I received a fair amount of criticism for my last post about encounter powers (and also for the at-wills). According to my critics (I’m looking at you PrecociousApprentice) the powers were overpowered and the Gunmage was a better controller than a wizard and a better striker than the ranger. The critics were, of course, right and I have since edited the powers to make the Gunmage more on par with other strikers. Even if the balance was a bit off on the first take, it seems like the flavor of the class is generally appreciated and I take that as an incentive to continue on the same path.
This time I hope I’ve done a better job at balancing as I give you the 1st level daily powers of the gunmage:
Standard Action Close blast 3
Requirement: You must be wielding a black powder weapon.
Attack: Dexterity vs. AC. If you use a witchfire bullet, Dexterity vs Fortitude.
Standard Action Ranged weapon
Requirement: You must be wielding a black powder weapon.
Attack: Dexterity vs. AC
Standard Action
Ranged weapon
Requirement: You must be wielding a black powder weapon.
Attack: Dexterity vs. AC
Standard Action
Ranged weapon
Requirement: You must be wielding a black powder weapon.
Attack: Dexterity vs. AC
Secondary Attack: Intelligence vs. Reflex
Standard Action
Ranged weapon
Requirement: You must be wielding a black powder weapon.
Attack: Dexterity vs. AC
Ok, release the critics
I gotta say, this is pretty nice work. Still flavorful and not nearly as overpowered as your first attempts. This is good stuff. Keep up the good work. It will be interesting to see where this goes to.
As a side note, if you are going for a striker, you might want to think about adding some mobility powers. All the strikers have them. This is one of the features that makes them a striker. This guy still has hard leanings toward control, but the powers you have here aren’t things that make choosing them or the gunmage a no-brainer.
NIce work, and I will check back to see how this project gets along.