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4 months ago ::
Jan 23, 2013 - 11:25PM
#16841
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Dual Implement Spellcaster:
Prerequisite: Dex 13, any arcane class Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
Just wondering if my interpretation is correct:
You do NOT get the bonus to DIS if you are profficient in Heavy Blades, and use a Fullblade in both hands. This is because it is a single implement. Conversely, if you have DIS and a double weapon (staff fighting, for example) you DO gain DIS' benefit, as you technically have a weapon in each hand.
I believe that is true. But I'm also pretty sure that you could hold a fullblade in each hand and use it as an implement, as long as you don't try to use it for a weapon attack (you can do that with staffs for certain).
The reason it works (At least, as I see it) for Staves is because Double-Weapons explicitly count as two one-handed weapons, whereas a two-handed weapon is a two-handed weapon. As such, unlike Double-weapons, which count as one weapon in each hand (and thus two items), the two-hander is a single weapon shared between both hands.
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4 months ago ::
Jan 24, 2013 - 9:28AM
#16842
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Date Joined:
Oct 15, 2010
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Is there a way to add psychic damage to all attacks while also using Longsword of Summer? (For a Mage.)
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4 months ago ::
Jan 24, 2013 - 9:33AM
#16843
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Date Joined:
Nov 16, 2010
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Is there a way to add psychic damage to all attacks while also using Longsword of Summer? (For a Mage.)
Not that I'm aware of.
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4 months ago ::
Jan 24, 2013 - 9:46AM
#16844
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Date Joined:
May 27, 2011
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Is there a way for an Executioner to pick up Cunning Sneak without going hybrid?
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4 months ago ::
Jan 24, 2013 - 10:14AM
#16845
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Dual Implement Spellcaster:
Prerequisite: Dex 13, any arcane class Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
Just wondering if my interpretation is correct:
You do NOT get the bonus to DIS if you are profficient in Heavy Blades, and use a Fullblade in both hands. This is because it is a single implement. Conversely, if you have DIS and a double weapon (staff fighting, for example) you DO gain DIS' benefit, as you technically have a weapon in each hand.
I believe that is true. But I'm also pretty sure that you could hold a fullblade in each hand and use it as an implement, as long as you don't try to use it for a weapon attack (you can do that with staffs for certain).
The reason it works (At least, as I see it) for Staves is because Double-Weapons explicitly count as two one-handed weapons, whereas a two-handed weapon is a two-handed weapon. As such, unlike Double-weapons, which count as one weapon in each hand (and thus two items), the two-hander is a single weapon shared between both hands.
If nothing else, the fullblade option cannot work because DIS specifies your "off-hand' implement, which a fullblade cannot be, because it lacks the off-hand keyword.
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4 months ago ::
Jan 24, 2013 - 10:27AM
#16846
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..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />If nothing else, the fullblade option cannot work because DIS specifies your "off-hand' implement, which a fullblade cannot be, because it lacks the off-hand keyword.
No implement has or needs the off-hand keyword. The reason the fullblade-implement-in-two-hands doesn't work is that it is not a second implement in your off hand, it is an implement held in both hands.
(Double-weapons work because they are, rules-wise, two separate weapons.)
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4 months ago ::
Jan 24, 2013 - 11:21AM
#16847
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Date Joined:
Dec 18, 2009
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Also, wasn't there a rule, that all implements are wielded with 1 hand, even if the weapon is two handed?
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4 months ago ::
Jan 24, 2013 - 12:28PM
#16848
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Date Joined:
Dec 28, 2012
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For an enchanter mage: - what are the respective advantages of being Tiefling or Eladrin (feat support and such)? - other than illusion, what would make sense for the second school?
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4 months ago ::
Jan 24, 2013 - 12:33PM
#16849
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For an enchanter mage: - what are the respective advantages of being Tiefling or Eladrin (feat support and such)? - other than illusion, what would make sense for the second school?
for some light reading:
community.wizards.com/go/thread/view/758...
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4 months ago ::
Jan 24, 2013 - 12:44PM
#16850
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Date Joined:
Dec 18, 2009
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For an enchanter mage: - what are the respective advantages of being Tiefling or Eladrin (feat support and such)? - other than illusion, what would make sense for the second school?
Tiefling has the feat "glasya's charming words", which lets all crits of charm powers dominate teh target EoNT. If you use a jagged dagger as your implement, you'll crit wiht 19-20 and the PP divine oracle (cleric) lets you roll twice on attacks VS will from lv 16. I think 80% of enchantment powers have the charm keyword and attack will. This PP also has an enc. power that turns the next hit against the target into a crit (though it's a standard action, so you must spend your AP, if you want to use that).
So if you're a mage MC cleric, you could take this PP. Wizard hybrid cleric also works pretty will, though you'll lose the mages class features, but gain some defensive power options from cleric.
Theres also a few enocunter power rerolls out there, if both attack rolls miss or you dislike them:
Cleric has the minor action channel divinity power "Favor of the gods", that lets you reroll your next miss, before the end of you next turn.
Then there's the LV 12 alternative reward "tharizduns madness spiral", which lets you reroll an attack roll you dislike, though you'll be stunned if the reroll is below 11. However with divine oracle, you have pretty good chances to roll better.
Lastly, the tiefling feat "secrets of belial" lets you replace any of your utility powers with one from any class of the replaced powers level or lower. Warlock LV 16 "offering of blood" lets you reroll an attack, save or skill you dislike, though it'll deal you damage equal to you level.
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