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1 year ago ::
May 02, 2012 - 6:11AM
#321
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There's a vampire guide? A serious one?
Yes though it did not get very far. I thought about making one but without access to D&Di (thus limiting my knowledege of the multiclass power source feats and new stuff) and my new job it is not looking good.
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1 year ago ::
May 02, 2012 - 11:15AM
#322
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If i use a burst divne healing power (say.. Life-Stealing Light), and miss multiple targets, do i get multiple heals from assured healing? When you miss with a divine attack power with the healing keyword, and that power has no effect on a miss, you or one ally within 5 squares of you regains hit points equal to your Charisma modifier.
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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1 year ago ::
May 02, 2012 - 1:15PM
#323
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If i use a burst divne healing power (say.. Life-Stealing Light), and miss multiple targets, do i get multiple heals from assured healing?
When you miss with a divine attack power with the healing keyword, and that power has no effect on a miss, you or one ally within 5 squares of you regains hit points equal to your Charisma modifier.
Yeah.
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1 year ago ::
May 02, 2012 - 1:53PM
#324
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Date Joined:
Jun 30, 2008
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Yes, but I just checked the compendium and I think life stealing light and miraculous intervention and the runepriest's Flames of Purity are the only divine healing blast/burst powers that don't do anything on a miss. And miraculous intervention is a bit iffy.
my handbooks & builds
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1 year ago ::
May 02, 2012 - 3:04PM
#325
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Date Joined:
Feb 22, 2011
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Neat idea. So how about this...
Level 18 Mul, Mul Battle Slave (make Life-Stealing Light reliable if last encounter attack power) Essentials/Psionic class with very few encounter powers MC Cleric (Bonus! Cattle Cleric's Lore) and Novice Power for Life-Stealing Light, Assured Healing (Mark of Healing?) CHA + 4 weapon of healing (level 18) + 3 healer's brooch (level 13) hit points you can spread to you or any ally within 5 squares, every turn You'd be a hit-point (and save?) fountain!
My question is, how do we make that power thunder so we can make it count each enemy within 4 squares?
Lightning + Thunder would be a bonus so you could use Lightning Arc to prevent lucky shots from ending the combo.
... congratulations, Monkeygentleman. You won the unwinnable.
| monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.
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1 year ago ::
May 02, 2012 - 10:03PM
#326
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Date Joined:
Jan 21, 2011
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MC Cleric (Bonus! Cattle Cleric's Lore)
Moooo!
I am okay with you saying my argument is stupid, or commits the munchkin fallacy, or any other bad thing you want. Particularly if you give a reason/explanation for it.
However, I will ignore any post that calls me stupid, or a munchkin, or what have you. Not because it bothers me; I've just found that people only start name-calling when that's the best argument they have left.
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13 months ago ::
Jun 01, 2012 - 4:24AM
#327
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Wow!! Nice thread! Usefull.
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12 months ago ::
Jun 07, 2012 - 1:32PM
#328
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Date Joined:
Aug 17, 2007
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Would like to point out that my Ranger's Handbook is now up-to-date.
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12 months ago ::
Jun 13, 2012 - 12:28PM
#329
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Zelink551's warlord handbook should be added.
guides
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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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12 months ago ::
Jun 13, 2012 - 9:10PM
#330
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Date Joined:
Jan 27, 2009
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I noticed this Handbook is not in the collection. community.wizards.com/go/thread/view/758...
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