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With int as the kas, grabbing amped message seems great to use in conjunction with strike hard. Have yourself a rogue with opportune backstab and your choice of heavy hitter and you can manage 3 mapless attacks on your turn. What else can we add to make the most out of strike hard and the free reaction?
Guardians feat list is pretty good as far as I can tell. I like to see stuff like this and shielded taunt to really sell the idea that this is the best class for shields. Another thing that could be missing is a built in way to manage your broken and destroyed shields since you're likely to be breaking them often. What else could we do for shields for the guardian?
These are almost like subclasses but how can we make them more interesting and impactful? Currently they feel like a footnote. The key to making taunt better may be in how these abilities turn out. My suggestion would be to have the damage bonus from vengeance apply immediately until the guardian is targeted. Not sure how mitigate harm should work though.
I like the defense first idea of the guardians progression but I'm not sure if will be very fun for a martial. The first delay in attacks doesn't seem so bad but 13-16 would be pretty painful. Is there a niche for martials to be trading their attack progression for their defense? It's unique so it should get a decent amount of scrutiny from the playtest.
I've been thinking that it might actually be possible to be too good at your job as a Guardian. Once you have all or most of the agro, that's not actually an ideal position most of the time, especially if you have any taunts active. Damage is typically better spread out amongst similarly armored party members than focused onto just one. I'm not certain about the math or tactics but that seems to be the case. To help with this, I think guardian aught to have more ways to mitigate damage to themselves once they have agro. One way could be to gain the resistance from intercept strike against the first strike of a taunted foe as a reaction. Possibly have certain special actions or buffs that can be used when you have 2 or more adjacent enemies. Stuff like that. Thoughts?
I noticed that dazzling display has a different immunity timer than the standard demoralize timer. I'm now wondering if immunity to demoralize is specific to the demoralize action or general to include the demoralize sub action with activities like dazzling display or reach for the sky. Why have a shorter timer when targets would be immune for longer normally? Thoughts?
I have now realized you can make yourself renewable adamantine shields with both of these impulses. Seems to be a legitimate use. A lot better than the shield they give you and it will scale with the rank of plate in treasure to give you better shields once they're available. Improves my opinion on metal carapace that's for sure. What's the thoughts on this?
I haven't been paying much attention to the blogs so I'm wondering what's to look forward to with Monster core releasing next month. I'm aware of some of the new dragons. Those seem great. I'm looking forward to seeing how demons and devils might change with the de-emphasis on law/chaos that the remaster has. What else are people looking forward to?
I'm wondering which kinds of ranged strikes would be allowed given the text of the combination trait. So you make a successful melee strike, so you don't need to switch modes to make your next ranged strike against that target. So far so good, but does that only mean "Strikes" specifically or could you say, make a ricochet shot or a risky reload?
Using the action to exclude your allies is fairly straightforward with flames or frost as you can logically say you swirl the elements around them. Or perhaps you create barricades to protect from a razor sharp metal debris. I'm just wondering what your choices of logic would be for something like tremor or tumbling lumber. How do you exclude a piece of earth from a localized quake? Or exclude your allies from a bunch of logs without logically impeding their trajectory?
Was theory crafting a triggerbrand and was thinking how best to utilize combo weapons rune sharing and I recalled siccatite. I figured it would be melee only but would a combo weapon made out of siccatite add the fire/frost rune to both modes? Or would you need siccatite ammunition specifically or something.
Thinking about implementing this varient rule in an upcoming homebrew game. Anyone have experience with this one? Seems fairly benign at face value for a quality of life varient but I figured I'd ask opinions on it. Certain classes like inventor and thaum disproportionately benefit from it since they can get an 18 in strength/dex at 2nd instead of 5th. That's the most notable thing I can think of. Grabbing multiclass archetypes would be easier too now that I think about it.
Neat trait. I don't see it being all that useful outside of turn one if you're in position to ready a strike though. How else could this be utilized? One thought would be a barbarian with some of the higher level taunts or just being a giant to draw enemies to you and let loose. A large sized nodachi is in monster hunter longsword territory so there's that.
What should the expectations be for players wrecking their surroundings with this trait? It's an atypical tactic but it's a hefty enough damage bonus that it'll be on players minds with one in hand. Doors and windows are obvious choices. Maybe cover as well if it's a turned over table or some crates. I can imagine a barricade buster earning its name that way. Brings up a relevant point about a hole in the rules it seems though with targeting objects with strikes in general.
This weapon fascinates me. The clear objective of it is to have a big opening attack. Who has the best opening that could really make this thing shine once per combat? The immediate choice would be starlit span with true strike and shocking grasp. Follow up with a bow in spirit sheath. A rogue with archer archetype could open with parting shot. A weapon inventor can megaton strike with it. Although, would need to have dual weapon form otherwise you throw your class abilities away on the first attack. What else? Or other thoughts on this sort of weapon/strategy?
I recall a while ago in one of the gun balance threads that combination weapons kind of broke with ABP in the picture since they loose their main benefit of sharing runes. It was suggested that a buff would be appropriate for ABP games but I'm uncertain what exactly. A straight forward one would be to simply bump the die size on either 1 or both modes. I think what was suggested was to put a weapon inventor modification on them too. What else could help them?
It's clear how ranged trip works on thrown weapons with you tossing the thing, but with rope shot with weapon inventors and loaded weapons, I wonder if it's meant to actually use ammunition and need to be reloaded afterwards. The text just says you're allowed to make trip checks so am I overthinking it?
I like the whole infernal temptation thing that tieflings have to contend with. While their heritage page makes it clear that nothing is actually forcing tieflings to do evil, their curse does tempt them in one way or another. What I'm wondering is how exactly that works or how would one play a tiefling that is struggling with that. Is it an actual devil on your shoulder situation? Do you hear voices? Or is it more mundane in nature? Probably different to each tiefling but what are some thoughts on it?
Given the large variety of unarmed attacks at this point in the life of 2E, the flavor of simple handwraps can only go so far to explain how one would magically amplify some of the more special unarmed attacks like foxfire or sprite spark. I'd like to hear some of the ways people have flavored handwraps to fit characters specific attacks, be it jaws, tails, legs, or magic eye beams.
Got my impossible lands copy and noticed another reload 0 thrown weapon. Advanced. Looks good. I'm just reminded that there's still no current way to utilize reload 0 past 4th level because of runes. ABP fixes this somewhat but I'm going to guess there's gonna be a way to add runes to reload 0 thrown weapons without a returning rune soon. Possibly in treasure vault. What are the opinions on this? Would it be balanced? What are some guesses as to how it would work? A specific glove to add runes or something maybe.
What's the opinions on how this works with various thaumaturge abilities? Chalice and root to life in particular. One of the suggested builds has both root to life and paired link suggesting they would work together but the text is iffy. RAI is clear that it should work right? Along with chalice. There's no thaumaturge abilities that have a range of touch but there's these 2 things that are probably the intended uses case
Minus the 3 target restriction. There's been a good amount of grumbling about blasts not being very good and propositions of a damage booster of some kind but I think that alone would be a little boring. Having a 2 action routine to attack 3 times would be more interesting and give you a decent turn when you aren't using overflows. Would work good with stoke element for those who wish to focus on blasting.
We won't know for sure until we get to look at the dedication but I'm a little worried that classes that get static bonuses to damage like thaumaturge and inventor will make better use of blasting than the kineticist. Making it it's own action rather than a standard strike is a decent solution to reign in the more cheesey poaching but plenty of classes can use regular attacks just fine. Is this a reasonable concern?
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