Probably old news, but shaman+tome expertise=auto CA?

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Since tome expertise doesn't require tome proficency, and the secondary benefit doesn't require actually wielding a tome, it seems like a pretty nice feat for any shaman to pick up to give auto CA via spirit companion. Am I missing anything obvious that makes that not so good, asside from it not working on fear immune enemies?
No, you're not. That's exactly how it works.

Even more fun with Mage Hand.
A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
yeah we talked about it a while ago... very cool way of granting CA to all sorts of people....

also look at

Staff of Spectral Hands (item) and Fey Cantrip (feat)
No, you're not. That's exactly how it works.

Even more fun with Mage Hand.



And a free teleport with bonded summoner too.
I played a hybrid shaman-wizard this past week and wielded a brutal scoundrel rogue with Spirit's Infusion.  Needless to to say, it was an extremely effective team combo.  Mage's Hand allowed me to continue granting CA after the spirit companion disappeared, including for ranged rogue atttacks.  In general, if I couldn't safely target 3+ (sometimes 2+) enemies with a burst power, I would wield the rogue.  Enemies dropped fast.
Nifty.
Whoa, how did I miss this? 

Another suggestion is to combo this with the Protector Druid's Air Spirit.  This Primal Attunement is basically Mage Hand + Light combined, so if your group actually pays attention to the effects of light and vision the Air Spirit can make it tougher for enemies to hide in the shadows.  There's also synergy with your daily powers, many (if not all) of which will be summons.  Pick up a Shaman M/C for good measure and you can become a phenomenal CA-enabler.  Heck, add Fey Beast Tamer into the mix and you'll really cover the field with auto-CA.  You can even use Nature's Growth to make it very difficult for enemies to shift away from your conjurations/summons.

I'd been thinking about what the best way to gain CA for ranged attacks like Fire Hawk, Grasping Tide, and Magic Stones would be, and I think this might just be it!!!
Only caveat re: Fey Beast Tamer is it only makes adjacent enemies grant combat advantage to you (at level 5).  Doesn't help your allies.

You're also locked into MC wizard or MC arcane class + Arcane Implement proficiency to get tome proficiency.  Or need to hybrid wizard.


You're also locked into MC wizard or MC arcane class + Arcane Implement proficiency to get tome proficiency.  Or need to hybrid wizard.


Tome Expertise doesn't require Tome proficiency.
Tome Expertise doesn't require proficiency, and Mage Hand doesn't require wizard, just Fey Cantrip (which requires the fey origin, can be gotten for another feat, though three feats for minor action CA is a bit much.)
That having been said, there are some pretty badass Tomes, and an Int Shaman (Panther Spirit?  I can never keep Shaman builds straight) could get some mileage out of Tomes that store Wizard spells.  Plus they easily qualify for either the standard MC Wizard (for an extra encounter At-Will) or the Wizard MC that grants Rituals.
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
Blackstaff Apprentice gives you three cantrips at level 5, and the Hedge Wizard's Gloves give you mage hand as a standard.

Co-author on AoA 2-3 and 4-1.

Blackstaff Apprentice gives you three cantrips at level 5, and the Hedge Wizard's Gloves give you mage hand as a standard.



Doesn't Blackstaff require you to be a Wizard already? I forget if it'd work on a multiclass Wizard, but probably not. How's the prereq worded?
It also requires a spellbook. So that sucks. 
I guess only Swordmages, and Hybrid Wizards have access then.

Co-author on AoA 2-3 and 4-1.

It also requires a spellbook. So that sucks. 
I guess only Swordmages, and Hybrid Wizards have access then.



It does not say "Spellbook" as part of the requirements for Blackstaff.  It does say Wizard.  That you will not gain the benefit of one of your theme features is unfortunate, but not build breaking.
"You must be able to prepare spells from a spellbook (such as with the Arcanist’s Spellbook, Bladesinger’s Spellbook, or Mage’s Spellbook class feature)."
Is that just flavor text then? 

Co-author on AoA 2-3 and 4-1.

Tome expertise is probably the best expertise feat most shamans can get now and wizard MC was already one of the better mc options.  I added it to my shaman guide in a couple of places a few weeks afo.

Getting storm pillar is a good way to put another obstacle out there besides your spirit each encounter.  Winged horde, howling wall, frezing burst, and thunderwave are also good options for shamans since you can drop all of those on top of the spirit with no consequences.

Staff expertise and holy symbol expertise are about the only two I can think off that are competetive for shamans for defensive reasons.  Rod expertise is good too, but there are not many good rods for shamans.

"You must be able to prepare spells from a spellbook (such as with the Arcanist’s Spellbook, Bladesinger’s Spellbook, or Mage’s Spellbook class feature)."
Is that just flavor text then? 



Hmm ... I missed that somehow.  The builder doesn't list it.

I know, "the builder isn't a rules source."

I would still like for someone to post a rules citing or WotC dev. saying that, cause I have never seen it... sure, it's in the LFR CCG, but that is not standard D&D.
Tome Expertise doesn't require Tome proficiency.

Wow!  That was an oversight.  Hybrid wizard still helps with accuracy/feat conservation, but this makes other options (including pure shaman) more appealing.

Tome Expertise doesn't require Tome proficiency.

Wow!  That was an oversight.  Hybrid wizard still helps with accuracy/feat conservation, but this makes other options (including pure shaman) more appealing.




I don't hink any of the expertise feats have prerequisites...
Tome Expertise doesn't require Tome proficiency.

Wow!  That was an oversight.  Hybrid wizard still helps with accuracy/feat conservation, but this makes other options (including pure shaman) more appealing.




I don't hink any of the expertise feats have prerequisites...


They don't - but all the other ones require you to be using a particular item(s) to gain the benefit.  Tome does not.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Rod expertise only requires that you hold the rod, but you don't actually have to use it.  So it works like a light shield without requiring a 13 strength, which makes it a decent second expertise feat for shamans.

The last worldspeaker shaman I played about a year ago had MCed invoker and I took that feat to boost my AC, but he actually used a rod.
Tome Expertise doesn't require Tome proficiency.

Wow!  That was an oversight.  Hybrid wizard still helps with accuracy/feat conservation, but this makes other options (including pure shaman) more appealing.




I don't hink any of the expertise feats have prerequisites...


They don't - but all the other ones require you to be using a particular item(s) to gain the benefit.  Tome does not.



That makes it similar to rod expertise that allows anybod to get a shield bonus by just holding a rod so not compeltely unprecedented (though I guess that feat made you hold te rod at least).
I don't hink any of the expertise feats have prerequisites...



All of the feats from Dragon 402 do. Pretty lame that you can be expert without proficiency. Or give CA with an at-will, indestructible minor action Conjuration. Might as well be a revenant.
I don't hink any of the expertise feats have prerequisites...



All of the feats from Dragon 402 do. Pretty lame that you can be expert without proficiency. Or give CA with an at-will, indestructible minor action Conjuration. Might as well be a revenant.

Why choose?

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.

just another note but the Prison of Salzacas (level 2 wonderous item) has an encounter power (conjuration) that summons a spirit with a minor action that you can then sustain for a minor too...

and you can move it at speed 10 for a move action, and it can pick up and move things.
not bad for 520gp 


 
> Rod expertise only requires that you hold the rod, but you don't actually have
> to use it.

It'll still be occupying your hand if you do this, so it's not necessarily better than light shield proficiency - with a light shield, you can get the defense benefit AND have that hand free for other things.

(Sure, there are ways to get more 'free hands', but that requires additional resource investment, which the shield does not.)
> Rod expertise only requires that you hold the rod, but you don't actually have > to use it. It'll still be occupying your hand if you do this, so it's not necessarily better than light shield proficiency - with a light shield, you can get the defense benefit AND have that hand free for other things. (Sure, there are ways to get more 'free hands', but that requires additional resource investment, which the shield does not.)



Well your hand is not free with a light shield though you can hold items (but not wield an item).  THe rod has the advantage of no stats needed while shields have stat requirements if you pick them up with a feat.  No str no problem.
> Rod expertise only requires that you hold the rod, but you don't actually have > to use it. It'll still be occupying your hand if you do this, so it's not necessarily better than light shield proficiency - with a light shield, you can get the defense benefit AND have that hand free for other things. (Sure, there are ways to get more 'free hands', but that requires additional resource investment, which the shield does not.)

Well your hand is not free with a light shield though you can hold items (but not wield an item).  THe rod has the advantage of no stats needed while shields have stat requirements if you pick them up with a feat.  No str no problem.

It also works for swaping shenanigans.

Say... attack with your full blade, then hold the rod for defense.

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.