ff6shadow's Vault of Custom Material (Take 2)

Post/Author/DateTimePost
#1

ff6shadow

Jun 26, 2011 0:20:23
And, after a 2 year absence, due to various computer and storage issues, I'm finally back. And repoening my vault. It's going to be a slow process, but I'm working on retyping and polishing up my old classes and getting them back online. So, lets start this off.

4.0
Custom Classes 
Dreadnought - A martial striker, specializing in two-handed weapons and durability. ((Notes: Still working on feats, but powers should be complete))
Blue Mage - An arcane controller with a strong dash of leader.  Heavily FF themed. 
#2

hyrikor

Jun 26, 2011 13:32:34

Very interesting spin on the classic fighter class. Already looking forward to additional classes in time to come.

#3

ff6shadow

Jul 01, 2011 0:22:19
Readded the Blue Mage to the list. Any thoughts?
#4

magikot9

Jul 02, 2011 22:38:25
I havent finished reading Blue Mage, but so far it seems awkward and fairly over powered.

To start, he is too durable because has Paladin NADs, excellent proficiencies and more surges than any other controller. Removing the Reflex bonus and reducing the surges to 7 is a good start. Controllers have between 10 and 12 plus con hp at level 1, 4 to 5 hp per level and 6-7 plus con mod surges; being a Blue Mage should mean he has the highest of controller durability, but not more. With 20 int, hide and a light shield you are looking at 19 AC (and a 17 reflex as it currently is designed) at level 1. Unless this is intentional, you might want to remove hide armor from his proficiencies.

Blue Wizard gives you as many proficienies as a Rogue which feels a bit much. Blue Warrior seems good though. I don't like that your choice of Blue Wizard or Blue Mage has no effect on your powers. Every other class has some sort of effect on their powers for their subclass choice, such as the Warlock Pacts.

Speaking of skills, Vast Knowledge is way too damned powerful. You gain a +2 bonus to all monster knowledge checks would be better. Or make it a minor action power that is 2/encounter (3/encounter at 16) that gives a scaling power bonus.

Shockwave Strike is awkward. A close blast 3 that deals weapon damage? Int mod damage on hit and push Strength mod makes it more balanced and kind of feels like a more accurate version of Beguiling Strands.

Shadow flares secondary attack seems too damaging when you consider the accuracy boost. I would drop it down to 2d8+int or remove the accuracy boost.

Quick Strikes shouldnt have the bonus to attack. Consider how powerful this power would be with the ring that gives +2 to hit to all int attacks (Ring of Opalescence I think it's called... dont have my books on me right now or I'd double check).

Magical Discharge is very oddly worded.

Mantra magic is incredibly overpowered. A range 10, 5x5 square at level 11 that is part friendly and deals Daily level damage?  Area Burst 1 within 10, party unfriendly and 3d6+Int would be much more balanced.
#5

hyrikor

Aug 28, 2011 11:40:01
Hey there, just read over the blue mage, very interesting concept, but I would have to agree, he seems a tad overpowered? I am sure you'll work out a couple kinks and such, but all in all very cool. Onto another class though, I was reading over your summoner post from years ago, it seemed to have a lots of promise, any chance of a re-release on it? =)