Showing posts with label controller. Show all posts
Showing posts with label controller. Show all posts

Friday, October 8, 2010

Essentials Ranger preview: A farewell to seekers?

D&D Essentials class previews

For a long time, Wizards of the Coast has stated that they wouldn’t release a purely martial controller in 4E, to the despair of symmetry-loving fans. However, after a first peek at the Hunter, the new controlling Ranger build to be included in Heroes of the Forgotten Kingdoms, we can tell that this stance... hasn’t changed all that much.

As it turns out, the Hunter (not to mistake with the Hunter Ranger build from Martial Power 2) not only brings a different role (controller) to the Ranger class, but it also changes the power source! Like the Essentials Assassin before it, the Hunter mixes martial exploits with a different power source - primal, in this case. This shouldn’t come as a surprise, since D&D rangers have a longtime tradition of dabbling in nature magic. Anyway, from what I can see, the primal influence is a minor one, since all the attacks revealed so far lack openly supernatural effects, and the class structure closely resembles that of other Essentials martial classes: no dailies, fixed encounter attacks, and a strong focus on basic attacks for its at-wills. In fact, the only primal elements revealed so far are a series of stances that wouldn’t be that out of place as martial exploits.

Hunters are ranged specialist, being able to choose either bows or crossbows. Accuracy seems to be one of the strong points of the class, with Expertise for the weapon of choice given for free at first level, and a Weapon Talent feature that isn’t shown in the preview but can safely assumed to grant a +1 to hit, like the features with the same name for other martial Essentials classes. They wear leather armor and feature striker-level hit points, their primal heritage apparently compensating for the fragile controller role.

The attack power selection faces the remarkable challenge of performing the controller role without daily attacks, which had historically been a major selling point of controllers, to begin with. The information we currently have is incomplete, but it strongly suggests that hunters will make really fine controllers, and be quite interesting to play, as well. Rather than choosing at-wills, hunters get a fixed array of three attacks, which looks like a letdown at first, until you realize that they play like five different powers - of which at least four are of amazing quality.

The star of the show is, without a doubt, Clever Shot, which consists on a basic ranged attack with a choice of three different controlling effects on a hit. And they are nothing to sneeze at, as they include knocking prone, sliding multiple squares, and slowing the target until it saves. This is a great range of options, both in variety and power level, and the inclusion of save ends effects is unprecedented for an at-will attack, and should provide some cool combinations.

For scenarios where such subtlety isn’t required, the hunter can resort to the more straightforward Rapid Shot, which sacrifices accuracy (of which the class had plenty, anyway) to be able to make basic attacks against enemies in an area, easily making this the hardest-hitting at-will area attack in the game, thanks to the very respectable damage dice of bows and crossbows. Rounding out the package, Aimed Shot is an attack that ignores most penalties to hit, being a decent alternative when a target is invisible or under heavy cover.

A missing piece of the puzzle is the encounter attack, Disruptive Shot, which appears to be a fixed option to boost attacks several times per encounter like a Knight’s Power Attack or a rogue’s Backstab. The name suggests some kind of penalty to attack rolls for the target, though I wouldn’t be surprised if it actually offered multiple options, like Clever Shot.

Overall, and despite the lack of dailies and the fixed encounter power, hunters seem to offer more strategic options for their attacks than other Essentials martial classes, and actually end up pretty close in complexity, compared to traditional controllers. In fact, there is an additional layer of choice thanks to a feature called Aspects of the Wild, which provides two at-will primal stances (of which you gain more as you level up) which let you switch between different states during combat. So far we’ve been able to see the Aspect of the Cunning Fox, which makes you resistant to opportunity attacks and allows shifting after hitting with an attack, and the Aspect of the Dancing Serpent, which allows you to shift at the end of turn and deal extra damage to isolated enemies.

If anyone was still aching for character building options, there is yet another feature, called Wilderness Knacks, that offers multiple choices - in this case, two skill-related abilities at first level, with additional slots every four levels.

Apart from that, there are a few mystery features left in the heroic progression table, including ‘Close Combat Archery’, which likely allows shooting without provoking opportunity attacks, ‘Reactive Shift’, most likely involving movement during an opponent’s turn, and 'Weapon Mastery', which might boost your Disruptive Shot in different ways depending on use of bows or crossbows, like the fighter features of the same name should give you a flat +1 bonus to damage, like the Knight feature of the same name.

The verdict

I’ve been pretty hyped by the Essentials builds so far, but this one is easily my favourite. I just love the idea of having many different (and potent) at-will attacks, and the range of tricks available covers most of the needs of a controlling character. The Aspects of the Wild are a really cool idea, and mean that you will be choosing between different powers for your standard action and your minor action each turn, providing an unexpected strategic depth. The downside is that, despite Aspects and Knacks, there shouldn’t be that much variety while building the character, but I’m confident that the variety in play will more than compensate for it.

The most painful thing about the Hunter is that, by being a primal-ish controller that uses ranged weapons, focuses on basic attacks, and has a number of mobility-related features, it steps on the Seeker’s toes too much. In fact, it’s hard not to picture the Hunter killing the Seeker, and taking his stuff, and kicking him while he’s down. The fact is, Seekers where deeply flawed, with a decent set of features but lousy powers that made them a failure as controllers. By succeeding in their very same niche, Hunters raise a number of questions about the continuity of Seekers as a class. Will they be supported anymore? With no Primal Power 2 on sight, it would take a major commitment from Dragon articles to bring Seekers up to playability, including a couple of feat patches and a good number of strong powers. Unlikely as that seems, I’m not giving up hope yet. Who knows, maybe one of the drafts I’m preparing to submit could help in that regard...

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Friday, January 15, 2010

A role-defining class feature for controllers.

I have fallen in love with a new wizard spell. I didn't think I was ready for a relationship, after my tragic loss of a beloved at-will. But this Utility is different: the first time I saw it, I knew we were made for each other...

Mystical Debris is a level 2 Wizard Utility power featured in today's Class Acts article. It is not the strongest power out there (most optimizers would probably take Shield for that slot), but it does have an unprecedented, cool effect: It allows the wizard to create squares of difficult terrain, one at a time... at-will. Think of the possibilities. Turn after turn, the wizard can modify the battlefield, blocking corridors with the help of a Defender, preventing shifts to flanking positions, and generally annoying the DM. This is the perfect controller power!

Then, the cogs in my brain started turning. Costing a mere minor action and being usable at-will for almost every turn of an encounter, this power almost feels like a class feature. In fact, it would have made a great feature for the Wizard - it couldn't fit better in the philosophy of the class and its role, and Wizards have always felt like they missed some extra combat-related feature. Come to think of it, so does every other controller, as that role... lacks... the defining feature...

Could it be possible? Is Mystical Debris the missing link? The Lost Controller Feature?

Dun Dun DUN!!!

Featuring: the controller

Of the four roles in D&D 4E, the controller clearly got the shaft. Everybody else has a well-defined function in a battle, whereas controllers... they control. Whatever that means. A crucial factor in this confusion lies in the role-defining features: Every striker has extra damage, all defenders get some kind of mark, and leaders speak their words of healing. These tend to be the strongest features of each class, and they usually define a character's gameplay.

It is not that controllers are lacking in strength. They do have better-than-average powers to compensate. But making a class special solely through its powers is dangerous, in that others can get them through multiclass and put them to better use because they have actual class features. It also means that a controller character, more than any other, can be crippled by unfortunate decisions in character building (imagine a hypothetical newbie wizard taking Magic Missile and Ray of Frost as at-wills... the pain, the pain!).

I have long wondered how I would design the role-defining feature that controllers need, but so far, I always got stuck at dead ends. With Mystical Debris, I finally saw it clear: terrain manipulation is the way to go. It is tame enough, power-wise, that you can tack it onto existing classes without having to remove or fearing to break anything. It's also open-ended, creative, and subtle. There is enough design space to introduce small variations for each class, further differentiating them and fitting with existing mechanics and flavor. There is also an enormous potential for future extensions, feats and powers affecting altered terrain in various ways - but I won't go into that today, as I prefer to focus on the basics.

So here is the deal: I propose, as a house rule, to add a terrain-altering feature to each controller class in the game. There would be no tradeoffs or drawbacks, since I consider it a small enough change in raw power so as to be acceptable. They would work as follows:

*Wizard
Add the Mystical Debris class feature.
Mystical Debris - You gain the Mystical Debris power (see Dragon 383).

*Invoker
Add the Pool of Radiance class feature.
Pool of Radiance - You gain the Pool of Radiance power.

Pool of Radiance - Invoker Feature
You fill an area with a puddle of radiant liquid that hinders enemy maneuvers.
At-Will * Divine
Minor Action Ranged 5
Effect: One square in range becomes difficult terrain for your enemies and sheds dim light until the end of the encounter. You can end this effect as a minor action.
Special: You cannot use this power more than once per turn, and you cannot have more squares than your Wisdom modifier under this effect at one time.

*Druid
Add the Rampant Growth class feature.
Rampant Growth - When you use Wild Shape to change to beast form, you can have up to two adjacent squares become difficult terrain until the end of the encounter. When you use Wild Shape to change to humanoid form, you can end this effect in up to two squares you can see. You cannot have more squares than your Wisdom modifier under this effect at one time.

*Seeker
Add the Entangling Roots class feature.
Entangling Roots - When you make a Seeker attack, you can have a square adjacent to a target of the attack become difficult terrain until the end of the encounter. If you don't, you can end this effect in a square you can see. You cannot have more squares than your Wisdom modifier under this effect at one time.

*Psion
Add the Illusionary Terrain class feature.
Illusionary Terrain - You gain the Phantasmal terrain power.

Illusionary Terrain - Psion Feature
You alter the perceptions of surrounding creatures to fill a small area with false obstacles.
At-Will * Psionic, Illusion
Minor Action Ranged 5
Effect: Until the end of the encounter, one unoccupied square in range costs 1 extra square of movement for other creatures. You can end this effect as a minor action.
Special: You cannot have more squares than your Intelligence modifier under this effect at one time.
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Wednesday, November 4, 2009

RIP: Scorching Burst

(Update: As of March, 2010, Winged Horde has received errata that considerably reduces the power's damage. As a consequence of this, Scorching Burst becomes a legitimate option again, as the Wizard power of choice for area damage. Rise from your ashes, scorching burst!)

It seems it was only yesterday when I first opened my 4E Player's Handbook and read the Wizard class. I almost immediately fell in love with Scorching Burst, the straightforward, reliable area attack that could be used turn after turn. For me, this was what set apart the controller role (which at the time consisted exclusively of Wizards) from other classes. Later, I would learn of the subtle ways of the controller, and find that damaging a 3x3 area is far from the most powerful thing you could do with one. But I still stood by Scorching Burst, which brought fun for me, and pain for my enemies.

More rule books came, crowding the controller role, and the new powers put it clear that the original burst attack was no longer deemed good enough. Other classes became capable of creating bursts that were as damaging, but also imposed severe penalties on the targets. Even non-controllers were given better area attacks. Finally, some particularly strong prayers had the power of hurting hordes of foes that weren't confined in small spaces, without risk of hurting the attacker's allies. And yet, Scorching Burst endured, as Wizards had no better option for pure damage at range.

There was a brief glimmer of hope, found in tomes of Arcane Power, when Wizards discovered the way to Enlarge their bursts, and to combine them with Ice magic for lethal effects. I thought the old spell might, after all, find its place of power among controllers. But it was not to last.

The latest Class Acts article for Wizards in DDI (which, by the way, is easily among the best material I have read so far in the magazines, so you should definitely check it out) has signed the death sentence of Scorching Burst, with a new Wizard at-will (called Winged Horde) that improves the basic burst 1 attack in two very significant ways: it prevents targets from taking opportunity actions, and it no longer hurts friendly targets in the area. The new spell deals Psychic damage instead of Fire, but that won't stop most arcane users from writing it in their tomes.

Farewell, Scorching Burst. You were always my favourite Square Fireball. Somehow, I will miss your friendly fire.

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Friday, October 9, 2009

Class Review: The Seeker

This month's debut content from Player's Handbook 3 on DDI consists, again, on a new class: the Seeker. These days, it looks like we are getting some new class almost every month, which would eventually become hard to justify, if not for the fact that the designs look better each time. If last month's Assassin quickly became one of my all-time favourites, today's Seeker doesn't let me down, either.

Rather than a completely novel idea, Seekers consist on an interesting variant for a relatively untapped archetype: the Archer. This class' twist comes in the form of primal spirits that imbue your missiles with energy, granting special effects. If Archer Rangers were like Robin Hood or Legolas, Seekers play more like a Green Arrow or Hawkeye, almost every arrow coming with some kind of trick or surprise. Though this niche had partialy been covered by Artificers, as well as Prescient Bards, the emphasis on archery is greater here - while these other classes had the ranged weapon as one of many options for channeling attacks, the Seeker is one with his bow (or crossbow, or whatever). When you think of it, not even Rangers can claim such a devotion to archery, as only one of that class' builds is really focused in ranged combat.

None of the powers shown so far feature this kind of arrow trick, but there's still hope.

Rules-wise, the Seeker is a controller of the Primal power source, though its secondary roles seem to be way more predominant than in most classes. The one build that has been released, the Bloodbond Seeker, is suppossed to dabble as a Striker, but that hardly makes him justice. The class features of that build give them a level of maneuverability that most pure Strikers only dream of, and only the lack of a single-damage boost keeps you from wondering if we should actually think of them as strikers with a touch of controllers, instead of the other way around. I'm really intrigued for the Spiritbond build, which we won't see until PHB3 is released, as it is said to have a Defender splash. Defender archetypes don't mixed well with ranged attacks, so that won't be easy to pull off.

The class features are few, but very relevant. If there is one that will make players of most other classes green with envy, it's the ability of the Bloodbond build to shift as a minor action, every turn. We finally get to play kobolds! I'm really, really excited by this, and it's an ideal fit for an archer, as your greater concern is usually to get surrounded by enemies, unable to attack without taking opportunity attacks. This will never, ever happen to Seekers, though. If that wasn't enough, the build comes with Encaging Spirits, an encounter power that pushes and slows all enemies around you -no roll to hit required- useful for not only running away, but locking down opponents as well. Finally, the class-defining feature that will be available regardless of the build is called Inevitable Shot, and it allows you redirect missing arrows to attack elsewhere, once per encounter.

Seeker powers are notaby short on bursts and blasts, for a controller class. Instead, the most common method for damaging groups of enemies is the single target attack with splash damage around it. There is also plenty of zones and hindering conditions, typically originated from the target of a ranged attack. As the attacks deal weapon damage and Seekers are proficient with bows and crossbows, they are all but guaranteed to have the highest single-target damage of all controllers, which along with their extraordinary mobility and moderate area damage makes for a distinct combat style. However, this damage won't grow at the same rate as other weapon users, as encounter and daily powers tend to roll a few weapon damage die plus some other fixed amount of dice. That is, where a Fighter or Ranger would get 3[W] damage, the Seeker rolls [W]+2d6, or something like that. This reduces both their overall damage and the degree to which they depend on superior weapons, but also allows for greater variety in attack powers' damage and effects.

Regarding the power selection, I think that the reduced power list released as Debut Content (3 at-wills and a mere 2 options per level for the rest of slots) isn't very tolerant to the presence of mediocre options. For some slots, it seems you'd do better taking a lower level power than one of the available options: Levels 9 and 29 in particular come to mind. Not that I will be playing epic level Seekers anytime soon, but it is a letdown looking at the supposedly most powerful attacks available to the class, and find them bland and unexciting. Fortunately, the at-will selection is solid, and provides enough variation on the theme of single attacks with a splash effect. The default attack of choice is likely to be the amazing Stinging Swarm (a ranged attack that inflicts an attack penalty on the target and close enemies), but the other ones will be good alternatives whenever you want to clear minions or just deal area damage.

To conclude, I'll comment on a few powers that called my attention:

- Hunter's Instinct (level 2 Utility) Is a Stance that increases your crit range, but only when you shoot from 2 squares from the enemy. It's a risky strategy, but the reward is great, the class has enough mobility to pull it off, and it should be a blast to play. I wouldn't mind seeing more effects of this kind for the class, on PHB3.
- Escaping Shot (level 3 Encounter) honors its name. A ranged attack that doesn't provoke, dazes the target, and lets you shift a billion squares, it is probably overkill for a class with such a great mobility, but it's nevertheless cool.
- Blurring Stride (Utility 6) grants you the Warlock's Shadow Walk ability for one encounter per day. I always loved that feature.
- Wave of Sleep (Daily 15) is the Wizard's Sleep spell on steroids. Increased accuracy, no friendly fire, and a guaranteed daze, this improves on a classic.
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