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Are some items too powerful for Buffyverse?

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1 Are some items too powerful for Buffyverse? on Sat May 12, 2012 11:22 pm

There are a few items that are pretty powerful against undead and because we run into so many undead I was wondering if they'd be too powerful.

Weapon of Disruption:

Weapon of Disruption
Level 10+ Rare

This iron mace is scribed with a variety of holy runes. It glimmers with white light as divine magic flows through it.

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp

Weapon: Maces
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus

An evil creature that uses this weapon to make an attack takes radiant damage equal to 5 + this weapon’s level.

If you attack an undead minion with this weapon, that minion is destroyed, whether the attack hits or misses. If the minion has powers or traits triggered by its destruction, they are not triggered.

If you hit an undead creature with this weapon, you gain a power bonus to the damage roll against that creature. The bonus equals the weapon’s enhancement bonus.

Attack Power Encounter (No Action)Trigger:
You hit an undead creature with this weapon.

Effect: You push the creature up to 3 squares, and it is immobilized (save ends).

I know this only affects minions, but if someone could multi-attack (or shift attack multiple targets), then this could wipe out quite a few undead minions automatically.

Other powerfull items would be the Ghostlight Candle and possibly items that give 10+ resist Necrotic.


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The mace, which takes out minions, is way less powerful than the Belt. There are quite a few items which can take out multiple minions at once. The mace really only becomes "powerful" against "really tough" minions, ones that would ordinarily be difficult to hit. I see the mace as a kind of magic missile for melee types, but only against undead, of course.

Now, in the WAR! series, 95% of the time, when there was damage of a certain "type", it was almost always one of three; poison, fire, or radiant (and sometimes necrotic). So, because of this, do items that give resistance to one of these damages become too powerful?

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1 of 3 types is quite a bit different than 9 out of 10 Necrotic...

I guess that's one of the drawbacks of having a campaign centered around one type of monster.

I wouldn't say the mace is way less powerful, just powerful in a different way. A powerful defensive item has little impact on the monsters (by it self...), it just keeps a PC alive longer. The mace actually removes monsters from the board, when combined with multi attacks or if used as an implement (certain class combos) for area blasts it can make short work of an encounter.

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I think it depends on what you consider powerful. If your fighting undead minions, its powerful. If not, useless.

Big difference between being unkillable to all but one monster (mind flayers) vs being able to kill minions automatically (which are meant to die quick anyway.

Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
Nathan Grey - Ardent (4e-Terran One Campaign)
Walt Dixon - Bladesinger (4e-Terran One Campaign)
Battlefield 4 Soldier: Saturnicus
Diablo III Battletag: Saturnus#1572
XBox GamerTag: Drizityn

Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
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...and I think the power of the mace, from a gaming perspective, is highly acentuated in that in the Buffyverse series, the party doesn't have either a true Controller (e.g. a Wizard!) or other character with At Will or multiple Encounter Powers that affect large areas (e.g. minion killers). Everyone in the party is a Slayer (errr...I meant Striker/Defender - same thing, right?) - many in our gaming group like Strikers and Denfenders (and Leaders), not too many playing Controllers.

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Ember is a wizard...
Ash is a sorcerer with an area AtWill...

I was hoping to put the mace on my wish list as it goes with a couple of combos I have.

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the party doesn't have either a true Controller (e.g. a Wizard!) or other character with At Will or multiple Encounter Powers that affect large areas (e.g. minion killers).

I may not show up to all the adventures but Ember does her job when she's there.
Her main at-will is a blast 2, if hit enemies can't take opportunity attacks and are -2 to attackes (oh and it's effects enemies only).

Most of her power are area attackes and she does damage like a striker. They likely effect all but she is -5 to allies and they only take half damage if hit. Let me know what you're look for in a wizard and I'll try and build her to your standards.

If she's not needed I can switch to my Avenger PC I've built.

View user profile slight intended to Ember...the more minions the better for a typical controller. When Ember is present, the group gains an otherwise nearly absent dimension; that's all. Feel free to play whichever PC you want to play the most...

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