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Trope was cut/disambiguated due to cleanup
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* ArcherArchetype: They're archers who use a variety of traps and keep a pair of shortswords handy should the enemy get too close.
to:
* ArcherArchetype: BowAndSwordInAccord: They're archers who use a variety of traps and keep a pair of shortswords handy should the enemy get too close.
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Trope was cut/disambiguated due to cleanup
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* {{BFS}}: what the class is all about, wielding enormous swords with ease. However, later weapon skins allow you to wield an axe or a [[DropTheHammer greathammer instead.]]
to:
* {{BFS}}: what the class is all about, wielding enormous swords with ease. However, later weapon skins allow you to wield an axe or a [[DropTheHammer greathammer instead.]]
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* DropTheHammer: Great Weapon Fighters may wield greathammers into combat (not that this has any visible effect compared to swords or axes).
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* DropTheHammer: Wields maces and hammers in contrasts to the Fighter's swords.
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An Axe To Grind is no longer a trope
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* AnAxeToGrind: Several new weapons are axes instead of swords. Fighters can also choose to reskin their weapons into axes with event items.
* {{BFS}}: what the class is all about, wielding enormous swords with ease. However, later weapon skins allow you to wield [[AnAxeToGrind an axe]] or a [[DropTheHammer greathammer instead.]]
* {{BFS}}: what the class is all about, wielding enormous swords with ease. However, later weapon skins allow you to wield [[AnAxeToGrind an axe]] or a [[DropTheHammer greathammer instead.]]
to:
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* DropTheHammer: Along with the AnAxeToGrind example above, Great Weapon Fighters may also wield greathammers into combat (not that this has any visible effect compared to swords or axes).
to:
* DropTheHammer: Along with the AnAxeToGrind example above, Great Weapon Fighters may also wield greathammers into combat (not that this has any visible effect compared to swords or axes).
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Disambig. per TRS
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* KnifeNut: Wields short-swords as their secondary weapon.
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* KnifeNut: They wield daggers in combat.
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None
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* EverythingsBetterWithSpinning: Several attacks involve spinning or circling their target.
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* {{Stripperific}} Females are more scantily clad than males with some armors.
to:
* {{Stripperific}} SpinAttack: Several attacks involve spinning or circling their target.
* {{Stripperific}}: Females are more scantily clad than males with some armors.
* {{Stripperific}}: Females are more scantily clad than males with some armors.
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Bald Black Leader Guy is no longer a trope
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* BaldBlackLeaderGuy: He's not exactly bald, but his crew cut is so short it might as well be.
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Trope has been disambiguated.
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* [[YouGottaHaveBlueHair You Gotta Have Green Hair]]: A possible hair color choice.
to:
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* [[YouGottaHaveBlueHair You Gotta Have Green Hair]]: One of their possible hair colors.
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Badass Mustache and Badass Beard are being merged into Manly Facial Hair. Examples that don't fit or are zero-context are removed. To qualify for Manly Facial Hair, the facial hair must be associated with masculinity in some way. Please read the trope description before readding to make sure the example qualifies.
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* BadassBeard
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None
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* AlwaysLawfulGood: The rare Metallic Dragonborn variant are usually honorable and just, like their metallic dragon ancestors.
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* DownloadableContent: The only race that must be purchased to play as of Module 7.
to:
* DownloadableContent: The only race One of the races that must be purchased to play as of Module 7.play. The even rarer Metallic Dragonborn can only be acquired through a lootbox.
* DefectorFromDecadence: The Menzoberranzan Renegade variant of Drow are specifically defectors from the hedonistic Drow lifestyle.
* DownloadableContent: The Menzoberranzan Renegade variant is only available as premium content.
* DownloadableContent: The Menzoberranzan Renegade variant is only available as premium content.
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!!High Elf
to:
!!High ElfElf (Moon Elf and Sun Elf)
* DownloadableContent: Moon Elves are only available as downloadable content.
* DownloadableContent: Moon Elves are only available as downloadable content.
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A party of recurring [=NPCs=] that often gets in the [=PCs=] way. Made up of Marigold Tarmikos (hunter ranger), Dross't Delzunson (guardian fighter), Shaek Trueblood (devoted cleric), and Samulkin Farcaster (control wizard).
to:
A party of recurring [=NPCs=] that often gets in the [=PCs=] way. Made up of Marigold Tarmikos (hunter ranger), (ranger), Dross't Delzunson (guardian fighter), (fighter), Shaek Trueblood (devoted cleric), (cleric), and Samulkin Farcaster (control wizard).(wizard).
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Changed to new class names
!!Dragonborn
* CriticalHitClass: Their Dragonborn Fury trait boosts their Power and Critical Strike stats by 3%.
* DownloadableContent: The only race that must be purchased to play as of Module 7.
* DraconicHumanoid: One of the original examples, having the features of a dragon but a humanoid shape.
* MasterOfAll: Sort of. They're the only race that can stick their racial bonuses in any two stats of their choice, allowing them to fit any class rather easily.
* VoluntaryShapeshifting: Not in game, but the Dragonborn are a particular subset of dragonblood who were originally of other races before being willingly transformed to serve the Dragon God Bahamut.
* CriticalHitClass: Their Dragonborn Fury trait boosts their Power and Critical Strike stats by 3%.
* DownloadableContent: The only race that must be purchased to play as of Module 7.
* DraconicHumanoid: One of the original examples, having the features of a dragon but a humanoid shape.
* MasterOfAll: Sort of. They're the only race that can stick their racial bonuses in any two stats of their choice, allowing them to fit any class rather easily.
* VoluntaryShapeshifting: Not in game, but the Dragonborn are a particular subset of dragonblood who were originally of other races before being willingly transformed to serve the Dragon God Bahamut.
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* CarpetOfVirility: As per the usual, male Dwarves are absolutely covered in hair. Can possibly cross with ManlyFacialHair if the player so chooses.
* [[ImplacableMan Implacable Man/Woman]]: Their racial trait, Stand Your Ground, reduces knockback effects by a sizable amount, making Guardian Fighter or Oathbound Paladin dwarves incredibly difficult to remove from the front lines.
* [[ImplacableMan Implacable Man/Woman]]: Their racial trait, Stand Your Ground, reduces knockback effects by a sizable amount, making Guardian Fighter or Oathbound Paladin dwarves incredibly difficult to remove from the front lines.
to:
* CarpetOfVirility: As per the usual, male Dwarves dwarves are absolutely covered in hair. Can possibly cross with ManlyFacialHair if the player so chooses.
* [[ImplacableMan Implacable Man/Woman]]: Their racial trait, Stand Your Ground, reduces knockback effects by a sizable amount, makingGuardian Fighter or Oathbound Paladin dwarves incredibly difficult to remove from the front lines.
* [[ImplacableMan Implacable Man/Woman]]: Their racial trait, Stand Your Ground, reduces knockback effects by a sizable amount, making
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!!High Elf
* SquishyWizard: Their race bonuses optimize them for the casting classes to the point of being outright stated in the character selection.
* FantasticRacism: Sun Elves are notorious for this according to the lore, even calling their Moon, Wood, and Dark kin "lesser beings". Inverted with Moon Elves, who are described as quite open and friendly by comparison and find diversity to be enlightening.
* SolarAndLunar: They have this dynamic with the Moon Elves having lighter skin and eye colors as well as darker hair colors while the Sun Elves are more tan with brighter hair colors. Their personalities are polar opposites as well, with Moon Elves being open and welcoming as the most tolerant of the Elves while the Sun Elves are the most racist and arrogant of them all.
* SquishyWizard: Their race bonuses optimize them for the casting classes to the point of being outright stated in the character selection.
* FantasticRacism: Sun Elves are notorious for this according to the lore, even calling their Moon, Wood, and Dark kin "lesser beings". Inverted with Moon Elves, who are described as quite open and friendly by comparison and find diversity to be enlightening.
* SolarAndLunar: They have this dynamic with the Moon Elves having lighter skin and eye colors as well as darker hair colors while the Sun Elves are more tan with brighter hair colors. Their personalities are polar opposites as well, with Moon Elves being open and welcoming as the most tolerant of the Elves while the Sun Elves are the most racist and arrogant of them all.
!!Half-Orc
* FaceOfAThug: Half-Orcs aren't very pretty to look at, but several are actually pretty decent people in contrast to their brutish heritage (the player included).
* LightningBruiser: They get a bonus to their run speed for a few seconds after they enter combat to encourage them to charge into the fray. Their race bonuses are also optimized for the Fighter classes and Rogues.
* FaceOfAThug: Half-Orcs aren't very pretty to look at, but several are actually pretty decent people in contrast to their brutish heritage (the player included).
* LightningBruiser: They get a bonus to their run speed for a few seconds after they enter combat to encourage them to charge into the fray. Their race bonuses are also optimized for the Fighter classes and Rogues.
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* FragileSpeedster[=/=]GlacierWaif: Their racial traits and class bonuses are optimized for the Guardian Fighter, Oathbound Paladin, and Trickster Rogue classes thanks to their higher than average dodge rates and resistance to Crowd Control.
to:
* FragileSpeedster[=/=]GlacierWaif: Their racial traits and class bonuses are optimized for the Guardian Fighter, Oathbound Paladin, and Trickster Rogue classes thanks to their higher than average dodge rates and resistance to Crowd Control.
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* PintSizedPowerhouse: Like their dwarven ancestors they're very short but many of them look child-like throughout their years. That said, don't be surprised if you find a few at the front-lines as Guardian Fighters, Paladins, and Rogues.
!!Half-Orc
* FaceOfAThug: Half-Orcs aren't very pretty to look at, but several are actually pretty decent people in contrast to their brutish heritage (the player included).
* LightningBruiser: They get a bonus to their run speed for a few seconds after they enter combat to encourage them to charge into the fray. Their race bonuses are also optimized for the Fighter classes and Rogues.
!!Half-Orc
* FaceOfAThug: Half-Orcs aren't very pretty to look at, but several are actually pretty decent people in contrast to their brutish heritage (the player included).
* LightningBruiser: They get a bonus to their run speed for a few seconds after they enter combat to encourage them to charge into the fray. Their race bonuses are also optimized for the Fighter classes and Rogues.
to:
* PintSizedPowerhouse: Like their dwarven ancestors they're very short but many of them look child-like throughout their years. That said, don't be surprised if you find a few at the front-lines as Guardian Fighters, Paladins, and Rogues.
!!Half-Orc
!!High Elf
*FaceOfAThug: Half-Orcs aren't very pretty to look at, but several are actually pretty decent people in contrast to their brutish heritage (the player included).
* LightningBruiser: They get a bonus to their run speed for a few seconds after they enter combat to encourage them to charge into the fray.SquishyWizard: Their race bonuses are also optimized optimize them for the Fighter casting classes to the point of being outright stated in the character selection.
* FantasticRacism: Sun Elves are notorious for this according to the lore, even calling their Moon, Wood, andRogues.
Dark kin "lesser beings". Inverted with Moon Elves, who are described as quite open and friendly by comparison and find diversity to be enlightening.
* SolarAndLunar: They have this dynamic with the Moon Elves having lighter skin and eye colors as well as darker hair colors while the Sun Elves are more tan with brighter hair colors. Their personalities are polar opposites as well, with Moon Elves being open and welcoming as the most tolerant of the Elves while the Sun Elves are the most racist and arrogant of them all.
*
* LightningBruiser: They get a bonus to their run speed for a few seconds after they enter combat to encourage them to charge into the fray.
* FantasticRacism: Sun Elves are notorious for this according to the lore, even calling their Moon, Wood, and
* SolarAndLunar: They have this dynamic with the Moon Elves having lighter skin and eye colors as well as darker hair colors while the Sun Elves are more tan with brighter hair colors. Their personalities are polar opposites as well, with Moon Elves being open and welcoming as the most tolerant of the Elves while the Sun Elves are the most racist and arrogant of them all.
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!!Wood Elf
* CriticalHitClass: They get an additional 1% crit chance due to their racial trait, Elven Accuracy. Their racial bonuses also optimize them for the Wizard, Rogue, and Ranger classes.
* [[YouGottaHaveBlueHair You Gotta Have Green Hair]]: One of their possible hair colors.
* CriticalHitClass: They get an additional 1% crit chance due to their racial trait, Elven Accuracy. Their racial bonuses also optimize them for the Wizard, Rogue, and Ranger classes.
* [[YouGottaHaveBlueHair You Gotta Have Green Hair]]: One of their possible hair colors.
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* SquishyWizard: You'll find that almost ''every'' Tiefling player picks a casting class due to just how perfect the Tieflings' racial bonuses are for them. With few exceptions the only other classes you'll find people playing Tieflings as are Trickster Rogue and Scourge Warlock.
!!Dragonborn
* CriticalHitClass: Their Dragonborn Fury trait boosts their Power and Critical Strike stats by 3%.
* DownloadableContent: The only race that must be purchased to play as of Module 7.
* DraconicHumanoid: One of the original examples, having the features of a dragon but a humanoid shape.
* MasterOfAll: Sort of. They're the only race that can stick their racial bonuses in any two stats of their choice, allowing them to fit any class rather easily.
* VoluntaryShapeshifting: Not in game, but the Dragonborn are a particular subset of dragonblood who were originally of other races before being willingly transformed to serve the Dragon God Bahamut.
!!Dragonborn
* CriticalHitClass: Their Dragonborn Fury trait boosts their Power and Critical Strike stats by 3%.
* DownloadableContent: The only race that must be purchased to play as of Module 7.
* DraconicHumanoid: One of the original examples, having the features of a dragon but a humanoid shape.
* MasterOfAll: Sort of. They're the only race that can stick their racial bonuses in any two stats of their choice, allowing them to fit any class rather easily.
* VoluntaryShapeshifting: Not in game, but the Dragonborn are a particular subset of dragonblood who were originally of other races before being willingly transformed to serve the Dragon God Bahamut.
to:
* SquishyWizard: You'll find that almost ''every'' Tiefling player picks a casting class due to just how perfect the Tieflings' racial bonuses are for them. With few exceptions the only other classes you'll find people playing Tieflings as are Trickster Rogue Rogues and Scourge Warlock.
!!Dragonborn
Warlocks.
!!Wood Elf
* CriticalHitClass: They get an additional 1% crit chance due to their racial trait, Elven Accuracy. TheirDragonborn Fury trait boosts their Power and Critical Strike stats by 3%.
* DownloadableContent: The only race that must be purchased to play as of Module 7.
* DraconicHumanoid: One of the original examples, having the features of a dragon but a humanoid shape.
* MasterOfAll: Sort of. They're the only race that can stick theirracial bonuses in any two stats also optimize them for the Wizard, Rogue, and Ranger classes.
* [[YouGottaHaveBlueHair You Gotta Have Green Hair]]: One of theirchoice, allowing them to fit any class rather easily.
* VoluntaryShapeshifting: Not in game, but the Dragonborn are a particular subset of dragonblood who were originally of other races before being willingly transformed to serve the Dragon God Bahamut.possible hair colors.
!!Dragonborn
!!Wood Elf
* CriticalHitClass: They get an additional 1% crit chance due to their racial trait, Elven Accuracy. Their
* DownloadableContent: The only race that must be purchased to play as of Module 7.
* DraconicHumanoid: One of the original examples, having the features of a dragon but a humanoid shape.
* MasterOfAll: Sort of. They're the only race that can stick their
* [[YouGottaHaveBlueHair You Gotta Have Green Hair]]: One of their
* VoluntaryShapeshifting: Not in game, but the Dragonborn are a particular subset of dragonblood who were originally of other races before being willingly transformed to serve the Dragon God Bahamut.
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!!Control Wizard
* BlackMage: To a T aside from an emphasis on control effects over pure damage.
* BlownAcrossTheRoom: They have several knockback powers that push foes a fair distance, including Repel, Shield Pulse, and Ice Storm.
* ElementalPowers: Their specialty.
** AnIcePerson: A multitude of ice spells which include generating localized blizzards, shooting shards of ice, and dropping a giant icicle the size of a car on your opponent.
** PlayingWithFire: The Master of Flame paragon path can set foes ablaze for additional damage with its duration being lengthened by ice spells thanks to a mix of fire and frost burns.
** ShockAndAwe: Sudden Storm, Storm Pillar, and Maelstrom of Chaos are essentially localized lightning storms.
** UnrealisticBlackHole: They have many singularity-based powers.
* FireIceLightning: See above.
* ForceChoke: Entangling Force inflicts this for a rather long duration, making it a staple of PVP focused Wizards.
* FrictionlessIce: Can inflict this with the aptly named Ice Floor.
* SignatureMove: Spell Mastery invokes this, allowing you to slot an additional spell that has boosted effects compared to normal.
* SquishyWizard: As per standard of the trope.
* TimeMaster: Steal Time allows them to slow enemies to a crawl before stunning them for a few seconds.
* TeleportSpam: With enough Recovery this becomes possible.
!!Devoted Cleric
* ChainmailBikini: Actually averted. The girls wear proper chainmail that covers their entire bodies.
* CombatMedic: Their primary role on the battlefield is healing and buffing allies, but they're more than capable of holding their own in a fight.
* HolyBurnsEvil: Many of their spells burn targets with white flame.
* HolyHandGrenade: Many of their offensive spells act like this.
* WhiteMage: Their role in a party. However, they're face stiff competition from the Paladins and Warlocks, who can potentially match or ''surpass'' Clerics in healing capacity. They're still the undisputed champions at buffing their allies and making sure they actually stay alive though. ''Together'' a Cleric, Warlock, Paladin combo is nearly impossible to kill, allowing for easy dungeon raids with the help of a few damage dealers to speed things up.
* WhiteMagicianGirl: If you so choose. The example in the trailer is one.
!!Great Weapon Fighter
* BlackMage: To a T aside from an emphasis on control effects over pure damage.
* BlownAcrossTheRoom: They have several knockback powers that push foes a fair distance, including Repel, Shield Pulse, and Ice Storm.
* ElementalPowers: Their specialty.
** AnIcePerson: A multitude of ice spells which include generating localized blizzards, shooting shards of ice, and dropping a giant icicle the size of a car on your opponent.
** PlayingWithFire: The Master of Flame paragon path can set foes ablaze for additional damage with its duration being lengthened by ice spells thanks to a mix of fire and frost burns.
** ShockAndAwe: Sudden Storm, Storm Pillar, and Maelstrom of Chaos are essentially localized lightning storms.
** UnrealisticBlackHole: They have many singularity-based powers.
* FireIceLightning: See above.
* ForceChoke: Entangling Force inflicts this for a rather long duration, making it a staple of PVP focused Wizards.
* FrictionlessIce: Can inflict this with the aptly named Ice Floor.
* SignatureMove: Spell Mastery invokes this, allowing you to slot an additional spell that has boosted effects compared to normal.
* SquishyWizard: As per standard of the trope.
* TimeMaster: Steal Time allows them to slow enemies to a crawl before stunning them for a few seconds.
* TeleportSpam: With enough Recovery this becomes possible.
!!Devoted Cleric
* ChainmailBikini: Actually averted. The girls wear proper chainmail that covers their entire bodies.
* CombatMedic: Their primary role on the battlefield is healing and buffing allies, but they're more than capable of holding their own in a fight.
* HolyBurnsEvil: Many of their spells burn targets with white flame.
* HolyHandGrenade: Many of their offensive spells act like this.
* WhiteMage: Their role in a party. However, they're face stiff competition from the Paladins and Warlocks, who can potentially match or ''surpass'' Clerics in healing capacity. They're still the undisputed champions at buffing their allies and making sure they actually stay alive though. ''Together'' a Cleric, Warlock, Paladin combo is nearly impossible to kill, allowing for easy dungeon raids with the help of a few damage dealers to speed things up.
* WhiteMagicianGirl: If you so choose. The example in the trailer is one.
!!Great Weapon Fighter
to:
* BlackMage: To a T aside from an emphasis on control effects over pure damage.
* BlownAcrossTheRoom: They have several knockback powers that push foes a fair distance, including Repel, Shield Pulse, and Ice Storm.
* ElementalPowers: Their specialty.
** AnIcePerson: A multitude of ice spells which include generating localized blizzards, shooting shards of ice, and dropping a giant icicle the size of a car on your opponent.
** PlayingWithFire: The Master of Flame paragon path can set foes ablaze for additional damage with its duration being lengthened by ice spells thanks to a mix of fire and frost burns.
** ShockAndAwe: Sudden Storm, Storm Pillar, and Maelstrom of Chaos are essentially localized lightning storms.
** UnrealisticBlackHole: They have many singularity-based powers.
* FireIceLightning: See above.
* ForceChoke: Entangling Force inflicts this for a rather long duration, making it a staple of PVP focused Wizards.
* FrictionlessIce: Can inflict this with the aptly named Ice Floor.
* SignatureMove: Spell Mastery invokes this, allowing you to slot an additional spell that has boosted effects compared to normal.
* SquishyWizard: As per standard of the trope.
* TimeMaster: Steal Time allows them to slow enemies to a crawl before stunning them for a few seconds.
* TeleportSpam: With enough Recovery this becomes possible.
!!Devoted Cleric
* ChainmailBikini: Actually averted. The girls wear proper chainmail that covers their entire bodies.
* CombatMedic: Their primary role on the battlefield is healing and buffing allies, but they're more than capable of holding their own in a fight.
* HolyBurnsEvil: Many of their spells burn targets with white flame.
* HolyHandGrenade: Many of their offensive spells act like this.
* WhiteMage: Their role in a party. However, they're face stiff competition from the Paladins and Warlocks, who can potentially match or ''surpass'' Clerics in healing capacity. They're still the undisputed champions at buffing their allies and making sure they actually stay alive though. ''Together'' a Cleric, Warlock, Paladin combo is nearly impossible to kill, allowing for easy dungeon raids with the help of a few damage dealers to speed things up.
* WhiteMagicianGirl: If you so choose. The example in the trailer is one.
!!Great Weapon Fighter
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* DropTheHammer: Along with the AnAxeToGrind exmaple above, Great Weapon Fighters may also wield greathammers into combat (not that this has any visible effect compared to swords or axes).
to:
* DropTheHammer: Along with the AnAxeToGrind exmaple example above, Great Weapon Fighters may also wield greathammers into combat (not that this has any visible effect compared to swords or axes).
Changed line(s) 94 (click to see context) from:
* LightningBruiser: Their "dodge" has them sprint at high speed, allowing them to keep up with ''mounts'' with enough movement bonuses added. They are also the third-toughest class in the game in terms of armor (behind Guardian Fighters and Oathbound Paladins) while dishing out extreme damage with their combo and At-Wills.
to:
* LightningBruiser: Their "dodge" has them sprint at high speed, allowing them to keep up with ''mounts'' with enough movement bonuses added. They are also the third-toughest class in the game in terms of armor (behind Guardian Fighters and Oathbound Paladins) while dishing out extreme damage with their combo and At-Wills.
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!!Guardian Fighter
to:
* ChainmailBikini: Actually averted. The girls wear proper chainmail that covers their entire bodies.
* CombatMedic: Their primary role on the battlefield is healing and buffing allies, but they're more than capable of holding their own in a fight.
* HolyBurnsEvil: Many of their spells burn targets with white flame.
* HolyHandGrenade: Many of their offensive spells act like this.
* WhiteMage: Their role in a party. However, they're face stiff competition from the Paladins and Warlocks, who can potentially match or ''surpass'' Clerics in healing capacity. They're still the undisputed champions at buffing their allies and making sure they actually stay alive though. ''Together'' a Cleric, Warlock, Paladin combo is nearly impossible to kill, allowing for easy dungeon raids with the help of a few damage dealers to speed things up.
* WhiteMagicianGirl: If you so choose. The example in the trailer is one.
!!Fighter
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* NotTheIntendedUse: A paragon feat allows Guardian Fighters to deal additional damage based on how much of their Guard Meter is left was created with the intent of allowing them to do more than sit behind their shield all day. This became quickly exploited in [=PvP=] however, as the skill could ''double'' a Guardian Fighter's damage output with a full shield meter. Combined with their low-cooldown dash and powerful knockback abilities they were doing more single-target bursting than the Trickster Rogues!
!!Trickster Rogue
!!Trickster Rogue
to:
* NotTheIntendedUse: A paragon feat allows Guardian Fighters to deal additional damage based on how much of their Guard Meter is left was created with the intent of allowing them to do more than sit behind their shield all day. This became quickly exploited in [=PvP=] however, as the skill could ''double'' a Guardian Fighter's damage output with a full shield meter. Combined with their low-cooldown low cooldown dash and powerful knockback abilities they were doing more single-target bursting than the Trickster Rogues!
!!Trickster Rogue!!Paladin
* BadassCreed: This class ''runs'' on this trope, with their Divine Call power changing based on which oath you took (represented by your Paragon Path).
* CombatMedic: Can also heal but is ''the'' frontline fighter and damage soak.
* DropTheHammer: Wields maces and hammers in contrasts to the Fighter's swords.
* GlacierWaif: Any halfling or dwarf is going to look like this when they're covered from head to toe in plate armor tanking and dishing out as much damage as their much larger fellows.
* HolyHandGrenade: Divine Punishment, Templar's Wrath, and Burning Light all work this way.
* MundaneUtility: Their Sanctuary ability, which protects themselves and their allies, just happens to draw a perfect circle with a 15-foot radius on the ground, making it useful to judge distances and attack range on the fly.
* MightyGlacier: While they have a spammable short-ranged dash in the form of Radiant Strike, they generally aren't go much of anywhere in the thick of things due to lacking high-speed movement of any kind. That said, they usually don't ''need'' to, slowly advancing towards their targets to slam with with surprising amounts of single-target burst while keeping their allies protected and topped up.
* TakingTheBullet: While Fighters did it first, Paladins do it better with their Divine Protector daily, which redirects all incoming damage to your allies to you instead, effectively rendering them invulnerable. Luckily for the Paladin, this incoming damage can be reduced by up to 80%! With the right build and with some Devoted Cleric backup, it is entirely possible to maintain this indefinitely while keeping one's health always topped up, rendering your party effectively invincible in dungeons and raids!
!!Ranger
* ArcherArchetype: They're archers who use a variety of traps and keep a pair of shortswords handy should the enemy get too close.
* GlassCannon: The ability to have two different skillsets give them monstrous sustained damage that put them on par with the once undisputed damage kings the Trickster Rogues. That said, their defenses are just as thin but this is compensated somewhat by having four short dashes, a variety of retreating skills, and abilities that allow them to dodge a single attack with impunity.
* GreenThumb: Can grow plants to slow down foes and leave them vulnerable targets for the Ranger's arrows or their blades.
* KnifeNut: Wields short-swords as their secondary weapon.
* RainOfArrows: Has a skill named exactly that.
* {{Ranger}}: [[ExactlyWhatItSaysOnTheTin Duh.]]
* StanceSystem: Can swap between the typical longbow shooting and swift blade attacks with a button press, giving them an additional set of Encounter powers as a consequence.
!!Rogue
* BadassCreed: This class ''runs'' on this trope, with their Divine Call power changing based on which oath you took (represented by your Paragon Path).
* CombatMedic: Can also heal but is ''the'' frontline fighter and damage soak.
* DropTheHammer: Wields maces and hammers in contrasts to the Fighter's swords.
* GlacierWaif: Any halfling or dwarf is going to look like this when they're covered from head to toe in plate armor tanking and dishing out as much damage as their much larger fellows.
* HolyHandGrenade: Divine Punishment, Templar's Wrath, and Burning Light all work this way.
* MundaneUtility: Their Sanctuary ability, which protects themselves and their allies, just happens to draw a perfect circle with a 15-foot radius on the ground, making it useful to judge distances and attack range on the fly.
* MightyGlacier: While they have a spammable short-ranged dash in the form of Radiant Strike, they generally aren't go much of anywhere in the thick of things due to lacking high-speed movement of any kind. That said, they usually don't ''need'' to, slowly advancing towards their targets to slam with with surprising amounts of single-target burst while keeping their allies protected and topped up.
* TakingTheBullet: While Fighters did it first, Paladins do it better with their Divine Protector daily, which redirects all incoming damage to your allies to you instead, effectively rendering them invulnerable. Luckily for the Paladin, this incoming damage can be reduced by up to 80%! With the right build and with some Devoted Cleric backup, it is entirely possible to maintain this indefinitely while keeping one's health always topped up, rendering your party effectively invincible in dungeons and raids!
!!Ranger
* ArcherArchetype: They're archers who use a variety of traps and keep a pair of shortswords handy should the enemy get too close.
* GlassCannon: The ability to have two different skillsets give them monstrous sustained damage that put them on par with the once undisputed damage kings the Trickster Rogues. That said, their defenses are just as thin but this is compensated somewhat by having four short dashes, a variety of retreating skills, and abilities that allow them to dodge a single attack with impunity.
* GreenThumb: Can grow plants to slow down foes and leave them vulnerable targets for the Ranger's arrows or their blades.
* KnifeNut: Wields short-swords as their secondary weapon.
* RainOfArrows: Has a skill named exactly that.
* {{Ranger}}: [[ExactlyWhatItSaysOnTheTin Duh.]]
* StanceSystem: Can swap between the typical longbow shooting and swift blade attacks with a button press, giving them an additional set of Encounter powers as a consequence.
!!Rogue
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* CriticalHitClass: They're capable of massive burst damage with a single skill, making them the bane of Control Wizards and Devoted Clerics who don't have the armor necessary to survive them. End-game Rogues have been known to deal upwards of 100,000 damage or more with a single critical strike, ending all but the toughest of foes in [=PvP=].
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* CriticalHitClass: They're capable of massive burst damage with a single skill, making them the bane of Control Wizards and Devoted Clerics who don't have the armor necessary to survive them. End-game Rogues have been known to deal upwards of 100,000 damage or more with a single critical strike, ending all but the toughest of foes in [=PvP=].
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!!Hunter Ranger
* ArcherArchetype: They're archers who use a variety of traps and keep a pair of shortswords handy should the enemy get too close.
* GlassCannon: The ability to have two different skillsets give them monstrous sustained damage that put them on par with the once undisputed damage kings the Trickster Rogues. That said, their defenses are just as thin but this is compensated somewhat by having four short dashes, a variety of retreating skills, and abilities that allow them to dodge a single attack with impunity.
* GreenThumb: Can grow plants to slow down foes and leave them vulnerable targets for the Ranger's arrows or their blades.
* KnifeNut: Wields short-swords as their secondary weapon.
* RainOfArrows: Has a skill named exactly that.
* {{Ranger}}: [[ExactlyWhatItSaysOnTheTin Duh.]]
* StanceSystem: Can swap between the typical longbow shooting and swift blade attacks with a button press, giving them an additional set of Encounter powers as a consequence.
!!Oathbound Paladin
* BadassCreed: This class ''runs'' on this trope, with their Divine Call power changing based on which oath you took (represented by your Paragon Path).
* CombatMedic: Can also heal but is ''the'' frontline fighter and damage soak.
* DropTheHammer: Wields maces and hammers in contrasts to the Fighter's swords.
* GlacierWaif: Any halfling or dwarf is going to look like this when they're covered from head to toe in plate armor tanking and dishing out as much damage as their much larger fellows.
* HolyHandGrenade: Divine Punishment, Templar's Wrath, and Burning Light all work this way.
* MundaneUtility: His Sanctuary ability, which protects himself and his allies, just happens to draw a perfect circle with a 15-foot radius on the ground, making it useful to judge distances and attack range on the fly.
* MightyGlacier: While they have a spammable short-ranged dash in the form of Radiant Strike, they generally aren't go much of anywhere in the thick of things due to lacking high-speed movement of any kind. That said, they usually don't ''need'' to, slowly advancing towards their targets to slam with with surprising amounts of single-target burst while keeping their allies protected and topped up.
* TakingTheBullet: While Guardian Fighters did it first, Paladins do it better with their Divine Protector daily, which redirects all incoming damage to your allies to you instead, effectively rendering them invulnerable. Luckily for the Paladin, this incoming damage can be reduced by up to 80%! With the right build and with some Devoted Cleric backup, it is entirely possible to maintain this indefinitely while keeping one's health always topped up, rendering your party effectively invincible in dungeons and raids!
!!Scourge Warlock
* ArcherArchetype: They're archers who use a variety of traps and keep a pair of shortswords handy should the enemy get too close.
* GlassCannon: The ability to have two different skillsets give them monstrous sustained damage that put them on par with the once undisputed damage kings the Trickster Rogues. That said, their defenses are just as thin but this is compensated somewhat by having four short dashes, a variety of retreating skills, and abilities that allow them to dodge a single attack with impunity.
* GreenThumb: Can grow plants to slow down foes and leave them vulnerable targets for the Ranger's arrows or their blades.
* KnifeNut: Wields short-swords as their secondary weapon.
* RainOfArrows: Has a skill named exactly that.
* {{Ranger}}: [[ExactlyWhatItSaysOnTheTin Duh.]]
* StanceSystem: Can swap between the typical longbow shooting and swift blade attacks with a button press, giving them an additional set of Encounter powers as a consequence.
!!Oathbound Paladin
* BadassCreed: This class ''runs'' on this trope, with their Divine Call power changing based on which oath you took (represented by your Paragon Path).
* CombatMedic: Can also heal but is ''the'' frontline fighter and damage soak.
* DropTheHammer: Wields maces and hammers in contrasts to the Fighter's swords.
* GlacierWaif: Any halfling or dwarf is going to look like this when they're covered from head to toe in plate armor tanking and dishing out as much damage as their much larger fellows.
* HolyHandGrenade: Divine Punishment, Templar's Wrath, and Burning Light all work this way.
* MundaneUtility: His Sanctuary ability, which protects himself and his allies, just happens to draw a perfect circle with a 15-foot radius on the ground, making it useful to judge distances and attack range on the fly.
* MightyGlacier: While they have a spammable short-ranged dash in the form of Radiant Strike, they generally aren't go much of anywhere in the thick of things due to lacking high-speed movement of any kind. That said, they usually don't ''need'' to, slowly advancing towards their targets to slam with with surprising amounts of single-target burst while keeping their allies protected and topped up.
* TakingTheBullet: While Guardian Fighters did it first, Paladins do it better with their Divine Protector daily, which redirects all incoming damage to your allies to you instead, effectively rendering them invulnerable. Luckily for the Paladin, this incoming damage can be reduced by up to 80%! With the right build and with some Devoted Cleric backup, it is entirely possible to maintain this indefinitely while keeping one's health always topped up, rendering your party effectively invincible in dungeons and raids!
!!Scourge Warlock
to:
* ArcherArchetype: They're archers who use a variety of traps and keep a pair of shortswords handy should the enemy get too close.
* GlassCannon: The ability to have two different skillsets give them monstrous sustained damage that put them on par with the once undisputed damage kings the Trickster Rogues. That said, their defenses are just as thin but this is compensated somewhat by having four short dashes, a variety of retreating skills, and abilities that allow them to dodge a single attack with impunity.
* GreenThumb: Can grow plants to slow down foes and leave them vulnerable targets for the Ranger's arrows or their blades.
* KnifeNut: Wields short-swords as their secondary weapon.
* RainOfArrows: Has a skill named exactly that.
* {{Ranger}}: [[ExactlyWhatItSaysOnTheTin Duh.]]
* StanceSystem: Can swap between the typical longbow shooting and swift blade attacks with a button press, giving them an additional set of Encounter powers as a consequence.
!!Oathbound Paladin
* BadassCreed: This class ''runs'' on this trope, with their Divine Call power changing based on which oath you took (represented by your Paragon Path).
* CombatMedic: Can also heal but is ''the'' frontline fighter and damage soak.
* DropTheHammer: Wields maces and hammers in contrasts to the Fighter's swords.
* GlacierWaif: Any halfling or dwarf is going to look like this when they're covered from head to toe in plate armor tanking and dishing out as much damage as their much larger fellows.
* HolyHandGrenade: Divine Punishment, Templar's Wrath, and Burning Light all work this way.
* MundaneUtility: His Sanctuary ability, which protects himself and his allies, just happens to draw a perfect circle with a 15-foot radius on the ground, making it useful to judge distances and attack range on the fly.
* MightyGlacier: While they have a spammable short-ranged dash in the form of Radiant Strike, they generally aren't go much of anywhere in the thick of things due to lacking high-speed movement of any kind. That said, they usually don't ''need'' to, slowly advancing towards their targets to slam with with surprising amounts of single-target burst while keeping their allies protected and topped up.
* TakingTheBullet: While Guardian Fighters did it first, Paladins do it better with their Divine Protector daily, which redirects all incoming damage to your allies to you instead, effectively rendering them invulnerable. Luckily for the Paladin, this incoming damage can be reduced by up to 80%! With the right build and with some Devoted Cleric backup, it is entirely possible to maintain this indefinitely while keeping one's health always topped up, rendering your party effectively invincible in dungeons and raids!
!!Scourge Warlock
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!!Wizard
* BlackMage: To a T aside from an emphasis on control effects over pure damage.
* BlownAcrossTheRoom: They have several knockback powers that push foes a fair distance, including Repel, Shield Pulse, and Ice Storm.
* ElementalPowers: Their specialty.
** AnIcePerson: A multitude of ice spells which include generating localized blizzards, shooting shards of ice, and dropping a giant icicle the size of a car on your opponent.
** PlayingWithFire: The Master of Flame Paragon path can set foes ablaze for additional damage with its duration being lengthened by ice spells thanks to a mix of fire and frost burns.
** ShockAndAwe: Sudden Storm, Storm Pillar, and Maelstrom of Chaos are essentially localized lightning storms.
** UnrealisticBlackHole: They have many singularity-based powers.
* FireIceLightning: See above.
* ForceChoke: Entangling Force inflicts this for a rather long duration, making it a staple of [=PvP=] focused Wizards.
* FrictionlessIce: Can inflict this with the aptly named Ice Floor.
* SignatureMove: Spell Mastery invokes this, allowing you to slot an additional spell that has boosted effects compared to normal.
* SquishyWizard: As per standard of the trope.
* TimeMaster: Steal Time allows them to slow enemies to a crawl before stunning them for a few seconds.
* TeleportSpam: With enough Recovery this becomes possible.
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* CarpetOfVirility: As per the usual, male Dwarves are absolutely covered in hair. Can possibly cross with BadassMustache if the player so chooses.
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* CarpetOfVirility: As per the usual, male Dwarves are absolutely covered in hair. Can possibly cross with BadassMustache ManlyFacialHair if the player so chooses.
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dewicking Our Elves Are Better per trs
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* OurElvesAreBetter: Once again, one of the [[TropeNamer Trope Namers.]]
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dewicking Our Elves Are Better per trs
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* OurElvesAreBetter: One of the [[TropeNamer Trope Namers]]. Many of the Drow [=NPCs=] fit the stereotypical eugenics-obsessed, evil goddess worshiping, evil-doers, but others are more neutral or even do-gooders (such as the Mysterious Drow who spies on House Xolarrin for Lord Neverember).
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* OurElvesAreBetter: One of the [[TropeNamer Trope Namers]]. OurElvesAreDifferent: Many of the Drow [=NPCs=] fit the stereotypical eugenics-obsessed, evil goddess worshiping, evil-doers, but others are more neutral or even do-gooders (such as the Mysterious Drow who spies on House Xolarrin for Lord Neverember).
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* OurElvesAreBetter: Again, one of the [[TropeNamer TropeNamers]].
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* OurElvesAreBetter: As stated above, they're described in the lore as naturally being good at everything.
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* {{Hobbits}}: They're D&D's [[LawyerFriendlyCameo version]] of the TropeNamer; the name derives from the fact that they look like half-sized humans.
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* {{Hobbits}}: They're D&D's ''D&D''[='=]s [[LawyerFriendlyCameo version]] of the TropeNamer; the name derives from the fact that they look like half-sized humans.
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[[WMG:Sergeant Knox]]
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[[WMG:Private Wilfred]]
-->"VALINDRA!"
-->"VALINDRA!"
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-->"VALINDRA!"
->"VALINDRA!"
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"Protector's Enclave needs your help!"
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[[WMG:Rival Adventuring Party]]
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[[foldercontrol]]
[[foldercontrol]]
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[[WMG:Drow]]
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[[WMG:Dwarf]]
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!!Dwarf
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[[WMG:High Elf]]
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[[WMG:Half-Elf]]
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[[WMG:Halfling]]
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[[WMG:Half-Orc]]
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[[WMG:Human]]
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[[WMG:Wood Elf]]
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[[WMG:Tiefling]]
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[[WMG:Dragonborn]]
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* HalfHumanHybrid: They're the result of Dwarves and Humans getting together.
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* HalfHumanHybrid: {{Hobbits}}: They're D&D's [[LawyerFriendlyCameo version]] of the result of Dwarves and Humans getting together.TropeNamer; the name derives from the fact that they look like half-sized humans.