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Gau posted: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? There's this build from charop: http://community.wizards.com/go/thread/view/75882/25486489/Ronin_-_a_Battlemind_Build It's a polearm momentum proning build that exploits the combination of Glaive, Polearm Momentum, Polearm Gamble, Heavy Blade Opportunity and Opportunity Sidestep / Mobile Warrior. It's a little outdated, but it might be an starting point to grab ideas from.
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# ? Jul 10, 2011 06:42 |
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# ? Jun 9, 2024 23:53 |
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Yeah, Polearm Gamble + HBO is really good and totally worth messing around with your stats to qualify for, especially since you don't need your Wis for much. And every defender ever should take Superior Will. And every Battlemind wants to make Blurred Step useful, so take either Blurred Speed or (I recommend) switch to the harrier build and take Harrying Step.
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# ? Jul 10, 2011 10:16 |
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So my DM wants me to retool my defender for his Dark Sun campaign because he says "I look like I might want to adjust some things" but what he really means is "your fighter locked down a solo monster for an entire encounter and it pissed me off". Anyways, I think I'm redoing my character as a Mul Earth Warden with the Gladiator theme. I'll edit this post later with what I've come up with so far (I'm at work right now, so I can't get to his stats) but I was wondering if you guys think that's a solid combo? The other option open to me is making a Battlemind, basically.
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# ? Jul 13, 2011 17:50 |
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Either is plausible as a highly effective defender. The Warden's probably a little more conventional.
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# ? Jul 13, 2011 18:05 |
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Is there a program that allows me to make a quick forum friendly print out of my character? I want to show off my "-5 to all attacks in an area burst 2, immobilize and prone to boot with an at-will" bard. It may take a bit to post due to sheer silliness if I don't have an easy way to make it into forum code. edit: it also ends up with stupidly good defenses. dirtycajun fucked around with this message at 18:45 on Jul 13, 2011 |
# ? Jul 13, 2011 18:42 |
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dirtycajun posted:Is there a program that allows me to make a quick forum friendly print out of my character? Using the online character builder? Character Sheet Style "Character Summary", then copy to clipboard.
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# ? Jul 13, 2011 18:50 |
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Upload the .dnd4e file to iPlay4e, and then export the forums code from the File menu. They have a SomethingAwful option all set up for us.
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# ? Jul 13, 2011 18:50 |
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====== Created Using Wizards of the Coast D&D Character Builder ====== Wicked Witch, level 30 Half-Elf, Bard, Resourceful Magician, Sage of Ages Bardic Virtue Option: Virtue of Cunning Arcane Admixture Damage Type: Arcane Admixture Thunder Half-Elf Power Selection Option: Dilettante Netheril (Netheril Benefit) FINAL ABILITY SCORES STR 14, CON 14, DEX 14, INT 24, WIS 10, CHA 26 STARTING ABILITY SCORES STR 12, CON 10, DEX 12, INT 16, WIS 8, CHA 16 AC: 43 Fort: 45 Ref: 47 Will: 47 HP: 171 Surges: 9 Surge Value: 42 TRAINED SKILLS Arcana +37, Bluff +28, Diplomacy +30, History +34, Intimidate +28, Streetwise +28 UNTRAINED SKILLS Acrobatics +17, Athletics +17, Dungeoneering +22, Endurance +17, Heal +16, Insight +18, Nature +22, Perception +16, Religion +29, Stealth +17, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Bard Feature: Majestic Word Bard Feature: Words of Friendship Paladin Feature: Divine Challenge Wizard Attack 1: Winged Horde Bard Attack 1: Staggering Note Bard Attack 1: Jinx Shot Bard Utility 2: Inspire Competence Bard Utility 6: Glimpse the Future Bard Utility 10: Mantle of Unity Resourceful Magician Attack 11: Twinned Spell Resourceful Magician Utility 12: Spontaneous Action Bard Utility 16: Haste Wizard Attack 17: Mass Charm Wizard Attack 19: Wrath of Battle Resourceful Magician Attack 20: Resourceful Trick Bard Utility 22: Invisible Troupe Bard Attack 23: Chant of Bad Fortune Bard Attack 25: Virtuoso of Misfortune Sage of Ages Utility 26: Trick of Knowledge Wizard Attack 27: Steal Time Wizard Attack 29: Visions of Wrath FEATS Level 1: Ritual Caster Level 1: Holy Symbol Expertise Level 2: Defending Dabbler Level 4: World Serpent's Grasp Level 6: Adept Dilettante Level 8: Improved Defenses Level 10: Mounted Combat Level 11: Psychic Lock Level 12: Versatile Master Level 14: Arcane Admixture Level 16: Resounding Thunder Level 18: Soldier of the Faith Level 20: Group Defense Level 21: Bola Training Level 22: (Placeholder Feat) Level 24: Quickened Spellcasting Level 26: Epic Will Level 28: Epic Fortitude Level 30: Epic Reflexes ITEMS Ritual Book Disrupting Bola +6 x1 Headband of Intellect (epic tier) x1 Light Shield x1 Timeless Locket +6 x1 Battle Harness Voidhide +6 x1 Belt of Vim (epic tier) x1 Ring of Free Time (epic tier) x1 Ring of Wizardry (epic tier) x1 Wyvern Glib Limerick Tenser's Floating Disk ====== End ====== The order on feats is all hosed up on this and I apologize, I need to clean it up. Basically you use half elf dilettante to get winged horde. Arcane admixture thunder/resounding thunder to increase size to a area burst 2. Psychic lock for -2 to hit. Multi-class paladin. Defending dabbler to mark everyone with hit with winged horde, another -2. Group defense to boost all allies defense against marked things by +1. Use a disrupting bola so you can actually deliver this attack as a holy implement. This means you need bola training, another multi-class feat that lets you forgo damage to immobilize. Then you slap them with quickened spellcasting (or twinned spell) and world serpents grasp to knock them prone. After all that your winged horde gives an effective -5 to hit, no OAs, no combat advantage against me (holy symbol expertise), immobilize, and potential for prone. So now you can focus on defense, all of the stanadard defense feats, mounted combat so you can be in the air on a Wyvern that gives better defenses which I believe are not included on the stat block. Take mass charm for the free hit move enemies to a clumped group. Anything else power or feat wise is just for shits and giggles to give extra attacks or actions to allies for those all important novas or extra attacks if I gently caress up. I am not sure I explained all of it but this should be a good jumping off point. Next up: how to use and abuse magic missile to great DM frustration. dirtycajun fucked around with this message at 20:08 on Jul 13, 2011 |
# ? Jul 13, 2011 19:13 |
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Here's my character thus far, thoughts? ====== Created Using Wizards of the Coast D&D Character Builder ====== Marok, level 3 Mul, Warden Build: Earth Warden Guardian Might Option: Earthstrength Born of Two Races Option: Dwarf Dark Sun Theme: Gladiator FINAL ABILITY SCORES STR 19, CON 16, DEX 12, INT 8, WIS 13, CHA 10 STARTING ABILITY SCORES STR 17, CON 14, DEX 12, INT 8, WIS 13, CHA 10 AC: 19 Fort: 17 Ref: 15 Will: 14 HP: 47 Surges: 13 Surge Value: 11 TRAINED SKILLS Athletics +7, Endurance +8, Nature +7, Perception +7 UNTRAINED SKILLS Acrobatics 1, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +0, Insight +2, Intimidate +1, Religion +0, Stealth 1, Streetwise +3, Thievery 1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Gladiator Feature: Disrupting Advance Mul Racial Power: Incredible Toughness Warden Feature: Warden's Fury Warden Feature: Warden's Grasp Wild Talent Cantrip: Telekinetic Grasp Warden Attack 1: Thorn Strike Warden Attack 1: Weight of Earth Warden Attack 1: Roots of Stone Warden Attack 1: Form of Winter's Herald Endurance Utility 2: Endure Pain Warden Attack 3: Rough Strike FEATS Level 1: Improved Defenses Level 2: Crippling Crush ITEMS Warhammer x1 Hide Armor x1 Heavy Shield x1 ====== End ====== Should I not use a heavy shield and just stick with a light shield to reduce my armor check penalties? I can also get my STR to 18 and my CON to 18, but my DEX and WIS suffer so much that I'm not sure it's worth it. And the only power I'm iffy on taking is my Level 2 Utility. Endure Pain is awesome, but so is Inspiring Fortitude, Nature Sense, and Go With The Flow. All good, all tough to choose between.
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# ? Jul 13, 2011 22:40 |
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Check penalties are something you just suck up and live with TBH. The extra defences are more than worth them, unless you want to spend two feats at least to maintain the same defences with lower ones (MC Rogue and take Blade and Buckler Duellist, or take Two Weapon Fighting, Two Weapon Defence, and a Rhythm Blade off-hand dagger). Nature sense is a great encounter-turning power, to be honest. It lets the team really get out there and take it to the mobs when you can take a fairly clean shot at being able to avoid attacks for the first round. For a level 2 util it's pretty insane. Definitely worth it.
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# ? Jul 13, 2011 23:05 |
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Like thespaceinvader says, armor and shield check penalties are basically something you just need to accept as "stupid jock" legacy crap. Starting with an odd-number primary stat is usually a bad idea. Given that you're a defender and will probably be taking a lot of hits, I'd suggest starting with a (post-racial) 18/18/12/8/12/10. Your AC is a bit low at the moment and this will bring it up, as well as getting you more mileage out of Crippling Crush. Go With The Flow is probably a bad choice for utility, as it competes for your immediate action in a bad way (no point ending up adjacent to the enemy if you can't punish). Endure Pain is not as problematic, since it punishes someone for attacking you, and Nature Sense is good. The only thing with feats is that I'd normally pick up Sudden Roots before Crippling Crush. The thing Wardens need to work at is keeping enemies adjacent, so the upgrade to your opportunity attack is more of a priority than damage.
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# ? Jul 15, 2011 13:03 |
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It's worth noting that an odd-number primary might be worth it if you expect to be playing in Paragon.
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# ? Jul 15, 2011 15:02 |
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Well, he's starting at level 3 for certain. So, if you know your campaign is going to end after 4 but before level 8, after 11 but before 14, after 18 but before 21, or after 24 but before 28, odd primary is the better option.
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# ? Jul 15, 2011 15:25 |
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I actually restatted to the 18/18/12/8/12/10 array. I had that originally, then messed around with it to get what I posted, but ended up going back. It just feels way more solid in the long run. I've been waffling on the Sudden Roots/Crippling Crush thing. Ending our fights fast in the lower tiers is nice, and I figured Crippling Crush might help that, but increasing my stickiness seems like a good idea too. I'm definitely going to be getting both of them eventually (along with World Serpent's Grasp).
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# ? Jul 15, 2011 16:00 |
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Sudden Roots vs Crippling Crush is touch and go. You certainly have more than enough to make use of Crippling Crush already, and it's pretty much a question of "which do I take at fourth level?" What makes up the rest of the party?
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# ? Jul 15, 2011 16:21 |
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Dedekind posted:Sudden Roots vs Crippling Crush is touch and go. You certainly have more than enough to make use of Crippling Crush already, and it's pretty much a question of "which do I take at fourth level?" What makes up the rest of the party? We've got a Melee Rogue/Wasteland Nomad, a Beast Ranger/Gladiator (at least, I think so on the last part), and the other player is currently rerolling right now, possibly into an Ardent or a Sorceror, not sure which. I've been trying to convince him to go Animist Shaman/Primal Guardian because he wants to play an elemental priest type character (from the original Dark Sun) and I thought it would be cool if our two characters had a shared background/history and worked together towards a common goal. I would really kill for one of my party members to roll a freakin' healer, but apparently everyone sees that as a big old waste of time or something, I don't know. But no one wanted to play a defender either. So, my first character was some weird amalgamation of the two and the party just kept yelling at me to heal them and make stuff stop attacking them and didn't understand that I couldn't really do both. Pretty soon I'm just going to roll up the biggest, dumbest barbarian ever and our battle plan is going to be "kill everything on round 1 or start rerolling characters" I think.
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# ? Jul 15, 2011 17:32 |
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Quick question, I've got a level 15 Drow Rogue (AD/Daggermaster), and we're finally allowed to pick a character theme. It seems like the choices I've got boils down to Mercernary, Outlaw, Gloomwrought Emissary and the Noble Adept (from Darksun). The merc and the Noble Adept are the front runners right now. How important is adding one to the roll (or +1d4 with the power point) plus having the ability to use the power point for flowform armor vs. Takedown strike (which gives an extra dex mod damage and knocks prone), and a +1 bump to defenses when I'm bloodied? At level 15 I have a +23 to attack. So that's like a 75% chance to hit same level dudes vs. AC.
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# ? Jul 15, 2011 18:28 |
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Gay Polymers posted:We've got a Melee Rogue/Wasteland Nomad, a Beast Ranger/Gladiator (at least, I think so on the last part), and the other player is currently rerolling right now, possibly into an Ardent or a Sorceror, not sure which. Drewjitsu: Does your DM let you know how much you missed by?
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# ? Jul 15, 2011 18:41 |
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Dedekind posted:If the other player goes Shaman, make sure you take Sudden Roots first. Otherwise, you might as well go Crippling Crush first. No, but the group that I'm in figures out the AC pretty quickly. I can see Noble adept being more valuable if I know how much I missed by.
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# ? Jul 15, 2011 20:52 |
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Okay, so discussing things with my party, the Beast Ranger -might- reroll as the tank, leaving me free to play the leader. I threw this together kind of quick, it's very fluff oriented for Dark Sun, but just wanted some thoughts on it. ====== Created Using Wizards of the Coast D&D Character Builder ====== Adweri, level 3 Half-Elf, Shaman Build: Animist Shaman Companion Spirit Option: Elemental Spirit Versatile Expertise Option: Versatile Expertise (Spear) Versatile Expertise Option: Versatile Expertise (Totem) Half-Elf Power Selection Option: Knack for Success Dark Sun, Inherent Bonuses Theme: Elemental Priest FINAL ABILITY SCORES STR 11, CON 15, DEX 10, INT 16, WIS 18, CHA 8 STARTING ABILITY SCORES STR 11, CON 13, DEX 10, INT 16, WIS 16, CHA 8 AC: 16 Fort: 14 Ref: 14 Will: 16 HP: 37 Surges: 9 Surge Value: 9 TRAINED SKILLS Arcana +9, Insight +12, Nature +10, Perception +10 UNTRAINED SKILLS Acrobatics +1, Athletics +1, Bluff +0, Diplomacy +2, Dungeoneering +5, Endurance +3, Heal +5, History +4, Intimidate +0, Religion +4, Stealth +1, Streetwise +0, Thievery +1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Elemental Priest Feature: Spirit of Athas Half-Elf Racial Power: Knack for Success Shaman Feature: Spirit's Wrath Shaman Feature: Call Spirit Companion Shaman Feature: Healing Spirit Shaman Feature: Speak with Spirits Shaman Attack 1: Spirit Infusion Shaman Attack 1: Spirit of the Tempest Shaman Attack 1: Scorching Sands Shaman Attack 1: Spirit of the Healing Flood Shaman Utility 2: Condensation Elemental Priest Attack 3: Bloodthirsty Elemental FEATS Level 1: Spirit of Vigor Level 2: Versatile Expertise ITEMS Longspear x1 Totem Leather Armor x1 Adventurer's Kit ====== End ====== My defenses feel really low, but I've also been playing mostly melee clerics and defenders since I got into 4E, so I guess that's to be expected.
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# ? Jul 15, 2011 21:31 |
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Drewjitsu posted:No, but the group that I'm in figures out the AC pretty quickly. I can see Noble adept being more valuable if I know how much I missed by. If you're planning to use the power point for anything but Adept's Insight, knowing the target number is mandatory. Even then, the problem is that on any given roll, there's only a 5% chance that unaugmented Adept's Insight is going to be useful, so it's not really an encounter power. (Augmented isn't even much better for you, since as a rogue your miss range should be miniscule.) On the other hand, Takedown Strike is a reliable power that helps you do exactly what you want to be doing every encounter, and the defensive boost when bloodied is a great freebie for the theme. Flowform armour is good, but Resilient Focus is probably the better way to buff it in my books. Gay Polymers: Only suggestion I would make is that animist shamans, more than anyone else, really want Sudden Call as soon as possible, so I'd probably take it before Spirit Vigor.
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# ? Jul 16, 2011 09:24 |
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I'll be taking part in my first D&D campaign this weekend, i've done a good bit of roleplaying before but i lack experience with d20 as a whole and D&D in particular. I decided to play a battlemind and after some poking around the polearm momentum multiclass thing seems to be very nice. I saw a bunch of similar builds discussed in the thread already but i'm not going to copy one exactly, it's going to be a reskin gimmick campaign and my character will be a space-bending psionic monolith. Primary Goals: Being a rock. Secondary Goals: As much teleport and movement shenanigans as possible. I realize that Warforged aren't the best race for this build but i really, really want those construct rules due to the background. The campaign will start at lvl 1 but i wanted to plan this character out beforehand, i realize it's going to be a while 'til the really crazy stuff gets going (body double on gamble attacks, preferably with the vortex active ) but i hope i'm not gimping myself completely beforehand. I have a feeling that i could use retrain to only spec into this build later on and do something different in the lower levels but planning that out is where i gave up. trimmed down from iplay4e, iron fist at lvl 3 gets exchanged for body double at lvl 7 pre:THE MONOLITH Warforged Battlemind (Battlemind) Level 12, Unaligned, 3m, heavy XP: 32000 Languages: Common Str 15 ( +2) +12(Starting)+2(Warforged)+1(Level 11) Con 21 ( +5) +16(Starting)+2(Warforged)+3(Levels 4, 8, 11) Dex 16 ( +3) +14(Starting)+2(Levels 8, 11) Int 12 ( +1) +11(Starting)+1(Level 11) Wis 16 ( +3) +14(Starting)+2(Levels 4, 11) Cha 9 ( -1) +8(Starting)+1(Level 11) Hit Points Max HP: 102 +21(Con)+15(Battlemind 1)+66(Battlemind 12) Bloodied: 51 +51(1/2 HP) Surge: 25 +25(1/4 HP) Surges/Day: 14 +9(Battlemind)+5(Con mod) Defenses and Senses AC: 25 +10(Constant)+6(1/2 Level)+2(Inherent Defense Bonus)+7(Scale Armor) Fort: 23 +10(Constant)+6(1/2 Level)+0(Fortitude Defense Class Bonus)+2(Inherent Defense Bonus)+5(Con mod) Ref: 21 +10(Constant)+6(1/2 Level)+0(Reflex Defense Class Bonus)+2(Inherent Defense Bonus)+3(Dex mod) Will: 27 +10(Constant)+6(1/2 Level)+2(Will Defense Class Bonus)+1(Warforged Mind)+2(Inherent Defense Bonus)+3(Superior Will)+3(Wis mod) Passive Perception: 19 +9(Perception)+10(Constant) Passive Insight: 24 +14(Insight)+10(Constant) Initiative: 9 +6(1/2 Level)+0(Initiative Misc)+3(Dex mod) Speed: 5 +6(Warforged)-1(Scale Armor) Vision: Normal Conditional Defenses: AC +3 Dexterity modifier Race and Class Features Living Construct [Warforged] No need to eat, drink, breathe, or sleep Warforged Resolve [Warforged] Use warforged resolve as an encounter power Warforged Mind [Warforged] +1 to Will defense Warforged Resilience [Warforged] +2 racial bonus to saving throws against ongoing damage Unsleeping Watcher [Warforged] 4 hours of inactivity counts as an extended rest Endurance Bonus [Warforged] Intimidate Bonus [Warforged] 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] Persistent Harrier [Battlemind] Gain the persistent harrier power Feats Weapon Expertise (Polearm) for free at creation Gain bonus to attack rolls with polearms. Harrying Step at 1 Teleport instead of shift with blurred step Wild Talent Master at 2 Gain three wild talents Mark of Sentinel at 4 Shift before or after using an opportunity attack, perform certain rituals Wrathful Warrior at 6 Fighter: training in one class skill, temporary hp when hit 1/encounter Polearm Momentum at 9 Knock pushed or slid enemy prone with polearm Superior Will at 10 +2/3/4 (by tier) to Will. Additional saving throw vs. dazed or stunned at start of turn, even if condition is not (save ends) Heavy Blade Opportunity at 11 Use at-will power with opportunity attack Polearm Gamble at 12 Make opportunity attack against adjacent enemy Powers At-Will Battlemind's Demand [Minor Action] Blurred Step [Free Action] Mind Spike [Immediate Reaction] Vicious Cobra Strike [Standard Action] Staggering Glaive +1 - Attack: 17 vs. AC, Damage: 5 Unarmed - Attack: 14 vs. AC, Damage: 5 Bull's Strength [Standard Action] Staggering Glaive +1 - Attack: 17 vs. AC, Damage: 2d4+8 Unarmed - Attack: 14 vs. AC, Damage: 1d4+8 Thought Projection [Minor Action] Sensing Eye [Minor Action] Psionic Spark [Minor Action] Body Double [Standard Action] Staggering Glaive +1 - Attack: 17 vs. AC, Damage: 2d4+3 Encounter Warforged Resolve [Minor Action] Unarmed - Attack: 9 vs. Unknown, Damage: Persistent Harrier [Immediate Reaction] Staggering Glaive +1 - Attack: 17 vs. AC, Damage: 2d4+8 Unarmed - Attack: 14 vs. AC, Damage: 1d4+8 Telepathic Challenge [Minor Action] Psionic Ambush [Move Action] Second Wind [Standard Action] Action Point [Free Action] Daily Living Fortress [Standard Action] Staggering Glaive +1 - Attack: 17 vs. AC, Damage: 6d4+8 Unarmed - Attack: 14 vs. AC, Damage: 3d4+8 Nightmare Vortex [Standard Action] Staggering Glaive +1 - Attack: 17 vs. AC, Damage: 2d4+8 Unarmed - Attack: 14 vs. AC, Damage: 1d4+8 Inconstant Location [Standard Action] Staggering Glaive +1 - Attack: 17 vs. AC, Damage: 4d4+8 Unarmed - Attack: 14 vs. AC, Damage: 2d4+8 Battle Aspect [sub][super] [Minor Action] Inventory Weapons Glaive, Staggering Weapon +1 Armor Scale Armor Magic Items Rushing Cleats (heroic tier)
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# ? Jul 18, 2011 16:51 |
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Bistromatic did I miss it in there or did you not pick a paragon path yet? Also you are missing lightning rush which is probably the single best battlemind power. Body double is also a really good power, but not quite as good as lightning rush, besides I think at level 13 if I remember my build rules right you can swap & get both. adaz fucked around with this message at 19:40 on Jul 18, 2011 |
# ? Jul 18, 2011 19:37 |
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Whoops, i didn't. I was thinking of Iron Guardian for the paragon path. And what specifically makes lightning rush so great as opposed to postioning myself between enemies and allies? And it does rob me of my normal standard action which i would love to spend on Iron Defense. I'm still reading up on all the rules and i'm sure i'm missing things. Oh, and item recommendations would be nice because those lists seem endless. Is there anything that gives push or slide where there was none instead of increasing it like staggering?
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# ? Jul 18, 2011 20:09 |
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Bistromatic posted:Whoops, i didn't. I was thinking of Iron Guardian for the paragon path. Well with iron guardian the formula is your turn: move and position yourself Standard Iron Defense enemies turn: Lightning Rush (spend PP to regain standard action) or Polearm Momentum Repeat Without lightning rush you aren't going to be able to do a whole lot just because your standard action is going to be burned on iron defense -- you'll never be able to actually use body double and iron defense together unless you spend an action point. Another thing to keep in mind with that build is Polearm Gamble & Lightning rush are both an immediate actions, you can only do one of those a turn. You can do multiple opportunity attacks though. Lightning Rush just lets you get in better position to help your allies out is all plus it gives you an out of turn action which is always nice. Double is cool for provoking opportunity attacks though, don't get me wrong, but you just don't have any actions to use it every turn if you're using iron defense. As far as items, gauntlets of the ram (+1 to push), bracers of tactical blow (+1d6 damage), boon of bahamut (+2 to OA attacks) e: as far as push/pull just use Bulls Strength power to push 1 they provoke opportunity attacks, so you can push them 2 and knock prone with polearm adaz fucked around with this message at 20:28 on Jul 18, 2011 |
# ? Jul 18, 2011 20:20 |
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Cavern Explorer's Weapon pushes 1 on a crit only. Forceful (Bows only, alas) adds a push 1. Myrdoon's Shard can add a push as a daily power. Barulg's pushes 1 in a close burst 1 as a daily. Basically 'slap a push onto an existing power' items are gonna be hard to find or use.
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# ? Jul 18, 2011 20:28 |
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Gomi posted:Cavern Explorer's Weapon pushes 1 on a crit only. Forceful (Bows only, alas) adds a push 1. Myrdoon's Shard can add a push as a daily power. Barulg's pushes 1 in a close burst 1 as a daily. yeah but with a battlemind you don't need that with heavy blade opportunity. You can use bulls strength + item/feat to push 2 & knock prone with polearm momentum
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# ? Jul 18, 2011 20:30 |
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Thanks for the advice already,adaz posted:Well with iron guardian the formula is What i don't get is that Lightning Rush includes Effect: You dont get your normal standard action on your next turn. that would seem to prevent me from doing the next Iron Defense.
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# ? Jul 18, 2011 20:36 |
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Bistromatic posted:Thanks for the advice already, Augment 2 buddy! You have something like 12 (?) Powerpoints at level 12, so you can do this 6 times. As a even better benefit thanks to iron guardian you probably ruined their loving day and will take no damage from the attack. quote:Augment 2
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# ? Jul 18, 2011 20:39 |
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Ah drat, i wasn't looking at the augmented versions closely enough Thanks again.
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# ? Jul 18, 2011 20:41 |
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Lightning Rush is one of the strongest defender powers in the game because it just straight up removes the enemy's choice, and does so at a generous distance and out of turn. Hell, the target doesn't even have to be marked by you.
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# ? Jul 18, 2011 23:11 |
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Dedekind posted:Gay Polymers: Only suggestion I would make is that animist shamans, more than anyone else, really want Sudden Call as soon as possible, so I'd probably take it before Spirit Vigor. Is that true with Sudden Call only being 1/encounter? I can definitely see it being extremely useful in Paragon to take Nimble Spirit, but I figure with my animists free summon every turn if my spirit isn't out, I shouldn't have to worry too much as long as I plan properly. I'm thinking about pushing off the Sudden Call feat until level 6. I guess I can always grab it at 4 if I find I really can't live w/o it.
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# ? Jul 20, 2011 18:32 |
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Gay Polymers posted:Is that true with Sudden Call only being 1/encounter?
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# ? Jul 20, 2011 19:17 |
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This is my first time rolling a Warpriest. Thoughts? I'd like to do more melee than your average Cleric but still heal when it is needed. quote:====== Created Using Wizards of the Coast D&D Character Builder ======
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# ? Jul 24, 2011 18:42 |
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angry_zellers posted:This is my first time rolling a Warpriest. Few comments/questions. Your background gives you insight as a class skill - which you already have. If you want a class skill (like perception, which is always important, then you want geography - forest, occupation - mariner, etc which give you perception as a class skill). If you want a few more HPs, you can select Born under a bad sign/auspicious birth/Impiltur to use your Wis instead of Con for determining starting HP (so you gain 6hp over con, and as you add your stat bumps to Wis, you'll gain additional HP). If you don't want either of those, you can always take "Arcane student who saw too much" to get a bonus to saves against daze stun restrain and immobilize. You might want to consider Beacon of Hope or Moment of Glory for your level 1 daily, don't forget that there are some sweet wisdom implement powers out there that you can poach from. If you go that route, you probably want a weapon that doubles as a holy symbol to keep your costs down, like the following: GelatinousOctahedron posted:Disrupting Weapon AV (flail, hammer, mace) 8 Since you're a sun priest, I'm told that the best Paragon path for you in Tactical Warpriest, it turns you into a pseudo defender at level 16 with a mark, mark enforcement and everything. Morninglord is probably also a good choice, although you'll have to dump INT instead of CHA (switch those numbers around anyway, some of the cleric powers you want might have CHA riders, none of your cleric/warpriest stuff will have anything to do with Int. As well, if you want to "do more melee than your average cleric, it might be nice to have a good MBA if you take the defender route with tac warpiest (you'd be a warpriest twice!) and so you'd need to take melee training: wisdom. Now the other question you have to ask yourself is, if you want to do all this, why don't your roll a standard Cleric, there have been some amazing developments for melee clerics in the last few weeks, and now the Strength Melee cleric is decently suppported. You might want to check out http://community.wizards.com/go/thread/view/75882/19648946/Holy_Smoke_A_Clerics_Handbook for some inspiration. Page two of that handbook has some builds. I think that the unforgettable cudgel/Goliath "Saint Beatdown" build looks pretty badass for what you want to do (maybe?). EDIT: The knight hospitialer or Noble are pretty good themes for you, too. Legit Businessman fucked around with this message at 20:31 on Jul 24, 2011 |
# ? Jul 24, 2011 20:28 |
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Drewjitsu posted:Few comments/questions. That was some pro advice, thank you. I made some of the changes you mentioned. quote:====== Created Using Wizards of the Coast D&D Character Builder ====== Drewjitsu posted:Now the other question you have to ask yourself is, if you want to do all this, why don't your roll a standard Cleric, there have been some amazing developments for melee clerics in the last few weeks, and now the Strength Melee cleric is decently supported. When you mention rolling a standard Cleric are you referring to the Cleric (Templar)? I'm using the DDI character builder and there doesn't appear to be a vanilla Cleric option. Seems like they removed/changed a lot of the options this thing had since last time I used it.
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# ? Jul 25, 2011 00:00 |
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angry_zellers posted:When you mention rolling a standard Cleric are you referring to the Cleric (Templar)? I'm using the DDI character builder and there doesn't appear to be a vanilla Cleric option. Seems like they removed/changed a lot of the options this thing had since last time I used it. Yeah, I mean the templar. WotC in their infinite wisdom, did a little reshuffling of character class names when they realized that under their new essentials paradigm, that the original class names should be the overarching class group, and then each individual class should have a different name to prevent confusion. So what you get is the Cleric Super-class has two distinct subclasses. The templar (the original cleric, renamed), and the warpriest. Fighters are now weaponmasters, rogues are now scoundrels, wizards are now arcanists. I think that's it for the changes, although the paladin is gonna get it too, as they have an essentials class, the cavalier.
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# ? Jul 25, 2011 00:20 |
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What's a good way to make an Int-based striker that's heavy on control? I'm running an enchanter right now but our DM doesn't tend to actually make complex encounters before the session (I recruited him as a DM for his improv and drama experience, anyway) and I'm feeling sort of extraneous in our simple combats. I know, I know, Death To Ability Scores, but it's just easier for my group to rely on the shorthand of having a high Int so I can play my Sherlock Holmes plot-forwarding-machine. Should I just retrain my mage stuff? I could probably get permission to do that.
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# ? Jul 27, 2011 02:38 |
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What level? Genasi evokers kind of look like sorcerers, at least through heroic.
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# ? Jul 27, 2011 03:02 |
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# ? Jun 9, 2024 23:53 |
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There are no int-based strikers. With a high int, you're smart enough not to have to rely on brute force.
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# ? Jul 27, 2011 03:15 |