Red Cloak miss optimization.

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What can we do with...
Red Cloak Reaction (16th level): Whenever you miss every target with an attack that is an immediate action, that action doesn’t count toward your limit of one immediate action per round.


Off the top of my head...

shield edge block + 8 Str + practiced reliability = +4 against all melee and close attacks.

any others?  somehow abuse lightning rush?

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.

Get it on a multi marking defender such as an assault swordmage?  If you miss with one, you could attack another.  You would be able to use a rapier to full effectiveness.  And at epic, don't you get the ability to enforce your mark twice?  Or is that fighters only.  But still, if you miss with that attack, you still would get another attempt if it comes up.
Get it on a multi marking defender such as an assault swordmage?  If you miss with one, you could attack another.  You would be able to use a rapier to full effectiveness.  And at epic, don't you get the ability to enforce your mark twice?  Or is that fighters only.  But still, if you miss with that attack, you still would get another attempt if it comes up.

I'm not seeing how that uses a rapier.  And i don't see how the first miss would help.


But...
Drow Paladin+Fighter (Cha, 8 Str).

Turn 1

Move: Position yourself
Minor: Cloud of Darkness
Standard: Come and get it via bracers of mental might.  (marks and slow via Keep Them Close)

Enemy:
Attacks you -> shield edge block (miss) + practiced reliability + darkness = -9.
Moves -> Virtuous Strike + mark of storms + lighting flail = prone.
Shifts-> combat challenge (regular basic) -> miss, keeping your IR -> Fist of Night -> Virtous strike.
Crawl-> Vitous strike + mark of storms + lightning flail = slide them around you.
Teleport -> can't see.

Turn 2+
Standard: Darkness Reign
Minor: Challenge or Sanction
Move: Stealth, challenge, or sanction.

You are now litterally a black hole.

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.

Well, you needed to be able to use a rapier to get that PP but you are right, it does not NEED to be used with a rapier.  And you see what I was saying.  I mostly see it is as having to really respect the mark.  You attack one who violated your mark but miss.  That feature still leaves your action availible for later enforcement so that the DM can't force you to waste it on a creature you can't hit.
The feature would be helpful on a hybrid fighter|rogue riposter with some marking capability (sentinal marshal, etc). Miss with the riposte, still have fighter punishment available.

There might be something on a riposte chasis, as tanking str would make missing the riposte immediate easier, but you would need to A) do something worthwhile on the miss and B) have another immedate in the wings. So something like hammer rhythm, and duelist prowess (rogue D1 stance), but that only nets you basically the same as a valid riposte + CON. Make it a blood drinker weapon to get an extra 2d6 for the second immediate.  ..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" /> 
Here's a silly combo that works with two people.

Guy1 Requirements:
Invoker, Covenant of Malediction (so no hybrid/MC Invokers)
Vistani Heritage
Maledictor's Eye
Optional: Covenant Eye + other rechargers

Guy2 Requirements:
Red Cloak PP
Agile Opportunist
Miss damage on MBA (Hammer Rhythm or [Perfect Assassin's lvl24 feature + CA (Deceptive Staff feat?)])

Combo steps
1) Guy1 hits Guy2 with Evil Eye of the Vistani, triggering Maledictor's Eye.

Evil Eye of the Vistani

Encounter      Charm
Minor Action      Ranged 10


Target: One creature


Attack: Intelligence, Wisdom, or Charisma + 3 vs. Will
Level 11: Intelligence, Wisdom, or Charisma + 6 vs. Will
Level 21: Intelligence, Wisdom, or Charisma + 9 vs. Will


Hit: Until the end of your next turn, the target grants combat advantage to you and cannot willingly move closer to you.


Maledictor's Eye
Benefit: When you hit a target with Evil Eye of the Vistani, you can slide the target 1 square. Until the end of your next turn, whenever the target misses with an attack roll, you can slide the target 1 square as a free action. 


2) Slide Guy2 adjacent to an enemy, where he is granted an MBA by Agile Opportunist. This is assuming Red Cloak Reaction interacts "properly" with Agile Opportunist. If not, combo broken.
When Guy2 misses (and deals miss damage), Guy1 can slide him 1sq. as a free action.

3) Repeat til dead, works best if you can chain it by having enemies close to each other and/or Guy1 increasing his slide distance (through feats or items).  If not, just recharge Evil Eye of the Vistani using the number of options out there.


I've tried to reduce it to a solo build, but so far I can't find ways to slide myself outside my turn, within the requirements (must be non-hybrid/MC Invoker + Rogue MC) and without eating an immediate (such as readying an action).

Silly and impractical, due to the requirements, but a fun mental exercise. 
Here's a silly combo that works with two people.

Guy1 Requirements:
Invoker, Covenant of Malediction (so no hybrid/MC Invokers)
Vistani Heritage
Maledictor's Eye
Optional: Covenant Eye + other rechargers

Guy2 Requirements:
Red Cloak PP
Agile Opportunist
Miss damage on MBA (Hammer Rhythm or [Perfect Assassin's lvl24 feature + CA (Deceptive Staff feat?)])

Combo steps
1) Guy1 hits Guy2 with Evil Eye of the Vistani, triggering Maledictor's Eye.

Evil Eye of the Vistani

Encounter      Charm
Minor Action      Ranged 10


Target: One creature


Attack: Intelligence, Wisdom, or Charisma + 3 vs. Will
Level 11: Intelligence, Wisdom, or Charisma + 6 vs. Will
Level 21: Intelligence, Wisdom, or Charisma + 9 vs. Will


Hit: Until the end of your next turn, the target grants combat advantage to you and cannot willingly move closer to you.


Maledictor's Eye
Benefit: When you hit a target with Evil Eye of the Vistani, you can slide the target 1 square. Until the end of your next turn, whenever the target misses with an attack roll, you can slide the target 1 square as a free action. 


2) Slide Guy2 adjacent to an enemy, where he is granted an MBA by Agile Opportunist. This is assuming Red Cloak Reaction interacts "properly" with Agile Opportunist. If not, combo broken.
When Guy2 misses (and deals miss damage), Guy1 can slide him 1sq. as a free action.

3) Repeat til dead, works best if you can chain it by having enemies close to each other and/or Guy1 increasing his slide distance (through feats or items).  If not, just recharge Evil Eye of the Vistani using the number of options out there.


I've tried to reduce it to a solo build, but so far I can't find ways to slide myself outside my turn, within the requirements (must be non-hybrid/MC Invoker + Rogue MC) and without eating an immediate (such as readying an action).

Silly and impractical, due to the requirements, but a fun mental exercise.

Nice!

You could pull it off yourself easily enough.  Since none of the features requires an enemy or ally, just Evil Eye youself then ready an attack.  Readied action is an immidiate...

So you miss, which slides you, which trigger's the MBA, which you miss...

Keep swinging till you hit!  Now the issue will be boosting your miss damage, or perhaps your slide 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.

Oh, of course.
I was thinking about readying Evil Eye of the Vistani on yourself, has an initial slide (and will start the chain).
But since it will eat up your immediate action without missing, Agile Opportunist won't work anymore.
I forgot you can ready the attack itself, rather than the Eye.
It's more prone to accidents though, if you fail to trigger your attack, the Evil Eye is wasted (although I am not that experienced with readying actions, so I might be missing a "reliable" trigger, aside from the debatable trigger from a shout/other free actions).

To supplement it, Antillious's mention of Duelist's Prowess can be good (through power swap), allowing for a backup scenario should your ready trigger fail.