Optimizing Minor actions

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I am playing a level 11 singularity. She is a drow Fighter/Warlord no MC. her shtick is sustaining her Cloud of Darkness via Darkness reign. I picked the Warlord/Fighter combo for the better armor options and I want to keep the scale I get and the heavy shield (from battlefront leader option in Warlord you get heavy shield).

Since Darkness reign is sustain standard  need to maximize my minors. I couldn't really find an effective way to do that at level 11. I took a lot of immediate reactions type stuff and as far as I can tell that about covers it, but if you know some minor action tricks I would love to hear them.
Using your standard for Darkness Reign isn't going to be optimal, but if you're set on it, a few things I'd consider:

1. Don't worry so much about armor. With total concealment all the time, you'll be tough to hit. The powers that will hurt you will be area/burst powers, which typically target fort, ref, and will - I'd focus more on those defenses.

2. If you really want minors, you need to change classes. Ranger|Rogue hybrid is probably your best combination, and you can make better use of your DEX bonus.

3. The other route would be to go all-out defender and just try to hold enemies in your cloud with immediate actions. I'd do a full defender for this, unless there's a burning reason you want to be a warlord.

Again though, you're not likely to contribute much to fights if you're burning your standard on a non-attack every round. No one here is likely to approve of this approach - being overly defensive just drags fights out, and encourages team monster to focus fire on your allies since you're not really a threat.
Using your standard for Darkness Reign isn't going to be optimal, but if you're set on it, a few things I'd consider:

1. Don't worry so much about armor. With total concealment all the time, you'll be tough to hit. The powers that will hurt you will be area/burst powers, which typically target fort, ref, and will - I'd focus more on those defenses.

2. If you really want minors, you need to change classes. Ranger|Rogue hybrid is probably your best combination, and you can make better use of your DEX bonus.

3. The other route would be to go all-out defender and just try to hold enemies in your cloud with immediate actions. I'd do a full defender for this, unless there's a burning reason you want to be a warlord.

Again though, you're not likely to contribute much to fights if you're burning your standard on a non-attack every round. No one here is likely to approve of this approach - being overly defensive just drags fights out, and encourages team monster to focus fire on your allies since you're not really a threat.

interesting ideas.

my problem with #3 is yes, you are keeping bad guys in your could (potentially), but then what?  how does that help your party, since they can't see them to kill them, or past them to kill others... Seems like not much helping for the amount of team-hurting that you do as well.
Someone built a decent defender to do just that, Black Hole. The whole "it sucks for allies" thing can be aleviated by a couple feats (Blindfighting Warrior for melee classes, Passage of Mael Arn'dreygh for non-blaster ranged, and Blasters of course ignore the concealment), unless you're talking LFR in which case the other people at the table will think you're an ass.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
The idea I had behind the build is that he will pull everyone in from 3 squares away every round and keep them there until he wants to release them. I can choose not to do opportunities and let them out or I can move and take my aura with me. it doesn't specify whether or not the aura is off you or a zone laid down when you use the power. The description seems to describe an aura. The idea is that if I am keeping the creatures busy the rest of the team can kill one at a time and I will widdle the others down while they try to escape my aura. Any movement or any attack can be countered by the myriad of immediate actions I took. I also took Warlord for some immediate reactions to help out the team. So I can have them react to enemies hitting or missing as a free action.

One thing i am not sure about is whether I have to pull each target with my battle standard? My understanding is that forced movement is optional for the forcer. So that is one way of releasing an enemy or two as needed. one of the players happens to have blindfighting warrior already so it works out great. I can also give one person the ability to act as normal in my cloud for the duration of the life of the cloud.

here is the build


====== Created Using Wizards of the Coast D&D Character Builder ======
Singularity, level 11
Drow, Fighter/Warlord, Curseborn
Warlord Leadership Option: Battlefront Leader (Hybrid)
Hybrid Warlord Option: Hybrid Warlord Will
Hybrid Talent Option: Combat Specialty
Combat Specialty Option: Combat Superiority (Hybrid)
Akanûl (Akanûl Benefit)
Theme: Scholar

FINAL ABILITY SCORES
STR 20, CON 11, DEX 16, INT 11, WIS 20, CHA 9

STARTING ABILITY SCORES
STR 17, CON 10, DEX 13, INT 10, WIS 15, CHA 8


AC: 28 Fort: 26 Ref: 25 Will: 26
HP: 74 Surges: 8 Surge Value: 18

TRAINED SKILLS
Arcana +10, Athletics +12, Heal +15, Intimidate +11

UNTRAINED SKILLS
Acrobatics +6, Bluff +4, Diplomacy +4, Dungeoneering +10, Endurance +2, History +5, Insight +10, Nature +10, Perception +10, Religion +5, Stealth +7, Streetwise +4, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Scholar Utility: Use Vulnerability
Drow Racial Power: Cloud of Darkness
Fighter Attack: Combat Challenge
Warlord Feature: Inspiring Word
Warlord Feature: Battlefront Shift
Fighter Attack 1: Cleave
Warlord Attack 1: Wolf Pack Tactics
Warlord Attack 1: Powerful Warning
Warlord Attack 1: Lamb to the Slaughter
Fighter Utility 2: Defensive Stance
Fighter Attack 3: Shield Edge Block
Fighter Attack 5: Rain of Steel
Arcana Utility 6: Warp in the Weave
Warlord Attack 7: Friendly Fire
Fighter Attack 9: Stop Thrust
Scholar Utility 10: Defensive Lore
Curseborn Attack 11: Accursed Flames

FEATS
Level 1: Hybrid Talent
Level 2: Clutch of Darkness
Level 4: Heavy Blade Expertise
Level 8: Improved Defenses
Level 10: Lolthdark Style
Level 11: Darkness Reign
Level 11: Heavy Blade Opportunity

ITEMS
Ghost Dance Longsword +3 x1
Sustaining Cloak +3 x1
Strikebacks x1
Viper Belt x1
Battle Standard of the Hungry Blade
Davros Elden's Defensive Step
Zehir's Shadow Cloak (heroic tier)
Acrobat Boots x1
Sehanine's Mark of the Dark Moon (level 3)
Shield of Deflection Heavy Shield (paragon tier) x1
Savage Mask x1
Moon Stonemail Armor +3 x1
====== End ======

My understanding is that forced movement is optional for the forcer.

It is.

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.

How are you getting the cloud to move with you? As far as I can tell even if you sustain it, it should never move from the place you first use the power.
It isn't an aura, it's a close burst that remains in place till eont. Sustained, it will continue to remain in place for another round.
How are you getting the cloud to move with you? As far as I can tell even if you sustain it, it should never move from the place you first use the power.

I think the idea is to get people to move to him.

Plus, even if he only grabs 2 of the 5 monsters and holds them for a few rounds, the battle turned into 4v3. 

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.

That was one of my questions... does it move with you? I gues not  8(

I haven't gotten him in the game yet, but it should happen next round that we play, so just trying to get everything figured out. I'd still love to find a way to get a pet of some sort with instinctive actions.
may i suggest multiclassing the new pali? it offers an aura that makes enemies take -2 to attack rolls against targets other than you while in the aura.. which would help to achieve your goal. and it's an at-will
They already have a huge minuns to hit me, I am more looking for damage that can be done in the aura or with minor actions or by a summoned creature with an instinctive action.
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