Even if you "tuned" Poison, it would still be usable by Rogues and the only advantage is still economy. If you made a new Assassin-only poison, that'd be going beyond tuning and adding something completely new, like making a Fighter-only scripted item that buffs a proc effect on a weapon/armor/shield.
How is that going beyond tuning? Assassins are supposed to be poison specialists, they get a bonus to saves against poison, and they're one of only two classes that can use poison without fear. You're adjusting what's supposed to be a core feature of the class. The problem is the lack of downside for failing the poison check and the general weakness of poison by default.
And a Fighter-only scripted item is as much tuning as giving them a 1 AB bonus per 10 Fighter levels or something.
As for Death Attack, as I said, Death Attack is the only differentiator and I don't think it's good design to make a class whose sole raison d'etre is one class ability - look at Shadowdancer. That said, I don't understand Shadowdancer as a class. Shadow Evade, Improved Evasion, Defensive Roll are essentially tanking abilities, but the one ability unique to it, HiPS, effectively drops aggro.
You could easily do something like make you gain Death Attack every level (instead of every other level) and/or change the function so you can paralyze opponents in combat (or nix the paralyze in exchange for something else, like debuffing the target).
Shadowdancer is basically meant to have insane survivability -- usually can avoid aggro with HiPS but even if you don't (like versus enemies that see through stealth or have high detect) then you have the other stuff to fall back on. It would probably make more sense to get HiPS last as an "ultimate" ability, though.
On the other hand, 1 Dex per 2 levels is you adding something completely new into the mix. You could just as well say Fighter only needs "tuning" by giving it +1AB and +1AC per 4 levels.
Precisely! I'm glad we agree (and doing that for an Epic Fighter bonus actually does a lot to make the class more viable)!
AC is pretty irrelevant to the archery build in question, considering it's essentially a support DPS role. It has no Uncanny Dodge, no Monk AC and incurs AoOs in melee range - which ignore Dex and Dodge bonus, so that's easily >20AC lost there. In melee against mobs designed to challenge a Monk/SD, PM or DD tank with healing support, it would be toast either way. Its best defense is to maintain distance and avoid getting aggro.
No, the AoOs don't ignore the Dex and Dodge bonus. If you have a Fighter/Wizard/AA with high Dex and Dodge AC from boots, that all counts for the AoO triggered in melee. Test it if you don't believe me.
So it's 2 AB for 4 Damage which is still different from the 2 AB for 2 Damage you originally posted. On top of that, since you're going into this level of detail, the Fighter build gets 2 more pre-epic feats, and the to-buy list for this kind of Archery build typically looks like:
Point Blank Shot
Rapid Shot
WF Longbow
Improved Crit
Blind Fight
Toughness
Lingering Song
Curse Song
Extend Spell
Called Shot
So the pure AA build would have to give up two of those feats if it were indeed going for max AB. First 5 are non-negotiable. Toughness would more than compensate for the loss of 1 conditional AC for survivability, not to mention the higher base HP on Fighter compared to AA. Curse Song and Called Shot would much, much more greatly compensate. Lingering Song and Extend Spell on the other hand help with uptime for longer engagements and are harder to measure.
Hey now, I originally just said "you lose 2-3 AB and damage to gain 6 damage" -- you're the one who wanted to go into this detail!
Toughness is easy to toss out, only environments I've seen where it matters are some of my modules.
So all you need to do is drop Lingering Song or Extend Spell.
Also, not to mention the elephant in the room, but going Bard/Fighter/AA like that also gives a 20% XP penalty unless half-elf, at which point you're losing an AB and AC.





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