Lasting frost, wintertouched, frost weapon

Psikerlord

First Post
Hi all, just wondering if there is an errata for this combo? It seems a little overpowered, allowing continual CA and bonus 5 damage for rogues or rangers (or any class using a weapon power). I get the impression the feats were meant for spellcasters and their limited cold powers (apart perhaps from the wizard with ray of frost). Alternatively if this combo doesn't work, if you don't think it's overpowered, I'd love to hear why. Thanks in advance!
 

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It works. There have been at least a dozen threads on this already. It costs two feats and it only works with a Frost weapon. Meaning you lose out on all the other possible weapon powers.
 


Sorry, that probably looks more snarky than intended. Should teach me to pay attention to join date and post count. Still, I could swear there was a post about it on the top of page 1 yesterday. Could be mistaken, though.

Anyways, yeah, I'm pretty sure it works.
 

That said, it might prompt yet another clarification of the keyword inheritance of magic items such that the frost weapon's free power doesn't affect the keyword of any powers but only the damage type inflicted, so don't be afraid of the nerf bat on this one. +2 hit +5 damage for all attacks is a bit strong for two feats.
 

CA every round isn't really that big a deal - it's rare for there to not be a way to get it: the only difference is with the combo that your part of the tactical game on the battlefield just got a lot easier and much less interesting, and you're making the battlefield a bit less dynamic and interesting.

It's the 5 extra damage per hit that is probably the more powerful aspect.

I think the combo is probably more powerful for a mage than for a melee fighter. It's harder for a caster to get CA, and the hit and damage boost is likely to be applied to more targets.

Even without the inheritance stuff, the feat is possibly a tad powerful. It just seems flat-out better than any of the other elemental-style feats until you look at niche situations.

I hope inheritance stays. I really like the idea that a melee character can take a feat to make a special weapon function better. Personally I like the look of lightning arc on a daggermaster (a second target takes a full hit instead of maximising dice? Yes please!). It's a serious shame that there isn't a feat that lets your fire powers ignite targets (instead we get that awful "slightly reduce resistance" one....)
 

At first I thought this seems wrong, but according to the PHB FAQ it's legal...

When do a Magic Item's keywords apply?
If you use a magic item's power in conjunction with a power granted to you by your race or class, that item's keywords are added to the regular keywords of the power you are using. For example, if you are have a Flaming Weapon, and you use an at-will power to attack an enemy along with the at-will power of the Flaming Weapon, your attack will have the Fire keyword in addition to the normal keywords of your attack. You have to be using the powers of the weapon for those keywords to be added; simply using the magic item does not necessarily mean every keyword attached to a power of that item will be added.

Here are some other threads on the subject:
http://www.enworld.org/forum/showthread.php?t=238004
http://www.enworld.org/forum/showthread.php?t=235385
http://www.enworld.org/forum/showthread.php?t=231550
http://www.enworld.org/forum/showthread.php?t=230405
 
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It's not CA every round. If you miss, it'll be at least one round where you have to jockey for position or not have combat advantage. The +5 damage is really nice, but you're giving up the other possibilities for a weapon, including Vicious (great for Daggermasters). It also costs a paragon feat and a heoic feat, neither of which are likely to be of any use for you when you're not swinging that weapon.

It seems powerful, but now broken, to me.
 

That said, it might prompt yet another clarification of the keyword inheritance of magic items such that the frost weapon's free power doesn't affect the keyword of any powers but only the damage type inflicted, so don't be afraid of the nerf bat on this one. +2 hit +5 damage for all attacks is a bit strong for two feats.

+2d8 more damage if you're a rogue...
 


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