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1 year ago ::
Feb 16, 2012 - 11:57AM
#11451
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Does the Assassin Feat, "Drawn Shadows" concealment vary based on the type of darkness you're near?
I.E. Do you have partial concealment when you're within a square of dim light and total concealment when you're near a square of darkness - or do you only have partial concealment no matter if the area is total darkness or merely dim light? Or is it up tot he DM?
Text: You have concealment while you are within 2 squares of a square containing dim light or darkness.
Personally, it seems that the idea is you can draw the shadows to wrap you when you're merely near them - and since it just says 'concealment' it seems the type of concealment would vary whether you were near dim light or darkness... But I'm not sure if this is mechanically justified.
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1 year ago ::
Feb 16, 2012 - 12:01PM
#11452
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Date Joined:
Nov 16, 2010
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Concealment (-2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you.
Concealment is concealment, the source doesn't change the benefit. It would have to specify partial/total etc for it to work as you are asking.
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1 year ago ::
Feb 16, 2012 - 1:40PM
#11453
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Date Joined:
Aug 31, 2007
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I'm trying to give an otherwise-untyped at-will arcane power both fire and cold damage. Other than Malec-Keth Jannisary, I've only come up with using a Body of Fire ki focus along with Arcane Admixture. Any other suggestions?
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1 year ago ::
Feb 16, 2012 - 2:51PM
#11454
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Date Joined:
Jul 16, 2010
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Concealment (-2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you.
Concealment is concealment, the source doesn't change the benefit. It would have to specify partial/total etc for it to work as you are asking.
Specifically, here, the feat is extending the ways to gain concealment. This is a bit of a flaw in they way they've worded things, because we have two categories of cover distinguished by an adjective (partial/superior), but the two types of concealment are not likewise distinguished.
Anyway, Jugulator007 is correct. The feat grants plain, old -2 concealment regardless of whether you're near dim light or total darkness. If you want total concealment, you still need to fulfill the usual requirements for that.
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1 year ago ::
Feb 16, 2012 - 3:48PM
#11455
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Date Joined:
Jun 15, 2011
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Arcane Fire Benefit: When you hit a target with an arcane fire power, that target gains vulnerable 5 cold against the first arcane attack power you use against it before the end of your next turn.
What if my target has cold immunity? Does he suddenly have vulnerability for a short time? Also, if I use an area attack, and my types are fire,cold, does that mean I can constantly get +5 frostcheese damage on all my targets in the area?
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1 year ago ::
Feb 16, 2012 - 4:30PM
#11456
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Arcane Fire Benefit: When you hit a target with an arcane fire power, that target gains vulnerable 5 cold against the first arcane attack power you use against it before the end of your next turn.
What if my target has cold immunity? Does he suddenly have vulnerability for a short time?
He's immune and vuln.
Also, if I use an area attack, and my types are fire,cold, does that mean I can constantly get +5 frostcheese damage on all my targets in the area? Yes.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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1 year ago ::
Feb 16, 2012 - 4:42PM
#11457
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Immunity completely trumps vulnerability. Immune Cold means they don't take cold damage, unless you can bypass their immunity.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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1 year ago ::
Feb 16, 2012 - 4:59PM
#11458
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Date Joined:
Aug 17, 2011
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White Lotus Hindrance: Does the enemy you hit treat the squares currently adjacent to you as difficult terrain, even if you move? Or do you mechanically have an aura of sorts that is difficult terrain for that enemy? I assume it's the former, but it does leave a little room for ambiguity, which I simply will not have!
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1 year ago ::
Feb 16, 2012 - 5:09PM
#11459
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White Lotus Hindrance:
Does the enemy you hit treat the squares currently adjacent to you as difficult terrain, even if you move? Or do you mechanically have an aura of sorts that is difficult terrain for that enemy?
It treats the squares adjacent to you as difficult terrain.
If you move, which squares are adjacent to you change, but he still has the problem with "squares adjacent to you". Not "squares that were adjacent to you when you hit him", "squares adjacent to you" now.
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1 year ago ::
Feb 16, 2012 - 5:12PM
#11460
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Immunity completely trumps vulnerability. Immune Cold means they don't take cold damage, unless you can bypass their immunity.
But they *are* still Vulnerable, for effects that trigger off vulnerability.
An "Immune Cold" and "Vulnerable 5 Cold" monster still takes 0 damage from cold attacks, but he grants combat advantage to someone with the Wintertouched feat.
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