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1 year ago ::
Mar 25, 2009 - 6:59PM
#191
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Qualifying for the multiclass is a pain, but the Paladin 9 Daily One Stands Alone could be a fun way to build up Retribution damage via OAs. It's probably too inefficient to be worth it (Daily, Cha based, feat takes two non-useful stats). I haven't yet looked at the others you've mentioned, but I have to admit that I like "Fuel the Fire" (Barbarian U16) for this purpose. Well, a vaguely related purpose...
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1 year ago ::
Mar 25, 2009 - 7:02PM
#192
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I haven't yet looked at the others you've mentioned, but I have to admit that I like "Fuel the Fire" (Barbarian U16) for this purpose. Well, a vaguely related purpose... Wow. Uh.... gutsy. Seems like a good way to get your armorless Striker reduced to a fine paste. :P
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1 year ago ::
Mar 25, 2009 - 7:48PM
#193
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Wow. Uh.... gutsy. Seems like a good way to get your armorless Striker reduced to a fine paste. :P Well, that's what those resist all/X powers/items are for.
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1 year ago ::
Mar 25, 2009 - 10:58PM
#194
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Regarding the Warden MC...it might be worth it if you are an isolating bard. That way you could mark a bunch of bad guys in order to encourage them to attack you and give you bonuses against the BBEG.
It might hurt, though.
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1 year ago ::
Mar 26, 2009 - 4:26AM
#195
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I just checked Cascade of Five Suns, and yeah, you can't stack them all on one target. basically, if there are 3 enemies in the burst, you make 3 separate attack rolls. You then get to choose which roll to use for each target. Well, I can not find the part of text, where it says "...to choos which roll to use for each target.
If there are 3 enemies in the burst I get three seperate attack rolls from thet. That is correct. However it reads "assign each roll to a target and not assign a roll to every target, or assign each roll to a different target, or ....
Ok., lets do the sequence for 3 enemies (E1, E2, E3)i n the burst and to make it simple lets assume you hit all 3 enemies, so you have 3 targets T1, T2, T3.
Now you get three seperate attack rolls.
Att. roll 1! Assign to a Target. Well, T1 is a Target, so lets attack T1. Att. roll 2! Assign to a Target. Well, T1 is a Target, as nothing in the text says it is no longer a Target. So, lets attack T1, because with T1 I clearly attack a Target. Att. roll 3! Assign to a Target. Well, T1 is a still Target, as nothing in the text says it is no longer a Target. So, lets attack T1, because with T1 I clearly attack a Target.
Could you please point out where the mistake is and why it is a mistake. I simply can not see it.
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1 year ago ::
Mar 26, 2009 - 5:12AM
#196
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Just wanted to add Stone Tempest Rage (Barbarian L25) as one of the nice picks for Eternal Seeker power grabbing. 7[W] front-up is already more damaging than any other Avenger daily, and the 18-20 crit range rage for an entire encounter is pure gold.
The Displacer Beast Warden Form daily might also worth a look for Retribution Avenger Eternal Seekers, giving you half a chance to take half damage and granting a strong multiattack as its encounter power.
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1 year ago ::
Mar 26, 2009 - 7:37AM
#197
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AndrewRF inspired me to compile a short list of ways for a pursuit avenger to make your target move away from you willingly, so that you can follow it with your lovely chasing powers and do some extra damage. The basic trick to make your target want to leave you is to make yourself unattractive, and there are two ways of achieving that:
- Punish them for wanting to attack you or be close to you (damaging zones, reactive attacks, etc.)
- Make attacking you useless/impossible (high defenses, invisibility, etc.)
The first category creates a win-win situation where you either deal more damage because they do attack you or because they leave you triggering your censure. The second category is less of a win-win situation (although an enemy wasting his round trying to attack you is nice in and of itself) so here it's a good idea to brag about how difficult you are to get (if you are lucky your DM will consider you an unattractive target by definition, saving you a lot of trouble).
Avenger Powers:
- Overwhelming Strike (1): Nice trick against those who are marked by and fighting with your defender: attack, shift 1 away, slide 1 away and use move to shift again. Now the target has to move anyway and will probably go for the defender out of fear for his punishment. Next round: charge! Do not do this with artillery/controllers, you want to be next to them!
- Avenging Echo (1): Shame it's for the wrong censure and only deals 1[W], but still it works very nicely in play!
- Distracting Flare (2): If you have a way of covering or concealing yourself untill at least the beginning of your next round, this is great to make yourself invisible with (move invisibly, roll hide check, remain invisible due to cover/concealment).
- Enduring Spirit (2): Making you even more difficult to hit (remember the bragging I mentioned?)
- Silver Shadow (2): It’s a daily, but is does provide nice long concealment if you make sure not to get hit.
- Intervening Blades (3): -2 to attack rolls on an OA, nice with polearm gamble
Bond of Foresight (5): Free OA when target hits/misses/shifts (save ends) makes you a very unpleasant target
- Executioner’s Cloak (5): Invisibility for 2-3 rounds is perfect!
- Menacing Presence (5): Would have been better with a -2 to attacks instead of AC, but it lasts for the entire encounter which is nice.
- Aspect of Agility (6): Better defenses (don't forget to brag!)
- Fortifying Chant (6): A stance that increseas defenses, too bad it is at it’s highest when you are in between enemies.
- Glyph of Agony (9): Damage for starting adjacent, but implement and save ends.
- Temple of Shadow (9): Explain to your DM that you become visible again if your target moves away so that you are no longer in the zone, or combine with distracting flare...
- Shielding Symbol (10) Some negation to brag about (you’ll need high wis and an a decent implement though)
- Light of the Avenging Sun (13): -4 to attacks makes you very unattractive...
Sequestering Word (13): Damage to those ending their turn adjacent, correct censure, but an implement attack and shortlived.
- Weaving Blades (13): Could theoretically be used on somebody else to keep your OoE target away, but the duration is too short and the damage too little.
- Aspect of Fury (15): Damage to those starting adjacent and those attacking you for the rest of the encounter, perfect!
- Temple of Brilliance (15): It’s an implemet power but is creates a sustainable blinding zone, making you very hard to find!Oath of Divine Lightning (15): Shame that it ends on a save and that he will probably take the damage out of fear of an OA.
- Astral Cloak (16): For our purposes only interesting with concealment/cover as with distracting flare due to its duration.
- Temple of Seclusion (16): A teleport the enemy away zone, which might work when you have something scary to teleport it into
- Lethal Intercession (17): See Intervening Blades above…
- Vengeful Parry (17): A nice reactive attack that might even negate the hit!
- Temple of Respite (19): It's a shame that the zone does not move with you otherwise it would be interesting
- Indomitable Resolve (22): Although only usable once, it's good to brag about (even if he hits me I would still negate his damage!)
- Avenger’s Shield (23): might deter the target from attacking you, otherwise it helps with hiding...
- Aspect of Death (25): I would rather have seen a smaller area and more damage...
- Aspect of Terror (29): Becoming stunned on attacking you is a great deterrent, but it's implement and you could also choose final oath
Multiclass Powers (I only looked at stances/utility stuff):
- Armor of Agathys (Warlock 1): 1d6+con cold for starting adjacent for the entire encounter (Thanks to Tavitin)
- Deep Shroud (Sorcerer 2): Nice sustainable zone to hide in
- Rain of Steel (Fighter 5): 1[W] damage to those beginning adjacent (Great example build!)
- Blurring Blade (Spellscarred 5): 5 ongoing radiant and fire those beginning adjacent (save ends)
- Chameleon (Rogue 6): Great with Temple of Shadow!
- Fire Shield (Wizard 6): 2d6+int to those that melee attack you for the entire encounter (Thanks to Praedoran)
- Spirits of the Shadowed Moon (Shaman 10): A nice zone to hide in
- Divine Vengeance (Paladin 15): Stance that deals 5+wis radiant damage to melee attackers
- Unyielding Avalance (Figher 15): As RoS with extras
- Forest Ghost (Ranger 22): The best in out of turn invisibility!
- Unnerving Footwork (Rogue 22): -2 to attack to those ending adjacent
- Reaper's Stance (Fighter 25): As RoS but with additional ongoing and more
- Tiger’s Reflex (Ranger 25): A stance that gives retributive attacks when you are attacked!
- Force the Battle (Fighter 29): Nice for those with fighter at wills
Paragon Paths:
- Favored Soul: Bonus to defenses and flying might help with making you unreachable
- Ghost of Eventide: MC Rogue, Great daily, lots of concealment and a utility to brag about.
- Shadow Assassin: MC Rogue, the Riposte is great, but the powers use useless weapons
- Zealous Assasin: long concealment after AP; become invisible and make use of the CA you are bound to get.
Epic Destinies:
- Chosen of Tempus: Tempus' Glare is great and works against Orcus despite his reach (I really dislike Tempus though)
- Deadly Trickster: a 28% chance to keep those nice powers mentioned above and 3 autofails to brag to the DM about!
- Punisher of the Gods: The save to neglect your enemy's damage and the level 26 damaging zone are both great!
Feats:
- Font of Radiance: creates a 3d6 zone on a radiant crit, too bad it’s epic and save ends though (thanks to Auspex7)
- Improved Armor of Faith: Eventually +3 AC for one feat!
- Invigorating Pursuit: +2 to AC after charge
- Melee Training/Power of Skill: You want the artillery to fear your OA's don't you?
- Paragon/Robust Defenses:+1/+2 bonus to the other defenses
- Polearm Gamble: requires polearm (which is bad with charging) and investing in Str but is a great deterrent.
- Power of Darkness: Making you harder to hit and a bonus to stealth
- Power of Madness: Making you a bit harder to hit.
- Secret Stride: So you can chase and hide at the same time...
Items:
- Robe of Quills (3): Only 1/day, but brag about it anyway
- Boots of the Fencing Master (7): +1 to AC/Ref after shifting
- Enshrouding Candle (7): Dim light around you means concealment against those without lowlight vision
- Strikebacks (10): +1 to OA and 1/encounter attack after being hit (brag: even if he hits me, I will still hit him back)
- Shadowflow Armor (13+): Lower level combines nicely with Distracting Flare/Astral Cloak, higher level gives invisibility.
- Amulet of elusive Prey (14): +2 to AC/Ref if you reliably move 4 squares.
- Cloak of Displacement (15): +2 to AC/Ref until first hit, with a nice daily
- Chameleon ring (16): Hide without cover/concealment.
- Phantom Chaussures (18): Concealment/invisibility when moving!
- Cloak of Invisibility (23): Invisible until end of the encounter or when you are hit!
- Shadow Band: Everlasting concealment with total concealment as a daily...
Since this is now linked to on the front page, I'll try to keep it updated (if you see something missing, please send me a pm)!
In the meantime, for those interested, my built based on some of the things listed above, can be found here. (It's an elusive spear wielding eladrin that keeps the enemy at bay with polearm gamble and then goes feycharging after them!)
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1 year ago ::
Mar 26, 2009 - 8:07AM
#198
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Oh, a few things. List is nowhere near complete.
- Feats
- Grim Promise (D368)
- Deadly Axe (indirectly) (PHB)
- Two Weapon Opening (PHB2)
- Devastating Critical (PHB)
- Ferocious Critical (PHB2)
- Reckless Attacker (MP)
- Triumphant Attack (PHB)
- Equipment
- Rending Weapon (PHB)
- Bloodiron Weapon
- Vampiric Weapon
- War Ring (w/ Bloodiron)
- Flame Bracers (AV)
- PPs
- Barbarian PPs I'm not listing
- Daggermaster (PHB): Critical Opportunity power and Dagger Advantage feature
- Hammer of Vengeance (PHB2): Penance
- Blightspeaker (PHB2): Dissolution's Call
- Deadnought (MP):Critical Hardening
- EDs
- Punisher of the Gods (D372): Immortal Curse
- Reborn Champion (D365): Legendary Action
Regarding Daggermasters, you probably want to use RRoT before Deep Dagger Wound, to get the most of it.
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1 year ago ::
Mar 27, 2009 - 11:38AM
#199
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Well, I can not find the part of text, where it says "...to choos which roll to use for each target.
Could you please point out where the mistake is and why it is a mistake. I simply can not see it. I give you that it does not say you can't choose the same target more than once, though it also does not say you can either, so thats not going to get us anywhere.
The way the spell works does not change the target line, which is "Each creature in burst". This spell does not invalidate the need to hit each and every available target in the area of effect. So when you get a roll for each creature, you are saying it is a valid target, because you get 1 roll per target. As a target of the spell, that creature HAS to be targeted.
So E1, E2, E3 are hit, you get 3 rolls, meaning there are 3 targets, you have to assign 1 roll per target or you will not hit them all.
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1 year ago ::
Mar 27, 2009 - 12:27PM
#200
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Well, at least now I understand how you think the text has to be read. Though I am not totally convinced, I suppose that you are right in this case. Just makes me wonder.. why did they not write that a little bit clearer. They were capable to do this for other powers. This one at least leaves a lot of space for improvement.  Thanks for pointing out what I did obviosly miss.
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