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4 years ago ::
Apr 25, 2009 - 10:51PM
#61
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What about non-hybrid builds? What would be the best you could come up with?
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4 years ago ::
Apr 26, 2009 - 12:02AM
#62
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Without 3 classes the build breaks down to little more than a wizard that get magic missile a few times each round (2-3 using wizard's fury and). You would have to drop swordmage to continue to do the fey charge. MC Fighter. You could drop the fey charge, fighter, etc and have Swordmage MC. Race is open at that point. You also take the White Lotus. Other Teleport high damage (More of a nova than consistent). Feysword and Feyblade
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4 years ago ::
Apr 26, 2009 - 1:08AM
#63
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Date Joined:
Jun 16, 2007
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Not sure what this means wizard requirements: dex 15 wis 15 int 21 sorcerer requirements: cha 21 dex 15 str 15
I'd still suggest dropping 1 dex for 1 CHA for the +1 will defense. Any reason you chose CHA over WIS? Because eldarin chicks are supposed to be hot, not wise :D. Ok, seriously: I changed it back to dex 16 for the defensive build (for +1 ac via agile) and with all the other changes, i didn't add it to the normal build. Should be fixed now...
If subtle doesn't work, would jagged? Is that an option on the builds instead of the Axe 19-20 crit feat? (Since I'll assume that your quoted response was acknowledging it won't work w/ spells). Oh, yes, you definitely are right in that axe weapon mastery doesn't work, i acknowledge that (didn't write it out because you were so obviously right :D). I assumed axes just get crit range 19-20, but the wording is clear (has to be a melee weapon attack). Which is a pity, deadly axe+bloodiron was made of win.
The problem: I can switch charisma and wisdom (-> wis 13), and i can put one point of dex over to wisdom, so i would have dex 15 int 26 wis 14. Unfortunately, i need wis 15 dex 15 int 21 for the wizard implement mastery.
I had to remove unstoppable charge from the build, so the minor attack has to be done before the charge now.
What about non-hybrid builds? What would be the best you could come up with? This would be quite hard. You definitely need swordmage, wizard and fighter and be eldarin. I can only think of one non-hybrid way to get there: Bard :D
i added the basic build outline to the main post (the last sblock)...
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4 years ago ::
Apr 26, 2009 - 11:51AM
#64
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Date Joined:
Mar 24, 2009
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I know I might be a bit late to the party but I wanted to say, Song, I love the build. I've been trying to work on something similar but closer to the Defensive build since my character was going to be a primary defender, but there's just so many great feat choices it's tough to fit them all in.
Anyway, I just wanted to point a couple of things out: 1)the stats between your level 11 and level 30 builds don't match up. This might be accidental because you've redone the build a few times or it may be intentional as a slightly different build. 2) You can't take Sorcerer Implement Mastery because, well, your not a sorcerer. 3) a small detail on the Defensive build, you can take improved swordmage warding instead of hide. you get the same ac benefit without the AC check penalty and you get the extra boost to your other defenses if you use impenetrable warding utility.
I thoroughly enjoy the good work! Keep it up.
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4 years ago ::
Apr 26, 2009 - 4:55PM
#65
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Date Joined:
Jun 16, 2007
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I know I might be a bit late to the party but I wanted to say, Song, I love the build. Thank you ! 
Anyway, I just wanted to point a couple of things out: 1)the stats between your level 11 and level 30 builds don't match up. This might be accidental because you've redone the build a few times or it may be intentional as a slightly different build. Yes, the lvl 11 build is from the first incarnation of the build, so lvl 30 is not the lvl 11 build +19 levels, but a completely distinct build.
2) You can't take Sorcerer Implement Mastery because, well, your not a sorcerer. Yes, i guess ill have to go for staff in both the offensive and the defensive build. Tried so hard to get the right stats, i completely overlooked the class requirement...
3) a small detail on the Defensive build, you can take improved swordmage warding instead of hide. you get the same ac benefit without the AC check penalty and you get the extra boost to your other defenses if you use impenetrable warding utility. Good idea, i will change it.
I thoroughly enjoy the good work! Keep it up. Thanks again ! I hope i will iron out the last missing errors soon, sometimes i really wish for a windows system for the character builder (which simply doesn't allow illegal choices).
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4 years ago ::
Apr 26, 2009 - 4:55PM
#66
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Ahhhh so much less constraining now that we don't need Unstoppable Charge. I really want to go back to the Rogue build for fey Gambit and Roundabout Charge. Eldarin Swordmage Advance Doesn't work every round without Roundabout Charge. We'll see what the Devs say though. Where are you getting your crit from now with 2 bloodiron daggers? Is one meant to be Jagged? Same with the defensive build, but I can't see what your crit is at there. It seems like you're doing 10 things at once with the new bard build. So I'll be patient. Just trying to add another set of eyes to your work to help you make it better.
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4 years ago ::
Apr 26, 2009 - 5:35PM
#67
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Date Joined:
Jun 16, 2007
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I really want to go back to the Rogue build for fey Gambit and Roundabout Charge. Eldarin Swordmage Advance Doesn't work every round without Roundabout Charge. We'll see what the Devs say though. Yes, as soon as there is some official word, i will add it back in. Right now, we have to hope for a fight with 2 enemies or get an OA for moving back, then charging (won't be much of a problem in the defensive build, but its still annoying).
Where are you getting your crit from now with 2 bloodiron daggers? Is one meant to be Jagged? Same with the defensive build, but I can't see what your crit is at there. I was getting them from sorcerer implement mastery, but as akschmid rightly pointed out, i don't meet the class prerequisite. So i changed both builds to staff implement builds (some less damage, but the +1 to hit won't hurt) and Wizard Implement Mastery. Maybe i'll switch from Staff of Magic Missile to Corrosion Staff, i'll have to do the maths first...
It seems like you're doing 10 things at once with the new bard build. So I'll be patient. Just trying to add another set of eyes to your work to help you make it better.  Yes, thank you very much for helping out so much, the build wouldn't be half as good (and legal) without you and others pointing out errors & improvements
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4 years ago ::
Apr 26, 2009 - 6:51PM
#68
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Yes, as soon as there is some official word, i will add it back in. Right now, we have to hope for a fight with 2 enemies or get an OA for moving back, then charging (won't be much of a problem in the defensive build, but its still annoying). Doesn't it take an extra move action to move back and then charge? That's limiting the build to 1 standard(charge) 1 minor. Can still get off 4 attacks: Move: Move back 2 Standard: Charge MM Free: Eldarin Swordmage Advance Minor: Wizards Fury or Quicksilver attack (2/day: Quicksilver Stance/Quicksilver blade) Interrupt: Aegis / White Lotus Riposte (if enemy attacks you, free attack. If he attacks others, free attack) So that would limit the build to 4 attacks in all situations. Not too bad.
I was getting them from sorcerer implement mastery, but as akschmid rightly pointed out, i don't meet the class prerequisite. So i changed both builds to staff implement builds (some less damage, but the +1 to hit won't hurt) and Wizard Implement Mastery. Maybe i'll switch from Staff of Magic Missile to Corrosion Staff, i'll have to do the maths first... At first Glance [Gauntlets of Destruction + Staff of Missile Mastery] > [Staff of Corrosion + Iron Armbands of Power] To Hit 6 or 0
Damage [.5 + 6] or [1d6(3.5) + 6] 6.5 or 9.5
(.5 comes from calculating the difference between 1d4 and 1d4 rerolls 1's).
+6 to hit is huge unless there is some other item bonus +hit with [Staff of Corrosion + Iron Armbands of Power]
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4 years ago ::
Apr 26, 2009 - 10:51PM
#69
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Date Joined:
Aug 11, 2006
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Well I apologize for asking, as for most I'm sure it's common knowledge. However I looked through the explanation, and couldn't find what "echoes of thunder" is, does or otherwise. I feel if it's so essential to dealing lots of damage, that it's source, or otherwise should be explained in the very least. Regardless of how common knowledge it may or may not be, I'd like to know. So if someone would tell me what it is, if they would so kindly, it'd be appreciated.
I'm also trying to figure out how they pull off 300 something damage a round, it seems tis what I get for not being a Op board regular. Oh well in time I may eventually just barely figure out how all of this works. So I guess ye could say I do feel the Op boards should better explain their sources, and how they work, and why.
Such as saying this is from Dragon 368, in this article, and not just "D 368".
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4 years ago ::
Apr 26, 2009 - 11:01PM
#70
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Well I apologize for asking, as for most I'm sure it's common knowledge. However I looked through the explanation, and couldn't find what "echoes of thunder" is, does or otherwise. I feel if it's so essential to dealing lots of damage, that it's source, or otherwise should be explained in the very least. Regardless of how common knowledge it may or may not be, I'd like to know. So if someone would tell me what it is, if they would so kindly, it'd be appreciated. I'll let SnS deal with the DPR discussion, but Echoes of Thunder is a Player's Handbook II feat.
When you hit with any thunder attack power, you gain a +1 bonus to damage rolls until the end of your next turn. The bonus increases to +2 at 11th level and +3 at 21st level. So using Arcane Admixture (magic missile, thunder) from Arcane Power it turns Magic Missile into a thunder attack power. So each time you hit with a thunder attack power it adds +3 dmg on the next Magic Missile (Until end of next round). So it would go like this:
Assuming every attack hits
1st round Attack 1:+3 dmg Attack 2:+6 dmg Attack 3:+9 dmg Attack 4:+12 dmg Attack 5:+15 dmg
2nd round Attack 1:+18 dmg Attack 2:+21 dmg Attack 3:+24 dmg Attack 4:+27 dmg Attack 5:+30 dmg
3rd round Attack 1:+18 dmg Attack 2:+21 dmg Attack 3:+24 dmg Attack 4:+27 dmg
4th round Attack 1:+15 dmg Attack 2:+18 dmg Attack 3:+21 dmg Attack 4:+24 dmg
and so on and so fourth
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