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Sticky: 4e ask a simple question, get a simple answer
1 year ago  ::  Apr 03, 2012 - 3:06PM #12451
Jugulator007
Date Joined: Nov 16, 2010
Posts: 1,349

Apr 3, 2012 -- 10:31AM, monkeygentleman wrote:

If an enemy cannot attack you, and they use an area attack, does it just not target you or can it not include your square in the burst/blast?




Since a burst is a burst regardless of whether it comes from player or monster, the fact that it requires very specific feats to not target/slide out of/apply a penalty to attacks vs allies in the burst/blast says no, if it includes your square, they can't make it.

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1 year ago  ::  Apr 03, 2012 - 3:09PM #12452
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
This would work well with a Pixie in another player's square, then. It'd make them immune to blasts and bursts! This would be an interesting addition to mellored's pocket protector idea...
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1 year ago  ::  Apr 03, 2012 - 3:13PM #12453
DuelistDelSol
Date Joined: Mar 21, 2006
Posts: 1,264

Apr 3, 2012 -- 3:09PM, monkeygentleman wrote:

This would work well with a Pixie in another player's square, then. It'd make them immune to blasts and bursts! This would be an interesting addition to mellored's pocket protector idea...


No, not quite. It only eliminates you as a target of attacks - the enemy can put the burst wherever he damn well pleases, he just cannot make attack rolls against you, or deal damage that is a result of a successful hit.
 

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1 year ago  ::  Apr 03, 2012 - 3:20PM #12454
mellored
Date Joined: Jul 8, 2008
Posts: 19,724

Apr 3, 2012 -- 3:13PM, DuelistDelSol wrote:

Apr 3, 2012 -- 3:09PM, monkeygentleman wrote:

This would work well with a Pixie in another player's square, then. It'd make them immune to blasts and bursts! This would be an interesting addition to mellored's pocket protector idea...


No, not quite. It only eliminates you as a target of attacks - the enemy can put the burst wherever he damn well pleases, he just cannot make attack rolls against you, or deal damage that is a result of a successful hit. 


It doesn't say "you are immune to the creatures attacks".
It says "the enemy can't attack you".  Putting you in their burst is attacking you. 

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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  ::  Apr 03, 2012 - 3:21PM #12455
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,862

Apr 3, 2012 -- 3:13PM, DuelistDelSol wrote:

Apr 3, 2012 -- 3:09PM, monkeygentleman wrote:

This would work well with a Pixie in another player's square, then. It'd make them immune to blasts and bursts! This would be an interesting addition to mellored's pocket protector idea...


No, not quite. It only eliminates you as a target of attacks - the enemy can put the burst wherever he damn well pleases, he just cannot make attack rolls against you, or deal damage that is a result of a successful hit.
 




No.  You can't just pick and choose to not target some targets in the area of a burst.  You have to do what the power says - if it says it targets creatures in the burst, and you put the burst on a creature, you *must* target that creature. 

If you are FORBIDDEN to target a creature, and your burst targets all creatures in burst, you cannot put that burst over that creature.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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1 year ago  ::  Apr 03, 2012 - 3:25PM #12456
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
Well, technically it says cannot attack you, not cannot target you. I'll check the RC when I get home on the formal order of attack steps to see if there's some legal wording there, but generally powers specify if they take effect when targeted, hit or missed by an attack separately.

My gut says you can put the burst where you want, it just washes over you like water off a duck, but I'm interested in what more people think about it by RAW.
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1 year ago  ::  Apr 03, 2012 - 3:31PM #12457
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,862

Apr 3, 2012 -- 3:25PM, monkeygentleman wrote:

Well, technically it says cannot attack you, not cannot target you. I'll check the RC when I get home on the formal order of attack steps to see if there's some legal wording there, but generally powers specify if they take effect when targeted, hit or missed by an attack separately.




Targeting is part of an attack.  You start with picking your targets, then you attack the targets, then you figure out if you hit or miss your targets, then you do everything else the attack says.

But the targeting is part of the attack.


You can't just decide not to skip the rest of the attack once you've targeted the guy, just like you can't skip the targeting or the attack and go straight to the hit.

If you can't target a dude, you can't attack him with a power that targets him.  If the power says it targets creatures in an area, you can't just arbitrarily decide to NOT target a creature in the area.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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1 year ago  ::  Apr 03, 2012 - 4:38PM #12458
DnD_Player829
Date Joined: Oct 14, 2011
Posts: 133
What is the effect of mighty crusader expertise?
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1 year ago  ::  Apr 03, 2012 - 4:44PM #12459
DuelistDelSol
Date Joined: Mar 21, 2006
Posts: 1,264

Apr 3, 2012 -- 3:31PM, LordOfWeasels wrote:

If the power says it targets creatures in an area, you can't just arbitrarily decide to NOT target a creature in the area.


That's correct... except for the off-chance that you're not allowed to declare attacks against a creature, such as that effect.

The effect of targetting and attacking are definitely seperate clauses - look at some Artificer powers, where the target is an ally (or at least places the Burst over it), but you attack one/each/whatever enem(ies) in the burst, none of which have been targetted by the power.

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1 year ago  ::  Apr 03, 2012 - 5:01PM #12460
Kurokishi
Date Joined: Sep 28, 2007
Posts: 64
How optimized is Warp in the Weave? None of the guides I've read takes a poke at it. Even the ones listing "red" powers.
In my case it's for a teleporting defender Eladrin Knight (MC: Swordmage).
I usually have healing surges to spend. And ignoring an artillery blast + effects it causes seems nice.
What color level would you deem it to be for such a build? 
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