Talk:Evoker (5e Class)
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Possible feature adaptation[edit]
I have some ideas about separating ASI and the Upgrading mechanic of this class, as well as incorporating an additional choice of Life Path feature that bases its effects on some relics that the Defect has access to in Slay the Spire. I can't implement these ideas myself, due to time zone and lack of sleep. --PopsFortuitous (talk) 04:12, 9 August 2018 (MDT)
- I know I want to incorporate the Inserter and the Emotion Chip, but I'm not quite sure what the third choice should be. Even though there are no other Defect exclusive relics to incorporate, maybe something like the Boot, for humour and utility. (Inserter will add 1 temporary orb slot per 2 rounds, Emotion Chip will activate the passive of all orbs on your turn once per round if you are reduced to or below half HP by an enemy's attack, and the Boot would allow you to re-roll a 1 or 2 on a damage die.) --PopsFortuitous (talk) 15:20, 9 August 2018 (MDT)
- I also apologize to the original author for implementing many changes without prior permission, yet it is hard to find them to ask at the moment. --PopsFortuitous (talk) 23:13, 9 August 2018 (MDT)
Balancing??[edit]
I've not performed any damage comparisons yet, so I've no idea the theoretical maximum damage (or Ac bonus! ) this class can output. Some features used together can DEFINITELY be considered exploitative, but, all features thus far fit the flavour of the source material and the overall feel the class is supposed to have. I'm not sure where to begin except for figuring out the output comparisons. yet again though, sleep calls for me. maybe in 8+ hours I'll find out --PopsFortuitous (talk) 23:13, 9 August 2018 (MDT)
- Nevermind the AC bonuses, providing flexible instant AC bonuses just spells trouble. Thankfully temporary HP works similarly to Block from source material, so I've changed all frost related bonuses over to temp HP. Now I'm calculating theoretical max damage/boost output per path, per character growth stage.--PopsFortuitous (talk) 10:36, 10 August 2018 (MDT)
- The needs for damage reduction for dark and lightning were painfully apparent at early levels, I have yet to do a full comparison for 11th, 17th, and 20th levels, but I do know from the effects of dark orbs, the potential for damage is much higher than a wizard's. Albeit it would take a minimum of 6 or 7 rounds to set up a dark orb full damage spectacle.--PopsFortuitous (talk) 18:20, 11 August 2018 (MDT)