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Sticky: Rules Q&A FAQ + ask a simple question
13 months ago  ::  May 27, 2012 - 4:23PM #11441
Geminion
Date Joined: Dec 24, 2007
Posts: 58

May 27, 2012 -- 4:14PM, LordOfWeasels wrote:

May 27, 2012 -- 4:10PM, Geminion wrote:

If I am a Barbarian (Berserker) with my Defender Aura Active and an enemy shifts while adjacent to me I can use my Vengeful Guardian to make a MBA but if I also have the utility power Untamed Aggression can I use that at the same time? Also which would happen 1st because if the Untamed Aggression applied 1st I would get a +2 to my MBA from Vengeful Guardian.

Thanks.




UA is an Immediate, Vengeful Guardian is an Opportunity.  Yes, you can take both.  As for what order they happen in:  Vengeful Guardian Interrupts, UA reacts, so VG happens first.  You don't get the +2 on the VG attack.


Oh damn. ok. thanks.

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13 months ago  ::  May 28, 2012 - 9:00PM #11442
Cohen95
Date Joined: Mar 15, 2008
Posts: 3,447
A character with Superior Will who gets hit with a Daze EoNT can save out of it at the start of their next turn. If they receive a save before the start of their next turn, can they use that save to save vs the Daze?
"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac
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13 months ago  ::  May 28, 2012 - 10:44PM #11443
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,882

May 28, 2012 -- 9:00PM, Cohen95 wrote:

A character with Superior Will who gets hit with a Daze EoNT can save out of it at the start of their next turn. If they receive a save before the start of their next turn, can they use that save to save vs the Daze?


No.

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13 months ago  ::  May 30, 2012 - 6:58PM #11444
GreenOnion
Date Joined: Nov 25, 2010
Posts: 45
Do you roll Initiative before or after a Surprise Round? 
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13 months ago  ::  May 30, 2012 - 7:38PM #11445
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,498
Normally you roll initiative after you determine Surprise, but before anyone take a Surprise Round. 

Spoiler: Show

RC 189 The Combat Sequence: A combat follow this these steps:

1. Determine Surprise
2. Establish position
3. Roll Initiative
4. Take Surprise Round actions
5. Take Turns 
6. Begin the next Round
7.  End the encounter
Yan
Montréal, Canada
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13 months ago  ::  May 31, 2012 - 9:06AM #11446
mellored
Date Joined: Jul 8, 2008
Posts: 19,449
Rune of warding light:  Is the attack repeatable?
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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13 months ago  ::  May 31, 2012 - 11:49AM #11447
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,498

May 31, 2012 -- 9:06AM, mellored wrote:

Rune of warding light:  Is the attack repeatable?



Yes, 1/per turn since its an Opportunity action  

Yan
Montréal, Canada
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13 months ago  ::  May 31, 2012 - 11:50AM #11448
mellored
Date Joined: Jul 8, 2008
Posts: 19,449

May 31, 2012 -- 11:49AM, Plaguescarred wrote:

May 31, 2012 -- 9:06AM, mellored wrote:

Rune of warding light:  Is the attack repeatable?


Yes, 1/per turn since its an Opportunity action


But the oppertunity attack is listed as a daily power...  that's why i'm wondering.

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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13 months ago  ::  May 31, 2012 - 11:58AM #11449
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,498
No the Secondary Power doesn't have such limitation in print.

The DDi Compendium incorrectly reformat the Secondary Power with the Daily Keyword but PHB3 original format leaves no doubt, as long as the Zone persist, you can use the Secondary Power.

The Rogue's Power Duelist Prowess has the same format error.
 
A correct format would be to have the Secondary Power have At-will Keyword since its not restricted to be usabled once or anything. 
 
Spoiler: Show

Rune of Warding Light         Runepriest Attack 19
Dally - Divine, Radiant, Weapon, Zone
Standard Action            Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies have cover while within the zone. While the zone persists, you can make the following attack. using the burst's origin square as the attack's origin square.
  Opportunity Action       Close burst 1
  Trigger: An enemy enters the zone or starts its turn there
  Target: The triggering enemy In burst
  Attack: Strength vs Will
  Hit: 1 [W] + Strength modifier radiant damage and you slide the target 3 squares.
Sustain Minor: The zone persists.
Yan
Montréal, Canada
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13 months ago  ::  May 31, 2012 - 12:31PM #11450
mellored
Date Joined: Jul 8, 2008
Posts: 19,449

May 31, 2012 -- 11:58AM, Plaguescarred wrote:

No the Secondary Power doesn't have such limitation in print.

The DDi Compendium incorrectly reformat the Secondary Power with the Daily Keyword but PHB3 original format leaves no doubt, as long as the Zone persist, you can use the Secondary Power.

The Rogue's Power Duelist Prowess has the same format error.
 
A correct format would be to have the Secondary Power have At-will Keyword since its not restricted to be usabled once or anything. 
 
Spoiler: Show


Rune of Warding Light         Runepriest Attack 19
Dally - Divine, Radiant, Weapon, Zone
Standard Action            Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies have cover while within the zone. While the zone persists, you can make the following attack. using the burst's origin square as the attack's origin square.
  Opportunity Action       Close burst 1
  Trigger: An enemy enters the zone or starts its turn there
  Target: The triggering enemy In burst
  Attack: Strength vs Will
  Hit: 1 [W] + Strength modifier radiant damage and you slide the target 3 squares.
Sustain Minor: The zone persists.


Cool.  Thanks.

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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