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6 months ago ::
Nov 27, 2012 - 11:02AM
#15691
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Q: I've heard a lot of people talk about how amazing Antipathy Gloves are for defenders. Am I missing something? I would agree if it said "leaving a square adjacent to you" but how does it help as written?
Their even better on pixie defenders, who can float above most enemies.
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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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6 months ago ::
Nov 27, 2012 - 11:32AM
#15692
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Q: I've heard a lot of people talk about how amazing Antipathy Gloves are for defenders. Am I missing something? I would agree if it said "leaving a square adjacent to you" but how does it help as written?
Their even better on pixie defenders, who can float above most enemies.
.... that is just plain EVIL. Pixie Fighter sits on your head, and thus A) you can't Shift without using a Double Move B) if you move without Shifting, it OAs you with +WIS to hit and stops your move.
That is awesomely wrong.
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6 months ago ::
Nov 27, 2012 - 12:26PM
#15693
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Can anyone tell me if there is a way to use Enlarge Spell on the opportunity attack portion of Hypnotic Pattern? Would Bracers of Tactical Blows work?
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6 months ago ::
Nov 27, 2012 - 1:17PM
#15694
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Date Joined:
Oct 28, 2010
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Q: I've heard a lot of people talk about how amazing Antipathy Gloves are for defenders. Am I missing something? I would agree if it said "leaving a square adjacent to you" but how does it help as written?
Their even better on pixie defenders, who can float above most enemies.
Pixie Fighters can do this with everyone, if they can swing some way to get into the square with the foe. Charge+Badge of the Berserker seems the most obvious solution.
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6 months ago ::
Nov 27, 2012 - 3:08PM
#15695
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Date Joined:
May 12, 2011
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If you can get a bonus of +10 to a saving throw, do you technically even need to roll?
(The online compendium doesn't mention that a nat 1 always fails saves, but it may be listed somewhere else, so i thought i'd ask...)
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6 months ago ::
Nov 27, 2012 - 3:24PM
#15696
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Date Joined:
Jun 19, 2004
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If you can get a bonus of +10 to a saving throw, do you technically even need to roll?
(The online compendium doesn't mention that a nat 1 always fails saves, but it may be listed somewhere else, so i thought i'd ask...)
Depends on the save. A nat 1 does not auto-fail a saving throw and a +10 to a normal save ends condition (slowed for example) would auto-succeed. You actually only need a +9 on normal saves to auto-save (if you rolled a 1+9=10 which saves).
The notable exceptions are saves with penalties, death saving throws, and things that trigger off specific saving throw results.
The save with penalty is common later game and you would have to overcome the penalty.
Death Saving throws need to be a 20 or higher to let you spend a surge. a +9 means you never fail, but 10-19 on the Death Save is "no change" so you continue dying.
Read the Omens ir Tymora's Coin are examples where, even when you auto-succeed, you want to roll anyway.
Currently working on making a Dex based defender. Check it out hereSpoiler:
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Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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6 months ago ::
Nov 27, 2012 - 3:33PM
#15697
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Date Joined:
Jan 12, 2012
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Is there a way of gaining a charge attack as an opportunity attack, say, as a fighter's punishment attack?
Thanks
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6 months ago ::
Nov 27, 2012 - 3:41PM
#15698
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Date Joined:
May 12, 2011
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Fair enough, i was specifically meaning for save ends effects but you bring up some good points.
The char is a warforged slayer/warforged juggernaut with the feat resilant focus. This gives a base value of +5 to pretty much every save out there.
Powers such as Ignore weakness have another built in +5, so that's where the +10 came from.
An interesting point tho, warforged can pretty much take 10 on their will saves, with the above standard of +5, they would only need another 5 from somewhere else to autosucceed. I'll look into it...
Thanks again!
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6 months ago ::
Nov 27, 2012 - 10:13PM
#15699
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Date Joined:
Apr 27, 2011
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Q1. When using the Darkstrider lvl 12 Utility: Cloaked in Shadow, how exactly does the hidden fuction. The power doesn't explicity say you roll a stealth check, or that you need any form of concealment from the target.
Q2. Does this mean as long enemies are not adjacent to you, you are automatically hidden from them? Even if they have Blindsight/Truesight?
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6 months ago ::
Nov 28, 2012 - 5:38AM
#15700
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Is there a way of gaining a charge attack as an opportunity attack, say, as a fighter's punishment attack? Thanks
I don't think there's a way to charge as an OA. And even if there was, you'd be standing next to the guy who provoked so you don't have the space to charge. But if your looking to defend from a distance there's a few options.
Swordmages can teleport 10 + attack if enemies, as well as a few "when an ally is hit" encounters interupts.
Lightning rush (battlemind 7) is the other big option. It let's you move+attack and take the attack yourself when an ally is hit. Guardian counter (theme) is similar.
There's probably several dailies scattered across the defender classes. Possibly even a charge.
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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