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Sticky: 4e ask a simple question, get a simple answer
1 year ago  ::  May 14, 2012 - 1:44AM #13061
qsoe
Date Joined: Apr 18, 2006
Posts: 292

May 13, 2012 -- 8:43AM, VonLazuli wrote:

Quick question.

Any easy way to boost melee reach with a per/encounter regularity? For a Human Fighter with a Flail

Giantreach Gloves seem good
Full Extension (Fighter Util 2)
Any other equipment or powers I am missing? 


Check out this guide: community.wizards.com/go/thread/view/758...
Also if you can ask your DM for grandmaster training than Southern Star Ring the Bell is a good choice.

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1 year ago  ::  May 14, 2012 - 4:16AM #13062
BathedinShadows
Date Joined: Apr 16, 2012
Posts: 65
Can you mc into hexblade from two-weapon ranger and carry a hexblade in each hand? Would you need to take proficiency feat to do this?
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1 year ago  ::  May 14, 2012 - 5:39AM #13063
Xaspian
Date Joined: Aug 31, 2007
Posts: 163

May 14, 2012 -- 4:16AM, BathedinShadows wrote:

Can you mc into hexblade from two-weapon ranger and carry a hexblade in each hand? Would you need to take proficiency feat to do this?




There is no multiclass feat (or even in-class feat) that lets you gain a hexblade.
Even if there was such a feat, you would still need to hold an implement in one hand to create the hexblade, making dual-wielding hexblades impossible.

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1 year ago  ::  May 14, 2012 - 6:20AM #13064
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

May 14, 2012 -- 4:16AM, BathedinShadows wrote:

Can you mc into hexblade from two-weapon ranger and carry a hexblade in each hand? Would you need to take proficiency feat to do this?


You can be a hexblade and MC ranger.

Take Arcane Implement Proficency and you can dual wield that way.

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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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1 year ago  ::  May 14, 2012 - 7:02AM #13065
Zathris
Date Joined: Nov 6, 2009
Posts: 4,235
Except there's still no way to get 2 Pact Weapons. Unless you have more than 2 hands, and even then it would be pretty hard to convince someone that "manifest your pact weapon in the other hand" means you could have more than one.
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1 year ago  ::  May 14, 2012 - 8:32AM #13066
DuelistDelSol
Date Joined: Mar 21, 2006
Posts: 1,264

May 14, 2012 -- 7:02AM, Zathris wrote:

Except there's still no way to get 2 Pact Weapons. Unless you have more than 2 hands, and even then it would be pretty hard to convince someone that "manifest your pact weapon in the other hand" means you could have more than one.


Yea, it doesn't quite work that way. Even if your Pact Weapon was considered an implement by some means (which isn't impossible at all), to wield the second Pact Weapon would require you drop your true implement to hold the second weapon... except once you let go of your implement, your first Pact Weapon vanishes.

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1 year ago  ::  May 14, 2012 - 8:38AM #13067
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

May 14, 2012 -- 8:32AM, DuelistDelSol wrote:

May 14, 2012 -- 7:02AM, Zathris wrote:

Except there's still no way to get 2 Pact Weapons. Unless you have more than 2 hands, and even then it would be pretty hard to convince someone that "manifest your pact weapon in the other hand" means you could have more than one.


Yea, it doesn't quite work that way. Even if your Pact Weapon was considered an implement by some means (which isn't impossible at all), to wield the second Pact Weapon would require you drop your true implement to hold the second weapon... except once you let go of your implement, your first Pact Weapon vanishes.


If your pact weapon is a heavy blade, and you take arcane impliment proficency heavy blade...  You now hold 2 implements. 

Or if you use a "this weapon is an implement" enchantment, which get's passed on to your pact blade, you now hold 2 implements.

But yea, no 2 pact blades.  Not even via a ki focus.

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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1 year ago  ::  May 14, 2012 - 2:27PM #13068
Metafictional
Date Joined: Apr 15, 2007
Posts: 916
Unless you can convince your DM that you can get a Pact Blade via Unseelie Agent, that is.
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
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1 year ago  ::  May 14, 2012 - 7:50PM #13069
pete5528
Date Joined: Jul 26, 2010
Posts: 374

May 12, 2012 -- 7:51PM, darkarchonisme wrote:

Well, the battlelord of Kord utility 12 is pretty underwhelming. spend one of my heals / tohit and damage buffs to regain an encounter power. it's not terrible by any means, more uses of stuff is great, but i keep hearing about how secrets of belial is something thatmakes tieflings crazy awesome, and it looks like a crazy ridiculous feat, I'm just not sure what to do with it.

mass resist is interesting, as is that rune of the astral wind. thanks!

on a sidenote, holy crap there are over a thousand utility powers between levels 10-12. fffffffuuuuuuuuuuuu thats a lot of reading





You might enjoy borrowing Protective Scroll from the Runepriest.

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1 year ago  ::  May 14, 2012 - 8:15PM #13070
verilesh
Date Joined: Jun 9, 2011
Posts: 16
Hello charop peoples! I'm going to be playing a bard taxi starting at level 11 and have two questions concerning mounts and their rider and how they interact with eachother when either of them teleports. This is the scenario: I've used the Familiar Mount ritual to turn my Arcane Wisp into a large creature that can be ridden like a mount and I'm riding it.

1. If the Arcane Wisp teleports via it's Wisp's Escape active benefit, do I teleport with it (while still ring it) or does it drop me (Q_Q)?

Same scenario, but now I'm level 16 (Mastery of Passage!)

2. If I teleport, can I take my familiar with me (is it an ally)? If so, can I teleport into the air and plop my familiar one square below and land on it (while still riding it)? 

On a side note, riding the wisp isn't central to the build at all, but the concept of riding into battle on a giant luminescent ball of light is just too cool to not try at some point and I want to be clear on the rules for when I do  
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