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2 years ago ::
Jul 02, 2011 - 8:10PM
#11
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- Core Coliseum
- Heroic Dungeon Master
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Despite having the PHB3 for quite a while now, I'm finding that I haven't used the hybrids for inspiration very much so far. I do think that Ragi has worked out well enough (Ranger/Seeker) and there are certainly plenty of other options that synergize well.
The Paladin/Sorcerer is an interesting option and I think it has merit. Since the paladin has value as a leader is a well, it will help keep them alive. The paladin's offensive options are underwhelming - so the sorcerer should help overcome that.
Barbarian/Warden could also work - since the mark is independant of the attack. Should be an interesting combination and thematically it works too.
Losing out on one of the leader's heals per encounter may end up significantly worsening the effectiveness of the leader in combat. Again - I haven't looked at it too much in depth, but this could also be mitigated by taking a MC feat in a 2nd leader class so that you have additional healing from it. The aforementioned leader secondary role of the paladin (in the paladin/sorcerer) could also help make this work.
I'm still in the process of trying to come up with something different. I haven't had much time to draw up a new team and unlike my 3.5e hangar (where I have many many characters that are "waiting in the wings" so-to-speak), I don't have anything that I can just pop in already formed.
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2 years ago ::
Jul 05, 2011 - 11:04AM
#12
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- Core Coliseum
- Heroic Dungeon Master
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Finally got the time to work on a new team. Brain Surge features a Shardmind Psion and a Hobgoblin Bard. The goal is to exploit Will defense pretty much exclusively and with the benefits of Mind Thrust - to really make people feel the hurt. Of course, the team is fairly light on defense and has few hit points and doesn't have a great many ways to deal a lot of damage, but I'll work on that over time. Hopefully it will come to fruition too
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2 years ago ::
Jul 05, 2011 - 2:47PM
#13
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Date Joined:
Jul 22, 2010
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I like the idea of having both team members exploit the same defense, one to lower the defense, and the other to attack it hard. (FYI: the Hit line for Mind Thrust isn't quite right, as there's no invisibility clause, and you have Distract listed twice)
The Warlock power Dreadful Word is another good one that lowers Will significantly for a Star Pact Warlock, though there's not a good at-will power that also targets Will unless you have a Fey Pact Warlock.
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2 years ago ::
Jul 05, 2011 - 3:18PM
#14
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- Core Coliseum
- Heroic Dungeon Master
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Bah - I'll fix those in the morning. Proofreading fail...
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2 years ago ::
Aug 17, 2011 - 2:59PM
#15
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Date Joined:
Nov 16, 2009
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I only just noticed this thread, interesting that you had brought up the idea of a barb/warden as that is exactly what i found after quite a while of playing with barb hybrids myself to end up with Beauty and Beast. The mark is amazing being a free action, even if it only lasts a turn. like you said, the fighter mark is not helpful in a hybrid build, and so the only other real option i was trying was ranger to add even more damage, but that just lost out on hit points to the warden option. that and the warden dailies synergize soooo well with the barbarian rages. for the charge-happy character, the Fearsome Ram is actually better than any Barb rage i can find!! amazing. The big hole in this build is defenses though. I'm going to be spending feats on this for a while to get them up to par (which is kind of pointless, with him being the one to mark... as it turns out my primo range striker companion is built off being hit so really I didn't need the mark so badly afterall...) Speaking of, Beauty is definitely the prize of this team. +10 static damage at level 1 on her attacks if her target has damaged her since the start of her last turn. This even means she can provoke damage intentionally to gain +5 bonus to damage rolls for two turns - and both her at-wills have two damage rolls. I am still pretty proud of this one. The only question I had was... do I want to be easy to hit to take advantage of this? For now her defenses are pretty great, and she is playing out well but the bonus damage hasn't even come into play with the rolls Beast has had in destroying his opponents.
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2 years ago ::
Nov 16, 2011 - 10:02AM
#16
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- Core Coliseum
- Heroic Dungeon Master
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I find I don't have enough time to work on teams... this one has been in the works for months and I still don't like the second character (he's basically the seeker character that Ragi from Mind over Matter wants to be...). Still, I really like the paladin/sorcerer hybrid and just flavored the character as an actual dragon (rather than some weakling dragon-kin...). It really kicks to have paladin-level defenses with the ranged power of the sorcerer. I like. I like a lot...
The second character might undergo some revision if I can come up with a concept I like. For now though - seeker works well with all of its slow/immobilize effects.
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2 years ago ::
Nov 16, 2011 - 11:48AM
#17
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Date Joined:
Jul 22, 2010
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Are you talking about The Claw and The Bow? I also have a hybrid Paladin/Sorcerer in Judgement Day, and I envisioned him as a defender/striker with multi-target striking powers. Your hybrid looks like he could do the same, but I'm curious about your powers choices, as several of them push targets away. It seems counter-intuitive to want to push targets away as a defender. I'm eager to see how your tactics actually play out.
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2 years ago ::
Nov 16, 2011 - 12:11PM
#18
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- Core Coliseum
- Heroic Dungeon Master
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I'm toying around with a defender who defends from a range. Since he can engage with ranged powers and doesn't need to be adjacent to mark, this can work well against melee-only teams that won't be able to close in due to being slowed/immobilized by the seeker or, in some ways, pushed away by the defender. The effect won't be as pronounced against ranged opponents, but I'm hoping his defender-defenses will help with regard to that. Picture the opponents are The Forge Brothers - a pair of melee fighters with no ranged attacks at all. One is marked by the paladin sorcerer and the other is slowed. Every time the sorcerer hits, he can move away after and now the fighter can't engage at all - or maybe only with a charge. The generic challenge means I don't need to spam the not-so-optimal paladin attacks as well, so that's another benefit. We'll see how it goes though.
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2 years ago ::
Nov 16, 2011 - 2:03PM
#19
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Date Joined:
Nov 16, 2009
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Very neat. I also toyed with the sorc in hybrids, but there is a severe lack of races with the str/cha mix :'( and it just didn't feel original enough being dragonborn. The races with str/cha they have added outside of PHB's leave a lot to be desired, so I don't see any way to fix this yet. As for the defending from range - looks like it might work. The defenses are good, but I think you'll find the HP are going to be the limiting factor in terms of the defending capability. I've got two concepts on the go right now. The one i'm trying to finalize first is Chain Wreck which will focus directly on imposing penalties to attacks. Vicious mokery is a -4 to attack the pala/bard, and a -4 plus mark damage to attack his ally who has lower defenses. The ability of the paladin to effectively mark at range is what I'm also using in this team, so we'll see indeed how it pans out. Like yours the HP are my main concern for the weakpoint though. I don't see a need for any real secondary yet (I haven't leveled him to test) so pumping con helps a little. The other I'm much less interested in now after my last fight - a battlemind bullywug. The rancid aura looks like it would pan out so well against any leader team. especially being able to stay close to the opponent like the battlemind does. However, I don't like the class so much for this setting as it is so durable and has such tiny damage output. Trying to hybrid with a warlock reduces the battlemind's effectiveness in punishing enemies (mind spike doesn't scare anybody without blurred step  ).
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2 years ago ::
Nov 16, 2011 - 2:28PM
#20
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Date Joined:
Nov 16, 2009
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whoops - forgot i had changed one thing. the pala/bard actually doesn't have the higher defenses, but his partner does have a mark, making it -6 if vicious hits to attack the weaker one (who has the healing too!) the tactics i think are pretty awesome; pala/bard marks from a distance and attacks with mockery, while the higher hp and defenses tries to mark the other, but stay next to the pala/bard's mark so he cannot pursue the mark. attack me with -6 and grant an OA, or attack the tank with a -4 and take my mark damage!
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