At the Table: Avenger Tactics, tricks, and combos.

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This thread is basically meant to help people have even more fun playing their Avengers. Much of the forum talk centers on the character sheet, but even a build hobbyist like me has even more fun when it's actually time to sit down and throw some dice.

As formatting goes, I've found that the easiest way to organize my threads is to use the first page as a Table of Contents/Directory of sorts, referring readers to listings by Post #. Once there are enough posts to do this, I'll edit this initial post to list each specific offering within an Sblock.

For the record, I'm not trying to hop on a pedestal with my Avenger threads. I just love the class, and like having a place for folks to come and discuss Avengers in various ways. Contributions are VERY welcome. I know there are a lot of people out there who are vastly more intelligent and/or creative than I am, people whose rules mastery far exceeds my own, etc, and I look forward to seeing what everyone has to contribute.

Note: While some of these are simple, others are quite a bit more complicated.
The "Hide Behind The Bigger Kid"
Heroic Tier

Shift, Overwhelming Strike (forgo forced move @ target)

OK, look at your cell phone's number pad. Visualize this:

A) Your OoE target is on '2'.
B) Your Defender friend is on '5'.
C) You're on '8'.

The idea here is simple. Shift to '4' or '6', paste your target with Overwhelming Strike. Take your built-in shift, moving back to '8', and forgo the forced movement portion of the attack.

This is a good tactic to use when you need to fight conservatively, and can be used by any Avenger with Overwhelming Strike (which is probably 99% of them).
The "Night at the Roxbury"
Heroic Tier.

Ever see the SNL skit where those dudes get on either side of some girl on the dance floor and bounce the poor girl back and forth with chest bumps and grinds? It's like that...

Overwhelming Strike + Fury's Advance-- for FA damage rider.

Using cell number pad for positon reference, visualize:

A) Your flanker on '1'.
B) Your enemy on '4'
C) You on '7'.

Overwhelming Strike, sliding back to '*', and sliding the target to '7'.
Fury's Advance to push the target back to '4'.

Variants:
Depending on the situation, you can either opt to 'follow' the target, using FA's built-in move to finish on '7', or you can forgo the self-move portion of Fury's Advance, ending on '*'.
The "Kevin Costner" aka "The Bodyguard" (... like it would have been 'aka, The Postman'...)
Heroic Tier

Overwhelming Strike + Fury's Advance-- to defend an ally

Using cell number pad for position reference, visualize:

A) Your ally on '2'.
B) a melee baddie on '5'.

Move to '8'.
Overwhelming Strike. For your built-in shift, go to '6'. Force-slide the target to '8'.
Fury's Advance. Push the target to '0', and slide yourself to '8'.

Note:
This assumes an Int mod of 0. It's possible to push & chase larger distances.
"Go Sit In the Corner!"
Heroic Tier

Fury's Advance + Chains of Censure-- for melee action denial and Chains rider.

Using cell phone for position reference, visualize:

A) you on '1'
B) Enemy on '4'

Fury's Advance. Push target to '7', slide yourself to '4'.
Chains of Censure. Wheeeee, bonus rider!. Immobilize target.
Shift 1 back to '1'.

Point and laugh.
"Death From Above"
Heroic Tier

*best with Distant Vengance, Censure of Pursuit, Painful Oath*

Wings of Vengance for defense and Censure of Pursuit triggers

set up & position notes:

1. Create space between your target and your allies. IE, get it off to the side, alone.
2. Position yourself so that the target is between you and your allies.

Execution:

(minor) Wings of Vengance
(move) fly! you may use Distracting Flare if you wish to avoid provoking an OA. End move hovering, with the target between you and allies
(standard) ranged attack-- ideally an RBA.

Result:

1. You're hovering out of reach of the target, able to rain death from safety. If you have Divine Vengance and Painful Oath, you're able to deal a respectable amount of damage from here-- and tap into Censure Triggers.
2. The target must move away from you (triggering Censure) to attack someone.

For extra fun--

After the creature moves to attack one of your allies, have that ally move away from you (free action-- in-character shout). This sets the enemy up to have to move away from you *again* on its next turn to attack.
"Smoke Bomb"
Heroic Tier

Distracting Flare + Stealth for defense, Censure triggers, and Combat Advantage

set up & position notes:

pull your enemy away from your allies, near something you can use for cover. Note that this cover terrain must be farther from your allies than the enemy is.

Execution:

(standard action) attack
(move) Distracting Flare --> move behind object. Stealth check as part of move.

Result:

Distracting Flare (invisible) provides the concealment you need to hide, so your target is unaware of your location-- provided you succeed on your stealth check.

The target must move away from you to attack your allies, which triggers Censure of Pursuit.

If you're within range to charge the target as your first action when your turn comes around, you'll do so with Combat Advantage, as well as the normal +1 accuracy from charging.


Variations:
With any item, power, or feat that allow you to draw a potion as a free action (Fast Hands, Potion Bandolier, Deep Pocket Cloak, etc), you can use your spare Minor action to drink a potion. This allows the maneuver to be used both defensively *AND* offensively. As a result, you'll not only get your Censure bonus as added damage, you'll also get a healing potion down, and avoid being attacked for a turn while your OoE target is unaware of your location.
"Smoke Bomb 2"
Paragon Tier

Astral Cloak for offense, defense, Censure of Pursuit triggers

set-up & position notes:
pull the target away from your allies. You need the target to be between your allies and an object/bit of terrain you can use to hide behind.

Execution:

(minor) Astral Cloak
(standard) attack-- with Combat Advantage.
(move) move behind cover --> Stealth check

Result: Angry enemy runs off to attack one of your allies, triggering Censure of Pursuit in the process.
"Angel of Death"
Epic Tier

Twin Step + Wings of Vengance for Bond of Justice and Inevitable End riders, Censure of Pursuit trigger, and... style points.

set up & position notes:

pull your target away from allies, positioning him/her between you and your allies.

Execution:

(minor) Wings of Vengance
(move) Twin Step
(standard) Bond of Justice
--Action Point--
(standard) Inevitable End
(free action) Twin Step teleport 8-- Up. End turn hovering, with your enemy between you and your allies.

Result:

Your OoE target can't hit you, so he/she is likely to trigger your Censure of Pursuit while running off to attack one of your allies.

On your next turn, you:

(move) teleport to a square adjacent to your OoE target, dealing 5+Dex damage as part of the teleport-- Bond of Justice rider.
(standard) Inevitable End-- recovered when enemy didn't end its last turn adjacent to you. This attack deals extra damage per your Censure of Pursuit.
"If you keep playing with that, you'll go blind!"
Epic Tier

Temple of Brilliance + Spark of Hatred for debuffing and chuckles

Note: Works best with Mighty Enmity, Censure of Pursuit. Extra awesome as a Dread Imperator.

Execution:

(standard) Temple of Brilliance @ OoE target.
(minor) Spark of Hatred @ off-target.

Result:

The target you hit with ToB is going blind. There's no way around that. The target you hit with Spark of Hatred was dominated through its turn, and attacked your OoE target, ending adjacent-- which put it in the zone from ToB.

Since they're both blind, you have concealment from them, and are able to:
(standard) attack
(move) shift, stealth
(minor) sustain zone


Build-specific additional notes:
If you're an Avenger/Dread Imperator with Mighty Enmity, there are even more laughs. Your next turns are:

(standard) @ Spark of Hatred target: Soul Stab. Force it to attack the ToB target.
(move) shift 1, stealth check.
(minor) sustain zone

(standard) @ Spark of Hatred target: Imperator's Judgment. Make it attack the Temple of Brilliance target.
(move) shift 1, stealth check.
(minor) sustain zone

(sustain) @ Spark of hatred target: Soul Stab (recovered with IJ on previous turn).
(move) shift 1, stealth
(minor) sustain zone.
"Eddie Griffin" aka "Crazy Eye!"
Epic Tier

Evil Eye of the Vistani for Inevitable End recovery, Bond of Justice rider, or both (with Action Point), and Censure of Pursuit triggers

set up & positioning notes:

pull your OoE target away from everyone, and position him/her so they're between you and your allies. You'll want to use this on melee enemies.

Execution:

(standard) Bond of Justice -or- Inevitable End
(move) shift 1 back, -or- (minor) Fury's Advance, forgo self-move after pushing.
(minor) Evil Eye of the Vistani.

Result:

Your target either has to give up its turn, or move away from you to attack on its next turn.
"Basic Pursuit Catch-22"
Heroic Tier

Overwhelming Strike + Paladin or Assault/Ensnaring Swordmage buddy

Using this grid: 12345

With:
A) Your buddy on '1'.
B) Your enemy on '2'
C) You on '3'.

Standard: Overwhelming Strike, sliding back to '4', and sliding the target to '3'.
Move: Shift to '5'

Result: target can either move to you attack you and get an attack or auto damage from your buddy or attack the defender and grant you your censure bonus


By the way, I love the idea with Wings of Vengeance, hadn't thought of that one yet!



Unasked for lay-out advice
If you right click on the number in the top right of a post and copy the link, and then when you edit your first post select the description of the post you are refering to, click on the chains symbol in the edit bar (under the button for bolding) and paste the link in the pop-up screen. Now your readers can click on the text to go directly to the post they are interested in...
This one isn't my own, but sacred cow's.


The "Oh no you don't"
Heroic Tier

Overwhelming Strike + Power of Skill + Battle Awareness

Looking at your cell phone's number pad. Visualize this:

A) Your buddy is on '2'.
B) Your reachless OoE target is on '5'.
C) You're on '8'.

Execution:
Your OoE target attacks your buddy, you get Overwhelming Strike as an immediate interrupt and shift to 7, sliding the target to 8.

Effect:
The target can't reach your buddy any longer and thus wasted his standard action!


I'll try to come up with some of my own later this week...
An extremely simple non-combat trick:

"Hollow Man"
Heroic Tier

Silver Shadows + Stealth Training + High Dex + Item Bonus to Stealth (e.g. through one of several armors)

Execution:
Hide behind something that grants total concealment, roll stealth, use silver shadows and slowly walk out...

Effect:
As long as you walk slowly and refrain from attacking and resting you remain hidden from everybody whose passive perception is lower than your stealth check, which will almost be everybody!

Tangent:
I used this to go with my allies into a drow city, they were there on a diplomatic mission and I was their contingency plan. I stayed hidden for two days, even the aspect of Dispater (level 20 elite, we were level 11) did not spot me!

Overwhelming Strike + Power of Skill + Battle Awareness



A hybrid Avenger|Fighter (or other defender) could perform a fair number of similar double binds.  Avenging Echoes + Action Point to use Footwork Lure means your target doesn't want to attack you or stay adjacent to you (or suffer radiant damage from Avenging Echoes) but suffers a melee basic attack/Overwhelming Strike if they try to leave because of the fighter's mark.  (Footwork Lure to further isolate the enemy, but it could be any fighter at will really.)

The "Night at the Roxbury"
Heroic Tier.

Ever see the SNL skit where those dudes get on either side of some girl on the dance floor and bounce the poor girl back and forth with chest bumps and grinds? It's like that...

Overwhelming Strike + Fury's Advance-- for FA damage rider.

Using cell number pad for positon reference, visualize:

A) Your flanker on '1'.
B) Your enemy on '4'
C) You on '7'.

Overwhelming Strike, sliding back to '*', and sliding the target to '7'.
Fury's Advance to push the target back to '4'.

Variants:
Depending on the situation, you can either opt to 'follow' the target, using FA's built-in move to finish on '7', or you can forgo the self-move portion of Fury's Advance, ending on '*'.


I'm confused why you chose to slide the target back a square with OS and then push him forward a square with FA. If it's for the damage rider, you can just opt to push him zero squares, and he'd still take 3 damage for being adjacent to your ally flanker.
The "Night at the Roxbury"
Heroic Tier.

Ever see the SNL skit where those dudes get on either side of some girl on the dance floor and bounce the poor girl back and forth with chest bumps and grinds? It's like that...

Overwhelming Strike + Fury's Advance-- for FA damage rider.

Using cell number pad for positon reference, visualize:

A) Your flanker on '1'.
B) Your enemy on '4'
C) You on '7'.

Overwhelming Strike, sliding back to '*', and sliding the target to '7'.
Fury's Advance to push the target back to '4'.

Variants:
Depending on the situation, you can either opt to 'follow' the target, using FA's built-in move to finish on '7', or you can forgo the self-move portion of Fury's Advance, ending on '*'.


I'm confused why you chose to slide the target back a square with OS and then push him forward a square with FA. If it's for the damage rider, you can just opt to push him zero squares, and he'd still take 3 damage for being adjacent to your ally flanker.



You're completely correct. "Push 0" works just fine for the damage rider, but it's a funny visual this way, and satisfies the rare nutball DMs who will try to "lawyer" (I heart noun-as-verb) that it requires a push of 1 or more to meet the condition for the rider.
The "Walk the Plank!"

Sequestering Strike* + Fury's Advance for fall damage.

set-up & position notes:

Drag your special somene somewhere near... "fun" terrain.

Execution:

Use Sequestering Strike, Crimson Stride, or some other "lets teleport away together and be alone" power, positioning the bad guy so he's between you and the ledge/zone you want to introduce him to. Use Fury's Advance (or Action Point + another attack with a 'push' or forward-'slide' component).

Fun times!
"The LeBron James" (for non-basketball fans, he gets away with travelling a few times a week).

Distant Vengance + Closing Pledge + Distracting Flare for safely traversing a Large Distance in one turn.

Example situation: Your party enters a room, and on the first turn, enemy Brute and Soldier types swarm your party. You spot a guy standing in the back waving a Boom Stick. Since he also has a strong chin, and a chainsaw stuck to the stub where one of his hands used to be, you have surmised that he is probably a key player in this story. Further, the Cleric player sitting to your left is stomping on your foot and loudly whispering "ill-Kay e-thay uy-gay ith-way e-thay oomstick-Bay!". You don't speak Pig Latin, but you see that he's also jerking his head toward the mini designating the baddie in question, so you're fairly certain he's in agreement with you.

OK... we're off!

When your turn comes up, you count out the number of squares between you and the bad guy. You get 10. The problem? A move + charge would provoke OAs from the Brutes and Soldiers between you, and he has another ally a couple squares between you and him. Hrm...

(move) Distracting Flare. You turn invisible and run past the enemy front line without provoking.
(minor) Oath. You point at the guy with the "oomstick-Bay"-- whatever that is-- and talk about his mama.
(free) Fast Hands, Battle Harness, Deep Pocket Cloak-- you draw a dagger.
(standard) You love your dagger, so you let it go-- right into the baddy's face. Since it was 'meant to be', the dagger returns to your hand. Note that you got your OoE double roll, due to Distant Vengance.
(free) Closing Pledge-- you shift closer to your OoE target, safely passing his ally.

also (free)-- soaking up applause from your party, and making the cleric stop stomping on your foot and yelling at you in Pig Latin. That guy is sooooo overbearing sometimes.
Technically, you could also manage that with Distracting Flare and Dimension Door - provided that you're an Int Avenger and got the MC and Power Swap feats for it.  Arcane Gate works even better.  Doing it that way is not much of an Avenger trick, though.
"The LeBron James" (for non-basketball fans, he gets away with travelling a few times a week).

Distant Vengance + Closing Pledge + Distracting Flare for safely traversing a Large Distance in one turn.

Given that Closing Pledge triggers on a hit and that the free action shift that it grants can be taken during another action (according to the warden essentials article), I think you could also do this trick with bond of censure, granting you damage even with a Int of 0:

(move) Distracting Flare.
(minor) Oath.
(standard) Bond of Censure
       (free after hitting, before resolving the hit line) Closing Pledge-- you shift next to your OoE target

Effect: target ends his pull 0 adjacent to you, receiving 1d10 radiant damage


Also:


"The LeBron James" (for non-basketball fans, he gets away with travelling a few times a week).

Distant Vengance + Closing Pledge + Distracting Flare for safely traversing a Large Distance in one turn.

Given that Closing Pledge triggers on a hit and that the free action shift that it grants can be taken during another action (according to the warden essentials article), I think you could also do this trick with bond of censure, granting you damage even with a Int of 0:

(move) Distracting Flare.
(minor) Oath.
(standard) Bond of Censure
       (free after hitting, before resolving the hit line) Closing Pledge-- you shift next to your OoE target

Effect: target ends his pull 0 adjacent to you, receiving 1d10 radiant damage


Also:





You're correct. I actually posted a piece in kilpatds' Avenger Handbook thread about using Bond of Censure, a +1 Int mod, and Closing Pledge to create a 'sideways' pull. I'll lay that one out in the post following this one.
"Sideways-- more than just a poopy movie"

Bond of Censure, +1 Int Mod, and Closing Pledge for culling the herd.

set-up & position notes:

This one requires starting 3 or more squares away from your target, and having a Dex mod of 3 or more, as well as an Int mod of 1 or more (possible with a 10,12,16,12,18,8 stat spread as a Human, among others).

How it works:

(standard) Bond of Censure--
--inject free action, as per Warden Essentials article-- (free) shift diagonally 'toward' your target, ending 2 squares to the left or right of it, as oriented from your starting position.
--complete BoC-- pull the target 1 square to a square adjacent to you.
(move) _____
(minor) _____

Note: I like BoC as a third attack for some humans-- specifically Radiant Servant or Student of Caiphon builds-- but I hate it for just about everyone else. The damage is crap since it doesn't give +Wis mod damage.

That said, it can be a fantastic positioning power, especially in conjunction with Closing Pledge, as shown.
Technically, you could also manage that with Distracting Flare and Dimension Door - provided that you're an Int Avenger and got the MC and Power Swap feats for it.  Arcane Gate works even better.  Doing it that way is not much of an Avenger trick, though.



Roxlimm--

I love seeing notes for tricks like this. Thanks for mentioning it!
This one is expensive-- it requires 2 Dailies, and takes 2 turns to get it rolling.

"House of Pain".

Temple of Shadows + Cataclysmic Duel for L O L fun.

set-up notes: begin adjacent to enemy. This is an ideal pairing for your 2nd and 3rd turns against the enemy.

Turn 1:
(minor) Oath, if necessary.
(standard) Temple of Shadows.
(move) shift 1, make a Stealth check as part of the move.

Turn 2:
(minor) _____
(standard) Cataclysmic Duel
(move) shift 1, Stealth check as part of move.



The idea is simple-- set yourself up to use Cataclysmic Duel without getting your teammates knocked flat, while still being able to have fun applying the rider every turn. Good times.

Other possible ways to achieve this goal-- use Distracting Flare and Astral Cloak + objects to hide from your target between attacks, denying the target's ability to hit you for the rider.
Ah!  In that case, let's mock up something that'll really get the blood going!

Round up the Infidels!

Requirements:

Int Avenger
Learned Spellcaster (Wizard MC feat)
Adept Power (Power Swap 9th level power for Visions of Ruin)
Arcane Implement Proficiency (so you don't have to pull out a crappy wand)
Splinter the Formation

Tactics:

Spend AP (for whatever other benefits).  Position OoE enemy with Fury's Advance.  Hit OoE enemy with Splinter the Formation.  Arrange every other enemy in a close burst 2 into a nice 3x3 area.  Shift.  Hit them with Visions of Ruin.
Arcane Implement Proficiency (so you don't have to pull out a crappy wand)

Or if you don't want to spend a feat and follow Corellon (power of skill anyone?) you could also buy a Star of Corellon for this...

Ah!  In that case, let's mock up something that'll really get the blood going!

Round up the Infidels!

Requirements:

Int Avenger
Learned Spellcaster (Wizard MC feat)
Adept Power (Power Swap 9th level power for Visions of Ruin)
Arcane Implement Proficiency (so you don't have to pull out a crappy wand)
Splinter the Formation

Tactics:

Spend AP (for whatever other benefits).  Position OoE enemy with Fury's Advance.  Hit OoE enemy with Splinter the Formation.  Arrange every other enemy in a close burst 2 into a nice 3x3 area.  Shift.  Hit them with Visions of Ruin.



Actually, you only need Splinter the Formation and just have your AoE allies ready actions to nail them after your turn.  When set up properly, this can be very nasty, especially if a controller can freeze them.  I'm not familiar w/VoR...it would have to be amazing to be worth a feat.  StF is good by itself.

Also, there are some awesome implements out there.  Orb of Inescapable Consequences for the Simbarch of Aglarond is a godsend.  Also, if you wear a Battle Harness, pulling out an implement is a free action and then you can stow it away at the end of the round if you have a minor action left...or just drop it...chances are you won't be needing it again, as you only have a couple of arcane powers.  I carry the orb and a wand of thunderwave.  If you have a full wizard in your party, you can take his leftovers and save yourself a lot of cash.
Balderdash:

It is.  It's an implement Int vs. Will Illusion attack that disallows any target it hits from voluntarily leaving the designated 3x3 area while also blocking LOS for them (save ends).  If you miss, you hedge them in and block LOS until the end of your next turn!

It's possible for your AoE controllers to have Visions of Ruin, but I think it's much better if they can spend every action they have nuking that 3x3 square to smithereens.  It won't last forever.  It may even last for just one turn.
So you don't want to run?

I realize others might have thought of this far sooner, but I love some of the dailys avengers get that REALLY want to make adjacent mobs run away from you FAST, or it hurts. This coupled with MCing fighter for Rain of Steel, REALLY makes the enemies scatter. This is obviously best suited for pursuit avengers.

Combining Rain of Steel with Nine Souls of Wrath, now all of the enemies that chose not to run are taking an extra 5 from RoS, and you and youur allies get to smack them for +5 as well. So run, trigger my censure, let me charge you (or just move up, but why not charge?), smack you even harder, and repeat the process next turn. With boots of adept charging, you can even shift so you are adjacent to more enemies, giving them the "option" of sticking around...sure.

level 11+
, Avenger, Pit Fighter
Avenger's Censure: Censure of Pursuit

FEATS
Battle Awareness
Adept Power

POWERS
Avenger daily 1: Aspect of Might
Avenger daily 5: Nine Souls of Wrath (retrained to Rain of Steel at Adept Power)
Avenger daily 9: Glyph of Agony (retrained to Nine Souls of Wrath at Level 11)
Avenger daily 15: Aspect of Fury (replaces Aspect of Might)
Avenger utility 16: Temple of Seclusion

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"What ya gonna do?"

Power of Skill + Vengeful Parry + Battle Awareness + Buddy

This is actually a more elaborate version of "Oh no you don't"

Set-up & position notes:
Using your cell phone's number pad:
1: Your buddy
4: your OoE target
7: you

Effect:
In his/her/its turn you OoE target has a choice:
  • Attack your buddy, triggering Battle Awareness which is used as in "Oh no you don't" to shift to 8 and slide the target to position 7, negating the attack on your buddy.

  • Attack you, triggering Vengeful Parry where after your attack (but before the OoE target's attack is resumed) you shift to 0 leaving your OoE target where it is, thus negating the attack!

Result:
The enemy wasted an attack, while you sneaked one extra in!



Aside: This is probably the most interesting thread I have seen on avengers since the very first leaked avenger character sheets surfaced on the boards. It's fun to see other builds and to discuss powers, feats or PP's, but this actually makes you a better and more versatile avenger player...
Here's some fun stuff for our Avenger/Student of Caiphon fans...

"Wings of... WHAT THE **** WAS THAT?!-- requires access to a level 6 Warlock utility.

set up-- you need to be positioned where you can see the faces of everyone else at the gaming table.

Execution.

(minor) Wings of Vengance
(move) Racing Fire of Ulban -- fly 14 squares without 'running' penalties. *You can fly 18 squares if you do this after using Aspect of Might.


"The Flash"

(minor) [color=red]Astral Cloak[/color]
(move) Racing Fire of Ulban -- Move 12 squares (14 if you're an Elf)-- invisibly. *You can move up to 16 squares if you do this after using Aspect of Might.
Here's some fun stuff for our Avenger/Student of Caiphon fans...

"Wings of... WHAT THE **** WAS THAT?!-- requires access to a level 6 Warlock utility.

set up-- you need to be positioned where you can see the faces of everyone else at the gaming table.

Execution.

(minor) Wings of Vengance
(move) Racing Fire of Ulban -- fly 14 squares without 'running' penalties. *You can fly 18 squares if you do this after using Aspect of Might.

What did you say, the dragon is flying 27 squares above me?

Standard: Aspect of Might on innocent bystander
Minor: Wings of Vengeance
Move: Racing Fire of Ulban: fly 18
AP: Charge: fly 9 more and hit the !

I like it!
Hey folks!  What am I doing wrong?  I've got a 5th level Isolating Avenger and I just did 7 hp with Bond of Retribution...
Are there some basic tactics I need to use or are Avengers all about the Encounter/Dailys?
Hey folks!  What am I doing wrong?  I've got a 5th level Isolating Avenger and I just did 7 hp with Bond of Retribution...
Are there some basic tactics I need to use or are Avengers all about the Encounter/Dailys?



Here would be my questions:

1. Did you start with a good wisdom? If you are going to use avenger powers (and you're not a half-elf who plans to use twin strike every combat), you should have an 18 Wisdom to start with--you might want a 20 but you do want an 18. 16 doesn't cut it.

2. Do you have a magic weapon? At 5th level, you either have a good +1 weapon or a basic +2 weapon. If you don't have a +2 weapon, get one. It will help.

3. Do you have a big weapon? Assuming you are not a goliath, you should probably be wielding a fullblade, an executioner's axe, or a mordenkrad. If you don't have room for the feat, make room. (With the right feats, a falchion is also in this range--there's a feat in the recent avenger essentials article in Dragon--with that, falchion is up there with the fullblade/executioner's axe/mordenkrad for damage (a little behind the fullblade, but only on crits which, even for avengers are rare events and the high minimum damage might make up for it tactically)).

4. Do you have weapon focus? It may not fit in your build quite yet, but you want to get it, it will help.

5. Do you have iron armbands of power? Get them (they're level 6 items, so they should be in play right around this point in your character's career); they will make a big difference in your damage output.

IMO, avengers are really about reliable damage rather than large damage spikes, but the key to playing them well is to use their encounter powers effectively. (In general, avenger dailies after level 1 are pretty weaksauce until level 15 or so).
Hey folks!  What am I doing wrong?  I've got a 5th level Isolating Avenger and I just did 7 hp with Bond of Retribution...
Are there some basic tactics I need to use or are Avengers all about the Encounter/Dailys?



A couple things--

1. Elder Basilisk's post was basically dead-on. If you do those things, you'll be golden.
2. Bad rolls happen sometimes. Having said that, following what EB just posted will usually mean you're around 17 DPR using nothing but At-Wills by mid-Heroic.
3. Avengers are definitely not a 'spike' class who rely on Encounter powers for DPR. Barbs are definitely like that, but Avengers are almost exactly the opposite of Barbs. One hits hard as a truck, but has lower accuracy. The other virtually never misses, but does moderate damage per hit. Avengers are definitely a class that benefits a lot from a high At-Will DPR.
Balderdash:

It is.  It's an implement Int vs. Will Illusion attack that disallows any target it hits from voluntarily leaving the designated 3x3 area while also blocking LOS for them (save ends).  If you miss, you hedge them in and block LOS until the end of your next turn!

It's possible for your AoE controllers to have Visions of Ruin, but I think it's much better if they can spend every action they have nuking that 3x3 square to smithereens.  It won't last forever.  It may even last for just one turn.



Ok, after reading it...it IS very nice, but I have a very hard time giving up a feat for a daily power.  However, if I were to use your nice tactic, I would probably wait for an opportunity to use Visions of Ruin FIRST (probably receiving at least 1 OA) and then follow-up with Splinter the Formation.  That way, you are immediately giving them the damage.  I'd rather not keep tabs on which enemies have made saves and which haven't.  After all, you are trying to deal damage here ultimately, not control.  However, this change in your tactic means it is much harder to gain proper position...basically you need to be nearly surrounded by enemies (preferably only on one side) and have no allies within range of VoR...if you're lucky, you can follow this up next round with a simple Overwhelming Strike and (if you have Power of Skill), slide your OoE target back and let him take the VoR damage if he hasn't saved.  It's a very nice combo, but I doubt I would personally find it worth a feat AND the loss of Enduring Strike.
Balderdash:

It's a party-based tactic.  Scattering your opponents to get piddly VoR damage isn't what this combo is all about.  The combo is all about teleporting your targets into a small 3x3 location and then holding them there for the 2 turns it's going to take for your artillery to nuke the place to smithereens.

The only reason you're even taking VoR on your Avenger is because the power doesn't really need for you to hit anything to hold your targets for 2 turns.  By the time your opponents get their options to move out, they should be well and dead.  By taking the power yourself, you save actions on your party nukers to nuke rather than hedge.

“Why did you leave me this way?”
Heroic Tier (Pursuit Avenger only)

Avenging Echo/Aspect of Fury/RoS/Etc + Relentless Stride + Fury’s Advance + AP

Do you know that giddy feeling you get when your OoE target finally walks away from you? This is how you make the best of it:

Minor Action: OoE
Move Action: Walk over
Standard Action: Avenging Echo (or Aspect of Fury, RoS, Executioner’s Cloak, etc.) to encourage your OoE target to move away.

Immediate Reaction: Relentless Stride

Minor Action: Fury’s Advance
Standard Action: Attack with whatever you like (in paragon: blade of astral hosts)
AP: Attack with something else you like

Effect:
You got to apply your censure bonus four times while it got triggered only once!

“Off to a good start…”
Epic tier (Pursuit)

Eager for Blood + Avenger’s Readiness + Angelic Alacrity + AP + Bond of Foresight + Fury’s Advance + Lethal Intercession + Battle Blessing + Vengeful Parry + Battle Awareness + Power of Skill

Although the requirement list above is long enough to make it look more like a build than a trick, the core of it is available from early paragon (with eager for blood, bond of foresight,  fury’s advance and intervening blades instead of lethal intercession). The goal of the trick is to do as much damage as possible in the first round (and show the critics that avengers can spike).

No Action: Avenger’s Readiness
When needed delay until after the first opponent
Free Action: Shift 3
Minor Action: OoE on a target that hasn’t acted yet
Standard Action: Angelic Alacrity for 2[W]+1[W]
Minor Action: Fury’s Advance for 1[W]+1[W]
AP: Bond of Foresight for 2[W]+1[W]

Opponent’s turn:


  • Target moves: Lethal Intercession as OA with Battle Blessing for 3[W]+1[W]+1[W]

  • Target shifts: Lethal Intercession as OA with Battle Blessing for 3[W]+1[W]+1[W] and Battle Awareness for 1[W]+1[W]

  • Target attacks you and hits or misses: Lethal Intercession as OA with Battle Blessing for 3[W]+1[W]+1[W] and Vengeful Parry for 2[W]+1[W]

  • Target attacks someone else with ranged attack: Lethal Intercession as OA with Battle Blessing for 3[W]+1[W]+1[W] and Battle Awareness for 1[W]+1[W]

  • Target attacks someone else with melee attack: Battle Awareness for 1[W]+1[W]


Result:
Somewhere between 10[W] and 16[W] in the first round of combat! Taking a level 21 Pit Fighter with a +4 Vicious Fullblade, Iron Armbands +4, Gauntlets of Destruction, 2 Rings of Giants, Expertise, Weapon Focus, Painful Oath, Reserve Maneuver for Lethal Intercession, Hand of Divine Guidance and 18 starting Wis in addition to the above, this would give a DPR of somewhere between 191.3 and 260!

Calculations
Angelic Alacrity
  • Hitchance: +25 against AC 35 = 1-(.45*.45) = 0.7975

  • Hitdamage: 3[W]+Wis+Wis+Wis+Enh+WF+IAoP=21+7+7+7+4+3+4=53

  • Critchance: 1-(.9*.9)=.19

  • Extra crit damage: Maximising + Vicious + High Crit + Rings = 9+28+21+16=74

  • DPR: .7975*53+.19*74=42.2+14.1=56.3

Fury’s Advance


  • Hitchance: +25 against AC 35 = 1-(.45*.45) = 0.7975

  • Hitdamage: 2[W]+Wis+Enh+WF+IAoP=14+7+4+3+4=32

  • Critchance: 1-(.9*.9)=.19

  • Extra crit damage: Maximising + Vicious + High Crit + Rings = 6+28+21+16=71

  • DPR: .7975*32+.19*71=25.5+13.5=39

Bond of Foresight


  • Hitchance: +25 against AC 35 = 1-(.45*.45) = 0.7975

  • Hitdamage: 3[W]+Wis+Wis+Enh+WF+IAoP=21+7+7+4+3+4=46

  • Critchance: 1-(.9*.9)=.19

  • Extra crit damage: Maximising + Vicious + High Crit + Rings = 9+28+21+16=74

  • DPR: .7975*46+.19*74=36.7+14.1=50.8

Lethal Intercession


  • Hitchance: +25 against AC 35 = 1-(.45*.45) = 0.7975

  • Hitdamage: 5[W]+Wis+Wis+Enh+WF+IAoP=35+7+7+4+3+4=60

  • Critchance: 1-(.9*.9)=.19

  • Extra crit damage: Maximising + Vicious + High Crit + Rings = 15+28+21+16=80

  • DPR: .7975*60+.19*80=47.9+15.2=63.1

Vengeful Parry


  • Hitchance: +25 against AC 35 = 1-(.45*.45) = 0.7975

  • Hitdamage: 3[W]+Wis+Wis+Enh+WF+IAoP=21+7+7+4+3+4=46

  • Critchance: 1-(.9*.9)=.19

  • Extra crit damage: Maximising + Vicious + High Crit + Rings = 9+28+21+16=74

  • DPR: .7975*46+.19*74=36.7+14.1=50.8

Overwhelming Strike


  • Hitchance: +25 against AC 35 = 1-(.45*.45) = 0.7975

  • Hitdamage: 2[W]+Wis+Wis+Enh+WF+IAoP=14+7+7+4+3+4=39

  • Critchance: 1-(.9*.9)=.19

  • Extra crit damage: Maximising + Vicious + High Crit + Rings = 6+28+21+16=71

  • DPR: .7975*39+.19*74=31.1+14.1=45.2

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