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| #1AnubisDreadOct 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. |
| #2AnubisDreadOct 08, 2009 6:23:32 | MAELSTROM POWERS At-wills
Magma Jet Maelstrom Attack 1 Earth Tremor Maelstrom Attack 1 Crackling Bolt Maelstrom Attack 1 Ice Pulse Maelstrom Attack 1 Collapsing Earth Maelstrom Attack 1 Swift Whirlwind Maelstrom Attack 1
Encounter Powers 1
Cold Feet Tsunami Maelstrom Attack 1 Flaming Combustion Maelstrom Attack 1 Ball Lightening Maelstrom Attack 1
Daily Powers 1
Sink Hole Maelstrom Attack 1 Growing Storm Maelstrom Attack 1 Stone Cage Maelstrom Attack 1 Whirling Cyclone Maelstrom Attack 1
Utility Powers 2
Lifting Wind Storm Surge Maelstrom Utility 2 Pillar of Endurance Maelstrom Utility 2 Master Blaster - Malestrom Utility 2
Encounter Powers 3
Lightening Cascade Maelstrom Attack 3 Dig the Trenches Maelstrom Attack 3 Gas Cloud Maelstrom Attack 3
Cry of the Storm Maelstrom Attack 3 Blinding Smoke Maelstrom Attack 3
Daily Powers 5
Burnination Maelstrom Attack 5
Endless Electrifying Bolts Maelstrom Attack 5
Wind Buffer Maelstrom Attack 5 |
| #3AnubisDreadOct 08, 2009 6:34:49 | (Reserved) |
| #4AnubisDreadOct 08, 2009 6:36:15 | (Reserved) |
| #5AnubisDreadOct 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 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. |
| #6Zinger2099Oct 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. |
| #7Zinger2099Oct 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. |
| #8bone_nagaOct 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. |
| #9AnubisDreadOct 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.. |
| #10AnubisDreadOct 08, 2009 16:10:43 |
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 |
| #11bone_nagaOct 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 Naturally. What's the fun in controlling the elements if you can't zap a few goblins? |
| #12ff6shadowOct 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: 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. 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. 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
Overall, an interesting class, if lacking in class features. |
| #13AnubisDreadOct 08, 2009 23:15:39 | Thanks for the detailed critique ^_^
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. |
| #14AnubisDreadOct 08, 2009 23:47:13 | Changes made to Maelstrom (aside from errors and typos): Bonus to defenses changed to +1 Fort, +1 Will |
| #15ff6shadowOct 09, 2009 0:15:59 | HP Issue 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
Storm of Winds As for the other element suggestion, it was just a thought.
Controller Chaos
Magma Jet
Earth Tremor
Ice Pulse
Swift Whirlwind
Gas Cloud
Sinkhole
Stone Cage
Whirling Cyclone
Master Blaster
Fury of the Storm |
| #16ff6shadowOct 09, 2009 0:20:05 | Cold Feet
Ball Lightning
Lifting Wind |
| #17AnubisDreadOct 09, 2009 0:55:06 |
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 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. Storm of Winds With the Maelstrom on the field, minions have a two turn use by date anyway Controller Chaos Wouldn't this be even more controllable? I was thinking of adding that as a utility or feat though. Magma Jet 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 Alright then, d6 it is. Ice Pulse 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 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 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 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 It should be close, sorry I'm trying to work out how to word the Range: Aura powers still. Fury of the Storm 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? |
| #18AnubisDreadOct 09, 2009 4:10:59 | Sorry, missed this comment ^_^;
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 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 ![]() |
| #19AnubisDreadOct 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. |
| #20QubeOct 09, 2009 8:16:09 | checking out the class features and at will powers ... > plate > controlled chaos > Ice Pulse |
| #21AnubisDreadOct 09, 2009 17:08:58 | Thanks for the look over ^_^
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 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 Also a good point, I really need to either nerf that or remove it entirely... > Magma Jet 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 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 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 Oops, swift whirlwind is overpowered, I forgot to reduce the wisdom modifier slide to just a slide 1, thanks for pointing that out. |
| #22generalhenryOct 09, 2009 21:05:16 |
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? |
| #23AnubisDreadOct 09, 2009 21:06:13 | Maelstrom Update: |
| #24AnubisDreadOct 09, 2009 21:17:02 | Wizards have no shortage of AC without 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. |
| #25generalhenryOct 09, 2009 21:45:55 | Wizards have no shortage of AC without plate
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. |
| #26AnubisDreadOct 09, 2009 22:30:42 | Wizards have no shortage of AC without plate 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... |
| #27AnubisDreadOct 09, 2009 22:42:05 | Changes to Maelstrom: Pillar of the Elements This class feature... is probably not the best way to reduce the damage the Maelstrom takes, so any suggestions would be great. |
| #28QubeOct 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:
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 OK, I did not know that. > Crackling Bolt 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.
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| #29QubeOct 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? |
| #30ekioOct 10, 2009 10:14:00 | The plate was unique. Now it's just a wizard. |
| #31generalhenryOct 10, 2009 11:29:23 |
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. |
| #32generalhenryOct 10, 2009 11:33:58 |
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. |
| #33generalhenryOct 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 |
| #34AnubisDreadOct 10, 2009 16:38:28 |
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.
As did I, but we're in the minority apparently . 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.
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 ![]() |
| #35generalhenryOct 10, 2009 16:48:48 |
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. |
| #36AnubisDreadOct 10, 2009 17:01:14 |
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 . 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. |
| #37generalhenryOct 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. |
| #38AnubisDreadOct 10, 2009 17:23:52 |
Very true, disagreement is a lot better for development than a agreement most of the time Made a few minor changes:Having Leader and Striker as secondary roles has been put under role as well as under build |
| #39QubeOct 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. 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) |
| #40AnubisDreadOct 11, 2009 1:29:01 |
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 ![]() 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. |
| #41ekioOct 13, 2009 11:08:37 |
You could make it two different builds and satisfy... well, us two and them. :\ |
| #42AnubisDreadOct 13, 2009 16:08:53 |
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. |
| #43silverdaneOct 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.] |
| #44AnubisDreadOct 16, 2009 16:06:54 |
Glad you like it 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. |
| #45AnubisDreadOct 16, 2009 16:31:29 | Changes to Maelstrom: Changes Charisma to Strength on abilities and powers |