Community

 
Jump Menu:
Post Reply
Page 3 of 3  •  Prev 1 2 3
Switch to Forum Live View Hexhammer of the Gods
5 years ago  ::  Jul 28, 2008 - 6:21AM #21
MwaO
Date Joined: Aug 19, 2007
Posts: 1,343

sandharrow wrote:

I am a brand new 4e would be optimizer, so apologies in advance for any ignorant statements here...

How about going Angelic Avenger? Astral Vibrance seems like a beautiful thing for a Warlock. Pick up Astral Wave. A reasonable GM might even let you select cold as an energy type to avoid getting too far from the Hexhammer prototype. I think I'd prefer a few area effects to the push synergies path.


Astral Avenger isn't a good choice for Warlocks - Warlocks have no real reason to have a decent Wisdom and that's your encounter power. As a Hexhammer, your Charisma won't great either.

When optimizing, you either want to be really good at something or you want unexpected synergies. The Hexhammer is really good at doing consistent damage, surviving combats, and pulling out Con-based Warlock stunts. My Hexhammer of the Gods isn't quite as good at the damage, but I think he survives combats a little easier, he's roughly the same at the Warlock stuff, but most importantly, when he hits, he sets up his teammates for whatever encounter/daily they want to drop on the opponent.

And that's the unexpected synergy.

Quick Reply
Cancel
5 years ago  ::  Jul 29, 2008 - 6:40AM #22
sandharrow
Date Joined: Nov 29, 2004
Posts: 13
Thanks!
Quick Reply
Cancel
5 years ago  ::  Aug 29, 2008 - 10:28AM #23
Elryse
Date Joined: Jul 6, 2008
Posts: 94

MwaO wrote:

They mention something about that for penalties, but not for anything else as far as I can tell - it works that way for damage, that you apply negative stat modifiers, so I don't see why it wouldn't do the same here.


P. 25:
A modifier is any number that adds to or subtracts from a die roll. The most commonly used modifiers are based on your ability scores. A bonus refers to positive values. If a feat adds your Dexterity modifier to damage, it won't do anything if your Dexterity modifier isn't positive. A penalty is the opposite: It's always negative.

The italicized part is the part that confuses me. Maybe it's the fact that there is no such feat that grants any sort of bonus in that way. Whenever you're using your Charisma modifier in conjunction with a power, is the modifier considered to be a bonus since you're always adding it to the damage (or possibly to-hit) roll, and therefore treated as "0" if you don't have a positive modifier?

As a DM, I personally would likely rule that if you're using a class power and have a negative modifier to the stat associated with it, you simply add "0" rather than a negative value. Yes, I'm aware that this means that Fighters who play under me can have an 8 Strength and "gain" a +1 to all their power to-hit (and possibly damage) rolls...but if you're a Fighter with 8 Strength in the first place, you need some serious help anyway.

Also, what does this mean for Brutal Scoundrel rogues (Scorpion Strike, for instance, allows you to shift "a number of squares equal to your Strength modifier after this attack, whether or not you hit.") or Warlocks (Spiteful Darts - "Infernal Pact: You push each target a number of squares equal to 3 +your Intelligence modifier."). I know. Technically these situations ought not to come up, because a Brutal Scoundrel rogue OUGHT to have a decent Strength score, and an Infernal Pact warlock OUGHT to have a decent Intelligence score. But both of those, despite not explicitly using the term "bonus" seem to at the very least imply that they are such.

In the end, honestly, it's your call. I doubt any decision you make on the matter would break the game.

Quick Reply
Cancel
5 years ago  ::  Aug 29, 2008 - 12:15PM #24
Shrazkil
Date Joined: Jun 25, 2008
Posts: 79

MwaO wrote:

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.



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?


What weapon would you be using? Simple?

Quick Reply
Cancel
5 years ago  ::  Aug 29, 2008 - 1:52PM #25
MwaO
Date Joined: Aug 19, 2007
Posts: 1,343

Shrazkil wrote:

What weapon would you be using? Simple?


Warhammer - just like the regular Hexhammer for Hammer Rhythm. Mace if for some reason you don't pick Dwarf as a race.

Quick Reply
Cancel
5 years ago  ::  Aug 29, 2008 - 2:01PM #26
Goumindong
Date Joined: Sep 8, 2007
Posts: 751

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.


Fluff is 100% mutable. There is nothing that you need to reconcile. You could just simply say that your pact encompasses different powers

Quick Reply
Cancel
Page 3 of 3  •  Prev 1 2 3
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing