Preview of the Mentalist released
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Post subject: Re: Preview of the Mentalist released
Posted: Thu Jun 25, 2009 01:31 AM
looks interesting
i would observe that the preview, at least, does not explain the psicrystal implement (and also does not mention that you can perform implement powers without a psicrystal, actually). is this explained elsewhere?
the suggested kineticist build includes 3 feats, one of which is solid sound. i assume that was a typo, because a) it is the third feat b) kineticists don't appear to have any thunder damage powers.
and finally, your utility powers all say daily but have a red bar indicating encounter powers.
Post subject: Re: Preview of the Mentalist released
Posted: Mon Jun 29, 2009 12:47 AM
Hi Jaid
The feats/powers suggestion for the kinecist build was one of the last thing I added before sending it off to Andreas and Jeremy, and it seems I should have spend a bit more time on them, because Solid Sound definitely has no business being on that list, especially since it is a paragon feat.
Post subject: Re: Preview of the Mentalist released
Posted: Mon Jun 29, 2009 02:14 PM
Very much looking forward to this release, since it's right up my alley and appears to be very well put together. (it doesn't hurt that my favorite reviewer on EnWorld wrote it)
It will be interesting to see how it stacks up against the psion preview on DDI this month. Either way, I am very excited to finally have psionic content in my 4E. (other than reflavored Fey Pact Warlocks, Wizards, Swordmages, or Bards)
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Post subject: Re: Preview of the Mentalist released
Posted: Mon Jun 29, 2009 04:35 PM
dumas_drift wrote:
Very much looking forward to this release, since it's right up my alley and appears to be very well put together. (it doesn't hurt that my favorite reviewer on EnWorld wrote it)
It will be interesting to see how it stacks up against the psion preview on DDI this month. Either way, I am very excited to finally have psionic content in my 4E. (other than reflavored Fey Pact Warlocks, Wizards, Swordmages, or Bards)
the main problem i think is there's only so many ways to combine damage, moving people, knocking them prone, and dealing ongoing damage (alright, i missed a couple of status conditions, fine...)
there really isn't all that much room to make a class stand out when you're making pretty much nukes only, with a handful of non-nuking powers (most of which are also rather limited, for example to adding to AC/etc. i suppose it's possible the class will feel different, i just don't see that they have much room to make it unique.
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