I am curious why the power is wording like this. "Plus" is the same as "+"? Because in the case of Howling Strike there is no discusion that 1[W] + 1d6 + Strength modifier damage is 1 damage instance.
Why Raging tempest is not 1[W] + Wisdom modifier damage + 1d6 lightning damage? Because they want to split normal damage and lightning damage?
And other curiosity: I know the character builder is not a rules source, but the CB programmers have access to the game developers, and when you show the power card of Raging tempest, in the damage line it shows 1[W] + Wisdom + Statics. The 1d6 lightning is not there. Why?
I think the RAI are 2 instances, the main, and the 1d6 lightning. And the 1d6 thunder is notated as EXTRA damage because of this.
I dont understand why they change lots of powers to avoid zone abuse, and they dont change this kind of powers to avoid the confusion.
I am curious why the power is wording like this. "Plus" is the same as "+"? Because in the case of Howling Strike there is no discusion that 1[W] + 1d6 + Strength modifier damage is 1 damage instance.Why Raging tempest is not 1[W] + Wisdom modifier d
"Plus" can be "along with" "+" can be "addition to"
It is splitting hairs but it seems to be what is done in CharOp. "+" has a specific connotation and that is addition. While we use "+" in short hand to mean this and that, "+" traditionally means (x + y) rather than (x and y) while "plus" can be (x and y) or (x + y).
"Plus" can be "along with""+" can be "addition to"It is splitting hairs but it seems to be what is done in CharOp. "+" has a specific connotation and that is addition. While we use "+" in short hand to mean this and that, "+" traditionally means (x
And other curiosity: I know the character builder is not a rules source, but the CB programmers have access to the game developers, and when you show the power card of Raging tempest, in the damage line it shows 1[W] + Wisdom + Statics.
I think the RAI are 2 instances, the main, and the 1d6 lightning. And the 1d6 thunder is notated as EXTRA damage because of this.
The question there is "what is it extra damage too"? If it's extra damage to your main attack, the Hellish Rebuke example shows that isn't actually extra damage. different point in time => different damage instance.
On the other hand, it's triggered by the target taking damage. So it can "attach" to the triggering damage instance. It can be "extra damage" to the "next time the target takes damage"
Still, two damage instances is about as good as you can expect from a standard action.
That is interesting...The question there is "what is it extra damage too"? If it's extra damage to your main attack, the Hellish Rebuke example shows that isn't actually extra damage. different point in time => different damage instance.On the othe
"Plus" can be "along with" "+" can be "addition to"
It is splitting hairs but it seems to be what is done in CharOp. "+" has a specific connotation and that is addition. While we use "+" in short hand to mean this and that, "+" traditionally means (x + y) rather than (x and y) while "plus" can be (x and y) or (x + y).
I am sorry because English is not my first language, I didnt know this. But still you say "can be", so it cam be (x + y) too.
I think the RAI are 2 instances, the main, and the 1d6 lightning. And the 1d6 thunder is notated as EXTRA damage because of this.
The question there is "what is it extra damage too"? If it's extra damage to your main attack, the Hellish Rebuke example shows that isn't actually extra damage. different point in time => different damage instance.
On the other hand, it's triggered by the target taking damage. So it can "attach" to the triggering damage instance. It can be "extra damage" to the "next time the target takes damage"
Yes, but the point is: (dont hit me hard, I am only trying to understand this)
why are all of You assuming that every damage instance (damage instance is not defined by the rules) add static bonuses? Last time I asked this, Armisael told me that then Twin Strike doesnt add statics twice... but what if you add statics when you have a damage roll and the text doesnt say extra damage? If I understand, You say this because extra damage must be in the same time of a damage roll... I am right?
"In adition" is allways at the same time? (Sure I am wrong but I must ask)
Still, two damage instances is about as good as you can expect from a standard action.
I agree.
I am sorry because English is not my first language, I didnt know this. But still you say "can be", so it cam be (x + y) too. The question there is "what is it extra damage too"? If it's extra damage to your main attack, the Hellish Rebuke example s
why are all of You assuming that every damage instance (damage instance is not defined by the rules) add static bonuses?
Not every damage instance would add every damage bonus... (not relevant here, relevant to Brutal Barrage: becaues it's not a damage roll, it doesn't collect bonuses to damage rolls)
But the basic answer is "because that's the most obvious reading of the rules". I make a damage roll, I have a game element (say, a weapon with an enhancement bonus) that tells me I get a bonus to damage rolls. Why would it not get that bonus? I have a game element (say, a feat) that tells me I get a bonus to damage rolls. Why would it not get that bonus?
In the twin strike case: I hit (triggering anything triggered by hits). I do damage from the hit line, and it's a damage roll. Everything that applies in that situation should apply, for each hit. There's no reasonable reading of the base rules I can see that would claim otherwise.
In this case, assuming separate damage instances: I have a damage roll ("1[W]+Stat damage"), so it gets my bonuses to damage rolls. I have another damage roll ("1d6 thunder damage"), that's as a result of a hit from a weapon power. It gets my bonuses to damage rolls.
Now, if "blah damage and blah damage" really means "blah + blah damage", or really means "blah damage and blah extra damage", then I only have one damage roll. Via "same named game element doesn't stack", I only apply the enhancement bonus once, I only apply the feat bonus once. That's not relevant to the twin-strike example though, because there's no reason to think that Twin Strike would ever only be one damage roll.
Not every damage instance would add every damage bonus... (not relevant here, relevant to Brutal Barrage: becaues it's not a damage roll, it doesn't collect bonuses to damage rolls)But the basic answer is "because that's the most obvious reading of t
English has more rules, rules that you break, rules that are only followed sometimes, double meanings, and triple meanings, all based on context than any language I have seen.
Even "in addition to" has different meanings. The standard for math, which is what I am assuming is what they mean, is that "+" means "in addition to." As in 2+2 or 2 "in addition to" 2.
"Plus" can be the same as "+" or be "along with." As in, they went to the beach, with "they, meaning Jon, Sue, and Jerry 'plus' the dog." When "plus" is spelled out, they usually mean "along with." Otherwise they would just use the "+" sign.
Biggest example I give when people doubt how convoluted English can be is:
Reed = A plant Read = (pronounced just like reed) present tense, are you going to read that Read = (pronounced just like red) past tense, have you read that Red = A color
If I just asked people about reed, read, read, red without spelling it out, at least 3 out of 5 will get stumped because there is no context as to what is what.
English has more rules, rules that you break, rules that are only followed sometimes, double meanings, and triple meanings, all based on context than any language I have seen.Even "in addition to" has different meanings. The standard for math, which
Trust me when I say that's every language ever. The world at large needs more and more specialized words because almost everything we say has like six meanings. Did you know that verifying can mean to prove in one case (normal use) AND to prove in all cases (special use)? Because it does.
Trust me when I say that's every language ever. The world at large needs more and more specialized words because almost everything we say has like six meanings. Did you know that verifying can mean to prove in one case (normal use) AND to prove in al
Not every damage instance would add every damage bonus... (not relevant here, relevant to Brutal Barrage: becaues it's not a damage roll, it doesn't collect bonuses to damage rolls)
I mean every damage instance with a damage roll of course. I missed it.
But the basic answer is "because that's the most obvious reading of the rules". I make a damage roll, I have a game element (say, a weapon with an enhancement bonus) that tells me I get a bonus to damage rolls. Why would it not get that bonus? I have a game element (say, a feat) that tells me I get a bonus to damage rolls. Why would it not get that bonus?
I agree that they apply, I am saying that they dont apply when it says extra damage.
In this case, assuming separate damage instances: I have a damage roll ("1[W]+Stat damage"), so it gets my bonuses to damage rolls. I have another damage roll ("1d6 thunder damage"), that's as a result of a hit from a weapon power. It gets my bonuses to damage rolls.
But the thunder damage is "extra" so it is in adition to original damage, even if is done later. You can even roll it when you hit, but it doesnt apply until the condition is triggered.
I mean every damage instance with a damage roll of course. I missed it.I agree that they apply, I am saying that they dont apply when it says extra damage.But the thunder damage is "extra" so it is in adition to original damage, even if is done later
But the thunder damage is "extra" so it is in adition to original damage, even if is done later. You can even roll it when you hit, but it doesnt apply until the condition is triggered.
er, I was refering to the lightning damage, as per the structure of the statement. You're right that in the specific example, I got them reversed. Sorry for confusing things.
er, I was refering to the lightning damage, as per the structure of the statement. You're right that in the specific example, I got them reversed. Sorry for confusing things.
There seems to be something wrong with your "Tomph" ninja archetype build.
Level 4: Spiked Chain Training Level 6: Twilight Adept
Both feat are Multiclass feats, yet you can only have one at a time (except the bard class). So you'd either pick the Spiked Chain Training OR the Twilight Adept.
You might compensate the Twilight Adept feat with a Spiked Chain of Oaths Fulfilled. A cloth armor "of Charging Winds" might also be nice for this kind of character.
There seems to be something wrong with your "Tomph" ninja archetype build.Level 4: Spiked Chain TrainingLevel 6: Twilight AdeptBoth feat are Multiclass feats, yet you can only have one at a time (except the bard class).So you'd either pick the Spiked
There are a lot of things wrong with the archetypes: I've not kept them up to date. But the one thing you're talking about was a rather Erachima-style rules parcing.
See, the rules for multiclass feats say you can't have two class-specific multiclass feats for different classes. And then the rules in the sidebar of the article that included the Spiked Chain Training feat also said you couldn't take them if you had any class-specific multiclass feats.
So: when I take Spiked Chain Training, I didn't have any such feats. And then when I took Twilight Adept, my only other multiclass feat was "Spiked Chain Training", which isn't class specific. So thereyago.
That, of course, is blatently not RAI, and I don't suggest trying it out now.
There are a lot of things wrong with the archetypes: I've not kept them up to date. But the one thing you're talking about was a rather Erachima-style rules parcing.See, the rules for multiclass feats say you can't have two class-specific multiclass
Some things that I feel are left out now and important enough to be worth the effort of throwing in:
Martial Supremacy (Fighter U22 DR382) should probably be listed under Fighter MC powers, as many non-Twin Strike Avengers spam MBAs a lot and this is great for fishing with them: if you fail to crit with the first double roll, you can make a second double roll to try again.
It might be worth adding some stuff about MCing to Monk in the feats section at least, as the entry Monk MC feat isn't bad and Zouken's Centering is quite good if you tend to get beat on a lot (for Martyrs especially, but also generally good for frontliners). Powers are not usually going to be particularly attractive but those that already use implements for some reason or other, and are Dex secondary, might like some.
Resilient Focus (most Essentials books, I think) is probably worth mentioning in the Feats section. When playing an Avenger I tend to fear save ends conditions far more than I fear hp damage. It's hard to fit in but I especially like to get it in late heroic & late paragon when good offensive feat options are becoming more scarce.
Some things that I feel are left out now and important enough to be worth the effort of throwing in:Martial Supremacy (Fighter U22 DR382) should probably be listed under Fighter MC powers, as many non-Twin Strike Avengers spam MBAs a lot and this is
Some things that I feel are left out now and important enough to be worth the effort of throwing in:
Martial Supremacy (Fighter U22 DR382) should probably be listed under Fighter MC powers, as many non-Twin Strike Avengers spam MBAs a lot and this is great for fishing with them: if you fail to crit with the first double roll, you can make a second double roll to try again.
It might be worth adding some stuff about MCing to Monk in the feats section at least, as the entry Monk MC feat isn't bad and Zouken's Centering is quite good if you tend to get beat on a lot (for Martyrs especially, but also generally good for frontliners). Powers are not usually going to be particularly attractive but those that already use implements for some reason or other, and are Dex secondary, might like some.
Resilient Focus (most Essentials books, I think) is probably worth mentioning in the Feats section. When playing an Avenger I tend to fear save ends conditions far more than I fear hp damage. It's hard to fit in but I especially like to get it in late heroic & late paragon when good offensive feat options are becoming more scarce.
Avengers are ridiculously feat starved. So I wouldn't give RF anything higher then dark blue MC Monk is ok, but Avengers really want to MC fighter unless they're going for something specific, and surges are rarely an issue (And Martyrs just blow.Hard.) Martial Supremacy is very nice though.
Avengers are ridiculously feat starved. So I wouldn't give RF anything higher then dark blueMC Monk is ok, but Avengers really want to MC fighter unless they're going for something specific, and surges are rarely an issue (And Martyrs just blow.Hard.
I went looking for monk feats (Other than Zuoken's) and didn't find anything of note. Anything I missed?
Added Martial Supremacy, added a Monk Feat MC section that covers the basics. Also upgraded flails in the weapon feat section, since Flail Expertise is pretty cool.
I went looking for monk feats (Other than Zuoken's) and didn't find anything of note. Anything I missed?Added Martial Supremacy, added a Monk Feat MC section that covers the basics. Also upgraded flails in the weapon feat section, since Flail Expe
Punisher of the Gods gets a mention in that same Multiclass Powers section, in spite of not being listed in the main ED list. Some sort of trick available in there, or just a remnant from the time when PotG didn't suck?
Punisher of the Gods gets a mention in that same Multiclass Powers section, in spite of not being listed in the main ED list. Some sort of trick available in there, or just a remnant from the time when PotG didn't suck?
The later. Fixed. (PotG doesn't suck now: it's still "effect: one monster/enc dies in a grisley explotion". It just turns out that doesn't really compare to "Your DPRz is enough to one-round standards" or "Take the best powers from across the whole game")
The later. Fixed. (PotG doesn't suck now: it's still "effect: one monster/enc dies in a grisley explotion". It just turns out that doesn't really compare to "Your DPRz is enough to one-round standards" or "Take the best powers from across the whol
Graceful Weapon [AV]: Superior crits to Vicious for a late epic chaser (7-9 damage per die, depending), and it lacks the delay built into Bloodiron.
Robe of Eyes [AV]: Deserves mention because Oathing a target explicitly requires vision (one enemy you can see in burst), so being Blinded is especially awkward for an Avenger. Also it provides a scaling bonus to what is likely your most useful skill.
Avenger's Demand [E13]: Purple seems harsh, the 5 is a big pull and can wrench your Oath target out of a formation where it might be impossible to get doublerolling on him (ie, directly between two enemies in a line). Avengers have a lot of powers that move enemies, but very few that move them before the attack.
Some more odd things:Graceful Weapon [AV]: Superior crits to Vicious for a late epic chaser (7-9 damage per die, depending), and it lacks the delay built into Bloodiron.Robe of Eyes [AV]: Deserves mention because Oathing a target explicitly requires
Avenger's Demand [E13]: Purple seems harsh, the 5 is a big pull and can wrench your Oath target out of a formation where it might be impossible to get doublerolling on him (ie, directly between two enemies in a line). Avengers have a lot of powers that move enemies, but very few that move them before the attack.
Agree with the first two, don't with the third. Pull 5 isn't a big pull, it's a tactical pull. Yes, enemies can stand in a way to deny you your oath, but there are multiple solutions to that that don't require a one-use standard action power:
Team tactics from the controller/defender
"Gimme Oath" utility powers that work in a wider range of situations (Divine Rage and/or Intimidate based similar powers/dailies/etc)
"Woodshed" powers with inherent accuracy and/or known rolls.
I think an encounter power is too valuable a thing to use for what is IME a serious edge case. Especially as you go up in levels (again, IME) you stop fighting medium monsters and start fighting large/huge monsters, who tend to not stand in formation.
Even fighting medium monsters, I find the Congo-Line formation to be too tempting for DMs to ignore. So I don't think a tactical pull has enough oath-relevant value to both considering.
Given the "Robe of Eyes" suggestion, I'm thinking our experience varies.
Agree with the first two, don't with the third. Pull 5 isn't a big pull, it's a tactical pull. Yes, enemies can stand in a way to deny you your oath, but there are multiple solutions to that that don't require a one-use standard action power: Team
Given the "Robe of Eyes" suggestion, I'm thinking our experience varies.
It's probably a couple things. As for the blind thing, it is a rare condition to see, but it's a condition that can really shut you down as an Avenger, and when it does the monster is usually not spending all that much of itself to do it (a Robe of Eyes is very good when you need it, and if you don't have it that combat could be very dangerous for team PC).
On the pull and tactical movement, I tend to fight a lot of battles in cramped quarters or near sheer drops. This probably makes me overvalue powers that can disrupt formations and are useful for knocking things off cliffs. I can guess that in open battlefield situations Avenger's Demand becomes a lot less appealing.
It's probably a couple things. As for the blind thing, it is a rare condition to see, but it's a condition that can really shut you down as an Avenger, and when it does the monster is usually not spending all that much of itself to do it (a Robe of
Given the "Robe of Eyes" suggestion, I'm thinking our experience varies.
It's probably a couple things. As for the blind thing, it is a rare condition to see, but it's a condition that can really shut you down as an Avenger, and when it does the monster is usually not spending all that much of itself to do it (a Robe of Eyes is very good when you need it, and if you don't have it that combat could be very dangerous for team PC).
On the pull and tactical movement, I tend to fight a lot of battles in cramped quarters or near sheer drops. This probably makes me overvalue powers that can disrupt formations and are useful for knocking things off cliffs. I can guess that in open battlefield situations Avenger's Demand becomes a lot less appealing.
Robe of Eyes is nice, but you should be getting your Oath out there as soon as possible, really. Once you have it out there, being blinded doesn't cause you to lose it.
It's probably a couple things. As for the blind thing, it is a rare condition to see, but it's a condition that can really shut you down as an Avenger, and when it does the monster is usually not spending all that much of itself to do it (a Robe of
Robe of Eyes is nice, but you should be getting your Oath out there as soon as possible, really. Once you have it out there, being blinded doesn't cause you to lose it.
Another thing that may be different in my games: the party is often very striker oriented, and rarely runs any defenders at all, and fights standards often and solos rarely, so combats tend to be fast and brutal with Oaths often dying off 1/turn.
A typical party that might show up to the table one day is my Chaser, a Hellfire cheese Warlock, a lazy warlord, and a predator mixed Druid: ~2 Strikers, ~1 Controller, and 1 leader (Warlock and Druid splash roles a bit).
Another thing that may be different in my games: the party is often very striker oriented, and rarely runs any defenders at all, and fights standards often and solos rarely, so combats tend to be fast and brutal with Oaths often dying off 1/turn.A ty
On the pull and tactical movement, I tend to fight a lot of battles in cramped quarters or near sheer drops. This probably makes me overvalue powers that can disrupt formations and are useful for knocking things off cliffs. I can guess that in open battlefield situations Avenger's Demand becomes a lot less appealing.
I also tend to fight a lot in cramped quarters (where it's harder for team monster to fight in formation) and near cliffs.
You wouldn't use Avengers' Demand to pull someone off a cliff, because they would get a save to basically negate your standard action encounter power.
My usual experience is that my job, as the avenger, is to skip PAST the front line that's clogging the entryway and entagle the guy in the back. There: I love phasing. (I love phasing). I find those to be far more useful in the "tight indoor fight" domain.
Powers like Avenger's Demand are more useful in the outdoor domain, where formation fights are more likely. Except there you're less likely to run into the "N guys trying to keep you from ganking the 1 mage" fight patterns (because it's too hard to protect the squishy mage outdoors, so magically no encounters have them.) And there I like woodshed powers more: you have the LoS to places far enough away to take advantage of them.
Yes, hitting with the woodshed power can be a small risk: Dice, Seer, fortune stones, racials, leader boosts. Or choosing the guy on the edge to take out to the woodshed instead of the guy in the middle: once he's in the woodshed he's not getting back into formation anyway.
But given your examples of "team striker", I'd go with naught but off-action powers. Team striker's approach isn't to use mobility to get to the wizard fast: it's to use high explosives to get there fast. Don't worry about tactical problems: apply attack plan alpha to every situation and just blow through the front line. (And don't worry too much about being blinded. As long as it's not AoE blind, a teammate will kill the blinding guy and you'll save eventually. If the fight's over by that point, then obviously you didn't need more optimization anyway)
I also tend to fight a lot in cramped quarters (where it's harder for team monster to fight in formation) and near cliffs.You wouldn't use Avengers' Demand to pull someone off a cliff, because they would get a save to basically negate your standard a
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Only rerolls allow you to make again the double roll attack.
Still is a great at-will for a half-elf.
Bad.Oath of EnmityEffect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to
I'm pretty sure when it was created that it was using WRP, and that when that was nerfed I went in to change that, and dind't realize at the time that TFS had a class Preq.
I'm pretty sure when it was created that it was using WRP, and that when that was nerfed I went in to change that, and dind't realize at the time that TFS had a class Preq.
Would it be good to try a half elf archer avenger that grabs a seeker at will for the RBA along with Distant Vengence feat? You could take the one where they have to move or they take wis mod damage and you can take pursuit so they take more damage. Yes I know it does str mod but there is nothing that states you cannot do adept dilettante to that and make it use wis for everything.
Understandable, I just wasn't sure.Would it be good to try a half elf archer avenger that grabs a seeker at will for the RBA along with Distant Vengence feat? You could take the one where they have to move or they take wis mod damage and you can tak
Diamond Cincture/Belt of Vim definately merit inclusion, esp the former since A. Waist items suck, and B. Because it patches up fort a bit, and allows you to heal yourself
Timeless Locket should be there as well, probably a very high black (grumble), or dark blue, considering the init bump and minor --> Standard. In the Radiant One build, its Sky Blue, since triggering that utility as a minor is awesome
Diamond Cincture/Belt of Vim definately merit inclusion, esp the former since A. Waist items suck, and B. Because it patches up fort a bit, and allows you to heal yourselfTimeless Locket should be there as well, probably a very high black (grumble),
Would it be good to try a half elf archer avenger that grabs a seeker at will for the RBA along with Distant Vengence feat? You could take the one where they have to move or they take wis mod damage and you can take pursuit so they take more damage. Yes I know it does str mod but there is nothing that states you cannot do adept dilettante to that and make it use wis for everything.
Depends on your definition of a good idea.
Your spending 3 feats for a solid damaging ranged attack. So you'd be more versitile, but you really wouldn't be stronger. Serene archery might also do it for you.
Of course, if your traveling with a difficult terrain druid, with lot's of forced movment, a staggering polearm punting defender with repel charge, and a ranger with a forceful bow, and a skirmishing warlord, then yea... it's probably a good move to pick up some ranged capability.
Depends on your definition of a good idea.Your spending 3 feats for a solid damaging ranged attack. So you'd be more versitile, but you really wouldn't be stronger. Serene archery might also do it for you.Of course, if your traveling with a difficu
Maybe they're too special, but at least these combine nicely:
Carnage Weapon on a Falchion user. Because of the big crit dice it is better than Melegaunt's, as long as you don't fight hordes of Shadows.
Samurai theme combines nicely with Sense Threat on an Elf, who in turn has it also easier to get to an enemy with the shift in some battles.
Maybe they're too special, but at least these combine nicely:Carnage Weapon on a Falchion user. Because of the big crit dice it is better than Melegaunt's, as long as you don't fight hordes of Shadows.Samurai theme combines nicely with Sense Threat o
Carnage Weapon on a Falchion user. Because of the big crit dice it is better than Melegaunt's, as long as you don't fight hordes of Shadows.
I can't believe I didn't already list it.
But it doesn't compete with an expanded crit range. It's more in the space of "More Statics". (Crits don't trigger the property, so the d12 is, IMHO, really just making up for the loss of the property)
Samurai theme combines nicely with Sense Threat on an Elf, who in turn has it also easier to get to an enemy with the shift in some battles.
Added "Wood Elf" to the better-if section. How do you mean "easier to get to an enemy"? Just the way elves can ignore difficult terrain on shifts?
I can't believe I didn't already list it.But it doesn't compete with an expanded crit range. It's more in the space of "More Statics". (Crits don't trigger the property, so the d12 is, IMHO, really just making up for the loss of the property)Added
Added "Wood Elf" to the better-if section. How do you mean "easier to get to an enemy"? Just the way elves can ignore difficult terrain on shifts?
This and you need only +1 speed to have a shift 4. Radiant Temple Uniform can increase this even more with its encounter power.
I found carnage a bit hidden in your weapon feats section, but not among the general enchantment advice, so yes, you had it listed. I was just too blind to find it
Maybe its value depends on the rest of the stuff you have that trigger on crits. Lvl 16 Ardent Champion will put Melegaunt's ahead. But until then it could be in favor of Carnage, but if and only if you use a Falchion, maybe also a Mordenkrad.
This and you need only +1 speed to have a shift 4. Radiant Temple Uniform can increase this even more with its encounter power.I found carnage a bit hidden in your weapon feats section, but not among the general enchantment advice, so yes, you had it
How is carnage useful? It seems it only triggers once unless I'm misreading something.
Carnage falchion is nice and stacks well with avenging resolve and Valenar Weapon Training (not many elf barbarians to use it).
*Stacks as in works well with. It's not muliplied by.
Carnage falchion is nice and stacks well with avenging resolve and Valenar Weapon Training (not many elf barbarians to use it).*Stacks as in works well with. It's not muliplied by.
Maybe its value depends on the rest of the stuff you have that trigger on crits. Lvl 16 Ardent Champion will put Melegaunt's ahead. But until then it could be in favor of Carnage, but if and only if you use a Falchion, maybe also a Mordenkrad.
Well, let's take a stock comparison of Carnage, Bloodiron (Actual big-crit weapon) and Melegaunts. Let's assume a .. 80% hit chance, 9.75% crit chance, and a 2[W] standard action? (more optimized avengers will actually tend toward more 1[W] standard actions until Epic, because they're loading up on off-action attacks. You'll still get ~2[W] or more per round though)
Fullblade vs Falchion? Carnage needs the Falchion. Let's compare VWT to Fullblade. The fullblade has a [W] value that's 1.5 higher (for 3 more in the 2[W] attack assumed here). VWT gives a boost of 3 static. So for "normal", that's a wash. In the crit case, the fullblade's maxed die is 4 higher (2[W] = 8), while the large HC value continues to offset the +3 static.
So the Carnage weapon will be a Falchion, the other weapons will be fullblades.
Firewind Blade (not true, because you have a hard time finding fire powers): Normal: (4+1)*0.7 = 3.5 Crit: (8(fullblade)+5(firewind))*0.10 = 1.27 Total: 4.78
What was close gets pretty blown out by the gauntlets. But that means you don't have strikebacks... 1/MBA/enc is around 40 damage, so you need to make 6 attacks for it to balance out. (Ring doesn't have as much competition, to be honest. Strikebacks also stop working around epic because all the hits you take negate your ability to strike back)
Well, let's take a stock comparison of Carnage, Bloodiron (Actual big-crit weapon) and Melegaunts. Let's assume a .. 80% hit chance, 9.75% crit chance, and a 2[W] standard action? (more optimized avengers will actually tend toward more 1[W] standar
Someone (maybe mvincent?) argued to me once that the "weapon's damage dice" refers to [W], not necessarily individual dice (RC 273 on Damage does make clear that a "damage die" can be "an expression of multiple dice").
After looking at it closely, I'm kinda inclined to agree (and the same argument would apply to Vorpal I guess). In which case a Carnage Falchion is not a very good idea at all, having only a 1/16 chance of rolling an 8.
I guess you could expect table variation though.
Someone (maybe mvincent?) argued to me once that the "weapon's damage dice" refers to [W], not necessarily individual dice (RC 273 on Damage does make clear that a "damage die" can be "an expression of multiple dice").After looking at it closely, I'm
Quick question: Since its Attack doesn't have a Melee keyword, doesn't the E13 Avenger's Demand both deal less damage than normal AND provoke an OA from its target? If so it should probably be red, not purple.
Quick question: Since its Attack doesn't have a Melee keyword, doesn't the E13 Avenger's Demand both deal less damage than normal AND provoke an OA from its target? If so it should probably be red, not purple.
Quick question: Since its Attack doesn't have a Melee keyword, doesn't the E13 Avenger's Demand both deal less damage than normal AND provoke an OA from its target? If so it should probably be red, not purple.
Um, you would only use it as a reverse approach power: that is, you're NOT adjacent to your target.
It does risk OAs from your target's friends, but it won't provoke from your target. (As per RC, OAs are provoked when you use the power, which is the initial pull. Sorry about Deft Strike, post RC, but this power works fine)
Then you make a melee attack. It says it's melee right in the effect line. So I think it functions.
Um, you would only use it as a reverse approach power: that is, you're NOT adjacent to your target.It does risk OAs from your target's friends, but it won't provoke from your target. (As per RC, OAs are provoked when you use the power, which is the
Since it can't be ranged and melee at the same time, they included the keyword in the effect line. So they can have you both provoke OAs initially and get your usual modifiers later.
At least that's what I think about the intention of the writeup.
Since it can't be ranged and melee at the same time, they included the keyword in the effect line.So they can have you both provoke OAs initially and get your usual modifiers later.At least that's what I think about the intention of the writeup.
Something just occurred to me: there's barbarian powers that let you add extra W's of damage to your attack by paying a price. How are they worded compared to Living Death Strike? I'm curious because with how weird the wording is it might grant an extra tap. Not likely, but worth investigating regardless.
Something just occurred to me: there's barbarian powers that let you add extra W's of damage to your attack by paying a price. How are they worded compared to Living Death Strike? I'm curious because with how weird the wording is it might grant an ex
What's better for a Pursuing Avenger with an Artificer as leader? Having Tempus for RRoT or going a Skill Deity for an MBA Overwhelming Strike? Or going RRoT and taking Melee Training (Wis)? (Rest of party is Swordmage, Elementalist and Druid)
And does the following build look solid enough? Yeah, it's just level 1, but I have absolutely no idea about Avengers so I'd like to do it correct from the beginning.
====== Created Using Wizards of the Coast D&D Character Builder ====== Shane Steele, level 1 Human, Avenger Build: Pursuing Avenger Avenger's Censure Option: Censure of Pursuit Human Power Selection Option: Heroic Effort Auspicious Birth (Auspicious Birth Benefit) Theme: Elemental Initiate
FINAL ABILITY SCORES STR 13, CON 11, DEX 16, INT 10, WIS 18, CHA 8
STARTING ABILITY SCORES STR 13, CON 11, DEX 16, INT 10, WIS 16, CHA 8
ITEMS Holy Symbol x1 Ki Focus x1 Warscythe x1 Cloth Armor (Basic Clothing) Adventurer's Kit ====== End ======
The Warscythe is a refluffed Fullblade
Thanks in advance, this forum is great
What's better for a Pursuing Avenger with an Artificer as leader? Having Tempus for RRoT or going a Skill Deity for an MBA Overwhelming Strike? Or going RRoT and taking Melee Training (Wis)? (Rest of party is Swordmage, Elementalist and Druid)And doe
Arti's don't tend to grant you attacks, so you'll want an MBA for
Charging
Battle-awareness granted MBAs
Strikebacks or other item-granted MBAs
Theme-granted MBAs (your theme doesn't grant any)
So the opportunity cost for not having an MBA is a function of the level range you expect to play in and which items you expect to be able to acquire. (For a real group, ask the DM if you can worship multiple dieties, and/or take Power of Skill despite not worshiping Corelleon, or un-nerf Melee Training).
You have Ki Focus proficiency via your theme? Are you planning on trying to be a flex-attacker of some sort? What's the longer-term plan with the Ki-Focus? (I'm wondering if "+4 to hit when required" is the right option for your racial feature. But if you're planning on usually having a ranged implement power or two, then it certainly is)
Arti's don't tend to grant you attacks, so you'll want an MBA for Charging Battle-awareness granted MBAs Strikebacks or other item-granted MBAs Theme-granted MBAs (your theme doesn't grant any) So the opportunity cost for not having an MBA is a func
For a real group, you pretty much should either ask the DM to allow Power of Skill with Erathis/dedeitify Sword of Hestavar, or just pick The Path of Light as your deity and get both Sun's Solar Enemy and Skill's MBA enabling in one go. Easiest way to get around dumb deity requirements.
For a real group, you pretty much should either ask the DM to allow Power of Skill with Erathis/dedeitify Sword of Hestavar, or just pick The Path of Light as your deity and get both Sun's Solar Enemy and Skill's MBA enabling in one go. Easiest way t
Should be pointed out: the RAW on this is that it's totally okay to worship multiple deities. That's explicitly allowed in Divine Power (in multiple places). But it's a really common houserule to not allow it (as well as not being allowed in LFR), so yeah, asking the DM is a good idea first...but don't feel like you're asking for a special exception of some kind.
Should be pointed out: the RAW on this is that it's totally okay to worship multiple deities. That's explicitly allowed in Divine Power (in multiple places). But it's a really common houserule to not allow it (as well as not being allowed in LFR), so
You have Ki Focus proficiency via your theme? Are you planning on trying to be a flex-attacker of some sort? What's the longer-term plan with the Ki-Focus? (I'm wondering if "+4 to hit when required" is the right option for your racial feature. But if you're planning on usually having a ranged implement power or two, then it certainly is)
I'm not sure what you mean by flex-attacker but I picked Elemental Initiate for the off-turn attack, but I thought that there might be some good Ki-Foci. Are there any recommendations you'd make. What's this "flex-attacker"? About Heroic Effort... well, eh. It's to make certain my daily really hits. The chance is high already, I know, but I don't really need a 3rd At-Will imo. Or would you recommend getting one? If so, which one?
I'll ask the DM if we could remove deity requirements from Feats, or allowing multiple deities maybe he'll give in.
Are the chosen attributes okay?
I'm not sure what you mean by flex-attacker but I picked Elemental Initiate for the off-turn attack, but I thought that there might be some good Ki-Foci. Are there any recommendations you'd make. What's this "flex-attacker"?About Heroic Effort... wel
A flex-attacker is someone who attacks at both melee and ranged. The stereotypical example would be a hexblade: start off throwing in an AoE blast, then charge into someone you hit earlier to finish them off. Alternately, if the wizard has the big-scary brute tapped in a corner, just attack them from range and safety....
As far as a possible 3rd At-Will, the default guidance is that Avengers have "Overwhelming Strike" and ... ... ... "Overwhelming Strike", so the 2nd at-will sometimes isn't needed. But if you're doing the Ki-Focus and Flex-attacker thing, then you have some options.
For example, someone who wanted to isolate monsters might like "Radiant Vengance" as a temp-HP creator before attacking. But since you're less accurate with it, you'd need Heroic Effort more.
Bond of Censure(? The one that pulls) has some nice tactical considerations at low-level (pull people out of lines, out of the air), and comes with rerolls. But is less useful if you like fighting in scrumms. (Arti,Swordmage,Druid,Sorc? You're not going to be in that many scrumms. In fact, you're largest problem will be getting asked to form a line to protect the back-rank people, which is not something avengers are intended to do too often)
In fact, given what I know, I'd tend to suggest starting with Bond of Censure instead of Avenging Shackles. You get the rerolls sooner (no feat required), and you already have the Ki-Focus proficiency.
Re: Ki-Foci. IMHO, the best weapon enchantments are WAY better than the best Ki-Focus enchantments. But the Ki-Focus approach has a lot of additional flexibility. Implement attacks can now be valid choices (at least melee ones. But even ranged ones if you keep Heroic Effort). You can also just pull out a long-bow and just make ranged basic attacks when appropriate.
Which raises a point. I have no good Ki-Focus suggestions. Usual Suspects: what Ki-Foci should I add?
A flex-attacker is someone who attacks at both melee and ranged. The stereotypical example would be a hexblade: start off throwing in an AoE blast, then charge into someone you hit earlier to finish them off. Alternately, if the wizard has the big-
Thanks so far already! Tremendously useful information. I suspect by "scrumms" you mean "battles in a very confined area"?
I thought that Ki-Foci with a "Property:" line work when just equipped. Like wearing a Shielding Dagger as a Rogue. Even though you're not attacking with it, you still get the +1 AC for wearing it.
So maybe there are good Foci to just.. wear and use the few times for Bond of Censure.
/Edit: Ah, another question I forgot to ask. Raging Tempest has several damage instances. It does 1[W]+Wis and another 1d6 and another 1d6 when the enemy is struck. So am I seeing it correctly that getting a +1 weapon would increase this abilities damage by 3 since I'm getting +1 to damage rolls and there are three seperate rolls?
Thanks so far already! Tremendously useful information. I suspect by "scrumms" you mean "battles in a very confined area"?I thought that Ki-Foci with a "Property:" line work when just equipped. Like wearing a Shielding Dagger as a Rogue. Even though
Iron body Ki Focus is good if you do not have a good weapon enchant. 1+enhancement damage resist to all damage the target you hit with it can extend your life some. Or Rain of Hammers and get bonus damage to an adjacent target when you kill something.
Iron body Ki Focus is good if you do not have a good weapon enchant. 1+enhancement damage resist to all damage the target you hit with it can extend your life some. Or Rain of Hammers and get bonus damage to an adjacent target when you kill somethi
Koshinuke: You're an avenger. There shouldn't be adjacent targets at the instant you kill something.
Re: Foci with properties. Any properties that occur on Hit or Attack only work if you're using the Foci for the attack. Things like "+1 AC" would apply for forever... but since AV1, they've gotten better about items with properties like that.
Re: Raging Tempest. If your DM says it's 3 damage instances, YES, a +1 weapon would increase it by 3. That's the whole point of looking for multiple damage instances.
However, only certain DMs will make that call. Unlike the "ask if you can worship multiple dieties" thing that usual, this one is completely grey, if not dark-grey. As a DM, I'd make a ruling based on the rest of the party ... and looking at what I know about the rest of your party, I'd bias toward calling it one damage instance.
Koshinuke: You're an avenger. There shouldn't be adjacent targets at the instant you kill something. :)Re: Foci with properties. Any properties that occur on Hit or Attack only work if you're using the Foci for the attack. Things like "+1 AC" woul
Assuming the part isn't no-op, it's honestly only fair to give the Avenger the two-hit version of Raging Tempest. It fills a hole in their powerset that is otherwise gigantic, and should generally be the standard (ideally, the damage instance you get is the lightning one so you can apply charge bonuses twice, but it's no big deal if you don't). The three-hit version really should only be used in either very high op campaigns or if you're playing full RAW.
Assuming the part isn't no-op, it's honestly only fair to give the Avenger the two-hit version of Raging Tempest. It fills a hole in their powerset that is otherwise gigantic, and should generally be the standard (ideally, the damage instance you get
Assuming the part isn't no-op, it's honestly only fair to give the Avenger the two-hit version of Raging Tempest. It fills a hole in their powerset that is otherwise gigantic, and should generally be the standard (ideally, the damage instance you get is the lightning one so you can apply charge bonuses twice, but it's no big deal if you don't). The three-hit version really should only be used in either very high op campaigns or if you're playing full RAW.
Even erachima would disagree with you. I've never seen anyone but you assert its 3x
Even erachima would disagree with you. I've never seen anyone but you assert its 3x
Assuming the part isn't no-op, it's honestly only fair to give the Avenger the two-hit version of Raging Tempest. It fills a hole in their powerset that is otherwise gigantic, and should generally be the standard (ideally, the damage instance you get is the lightning one so you can apply charge bonuses twice, but it's no big deal if you don't). The three-hit version really should only be used in either very high op campaigns or if you're playing full RAW.
Even erachima would disagree with you. I've never seen anyone but you assert its 3x
Nah, as I recall erachima thinks that's the correct reading. He's the one who pointed the whole thing out to me.
Even erachima would disagree with you. I've never seen anyone but you assert its 3x[/quote]Nah, as I recall erachima thinks that's the correct reading. He's the one who pointed the whole thing out to me.
So.. err.. how many damage rolls does it have now? I'm slightly confused. It sounds like it's just 1 as the "an extra 1d6" is attached to the weapon roll and the other d6 attached to the allies damage roll. Making it one single roll.
So.. err.. how many damage rolls does it have now? I'm slightly confused. It sounds like it's just 1 as the "an extra 1d6" is attached to the weapon roll and the other d6 attached to the allies damage roll. Making it one single roll.
So.. err.. how many damage rolls does it have now? I'm slightly confused. It sounds like it's just 1 as the "an extra 1d6" is attached to the weapon roll and the other d6 attached to the allies damage roll. Making it one single roll.
It very well might be. See where it says "ask your DM"
It very well might be. See where it says "ask your DM"
Sorry, was writing off my memory, should've checked the power first. My bad.
Guess I'll stick to asking my DM, thanks for your patience guys, I know I can be pretty daft.
Sorry, was writing off my memory, should've checked the power first. My bad.Guess I'll stick to asking my DM, thanks for your patience guys, I know I can be pretty daft.
Edit: 9am PST: I've poked a couple of people (one WotC employee who was involved in previous Wiki issues, one thread, on ticket to the ORCs). I've been told someone's looking into it. No ETA.
Edit: 3pm PST: it's back up.
Er? That's not good...Edit: 9am PST: I've poked a couple of people (one WotC employee who was involved in previous Wiki issues, one thread, on ticket to the ORCs). I've been told someone's looking into it. No ETA.Edit: 3pm PST: it's back up.
====== Created Using Wizards of the Coast D&D Character Builder ====== Dol, level 9 Revenant, Avenger Build: Pursuing Avenger Avenger's Censure: Censure of Pursuit Choose your Race in Life: Githzerai Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Sohei
FINAL ABILITY SCORES Str 10, Con 13, Dex 18, Int 10, Wis 20, Cha 8.
STARTING ABILITY SCORES Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.
ITEMS Bloodthread Cloth Armor (Basic Clothing) +1, Adventurer's Kit, Screaming Scarecrow, Raven's Feather, Badge of the Berserker +1, Iron Armbands of Power (heroic tier), Helm of Seven Deaths, Nimble Hunter Pounce, Symbol of Victory +2, Battlecrazed Fullblade +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
With paragon coming soon I've been trying to figure it out. One option is to go MC ranger at 10 then at 11 to grab Horizon Walker but I'm not sure if I really want to do that. Any suggestion welcome. Some choices are made because of RP, I play a character who was forced back to life in revenant form as punishment for a crime against the Raven Queen. Dol only wants to rejoin the long dead and so tries to get herself killed when possible, of course the Raven Queen does not allow that to happen (re-fluffed powers, effects etc...). Much thanks !
I need help figuring out which PP to take on the avenger I'm currently playing.Dol
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====== Created Using Wizards of the Coast D&D Character Builder ======Dol, level 9Revenant, AvengerBuild: Pursuing AvengerAvenger's Censure: Censure of Pur
Tried to make a Wis/Int/Morninglord/Radiant One/FWB Avenger and i have to say, the Power selection is even way worse, than i suspected. Ideas i had, was MC SM + Power swaps to get at least some decent multiattacks and utilities. Second option i tried, was to hybrid Warlord (since hybriding with classes with strong lazy powers doesn't make you suffer from Avenger hybriding's restrictions), picking Combat Commander and to fill those power slots with at least some strong Lazylord powers. On top of that i went HElf, poached Twin-Strike and locked my MC slot with Adept Dilettante. Both variants seemed "OK" to me, but it was really costly and i didn't have the feeling that they could really keep up with some real strikers. I've seen erachima's Mia and it's really cool, but i'm 100% sure, my DM wont allow it. So, are there any other ways, besides Mia, to make a top notch striker out of an Avenger? Any things that one really shouldn't miss, while trying to build this? Thanks in advance!
Edit: The static mods of this build are really damn impressive by default, even more with a FWB, and i'd add solar enemy on top, but that's all crap without decent multiattacks. :/ Third idea i had was to go Deva + SotW and poach SoB and later HoB from Barb and use Bracers of Mental Might. But this way is costly, as well.
Tried to make a Wis/Int/Morninglord/Radiant One/FWB Avenger and i have to say, the Power selection is even way worse, than i suspected. Ideas i had, was MC SM + Power swaps to get at least some decent multiattacks and utilities. Second option i tried
There have been a few threads I have seen about this topic. They mostly centered around twin strike or eldritch strike.
Twin Strike = critfish(basically 4 chances to get a crit on an attack), and it gets even better when you have an increased crit chance
Eldritch Strike = MBA, which can access all the white lotus feats and eldritch admixture
Do not make the mistake of thinking that more damage is worse than more attack rolls. When you throw out 4 dice for attacks, that is good chance that you can get a crit if you have an increased crit chance. Add in two weapon opening and one of those crits can open up another attack. If you are doing the morninglord/radiant one combo, this is what has the most damage because you can double tap the vulnerability and have a better chance of doing punishing radiance. +20+int mod damage to all atacks you make until the end of your next turn is a big chunk of damage.
On the other hand, the white lotus feats are amazing and can give you an extra attack each round and bonus damage form WLR and WLMR. If you mc into warlock, you can get access to arcane admixture and add a damage type and then take the elemental feats to boost it. Like adding cold and doing frost cheese.
And this is only part of it. There is a lot more than what I have mentioned.
There have been a few threads I have seen about this topic. They mostly centered around twin strike or eldritch strike.Twin Strike = critfish(basically 4 chances to get a crit on an attack), and it gets even better when you have an increased crit ch
There have been a few threads I have seen about this topic. They mostly centered around twin strike or eldritch strike.
Twin Strike = critfish(basically 4 chances to get a crit on an attack), and it gets even better when you have an increased crit chance
Eldritch Strike = MBA, which can access all the white lotus feats and eldritch admixture
Do not make the mistake of thinking that more damage is worse than more attack rolls. When you throw out 4 dice for attacks, that is good chance that you can get a crit if you have an increased crit chance. Add in two weapon opening and one of those crits can open up another attack. If you are doing the morninglord/radiant one combo, this is what has the most damage because you can double tap the vulnerability and have a better chance of doing punishing radiance. +20+int mod damage to all atacks you make until the end of your next turn is a big chunk of damage.
On the other hand, the white lotus feats are amazing and can give you an extra attack each round and bonus damage form WLR and WLMR. If you mc into warlock, you can get access to arcane admixture and add a damage type and then take the elemental feats to boost it. Like adding cold and doing frost cheese.
And this is only part of it. There is a lot more than what I have mentioned.
All that's pretty obvious.
As i said, all i lack are more attacks/turn, since i already have the rerolls and the huge static mods, that are additionally of the best kind, as you already mentioned, since they all apply to Firewind Blade's procc, which i want to abuse. So i need a way to get more multiattacks, poached of a Wis (there is none with fitting powers, that i know of) or an Int class (Swordmage or, better, since it's an Int triple hitter, Artificer for Prismatic Strike, as Zelink mentioned - thanks for the hint btw).
I don't think the White Lotus route is very good on a pure striker, since reactive (and, on top of that, ungranted) damage is generally worse than direct dmg on your own turn, imo. If i'd go HElf and poach an At-Will, i'd definitely go for Twin Strike. With Overwhelming Strike i already got a strong MBA. Frost Cheese will be achieved by using Whetstones, anyway, since they're easily affordable by mid paragon or so.
I think i'll go Artificer then, since Prismatic Strike is pure win (triple hit, adds status effects and even targets NADs). I just got to check if there are fitting Artificer utilities and dailies, as well, that i could poach.
Edit: I really prefer going for some strong encounter multi poaching over Twin Strike, at least in a strikerheavy group or a group with a "switch" that ends encounters fast enough, so i don't have to use my non-MBA At-wills at all, most of the fights. With a Wis/Int build i have to decide which way to go and which to leave behind.
All that's pretty obvious. :)As i said, all i lack are more attacks/turn, since i already have the rerolls and the huge static mods, that are additionally of the best kind, as you already mentioned, since they all apply to Firewind Blade's procc, whi
a) earlier access to strong swaps and b) strong choices of each kind: enc, daily and utility
Artificer got Prismatic Strike pretty late and until then i run with Vengeful Parry, Soulforge Hammering (kind of a double attack, but it eats a minor per round in addition) and Fury's Advance (must-have, since nearly everything in this build applies to the double tap) All in all my arsenal is not very satisfying till 23, imo. Plus, the utilities of SM are awesome and, what the Avenger lacks, damage boosting. Artificer's are nice, as well, but more leaderish. I'd pick Slick concoction anyway, tho, since it's too good for a party not to have (at least with classes that like minor attacks). Later on i'd pick Bag of the four Winds. But all in all, im really not sure, which one to take...
Hmm, this is a tough one. SM got a) earlier access to strong swapsand b) strong choices of each kind: enc, daily and utility Artificer got Prismatic Strike pretty late and until then i run with Vengeful Parry, Soulforge Hammering (kind of a double at
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Sohei Attack: Sohei Flurry Githzerai Racial Power: Iron Mind Avenger Feature: Abjure Undead Avenger Feature: Divine Guidance Avenger Feature: Oath of Enmity Feat Utility: Solar Enemy Artificer Feature: Healing Infusion: Resistive Formula Artificer Feature: Healing Infusion: Curative Admixture Artificer Attack 1: Magic Weapon Avenger Attack 1: Overwhelming Strike Avenger Attack 1: Leading Strike Avenger Utility 2: Loyal Sanction Sohei Utility 2: Sohei Parry Avenger Attack 3: Fury's Advance Sohei Utility 10: Sohei Invincibility Morninglord Attack 11: Pure Glow Morninglord Utility 12: Rising Sun Avenger Attack 15: Aspect of Fury Avenger Utility 16: Refire the Forge Avenger Attack 17: Soulforge Hammering Avenger Attack 17: Vengeful Parry Avenger Attack 19: Blade of Astral Hosts Avenger Attack 19: Leprous Wound Morninglord Attack 20: Lance of Dawn Avenger Utility 22: Shield of Providence Artificer Attack 23: Prismatic Strike Radiant One Utility 26: Star Flesh
FEATS Level 1: Two-Handed Weapon Expertise Level 2: Power of Skill Level 4: Githzerai Blade Master Level 6: Solar Enemy Level 8: Student of Artifice Level 10: Battlewise Level 11: Painful Oath Level 12: Superior Will Level 14: Iron Hands Level 16: Improved Defenses Level 18: Lasting Frost Level 20: Wintertouched Level 21: Divine Mastery Level 22: Novice Power Level 24: Hand of Divine Guidance Level 26: Punishing Radiance Level 28: Epic Resurgence Level 30: Superior Initiative
ITEMS Bracers of Mental Might Firewind Blade Fullblade +6 x1 Pelor's Sun Blessing (level 3) Corellon's Boon of Arcane Might (level 28) Gloves of Ice (epic tier) x1 Backlash Tattoo x1 Siberys Shard of Radiance (epic tier) Ruby Scabbard Solitaire (Violet) Iron Armbands of Power (epic tier) x1 Symbol of Victory +2 Battle Harness Wyrmsilk Armor +6 x1 Amulet of Protection +6 Timeless Locket +6 x1 Elven Chain Shirt (epic tier) Mercurial Mind (heroic tier) Dice of Auspicious Fortune Horned Helm (epic tier) x1 Boots of the Mighty Charge x1 Ring of Free Time x1 Belt of Titan Strength x1 Ring of the Radiant Storm x1 Symbol of Victory +6 Accurate symbol of Victory +6 x1 ====== End ======
That's the first of two possible builds i considered. Items are random, i tried around a bit, feats are not in the most op order. Maybe i should drop some feat to pick up epic fortitude. The second build would be a Deva/Morninglord/Soul of the World (Genasi + X [Tiefling, most likely, for more static mods]). It would have better hit (not that important on an avenger, tho) and could swap SoB/HoB (Bracers of mental might; i had to pick up this helmet, that gives item dmg boni to wis attacks then, tho) and some utility with tiefling, like damage stance or Aggressive note. It would be really feat starved, tho, so i guess it wont work properly and satisfying. Could be cool, but this one feels cleaner. In this one i only had to drop the feat, that let's me use oath for free and epic fortitude (which i consider taking in again). As theme i went Sohei for obvious reasons, although i consider taking Samurai rather than Sohei, since Ini should be an autowin. What do you think? What should i change?
Edit: Pure Glow is actually pretty decent on this build, so i wont ResMan. Even more since i dont have any good <11 EncPower that i swap out later and that would be worth wasting a feat.
Spoiler:
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====== Created Using Wizards of the Coast D&D Character Builder ======Eko, level 30Githzerai, Avenger, Morninglord, Radiant OneBuild: Commanding AvengerAvenger's Censure Option: Censure of UnitySpellscarredAuspicious Birth (Auspi
Ability scores would be 10 14 12 26 26 14. Tried power attack but droped it.
Edit: Added 5 Stars 5 Strikes, Theme could as well be occultist, if OoE stacks with it (OoE states that only if something else lets you roll twice, it wont stack and occultist lets you roll 3 times). Oh, and build nr. 2 can't use Firewind Blade, so i think i'll just stick with the one i posted and adjust it, if necessary.
Ability scores would be 10 14 12 26 26 14.Tried power attack but droped it.Edit: Added 5 Stars 5 Strikes, Theme could as well be occultist, if OoE stacks with it (OoE states that only if something else lets you roll twice, it wont stack and occultist
What do you guys think would be a good PP for a Unity avenger? Looking through the handbook, it seems Ardent Champion is pretty darn good, but unfortunately for me its Pursuit only. I was looking at Favored Soul, but being Unity I figure I'd spend most time in formation, not charging at things with the flight.
Dread Imperator is the only Unitarian-limited PP, but it doesn't look that great.
What do you guys think would be a good PP for a Unity avenger? Looking through the handbook, it seems Ardent Champion is pretty darn good, but unfortunately for me its Pursuit only. I was looking at Favored Soul, but being Unity I figure I'd spend mo
Morninglord, Paragon of Victory, Paragon Multiclass Warlord.
How do you get a cleric at-will for Paragon of Victory? Or this option is only for Half-Elves?
Well, I don't know if this is advisable or not, but one way would be to hybrid with a Cleric.
How do you get a cleric at-will for Paragon of Victory? Or this option is only for Half-Elves?[/quote]Well, I don't know if this is advisable or not, but one way would be to hybrid with a Cleric.
Morninglord, Paragon of Victory, Paragon Multiclass Warlord.
How do you get a cleric at-will for Paragon of Victory? Or this option is only for Half-Elves?
And where, praytell, does it say that it's a cleric at-will you know?
Never Hybrid an Avenger with anything.How do you get a cleric at-will for Paragon of Victory? Or this option is only for Half-Elves?[/quote]And where, praytell, does it say that it's a cleric at-will you know?
Are there any decent Arcane ones, outside of Battle Engineer? I was thinking of taking Sage of Ages for ED, so an Avenger/Arcane PP would be preferable. If there's nothing suitable, I could use Soul of the World instead.
Are there any decent Arcane ones, outside of Battle Engineer? I was thinking of taking Sage of Ages for ED, so an Avenger/Arcane PP would be preferable. If there's nothing suitable, I could use Soul of the World instead.
Are there any decent Arcane ones, outside of Battle Engineer? I was thinking of taking Sage of Ages for ED, so an Avenger/Arcane PP would be preferable. If there's nothing suitable, I could use Soul of the World instead.
As ED, Radiant One is a must if you play with a Morninglord or even more, if you are one yourself. SotW is also viable (it's one of the very few cases where it's no insta pick, if you're able to pick it), but Radiant One is strictly superior, if you go the generic vulnerability/FWB route, which you should go.
As ED, Radiant One is a must if you play with a Morninglord or even more, if you are one yourself. SotW is also viable (it's one of the very few cases where it's no insta pick, if you're able to pick it), but Radiant One is strictly superior, if you
Feytouched opens up power swapping for Ethereal Sidestep...but you'll also need to Reserve Maneuver out your e11.
And I'm running out of suggestions. The other benefit of Battle Engineer is that it sets you up to power swap for Prismatic Strike at level 23, if that's interesting to you.
Yes, Morninglord/Radiant One/Pelor's Boon is the "win D&D answer", but since D&D's not a game you're supposed to Win with bigger numbers ... ... :) As far as Arcane PPs I can suggest: community.wizards.com/charop/wiki/Avenge... includes Simbarch of A
Morninglord, Paragon of Victory, Paragon Multiclass Warlord.
How do you get a cleric at-will for Paragon of Victory? Or this option is only for Half-Elves?
And where, praytell, does it say that it's a cleric at-will you know?
Oh that is .... interesging. Thank You
How do you get a cleric at-will for Paragon of Victory? Or this option is only for Half-Elves?[/quote]And where, praytell, does it say that it's a cleric at-will you know?[/quote]Oh that is .... interesging. Thank You
I have to imagine if you want to eat things alive,
Avenger/Artificer/Morninglord/Radiant One powerswapping for Prismatic Strike and using a Firewind blade. I think I managed to get statics over 100 somewhere in early epic with that, it frightened me, and I walked away
I have to imagine if you want to eat things alive,Avenger/Artificer/Morninglord/Radiant Onepowerswapping for Prismatic Strike and using a Firewind blade. I think I managed to get statics over 100 somewhere in early epic with that, it frightened me, a
Thanks for all the help, it's appreciated. I might go with Favored Soul/Sage of Ages in the end, after consideration the other players are all first-timers too, and 'over-optimising' (don't hurt me) might take the fun out of it for them.
Thanks for all the help, it's appreciated. I might go with Favored Soul/Sage of Ages in the end, after consideration the other players are all first-timers too, and 'over-optimising' (don't hurt me) might take the fun out of it for them.
Thanks for all the help, it's appreciated. I might go with Favored Soul/Sage of Ages in the end, after consideration the other players are all first-timers too, and 'over-optimising' (don't hurt me) might take the fun out of it for them.
Not at all. You want to optimize in a similar vein as others, except when they're so bad you NEED to optimize to make up for it.
Not at all. You want to optimize in a similar vein as others, except when they're so bad you NEED to optimize to make up for it.
Two last options to consider, Battle Awareness > Kensei and Divine Healer > Warpriest.
Are both of these strong on their own, or are other feats needed to make them good? Thanks.
Two last options to consider, Battle Awareness > Kensei and Divine Healer > Warpriest.Are both of these strong on their own, or are other feats needed to make them good?Thanks.
Well, Battle Awareness rocks. It's totally a feat to consider, even if you go Morninglord. (Kensai's good, but not great and not interesting).
Warpriest, OTOH, leads toward a bit of a different biuld. A Tactical Warpriest likely wants to wield a flail, and prones with Overwhelming Strike (&Flail Expertise).
Well, Battle Awareness rocks. It's totally a feat to consider, even if you go Morninglord. (Kensai's good, but not great and not interesting).Warpriest, OTOH, leads toward a bit of a different biuld. A Tactical Warpriest likely wants to wield a fla