Sir Robin. (Bravely Charge Away)

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Charge away 10 squares (max 25 squares), deal 14.5/24/32.5 push 5 and slow (no attack roll).  And still use our move (run further) and minor (wizard fury / quickened spellcasting).

The core trick...

1) Round About Charge (rogue, 11, acrobatics).  Each square need not be closer.
2) Reapers Touch (shardar-kai).  Gives you an MBA with range (20).
3*) Magic Missile.  Magic missle is gaurnteed, and close enough to stat independant.
*Works with other powers (Dragonfrost has a yummy push 1), but this is focusing on MM build, so we don't have to worry about "hitting".

Sir Robin

Shadar-kai Mage|Fighter/Rogue.
Background: Acrobatics
PP: Daring Acrobat
ED: Archmange  (Archspell = Wizard's Fury)

Stat's really don't matter, as Int only adds a bit of damage, and we can always slap on scale.


Feats:
1: Reaper's Touch
2: Hybrid Talent (armor)
4: Fast Runner
6: Shield Push
8: Powerful Charge
10: Twilight Adpet
11: Roundabout Charge
12: Hindering Shield
14: Repel Charge
16: Nible Runner
18: Far Spell
20:?
21: Quickened Spellcasting (magic missile)

Powers:
Magic Missile
Wizard's Fury

Items:
Horned Helm.
Master's Wand of Magic Missile.
Badge of the Beserker.
Ring of Ramming (x2)
Rushing cleats




Any other way to boost..
1) Effects (prone?)
2) Extra attacks (polearm gamble?)
3) Speed/Distance
4) Damage

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Possibly try Tactician's Plate?  Good AC and more damage at the cost of some speed.  Proficiency isn't needed as you auto hit.
  Possibly Tactician's Scale if you want your speed back in Paragon.
Implement Expertise (Spear) lets you do all this with Polearm Momentum, but you'd lose the slide. Arcane Admixture/Lightning Weapon would let you make it lightning + Mark of Storm to give it a slide back. No weapon keyword though, so Polearm Gamble wouldn't work.
Tacticians isn't a bad option.  Though only +1 damage isn't worth the plate feat IMO.
Implement Expertise (Spear) lets you do all this with Polearm Momentum, but you'd lose the slide. Arcane Admixture/Lightning Weapon would let you make it lightning + Mark of Storm to give it a slide back. No weapon keyword though, so Polearm Gamble wouldn't work.

Magic Missile doesn't work with mark of storms.  (and IS there a way to use spears as impliments?).

Certainly a possible alternate with dragonfrost however.  More damage, but risk missing that way.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Added ring of ramming and rushing cleats.

Sir Robbin now pushes 5 and slow, while running the opposite way.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Magic Missile doesn't work with mark of storms.  (and IS there a way to use spears as impliments?).

Certainly a possible alternate with dragonfrost however.  More damage, but risk missing that way.



I'm not sure of the name off the top of my head, but there's a spear which druids can use as an implement. Maybe that can be utilized?
Magic Missile doesn't work with mark of storms.  (and IS there a way to use spears as impliments?).

Certainly a possible alternate with dragonfrost however.  More damage, but risk missing that way.



I'm not sure of the name off the top of my head, but there's a spear which druids can use as an implement. Maybe that can be utilized?

Still, there's no way to add push/slide (that i know of).

also, you can't get MM, totems, polearm momentum, and roundabout charge.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I am still half expecting for this to morph into a kulkor for making high DPR magic missiles.
So this is operating under the interpretation that you can somehow use the the ranged version of MM as an MBA because of Reaper's Touch? Just clarifying so this can be properly labeled as theoretical op only functional under an incredibly loose interpretation of the rules. It's certainly amusing if your DM lets you get away with it.
So this is operating under the interpretation that you can somehow use the the ranged version of MM as an MBA because of Reaper's Touch? Just clarifying so this can be properly labeled as theoretical op only functional under incredibly an incredibly loose interpretation of the rules. It's certainly amusing if your DM lets you get away with it.

How is it a loose interpritation?

This power gains a range of Melee touch in addition to its normal range. You can use it as a melee basic attack.

It's an MBA.  It still has it's normal range, in addition to Melee Touch.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

So this is operating under the interpretation that you can somehow use the the ranged version of MM as an MBA because of Reaper's Touch? Just clarifying so this can be properly labeled as theoretical op only functional under incredibly an incredibly loose interpretation of the rules. It's certainly amusing if your DM lets you get away with it.

How is it a loose interpritation?



It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.
It still has range 20.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Seems I misunderstood the rules a bit. Still, found out how to get a Glaive as an Implement.

Feat: Arcane Implement Proficiency
Benefit: Choose a kind of implement associated with any arcane class. You can now use that kind of implement.

Swordmage:
Implement: Any light blade or heavy blade

Glaive:
Heavy Blade, Polearm

Polearm Momentum:
Whenever you use a polearm or a spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.

Tada! Unfortunately, you're right about Mark of Storms, it only applies on a hit and MM is an effect. Not sure what to tell you there.
It still has range 20.



When used as a RANGED attack. It's MELEE range is MELEE TOUCH, as specified in the reaper's touch feat. It's not a melee attack when used at range 20. Now if the range was "melee 20" that would be different.
It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.

Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.

It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.

Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.



Given two possible interpretations, one sensible and one ridiculous, the ridiculous must be discarded. The type of an attack is determined by the range of the power. An implicit requirement for something to be a MELEE basic attack is that it be a MELEE attack. The rules shouldn't have to explicitly state this because anyone trying to claim otherwise is being deliberately obtuse. The feat gives the power a melee range so it can satisfy the melee requirement of a melee basic attack.
It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.

Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.


Given two possible interpretations, one sensible and one ridiculous, the ridiculous must be discarded. The type of an attack is determined by the range of the power. An implicit requirement for something to be a MELEE basic attack is that it be a MELEE attack. The rules shouldn't have to explicitly state this because anyone trying to claim otherwise is being deliberately obtuse. The feat gives the power a melee range so it can satisfy the melee requirement of a melee basic attack.

I don't see how you get "you can only use it as a MBA if your in melee".

It's an MBA, RBA, has range 20, and melee touch.

Twinstrike also has range melee and ranged.  You can choose which to use every time you use it. 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.

Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.


Given two possible interpretations, one sensible and one ridiculous, the ridiculous must be discarded. The type of an attack is determined by the range of the power. An implicit requirement for something to be a MELEE basic attack is that it be a MELEE attack. The rules shouldn't have to explicitly state this because anyone trying to claim otherwise is being deliberately obtuse. The feat gives the power a melee range so it can satisfy the melee requirement of a melee basic attack.

I don't see how you get "you can only use it as a MBA if your in melee".

It's an MBA, RBA, has range 20, and melee touch.

Twinstrike also has range melee and ranged.  You can choose which to use every time you use it. 



And when you use twin strike at range it is a ranged attack, and when you use it at melee range it is a melee attack. The range you choose to use determines what type of attack it is.
And when you use twin strike at range it is a ranged attack, and when you use it at melee range it is a melee attack. The range you choose to use determines what type of attack it is.

Yes, it would provoke an OA, and have range attack cover (not that MM minds).

But it still can be used as a MBA.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

And when you use twin strike at range it is a ranged attack, and when you use it at melee range it is a melee attack. The range you choose to use determines what type of attack it is.

Yes, it would provoke an OA, and have range attack cover (not that MM minds).

But it still can be used as a MBA.



When use as a melee touch attack. Melee Basic Attack=Melee Range. If you are using it as a ranged attack then it is not being used as a melee attack and therefore CAN'T be used as a melee basic attack.

Though you could legitimately achieve something similar with a blade of the eldritch knight weapliment, giving you melee reach 5 for your charge MBA's which with roundabout charge would let you charge away from your target and attack.
I wanted to shoot this down as well. I don't have books with me, but the compendium doesn't define "melee basic attack" or "ranged basic attack". It just defines "basic attack":

A basic attack is an at-will attack power that everyone possesses, regardless of class. The power comes in two forms: melee and ranged. You calculate the attack bonuses of a basic attack like those of any other attack power.

RAW, I can't see any way to challenge it. RAW with a sanity check, this would get you beat with a DMG. 
RAW, I can't see any way to challenge it. RAW with a sanity check, this would get you beat with a DMG.



Yup.

This is theoretical op even with pure RAW on your side, because even LFR DMs have enough leeway to shut it down, and would almost certainly do so.
The difference between madness and genius is determined only by degrees of success.
I wanted to shoot this down as well. I don't have books with me, but the compendium doesn't define "melee basic attack" or "ranged basic attack". It just defines "basic attack":

A basic attack is an at-will attack power that everyone possesses, regardless of class. The power comes in two forms: melee and ranged. You calculate the attack bonuses of a basic attack like those of any other attack power.

RAW, I can't see any way to challenge it. RAW with a sanity check, this would get you beat with a DMG. 



The only thing that's needed to challenge it is the english language. A melee basic attack by definition must be a melee attack. It's in the name...
A melee basic attack by definition must be a melee attack. It's in the name...

Still don't see it.

You can use Magic Missile as a MBA.  It has range 20... 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

As I see it, it works just like Winged Weapon utility just in reverse. When you use winged weapon your attack is both melee and ranged. If you attack an adjacent target it is still a ranged attack and if you attack a target at range it is still a melee attack. If I use a melee basic with winged weapon it is still a melee basic. Adding range to it does not make it a ranged basic. It would still be a melee basic with a range of 10.
Ok I seriously want to know how people think this is a loose interpretation of the RAW?

It uses Reapers Touch, you know the Shadar-Kai only feat (not sorcerous blade channeling).

The feat specifically says that 5 listed spells (one of them magic missile) gains a new range (melee touch) in addition to its origional range.  It then goes on to specifically say you can use the attack as a melee basic attack.  Seriously most of you argueing against this look to have access to the compendium, look it up.

And from there it just cheeses up the fact that the autohitting spell magic missile can now be used on a charge (because all a charge requires is a melee basic attack) to add a ton of 'when a charge happens do this' modifiers.

Now if you get beat over the head with a DMG by the DM is another question altogether.  But I know at the tables I play they'd let it pass..seeing it as no worse than the ranger with massive numbers of duel arrows, and then all the minor attacks he could muster.


Edit:  Read over read over read over.  Aaahh now I see the issue.  So honestly lets umm put it this way.  Intent of the rules seems to read that the melee touch version if now a melee basic attack.  Not the ranged 20 version.  So no you cannot cannot charge squares away from an enemy and then used the ranged version of magic missile using this cheese.  Unless you somehow find a feat that lets you normally use a ranged attack at the end of a charge.  RAW you might barely just barely get this..but any DM who'd let it pass is either letting wacky build day pass...or is silly enough to think its ok to let Pun Pun work.
This doesn't work for a couple of reasons. 

First minor reason: roundabout charge only removes the requirement that each square must bring you closer to the target, it does not remove the requirement that you move up to your speed toward the target, as such you must end at least 1 square closer to the target, so no randomly charging in completely the opposite direction.  This doesn't break the whole idea but it is something to note.

Second reason: You are making a melee basic attack, which is a melee attack.  Melee attacks have a range equal to your reach, some powers and feats and such can increase your reach but there is nothing in this build increasing your reach.  Just because your power has a range of 20 doesn't mean your reach has increased beyond 1.  Powers that allow you to do a melee attack greater than your reach are specified as "melee #" not "ranged #".  What it basically comes down to (which I think someone mentioned above) is that you are making a melee basic attack at the end of a charge, as such you must use a power which is specified with a melee range, the melee touch part of MM allows you to do this but as such you must make the attack at melee touch.
Come on! Three pages of responses and nobody has given mellored props for some pretty dang funny flavor? I'll let others nitpick the rules, but I say A+ for optimizing for fun. And, lest we forget:


Brave Sir Robin ran away. 


("No!") 


Bravely ran away away. 


("I didn't!") 


When danger reared it's ugly head, 


He bravely turned his tail and fled. 


("no!") 


Yes, brave Sir Robin turned about 


("I didn't!") 


And gallantly he chickened out. 


Bravely taking ("I never did!") to his feet, 


He beat a very brave retreat. 


("all lies!") 


Bravest of the braaaave, Sir Robin! 


("I never!")


 
While I can see how Reaper's Touch could get read either way, I think I'm going to have to go and agree with Jay_Ibero_911 here. But I'd like to view it another way: If it is really intended to function as an MBA with a range of 20, why also give it a range of melee touch? Is that not utterly superfluous?

Still, Valenkosh has the right of this. Mellored, this is the most awesome and hilarious concept I've read probably since your high-DPR Int 8 charging wizard. I appreciate the imagination put to work here and laughed when I stumbled across it.
While I can see how Reaper's Touch could get read either way, I think I'm going to have to go and agree with Jay_Ibero_911 here. But I'd like to view it another way: If it is really intended to function as an MBA with a range of 20, why also give it a range of melee touch? Is that not utterly superfluous?



I don't think it is superfluous. Even if you used MM as a MBA, without that line it is still a ranged attack and would incur OA's. So by saying that it can have a range of touch, it prevents the Wizard from taking OA's.

There is nothing in the Rules Compendium (under the basic attack sections, anyway) that prevents MM from being used as a MBA from 20 squares away. Is it silly? Of course. But nothing in the RC prevents MM from being used as a MBA at range 20. Personally, I would allow it at my LFR tables (and I would never allow Pun-Pun, tyvm Stafir).
Range meleé touch is so you can use it without provoking OAs.

I have to echo Valenkosh here, and possibly the Rule of Cool.  This is a brilliant peice of edge-case optimisation.

Why the Rushing Cleats?
Bringing this build to the table will get you beaten with a DMG and Sir Robin munched upon by a Lurker (which means that I'll allow it, and those two things will happen). Reaper's Touch is not intended for this use nor can I interpret it in any way to make this work. It's just so you can use your awesome ranged attack when monsters are munching on you kidneys without letting them take another bite (no OA).

That said, the build is awesome! I can already see Sir Robin run around the entire battlefield in charging blindly away-rage! "AAAAH! Monster!" "AAAAAH! Another one!" "WHY is there a monster here!?! AAAH!"
Heroic Dungeon Master
"Its just a little bunny rabbit. I've got this."
I wanted to shoot this down as well. I don't have books with me, but the compendium doesn't define "melee basic attack" or "ranged basic attack". It just defines "basic attack":

A basic attack is an at-will attack power that everyone possesses, regardless of class. The power comes in two forms: melee and ranged. You calculate the attack bonuses of a basic attack like those of any other attack power.

RAW, I can't see any way to challenge it. RAW with a sanity check, this would get you beat with a DMG. 



The only thing that's needed to challenge it is the english language. A melee basic attack by definition must be a melee attack. It's in the name...



I have to agree with Jay. Especially since the PHB (page 270) states the following for melee attacks;

Range: A melee attacks range usually equals your melee reach. (Sometimes a power specifies it affects only adjacent targets, though, so even if your using a reach weapon you can't attack more distant targets with that power.)


The feat gives the option to use MM as either a ranged attack (range 20 RBA as per the normal powers) or as Melee touch attack (MBA). The power or feat does not indicate anything that overwrites the standard of "A melee attacks range usually equals your melee reach."

I can list some powers that do provide exceptions (thorn Strike is a notable example) and they always list their range as melee X (where X equals the actual reach of the power). If the feat changed MM to say the following: "MM can now be used as a melee attack with a reach of Melee 20 and can be used as a melee basic attack." Then yes, you could use it up to range 20 as a MBA.

Tim: There he is!


King Arthur: Where?


Tim: There!


King Arthur: What? Behind the rabbit?


Tim: It *is* the rabbit!


King Arthur: You silly sod!


Tim: What?


King Arthur: You got us all worked up!


Tim: Well, that's no ordinary rabbit.


King Arthur: Ohh.


Tim: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!


Sir Robin: You t!t. I soiled my armor I was so scared!



Mellored is clearly right by RAW, all attempts to impose sanity notwithstanding.  And the idea is hilarious and not overpowered.  Why wouldn't you allow this?
Because there is value in fluff matching mechanics.  I know this is heracy in this forum, but it's not all about the mechanics.

(Mad props for the funny Theoritical Optimization, but I'm in the "not working at my LFR table" camp.  Yep, it's RAW.  But it's deliberately past stupid, so ... the head judge is thattaway)

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Honestly whats sad is that the build in general helped give me some ideas on something a friend and myself have both been trying to figure out.  How to cheese out magic missile.  This will go away from the 'trying to make a geneasi sorcerer who has no cha but massive int and str..who's only real attack is paragon multiclassing to get at will magic missile'.  Because so much cheese you could use would only work with damage rolls..or on a hit.

But shadar-kai reapers touch + horned helm..well..it helps so much as it adds a roll to the charge...So back to figuring out how to cheese that again .
I don't know how people are coming off saying that the ranged 20 hit is a melee touch attack.  In NO way can the MM be used as a Melee Touch at a range of 20 squares.  In that case it is just a Ranged 20.

Remember that Melee Touch is an range denoter.  Melee Touch attacks are limited to a range of your PERSONAL reach.  IE Reach weapons do not extend this reach as in almost all other Melee denoted powers.

Sadly, Reaper's touch is a specific that allows five ranged basic attacks to be used as melee basic attacks without the necessary clause of "only when used as a melee touch attack."  So while RAW, I believe ANYONE DM'ing has all the right in the world to say that RAI is clearly in favor of banning these shenanigans.

On the plus side.  I totally laughed out loud at work and got quite a few stares as I switched my iPod over to Spamalot sound track..  Good times.  =)
I see the two lines (you can use it as a melee touch attack and you can use it as a MBA) as being contingent and connected to each other.
I can see how you could argue that as well Shaka.  Much like Savage Wolf feat seems to give your wolf the ability to knock prone on OA's but it has been ruled that that only works when a wolf acts independently even though the clear reading of the feat allows for ANY MBA made by the wolf to prone the target.

Oiy.  RAW vs RAI and developer intent are all annoying to interpret.  I don't think anywhere here will argue that RAI is that you can only use this as an MBA in Melee Touch range.  I think we let it lie at RAW is ambigiuos at best.

Note:  Rushing cleats will not work with this power at range, as it does not technically count as a melee attack unless used in melee touch range.
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