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Sticky: 4e ask a simple question, get a simple answer
2 years ago  ::  May 31, 2011 - 10:57PM #7081
_James_
Date Joined: Aug 20, 2010
Posts: 45
hi, there isnt any way to make the damage dealt by spark slippers radiant is there? (pre epic)
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2 years ago  ::  Jun 01, 2011 - 12:18AM #7082
crayne
Date Joined: Dec 18, 2009
Posts: 1,111

May 31, 2011 -- 10:57PM, _James_ wrote:

hi, there isnt any way to make the damage dealt by spark slippers radiant is there? (pre epic)



That's going to be hard, or maybe even impossible. Most damage type adding/modifying effects only apply to powers, or require hitting something.

Want anime-style Power cards? Then try the Touhou Power Cards!
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2 years ago  ::  Jun 01, 2011 - 6:16AM #7083
wero
Date Joined: Dec 8, 2006
Posts: 194

May 31, 2011 -- 6:21PM, Alcestis wrote:

May 31, 2011 -- 6:07PM, wero wrote:

i've readed a lot about the "MM3 has changed the damage that monsters deal"

Where are these changes posted?  

How I can change my old monsters to reflect these changes?

Thank you as always. You are nice people Cool


Rules update archive, DMG errata doc, last page.




Thanks

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2 years ago  ::  Jun 01, 2011 - 7:15AM #7084
Jinzal
Date Joined: Nov 19, 2010
Posts: 5
I am making myself an Avenger and I'd like it to wield two-handed swords. I was making the character with character builder and noticed that the Fullblade (superior weapon) would be the best choice for me but then I compared it to some of the military weapons.It's exactly the same as Greataxe except that greataxe has +2 prof while fullblade has +3. Am I missing something with the superior weapons? seems kinda waste of feat just to get +1 better prof
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2 years ago  ::  Jun 01, 2011 - 7:27AM #7085
mellored
Date Joined: Jul 8, 2008
Posts: 19,514

Jun 1, 2011 -- 7:15AM, Jinzal wrote:

seems kinda waste of feat just to get +1 better prof


It's not.  In fact, +1 to hit is generally one of the best feats you can take.

Granted, with their double roll mechanic, it's only worth about half as much to avengers, but that just takes it down from top choice, to good choice.

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my builds Show

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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2 years ago  ::  Jun 01, 2011 - 8:05AM #7086
Sea_Reck
Date Joined: Feb 4, 2010
Posts: 134
Can someone tell me which errata (i guess) changed the keywords on Dragonborn's breath?  It used to be that once you chose your type of breath your breath weapon took on that keyword such as fire or lighting.  Now it seems that it just keeps the varies keyword. 

If this new varies keyword is the only keyword now for dragon's breath, does that mean that feats, items and other effects that only effect keyword powers such as fire no loner work with dragon's breath?
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2 years ago  ::  Jun 01, 2011 - 8:14AM #7087
mellored
Date Joined: Jul 8, 2008
Posts: 19,514
"Varies" means just that.  The keyword varies, based on what you picked.

Thus if you picked fire, it has the fire keyword.
guides Show
my builds Show

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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2 years ago  ::  Jun 01, 2011 - 8:24AM #7088
Sea_Reck
Date Joined: Feb 4, 2010
Posts: 134
ok thanks, I know sometimes they word things in such a way that it means, it works for one thing but not another.  The main reason I asked, I thought it would actually change the keyword on the power once you chose you element. 

I just wanted to make sure that the critical effect in my Hellfire Staff would work on my Dragon Breath weapon once I chose the feat that make it an arcane power and fire power.

Another quick question, would you say that the Breath Expertise class feature from the Niniefold PP makes your dragon breath an implement attack or that you just get to add extra damage from your implement and you don't get the critical effects from your implement?
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2 years ago  ::  Jun 01, 2011 - 10:27AM #7089
Squashalot
Date Joined: May 26, 2011
Posts: 23
If you charge with an arcane attack (eldritch strike), will White Lotus Master Riposte allow you to charge again with eldritch strike?
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2 years ago  ::  Jun 01, 2011 - 11:49AM #7090
DuelistDelSol
Date Joined: Mar 21, 2006
Posts: 1,264

Jun 1, 2011 -- 8:24AM, Sea_Reck wrote:


Another quick question, would you say that the Breath Expertise class feature from the Niniefold PP makes your dragon breath an implement attack or that you just get to add extra damage from your implement and you don't get the critical effects from your implement?


If it doesn't say that it gains the Implement keyword, you do not cast it through an implement, so no, critical bonuses and dice from Implements do not apply.  All abilities and powers that affect Arcane powers and damage DO apply though.

Jun 1, 2011 -- 10:27AM, Squashalot wrote:

If you charge with an arcane attack (eldritch strike), will White Lotus Master Riposte allow you to charge again with eldritch strike?


Nope - it just lets you use that power in retaliation.  Only if it specifies that it grants you a charge before the attack would you be able to charge.

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