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Righteous Wrath: The Avenger's Handbook
1 year ago  ::  Mar 13, 2009 - 7:13PM #1
kilpatds
Posts: 1,242
Date Joined: 11/23/03

Righteous Wrath: The Avenger's Handbook (The Discussion Thread)



The handbook on the charop wiki


The thread is for discussion of Avengers, and maintaince of the handbook
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1 year ago  ::  Mar 13, 2009 - 7:15PM #2
kilpatds
Posts: 1,242
Date Joined: 11/23/03
Powers - ParagonTier


Level 13, Encounter Show

Avenger's Demand (DP) - The pull is an effect, so when you make your attack you'll still get your rerolls, and then it pushes and knocks prone as a kicker. Not shabby.

Cloud of Souls (PHB2) - Keeps enemies away from your target, but not away from you. Better for the Martyr, as it turns into a beautiful (half secondary stat) setup power. Shame you don't yet have anything great to follow it with.

Crimson Stride (DP) - Sequestering Strike's older brother... except with a special for every censure except pursuit. Weird. Still good for everyone.

Dervish Strike (DP) - The visual is cool, and mechancially you get some extra control, and you give the target a free head start in case it wants to run (or you want to spend an action point to charge it)

Light of the Avenging Sun (PHB2) - Radiant damage, and your target can't hit you for a turn. That might convince it to run...

Sequestering Word (PHB2) - You and your target go 5 away to talk, and then anyone who doesn't move away from you takes damage... but it's your implement power. Otherwise it would be an automatic choice for Chasers. Instead take Crimson Stride.

Wages of Sin (DP) - Implement attack that does "extra" damage still less than what you'd do if you just ran up and hit it.

Weaving Blades (DP) - Even more accurate than normal, and one turn of "push everyone who would deny you your oath".

Whirling Blades (PHB2) - A nice boring 3[W] if your target is feeling lonely. For a class that started with 2[W] encounter powers and ends up with 6[W] ones, it's a shame that 3[W] is considered a pure damage power at this level. Dervish strike also does 3[W], and does more than just damage.


Level 15, Daily Show

The Barbarian Rage Strike power indicates that 6[W] would be a good pure-damage power at this level. All of these do 2-3[W]. However that's irrelevant, because everyone is going to take Temple of Brilliance... which does basically no damage.

Aspect of Fury (PHB2) - Start with a possible 3[W] attack, and then start a 5 point damage aura that also hits anyone who attacks you, even with reach. Chasers want. Anyone who wants a lot of DPR wants.

Bond of the Sacred Duel (PHB2) - The initial attack is weak, but the rider isn't too bad. Think of it as nearly doubling your retribution bonus. The downside is that it might mean you stop getting a retribution bonus, but that's not a horrible fate.

Forceful Call (DP) - Controllers use this to create a nice bunch (Weapon vs. NAD on the attack hits pretty well, even without oath) for the Sorcerer/Wizard to AoE. Everyone else avoids it. And even controllers should look for something better... Did you see Temple of Brilliance yet?

Ghostly Chains (DP) - You use slow/immobilize on melee threats, so you get more rounds to pick at them in perfect safety from range. This asks you to have allies adjacent to the target. Wha?

Inescapable Justice (DP) - Free movement back to your target until it dies. Eh. Again, most monsters don't actually run without substantial incentive.

Soul Lightning (DP) - This is a nice subtle control power. It's a ranged implement power, so yada yada. But if you can keep the target from saving, it will normally be left alone, if you hit or you miss. Which makes it easier to gang up on.

Oath of Divine Lightning (PHB2) - The chaser who penalizes saves can do decent things with this... but there are better control options at this level. Chasers should look at Aspect of Fury instead. Controllers should look at Soul Lighting or Temple of Brilliance.

Sigil of Carceri (PHB2) - Your implement power. Locks down one artillery piece.

Temple of Brilliance (DP) - An implement power everyone takes. Even if you miss, eh. Sustain Minor moveable zone of blindness. No save, no attack roll. Just "Hey, any monster that ends their turn in that bright area is blind." Hold me.

Tether of Light (DP) - Sequestering strike for every hit for an encounter. Please have an intelligence modifier.

Zealous Onslaught (DP) - Just an attack with a save ends. It does have an after effect (free MBA)... but there are some really nice choices here.


Level 16, Utility Show

Astral Cloak (PHB2) - A turn of invisibility. More things for the Ninja.

Battle Blessing (DP) - Because it's an interrupt, you can use it after you know what your ally rolled. Which translates to "Trigger: Ally crits on an opportunity attack". But that's still really conditional.

Bulwark of Defiance (PHB2) - Your wrath pushes you to ignore a save-end effect for a turn. Not bad as an encounter power.

Pillar of Chernoggar (DP) - Stance that slows everyone next to you. That's some control. Pair with a storm sorcerer for maximum fun, even if you stop getting your oath.

Strength in Unity (DP) - Once an encounter, ignore one attack. At least if you have an intelligence modifier and stay near your party.

Summons to Duty (DP) - Slide an ally into a flanking position as a minor. Good for the leader minors, but a little high level for the effect.

Temple of Seclusion (DP) - One encounter a day, get your oath every round without having to worry about it.

Vengeful Revenant (PHB2) - Especially for the Deva. Pop back up like the energizer-bunny powered terminator you are. Daily, but how often do you drop?

Winds of the Astral Sea (PHB2) - For a 16th level encounter power, that's an awfully short teleport.


Level 17, Encounter Show

Accept No Defeat (DP) - Basically, it's a 3[W] pure damage power with a really weird miss clause. Take something more interresting.

Astral Fury (PHB2) - Your implement power. The good news is it targets two people. This is to clear the space around your target, but you'll have to keep your implement up to date, and you don't get to roll twice. Pass.

Ready the Final Blow (PHB2) - A setup power for the Chasers. You stick your victim in place, and get a "Dear God" bonus to hit him with your next attack roll. We're still waiting for something to hit it with...

Lethal Intercession (DP) - At this level, I'd usually expect the one turn penalty to attack rolls to be based off a stat, not just be a fixed -2. But it's not. But it can be used as an opportunity attack, which should remind you what it's for (controllers).

Punishing Blow (DP) - This is the first power I've seem basically designed for the CritFishers. Hit your OoE target, then pop Come And Get It or a different martial AoE power. If you're not a CritFisher, skip it. Vengeful Parry looks interesting.

Spectral Charge (PHB2) - Charge, and take half damage from any attacks you soak up on the way in, and for the next turn. Obsoleted by Wrathful Charge.

Vengeful Parry (DP) - The first class off-action attack power. (Immediate Interrupt). Oh yeah, it might also keep you from getting hit, especially if you have the Censure of Unity. But you had me at Immediate Interrupt.

Warding Blade (PHB2) - First you clear the space around your target, and then you punish any enemies that come back (or if you have reach, attack you from outside). And if you're Martyr, you Will hit with those opportunity attacks.

Wrathful Charge (DP) - Charge through walls. And if you're retributive, you get silly bonuses even if your missed. (Um, once for each time you're missed on the way in, and twice for each time you're hit. Wow, that could do a lot of damage)


Level 19, Daily Show

The Barbarian Rage Strike power indicates that 7[W] would be a good pure-damage power at this level. The best here is 5.

Aspect of Awe (PHB2) - Your Implement power. One guy is pulled at least 5, and maybe a lot more. If it hits, you can kite someone a goodly ways, but that's still pretty lame for a level 19 daily.

Blade of Astral Hosts (DP) - Your first real multi-attack (if only your OoE target is in the initial sweep, Burst 1 attacks with Melee weapons count as Melee attacks for OoE, and you teleport in place), but it's a daily pure damage power. Is still probably the highest damage power you have without multiclassing.

Bonded by Blood (DP) - This level's "Chase after your target until it dies" power.

Flame Unquenchable (DP) - 3[W] and applies a penalty to your targets saves against ongoing damage. Good. The penalty is rediciously conditional. Bad.

Oath of the Invevitable Blade (PHB2) - Finally, a 5[W]. The miss effect is weak, but you used it after one of your setup powers, right? So how can you miss? (Shoulda been 7[W] and Reliable)

Stroke of Doom (DP) - Its a weapon vs. NAD attack to pull the target, so it's faily accurate even at range. But the followup is just a 5[W] attack. Yawn.

Temple of Respite (PHB2) - A nice defender/controller power. Your defenses to up, you are surrounded by difficult terrain. But not that much damage, and you're not usually a defender. Also, needs more dakka. Remember it doesn't move with you, so make sure you use it at a chokepoint.

Vengeful Recovery (PHB2) - If you hit, the kicker is free healing. If you miss you still heal, you just have to spend a surge. And it dazes too, always. But since you're not an Orbizard, save-ends conditions other than stunned are overrated. Also, needs more dakka.


Powers - Epic Tier


Level 22, Utility Show

Ghostly Vengeance (PHB2) - Until the end of the encounter, WALK THROUGH WALLS. And something else not unimportant, but you had me at walk through walls.

Indomitable Resolve (PHB2) - Once per day, don't die, as an immediate interrupt. Not bad, but not the best choice at this level.

Refuge of Piety (DP) - Once an encounter, save against everything and get some free shifting too. The only problem is that it's an move action, so you can't use it if Stunned, and may not want to if dazed.

Oath of the Final Strike (PHB2) - Once per day, put off dying for a round, and be completely immune to damage for that round. Nice, but I'd rather walk through walls.

Skeeker's Step (DP) - Hopefully there will be enough squares next to your OoE target that you can teleport to one where your other attacker can't hit you. Does use your stance slot, which has become increasingly valuable.

Shield of Providence (DP) - Take half damage from attacks, turned out ontside of your turn, and charge up your next attack. Good for the Martyr.

Twin Step (PHB2) - I prefer my utilities to be something other than dailies, and it provides really good mobility. But I still can't justify this over any of the above.


Level 23, Encounter Show

Most of these do around 4[W]

Avenger's Shield (PHB2) - Ranged Implement power: hit em with that, then move in without fear of them attacking you.

Bond of Justice (PHB2) - 4[W], and if you run away from your oath target, teleport+TH bonus+damage. Effective, if difficult to RP.

Chains of Fate (DP) - More "target shares damage you take" Martyr powers. If you're looking for a "survive being surrounded", you want phase duel. This will be a bit more offensive... but really I think you want Phase Duel.

Excoriating Challenge (DP) - Ranged implement AoE power. Pushes or pulls. Add standard reservation about ranged implement powers.

Fearsome Fury (DP) - One round completely neuter something your party has surrounded. Completely. And does decent damage.

Phase Duel (PHB2) - You take your target elsewhere to do battle for a turn. Your target has line of effect/sight to nothing but you, and since you're a martyr, you've guaranteed it won't hit you either. No one can hit you, your target can hit no one. Yeah, that's actually good.

Threatening Strike (DP) - Slide a brute/lurker/skirmisher somewhere where it can't attack without moving, and this power just became a multiattack power. With a built in extra damage bonus. Weapon attack vs. Fort, which isn't usually a problem.

Vengeful Apparition (DP) - Punt your target a silly distance, with very high accuracy. Also, more flying through walls. This time chasers have a silly high fly speed.

Victory Hymm (DP) - Remember to wait until you've dropped one Oath of Enmity target before using this, to avoid the "won't happen" conditionality of the kicker.


Level 25, Daily Show

The Barbarian benchmark is 8[W].

Amber Prisons (DP) - Touch attack, so accurate despite the Implement use. At this level, immobilized is marginal for a save-ends daily effect, but the potential to immobilize a squad of monsters is respectable.

Aspect of Death (PHB2) - In theory this power convinces the subject to run away from you... but in practice 10 damage (save-ends) isn't enough damage to force compliance. But 6[W] is respectable. For 10 damage, it should just been until the end of the encounter.

Bond of Destiny (PHB2) - Ranged implement power. Gives you the ability to run after people. The key ability here is no line of sight requirement. Translation: Infinite Range.

Drawn by Fate (DP) - Standard, this. Move, run far away. Minor, teleport the target back next to you (wherever you are) far far away from it's support. Free, during the target's turn: curse when it makes it's saving throw and you can't keep it locked down anymore.

Executioner's Justice (PHB2) - Dazed, to stunned, to have some psychic damage while you're stunned. Hm, how much Orb-izard magic can we get going on here?

Mantle of the Atral Champion (DP) - Fly through walls for the encounter. And is also an attack.

Sigil of Damnation (PHB2) - Make your encounter powers do half damage on a miss. Um, the point of the avenger is to not miss. There is a combo here with Hurricane of Blades and a setup power: Hey look mom, Huge Nova even with a 14 in my attack stat! But that seems a serious edge case.

Thunderhead Smite (DP) - Pretend it says "Requirement: no enemy can be adjacent to you", and is colored green. Doesn't do that much (Close burst 3 push power that does no damage)... but is colored green.


Level 27, Encounter Show


Anvil of Faith (DP) - Push 5 at the most, and do 3[W]. Why? Well, if you're a Hammer of Judgement with push-focused items, this can be a second silly-large punt. And there's some value in pushing monsters 17,18 squares. (9,10 without an action point). So I guess you can use this as a differently flavored Sequestering Strike.

Astral Charge (PHB2) - Nearly no damage, but stunned for a turn. As an encounter power. But 1[W]? Seriously? If you take the Rogue power "Perfect Strike" you have a decent chance to stun as an encounter power and do 5[W].

Brilliant Halo (DP) - If used when you have a high chance to hit (it's a ranged implement power), the effect can give you a LOT of healing. But you have to hit, and it's a ranged implement power.

Death Stroke (PHB2) - A simple big encounter blow. 6[W] if you follow the directions, and the directions are not that hard to follow, but it's just damage.

Hand of Silver (DP) - Melee touch, so you can hit even if it is an implement power. Does poor damage but restraints, which isn't awful. But it also isn't great.

Inevitable End (PHB2) - The choice this level of the Chaser. Decent sized blow, which will hit, that you can use a second time if it doesn't kill him (and he runs or is pushed). The double use makes it better than Death Stroke. Remember to run off after you hit the target, so that you'll get the power back.

Scatter to the Astral Winds (PHB2) - The choice of the Martyr. Teleport everyone not your target across the board, beat up your target. Watch the warlord wish he could do that. Or if your DM likes some cheese, just teleport them 12 squares up...

Spark of Hatred (DP) - You have to hit, but it dominates for a turn. Unless things are positioned perfectly, don't bother forcing it to attack your OoE target like the power says. Just have it run past your party and provoke OAs. (It says "can attack only your OoE target", not "can only attack your OoE target"). Also: It's a minor action, so remember to hit your oath target hard.


Level 29, Daily Show

The Barbarian benchmark is 9[W], and a power actually hits it. A lot of the Divine Power powers have great fluff, but horrible mechanics.

Aspect of Terror (PHB2) - "Leave Me Alone!" Your Implement power this level. Decent damage for an AoE, even a 29th level one. Pushes. Prevents them from attacking you for a couple of rounds. Good controller power. If you can Orb-izard this any (Phrenic Crown?), it become devastating for a chaser, so pop this first, then choose someone you hit to oath and drag off to the side.

Cataclysmic Duel (DP) - Note that your kicker for the rest of the encounter is much better than the kicker you just gave the target... but your party will still not like you much unless you never get hit. Still a nice power for the Masters of Defense.

Divine and Condemn (DP) - A daily power worse than Scatter to the Astral Winds, which is an encounter power. Yay.

Eye of the Hurricane (DP) - Pull people next to you so that you don't get your oath, and then have a pure damage power that does 6[W]. Um. Yeah. Oh, you deafened them until they save... if you care. (Hint: you don't).

Fiery Vengeance (PHB2) - A second implement power. This one does greate AoE damage, heals, and gives your enemies another reason to avoid you for the rest of the encounter. A plausible Chaser power.

Final Oath (PHB2) - 9[W]. And a guarantee that the target will never run again. Hopefully that's because it just died. But really, 9[W] isn't enough damage to make anyone notice at this level, as impressive as it looks.

Impaling Summons (DP) - Pull target 10 (no hit roll required), then get a 6[W] attack off. I think there are other ways you could have accomplished that with encounter powers.

March of Doom (DP) - Teleport everyone near you around the target, then hit the target and knock it prone, just in case there was someone who wasn't flanking it already. Should be a nice round... but again. I think dailies should alter the battle, not just the one round.

Merciless Nemesis (DP) - You know that "go duel with someone off in the corner" thing you like to do? Well, this power just made it trivial.

Temple of Resolution (PHB2) - If this is really going to work to keep you alone with your target, the incentives need to be higher. At this level, 25hp doesn't really do it. Also, More Dakka.


Multi-Class powers of note


Artificer Show

Arcane Springboard (EPG) (e2d) - Great mobility and flavor, but you've got some nice utility powers at this level too.

Use Magic Item (EPG) (e2d) - Lets you get an extra daily item use before the next mile stone. If it let you reuse a magic item, that would be awesome... but it doesn't.

Corrosive Sigil (EPG) (d5) - At will ongoing damage for an encounter. Nasty.

Dancing Weapon (EPG) (d5) - Minor action attacks for an encounter. Nastier. If your DM allows you to get your oath (PHB2: "you make an attack through the creature") this is DeepSkyBlue, even if you do have to keep a backup weapon for it to use, and a minor to move it around the board.

Vorpal Edge (EPG) (u16d) -18+ is a really nice crit range, even if it is just for one encounter per day. Worth less if you already have a 19+ crit range.

Hellfire Sigil (EPG) (d19) - This ought to buy you a couple round of oath, but save-ends typically drop working quickly, and your Con score isn't all that (a common problem with the otherwise great "Sigil" powers)

Bag of the Four Winds (EPG) (u22e) - Rearrange the battle field, as an encounter.

Chaos Weapon (EPG) (e23) - If your party fights in a tight group, this ought to be a good lead in for a Nova round. But you'll never take this power, cause you'll take Prismatic Strike instead.

Prismatic Strike (EPG) (e23) - Three attacks, with nasty effects on one roll. You're a Martyr, or else you wouldn't be looking in this section, so please make sure you use this power on the rounds you have the silly high static modifiers.

Simulacrum (EPG) (d29) - Getting a second use of all your encounter powers, plus one free use of a daily is awe inspiring. I'd rate this DeepSkyBlue if I weren't concerned about the attack bonus... normally summonings use your attack bonus, but the spell calls out that the simulacrum has a non magical copy of your sword. If it's down 6 on it's to hit ... that makes it much less useful.


Barbarian Show

For Fishermen


Storm of Blades (PHB2) (e13) - Odds are this maxes out at two attacks. But still... two attacks is pretty good for you.

Thunderfury Rage (PHB2) (d15) - Free MBA each round, assuming you're attacked... which should be easy enough to ensure.

Stone Tempest Rage (PHB2) (d25) - Crit 18+ for an encounter. (And the initial damage isn't shabby either)

Hurricane of Blades (PHB2) (e27) - Look below to the ranger section for Follow Up Blow. Are we clear now why Eternal Seeker is your Destiny of choice? (assuming Punisher of the Gods isn't allowed)


Cleric Show

Cure Light Wounds (PHB) (d2) - Surgeless Healing is always good. Standard action is bad, so this is mostly for out-of-combat use.

Sanctuary (PHB) (e2) - More help moderating your defenses, but it's a standard action.

Weapon of the Gods (PHB) (5) - If you're a Radiant Student who wants to use weapons other than Lightsabers, here's how. Low enough level to recharge with Salves of Power. And oh yeah, also includes an AC debuf.

Spiritual Weapon (PHB) (5) - If you have a friend keeping the BBEG locked down, this gives you multiattack. If you don't, you'll rapidly have to decide between moving the conjured sword or yourself. Choose yourself, Implement Attacks vs. AC don't work well, and ranged attacks can't use your Oath.

Cure Serious Wounds (PHB) (d6) - Surgeless Healing is always good. Standard action is bad, but surgeless is good.

Divine Power (DP) (du6) - Good buff, but it's a standard action. Blech.

Mass Cure Wounds (PHB) (d10) - Surgeless Healing is always good. Repeat.

Divine Armor (PHB) (d16) - Good for chasers who want their target to get bored, but a standard action.

Knight of Glory (PHB) (19) - Fundamentally a higher level Spiritual Weapon.


Ranger Show

For Anyone


Bending Branch (eu2) (D377) - Turned forced movement into an off-action attack. Better with a bard in the party.

For Chasers


Tiger's Reflex (PHB) (d25) - A stance which grants a melee basic if an enemy attacks you. Puts your target in a lovely cascading lose-lose situation ... until they get back to their buddies and you only get one interrupt per turn. Very nice Eternal Seeker bait.

For Fishermen

Long term, ending up with both Armor Splinter and Lashing Leaves isn't the worst fate in the world. Both have kickers than can be brutal, especially if you managed to pick up a higher count multi-attack (Blade Cascade? Hurricane of Blades?) somewhere along the line.

Off-Hand Strike (MP) (e1) - Boring old off-action attack (off hand weapon).

Plant to the Hilt (D377) (e1) - Multiattack + Slide. Better than just multiattack.

Two Fang Strike (PHB) (e1) - Boring old multiattack. Prefer Plant to the Hilt

Jaws of the Wolf (PHB) (d1) - Boring old multiattack.

Confusion of Blades (D377) (e3) - Multiattack, but it rewards something you don't want to ever happen.

Ruffling Sting (MP) (e3) - Boring old off-action attack (off hand weapon).

Claws of the Griffon (PHB) (e7) - Boring old multiattack.

Lashing Leaves (D377) (e7) - Multi-attack, plus one turn long HUGE vulnerability. Keep this for a while (Reserve Maneuver?)

Armor Splinter (PHB) (e13) - A multi-attack that's tied to a spectacular AC debuf, which is a great setup for Blade Cascade.

Storm in the Trees (D377) (e13) - Boring old multiattack with mobility. You have better options.

Off-Hand Diversion (MP) (e13) - Boring old minor action attack (off hand weapon).

Blade Cascade (PHB) (d15) - Keep attacking until you miss (or 5 attacks)? Your sticht is that You Don't Miss.

Canopy of Blades (D377) (e17) - Boring old multiattack with AC Buff. Good for Masters of Defense that are also playing around with Crit Fishing.

Master of the Hunt (PHB) (ud22) - Even more reason to have your teammates give you attacks, even more reason to bring out multiattacks. Takes your stance slot, which will be taken by Follow-up Blow later. Borders on Sky Blue.

Verdant Silence (D377) (ue22) - Encounter Power is what makes it worthwhile. Spend a surge to end anything a save can end... except Stun. Because it's a Free Action, not a No-Action.

Crashing Blades (D377) (e23) - Multi attack, with a possible Daze.

Cloak of Thorns (PHB) (e23) - Multi attack, but the "attack me and I get melee basic as interrupt" is the real draw.

Nonchalant Collapse (MP) (e23) - Boring old Weapon vs. Fort off-action attack (off hand weapon).

Seeking Roots (D377) (e27) - Multi attack, with more [W]s. If you have a silly high Crit Range (17+ or 18+), it's better because of the good odds you'll get even more [W]s to maximize.

Follow-up Blow (PHB) (d29) - Encounter long multi-attack. If your DM reads it to give an extra attack with each hit, not each power, Jaw Droppingly Broken.


Rogue Show

For Ninjas and Chasers


Low Slash (MP) (3) - A minor action attack that's Weapon vs. Reflex. This works like multi-attack, in that you get more chances each round to apply your silly high damage bonuses when they are silly high.

Nasty Backswing (PHB) (3) - A free action attack. This would be great except for that little trigger line: first you have to miss. Which you don't do. So take Low Slash instead.

Clever Riposte (PHB) (5) - Requires a light blade, but gives the target a large incentive to leave you alone. And since only 5th level, can be recharged with Slaves of Power

Raise the Stakes (PHB) (16) - Crit on 17+? Are you serious? Requires Bluff and only lasts two turns though, which is rather short for a daily. Combo with a multi-attack power for a nova turn. Skip if you've a Dagger Master though, as it's not enough of a change.

Dragon Tail Strike (PHB) (17) - Really for the chasers. Gives the target a LARGE incentive to leave you alone. Just make sure there's no one else he can attack without moving, and you'll either get a second attack this round, or bonuses next.

Perfect Strike (PHB) (27) - You have a class power that does 6[W], so doing 5[W] here isn't all that. But you've got a very decent chance to stun. Which is.

Skirmishing Shot (MP) (3) - A minor action attack. But the difference between 1[W] and 3[W] isn't high, and shifting 1 isn't all that either, and it gives you a penalty to hit for some reason.

Assassin's Point (PHB) (29) - 7[W] of a light blade isn't all that, and post the RRoT nerf the crit line becomes very conditional. (It isn't rolling extra damage on a crit, so RRoT doesn't trigger it)


Fighter Show

For any build


Rain of Steel (PHB) (d5) - This will cause someone to run. And if not, will kill them much faster. Also rechargable with Salves of Power.

Quicksilver Stance (MP) (d15) - Maybe they'll run. Maybe they won't. Either way, they'll die faster.

For Fishermen


Rain of Blows (PHB) (e3) - Everyone's favorite level 17 encounter power accidentally given out at level 3. If you can, bring a spear, flail, or light blade. But if not, it's still two attacks with a big weapon, and that's still really good.

Chains of Sorrow (PHB) (e13) - If you use a flail, and have managed to keep a decent dex, this is a debuff almost as potent as Armor Splinter. If you're looking at powers from Eternal Seeker, Armor Splinter is better.

Harrying Assault (MP) (e17) - Multiattack and movement, without the TWF requirement.

Weaponmaster's Lure (MP) (e23) - Multiattack, mobility, forced movement.

Reaper's Stance (PHB) (d25) - If you've collected a large number of fighter powers (PMC much?) and kept a high Dex, this rocketh thy socksith. If not, it's a better Rain of Steel. Which still ain't bad.

Cruel Reaper (PHB) (d25) - Remember to keep your oath target inside both sweeps. That makes it multi-attack with a big weapon, which automatically gets a blue. And then the extra attacks that could crit just add a touch of sweetness.

Force the Battle (PHB) (d29) - Only does insane things to Fighter powers, and only grants Fighter at will powers. Since Dual Strike no longer is a Twin Strike clone, not as handy as you'd hope.


Invoker Show

For any build


Written in Fire (DP) (e7) - If enemies don't get at least 6 squares away from one spot, they take 10+Wis_mod damage. That might get them running...


Paladin Show

For any build


Bless Weapon (DP) (du2) - By itself, may or may not add the radiant keyword (which Warlocks care about more than paladins). But you see that "Crit on 18+ against creatures vulnerable to radiant damage" bit there? Ring any bells, like, oh, say, Power of the Sun?

Divine Vengeance (DP) (d15) - Stance that hurts enemies that attack you or adjacent allies. Good for chasers who've taken the monster out to the woodshed.


Spellscars Show

The major problem with spell scars is thier assumption that all weapon attacks should by physical, and all implement attacks should be mental. Most of you would rather make mental (Wisdom) based physical attacks (to get the censure). So the net effect is only Fishermen and Chasers have any interest in spellscar attack powers, because only they have physical attack-level stats.

For any build

Burring Blade (FRCS) (d5) - A stance that applies 5 ongoing with two keywords, might cause someone to run, but probably not. It isn't a damage roll, so it won't scale at all.

Tears of Fire and Blood (FRCS) (ue10) - Take damage to get +4 to an attack you just made. So should help you miss less once/encounter. But the damage it does scales quicker than the damage you do, so you'll want to get rid of it eventually.

Body, No Body (FRCS) (ue16) - Phasing for a turn is all it's really good for. Insubstantial is usally something you want until your NEXT turn. (Downgraded one step because you have to take a feat to get something you have a class power for)

Gravity of Moment (FRCS) (d19) - Ranged attack, but not a huge difference in net effect between missing and hitting. Either way, you get to slide the target around the battlefield like crazy for the rest of the battle. Best used on a Melee critter you'd rather not attack yet: just remember to keep a minor free to sustain it every turn.

Donning the Mudflesh (FRCS) (ue16) - Insubstantial until bloodied. Some martyrs (those with regeneration that works when you're not bloodied) will really like this, and masters of defence also like this. Takes your stance slot.

Shifting Wave (FRCS) (e27) - Re-arrange the battlefield as an encounter. Not as good for the martyr as Scatter to the Astral Winds (you have to hit the enemies you wish to move) but not horrible.

Metamorphosis of Spellflame (FRCS) (d29) - Implement attack with a range of Melee Weapon. So yeah... Targets the lower NACD of Will or Fort, so it pretty accurate, especially for you. But it can be wasted (has no miss effect) and it's just save-ends damage. If you can get some orb-izard in there, it's a LOT of save ends damage, which is why it made the list.

For Chasers or Fishermen

Reach of the Doomed (FRCS) (e7) - Gives reach, which you'll never use, because if you hit with the first attack, you get a second that also has a damage roll... aka. Multiattack. So you really want to hit with the first.

Venomous Bloodfang (FRCS) (e7) - A small hit, but get some minor healing.

Iron Tooth of Bloodlust (FRCS) (e7) - Venomous Bloodfang's 2[W] older brother.

Echoes of Valor (FRCS) (d29) - Minor action attack does 5d10+stat until you miss. So multiattack for 5-6 rounds, likely, with a rather big stick. That doesn't suck...


Warlock Show

I'm going to assume anyone looking in here is a Crit Fisherman who's taking Student of Caiphon.

For Fishermen

Transcendent Dance (AP) (du10) - Small bonus to speed and saves for an encounter.

Hero's Defense (AP) (eu16) - The pull of this power for most is substituting their Sky-High AC for their weak NACD. But ... crit fishermen tend to not have good ACs. At Epic, it's possible your Will defense will be the highest, and you'll use this feat to half the damage from a brute, and force the brute to actually roll to hit you. Strict DMs will require you to declare it before they roll, so you can't know if the +4 is enough.

Painful Transference (AP) (eu16) - Once an encounter, end one effect (no action), but do 2 points of damage to all teammates within 5 (assuming a starting 13 cha, for the MC feat(s)). Hopefully they'll forgive you.

Wakeman's Invocation (AP) (du22) - One encounter a day, don't get hit by any melee attackers without reach. Well, they could gang up on you and run you out of immediate interrupts... But you might also talk your DM into allowing you to teleport them into the air.
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1 year ago  ::  Mar 13, 2009 - 7:17PM #3
kilpatds
Posts: 1,242
Date Joined: 11/23/03
Equipment


Weapons Show

Lightsaber users have to take a lightsaber of the Radiant Weapon variety. Chasers start with Vanguard Weapon, but look for something else quickly. Most of the rest start with a Viscous Weapon and then look for a Jagged Weapon in Paragon, then a Reckless, Bloodclaw, or Bloodiron weapon once you have a crit range some other way. Except for those Fishermen who would rather find a Rending axe or two.

Assassin's (AV) - Ongoing Poison damage on a crit. For those who actually get Light Blade Mastery, or Dagger masters

Battlecrazed (AV) - Presumably on an axe. The point here is the power, especially for Half-Orcs to trigger Feat of Pain. Maybe shifters too, but since the regeneration doesn't work unless bloodied, less use.

Berserker (PHB) - d10 crits don't suck, and the power can be very good... but it's expensive. Monster damage doesn't scale too quickly (8 + 1/2 Level, or there abouts), so Resist all/5-15 will be very effective, but the penalty to defenses means any monster controller will have it's way with you. Martyrs with high ACs who don't want to carry shields are probably the most interested, but remember you can't turn it off.

Blade of Night (AV) - Like the drow's power, the point of this is to convince the target to move so you can charge them again. After all, you don't have Line of Sight to them, so can't take opportunity attacks. It's perfectly safe to move...

Bloodclaw (AV) - Overrated for you. You can't get multi attacks. And if you can, you care more about crit range than static modifiers, and you'll lose hitpoints fast enough without any help. In general I'd suggest you apply Bloodiron to a high-crit weapon instead, and buy some War Rings.

Bloodiron (AV) - Ok for Daggermaster Chasers. Great for Crit Fishermen. Use with high-crit weapons, a War Ring, and Devastating Critical, (and power attack).

Brilliant Energy (AV) - Go with Radiant instead. The +N to damage will do more good than the 1/day hit reflex. And they cost the same.

Cunning (AV) - What the Hybrid swordmages who are acting as controllers use.

Dread (AV) - This is a very thematic trap for the Chaser. It's just not-so-hot for the Masochist. You hit pretty well already, so the penalty to defences will likely just make them not run, for fear of the OA.

Flanking (AV) - Your positioning requirements make it harder to get Combat Advantage. You can't be across from the Fighter and in the middle of the bad guys the way your Stormwarden buddy can. This will help you get combat advantage, for the times you need it.

Ghost Chain Weapon (AV) - Awesome visual. Meh tactically.

Holy Avenger (AV) - The main draw for you is the bonus radiant damage, as that will come into play a lot. The critical effect isn't bad, especially for the retributive. But since I don't understand why you would take the implement powers, I don't see why you want a up-to-spec holy symbol, so I think it's really expensive.

Jagged (AV) - No weapon mastery required! Eventually the crit damage becomes pretty lackluster, so eventually you'll want to get mastery some other way and trade out.

Legendary Weapon (AV) - An extra action randomly one a day. Once an encounter, or predictable, would be better, and it's really expensive.

Mauling (AV) - Has very fun tactical considerations, but that only takes place once a day.

Oath Blade (AV) - Sounds like it would be up your alley. But it's not. It's for fighters.

Radiant (AV) - Remarkably nasty for those that study the unknowable.

Reckless (AV) - Solid. Not as nice as for the fighter, who gets multi-attacks, but it's a good damage boost and another way to lower your AC. Remember, some of you like getting hit.

Rending (AV) - Free attack on a critical. Everything with a free attack is good, this is no exception. The downside is that it can only be put on Axes, and most of you can't master axes. You might master spears, though. Rending Urgush anyone?

Subtle (AV) - You have lots of ways of getting Combat Advantage through stealth. Use them? I'd suggest this more for someone who's picked up Rain of Blows. It's a static modifier, so works best with multi-attack powers. Except it's conditional. But it is untyped, so it stacks with Iron Armbands.

Tigerclaw Gauntlets (AV) - If your DM will let you wear gauntlets and a normal weapon (they may fear reckless+bloodclaw cheese), then this is a fun gauntlet to wear. Two attacks, right when you Know you have good static modifiers.

Vampiric (AV) - If you could get weapon mastery, it would be more interesting. But you can't, so it won't kick in enough for the cost.

Vanguard Weapon (AV) - The power is basically wasted, but the property is nice for Chasers who charge a lot. You'll want to switch out to one of the better weapons at Paragon because the property doesn't scale, so Bloodclaw will quickly become strictly superior.

Vicious (PHB) - The generic property to put on your items if you actually have a threat range. Well, no, actually that's Bloodiron. But if you're PHB only, try this.


Armor Show

Armor of Night (PHB) - Encounter power immune to OAs. 'Spensive though.

Bestial Armor (AV) - Daily: a free attack after a charge, which can cause Chasers to drool. Doesn't go on cloth, so you'll have to spend a feat first. I'd like it more if that power weren't a daily.

Bloodcut Armor (PHB) - The power is a good one for Masochists, and it's powered by Healing Surges, not a daily. Good for that turn when you know/hope you're gonna get beat on. The only downside is that it's leather or hide, so you'll have to spend a feat.

Bloodthread Armor (PHB) - A perfectly acceptable default armor for the Chaser. A touch expensive, but worth it. Like Displacer Armor, Red for the Masochists. Although getting hit when your bloodied probably isn't a great idea.

Bloodvine Armor (PHB2) - Leather for the Master of Defense. Just in case you're still getting hit. Too expensive though. Displacer Armor's that-a-way.

Bold Victory Armor (PHB2) - Another option for the Master of Defense. Encounter powers are nice, but +2 lasting a turn isn't enough to really care about, and certainly isn't worth the cost.

Desperate Resolve Vestments (PHB2) - In Heroic, it's "Take Half Damage for a turn", which is good any time resist/all would be good... In Late Pargon/Epic, you were looking for Ghost Phase Armor (down a few entries)

Displacer Armor (AV) - One encounter per day of "get hit half as much". Which means it's Red for the Retributive. They want to get hit, just not hurt.

Divine Retribution Armor (PHB2) - For those Ranger MCs/Enternal Seeker Critvengers. More static for a turn once an encounter, and y'all are looking at Chain anyway since your Dex is so low.

Elven Battle Armor (AV) - +2 to speed is nice. But not as nice as some of the other armors around here.

Enduring Spirit Vestments (PHB2) - Small bonus to AC, but for the encounter so it means more. Also helpful is the surgeless healing.

Ghostphase Armor (PHB) - At low levels, it's "Take Half Damage for a turn", which is good any time resist/all would be good... but Desperate Resolve Vestments are cheaper if you're still in cloth. At high levels it's even more Walk-through-walls. Cause you can never have enough.

Illithid Armor (PHB) - Really expensive for a "Once a day, don't die"

Legendmaker Armor (PHB2) - You know that joke about the best armor for a wizard? (Plate, you put it on the fighter). Kinda like that, except for your party's Bard. For when a Martyr vaporizes it's oath target on the first action of the round, and still has some stupid high static bonuses, and nothing to do with them. (Minor: oath someone else. Move: move to them. Granted extra standard: Hit them really hard)

Luring Withdrawal Armor (PHB2) - Not worth the opportunity cost for an effect that only happens once a day.

Repulsion Armor (AV) - One encounter, push away a person a round. Not quite Divine Rage "I'd like Oath now, kthx", but close. And cheap. Won't work with Hide armor, but will with cloth and leather.

Robe of Contingency (AV) - The flavor may be about running away, but the power says nothing of the sort. And being able to spend a healing surge also isn't shabby.

Robe of Scintillation (AV) - This should enable some tactical movement, and possibly some nice "alone time" with your target.

Robe of Stars (AV) - The value of this is going to depend on how your DM plays monsters knowing powers. Either they'll never attack you (Chaser), or they will and suffer for it (Masochist)

Serpentskin Armor (AV) - You have a paragon feat to do something similar. Or you could just buy some cheap armor. The real cost is the opportunity cost.

Shadowflow Armor (PHB) - Thematic for the Ninjas. Remeber that you need total concealment to stealth, so it won't help you hide in plain sight until 23rd.

Stoneskin Robes (AV) - Its not a lot of Temp HP, but as a minor action and per encounter, it's cheap Temp HP.

Summoned (AV) - A very cheap enhancement (Free!) that gives you a few benefits: Ignore your armor check penalty, pretend to be unarmored... and to tank your AC if you want to get hit.

Sunleaf Armor (PHB) - The draw is that you have a large Dexterity modifier. The problem is that it's a weak daily power, and the armor is priced for it's resistances. Energy resistances are generally for monsters, not PCs.

Sylvan Armor (PHB) - Nice bonuses to nice skills

Trollskin Armor (PHB) - Good regeneration once a day. Bad: Expensive, and requires Hide.


Holy Symbols Show

If you have a lot of implement powers (controllers, mostly), you might want a Holy Symbol that's actually up to spec. If most of you will want a weapon that's up to spec more. Some options, in rough order of preference:

  • Hybrid Swordmage or Sorcerer (or other arcane and take Arcane Implement Proficiency). Controllers really want this approach, because Cunning is awesome.
  • Suck it up and buy/find new holy symbols.
  • Use an otherwise suboptimal weapon enhancement (Crusaders, Disrupting, Holy Avenger, etc)
  • Stick with the laser cleric's hand-me-downs


I'm generally assuming you don't need an up-to-spec holy symbol, and take that last option. Remember that the difference in price between a +N and a +(N-1) symbol is 5x, so you can buy a only-slightly-old holy symbol for what essentially amounts to loose change.

Symbol of Victory (PHB) - Assuming your a weapon-only Avenger, wait until your're 14th level or so, and buy a +2 one of these with the spare change you left in the couch. You love that power, even if you never use the symbol for anything else.

Symbol of Hope (PHB) - Another cheap item to pick up with petty cash, hang around your neck, and never directly use. +5 to saves vs. a specific effect will seriously shorten that effect's duration.

Symbol of Divinity (PHB) - This might be the one you actually use. The power doesn't say it gives you a second use of a given Channel Divinity power, so it doesn't. But it will allow you to use Divine Rage and Divine Guidance in the same encounter. Use it with Radiant Vengeance for a couple of rounds when you find yourself stuck at range and then charge into the dogpile.


Wands Show

Master's Wand of Thunderwave (PHB) - For those that MCd Wizard. A second use of Thunderwave, and you can make Thunderwave just push those around you. Remember, you can push someone (your target) less than the maximum allowed.


Arms Show

Bracers of Bold Maneuvering (AV) - It's a nice bonus vs. OAs, but not a game-changing one.

Bracers of Bold Maneuvering (AV) - Where it would be most handy is in multi-attack powers, but it only affects a single attack, not a single power. However, if you want your scrawney avenger to break down doors with his anger, this here's your item.

Counterstrike Guards (AV) - Free attack when missed. Better when it's per encounter.

Feyleaf Vambraces (AV) - As with any teleportation, handy. And the item's cheap. But Daily is too infrequent.

Iron Armbands of Power (AV) - A not very exciting item, but a useful one. More useful if you reliably get multiple attacks.

Mindiron Vambraces (AV) - The attack doesn't list it's type but is a secondary attack, which should mean it counts as a continuation of the melee attack it was triggered by. Which means you get your Oath Rerolls. Stunned is good, even for a daily item slot. Dominated is funnier.

Quickhit Bracers (AV) - Pointless for the traditional one-weapon Avenger. Good for the Ranger version.

Rapidstrike Bracers (AV) - For those who couldn't afford HBO, but want some nice free movement when someone runs by and provokes an OA.

Trauma Bracers (AV) - It's a Trap! Monster's don't, in general, heal.

Trollhide Bracers (AV) - Regeneration always good, unless you already have it.


Feet Show

Acrobat Boots (AV) - Cheap! Handy for Martyrs or anyone else that tends to fall down regularly. Not worth a found item slot, but buy a pair with some spare change around level 6.

Assault Boots (AV) - You crit a lot, so you'll knock things prone a lot. Which is bad for Chasers ... but fine for Masochists and good for Fishermen.

Boots of Adept Charging (AV) - For when the square you have to charge to isn't the square that let's your oath work.

Boots of Eagerness (AV) - A free move an encounter can be a free shift, or a free minor, or a free run.

Boots of Striding (PHB) - Speed is always good.

Boots of Striding and Springing (PHB) - Speed is always good.

Boots of Speed (AV) - Booring old speed +2, all the time. Speed is always good. Use Greaves of Maldeen until you find these. And these only until you find Teleportation Boots.

Boots of Teleportation (AV) - Never take unwanted OAs again. Teleport to the couch to pick up the remote... At high level, it's either these or Zephyr Boots. Accept no other substitutions.

Boots of the Fencing Master (AV) - Close to a free +1 AC any time you wouldn't generally move, and an encounter power for minor movement. Good. Not great.

Eladrin Boots (PHB) - While you Chasers do a lot of teleporting, most of it is to "within 3 squares of the target", not so much a direct range. So the property doesn't help as much as you'd think.

Elven Boots (PHB) - Speed is always good. But I'd rather have +1 speed always than +2 speed for a turn.

Feystep Lacings (AV) - Frequently you'll just want to teleport 2 squares to find the right square to attack from. Now you can, twice a day.

Flanker's Boots (AV) - A great way to find the right square to attack from. But over priced. If you want these, pick up Feystep Lacings instead, for half the cost.

Greaves of Maldeen (D364) - Perfect Leggings for the chaser. Effectively +2 speed all the time, and a nice shift power too.

Sandals of Avandra (AV) - Speed is always good. I'd rather have teleportation boots though.

Winged Boots (PHB) - Fliers are a huge problem, but one move action a day isn't a way to solve the problem.

Zephyr Boots (PHB) - Fliers are a huge problem, and this IS how you solve the problem.


Hands Show

Antipathy Gloves (AV) - Enemies can't shift into place to deny you your oath. Have a harder time walking into place. We're done here.

Gauntlets of Blinding Strikes (AV) - A multi-attack item. Always good.

Gauntlets of Destruction (AV) - If your weapon isn't brutal, get these. Side note, these should work on critical dice, where Brutal doesn't.

Strikebacks (AV) - Encounter power to get an extra attack. I like extra attacks.

Vampiric Gauntlets (AV) - As with many other such items, since you can use your oath, you can make better use of items that don't have scaling bonuses. And this is a nice way to spend a standard action if your target isn't misbehaving.


Head Show

Casque of Tactics (AV) - The smart ones aren't the quick ones, but may want to run out early to go get beat on and collect bonuses. This lets them pretend their initiative is higher. And it's Cheap. Probably the choice of the Martyr.

Coif of Focus (AV) - Monsters get a lot of annoying attacks that have save-ends as at-wills. This lets you skip some of that pain.

Coif of Mindiron (AV) - Monsters get a lot of annoying attacks that have save-ends as at-wills. This lets you skip some of that pain.

Goggles of the Hawk (AV) - This is a actually a Godly item. I'm downgrading it because most DMs won't remember you have it, and won't allow you to automatically ruin every ambush around.

Goggles of Night (AV) - Seeing is never overrated. Probably the choice of Ninjas.

Helm of Ghostly Defense (PHB) - For that round you know you're gonna be hit lots. Cause taking half damage is tasty. But there are other items that provide the same... I don't know of good replacements for the Casque of Tactics.

Horned Helm (PHB) - What Chasers wear.

Ioun Stone of Regeneration (AV) - You knew I'd like this. As always, don't bother if you follow Melora, or are a Longtooth Shifter.

Ioun Stone of True Sight (AV) - Seeing is never overrated. Big bonus to an important skill you've trained. And see invisible. Shame that's a daily.

Ioun Stone of Sustenance (AV) - The Style play. Because you can't be bothered with trivialities like eating when you're tracking someone across the desert.


Neck Show

Amulet of the Unbroken (AV) - Once a day don't die.

Broach of Shielding (AV) - The resist values should be enough to really tone down one attack per day.

Brooch of Vitality (AV) - Like the toughness feat, only with cash. And scaling faster.

Cloak of Autumn's Child (AV) - They forgot to provide an end duration on the effect, but the default is 5 minutes.. So for the Ninja, this is your handy rope trick... except that all you can do is make saving throws. Hope the guard finishes wandering by before 5 minutes are up, then get back to sneaking through the castle.

Cloak of Distortion (AV) - I don't expect ranged attackers are really the Avenger's problem. But if they are, here's the solution.

Cloak of Invisibility (PHB) - All other invisibility sources talk about "until you attack". This one is until you Get Hit. Great for the Ninja.

Cloak of Resistance (PHB) - More "I'll take my get-beat-on now" fun for the Martyr. But see the Scarab of Invulnerability instead.

Cloak of the Walking Wounded (AV) - Allows you to go through surges quicker.

Elven Cloak (PHB) - Stealth for the Ninja.

Scarab of Invulnerability (PHB) - The final word in the Martyr's "I'll take my get-beat-on now" fun.


Rings Show

Blink Ring (AV) - Fun item, and you didn't have that much use of your minor anyway.

Chameleon Ring (AV) - So the Ninjas can play Batman.

Opal Ring of Remembrance (AV) - Almost as busted for those of you MCing wizard as for actual wizards.

Ring of Ramming (AV) - Another way to open doors impressively. But this is just a style play.

Ring of Regeneration (AV) - You knew I'd like this. As always, don't bother if you follow Melora, or are a Longtooth Shifter. And do wait until a milestone to trigger it.

War Ring (AV) - If your crit a lot (18+), have BloodIron weapons and RRoT, this is Sky Blue and really just broken. If you didn't focus on crits, it's just good.


Waist Show

Ironskin Belt (AV) - Martyrs use it on those rounds when they're counting on everyone around them beating on them, but would like to survive it. You'll have to work with your defender on this: they tend to not understand masochism.

Belt of Giant Strength (PHB) - Nice bonus, but only for one attack.

Belt of Titan Strength (PHB) - Works with multi-attacks, if you manage to find any.

Cincture of the Dragon Spirit (AV) - Because crazy guys with huge manga swords Ought to be intimidating.

Girdle of the Umber Hulk (AV) - The level 15 version is a trap, as most dungeons/encounters are around solid stone. The level 25 version though...

Reinforcing Belt (AV) - Real rating depends on your DM. If you're a Martyr, and your DM likes Coup-de-grace, this is a great item.
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1 year ago  ::  Mar 13, 2009 - 7:18PM #4
kilpatds
Posts: 1,242
Date Joined: 11/23/03
Tactics



mkill goes into far more detail than I do in his Art of Striking thread. Read my little intro below, but then follow the link to his guide, and read it multiple times.

1. Make them misbehave

If you Chase, you WANT them to run. Put up damage auras around you, or darkness clouds. Tell the fighter to not mark that guy, but tell the Paladin, Swordmage or Warden to mark them and kite them. Move away from melee brutes so that they don't provoke an OA from you, if you're better off with the bonus. Go after artillery that would provoke if they attacked you, and make sure your OA is good enough that they avoid it. Don't box your target in.

If you're a Martyr it's usually pretty easy. Go early, run into the middle of the pact and watch them all beat on you. Push everyone away except your oath target (Divine Rage, teamwork), and then vaporize your target. Repeat. Provoke OAs to get your position just right. Say hello to all the minions... at low levels it can hit you for 4 damage, say, and give you a +4 bonus to all your attacks until the end of your next round. Your main concerns are surviving the beating without going through surges too quickly or using up your groups healer.

AndrewRF put together a nice list of ways for a retribution avenger to chase down/lock down it's target. (Divine Power has added many more)
Ignis_Fatuus followed up with a long list of tactics and powers for a pursuit Avenger to convince it's target to run.
Both of these are well worth a read.

2. Get Multiple Attacks

Your powers won't do it, so you need items, or team work. Convince someone to be a Warlord, Bravado if possible, with Commander's Strike. You want lots of attacks, to apply multiple times per round those lovely lovely static damage modifiers you've accumulated. Mutli-class to grab powers, or PP with powers. Pick up some equipment... something.

3. Take chances

You've got a pretty good AC. You've got more HP and surges than most strikers. If your target moves away, go after it. Take the OA. It's all good. If you get hit, just funnel that rage into beating up your target.

I've pointed out lots of feats and magic items that help survivability on the assumption that you're taking a lot of risks. If you have all that survivability and don't take risks, you won't help your party out any.

4. Remember that the leader is a group resource

Don't monopolize your group's healer, and don't run out of surges. Prefer resistance and regeneration to the ability to spend a surge, and manage your AC so that you can stop getting hit when you've decided you don't want to spend more healing.

If you are a Martyr, you might want to be hit, but you won't want to be hit regularly. A few times in one round is perfect: you use your action point, you get the chance to use your mutli-attack powers at peak effectiveness, you may get given extra attacks. But getting hit round in and out will just suck out all your groups healing abilities. So make sure you can turn off the "go ahead and hit me" tactics.

5. Concentrate on positioning

You need someone to misbehave to get the big static bonuses, but you need to isolate your target to get the oath. It can be tricky to get both, but you'll want to. Delay and let your fighter or warlord move some people around? Use your mobility to get around the target? If none of these work, well, you have some powers that will make everything ok ... but only a limited number.

6. Choose who to abuse correctly the first time

You can't mess this up much. Once you pick an enemy, you're gonna be stuck hitting them until they die. So get it right. Look for the annoying squishy targets and nuke them first. If they're squishy they're more likely to misbehave, so that's all for the better.

Save the big guns (the debuffs) for the solo/elite, and save him for when your party can focus fire... cause a debuffed enemy won't last long.

7. Play well with others

The basic mechanics of the Avenger class tend to suggest a "solo duel with a key bad guy" mechanic. Um, screw that.

If you're in your line, it's harder for monsters to deny you your oath. If you're applying status effects, it's nicer to let others work with them. If you're a crit fisher and you'd like to really ruin a monster's day, it's nicer if the leader can boost your to-hit or damage. Those "woodshed" powers? The woodshed is actually the square that's next to the Fighter/Ranger/next Melee Threat.

So, work with your party. They'll like you more, and you'll like them more. So you can't claim quite as much glory... ah well.

The Short List



In the large mess of rating everything, it can be hard to pick out the true default choices. So I'm pulling those out into here. This list should be kept small, so that you have plenty of other things to choose from, but here are some default choices almost every Avenger will want.

Race
  • Chasers: Elf, Razorclaw Shifter, Githzerai
  • Martyrs: Devas, Longtooth Shifters, Shadar-Kai at Epic
  • Ninjas: Elf, Drow
  • Crit Fishermen: Half-Elves, Revenant Half-Elves, Half-Orcs.

Feats
  • Weapon Proficiency
  • CD: Divine Rage
  • Weapon Expertise
  • Melee Training or Power of Skill (Except for Crit Fishermen)

Paragon Paths
  • Pitfighter (Chasers, Critvengers)
  • Warpriest/Son of Mercy (Wannabe Defenders)
  • Dreadnought (Martyrs)
  • One with an extra Striker damage feature (Simbarch of Aglarond for Martyrs, and Thuranni Shadow Killer for Chasers, Ardent whatever for Pursuit pure avengers)
  • One that improves Crit Range (Daggermaster, Student of Caiphon)
Build Elements
  • Expanded Crit range. PP or Mastery Feat
Equipment

Implements
  • Symbol of Victory
  • Master's Wand of Thunderwave, if Half-Elf wizard
Arms
  • Iron Armbands of Power, unless radiant weapon
  • Quickhit Bracers or Rapidstrike Bracers, depending on style
Feet
  • Greaves of Maldeen
  • Sandals of Avandra, Boots of Teleportation or Zephyr Boots at 30th

Hands
  • Antipathy gloves
  • Gauntlets of destruction, unless you're using a Brutal weapon

Wondrous Items
  • Violet Solitaire

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1 year ago  ::  Mar 13, 2009 - 7:52PM #5
borg285
Posts: 1,764
Date Joined: 01/23/08
in the equiptment section it's feet, not feed.
Add in repulsion armor, and comment on displacer armor for making d20 rolls all over the place.
Please include a section on how to best take advantage of the MC feat that gives you OoE for 2 turns. How, for example, a multi-attack fighter/ranger might make full use if it.
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1 year ago  ::  Mar 13, 2009 - 7:57PM #6
LordofLeapin
Posts: 642
Date Joined: 12/27/05
Ranger needs to be on the list of Day Jobs. Two Blade Warrior combined with some power swaps makes the alternate Avenger happy. Toss in Two Weapon Opening for more multi-attack fun.

Also Spiked Chain Mastery lost its Martial prereq. Unfortunately the Avenger has no innate multi-attacks, but Two Weapon Opening can do that. The Half Elf can get Twin Strike for this as well.


borg285]Please include a section on how to best take advantage of the MC feat that gives you OoE for 2 turns. How, for example, a multi-attack fighter/ranger might make full use if it.


Barbarians that can meet the Wis requirement will love it a wrote:

Please include a section on how to best take advantage of the MC feat that gives you OoE for 2 turns. How, for example, a multi-attack fighter/ranger might make full use if it.[/quote]
Barbarians that can meet the Wis requirement will love it as well.

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1 year ago  ::  Mar 13, 2009 - 8:13PM #7
kilpatds
Posts: 1,242
Date Joined: 11/23/03

borg285 wrote:

in the equiptment section it's feet, not feed.
Add in repulsion armor, and comment on displacer armor for making d20 rolls all over the place.


Done. Thanks. (Displacer armor is less useful to the Retribution build than you might think.)

borg285 wrote:

Please include a section on how to best take advantage of the MC feat that gives you OoE for 2 turns. How, for example, a multi-attack fighter/ranger might make full use if it.


I'd rather not. I'd like this to be the handbook for those that start avenger. But if you've got a good thread for the conversation, I'll put it in the references section.

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1 year ago  ::  Mar 13, 2009 - 9:14PM #8
kilpatds
Posts: 1,242
Date Joined: 11/23/03
Heroic Tier powers done, Heroic tier basic feats done.

Anyone have a good image?

Other equipment suggestions?
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1 year ago  ::  Mar 13, 2009 - 9:28PM #9
lordduskblade
Posts: 4,521
Date Joined: 08/17/07
Working on it...
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1 year ago  ::  Mar 13, 2009 - 9:30PM #10
kilpatds
Posts: 1,242
Date Joined: 11/23/03

lordduskblade wrote:



How's that one? Link for it is here.


Got anything a little ... more bent up with personal issues? Huge manga sword optional.

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