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Switch to Forum Live View Help Mike's Netizard
4 years ago  ::  Jun 29, 2009 - 10:49PM #1
mdonais
Date Joined: Mar 5, 2002
Posts: 1,027
So the net expert feat says you slow everyone you hit with a net attack.

I figured it would be cool if I fired long ranged large AOEs while using a net as an implement and slow everything I hit.

It took a bit of work but I managed to pull it off, but you need a level 8 magic item. Disrupting Net +2. This says your net counts as a holy symbol.

Hybrid rules say that any implement for one class is an implement for the other class also. So hybrid cleric lets me use holy symbols as my wizard implement.

So I figured go with Genasi for strength and int. Build a good genasi wizard using elemental empowerment as well as a good melee strength cleric wielding a net as his melee weapon.

Due to enlarge spell scorching burst becomes a ranged 10, burst 2 (5 by 5) which slows and does 1d6+10 damage. 1d6+12 if you don't increase the radius.

His other 3 wizard powers are all AOE spells that get bonus damage from his Elemental empowerment and can be increased in size with enlarge spell. Acid Mire is really nasty because the target is slowed and in a 5 by 5 zone of difficult damaging terrain (speed 1!).

Note that you also need to use the Windrise ports background because you need to be in a martial class to take net training which is also a multiclass feat. I took Warrior of the Wild because I love being trained in perception and I liked having hunter's quarry bonus damage.

So my question is, I felt like I jumped through a lot of hoops to pull this off and it still doesn't work until you get a level 8 magic item. Can anyone find a trick to do it at a lower level?

====== Created Using Wizards of the Coast D&DI Character Builder ======
Netizard, level 8
Genasi, Wizard|Cleric

FINAL ABILITY SCORES
Str 20, Con 11, Dex 10, Int 20, Wis 13, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 10, Int 16, Wis 13, Cha 8.


AC: 22 Fort: 19 Reflex: 19 Will: 17
HP: 50 Surges: 6 Surge Value: 12

TRAINED SKILLS
Heal +10, Arcana +14, Religion +14, Perception +10

UNTRAINED SKILLS
Acrobatics +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +6, History +9, Insight +5, Intimidate +3, Nature +7, Stealth +4, Streetwise +3, Thievery +4, Athletics +9

FEATS
Level 1: Elemental Empowerment
Level 2: Enlarge Spell
Level 4: Warrior of the Wild
Level 6: Net Training
Level 8: Focused Expertise (Net)

POWERS
Hybrid Cleric at-will 1: Righteous Brand
Hybrid Wizard at-will 1: Scorching Burst
Hybrid daily 1: Shield of the Gods
Hybrid daily 5: Acid Mire
Hybrid encounter 1: Healing Strike
Hybrid encounter 3: Fire Shroud
Hybrid encounter 7: Winter's Wrath
Hybrid utility 2: Shield of Faith
Hybrid utility 6: Wizard's Escape

ITEMS
Disrupting Net +2, Mage's Parrying dagger +1, Battle Harness Cloth Armor (Basic Clothing) +2, Gloves of Piercing (heroic tier), Casque of Tactics (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======

Thanks,
Mike Donais.
Cryptozoic R&D
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4 years ago  ::  Jun 30, 2009 - 12:12AM #2
boffer
Date Joined: Feb 15, 2006
Posts: 285
I just wanted to drop by and say what an awesome idea this is. Sadly I cannot come up with a way to do this earlier then you have.
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4 years ago  ::  Jun 30, 2009 - 2:02AM #3
mdonais
Date Joined: Mar 5, 2002
Posts: 1,027
Cool thanks Boffer.

Maybe I will look towards a paragon path for Netizard.

Mike.
Mike Donais.
Cryptozoic R&D
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4 years ago  ::  Jun 30, 2009 - 9:54AM #4
joemama1512
Date Joined: Apr 10, 2008
Posts: 3,288
Har har har!!

That is a very clever idea. I kind of expect most DMs to call BS on it though.

I mean, daggermaster to boost dagger implement usage is one thing, but casting a fireball through a net to slow everyone??

Still, the idea is sufficiently awesome that some DMs might even allow it!
My Sorc Guide Link:
http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509

My Genesi Wizard Blaster Link:
http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
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4 years ago  ::  Jun 30, 2009 - 10:21AM #5
Scottbert
Date Joined: Mar 19, 2005
Posts: 202
You're in R&D, just slip a feat that lets you use nets as implements into PHB3 :D

Seriously though I can't see a way to do it earlier either, but I wanted to say it's an interesting idea and it's nice to see that even Wizards R&D comes up with crazy char op stuff.

It smells unbalanced to me, but then maybe having to jump through all those hoops makes up for it. I guess you'd know whether it's balanced or not, though.

As for flavor I can kind of see it... The wizard has figured out ways to involve nets in all his spells -- fireball through the net becomes fire net which covers the same area, etc.
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4 years ago  ::  Jun 30, 2009 - 10:43AM #6
ChristopherGroves
Date Joined: Mar 10, 2004
Posts: 1,847
Well, one trick is that you can do it at 7 by taking your level+1 item as the net

;-)

Hmmm ... nets are flails right?
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4 years ago  ::  Jun 30, 2009 - 10:48AM #7
kevrock
Date Joined: Apr 5, 2009
Posts: 184
Wait, I'm seeing a logical contradiction here (imagine that!):

The point of a net is that you throw it to ensnare enemies...
But magic thrown weapons automatically return to you...
So what happens when you throw a magic net?

Obviously, by RAW, it imparts the slow condition and returns to you, but that clearly doesn't make sense (but then again it is "magical").
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4 years ago  ::  Jun 30, 2009 - 11:08AM #8
Crimson_Lancer
Date Joined: Jun 18, 2003
Posts: 6,551
Genius, Mike. The Fluff applications available for this type of off-the-wall idea are astronomical in number. Nice.
Resident Logic Cannon
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4 years ago  ::  Jul 01, 2009 - 11:21AM #9
Backlash3906
Date Joined: Feb 14, 2008
Posts: 567

kevrock wrote:

Wait, I'm seeing a logical contradiction here (imagine that!):

The point of a net is that you throw it to ensnare enemies...
But magic thrown weapons automatically return to you...
So what happens when you throw a magic net?

Obviously, by RAW, it imparts the slow condition and returns to you, but that clearly doesn't make sense (but then again it is "magical").


Obviously, by fluff, the net leaves behind a 'magical residue' in the form of a glowing energy web that inflicts the slow/whatever else. (;

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4 years ago  ::  Jul 07, 2009 - 12:28AM #10
mdonais
Date Joined: Mar 5, 2002
Posts: 1,027
I was looking at paragon paths to see where Netizard goes at level 11. It seems like with his 3 and a half classes he has a few reasonable choices. The ever popular blood mage is not bad of course.

The one I liked best was Spellstorm Mage from PH1.

The action point ability is good, +half level damage to 2 attacks. At level 11 he also can regrow an encounter power 1/day basically.

His level 11 encounter power also works well with slow since it takes extra movement to go through:

Storm Cage Spellstorm Mage Attack 11
Encounter - Arcane Conjuration Implement Lightning Thunder
Standard Action - Burst 2 within 20 (burst 3 if I expand it)
Attack: Int vs reflex
Hit: 4d6+ int mod damage
Effect: (this is even on miss)
You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall squares takes 10 lightning damage. Moving into a wall square costs 1 extra square of movemnt. It lasts until the end of your next turn.

His level 12 power creates a giant sustainable difficult terrain area (great with slow). His level 20 power teleports all enemies within burst 10 (11 expanded) to any other squares within 11. And damages them (and slows of course since you are a netizard). That is a 23 by 23 area of dps and slow and teleport.

Great synergy with this build.
Mike Donais.
Cryptozoic R&D
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