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3 years ago  ::  Jun 25, 2010 - 11:20AM #1
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,728
I created a character build theory thread over in Gladius that has sparked a number of conversations. Since we haven't had a lot of discussion over here - I figure maybe it is time to talk shop.

First item on my list: How to make an effective team where at least one is a "summoner"

Both Wizard and Cleric have a decent array of conjurations. I'd like to find one that has an encounter power that is a conjuration, but I haven't seen one yet (but I've only looked through the PHB for it thus far). The shaman's spirit would of course qualify but is fairly "weak" as a summons since it can be destroyed with relative ease.

What works well with summons? I'm thinking another ranged character - one who can benefit most from being on the other side of a well-placed summons.
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3 years ago  ::  Jun 25, 2010 - 12:39PM #2
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
Either that or a defender or melee type who can try to keep the opponents off of the summoner. Being a spellcaster or ranged heavy character/group does not seem to work to well if the melee fighters on the other side can manage to get in close and rip you apart.

I have toyed with the idea of a ranged group, but so far only 1 map allows you to really make use of ranged attacks. The other 2 leave you too close to your targets by the time you see them.

Are there any rules or threads I should go check out if I try to design a new map? I would most likely use Shanizars Map Maker.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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3 years ago  ::  Jun 25, 2010 - 12:54PM #3
TelinArtho
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To be considered for the arena, there's a couple of minimum requirements:

1. Each map should be a mirror no matter what axis you look at it on.
2. Each starting area should have at least one option to block LOS to all of the other starting areas
3. New maps should have a two-tone floor so that we can easily add map features of the week when that is implemented.

That's pretty much it on a minimum basis. A new map right now would have features that make it interesting to fight on that is distinctive from other maps. For instance, we have 2 close in maps and one that is relatively open.

If someone wanted to take the existing maps and add the two-tone floors to them - that would help me out of course.
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3 years ago  ::  Jun 25, 2010 - 3:54PM #4
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
Maybe I am being dense, but not sure what you mean by two-tone floor. Embarassed

I am guessing there is a limit on the size?

I moved the map discussion to a new thread I started. Just so this one can stay on topic.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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3 years ago  ::  Jun 26, 2010 - 8:31AM #5
LinkN
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Date Joined: May 2, 2001
Posts: 1,953
I think the only problem with making a summoner character is that there's not many options for one in the core books.  Shaman's pretty much the only one; Rangers have an option in Martial Power to have a pet, and I know Druids have a few summon spells, but those aren't legal here.

Regardless, it depends on what summon you're looking at in particular, and how often you can use it (i.e. don't build a team around a summon spell if it's a daily).  If it's something somewhat squishy, a defender would be helpful.  If it's strong by itself, using it as a sort of weak defender while you attack with a ranged striker would work.
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3 years ago  ::  Jun 28, 2010 - 9:36AM #6
TelinArtho
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Yeah - I was pretty much hoping that there was a non-daily conjuration power and I'd just "make it work" but other than the shaman - I'm out of luck it seems.

I'm not giving up hope though and I still haven't looked over the PHB2 classes yet for options. In the mean time, I might just create something different and table the summoner idea for later.
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3 years ago  ::  Jul 07, 2010 - 6:52AM #7
XaviYago
Date Joined: Jul 19, 2007
Posts: 3,131
I wanted to make a team of two multi-class shamans, either as Seeker, Invoker or Druid primary, who used their summons to prevent melee attackers from getting to them and they could snipe the other team with ranged attacks. This would effectively clog up the Hedge or Prison maps.

For the type of summoner that you want, you cannot have an effective one until higher level when you are able to use several daily powers over the course of four fights, or else your only summon will be Mage Hand!



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3 years ago  ::  Jul 07, 2010 - 6:53AM #8
TelinArtho
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I pretty much decided the same thing as was posted before. I'll hold out hope though that something reasonable will come in PHB4... maybe.
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
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2 years ago  ::  Jun 29, 2011 - 12:25PM #9
TelinArtho
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Bumping this for dgallaty
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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Garic's CityMap of the PlanesD20 Modern
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2 years ago  ::  Jul 01, 2011 - 4:05PM #10
dgallaty
Date Joined: Jul 22, 2010
Posts: 1,522
Recently, I've been playing around with the idea of two-man teams that cover 3 of the 4 canonical roles in battle: Leader, Defender, Striker, and Controller. To do this, I thought it might be interesting to have a team of two hybrids, each one having at least a Striker hybrid class.

One of the difficulties of hybrids is to come up with two classes that work well with each other. The first obvious goal is attributes, so for example a Fighter/Ranger might at first glance look good since a high Str/Wis build would benefit both classes.

The other consideration is the mechanics of the build itself. In the example of the Fighter/Ranger build, you want the Striker damage of a Ranger, with the marking and defensive abilities of a Fighter. The problem is that, assuming you're going to be attacking with Ranger powers most of the time, you can't actually mark enemies that way. You have to use Fighter powers to mark, and since it only lasts until the end of your next turn, at best you could alternate Ranger and Fighter powers. This results in a less-than-optimal Striker/Defender hybrid build.

With all this in mind, I experimented with constructing several hybrids and noting what was gained and lost, and then finally came up with this idea:

Judgement Day

Sorcerer/Paladin hybrid (Striker/Defender) - This build deals a decent amount of damage, marks from up to 5 squares away, and with Paladin armor proficiency, has the defenses to stand up to attacks. The biggest downside is having to burn 2 Hybrid Talent feats to get the full benefit of the build.

Bard/Warlock hybrid (Leader/Striker) - This one is my favorite so far. Warlock curse damage, pact benefits in powers (which is unusual among the hybrid classes), and Bard healing powers. I don't feel like this build is giving up too much by having hybrid versions of each of the classes.

There are other interesting combinations which look like they could have potential: Barbarian/Warden, Barbarian/Runepriest, and Ranger/Cleric. What do you guys think?
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