I just don't see a character who embodies a storm of elemental fury as typically wearing heavy armor. Such an ability could easily be explained as his aura shielding him from harm.


Rods and Staffs both make sense as implements, though I'm not seeing the Orb . . . the Orb implies some level of finesse to me. . . . the Maelstrom implies unhinged destructive power over finesse. But that is just a thematic opinion of mine. Otherwise, this looks good.


Why +2 fortitude? I understand that one must be hardy to contain the power, but wouldn't it require force of will to manipulate and use it (implied in the Wisdom and Charisma secondaries). Nothing wrong here, I just thing +1 Fort, +1 Will fits a little better.


HP, Surges, and HP per level are definitly off. Controllers 10+Con, 4/level, and 6 +Con surges (See Wizard and Invoker) Primal classes are an exception, as the increased quantities of HP are a feature of the power source, rather than the classes themselves. While it seems that the class is going to prefer close range, the Constitution primary, along with a decent AC and a party defender should make it viable. If you are really worried, you could also add a defensive class feature, perhaps something that pushes foes back when you are it.


The auras both loook very strong, and neither really feels like a controller feature. Storm of Flames is a Striker class feature (see Sorcerer) only better, being automatic damage. And Storm of Winds is defender class feature, one that makes a defenders mark look weak (easily a -3 penalty at first level, and possibly a -7 by 30th. Both should probably be weakened in some way. . . . maybe:


Storm of Flames: At the beginning of your turn, non-minion enemies in your aura take 2 damage. (maybe fire?). Increase this to 4 damage at 11th level and 6 damage at 21st level.


Storm of Winds: Ranged attacks made to hit you or allies in your aura take a -1 penalty. This penalty increases to -2 at 21st level.


Storm of Flames still proves to be a deterance to some enemies, or at least auto-damage on the determined ones, and Storm of Winds fits it's name better, and reminds me of the classic older spell wind wall, by defelcting ranged attacks. Just suggestions though. Also, you represent only two elements in the aura . . . it would be neat if you could find a way to represent all four, then mayb allow them to switch between them.


Controlled Chaos would be easier worded as you suffering a penalty to attacks against your allies. Seems against the fluff though. The idea is that you are full of barely contained elemental energy. Being able to shield your allies from it isn't a very good fit, in my opinion.


Magma Jet looks like a fun power, possibly usable as is. Also, while a minion sweeper, it seems to lack a real control effect. While clearly based of of Scorching Burst, scorching burst has proven to be a bit underpar compared tomodern strikers. . . . what about removing the penalty and and attack bonus, maybe reduce the range by 5, and adding some kind of zone effect? Such as:

Magma Jet - Malestrom Attack 1
At-Will -  Elemental, Fire, Implement, Zone
Standard Action - Area Burst 1 within 5
Target: Each creature in the burst
Attack: Constitution vs. Reflex
Hit: 1d8+Constitution modifier fire damage
Effect: The ground in the area continues to release bursts of flame and hot gas, creating a zone that lasts until the end of your next turn. Creatures that end their turn in the zone take Charisma modifier fire damage.

Earth Tremor looks fine, maybe increase to 1d6 damage? Being a small close burst seems tomake up for the prone at-will.


Lightning Bolt, other than having the same name as an existing wizard power looks good. . . though its Thunder damage, not sonic.


Ice Pulse could probably deal 1d8 damage without a problem. Otherwise decent.

Collapsing Earth seems just a little bit too strong, but I like the idea of a difficult terrain at-will power . . . . . perhaps reduce the range by 5, make it 1d6 with not stat to damage, or remove the die roll entirely.


I'm not sure why Swift Whirlwind has the Wall part in it's range, seeing as it only hits one target, and nothing in the power mentions that it leaves behind a wall for a turn. Otheriwse, it looks pretty good a single target push, though it doesn't fit too well with a class that wants people close. Maybe make it a pull?


Twin Meteor Strike is insanely overpowered, better than some dailies. The biggerst offense here is the (save ends) effects, which are rare on encounter powers. Even just removing the save ends isn't going to make it balanced though . . . . it should probably be single target as well. This is probablystill just a hair above the curve, but is still much closer.

Twin Meteor Strike - Malestrom Attack 1
Encounter - Cold, Elemental, Fire, Implement
Standard Action - Range 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d4+Constitution modifier fire damage. At the beginning of it's next turn, the target takes 5 fire damage.
Effect: Make an attack against a second target in range.
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6+Constitution modifier cold damage and the target is slowed until the end of your next turn.


Tsunami looks good. Same for Flaming Combustion.


Gas Cloud is on the strong side again . . . removing the ongoing damage entirely brings it into line. Aternatively, have the 5 poison trigger once at the start of their next turn and only have the power do 1d6/1d8 + stat damage.


Sink Hole actually feels a bit weak . . . maybe an extra d8 of damage?


Growing Storm seems fine.


Stone Cage has some problems. What happens to enemies that are in those squares when you make them impassable? Further, stone walls as described should provide total cover. Additionally creating true impassable terrain is an rarity in 4th edition. You should at leave give the stone walls so many HP and a set of defenses to use, allowing creatures to break them down. Otherwise, the power should probably be close and could likely do 2d6 without being broken.


Whirling Cyclone is another power that should probably be close . . . . further, itfeels a bit weak to me as well . . maybe 2d10 dsamage and increase both slide effects to 2?


Storm Surge seems fine.


Detect Weather doesn't feel like it should be a daily. It's an extremely conditional ability, and it's capabilities are also extremely campaign dependant. Honestly, I think this would make a neat at-will class feature, along the lines of the wizards cantrips. The trick would be developing four of them, one covering each basic element, letting your class manipulate elements at a whim, then adding Detecty Weather to those . . . or making it one of them.


Pillar of Endurance seems to be a bit too specific on damage types, but the effect itself seems fine.


Master Blaster seems unecessarily complicated . . minor action to activate,then the next time in the encounter. . . . maybe run it this way


Master Blaster - Malestrom Utility 2
At-Will -  Elemental
Free Action - Personal
Trigger: You hit multiple creatures with a single attack power.
Effect: Each target takes additional damage equal to the number of targets you hit with the triggering power.


 


Overall, an interesting class, if lacking in class features.

#13

AnubisDread

Oct 08, 2009 23:15:39

Thanks for the detailed critique ^_^



I don't think proficiency in plate is appropriate... More interesting would be if a class feature permitted it to use Wisdom or Charisma to AC instead of Dex or Int if wearing light armor, maybe even limit to cloth and have it scale slightly, similar to Avenger AC . . . I just don't see a character who embodies a storm of elemental fury as typically wearing heavy armor.



 I considered that, but I actually think proficiency in plate adds to the 'solid pillar in the center of storm' motif the Maelstrom aims to fulfill. I imagine the Maelstrom being a sturdy character that no matter how the wind rages around them he doesn't budge, so the heaviest armor around just completes that image for me.


Rods and Staffs both make sense as implements, though I'm not seeing the Orb . . .


You raise your orb above your head, the insides of the glass sphere seeming to contain the most violent storm imaginable, flames and lightening and wind and waves twisting into a vortex of unimaginable power. As your enemy watches in horror, the storm erupts forth from the sphere, consuming them in it's raw fury.


I just thing +1 Fort, +1 Will fits a little better.


Hm, you raise a valid point there. I think I'll change that.


HP, Surges, and HP per level are definitly off. Controllers 10+Con, 4/level, and 6 +Con surges (See Wizard and Invoker) Primal classes are an exception, as the increased quantities of HP are a feature of the power source, rather than the classes themselves. While it seems that the class is going to prefer close range, the Constitution primary, along with a decent AC and a party defender should make it viable.


Again, we're going to have to agree to disagree. I don't feel that the druid has extra hp because it's Primal, rather I think it has the extra hp because it will frequently be up close to the enemy, like the Maelstrom often is. I think the extra hp is a much simpler way to deal with the issue than an entire class feature to replace it.


The auras both loook very strong, and neither really feels like a controller feature. Storm of Flames is a Striker class feature (see Sorcerer) only better, being automatic damage. And Storm of Winds is defender class feature, one that makes a defenders mark look weak (easily a -3 penalty at first level, and possibly a -7 by 30th. Both should probably be weakened in some way. . . . maybe:


I agree with you about Storm of Winds actually, it does seem a little too good.. I don't agree with you on Storm of Flames however. The sorcerers class feature is much more strikery, simply because it can add the extra damage at range, in large bursts etc, while the Maelstrom has to be up close and personal, and barely has any control of when it can trigger: a particularly determined enemy can easily try and make a break for it before the Maelstroms turn rolls by again. Your proposed solution for Storm of Winds is a little too conditional for my liking, and makes having a secondary stat a lot less meaningful... maybe if it reduced damage instead of attack rolls?


Also, you represent only two elements in the aura . . . it would be neat if you could find a way to represent all four, then mayb allow them to switch between them.


Sorry if it wasn't clear in the class,  but the Maelstroms abilities aren't tied to the four elements at all. Rather, it's connected to the weather, which admittabley may add to the confusion because it consists of fires, floods, earthquakes, windstorms as well as more exotic disasters. I don't really have an interest in trying to force the four elements in there as well.


Controlled Chaos would be easier worded as you suffering a penalty to attacks against your allies. Seems against the fluff though. The idea is that you are full of barely contained elemental energy. Being able to shield your allies from it isn't a very good fit, in my opinion.


The wording of Controlled Chaos is pure psychology... bonus equals good, penalty equals bad  As for being against the fluff... it probably is, but it's a mechanical necessity, otherwise no-one would be a Maelstrom without being a complete liability to the whole group due to the massive bursts of it's attacks.


Magma Jet looks like a fun power, possibly usable as is. Also, while a minion sweeper, it seems to lack a real control effect. While clearly based of of Scorching Burst, scorching burst has proven to be a bit underpar compared tomodern strikers. . . .


Magma Jet is designed to be a fun little power where you get a extra boost for grouping as many enemies as possible. The potentially large amount of extra damage compared to scorching burst makes it about equal to having a rider I believe.

Earth Tremor looks fine, maybe increase to 1d6 damage? Being a small close burst seems tomake up for the prone at-will.


Hm, the only equivalent to Earth Tremor I could find was identical except having no damage, being a minor action, and being an encounter. I figured making it standard and at-will while adding almost purely token damage would make it balance, but it might need to be kicked up a notch.


Lightning Bolt, other than having the same name as an existing wizard power looks good. . . though its Thunder damage, not sonic.


Will have to change it's name and fix that up ^_^;


Ice Pulse could probably deal 1d8 damage without a problem. Otherwise decent.


I dunno, compared to the wizards Ray of Frost it's already pushing things a little.

Collapsing Earth seems just a little bit too strong, but I like the idea of a difficult terrain at-will power . . . . . perhaps reduce the range by 5, make it 1d6 with not stat to damage, or remove the die roll entirely.


Hm, your probably right... I'll try and find a way to tone down the damage, though I'd like to keep it fairly long ranged.


I'm not sure why Swift Whirlwind has the Wall part in it's range, seeing as it only hits one target, and nothing in the power mentions that it leaves behind a wall for a turn. Otheriwse, it looks pretty good a single target push, though it doesn't fit too well with a class that wants people close. Maybe make it a pull?


Oops, that's a typo, it's supposed to hit all enemies in wall. And I'm going to change it to slide, push does seem a little odd.


Twin Meteor Strike is insanely overpowered, better than some dailies.


I was afraid of that... I think I'll tone it down a little, and make it a higher level power, replacing it with something else a little later.


Gas Cloud is on the strong side again . . . removing the ongoing damage entirely brings it into line. Aternatively, have the 5 poison trigger once at the start of their next turn and only have the power do 1d6/1d8 + stat damage.


Hm, that kind of goes against the whole fluff of the gas... I might either bump this up to a higher level too, or try and work out a way to make it work fluff wise.


Sink Hole actually feels a bit weak . . . maybe an extra d8 of damage?


It's an average of a burst 3 of difficult terrain completely surrounding you for possibley the rest of the encounter... I think increasing the damage might be pushing it a little.


Stone Cage has some problems. What happens to enemies that are in those squares when you make them impassable? Further, stone walls as described should provide total cover. Additionally creating true impassable terrain is an rarity in 4th edition. You should at leave give the stone walls so many HP and a set of defenses to use, allowing creatures to break them down. Otherwise, the power should probably be close and could likely do 2d6 without being broken.


That was mostly a balance thing: impassable terrain is one thing, complete cover is another entirely. I might have to rephrase the fluff if it seems the stone walls should do more. I should also put that you can slide the enemies that are in the walls way or something... the set hp is a good idea, but might clunk up an already clunked up power. I think the fact that the Maelstrom can't leave the cage would make it so he'd eventually lower the walls on his own, but this would actually be something that needs to be looked at pretty carefully.


Whirling Cyclone is another power that should probably be close . . . . further, it feels a bit weak to me as well . . maybe 2d10 dsamage and increase both slide effects to 2?


My bad, I forgot to put Sustain Minor on that. That amps it's power up quite a bit I'd say.


Show
Detect Weather doesn't feel like it should be a daily. It's an extremely conditional ability, and it's capabilities are also extremely campaign dependant. Honestly, I think this would make a neat at-will class feature, along the lines of the wizards cantrips.
#14

AnubisDread

Oct 08, 2009 23:47:13

Changes made to Maelstrom (aside from errors and typos):


Bonus to defenses changed to +1 Fort, +1 Will
Storm of Winds changed to reducing damage equal to your Wisdom modifier to allies within aura, scaling with tier
Added Fury of the Storm class feature
Changed Lightening Bolts name to Crackling Bolt 
Removed Gas Cloud and Twin Meteor Strike. Added Cold Feet and Ball Lightening as replacements.
Added text to Stone Cage so that enemies within the wall get pushed or pulled outside of it.
Replaced Detect Weather with Lifting Wind
Changed Pillar of Endurance so it also triggers against fire and thunder damage
Changed Master Blaster so it's a free action instead of a minor one, and to make the effect a little clearer.

#15

ff6shadow

Oct 09, 2009 0:15:59

HP Issue
It shows for every primal class though. Outside of primal, every controller has base 10, every striker and leader 12, and every defender has 15.


In Primal, Defenders (Warden) have 17, Strikers (Barbarian) have 15, and Controllers have 12. This goes for both the druid (melee/range mix) and the new Seeker, an archery class. So the melee theory falls flat there. Though, I admit the Shaman is the odd man out among primal classes.


The Maelstrom is already going to be very tough, given his Constitution primary. He's likely to have more HP than the typical striiker until Paragon and he'll definitly have more surges than any non-con using class.


 


Storm of Flames
Sorcerer can apply it at longer range. But the maelstrom's goal is to get into close range anyways, to benefit from his aura. Further, while the sorcerer has choices, he can miss. You are applying automatic damage, which is more potent that simply bonus damage.


 


Storm of Winds
Damage reduction would be overly potent as well. A strong wisdom score would render minions outright ineffective.


As for the other element suggestion, it was just a thought.


 


Controller Chaos
It just seems off . . . maybe if you could inherently protect chosen spaces instead? Say,l  remove 1 space from the area of effect in heroic, then an additional 1 per tier.


 


Magma Jet
Equal to scorching burst isn't the issue . . . scorching burst is a relatively bad power.


 


Earth Tremor
Fighter has an at-will prone . . while single target, it has several advantages that make up for it (weapon prof vs. a NAD, can be used as a melee basic attack on a charge, and does stat instead of a die)). So I think it would be fine at d6, but it's not a pressing matter.


 


Ice Pulse
Modelled after ray of frost, but much short range. Additionally, Slow is not as valuable of a status effect once enemies are already that close.


 


Swift Whirlwind
Too strong now. Slide is much more valuable than push or pull, particuarly stat mod slide on an at-will. For that level of slide, you'd probably have to remove the damage entirely, or knock the range down to 5 and drop half the damage (stat or dice, either one)


 


Gas Cloud
Having ongoing damage on an encounter at this level isn't impossible . . it just has to be limited in other ways . . . hmm . . maybe


Gas Cloud - Malestrom Attack 1
Encounter - Cold, Elemental, Implement, Poison
Standard Action - Area Burst 1 within 10
Target: All creatures in the buirst
Attack: Constitution vs. Fortitude
Hit: 1d4 poison damage and ongoing 5 poison damage (save ends).


 


Sinkhole
Sure, it's potentially difficult terrain all combat.  But it is soakng up your minor actions. It comes at a cost. And, of course, it is just difficult terrain for your allies, not just your enemies. Compared to other possible sustin effects, it doesn't strike me as all that bad.


 


Stone Cage
Having it block line of sight prevents the trick of having him hide inside, immune to melee only enemies (some do still exist) while blasting them away, which was the biggest thing I worry about. And it need not be many HP . . maybe defenses are all 10, and it has, say 30 HP. Not to hard to blast your way in or out, but enough to slow you down . . . another thought came up on this one. How high is the stone? Can a larger critter swing over it? Can it be climbed?


 


Whirling Cyclone
Not particuarly . . . I beleive I considered it as having the sustain when I looked at it before. I think it could still use another d10 and some extra slide. ALso, should this be a Close power, or is it intended to trigger Opportunity Attacks?


 


Master Blaster
Yeah, the at-will wa s atypo . . I copy pasted the stat block and forgot to change it. Definitly encounter.


 


Fury of the Storm
Probably too strong . . . I'd suggest having it trigger when yo0u use an encounter of daily power.

#16

ff6shadow

Oct 09, 2009 0:20:05

Cold Feet
THis one looks good. On the stronger side, with the area immobilize, but but it looks good.


 


Ball Lightning
This one seems too good . . Wall is a very versatile and finicky area of effect. Maybe Wall 3?


 


Lifting Wind
Looks good . . maybe even give it range of 5.

#17

AnubisDread

Oct 09, 2009 0:55:06


HP Issue
It shows for every primal class though. Outside of primal, every controller has base 10, every striker and leader 12, and every defender has 15.


The paladin has more hp than the fighter. The avenger has more hp than the rogue. Exceptions do exist on occasion. Still, I might lower the hp if it turns out to be too much of an issue...


Storm of Flames
Sorcerer can apply it at longer range. But the maelstrom's goal is to get into close range anyways, to benefit from his aura. Further, while the sorcerer has choices, he can miss. You are applying automatic damage, which is more potent that simply bonus damage.


I still stand by the fact that a determined enemy can easily run away from the Maelstroms aura before it takes effect, and indeed often will without being immobilized or otherwise. 
Let me put it this way. A Maelstroms melee basic attack will always be fairly weak, so an enemy can risk taking an OA. So on his turn, the Maelstrom pulls in the enemy or walks up to them. On their turn, the enemy runs out of the aura, so the aura doesn't trigger for them. Indeed, this is how the aura is supposed to work most of the time: it's more keeping the enemy OUT of your aura than in and dealing damage that's the idea.


Storm of Winds
Damage reduction would be overly potent as well. A strong wisdom score would render minions outright ineffective.


With the Maelstrom on the field, minions have a two turn use by date anyway Tongue out I see your point though, I might need to find an alternative


Controller Chaos
It just seems off . . . maybe if you could inherently protect chosen spaces instead? Say,l  remove 1 space from the area of effect in heroic, then an additional 1 per tier.


 Wouldn't this be even more controllable? I was thinking of adding that as a utility or feat though.


Magma Jet
Equal to scorching burst isn't the issue . . . scorching burst is a relatively bad power.


It's not equal, it's an average of 3 points of more damage, and often gaining a +1 or so to it's attack roll if the enemy is bunched up enough. I personally think the extra damage is worth not having a rider, as long as you take Storm of Flame of course.


Earth Tremor
Fighter has an at-will prone . . while single target, it has several advantages that make up for it (weapon prof vs. a NAD, can be used as a melee basic attack on a charge, and does stat instead of a die)). So I think it would be fine at d6, but it's not a pressing matter.


Alright then, d6 it is.


Ice Pulse
Modelled after ray of frost, but much short range. Additionally, Slow is not as valuable of a status effect once enemies are already that close.


Shorter range, but larger area. The slowing isn't really to keep the enemy away rather than to keep it close so it's harder for them to escape your aura. Still, I see your point, I might up the damage a bit.


Swift Whirlwind
Too strong now. Slide is much more valuable than push or pull, particuarly stat mod slide on an at-will. For that level of slide, you'd probably have to remove the damage entirely, or knock the range down to 5 and drop half the damage (stat or dice, either one)


I actually agree here, I might change Magma jet to 1d10 damage and remove the Cha rider, and change the slide equal to Wis instead to slide 1.


Gas Cloud


Good idea, but I'm okay with leaving Gas Cloud out until a higher level.


Sinkhole
Sure, it's potentially difficult terrain all combat.  But it is soakng up your minor actions. It comes at a cost. And, of course, it is just difficult terrain for your allies, not just your enemies. Compared to other possible sustin effects, it doesn't strike me as all that bad.


I still think Sinkhole is rather balanced as is, as there aren't many effects that can create a burst 3 + of difficult terrain.


Stone Cage
Having it block line of sight prevents the trick of having him hide inside, immune to melee only enemies (some do still exist) while blasting them away, which was the biggest thing I worry about. And it need not be many HP . . maybe defenses are all 10, and it has, say 30 HP. Not to hard to blast your way in or out, but enough to slow you down . . . another thought came up on this one. How high is the stone? Can a larger critter swing over it? Can it be climbed?


Climbed is up to DM's discretion, and I'd say just treating it as a stone wall as far as object hardness and such goes would be a pretty obvious direction to take.  Could be stated in the power though I suppose. As for could a large critter swing over it, yes they could, that's part of the reason I went for not providing cover ^_^


Whirling Cyclone
Not particuarly . . . I beleive I considered it as having the sustain when I looked at it before. I think it could still use another d10 and some extra slide. ALso, should this be a Close power, or is it intended to trigger Opportunity Attacks?


 It should be close, sorry I'm trying to work out how to word the Range: Aura powers still.


Fury of the Storm
Probably too strong . . . I'd suggest having it trigger when you use an encounter of daily power.



Hm, considering how few other class features the Maelstrom had I thought it'd be fairly balanced... maybe at the start of your turn, you can slide one enemy?
#18

AnubisDread

Oct 09, 2009 4:10:59

Sorry, missed this comment ^_^;



Ball Lightning
This one seems too good . . Wall is a very versatile and finicky area of effect. Maybe Wall 3?




There'll be very few occasions when Wall 5 is better than burst 2 or so. It's a little more versatile, but that's the nature of the appeal. Since the Maelstrom already has an at-will wall 3 (albeit a weaker one) I think keeping it wall 5 is probably a better idea. I might decrease the damage, I'll put that on the 'to be considered' list.


Lifting Wind
Looks good . . maybe even give it range of 5.




This I can get behind, it makes sense since wind isn't exactly a touch effect. I was just going for the caution over regret belief, since this is effectively a +2 to the entire parties athletics. Not exactly a game breaking skill true, but still Wink
#19

AnubisDread

Oct 09, 2009 6:36:55

Added third level encounter powers... Gas Cloud seems a lot more reasonable as a level 3 encounter than it did as a level 1. Dig the Trenches is a little... weird, but other than that just some good old fashioned blast and control. I also changed the Storm of Winds to gaining temporary hitpoints... a buffer of wind is a little more balanced than a wall of impenetrable gusts which as shadow mentioned makes minions even more obsolete than they already are factoring in the Maelstroms large AoE's.

#20

Qube

Oct 09, 2009 8:16:09

checking out the class features and at will powers ...


> plate
please explain why?


> controlled chaos
I don't think this should increase by level (if your attack is normal, and the allies defense is normal, there will always be a ~50% hit chance, independant of level)

> Fury of the Storm
sounds heavy ... (at least heavier then shifting allies: if there is a pit trap, ...)

> Magma Jet
overpowered. on Average I assume 2 enemies in a burst 1; so basically this power : scorching burst + 2 damage on average (if there would only be one enemy, you could just use a single target power (like ray of frost-in case of wizard) )

> Crackling Bolt
slightly underpowered (the only reason you choose this over magma jet (or a scorshing burst equivalent power) is that it doens't target allies. However, this IMO is a rare situation


> Ice Pulse
overpowered. What balances the wizards thunderburst (? that blast3 power) , is the fact that wizards are quite frail. you have more hp and better defenses*

* the most specialized AC wizard (must be human(grants stats bonus and 2 feats) with int 20, feat for leather armor, hide armor, staff wizard get AC 21) while you could take CON-boosted race and take light shield proficiency for the same AC. heck, go human(CON boosted for hp and fort) (heavy shield proficiency for +2 AC +2 refl) (primairy CON, secondairy WIS or CHA for decent thrid save)

> Swift Whirlwind
overpowered. since I assume that a scorching burst hits 2 targets, and this power also can hit 2 of them

#21

AnubisDread

Oct 09, 2009 17:08:58

Thanks for the look over ^_^



> plate
please explain why?



The Maelstrom is a rock solid pillar in the center of a swirling storm of destruction. Nothing says rock solid more than plate armor. Besides which, he really needs the defense since he'll often be toe to toe with the enemy.


> controlled chaos 
I don't think this should increase by level (if your attack is normal, and the allies defense is normal, there will always be a ~50% hit chance, independant of level)


Hm, that's actually a fair point. I suppose a gradually lowering the chance of hitting your allies as you advance in level would make sense, but if it doesn't have to scale by tier I may make it a flat 2.

> Fury of the Storm
sounds heavy ... (at least heavier then shifting allies: if there is a pit trap, ...)


Also a good point, I really need to either nerf that or remove it entirely...

> Magma Jet
overpowered. on Average I assume 2 enemies in a burst 1; so basically this power : scorching burst + 2 damage on average (if there would only be one enemy, you could just use a single target power (like ray of frost-in case of wizard) )


Have to disagree with you, simply because even the designers of the game have admitted scorching burst is underpowered. Every other controller with an at-will AoE has a rider attached to it. I removed the rider in favour of greater damage and possibly a better chance to hit, so it balances out just fine.

> Crackling Bolt
slightly underpowered (the only reason you choose this over magma jet (or a scorshing burst equivalent power) is that it doens't target allies. However, this IMO is a rare situation


Crackling Bolt only has to hit one target, then the constitution modifier thunder damage is automatic. As such, it's very useful if you want to sweep minions with am much smaller fail chance. I think it's good as is.


> Ice Pulse
overpowered. What balances the wizards thunderburst (? that blast3 power) , is the fact that wizards are quite frail. you have more hp and better defenses*



A Blast3 is a burst 1 except close up, so if anything it's a little underpowered since slow isn't as good a rider at close range as pushing the enemy X spaces is for the wizard. Since as you say the Maelstrom is tougher than the wizard, it sort of evens out, but I'd say they're loosely equivalent.

> Swift Whirlwind
overpowered. since I assume that a scorching burst hits 2 targets, and this power also can hit 2 of them




Oops, swift whirlwind is overpowered, I forgot to reduce the wisdom modifier slide to just a slide 1, thanks for pointing that out.
#22

generalhenry

Oct 09, 2009 21:05:16


Thanks for the look over ^_^



> plate
please explain why?



The Maelstrom is a rock solid pillar in the center of a swirling storm of destruction. Nothing says rock solid more than plate armor. Besides which, he really needs the defense since he'll often be toe to toe with the enemy.




Wizards have no shortage of AC without plate


Druids are built for Melee yet have lower AC


Invokers have plenty of close up powers and only use chain.


 


The other controllers have found more creative ways of being solid other than plate.  Other defenders have found more creative ways.  Other strikers have found more creative ways.


Only paladins get plate.  For their knight in shining armor shtick.   


 


Plate is the least creative solution to making a character 'solid'


Give them DR


Give them temp HP


Give them situational bonuses


 


but plate? 

#23

AnubisDread

Oct 09, 2009 21:06:13

Maelstrom Update:
Level 5 Dailies have been added.
Controlled Chaos has been changed to a flat 2, but it also makes it so that if you miss an ally with an attack that has a 'miss' effect, you can choose not to apply it.
Removed Fury of the Storm entirely, but added Weather Affinity so the Maelstrom has access to some weather based rituals without having to be a ritual caster. The Detect Weather ritual is coming, but it hasn't been made yet in case it's reference there when it technically doesn't exist throws you off ^_^;

#24

AnubisDread

Oct 09, 2009 21:17:02

Wizards have no shortage of AC without plate

Druids are built for Melee yet have lower AC


Invokers have plenty of close up powers and only use chain.


 


The other controllers have found more creative ways of being solid other than plate.  Other defenders have found more creative ways.  Other strikers have found more creative ways.


Only paladins get plate.  For their knight in shining armor shtick.


 


Plate is the least creative solution to making a character 'solid'


Give them DR


Give them temp HP


Give them situational bonuses


 


but plate?




Wow, people are really attacking the plate proficiency thing... which is a little disappointing, since I picture the plate armor as a big part of the Maelstroms appeal. This isn't a soft controller who needs primal magic or swiftness to avoid taking a hit, this is a heavy duty tank who likes to plate up, wade into the fray and laugh as the enemies blows futility bounce off of his heavy duty armor.

I never really got why the paladin is the only class to get plate right off to be honest... I understand they get it for their knight in shining armor schtick, but why don't any other classes come anywhere close to it? Heck, the only class that even gets SCALE to start off aside from the Paladin is the Fighter. I may being a little immature wanting to hold onto my image of a heavy armor controller blasting away enemies despite the fact quite a few people seem to find a plate armored controller ludicrous, but it's half the reason why I made the class to be honest.

#25

generalhenry

Oct 09, 2009 21:45:55


Wizards have no shortage of AC without plate

Druids are built for Melee yet have lower AC


Invokers have plenty of close up powers and only use chain.


 


The other controllers have found more creative ways of being solid other than plate.  Other defenders have found more creative ways.  Other strikers have found more creative ways.


Only paladins get plate.  For their knight in shining armor shtick.


 


Plate is the least creative solution to making a character 'solid'


Give them DR


Give them temp HP


Give them situational bonuses


 


but plate?




Wow, people are really attacking the plate proficiency thing... which is a little disappointing, since I picture the plate armor as a big part of the Maelstroms appeal. This isn't a soft controller who needs primal magic or swiftness to avoid taking a hit, this is a heavy duty tank who likes to plate up, wade into the fray and laugh as the enemies blows futility bounce off of his heavy duty armor.

I never really got why the paladin is the only class to get plate right off to be honest... I understand they get it for their knight in shining armor schtick, but why don't any other classes come anywhere close to it? Heck, the only class that even gets SCALE to start off aside from the Paladin is the Fighter. I may being a little immature wanting to hold onto my image of a heavy armor controller blasting away enemies despite the fact quite a few people seem to find a plate armored controller ludicrous, but it's half the reason why I made the class to be honest.




 


If it's just you picturing it, don't bother, you're wasting your time


 


show me some artwork that represents the class.  It's not hard with any of the existing classes.  And it should never be hard with any new class.

#26

AnubisDread

Oct 09, 2009 22:30:42



Wizards have no shortage of AC without plate

Druids are built for Melee yet have lower AC


Invokers have plenty of close up powers and only use chain.


 


The other controllers have found more creative ways of being solid other than plate.  Other defenders have found more creative ways.  Other strikers have found more creative ways.


Only paladins get plate.  For their knight in shining armor shtick.


 


Plate is the least creative solution to making a character 'solid'


Give them DR


Give them temp HP


Give them situational bonuses


 


but plate?




Wow, people are really attacking the plate proficiency thing... which is a little disappointing, since I picture the plate armor as a big part of the Maelstroms appeal. This isn't a soft controller who needs primal magic or swiftness to avoid taking a hit, this is a heavy duty tank who likes to plate up, wade into the fray and laugh as the enemies blows futility bounce off of his heavy duty armor.

I never really got why the paladin is the only class to get plate right off to be honest... I understand they get it for their knight in shining armor schtick, but why don't any other classes come anywhere close to it? Heck, the only class that even gets SCALE to start off aside from the Paladin is the Fighter. I may being a little immature wanting to hold onto my image of a heavy armor controller blasting away enemies despite the fact quite a few people seem to find a plate armored controller ludicrous, but it's half the reason why I made the class to be honest.




 


If it's just you picturing it, don't bother, you're wasting your time


 


show me some artwork that represents the class.  It's not hard with any of the existing classes.  And it should never be hard with any new class.





Despite being incredibly rude about it, I have received enough complaints about the heavy armor I'm going to remove it. If it was just a few people it would be understandable, but if it makes EVERYONE that sees it think 'woah, what's that heavy armor proficiency doing there?' it's probably a good idea just to scrap it entirely. I'll be editing the Maelstrom shortly, adding a damage reduction incentive to keep them in cloth.

EDIT: Sorry about the rude comment, I read back over the posts and I see I just got a little defensive...

#27

AnubisDread

Oct 09, 2009 22:42:05

Changes to Maelstrom:
Removed all armor proficiencies except Cloth.
Added Pillar of the Elements:


 Pillar of the Elements
If you are in cloth or no armor, at the end of your turn, reduce all damage taken to you until the end of your next turn by a number equal to the number of creatures currently in your aura (including you). Increase to number + 3 at 11th level, and number +6 at 21st


This class feature... is probably not the best way to reduce the damage the Maelstrom takes, so any suggestions would be great.

#28

Qube

Oct 10, 2009 6:37:35

The Maelstrom is a rock solid pillar in the center of a swirling storm of destruction. Nothing says rock solid more than plate armor. Besides which, he really needs the defense since he'll often be toe to toe with the enemy.

2 things:
  • a controller usually is more offensive based, then defensive, so saying you're a solid rock ... thats not a controller but a defender.

  • a warlord (a leader (leaders are usually more defensive classes) who offen goes in mellee (all his powers are mellee) gets ... chain shirt.

hence, I still fail to see why he Mealstrom should get plate mail. Heck, not even the fighter (thé mellee class) gets plate mail.


Should enemies say "I'll attack the defender, because the controller has better defenses" ? I think not (unless of course the mealstroms is a one-man-army). You also say


> Magma Jet

overpowered. on Average I assume 2 enemies in a burst 1; so basically this power : scorching burst + 2 damage on average (if there would only be one enemy, you could just use a single target power (like ray of frost-in case of wizard) )



Have to disagree with you, simply because even the designers of the game have admitted scorching burst is underpowered. Every other controller with an at-will AoE has a rider attached to it. I removed the rider in favour of greater damage and possibly a better chance to hit, so it balances out just fine.


OK, I did not know that.

> Crackling Bolt
slightly underpowered (the only reason you choose this over magma jet (or a scorshing burst equivalent power) is that it doens't target allies. However, this IMO is a rare situation


Crackling Bolt only has to hit one target, then the constitution modifier thunder damage is automatic. As such, it's very useful if you want to sweep minions with am much smaller fail chance. I think it's good as is.


how do you get a smaller fail chance? if you have 50% chance to hit a minion with a attack, then both scorching burst kills minions (50% each) and crackling bolt (50% all or nothing) have on average the same chances.

 

#29

Qube

Oct 10, 2009 6:45:08

This isn't a soft controller who needs primal magic or swiftness to avoid taking a hit, this is a heavy duty tank who likes to plate up, wade into the fray and laugh as the enemies blows futility bounce off of his heavy duty armor.

sounds like you're thinking like a defender; or at least a one-man-army ...

The defenders job is to guard the weaker party-members from attacks. if you make classes that can take care of themselves ... woudn't you agree, thats just stealing glory from the defender?

#30

ekio

Oct 10, 2009 10:14:00

The plate was unique. Now it's just a wizard.

I liked the idea of a plate wearing storm controller guy.

#31

generalhenry

Oct 10, 2009 11:29:23


Changes to Maelstrom:
Removed all armor proficiencies except Cloth.
Added Pillar of the Elements:


 Pillar of the Elements
If you are in cloth or no armor, at the end of your turn, reduce all damage taken to you until the end of your next turn by a number equal to the number of creatures currently in your aura (including you). Increase to number + 3 at 11th level, and number +6 at 21st


This class feature... is probably not the best way to reduce the damage the Maelstrom takes, so any suggestions would be great.




 


Much Much Much better


 


protects against minions, protects against getting into the fray, makes them strong against nad attacks, forces the defenders to protect them from brutes elites and solos.

#32

generalhenry

Oct 10, 2009 11:33:58


The plate was unique. Now it's just a wizard.

I liked the idea of a plate wearing storm controller guy.




 


Wizards may only start with cloth, but they can end up with some of the highest AC in the game.


 


Low AC but scaling DR is a hell of a lot more unique game play wise.   And guy in plate at the center of elemental fury was a bit too unique, making a concept from whole cloth takes a lot of work and the fluff work wasn't there.

#33

generalhenry

Oct 10, 2009 15:58:29

next thing, if it's going to be a close up controller, you need to ditch all the range 10 attacks.  Pull them back to range 5 at the very least, though imo I'd try to not give the class ranged or area burst at all.  Just close blast close burst and melee 1 or 2

#34

AnubisDread

Oct 10, 2009 16:38:28


how do you get a smaller fail chance? if you have 50% chance to hit a minion with a attack, then both scorching burst kills minions (50% each) and crackling bolt (50% all or nothing) have on average the same chances.





A Lava Jet that hits three minions adjacent to each other has a 50% chance of hitting EACH of them, whilst Crackling Bolt has a 50% chance of sweeping all of them in one blow. Admittabley Lava Jet is more likely to take down one or two (but not three), but if Crackling hits with that 50% it sweeps all three. Some people prefer reliability like that to straight up bursts, and it does have to appeal to a wide array of player strategies. 


The plate was unique. Now it's just a wizard.

I liked the idea of a plate wearing storm controller guy.





As did I, but we're in the minority apparently Wink. If a lot of people are going 'wow, that seems wrong', and not just because it's different, then it's worth changing. The powerful storm mage or caller in the center of a violent storm is seen a lot more wearing robes and such than they are wearing plate, and that is the basic archetype the class is swinging for.


next thing, if it's going to be a close up controller, you need to ditch all the range 10 attacks.  Pull them back to range 5 at the very least, though imo I'd try to not give the class ranged or area burst at all.  Just close blast close burst and melee 1 or 2




Mmm going to have to say no, simply because thought the Charisma build LOVES being up close, it'd be fairly common for the Wisdom build to stay up the back with the squishies and give them a buffer against ranged attacks, lurkers, and the odd foe that gets past the defender. Probably not as common as marching on the front line behind the defender, but it still happens often enough that it's worth keeping a few ranged attacks. A controller needs versatility, after all: even the druid who specializes in beast form has to pick a human form at will, which tend to be ranged. There are more than enough close attacks that the Maelstrom can specialize purely in them if they want to, while the Maelstrom that wants a little versatility is set up nicely too. Unless they want to target Will of course, but I couldn't work out any way to work that into a storm based PC Tongue out
#35

generalhenry

Oct 10, 2009 16:48:48


Mmm going to have to say no, simply because thought the Charisma build LOVES being up close, it'd be fairly common for the Wisdom build to stay up the back with the squishies and give them a buffer against ranged attacks, lurkers, and the odd foe that gets past the defender. Probably not as common as marching on the front line behind the defender, but it still happens often enough that it's worth keeping a few ranged attacks. A controller needs versatility, after all: even the druid who specializes in beast form has to pick a human form at will, which tend to be ranged. There are more than enough close attacks that the Maelstrom can specialize purely in them if they want to, while the Maelstrom that wants a little versatility is set up nicely too. Unless they want to target Will of course, but I couldn't work out any way to work that into a storm based PC 



ok, then it's a matter of building that in as the difference.


Pillar of the Elements is currently only well suited to the Cha build.


 


The wisdom build could get +wis to the range of their abilities and that could clear things up a bit.


 


Yes versatility is good.  But it's more important to embrace limits.  Limits breed creativity.


 


Also note, the con/wis build is sounding a lot like an invoker clone.  


 


 


 


I think a good limit would be to have full friendly fire on.  For instance have both aura effect all creatures.


The flame aura would still be suited to getting into the fray (the defender can handle that kind of damage) and the wind aura would be suited for hanging back away from any enemies.

#36

AnubisDread

Oct 10, 2009 17:01:14


ok, then it's a matter of building that in as the difference.


Pillar of the Elements is currently only well suited to the Cha build.



 Note that Pillar of the Elements reads CREATURES, not enemies. As such, trying to envelop your squishy allies in the aura while still trying to catch some of the tougher ones in it will usually net you a semi-respectable DR barrier, which is good since like I said they still need to worry about lurkers and ranged attacks at the very least.


You do have a point about making it more apparent though (though like I said an equally valid Winds tactic is to be right up with the defender to aid them as it is to stay up the back and sling ranged attacks). The Maelstrom does have Leader as a secondary role, so I should add a few sub-leader abilities instead of just sub-Striker ones...


Yes versatility is good.  But it's more important to embrace limits.  Limits breed creativity.


One of my favorite sayings actually, but all of the Maelstroms dailies are limited to their aura, and most of their encounters are also close as well. I think between that and their aura they will get the idea they want to be close most of the time... that said, reading over the at-wills I realize only two of the six are close, I really should change some of the ranges on them like you suggested.


Also note, the con/wis build is sounding a lot like an invoker clone.



Honestly I'm just glad the con/cha build doesn't sound like a sorcerer close, I was afraid there'd be a bit of overlapping there Tongue out. I personally don't see your concerns, but I will look into making the 'be up close to the enemy' preferred style of the Maelstrom a little more apparent.
#37

generalhenry

Oct 10, 2009 17:14:33

Honestly I'm just glad the con/cha build doesn't sound like a sorcerer close, I was afraid there'd be a bit of overlapping there . I personally don't see your concerns, but I will look into making the 'be up close to the enemy' preferred style of the Maelstrom a little more apparent.


if we agreed from the start there wouldn't be much point in discussing things


 


And yes I the sorcerer overlap is obvious, it just didn't strike me as much of a concern since you where aware of it from the get go.

#38

AnubisDread

Oct 10, 2009 17:23:52


if we agreed from the start there wouldn't be much point in discussing things





Very true, disagreement is a lot better for development than a agreement most of the time Wink Made a few minor changes:

Having Leader and Striker as secondary roles has been put under role as well as under build
Magma Jet has become a close blast 3, while Swift Whirlwind has become wall 3 within 5. This might make Magma Jet a little underpowered actually, but we'll see how it works out.
Added a 5th level daily to make the Maelstrom seem a little more Leaderly, Wind Buffer.
Changed Pillar of the Endurance to trigger on any damage instead of a list of types.

#39

Qube

Oct 11, 2009 0:43:33

how do you get a smaller fail chance? if you have 50% chance to hit a minion with a attack, then both scorching burst kills minions (50% each) and crackling bolt (50% all or nothing) have on average the same chances.


A Lava Jet that hits three minions adjacent to each other has a 50% chance of hitting EACH of them, whilst Crackling Bolt has a 50% chance of sweeping all of them in one blow. Admittabley Lava Jet is more likely to take down one or two (but not three), but if Crackling hits with that 50% it sweeps all three. Some people prefer reliability like that to straight up bursts, and it does have to appeal to a wide array of player strategies.


OK, granted, indeed you can now choose between 50% each target; or 50% all-or-nothing. Note you say "if Crackling hits it sweeps all three.", while I say if it misses, it has no effect. (glass is half full/half empty)
#40

AnubisDread

Oct 11, 2009 1:29:01

 



OK, granted, indeed you can now choose between 50% each target; or 50% all-or-nothing. Note you say "if Crackling hits it sweeps all three.", while I say if it misses, it has no effect. (glass is half full/half empty)





Exactly what I meant by appealing to two different player groups: some will think it's worse, some will think it's better, which is exactly how it should be when picking powers Wink

It's not really that relevant now though, except as a topic of debate: Lava Jet is now blast 3 in the interest of promoting the Maelstrom to fight up close to the enemy.

#41

ekio

Oct 13, 2009 11:08:37


As did I, but we're in the minority apparently Wink. If a lot of people are going 'wow, that seems wrong', and not just because it's different, then it's worth changing. The powerful storm mage or caller in the center of a violent storm is seen a lot more wearing robes and such than they are wearing plate, and that is the basic archetype the class is swinging for.



You could make it two different builds and satisfy... well, us two and them. :\

#42

AnubisDread

Oct 13, 2009 16:08:53



As did I, but we're in the minority apparently Wink. If a lot of people are going 'wow, that seems wrong', and not just because it's different, then it's worth changing. The powerful storm mage or caller in the center of a violent storm is seen a lot more wearing robes and such than they are wearing plate, and that is the basic archetype the class is swinging for.



You could make it two different builds and satisfy... well, us two and them. :\





The Maelstrom already has two builds, and trying to force heavy armor instead of DR on one of them would be heavy handed at best... on the plus side, with a Con primary it's comparatively easy to take the feats necessary for Plate on the Maelstrom, even though it would counteract it's DR ability.
#43

silverdane

Oct 15, 2009 19:41:48

Totally awesome stuff so far. I'm definately going to borrow this class and mod it to fit in my WildWorld campaign setting, it's nearly a perfect fit.


The power source Elemental could be Elemental Fury so they could be refered to as furies, perhaps?  Elemental Havoc would be referred to as havocs, which sounds wierd and in fact sounds Yu-Gi-Oh-ish, which is okay I guess if you like bad English.


I agree with one of the early posters that Genesai should be a common race for this. It's intuitive and flavorful. And it was what I fully expected to read until I read "dwarf...[end]".


I haven't read everything said thus far, but I noticed that most people don't like this guy wearing plate, and I have to agree - it was in fact my first thought upon reading it. After reading the first couple of sentences, I was expecting that the character would only be able to wear cloth or at best leather/hide and that his aura would increase his AC and scale with his lvl. [EDIT: I see that you have since changed it to cloth.]

#44

AnubisDread

Oct 16, 2009 16:06:54


Totally awesome stuff so far. I'm definately going to borrow this class and mod it to fit in my WildWorld campaign setting, it's nearly a perfect fit.



Glad you like it Smile If you do end up using it, even modded a bit, I'd really appreciate some feed back on how it actually plays in practice. Play testing is a lot more effective than looking it over on paper, after all.


The power source Elemental could be Elemental Fury so they could be refered to as furies, perhaps?  Elemental Havoc would be referred to as havocs, which sounds wierd and in fact sounds Yu-Gi-Oh-ish, which is okay I guess if you like bad English.


Furies do sound a fair bit better, but I'm not too fussed on that issue. Since we have no idea of what Elemental attacks will be called, I prefer to try not to speculate in the class itself, otherwise the focus shifts from the class to my guessing of the Elemental power source.


I agree with one of the early posters that Genesai should be a common race for this. It's intuitive and flavorful. And it was what I fully expected to read until I read "dwarf...[end]".


The reasoning behind not making genasi a good race for the Maelstrom was... well, I like Con for primary, Wis/Cha for a secondary. But now that you mention it, it WOULD make sense for genasi to be able to become Maelstroms easily. After all, they do have an entire manifestation based on storms. I suppose that even if Charisma as a STAT works well, the races it makes good Maelstroms don't make as much. I mean, gnome and changeling Maelstroms? That seems a little off for some reason.


So, I'll change Cha to something else to make it more genasi friendly... Int leaps to mind, but that raises the same issues as Cha does. Strength seems a much better fit. Minotaurs, dragonborn, genasi, longtooth shifters, it seems to open up a lot of thematically appropriate races. And since the Cha aura is probably a tiny bit better than the Wis, the doubled up bonus on Fortitude defense isn't much of an issue. Interestingly, this is probably one of the only 'caster' classes that opens up an ideal path for traditionally warrioresque races like the goliath and minotaur.


I haven't read everything said thus far, but I noticed that most people don't like this guy wearing plate, and I have to agree - it was in fact my first thought upon reading it. After reading the first couple of sentences, I was expecting that the character would only be able to wear cloth or at best leather/hide and that his aura would increase his AC and scale with his lvl. [EDIT: I see that you have since changed it to cloth.]



Yeah, that did seem to be the most common reaction heh ^_^; I'm glad I switched to cloth, it seems to fit the thematics more even if wading through battle in heavy armor in the middle of your own personal storm IS a cool concept. Once I finish the main two builds I might make an 'Elemental Power' type third build that actually uses heavy armor... that way it's purely optional and not forced down peoples throats even if they don't like the taste of it.
#45

AnubisDread

Oct 16, 2009 16:31:29

Changes to Maelstrom:


Changes Charisma to Strength on abilities and powers
Changes the races section and blurb to include genasi and reflect the new stat change.