Snowbluff
2014-09-28, 07:43 PM
So I love this class.
Also, it's awful:
1) The class stance should not be a stance. By making a stance, you are blocking off other, more interesting options of stances. Once you enter the class, it's probably going to either be useless (see below) or the only one your stay in at all times. Additionally, it doesn't provide passive bonuses. That's right, all of the abilities have to be activated, contrary to the design of stances being passive abilities.
2) The damn stance is crummy. Short durations. Lousy bonuses for high cost on everything but damage. It can't even cover it's poor save. Compare to Awakened Blade, which is granted bonuses to pretty much everything for no cost and no limit on duration. I think it might be favoritism for psionics, but I'm willing to give DSP the benefit of the doubt.
3) The action economy is wrong. Battlecaster's Strike competes with stance switching, gambits, and boosts, not to mention swift action and quickened spells. Some classes get the ability to add spells to attacks without eating your swift action. Now, you're saying "That'd be imbalanced. It should have some limitation." Yes, a limitation like the limited uses per day.
4) As above, but for Martial Conterspell. You can't use Battlecaster's Strike after using martial counterspell. Not to mention that it's redundant to use a counter that could counter a spell to counter a spell with an IL check. Even worse, is that this seems to be the reason why you have a USELESS prereq for the class.
5) Improved Counterspell. This feat is crap. It was kind of good in 3.5, where counterspelling had so much good support I couldn't fit all of in one build. Even worse, is that you lose a bunch of CL so dispel magic isn't an option for counterspelling... and you've lost a lot of CL so you've lost spell levels so you can't even use this feat. Not to mention counterspelling sucks.
6) Arcane Recovery. Spells > Maneuvers. Spells are a more limited resource than maneuvers. This is pretty situational. The extra 2 CL is nice, but extra CL would have been nice as part of a stance.
Arcane Ruin is pretty sweet. I like Arcane Assault, but I think it'd be cool if it started off with limited uses, and then graduated to At-Will. I mean, spell slots already limit that ability.
My suggestion? Scorching Ray + extra d6 from the "stance." Use snowball if the dude has SR. Spend time wishing you had extra swift actions. The awakened blade got extra immediate actions. Just sayin'. :smallfrown:
Also, it's awful:
1) The class stance should not be a stance. By making a stance, you are blocking off other, more interesting options of stances. Once you enter the class, it's probably going to either be useless (see below) or the only one your stay in at all times. Additionally, it doesn't provide passive bonuses. That's right, all of the abilities have to be activated, contrary to the design of stances being passive abilities.
2) The damn stance is crummy. Short durations. Lousy bonuses for high cost on everything but damage. It can't even cover it's poor save. Compare to Awakened Blade, which is granted bonuses to pretty much everything for no cost and no limit on duration. I think it might be favoritism for psionics, but I'm willing to give DSP the benefit of the doubt.
3) The action economy is wrong. Battlecaster's Strike competes with stance switching, gambits, and boosts, not to mention swift action and quickened spells. Some classes get the ability to add spells to attacks without eating your swift action. Now, you're saying "That'd be imbalanced. It should have some limitation." Yes, a limitation like the limited uses per day.
4) As above, but for Martial Conterspell. You can't use Battlecaster's Strike after using martial counterspell. Not to mention that it's redundant to use a counter that could counter a spell to counter a spell with an IL check. Even worse, is that this seems to be the reason why you have a USELESS prereq for the class.
5) Improved Counterspell. This feat is crap. It was kind of good in 3.5, where counterspelling had so much good support I couldn't fit all of in one build. Even worse, is that you lose a bunch of CL so dispel magic isn't an option for counterspelling... and you've lost a lot of CL so you've lost spell levels so you can't even use this feat. Not to mention counterspelling sucks.
6) Arcane Recovery. Spells > Maneuvers. Spells are a more limited resource than maneuvers. This is pretty situational. The extra 2 CL is nice, but extra CL would have been nice as part of a stance.
Arcane Ruin is pretty sweet. I like Arcane Assault, but I think it'd be cool if it started off with limited uses, and then graduated to At-Will. I mean, spell slots already limit that ability.
My suggestion? Scorching Ray + extra d6 from the "stance." Use snowball if the dude has SR. Spend time wishing you had extra swift actions. The awakened blade got extra immediate actions. Just sayin'. :smallfrown: