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Paladin Spell - Disrupting Strike change?
Posted: Wed Feb 21, 2018 5:00 pm
by Khazrak
Having enjoyed playing my ranger archer and using my various spell-based feats/clickies, I decided to go on my ranged paladin and give Disrupting Strike a shot. I noticed it didn't specifically mention needing a melee weapon, so that was all well and good.
Well... it requires you to run into melee range. You can perform the attack with the ranged weapon equipped, but it forces you to do so at melee range.
Can this be changed to allow ranged/thrown weapons to be utilized afar with this ability?
In-game text:

Re: Paladin Spell - Disrupting Strike change?
Posted: Fri Feb 23, 2018 5:30 am
by Khazrak
No thoughts on this one? It's a small change. Since you can already use the ability with a ranged weapon, but are merely forced to do so at melee range, I'd love to see it usable from afar.
Re: Paladin Spell - Disrupting Strike change?
Posted: Fri Feb 23, 2018 7:59 am
by Sun Wukong
Yeah, sure, why not.
Re: Paladin Spell - Disrupting Strike change?
Posted: Wed Feb 28, 2018 11:45 pm
by Khazrak
I've got a similar issue with the paladin spell Burning Strike. It's usable with a ranged weapon, BUT you enter melee range to do it.
Also interesting: Burning Strike copies your character, but doesn't copy Divine Might if it's up; ergo, if you cast it, you're losing a turn with Divine Might to get possibly 2d6 fire damage. For EDM / high CHA Divine Might characters, this is a fairly bad trade.
Re: Paladin Spell - Disrupting Strike change?
Posted: Thu Mar 01, 2018 12:29 am
by Cenerae
I've noticed that these types of spells always seem to make me miss the first swing of my flurry. The character swings but nothing happens.
And you'll find this happens with the other spell level versions, Khazrak. It's slightly annoying because it makes the spells essentially worthless. >_<
Re: Paladin Spell - Disrupting Strike change?
Posted: Thu Mar 01, 2018 1:18 am
by Khazrak
Well, they do something different for me: they skip my character's turn, but add a "ghost" character that essentially means I get two sets of flurries on the NEXT turn, but I get no flurries on the current turn.
Some work better than others. Exacting Strike as a Ranger seems to not operate very well. The 'ghost' never uses Rapid Shot or Manyshot, which is a problem. And finally, the 'ghost' sometimes doesn't do its job if you move or do anything except stand still and attack the current opponent.
With that said, I'd love to see some work done to make these unique feat-spells function properly, and for paladin ones that already work with ranged weapons to work from afar.