ShabuShabu's page

2 posts. No reviews. No lists. No wishlists.


RSS


1 person marked this as a favorite.
Pax Keovar wrote:
ShabuShabu wrote:

You can absolutely have taunting in pvp... If you base and balance pvp by group and not 1v1 or 2v2. Everquest 2 did this and it was fantastic pvp...

So no healer roles then ?

Mind describing how it worked in EQ2, rather than assuming everyone knows?

Anyway...
Seems to me that a PvP 'taunt' could work by applying a vulnerability debuff on the target which only works when they have someone else targeted. The vulnerability effect gives attack/damage/other bonuses to the one who applied the taunt. Let it stack up to a point, so the longer they try ignoring the taunter, the worse it gets. Once they have the taunter targeted in return, the debuff effect doesn't apply. It doesn't go away immediately, so people can't simply tab around to clear it. Like most debuffs, it'll fade off over time, or immediately if the taunter is defeated. There should probably be a way for the target to see who has applied taunts to them, and to what degree, since the whole point is to encourage them to deal with the characters using it. This sort of effect could even be used to let mobs taunt, since it is based on encouraging a change in behaviour rather than trying to control it.

Taunts in eq2 PVP were simple. You change the target of an opponent. For example, I played a healer in eq2 pvp/raiding. Often times healers are targeted first for the obvious reasons, but my tanks could TAUNT the opposing DPS off me, to them. So your physical target would change if you got taunted off... it makes combat more interesting for sure.

What was nice about applying group dymamics to PVP and I mean real group dynamics ala the trinty is they didn't have to balance pvp for 1v1 because everyone couldn't beat everyone 1v1 and it didn't matter.

It also adds some tactical strategy around approaching pvp as a group rather than, ok everyone kill healer.


Stephen Cheney wrote:

We're trying to avoid the trinity (and it doesn't work as well in PvP games anyway, since it relies so much on AI threat mechanics), and our intent isn't that you have to have a party of completely balanced roles to be successful... but our roles do say a lot about your capabilities, and we intend there to be synergies in a mixed party.

A player in PFO can switch fairly quickly to a different role... if she's a many-year veteran who's maxed multiple roles or someone who's deliberately slowed advancement in one role to be mid-level and roughly at the same strength in multiple ones. It's not instantaneous, and doing so in the field requires lugging around potentially a lot of extra gear (and the stuff you're not currently wearing can't be threaded). It's far more likely that this will, when used, be to adapt with forewarning to a changing tactical landscape (e.g., "that looks like a lot of undead, maybe we should field an extra cleric"), rather than to make one guy feel like his role isn't useful because someone else can cover it as needed and then go back to her normal role.

Pursuing multiple roles is a good thing to do early to figure out what you like doing (as the other panelists mentioned), and veterans will eventually have access to a lot of options, but in the moment, if you're not slotted as a pure role, it's because you've found something you feel is a synergistic multiclass useful enough to forego a dedication bonus. And even in that case, party members dedicated to the individual roles that make up your build should still be able to shine with the capabilities you've forgone.

You can absolutely have taunting in pvp... If you base and balance pvp by group and not 1v1 or 2v2. Everquest 2 did this and it was fantastic pvp...

So no healer roles then ?

Classes/Levels

AC 19/15/14 HP 45/45 Fort +3/Ref +10/Will +6 Init +5 Perception +12 CMD 21

About The Professional Killer

SHOHIRAJ
Female human unchained rogue 7 (Pathfinder RPG Pathfinder
Unchained 20)
N Medium humanoid (human)
Init +5; Senses low-light vision; Perception +12

DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 45 (7d8+7)
Fort +3, Ref +10, Will +6
Defensive Abilities danger sense +2, evasion, uncanny dodge

OFFENSE
Speed 30 ft.
Melee +1 sap +11 (1d6+6 nonlethal) or
mwk rapier +11 (1d6+1/18–20)
Ranged mwk light crossbow +11 (1d8/19–20)
Special Attacks debilitating injury, sneak attack +4d6

STATISTICS
Str 12, Dex 20, Con 12, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +6; CMD 21
Feats Deft Hands, Extra Rogue Talent, Iron Will, Quick Draw, Sap AdeptUC, Weapon Finesse

Skills Acrobatics +15, Bluff +11, Climb +7, Diplomacy +7, Disable Device +22, Disguise +11, Escape Artist +9, Knowledge (local) +11, Perception +14, Sense Motive +12, Sleight of Hand +17 (+21 to conceal a weapon), Stealth +15, Use Magic Device +11

Languages Common, Kelish

SQ rogue’s edge (Disguise), rogue talents (deft palmUC, fast stealth, trap spotter, underhandedUC), trapfinding +3
Combat Gear potion of cure moderate wounds, potion of displacement, potion of invisibility, wand of true strike (5 charges), alchemist’s fire (2), antitoxin, smokestick (2), tanglefoot bag (2), tindertwig (5); Other Gear +1 glamered studded leather armor, +1 sap, mwk rapier, mwk light crossbow with 20 bolts, belt of incredible dexterity +2, cloak of fiery vanishingARG, dust of tracelessness (2), eyes of keen sightUE, handy haversack, climber’s kit, crowbar, disguise kit, grappling hook with silk rope (100 ft.), mwk thieves’ tools, bronze Aspis Consortium badge, 54 gp

SPECIAL ABILITIES
Cloak of Fiery Vanishing Once per day, when subject to an effect that deals fire damage, Shohiraj can become invisible as an immediate action, leaving behind an illusory pile of ashes and bones, as if she had been slain by the fire effect. Shohiraj’s invisibility and her illusory remains last for 5 rounds or until she attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.

Danger Sense (Ex) Shohiraj gains a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks made by traps. She also gains a +2 bonus on Perception checks to avoid being surprised by a foe.

Debilitating Injury (Ex) Whenever Shohiraj deals sneak attack damage to a target, she can also apply one of the following penalties for 1 round. Bewildered: The target takes a –2 to AC against all attacks, and an additional –2 penalty to AC against Shohiraj’s attacks.
Disoriented: The target takes a –2 penalty on all attack rolls, and an additional –2 penalty on all attack rolls against Shohiraj. Hampered: All of the target’s speeds are reduced by half (minimum 5 feet), and the target cannot take a 5-foot step.

Deft Palm (Ex) Shohiraj can make a Sleight of Hand check to conceal a weapon in plain sight, even while she is being observed. Eyes of Keen Sight These lenses grant Shohiraj low-light vision and a +2 bonus on Perception checks. These effects are already included in her stat block.

Fast Stealth (Ex) Shohiraj can move at full speed while using the Stealth skill without penalty. Rogue’s Edge (Ex) Shohiraj can use the Disguise skill to create a disguise in 1d3 minutes.

Sap Adept Whenever Shohiraj uses a nonlethal bludgeoning weapon, such as a sap, to deal nonlethal sneak attack damage, she gains a +8 bonus on her damage roll. Sneak Attack As the Core Rulebook rogue ability of the same name, except Shohiraj can sneak attack creatures with concealment, but not creatures with total concealment.

Trap Spotter (Ex) Whenever Shohiraj comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. The GM should roll this check in secret.

Underhanded (Ex) Shohiraj gains a +4 bonus on Sleight of Hand checks to conceal a weapon. Once per day, when she makes a sneak attack on the surprise round using a concealed weapon that her opponent did not know about, her sneak attack dice automatically deal maximum damage.