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Ready Fight 1 (July 7)

Used:
Bill:
Bob:

Tactics:

They should go all out. Use daily powers and action points as soon as reasonable.

General: Try and keep within 5 squares of each other, but don't provoke an OA to do so. Provide flanking when possible and focus fire.

  • Energizing Strike Augment 1: If an ally is dying, try to get him up with this before you use Ardent Surge.
  • Acid Orb: If enemies are at range, and you can't charge. Aim for the low reflex enemy, if reasonable.
  • Focusing Strike: If the ally needs a save (but don't use it on a save that isn't really making a difference).
  • Demoralizing Strike Augment 2: If you have more then 1 enemy adjacent.
  • Energizing Strike: Assuming none of the other "if"s, Give each other THP.
  • Demoralizing Strike: If your ally has THP (and no other "if"s), reduce the enemies defenses.


  • Wellspring: If your going to use it, use it early, and try and keep above bloodied.
  • Ardent Surge: When an ally is bloodied, heal them.
  • Ardent Outrage: If you get no advantage from this (your turn is before your ally), don't use it, you might heal and get bloodied again later.


  • Action Points: Save it for emergencies (like missing with Energizing Strike Augment 1), or great opportunities (like hitting with Demoralizing strike augment 2).


  • Wormwhole Plunge: Mostly used for granting the extra attack, if you can't find any other use for the teleport, just send them straight up. Note that the wisdom modifier is 0, so make sure your both adjacent to the enemy.
  • Skald's Armor: When your targeted by a daily, make them attack themselves.
  • Sword of Shared Wrath: If you see a good opening, such as having hit with demoralizing strike, use this.


Bill & Bob (The same)

Half-Elf Ardent 3
Hit Points....38......Bloodied...19
Healing Surge.9 ......Surges/day.10
Initiative....1......Speed......5


AC...18 (10 +1 level, +6 armor, +1 enh, +0 shield)
Fort.15 (10 +1 level, +3 abil, +0 enh, +1 class)
Ref..11 (10 +1 level, +0 abil, +0 enh, +0 class, +0 shield)
Will.17 (10 +1 level, +5 abil, +0 enh, +1 class)

Attacks: Ardent attacks are at +11. Acid orb is +6
(+1 level, +5 Cha, +3 prof, +1 feat, +1 enh)
Melee Basic...+11 (+1 level, +5 Cha, +3 prof, +1 feat, +1 enh)... 1d10+3 (+2 1/2Cha, +1 enh)
Power Points 4

At-Will Powers:

Energizing Strike
{Standard} {Augmentable, Weapon, Healing, Psionic}
{Melee} {One creatuer} {vs AC}
Hit: 1d10+6; One ally within 5 gains 5 THP.
Augment 1:
Hit: 1d10+6; One dying ally within 5 gains 5 HP
Augment 2:
Hit: 2d10+6; You or one ally within 5 can spend a surge

Demoralizing Strike:
{Standard} {Augmentable, Weapon, Fear, Psionic}
{Melee weapon} {one creature} {vs AC}Hit: 1d10+6; the target takes -2 to all defenses until the end of your next turn
Augment 1:
Hit: 1d10+6; the target takes -4 to will defense until the end of your next turn
Augment 2:
{Close burst 1} {each creature in burst}Hit: 1d10+6; the target takes -4 to all defenses until the end of you next turn

Focusing Strike
{Standard} {Augmentable, Weapon, Psionic}
{Melee weapon} {one creature} {vs AC}Hit: 1d10+6; you or one ally within 5 can make a saving throw.Augment 1:
 Hit: As above, and if the saving throw is against a charm or a fear effect, it gains a power bonus equal to your Wisdom modifier (0).
Augment 2:
 Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you can make a saving throw.


Acrobatic Boots
{Minor}{Effect: Stand up from prone}

Encounter Powers:

Ardent Surge
{Minor}, {Psionic, Healing}
{Close Burst 5} {You or one ally}
Effect: The target can spend a surge + 1d6; The target gains +1 to attack rolls until the end of your next turn.
Special: You can use this twice per encounter, but only once per turn.

Acid Orb:
{Standard} {Arcane, Acid, Impliment}
{Range 20} {One creature} {+6 vs Ref}
Hit: 1d10+5

Ardent Outrage:
{free} {psionic}
{Trigger: You are bloodied by an attack}{close burst 5} {Each enemy in burst}
Effect: Each target's grants CA until the start of your next turn

Daily Powers:

Wormhole Plunge
{Standard}{psionic, weapon, teleport, zone}{melee weapon} {one creature} {vs AC}Hit: 1d10+6
Miss: half damage
Effect: You teleport the target a number of squares equal to your Wisdom modifier (0), and then one ally adjacent to the target can make a melee basic attack against it as a free action.The attack creates a zone in the space that the target vacated. The zone lasts until the end of your next turn. Any creature that starts its turn within 3 squares of the zone is pulled 1 square toward it or into it. Once per round as a free action, you can teleport a creature within the zone 3 squares.


Greatsword of Shared Wrath:
{Immidiate Reactoin}{Trigger: An enemy bloodies you}{Effect: One ally within 5 can make a MBA}

Skald's Armor:
{Immidiate Interupt}{Trigger: An enemy target's you with a melee attack}{Effect: The triggering enemy instead target's a creature adjacent to you}

Equipment:
Greatsword of Shared Wrath +1
Skald's Chainmain +1
Acrobatic Boots +1


Total: 1720 gp

Feats:
Versitile Expertise: Heavy Blade, SpearMelee Training (Cha)

Class Features:
Mantle of Elation: you an allies within 5 gain +3 to damage OA's.

SkillsAcrobatics.......+0
Arcana...........+0
Athletics........+5 (trained)
Bluff............+8
Diplomacy........+15 (trained)
Dungeoneering....+1
Endurance........+8 (trained)
Heal.............+1
History..........+0
Insight..........+3
Intimidate.......+11 (trained)
Nature...........+1
Perception.......+1
Religion.........+0
Stealth..........+0
Streetwise.......+6
Thievery.........+0


Ability ScoresSTR 10 {? pts} {10 base, +0 racial, +0 advancement }
CON 16 {? pts} {14 base, +2 racial, +0 advancement }
DEX 11 {? pts} {11 base, +0 racial, +0 advancement }
INT 8 {? pts} { 8 base, +0 racial, +0 advancement }
WIS 10 {? pts} {10 base, +0 racial, +0 advancement }
CHA 20 {? pts} {18 base, +2 racial, +0 advancement }


Current Fight Cycle
  • Fight 1:
  • Fight 2:
  • Fight 3:


Victory Points: 11

Total: 3 Wins, 5 Losses