How optimized can Acid be as a damage type?

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I recently built a Tyfling Fire Elementalist mc wizard that was good damage and accuracy and I was wondering can you do the same thing with a Water Elementalist? =0) Thanks in advance.
don't Water Elementalists cause cold damage?
Dborn DSorc with Acid as breath.  Draconic Spellcaster + Mordant Weapon + Burning Vapors?  Thats what I would do for acid, but its not an elementalist.
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Acid is, simply put, not well supported. There are only a couple of feats I know of, none of which are very good
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The few acid feats I can recall are wizard feats or only affect wizard spells.
Not very to not at all.
Basically no. You'll get CON damage on a miss, that's pretty much it.



I'm curious, don't people tend to get all Pavlovian-drooling over this exact thing when it's called "Hammer Rythm" instead of "Acid Splash?"  I'm guessing the difference is that the former feat is just one piece of several, while with the latter, it's the whole ballgame.

Later on,
Ghorrin

Not at all. The only thing in the game that cares about Hammer Rhythm is the Brutal Barrage spamming morninglord, which thanks to most of its damage being independent of needing to hit, appreciates it for an extra 25ish DPR.

Except you shouldnt' be missing 5 tmies.  Even a revenant BB+BR build will only miss 2~3 times.
Edit:  which is ~25 dpr.

I could it being used in an intentional missing / perma-stealth build.  But acid would hardly be the centerpiece.

The only other feats are..
Burning vapors, which could have some use with a defender hitting itself.
And Dissolving Breath, which while nice, doesn't mesh well with the usual breath recharge method.

Item wise...
Staff of Corrosion is solid, though it doesn't scale.
Wave of Sorrow, could be built upon (teifling save ends stuff), but it's level 30.  (and who would use a greatsword at that point)?


The plus side, is very very little resists acid.

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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.

People on charop haven't been excited about Hammer Rythm for a long time, though it was popular very early in the life of 4E when there were not that many options and it was one of the better boosts to overall DPR back then. 

Its a feat that is ok to add on in some builds now, but you shouldn't build around it.  I am not sure I have ever seen it or scimitar dance in play and I know none of my hammer using pcs has ever taken it.

I agree with mellored on the acid damage thing.  Staff of corrosion is ok to use for some builds that are not built around a particular damage type already, mainly because no one will be resisting it.  Something like a bear shaman does ok with it since its a little more melee damage that won't be resisted and you weren't going for damage or probably even caring about damage types with a bear shaman anyways.