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12 months ago ::
Jun 27, 2012 - 9:49AM
#13581
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Is there anything in the rules for or against sustaining beyond 1 encounter?
5 mintues.
And does the ongoing end automatically at the end of the encounter, or can it continue on into further encounters? 5 minutes.
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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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12 months ago ::
Jun 27, 2012 - 9:50AM
#13582
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Just want to confirm...
Does the Master of Arms feat also provides the scaling bonuse to unarmed racial attacks (ex Goring Charge)?
Please and Thanks.
No.
It only applies to weapon attacks. So you need the wewapon keyword, which goring charge does not have.
guides
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my builds
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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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12 months ago ::
Jun 27, 2012 - 9:55AM
#13583
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Date Joined:
May 12, 2011
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Makes sense, thanks.
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12 months ago ::
Jun 27, 2012 - 10:45AM
#13584
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Date Joined:
Dec 22, 2010
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Is there anything in the rules for or against sustaining beyond 1 encounter?
5 mintues.
And does the ongoing end automatically at the end of the encounter, or can it continue on into further encounters? 5 minutes.
ah alright, so these last UEoE/5 minutes. Spiderkiller is 20 rounds and "3 encounters" with no short rests. 20 rounds is only 2 minutes. think a DM of Lair Assault would allow that combo of an optional save and sustain minor all 20 rounds?
My new rule for people who are obtuse is to just assume they're purposefully trolling. It makes me less sad for humanity that way.
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12 months ago ::
Jun 27, 2012 - 10:47AM
#13585
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It is EoE or 5 minutes, whichevere is shorter.
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12 months ago ::
Jun 27, 2012 - 10:52AM
#13586
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Date Joined:
Dec 22, 2010
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It is EoE or 5 minutes, whichevere is shorter.
Aw crud...I was hoping there was some way to drag out the stream of life. although Spoiler:
Show
spoilers: i did read ssomewhere that there was a way to combine the encounters if you blunder into the next before finishing the previous
My new rule for people who are obtuse is to just assume they're purposefully trolling. It makes me less sad for humanity that way.
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12 months ago ::
Jun 27, 2012 - 2:59PM
#13587
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It is EoE or 5 minutes, whichevere is shorter.
Aw crud...I was hoping there was some way to drag out the stream of life. although Spoiler:
Show
spoilers: i did read ssomewhere that there was a way to combine the encounters if you blunder into the next before finishing the previous
Not wholey true. Your DM can technically run the entire thing as one encounter, if they want. That being said, most don't simply because people will/would load up on EoE buff dailies and run them through the entire mod.
SEPPERATE QUESTION:
I am building a ranger, and abusing Hungry Spear to throw a gouge at things. I am building it as a Dex-wis ranger, because that fits the character's thematics better (I'm trying to use Hengeyokai). As such, I need to know if there is a good way to get a repeatable dex-based RBA with a heavy thrown for a non-hybrid ranger. I need it as an RBA, not a power that grants an RBA. Theoretically an encounter power or something that can be raided with MC that may be used as an RBA would work, as I can settle for 1 RBA per encounter.
It's kind of a chore, I know. Let me know if it's impossible as well, as that info will be helpful too.
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12 months ago ::
Jun 27, 2012 - 4:00PM
#13588
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Date Joined:
Feb 23, 2012
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Most of the seeker at wills act as RBAs. Just MC seeker and eventually pick up primal eye as well. That will give you bonus damage.
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12 months ago ::
Jun 27, 2012 - 4:45PM
#13589
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I'm already almost certain, but I'd just like to clarify whether this is a glitch in the online builder or not. I don't really know anything about the mage, but they still have to retrain and stuff so they only have 6 encounters and 6 dailies right? (and effectively three of each) The builder is just ignoring replacing powers at high levels but I think this is a glitch, but don't know enough about mages to be sure.
So as you level the builder isn't letting you/forcing you to replace with higher level powers? Yeah, that is a bug.
No. It isn't a bug. The Mage spellbook feature differs in that you do not retrain older dailies or encounter powers. I think they were trying to get back to the "full spell list" that Wizard's had in older editions, but they kind of flubbed the execution of it.
You still only get to use 3 encounters (4 encounters at level 11, usually) and 3 dailies (4 dailies at level 20, usually) but you get to keep each encounter/spellbook encounter you selected throughout your career. Of course, you can always swap them out for same-level or lower encounters/dailies as per the retraining rules.
Note at each level (13, 15, etc.) the Mage class says to "Add two of the following powers to your spellbook." It does *not* say to replace any powers with these choices.
Not wholey true. Your DM can technically run the entire thing as one encounter, if they want. That being said, most don't simply because people will/would load up on EoE buff dailies and run them through the entire mod.
When we went through this Lair Assault, our DM read out that the module said that there was no taking any short rests or anything like that. If there is no short rest, then the encounter is not over and powers and effects continue to function "until the end of the encounter." If you don't re-roll initiative, then your "until the end of the encounter" powers are still on.
It is EoE or 5 minutes, whichevere is shorter.
There is no "whichever is shorter" text in the rules for this. It's End of Encounter, or for 5 minutes. And, you should know that Alcestis since you told me to "Cite the rule. Good luck with that, since it doesn't exist." when I tried to argue that the power of the paired weapon item will stop after 5 minutes in this thread about splitting a paired weapon an infinite number of times.
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12 months ago ::
Jun 27, 2012 - 6:30PM
#13590
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No. It isn't a bug. The Mage spellbook feature differs in that you do not retrain older dailies or encounter powers. I think they were trying to get back to the "full spell list" that Wizard's had in older editions, but they kind of flubbed the execution of it.
You still only get to use 3 encounters (4 encounters at level 11, usually) and 3 dailies (4 dailies at level 20, usually) but you get to keep each encounter/spellbook encounter you selected throughout your career. Of course, you can always swap them out for same-level or lower encounters/dailies as per the retraining rules.
Note at each level (13, 15, etc.) the Mage class says to "Add two of the following powers to your spellbook." It does *not* say to replace any powers with these choices.
Woah really? Well g'damn that's crazy. Gunna be some character sheet... Thanks for clearing that up.
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