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J. Alfred Prufrock posted:To make full use of Morninglord, you want to do radiant damage with every attack. To make full use of the WinterFrost combo, you want to do cold damage with every attack. It is easy to do radiant damage with every attack, and it is easy to do cold damage with every attack. That's where I wasn't understanding the problem. I thought by adding Arcane Admixture (Cold) with a Radiant Weapon I would be doing both Cold AND Radiant Damage. I misunderstood the exact wording of the Radiant Weapon, not thinking it would over-write all other damage types. Thanks for helping me understand that. Your help with why taking Arcane Implement Proficiency is also really appreciated. Now I understand why it's important to take. Looks like I'll be replacing those feats with Arcane Implement Proficiency, Deadly Draw, and Weapon Focus. Thanks Alfred. Red Hood fucked around with this message at 12:39 on Jun 25, 2011 |
# ? Jun 25, 2011 12:32 |
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# ? Jun 10, 2024 06:36 |
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Note that you can use a Crusdaer's Weapon to do half radiant damage, if the base power does cold, you can get both. To the best of my knowledge the easiest way to take advantage of this is half-elf/eldritch strike/arcane admixture. I fiddled about with a blackguard that used it, but never got much further than messing about.
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# ? Jun 25, 2011 18:58 |
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It's also worth noting that whether the two vulnerabilities would stack at all is not entirely clear. The example given in the RC states that a creature with vuln. 5 psychic and vuln. 2 all still only takes 5 extra damage from psychic attacks. The combat advantage would still apply, though Deadly Draw gives you that as well.
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# ? Jun 25, 2011 20:14 |
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I am extremely jealous of the 45ish DPR stuff that the people on the char-op forums come up with. I made a blackguard and I think I did a good job optimizing him, but normal rounds I'm averaging about 20-25 damage. Can you guys give me any pointers? ====== Created Using Wizards of the Coast D&D Character Builder ====== Rhaego, level 6 Human, Blackguard Vice: Vice of Domination Human Power Selection Option: Bonus At-Will Power FINAL ABILITY SCORES STR 20, CON 12, DEX 10, INT 10, WIS 9, CHA 16 STARTING ABILITY SCORES STR 17, CON 12, DEX 10, INT 10, WIS 9, CHA 15 AC: 26 Fort: 21 Ref: 18 Will: 21 HP: 57 Surges: 11 Surge Value: 14 TRAINED SKILLS Athletics +10, Bluff +12, Endurance +6, Intimidate +12, Religion +9 UNTRAINED SKILLS Acrobatics –1, Arcana +3, Diplomacy +6, Dungeoneering +2, Heal +2, History +3, Insight +2, Nature +2, Perception +2, Stealth –1, Streetwise +6, Thievery –1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Paladin Attack: Dread Smite Paladin Utility: Shroud of Shadow Paladin Attack 1: Valiant Strike Paladin Attack 1: Vengeance Strike Paladin Attack 1: Dominator's Strike Paladin Utility 2: Vice's Reward Paladin Utility 2: Bless Weapon Paladin Utility 4: Servant of Vice Paladin Attack 5: Frenzying Smite FEATS Level 1: Axe Expertise Level 1: Cunning Stalker Level 2: Superior Will Level 4: Weapon Proficiency (Waraxe) Level 6: Power of Skill ITEMS Adventurer's Kit Badge of the Berserker +1 x1 Veteran's Plate Armor +2 x1 Frost Waraxe +2 x1 Shield of Silver Light Heavy Shield (heroic tier) x1 Horned Helm (heroic tier) x1 ====== End ====== My attacks are +13 to hit, +7 to damage. I do a lot of charging.
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# ? Jun 25, 2011 22:21 |
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Blackguards just aren't that hot at putting out big damage. Especially not Human Domination ones, they just don't have the stat points to throw around - your Reflex is suffering - and that's including a shield, a Human's and a Paladin's defence bumps... Also, if you're going to burn a feat on weapon proficiency, get a Gouge for goodness' sake - nothing in the game is better for a charging character. If you're going weapon-and-board, you don't lose much by using a Rapier - indeed, if you have CA, and you should, your d8+1 from Light Blade Expertise is closing fast on the D12 damage from your Waraxe, and the +3 proficiency will increase your damage too. Fury is better for a Human Blackguard - if you or anything adjacent is bloodied, it will actually give you more bonus to your damage on every attack, at present, than Domination does 1/round for a THP cost. Using Valiant Strike is great though - and it's worth bearing in mind that your accuracy should be poo poo-hot, so you can handle dropping a bit of damage per hit, when you're hitting much more often than most strikers (and your extra ongoing damage is not to be discounted, particularly when you start using Lasting Frost and a Frost Weapon in Paragon). Why are you starting with WIS of 9? Drop it to 8 (actually, drop INT to 8, and you might be able to get some mileage out of WIS later for Pally feats) and you free up a build point to put somewhere useful. So in short: go Fury. Either use a Gouge, or use a Rapier, and put that weapon proficiency feat to better use. When you do go Fury, redistribute your stats a bit to put you 1 point lower in CHA mod, and get something in DEX - you can't kill anything if they kill you first. But expecting to hit 45 DPR at 6th is pretty unrealistic with a Human Blackguard. You could probably do it with some twinked-out gimmick builds, but it's just not easy on a class without native multi-attacks.
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# ? Jun 25, 2011 22:51 |
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Just another real quick question. I'm sticking with the ranger class, but I'm wondering what all of the essential "feat tax" and/or "math fix" feats are out there that I need? Off the top of my head, I've got: Eladrin Soldier - PH1 (I'm Eladrin) Two-Weapon Fighting - PH1 (I'm a DW Ranger) Weapon Specialization - PH1 What other math feats will I need before I start dipping into more specialized stuff like Wintertouched and Lasting Frost?
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# ? Jun 25, 2011 23:00 |
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thespaceinvader posted:Also, if you're going to burn a feat on weapon proficiency, get a Gouge for goodness' sake - nothing in the game is better for a charging character. If you're going weapon-and-board, you don't lose much by using a Rapier - indeed, if you have CA, and you should, your d8+1 from Light Blade Expertise is closing fast on the D12 damage from your Waraxe, and the +3 proficiency will increase your damage too. Thanks for the advice. I'm working on this, but I can't figure out which of the proficiency skills give you a +3 bonus. Light blade expertise is +1dmg/attack, and there is no rapier or light blade proficiency. I also grabbed a Vanguard Rapier instead of a regular one for extra +++ to charge
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# ? Jun 25, 2011 23:32 |
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bacon! posted:Thanks for the advice. I'm working on this, but I can't figure out which of the proficiency skills give you a +3 bonus. Light blade expertise is +1dmg/attack, and there is no rapier or light blade proficiency. Proficiency bonus is something inherent to weapons, it's not really a skill per se. Light Blade Expertise applies to all Light Blades, which includes sub-weapons (Rapier, Dagger, etc.) Of those individual weapons, each comes with a proficiency bonus; Rapiers get +3, Daggers also get +3, Kukris get +2, whatever. Also, there are good ways to play a Human Domination Blackguard - you have to use the bonus At-Will power to grab an at-will from the base Paladin chassis and go pure Charisma. That at-will is Virtuous Strike, which lets you use Charisma for basic attacks and has some very attractive riders. You end up pretty much dumping strength since you'll never end up using it and ignoring some of your attacks, but you get to double-dip on your bonuses. A level 1 Human Charisma Blackguard does 1d10 + 5 (Base Charisma) + 5 (Dark Menace) + 5 (Spirit of Vice) damage on attacks, plus another 7 (Dread Smite) and 5 ongoing. That's a pretty crazy 1d10+22, not including the ongoing damage or feat bonuses; the problem is that it's hard to get consistent THP without the Dominator's Strike at-will to use Spirit of Domination, but once you reach higher levels and can pick up utility powers like Virtue you're pretty much set.
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# ? Jun 26, 2011 00:01 |
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bacon! posted:I am extremely jealous of the 45ish DPR stuff that the people on the char-op forums come up with. I made a blackguard and I think I did a good job optimizing him, but normal rounds I'm averaging about 20-25 damage. Can you guys give me any pointers? Since your blackguard is doing cold damage a lot, picking of winterfrost/lasting frost is a pretty good and solid way to bump up your damage. Your rider would ongoing would bump up to 10 and your initial hit would do 5 extra, it's a worthwhile contribution. adaz fucked around with this message at 01:18 on Jun 26, 2011 |
# ? Jun 26, 2011 01:14 |
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I'm building a Swarm Druid for AOE damage and being tanky, since my group has a lot of ranged and very little AOE. Is this a good build for it? Note: The point buy is higher than normal and the three free feats are houserules. (Focus and Expertise for free, and 1 free feat at level 1) code:
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# ? Jun 26, 2011 01:21 |
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bacon! posted:I am extremely jealous of the 45ish DPR stuff that the people on the char-op forums come up with. I made a blackguard and I think I did a good job optimizing him, but normal rounds I'm averaging about 20-25 damage. Can you guys give me any pointers? I do a lot of charging. Optimize for charging. Max Charisma, get 17 Dex, use Virtuous Strike for MBAs, multiclass rogue, pick up a gouge, take Surprising Charge. Alternatively, play a Tiefling with the same stats, get Wrath of the Crimson Legion instead of using Virtuous Strike, get Icy Clutch of Stygia for more damage on your Smite. Siets posted:Just another real quick question. I'm sticking with the ranger class, but I'm wondering what all of the essential "feat tax" and/or "math fix" feats are out there that I need? Expertise, and if you're starting in paragon, bastard swords (you swap eladrin soldier for weapon focus since the two don't stack). Endorph posted:I'm building a Swarm Druid for AOE damage and being tanky, since my group has a lot of ranged and very little AOE. Is this a good build for it? No, your AC is awful. Swarm Druids have two secondaries, which blows (Con for riders and DR, and Dex for AC). Enemies will pretty much auto-hit your AC and it's only going to get worse as you level.
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# ? Jun 26, 2011 08:57 |
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I'll try and make the AC better. I more meant in the "not-made of paper" sense, anyway. Obviously I have no dreams of being a defender, I just want to be able to take a few hits.
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# ? Jun 26, 2011 09:03 |
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Yeah, well, when enemies hit your AC on, like, 4's, you're basically made of paper. Shaving 5 damage off will mean rather little, especially with the MM3-MV damage numbers in play. (What I'm trying to say is that swarm druids aren't very good, which breaks my heart because I think the concept is awesome.)
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# ? Jun 26, 2011 09:16 |
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Thank you guys for the advice. I think I did this right (He's level 7 now, because he will level up next play session). Switched to CHA, Rapiers, rogue multiclass, etc. Also dropped the STR daily in favor of a paladin spell that gives radiant vulnerability. Probably won't use it very often, but whatever. I think a successful sneaked charge will do w/ smite: 1D8 (base) + 1D6 (horned helm) + 1D8 (surprising charge) + 2D6 (sneak attack) + 1D8 (vanguard weapon) + 9 (base) + 5 (dark menace) + 2 (spirit of vice) + 7 (shroud of shadow) + 7 (dread smite) + 7 ongoing 3D8 + 3D6 + 30 + 7 ongoing. Not bad ====== Created Using Wizards of the Coast D&D Character Builder ====== Rhaego, level 7 Human, Blackguard Vice: Vice of Fury Human Power Selection Option: Bonus At-Will Power FINAL ABILITY SCORES STR 10, CON 11, DEX 17, INT 10, WIS 8, CHA 20 STARTING ABILITY SCORES STR 10, CON 11, DEX 16, INT 10, WIS 8, CHA 17 AC: 26 Fort: 16 Ref: 21 Will: 21 HP: 62 Surges: 10 Surge Value: 15 TRAINED SKILLS Athletics +4, Bluff +13, Endurance +4, Intimidate +13, Religion +8, Thievery +7 UNTRAINED SKILLS Acrobatics +2, Arcana +3, Diplomacy +8, Dungeoneering +2, Heal +2, History +3, Insight +2, Nature +2, Perception +2, Stealth +2, Streetwise +8 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Paladin Attack: Dread Smite Paladin Utility: Shroud of Shadow Paladin Attack 1: Virtuous Strike Paladin Attack 1: Vengeance Strike Paladin Attack 1: Ferocious Strike Paladin Utility 2: Vice's Reward Paladin Utility 2: Bless Weapon Paladin Utility 4: Servant of Vice Paladin Attack 5: Sign of Vulnerability FEATS Level 1: Light Blade Expertise Level 1: Cunning Stalker Level 2: Action Surge Level 4: Sneak of Shadows Level 6: Surprising Charge ITEMS Adventurer's Kit Badge of the Berserker +1 x1 Veteran's Plate Armor +2 x1 Shield of Silver Light Heavy Shield (heroic tier) x1 Horned Helm (heroic tier) x1 Vanguard Rapier +2 x1 Bracers of Mighty Striking (heroic tier) x1 ====== End ======
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# ? Jun 26, 2011 16:16 |
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Siets posted:Just another real quick question. I'm sticking with the ranger class, but I'm wondering what all of the essential "feat tax" and/or "math fix" feats are out there that I need? Eladrin soldier doesn't stack with Weapon focus, (or silvery glow, if you want to go that route), which means you should be either getting weapon prof: bastard sword, or spiked chain training (which burns your MC feat slot). The "math fix" feats are improved defenses and the feat of your choice that hands out +1/2/3 to your chosen weapon group. I would think long and hard about going down the spiked chain route. Considering that you have a very sub-optimal race for a melee ranger, you're going to get all the help you need to blow monsters up with your attacks. The Spiked Chain gets to get all of the light blade accuracy helpers, which will assist you in not missing your targets. You probably want to forget Swift blade style, as it becomes higher in value as you have higher accuracy. If you go with a bastard sword ranger you want (in no particular order): Heavy Blade expertise Weapon Focus: Heavy Blades (or Silvery Glow for wintertouched, requires you to worship sehanine) Two-Weapon Fighting If you go spiked chain then it's: Spiked Chain training Light Blade expertise Weapon Focus: Light Blades (or Silvery Glow for wintertouched, requires you to worship sehanine) Two-Weapon FIghting Nimble Blade (optional, but pretty good) Swift blade style (also optional but pretty sweet) There are also a few other feats worth checking out, but
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# ? Jun 26, 2011 18:41 |
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bacon! posted:Thank you guys for the advice. I think I did this right (He's level 7 now, because he will level up next play session). Switched to CHA, Rapiers, rogue multiclass, etc. Also dropped the STR daily in favor of a paladin spell that gives radiant vulnerability. Probably won't use it very often, but whatever. Much as I like the Rogue multiclass feat and Surprising Charge (it is pretty drat good), it's not required. There are some pretty good ways to boost damage that don't involve charging, and as it is you may or may not be able to guarantee combat advantage - which is a larger boost than charging is, even with surprising charge. It also hurts your ability scores quite a bit to get it as a human, especially as DEX isn't inherently that useful for Paladins. I might swap your scores around (pump CHA instead, which should be 21 at this point and hitting 22 at level 8) and putting a starting score of 14 into CON, which will give you a bit more HP/Fortitude defense. Consider some of the following feats; 1) Power of the Sun; after you hit a target with Virtuous Strike, they gain +3/5/8 radiant vulnerability UEoNT. That's quite a bit more damage on subsequent attacks for you, and if anyone else in the party can take advantage of it then it gets straight-up obscene. Plus it makes Bless Weapon simply unfair (vulnerability applies twice since it's a separate damage roll, not to mention the bonus crit chance). 2) Silvery Glow is pretty much 'weapon focus but better' when you're using radiant attacks, and is a great feat. There's something else too, but I can't think of it now.
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# ? Jun 26, 2011 21:41 |
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RPZip posted:1) Power of the Sun; after you hit a target with Virtuous Strike, they gain +3/5/8 radiant vulnerability UEoNT. That's quite a bit more damage on subsequent attacks for you, and if anyone else in the party can take advantage of it then it gets straight-up obscene. Plus it makes Bless Weapon simply unfair (vulnerability applies twice since it's a separate damage roll, not to mention the bonus crit chance). That interpretation of Bless Weapon seems a bit out of line; the text says that "it deals 1d6 extra radiant damage on a hit", with "it" referring to the weapon. I could see your reasoning if it said something like "whenever you hit a creature with the weapon, that creature takes 1d6 radiant damage", but it looks like the extra damage is meant to be subsumed under a single damage roll.
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# ? Jun 26, 2011 21:59 |
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Taking a break from DMing and letting a friend dm for a adventure. Staring at level 16 since some folks didn't want to swap characters and decided I wanted the chargiest charge man who ever charged. I don't know, I think he's pretty much good but wanted to make sure I didn't overlook something - granted I took 2 MC cleric feats simply because of the flavor of him being a Minotaur Barbarian Cleric of Bane (After all, Bane axe wieldin' charge dudes right?) but i'm willing to listen to other suggestion. Char sheet pdf here: https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B6fDeSkDaFY0OWQyMTIxMjctNWMzYS00MzhmLWJmOTUtYjk2ZjQ2NWY4Yjcx&hl=en_US or summary below: ====== Created Using Wizards of the Coast D&D Character Builder ====== Kharn, level 16 Minotaur, Barbarian, Beastblooded Minotaur Build: Rageblood Barbarian Feral Might Option: Rageblood Vigor Inherent Bonuses Occupation - Zealous Slayer (+2 to Endurance) FINAL ABILITY SCORES STR 24, CON 14, DEX 14, INT 11, WIS 16, CHA 9 STARTING ABILITY SCORES STR 18, CON 13, DEX 10, INT 10, WIS 13, CHA 8 AC: 30 Fort: 31 Ref: 25 Will: 28 HP: 119 Surges: 11 Surge Value: 29 TRAINED SKILLS Athletics +19, Endurance +16, Nature +18, Religion +13 UNTRAINED SKILLS Acrobatics +9, Arcana +8, Bluff +7, Diplomacy +7, Dungeoneering +11, Heal +11, History +8, Insight +11, Intimidate +7, Perception +13, Stealth +9, Streetwise +7, Thievery +9 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Minotaur Racial Power: Goring Charge Barbarian Feature: Swift Charge Barbarian Feature: Rage Strike Cleric Utility: Healing Word Cleric Feature: Healer's Mercy Barbarian Attack 1: Howling Strike Barbarian Attack 1: Recuperating Strike Barbarian Utility 2: Feral Rejuvenation Barbarian Attack 3: Blade Sweep Barbarian Attack 5: Rage of the Crimson Hurricane Barbarian Utility 6: Combat Surge Barbarian Attack 7: Curtain of Steel Barbarian Attack 9: Rage of the Death Spirit Endurance Utility 10: Reactive Surge Beastblooded Minotaur Attack 11: Sweeping Gore Beastblooded Minotaur Utility 12: Thrashing Horns Barbarian Attack 13: Storm of Blades Barbarian Attack 15: Thunderfury Rage Barbarian Utility 16: Spur the Cycle FEATS Level 1: Powerful Charge Level 2: Axe Expertise Level 4: Weapon Proficiency (Execution axe) Level 6: Weapon Focus (Axe) Level 8: Reckless Charge Level 10: Deadly Rage Level 11: Superior Will Level 12: Charging Rampage Level 14: Initiate of the Faith Level 16: Divine Channeler (Cleric) ITEMS Potion of Healing (heroic tier) Vicious Execution axe +4 x1 Adventurer's Kit Sunrod Hempen Rope (50 ft.) Climber's Kit Everburning Torch Silk Rope (50 ft.) Trail Rations Boots of Striding (heroic tier) x1 Belt of Vim (heroic tier) x1 Circlet of Indomitability (heroic tier) x1 Veteran's Hide Armor +4 x1 Gloves of Grace (heroic tier) ====== End ======
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# ? Jun 29, 2011 05:54 |
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MC Fighter, Surprising Charge with a warshovel. Also swap Ax for Spear Expertise. And get a Badge of the Berserker, and a Vanguard weapon, and a Horned Helm. Might as well powerswap for Rain of Blows or some Fighter immediate while you're at it. And you can replace that lovely PP with Kensei at least (or Kulkor if you can find a reliable way to use it).
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# ? Jun 29, 2011 06:21 |
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J. Alfred Prufrock posted:MC Fighter, Surprising Charge with a warshovel. Also swap Ax for Spear Expertise. And get a Badge of the Berserker, and a Vanguard weapon, and a Horned Helm. Might as well powerswap for Rain of Blows or some Fighter immediate while you're at it. And you can replace that lovely PP with Kensei at least (or Kulkor if you can find a reliable way to use it). We're using house item rules, can't take any of those items as they are uncommon otherwise I would've. However, I had missed vanguard weapons when looking through everything,so thanks for that, and gently caress if I know why I picked an execution axe was just liking the flavor of a gigantic gently caress all axe I guess, but spears are definitely better when charging. Good call on Kensei. Original plan was at 18 to pick up polearm gamble and retrain into quick draw so after my charges I could act as a backup defender (plus polearm with paragon path would give me reach three)... but I think Kensei is just too good even if I like the flavor of beastbloodied minotaur. I always do that when building characters for myself and paragon paths, pick the flavor ones over the effective ones. Thanks! e: wait I remembered why I didn't use a spear, unless I am wrong (very possible), the bonus won't stack with powerful charge as they are both untyped bonuses from feats right? Or am I missing something? adaz fucked around with this message at 07:51 on Jun 29, 2011 |
# ? Jun 29, 2011 07:24 |
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Untyped bonuses stack, while "feat bonuses" don't.
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# ? Jun 29, 2011 07:39 |
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UrbanLabyrinth posted:Untyped bonuses stack, while "feat bonuses" don't. well I was curious and thinking I was wrong so I looked it up, and they don't if they are from the same type like I thought unless I am reading this wrong? http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=536 quote:Untyped Bonus: Some bonuses have no type (“a +2 bonus,” for instance). Most of these bonuses are situational and combine with other bonuses, including other untyped bonuses. However, untyped bonuses from the same named game element (such as a power or a feat) are not cumulative; only the highest applies, unless otherwise noted.
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# ? Jun 29, 2011 07:42 |
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adaz posted:untyped bonuses from the same named game element (such as a power or a feat) "Feats" is not a named game element. What they mean by that is if you had two allies with the same power/feat which grants you +2 untyped to hit, you'd only get +2. If two people use Furious Smash on the same enemy, you don't get that bonus damage twice. Note the "a power"/"a feat," which denotes that they're talking about individual powers and feats and not the category as a whole.
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# ? Jun 29, 2011 08:11 |
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J. Alfred Prufrock posted:Expertise, and if you're starting in paragon, bastard swords (you swap eladrin soldier for weapon focus since the two don't stack). Also can anyone tell me which book I can find Improved Defenses in? It's probably in a book I already own, but the compendium just says "multiple sources". Silvery Glow looks really good. Definitely goin to have to pick that up. Funny how WotC puts out a feat like that. "If you want better balanced damage scaling, you better worship this specific deity! "
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# ? Jun 29, 2011 13:55 |
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Lemon Curdistan posted:"Feats" is not a named game element. What they mean by that is if you had two allies with the same power/feat which grants you +2 untyped to hit, you'd only get +2. If two people use Furious Smash on the same enemy, you don't get that bonus damage twice.
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# ? Jun 29, 2011 14:02 |
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Siets posted:Huh. Well we did start at level 1. Is Eladrin Soldier really a bad feat? It seems to offer so much in one package. I'll pick up Weapon Expertise though, thanks. Eladrin Soldier is quite good, but +1 to hit is better. quote:Also can anyone tell me which book I can find Improved Defenses in? It's probably in a book I already own, but the compendium just says "multiple sources". It's in the Essentials books.
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# ? Jun 29, 2011 16:32 |
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Lemon Curdistan posted:"Feats" is not a named game element. What they mean by that is if you had two allies with the same power/feat which grants you +2 untyped to hit, you'd only get +2. If two people use Furious Smash on the same enemy, you don't get that bonus damage twice. Ah ok, so I was reading it wrong, thanks for the clarification. Sometimes the bonus stacking gets confusing adaz fucked around with this message at 17:31 on Jun 29, 2011 |
# ? Jun 29, 2011 17:27 |
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Would it be worthwhile for a heroic tier Bard to pick up proficiency with a Parrying Dagger? I figure that way I could put a Songblade enchantment on the Parrying Dagger to use it as a "wand", freeing up the longsword in his main hand for a more optimal melee enchantment. Plus this way he'd keep the AC bonus the shield would have granted, and free up the arms slot for a bracer. The downsides would be expending a feat, losing a point of Reflex defense, and having one more magic item to spend money on. It seems to me like the trade-off would be worth it for the versatility, but I also have a tendency to do dumb things in RPGs just because they sound awesome, so I'm looking for a second opinion
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# ? Jul 4, 2011 02:43 |
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Thundarr posted:Would it be worthwhile for a heroic tier Bard to pick up proficiency with a Parrying Dagger? I figure that way I could put a Songblade enchantment on the Parrying Dagger to use it as a "wand", freeing up the longsword in his main hand for a more optimal melee enchantment. Plus this way he'd keep the AC bonus the shield would have granted, and free up the arms slot for a bracer. You can use a (non-magical) shield and a magical bracer, you just can't get a magic shield and a magic bracer at the same time. It's not a terrible option but I think you'll probably be happier with one item that covers both implement and weapon effects, rather than having to upgrade both of them to stay current with enhancement bonuses. If you barely use any (or no) implement attacks on your bard it's much less of a problem.
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# ? Jul 4, 2011 02:48 |
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For the same feat you could get Arcane Implement Proficiency (heavy blades) and keep the shield. You'd also only have to keep up with one enhancement bonus.
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# ? Jul 4, 2011 03:04 |
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Thanks for the input. I didn't realize that Arcane Implement Proficiency would let me use Heavy Blade as an option. Thank you, Spellswords! I'd also forgotten that a non-magical shield didn't actually eat up the arms slot for magic items.
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# ? Jul 4, 2011 03:21 |
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Thundarr posted:Would it be worthwhile for a heroic tier Bard to pick up proficiency with a Parrying Dagger? I figure that way I could put a Songblade enchantment on the Parrying Dagger to use it as a "wand", freeing up the longsword in his main hand for a more optimal melee enchantment. Plus this way he'd keep the AC bonus the shield would have granted, and free up the arms slot for a bracer. If you have feats to spare on a melee character, you'd be far better off grabbing two-weapon fighting, two-weapon defence and a Rhythm Blade dagger. +2 shield bonus, no skill check penalty. And you can throw the dagger.
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# ? Jul 4, 2011 17:16 |
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J. Alfred Prufrock posted:For the same feat you could get Arcane Implement Proficiency (heavy blades) and keep the shield. You'd also only have to keep up with one enhancement bonus. Shouldn't a Bard just pick up Multiclass Swordmage instead of AIP?
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# ? Jul 4, 2011 19:20 |
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Klungar posted:Shouldn't a Bard just pick up Multiclass Swordmage instead of AIP? I've heard about picking the proficiency up that way, but actually gaining implement proficiency isn't mentioned in either of the two Swordmage multiclass feats as written. Unless of course they got errata'd later. And somehow I'd completely spaced out about Rhythm Blade, probably since I haven't gone over the item sets section of AV2 recently. That actually sounds like it'd be the best option, when combined with a Songblade longsword as his primary melee weapon. Full bonus on both weapon and implement attacks, scaling AC and Reflex bonus (as long as I keep the dagger up-to-date), and the arms slot is freed up. I skimped on Dex in favor of Int so the Two Weapon Fighting/Defense feats can't be taken just yet, but they wouldn't be required simply to hold a Rhythm Blade dagger in the off hand and gain benefits from it.
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# ? Jul 4, 2011 20:00 |
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Yep. You lose absolutely nothing from doing so as a Bard. All the MC Implement class feats now give implement proficiency - they were errated. You can't, however, gain the Rhythm Blade property without a pre-existing shield bonus, so it doesn't work without TWD - but you could use a Rod and Rod Expertise, which would get you a shield bonus to increase. If you don't already have a shield bonus, Rhythm Blade doesn't provide one.
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# ? Jul 4, 2011 20:04 |
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Klungar posted:Shouldn't a Bard just pick up Multiclass Swordmage instead of AIP? If you're Cunning, sure. As a Valor bard I probably wouldn't want to spend the points on Int.
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# ? Jul 4, 2011 20:54 |
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OK, looks like one of the Swordmage multiclass feats would be the way to go then. Especially since I posted before actually checking on Rhythm Blade - it gives the same AC bonus regardless of enhancement. And since it apparently won't give anything without Two Weapon Defense then it's a no-go. Good thing Bards can take as many multiclass feats as they want, so I can hang onto the Ardent multiclass feat too.
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# ? Jul 4, 2011 22:19 |
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Thundarr posted:OK, looks like one of the Swordmage multiclass feats would be the way to go then. Especially since I posted before actually checking on Rhythm Blade - it gives the same AC bonus regardless of enhancement. And since it apparently won't give anything without Two Weapon Defense then it's a no-go. You can end all with all sort of ridiculous poo poo with the bard multiclassing rules. It owns. I have a Bard/Sorcerer/Rogue/Warlock/Cleric. So many extra encounter powers and skills!
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# ? Jul 7, 2011 17:53 |
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I'm trying to make a good Battlemind aggro-tank with debuff effects, but it just doesn't seem to be coming together like I want it to. Will somebody help me make this good?pre:Adrik Dwarf Battlemind (Battlemind) / Iron Guardian Level 16, Good, 4'4", 220 lbs XP: 69000 Languages: Common, Dwarven Str 11 ( +0) +10(Starting)+1(Level 11) Con 24 ( +7) +18(Starting)+2(Dwarf)+4(Levels 4, 8, 11, 14) Dex 13 ( +1) +11(Starting)+2(Levels 11, 14) Int 9 ( -1) +8(Starting)+1(Level 11) Wis 19 ( +4) +14(Starting)+2(Dwarf)+3(Levels 4, 8, 11) Cha 11 ( +0) +10(Starting)+1(Level 11) Hit Points Max HP: 139 +24(Con)+15(Battlemind 1)+5(Toughness)+90(Battlemind 16) Bloodied: 69 +69(1/2 HP) Surge: 34 +34(1/4 HP) Surges/Day: 18 +9(Battlemind)+2(Durable)+7(Con mod) Defenses and Senses AC: 32 +10(Constant)+8(1/2 Level)+10(Wyrmscale Armor)+4(Dwarven Armor +4) Fort: 30 +10(Constant)+8(1/2 Level)+0(Fortitude Defense Class Bonus)+1(Paragon Defenses)+4(Amulet of Protection +4)+7(Con mod) Ref: 24 +10(Constant)+8(1/2 Level)+0(Reflex Defense Class Bonus)+1(Paragon Defenses)+4(Amulet of Protection +4)+1(Dex mod) Will: 29 +10(Constant)+8(1/2 Level)+2(Will Defense Class Bonus)+1(Paragon Defenses)+4(Amulet of Protection +4)+4(Wis mod) Passive Perception: 22 +12(Perception)+10(Constant) Passive Insight: 22 +12(Insight)+10(Constant) Initiative: 11 +8(1/2 Level)+2(Initiative Misc)+1(Dex mod) Speed: 5 +5(Dwarf)+0(Encumbered Speed)-1(Wyrmscale Armor) Vision: Low-light Conditional Defenses: All Defenses +2 Deceptive Mind AC +1 Dexterity modifier Race and Class Features Dwarven Weapon Proficiency [Dwarf] Proficient with hammers. Cast-Iron Stomach [Dwarf] +5 bonus to saving throws against poison. Encumbered Speed [Dwarf] Armor or heavy load doesn't reduce your speed. (Other effects still can.) Dwarven Resilience [Dwarf] Second wind is minor action. Stand Your Ground [Dwarf] Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone. Dungeoneering Bonus [Dwarf] Endurance Bonus [Dwarf] Psionic Augmentation [Battlemind] Gain augmentable at-wills instead of encounter powers. Psionic Defense [Battlemind] Gain battlemind's demand, blurred step, and mind spike powers Psionic Study [Battlemind] Battlemind may pick the speed of thought or battle resilience power Battle Resilience [Battlemind] Indomitable Iron [Iron Guardian] Spend action point for extra action to gain +4 to AC and damage rolls until end of next turn Iron Control [Iron Guardian] Slide enemy 2 squares as a free action after you are pushed or pulled Paragon Power Points [Iron Guardian] Gain 2 power points. Impenetrable Iron [Iron Guardian] Roll 10+ on a d20 to turn a critical hit on you into a normal hit Feats Deceptive Mind +2 to all defenses when using battle resilience Toughness Gain 5 additional hit points per tier Timely Respite Second wind or total defense grants saving throw Unfailing Vigor Spend a healing surge if you roll 18–20 on death saving throw Spring Step Shift 1 square when you stand up Durable Increase number of healing surges by 2 Paragon Defenses +1 to Fortitude, Reflex, and Will Unfailing Courage Defiant Fire Regain battle resilience when first bloodied Versatile Expertise Bonus to attacks with weapons and implements of your choice Quick Draw Draw a weapon with attack action, +2 to initiative Powers At-Will Battlemind's Demand [Minor Action] Blurred Step [Opportunity Action] Mind Spike [Immediate Reaction] Mist Weapon [Standard Action] Greataxe of Great Opportunity +3 - Attack: 22 vs. Reflex, Damage: 1d12+10 Unarmed - Attack: 15 vs. Reflex, Damage: 1d4+7 Lightning Rush [Immediate Interrupt] Greataxe of Great Opportunity +3 - Attack: 22 vs. AC, Damage: 1d12+10 Unarmed - Attack: 15 vs. AC, Damage: 1d4+7 Iron Defense [Standard Action] Web of Betrayal [Standard Action] Greataxe of Great Opportunity +3 - Attack: 22 vs. AC, Damage: 1d12+10 (Psychic) Unarmed - Attack: 15 vs. AC, Damage: 1d4+7 (Psychic) Encounter Battle Resilience [Free Action] Telepathic Challenge [Minor Action] Walk It Off [No Action] Guardian's Might [Standard Action] Greataxe of Great Opportunity +3 - Attack: 22 vs. AC, Damage: 1d12+14 Unarmed - Attack: 15 vs. AC, Damage: 1d4+11 Second Wind [Minor Action] Action Point [Free Action] Daily Predator to Prey [Standard Action] Greataxe of Great Opportunity +3 - Attack: 22 vs. Will, Damage: 2d12+10 Unarmed - Attack: 15 vs. Will, Damage: 2d4+7 Intellect Hammer [Standard Action] Greataxe of Great Opportunity +3 - Attack: 22 vs. AC, Damage: 1d12+10 Unarmed - Attack: 15 vs. AC, Damage: 1d4+7 Iron Warding [Immediate Interrupt] Mind Blade [Standard Action] Greataxe of Great Opportunity +3 - Attack: 22 vs. Will, Damage: Unarmed - Attack: 15 vs. Will, Damage: Mind of Endurance [Minor Action] Unarmed - Attack: 8 vs. Unknown, Damage: Skills Acrobatics: 9 +8(1/2 Level)+0(Acrobatics Misc)+1(Dex mod) Arcana: 12 +8(1/2 Level)+5(Trained)+0(Arcana Misc)-1(Int mod) Athletics: 13 +8(1/2 Level)+5(Trained)+0(Athletics Misc)+0(Str mod) Bluff: 8 +8(1/2 Level)+0(Bluff Misc)+0(Cha mod) Diplomacy: 8 +8(1/2 Level)+0(Diplomacy Misc)+0(Cha mod) Dungeoneering: 14 +8(1/2 Level)+2(Dungeoneering Misc)+4(Wis mod) Endurance: 26 +8(1/2 Level)+5(Trained)+6(Endurance Misc)+7(Con mod) Heal: 12 +8(1/2 Level)+0(Heal Misc)+4(Wis mod) History: 7 +8(1/2 Level)+0(History Misc)-1(Int mod) Insight: 12 +8(1/2 Level)+0(Insight Misc)+4(Wis mod) Intimidate: 8 +8(1/2 Level)+0(Intimidate Misc)+0(Cha mod) Nature: 12 +8(1/2 Level)+0(Nature Misc)+4(Wis mod) Perception: 12 +8(1/2 Level)+0(Perception Misc)+4(Wis mod) Religion: 7 +8(1/2 Level)+0(Religion Misc)-1(Int mod) Stealth: 9 +8(1/2 Level)+0(Stealth Misc)+1(Dex mod) Streetwise: 8 +8(1/2 Level)+0(Streetwise Misc)+0(Cha mod) Thievery: 9 +8(1/2 Level)+0(Thievery Misc)+1(Dex mod) Proficiencies Weapons Military Melee [Battlemind] Simple Melee [Battlemind] Simple Ranged [Battlemind] Armor Cloth [Battlemind] Leather [Battlemind] Hide [Battlemind] Chainmail [Battlemind] Scale [Battlemind] Heavy Shield [Battlemind] Light Shield [Battlemind] Inventory Weapons Greataxe, Weapon of Great Opportunity +3 Crossbow, Point Blank Weapon +2 Armor Wyrmscale Armor, Dwarven Armor +4 Magic Items Bracers of Rejuvenation (heroic tier) Boots of Eagerness (heroic tier) Belt of Blood (heroic tier) Amulet of Protection +4 Potion of Regeneration (paragon tier) Eager Hero's Tattoo (heroic tier) Coin Carried: Stored:
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# ? Jul 10, 2011 04:39 |
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# ? Jun 10, 2024 06:36 |
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Your feats need work, let's see. Also, why no shield? To be honest superior fortitude could probably be dropped too, as a iron guardian you will hardly ever take damage... superior will keep though because gently caress stun/dazed. Could also pick up the +4 to saving throws against stun/dazed, a solid feat. Pick up. Superior Will - +2/+3/+4 to will defense by tier, saving throw at start of your turn against stun/dazed. Axe Expertise - Benefit: You gain a +1 feat bonus to weapon attack rolls you make with an axe. This bonus increases to +2 at 11th level and +3 at 21st level. Also, when rolling damage for a weapon attack you make with an axe, you can reroll one damage die that results in a 1, but you must use the second result. Melee Training (constitution) - let you use CON instead of STR for MBAs and OAs. Without this your OAs are worthless. Psionic Reflexes - +1 attack bonus to OAs, +2 by spending a powerpoint Superior Fortitude - +2/+3/+4 to fort, resist 3/6/9 ongoing Weapon Focus (Axe) - +1/2/3 to damage always good Drop: Paragon Defenses - redundant Versatile Expertise - get the equivalent weapon feat Durable - you're a dwarf, don't need this. Also, Iron Guardian if you even have to spend a healing surge an encounter i'd be shocked. Unfailing Vigor - if you need this poo poo is already too far south to save you, far too situational. Also you're an iron guardian you will never die. Quick Draw - Not needed unless you are swapping around weapons Spring Step - too situational, especially as a dwarf you get a saving throw before being knocked prone e: If you wanted debuff effects you're probably going to have to rely on the shield feats and stuff that pushes and knock prone on OAs. Does that sound like something you want to do? adaz fucked around with this message at 05:16 on Jul 10, 2011 |
# ? Jul 10, 2011 04:59 |