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Hexhammer of the Gods
2 years ago  ::  Jul 15, 2008 - 2:14PM #1
MwaO
Posts: 1,343
Date Joined: 08/19/07
Anyway, I was playing around with the Hexhammer, and I noticed the 14 Wisdom just sitting there being unused. Not to mention, most of the time, the build is using basic melee attacks, which seemed a waste. The build still levels Str/Con exclusively.

There are three major reasons for doing this:
Rigtheous Brand as an at-will at 11th. Probably the most powerful at-wills usable all the time to add +4-8 to an ally's attack? Not only are you doing damage, but you're setting up the encounter/daily powers of your allies.

Encounters that can be used as melee attacks that instead of generating temp hit points(which don't stack), generate healing. Not to mention, allow us to swing for more than a single [W]

Dailies that do a weapon burst attack + offer regeneration.

Nifft wrote:

Original Build (through Paragon tier):

Stumpy MacHexhammer -- Dwarf Warlock (infernal pact)
Str: 16
Con: 18 (16 +2)
Dex: 10
Int: 12
Wis: 14 (12 +2)
Cha: 8

Level 1:
At-Will: Infernal pact = Eldritch Blast + Hellish Rebuke. No choices there.
Encounter: Vampiric Embrace is nice. It's a Will attack, and gives us 5+Int temporary HP.
Daily: Armor of Agathys. 10+Int temporary HP, and for the rest of the encounter, all enemies who start adjacent to us take 1d6+Con cold damage (or 2d6+Con with curse).
Feat: Chainmail Proficiency, so we can survive enemies starting adjacent to us.


After 1st, we change the build...

Feats:
2: Initiate of the Faith - not quite as good as Toughness in some ways, but a Healing Word once per day to heal Healing Surge+1d6 damage will probably save the day once or twice.
4: Novice Power: Healing Strike - unlike Vampiric Embrace, stacks with temp hit points
6: Wintertouched at 12th
8: Acolyte Power: Divine Vigor instead of the 6th level one - you regain your 2nd wind as a minor action, which is a minor(i.e. move) to use. Not to mention you help out some other party member.
10: Adept Power: Divine Power instead of Summons of Khirad

Okay, so here instead of going into Iron Vanguard, we're going to multiclass in Cleric. And take Righteous Brand as our new at-will instead of Eldritch Blast. This is what this is all the multiclass is really about, although going into it will solidify the role of healer.

11: Hammer Rhythm
(gain Strengthen the Faithful)
12: Lasting Frost
(gain Mass Cure Light Wounds)
14: Scale
16: Plate
18: Twofold Curse
20: Plate Specialization
(Holy Wrath - close burst 3 that gives you regen and +2 power bonus to all attack rolls?)

After that, not 100% clear - Demigod boosts things, but as Nifft noted, Eternal Seeker is quite useful for Str vs AC, and this build could use some non-cleric Str vs AC specials.

Thoughts?

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2 years ago  ::  Jul 15, 2008 - 3:17PM #2
Shular
Posts: 324
Date Joined: 02/14/08
I'm sure it's quite effective, but what you have here is no longer a Hexhammer, it's a Hexhealer.

It will also be interesting how you reconcile infernal pact with the taking of holy orders.
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2 years ago  ::  Jul 15, 2008 - 3:20PM #3
Innuit
Posts: 708
Date Joined: 06/19/08
Just worship a non holy god.
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2 years ago  ::  Jul 15, 2008 - 4:51PM #4
MwaO
Posts: 1,343
Date Joined: 08/19/07

Shular wrote:

I'm sure it's quite effective, but what you have here is no longer a Hexhammer, it's a Hexhealer.

It will also be interesting how you reconcile infernal pact with the taking of holy orders.


It does most of the same things. It just has a little more of a Leader/Healer role.

There are no rules about how holy orders intersect with infernal pact. One of example Warlocks is 'devil touched hunter using infernal spells to eliminate evil' - that guy + cleric of Moradin seems straightforward enough.

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2 years ago  ::  Jul 15, 2008 - 10:29PM #5
Valheru_Blade
Posts: 173
Date Joined: 06/27/07

Shular wrote:

I'm sure it's quite effective, but what you have here is no longer a Hexhammer, it's a Hexhealer.


I have to agree. I think one of the biggest points of the Hexhammer build is the Iron Vanguard's Trample the Fallen.

Still, your build looks like an interesting healer/warlock gish.

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2 years ago  ::  Jul 21, 2008 - 8:50PM #6
Nifft
Posts: 934
Date Joined: 04/08/03
Interesting idea. Looks like it could work.

MwaO wrote:

8: Acolyte Power: Divine Vigor instead of the 6th level one - you regain your 2nd wind as a minor action, which is a minor(i.e. move) to use. Not to mention you help out some other party member.


Bastion of Health is superior for a multi-classer like your dude, and lets you better fill the role of healer.

Look into the Hammer of Disruption (Dragon 365, Bazaar) if you plan on taking any Cleric Implement powers.

Cheers, -- N

Want your forums to look like forums? Use FireFox + Stylish + this Stylish script. UPDATED September 9, 2009.
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2 years ago  ::  Jul 22, 2008 - 5:51PM #7
MwaO
Posts: 1,343
Date Joined: 08/19/07

Nifft wrote:

Interesting idea. Looks like it could work. Bastion of Health is superior for a multi-classer like your dude, and lets you better fill the role of healer.

Look into the Hammer of Disruption (Dragon 365, Bazaar) if you plan on taking any Cleric Implement powers.

Cheers, -- N


Thanks, that's helpful - I was weighing what I wanted to do with Bastion vs Divine Vigor - I think Divine Vigor is more helpful when you're in a near TPK situation - you potentially give back a near death party member their 2nd wind and give yourself the possibility of healing up and +2 to defenses as a minor action. Until you're in that TPK situation, you probably have other options if there's a leader in your party.

If you're the primary cleric or not a Dwarf, I'd definitely go with Bastion of Health, no questions asked. It isn't a sure thing with the near TPK situation and that might make Bastion of Health the better option in case you are the party leader...

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2 years ago  ::  Jul 22, 2008 - 8:12PM #8
Nifft
Posts: 934
Date Joined: 04/08/03

MwaO wrote:

Thanks, that's helpful - I was weighing what I wanted to do with Bastion vs Divine Vigor - I think Divine Vigor is more helpful when you're in a near TPK situation - you potentially give back a near death party member their 2nd wind and give yourself the possibility of healing up and +2 to defenses as a minor action. Until you're in that TPK situation, you probably have other options if there's a leader in your party.


Thing is, 2nd Wind requires a Standard action to activate -- except for Dwarves -- and if you're near a TPK, you probably don't have actions to spare! (So if your party has two or more Dwarves, it might be viable. Otherwise, action economy dictates you grant more attacks by taking Bastion of Faith.)

Cheers, -- N

Want your forums to look like forums? Use FireFox + Stylish + this Stylish script. UPDATED September 9, 2009.
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2 years ago  ::  Jul 23, 2008 - 7:02AM #9
Alariel
Posts: 619
Date Joined: 08/20/02

MwaO wrote:

Feats:
2: Initiate of the Faith - not quite as good as Toughness in some ways, but a Healing Word once per day to heal Healing Surge+1d6+2 damage will probably save the day once or twice.


Just a minor thing, but I don't believe you get the Healing Lore WIS bonus added to Healing Word if you don't start out as a Cleric.

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2 years ago  ::  Jul 23, 2008 - 7:19AM #10
MwaO
Posts: 1,343
Date Joined: 08/19/07

Nifft wrote:

Thing is, 2nd Wind requires a Standard action to activate -- except for Dwarves -- and if you're near a TPK, you probably don't have actions to spare! (So if your party has two or more Dwarves, it might be viable. Otherwise, action economy dictates you grant more attacks by taking Bastion of Faith.)

Cheers, -- N


But you are a Dwarf and you have an 8 charisma

The thing about Bastion of Faith is that it is only useful when the party has used up every other possible form of healing - you're granting them the ability to use a healing surge at a penalty of 1. A 50 gp healing potion is probably a better deal in most cases(mainly because who is going to sell one of them for 10 gp and it only takes a minor/move to use it, minor if they have Quickdraw) - there are situations where Bastion of Faith will be the power you want to use, but in some senses, it isn't really an encounter power for an 8 charisma cleric unless that is your only healing option in combat.

I think one of the major problems for a hexhammer is managing those hit points - they get lots of temporary hit points, but they'll take real damage from every hit usually, especially against solos. Being able to use 2nd wind aggressively as a defensive power is a real benefit for them.

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