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Sticky: Rules Q&A FAQ + ask a simple question
12 months ago  ::  Jun 14, 2012 - 1:49PM #11531
RisingZan
Date Joined: Aug 20, 2003
Posts: 688
although immediate interupts, reactions and readied actions triggered by the Swordmage's attack would then be against the lower AC, as the swordmage is wielding it 2-handed at the time of that attack.
  Also, make sure to only apply the bonus damage to Swordmage powers with the Weapon keyword, and not those with the Implement keyword.
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12 months ago  ::  Jun 14, 2012 - 5:36PM #11532
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,252

Jun 14, 2012 -- 1:49PM, RisingZan wrote:

although immediate interupts, reactions and readied actions triggered by the Swordmage's attack would then be against the lower AC, as the swordmage is wielding it 2-handed at the time of that attack.
  Also, make sure to only apply the bonus damage to Swordmage powers with the Weapon keyword, and not those with the Implement keyword.




Yeah, I don't think the +1 to damage is worth the -2 to AC, personally.  Get some Iron Armbands or something to increase your damage that way.

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12 months ago  ::  Jun 15, 2012 - 6:12AM #11533
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931
But you only give up the AC while you're attacking, by RAW.  If you're provoking or something that could be problematic, or any other sort of immediate, but other than that you give up nothing.

It's cheesy as hell, though, and very likely not RAI.
D&D Next = D&D:  Quantum Edition
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12 months ago  ::  Jun 16, 2012 - 4:03AM #11534
Zathris
Date Joined: Nov 6, 2009
Posts: 4,208
~+1 Damage on weapon attacks is really not cheesy at all.
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

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12 months ago  ::  Jun 16, 2012 - 6:44AM #11535
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,820

Jun 16, 2012 -- 4:03AM, Zathris wrote:

~+1 Damage on weapon attacks is really not cheesy at all.




It's not "+1 to damage" that's cheesy, it's "getting the benefit of a weapon in one hand with the other hand free AND the benefit of a weapon in both hands, at the same time, picking whichever state to be in that's most favourable from instant to instant.

The cheese is not BROKEN because the advantage is so small, but the cheese is still there.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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12 months ago  ::  Jun 16, 2012 - 7:15AM #11536
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931

Jun 16, 2012 -- 6:44AM, LordOfWeasels wrote:

The cheese is not BROKEN because the advantage is so small, but the cheese is still there.



^ this.

Magnitude of the advantage is irrelevant to the definition of cheese.  At least, my definition.

D&D Next = D&D:  Quantum Edition
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12 months ago  ::  Jun 16, 2012 - 2:10PM #11537
s_noob
Date Joined: Apr 7, 2011
Posts: 1
I am playing a mage specialising in forced movement (e.g. beguiling strands, the stunning 'charm of...' powers, etc). i would really like to use an Earthroot Staff, partly due to the save penalties, but which has the following non-damaging effect on rolling a critical hit:

Critical: The target is restrained until the end of your next turn.

my question: if i crit an enemy using one of the forced movement powers, can i move the creature and THEN it is restrained, or does the crit effect (i.e. restraining) prevent me from using the forced movement? in essence, when does the effect from the crit happen with respect to the effect of the power?

thanks in advance and sorry if this is elsewhere, but i can find nothing in the rules compendium to sort this out. 
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12 months ago  ::  Jun 16, 2012 - 8:37PM #11538
Zathris
Date Joined: Nov 6, 2009
Posts: 4,208
In whatever order you choose. But really, you should be using a Cunning Staff and a Staff of Sleep and Charm if you're focused on save ends and charm effects.
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

My Guides Show
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12 months ago  ::  Jun 16, 2012 - 11:17PM #11539
TorianT
Date Joined: Apr 27, 2009
Posts: 451
The Hexblade Encounter Well of Light (from White Well Pact) gives an aura, where enemies gain vulnerable 3 radiant against the Hexblade's attacks.

Does this interact with the Daily power Emerald Shield? There is no attack roll involved, but since Magic Missile also counts as an attack by having a target line, I think this might also work.
What I'm sure of, is that White Lotus Riposte and the damage from Moonfire Blade for ending the turn adjacent to the Hexblade would not work.

Thanks in advance
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12 months ago  ::  Jun 17, 2012 - 12:18AM #11540
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,459
Would the property of a Punishing Weapon apply to implement attacks?  It states you need to hit with the weapon but it does not specify melee attacks.  Only that you hit with the weapon.


Spoiler: Show


Punishing Weapon


Level 8+ Common


After you strike your foe with this weapon, your enemy appears mote vulnerable as its will to stand up to you drains away.


Lvl 8


+2


3,400 gp


Lvl 23


+5


425,000 gp


Lvl 13


+3


17,000 gp


Lvl 28


+6


2,125,000 gp


Lvl 18


+4


85,000 gp


Weapon: Any


Enhancement Bonus: Attack rolls and damage rolls


Critical: +1d6 damage per plus


Property


The first time each round you hit an enemy with this weapon, you can choose to inflict a wound on the enemy. You gain a cumulative power bonus to damage rolls against the enemy for each of these wounds that you have inflicted on it. Each wound contributes half the weapon’s enhancement bonus to the power bonus. The wounds end on the enemy when you hit another enemy with the weapon or at the end of the encounter.



    
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