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Switch to Forum Live View Masters of Blade Magic: A Swordmage Handbook
2 years ago  ::  Nov 09, 2011 - 2:52PM #1061
Herid_Fel
  • Dragon Slayer
Date Joined: Apr 11, 2008
Posts: 2,565
Assuming that you are using a swordmage power or swordmage paragon path power to teleport, then both of those feats would apply and stack. The increase in distance is not typed, and untyped bonuses from game elements with different names stack.
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2 years ago  ::  Nov 09, 2011 - 2:56PM #1062
Lord_Ventnor
  • Heroic Dungeon Master
Date Joined: Jul 9, 2008
Posts: 5,399
There's a new Swordmage At-Will in the Nerathi Legends article that came out last night. It's kind of unique, to say the least.
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2 years ago  ::  Nov 09, 2011 - 5:15PM #1063
Infernis
Date Joined: Jan 13, 2004
Posts: 150
I think the swordmage community wouldnt mind if that at-will did not exist. 
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2 years ago  ::  Nov 09, 2011 - 7:20PM #1064
Tarran
Date Joined: Jul 25, 2011
Posts: 153
Well, as an implement attack you can use a superior dagger with it.  Or if you find a way to use hammers as implements and MC fighter for Overwhelming Impact for at-will daze (lot of hoops to go through though).  Can also grab World Serpent's Grasp for prone.  It also works off the bat with Mark of Storm and Echoes of Thunder can boost the damage a bit.  The loss of Int mod to damage hurts though.

It's interesting, but Booming Blade with Rose King's Shield will probably be better for the most part.   
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2 years ago  ::  Nov 09, 2011 - 7:58PM #1065
Herid_Fel
  • Dragon Slayer
Date Joined: Apr 11, 2008
Posts: 2,565

I've been thinking of writing up a detailed article on the selection and optimization of at-will powers, but here's an analysis of Arcane Lance in that context:


At-will powers are typically used during early to mid-heroic before the character has many encounter powers available, or throughout the adventuring career if the class has good enough minor action and immediate action encounter attacks. Those classes tend to do at-will optimization, rather than selecting for breadth and low levels. Swordmages do get some good immediate action encounter attacks, so they can look to optimize one of their at-will attacks.


Is Arcane Lance a good choice to optimize? Not really. People complain about the nerf to Melee Training (only half ability to damage), but this power lacks the entire Intelligence bonus to damage by default. Assault swordmages can't be mounted and use this power effectively, as when they enforce their marks, they teleport off their mounts, so they're stuck with low damage. Ensnaring and shielding swordmages can be mounted, but they're also unable to use teleportation powers and stay mounted. Furthermore, the mount's defenses are likely to be lower than the swordmage's, making the mount more easily hit by powers that carry nasty status conditions.


What are its advantages? It slows (something that Frigid Blade can effectively do against many monsters by late heroic), and it has reach. Swordmages are mobile enough that the reach isn't a big thing. The ability to charge and make the attack is something of a red herring. It seems like the effectiveness of the power was traded down in order to make it usable in more circumstances. Unfortunately, if the power's too weak, then being able to use it all the time doesn't help. If it were usable in place of an MBA (and therefore as an opportunity attack, and as a replacement for Intelligent Blademaster), then the power would be much better. As it is, I have to rate it red.

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2 years ago  ::  Nov 10, 2011 - 1:02AM #1066
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
Nightmare Saddle allows you to bring your mount along when you teleport, doesn't it?  Or is that the other way around?  Either way, it's not a completely insurmountable problem for the AssaultMage, as several options allow you to carry allies when you teleport, of which your mount is one.

That being said, it doesn't sound like the most intelligently-designed power.  At least it's still a damage roll, though, so it gets your damage roll boosters.  If it was pure static damage, that would be a kick in the teeth.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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2 years ago  ::  Nov 10, 2011 - 2:57AM #1067
svendj
Date Joined: Apr 14, 2010
Posts: 2,052
It's a skill-tester, alright. However, you can make a pretty cool niche build out of it with the following components:

- Race: Gnome (Small size, +2 Int, +2 Dex for Improved Warding)
- Theme: Fey Beast Tamer, riding a Trained Displacer Beast (decent defenses, high speed, great aura, reasonable MBA)
- Weapon: Dynamic Lance (minor action at the start of each combat to change it into a light blade for 1d10 extra damage on charge and light blade benefits) Vanguard Rapier
- Sigil Carver PP (+2 power bonus to your mount's defenses)

This gives you a 2d8+Int charge attack with slow and reach. You also have permanent CA if you charge next to the enemy thanks to Fey Beast Tamer's level 5 feature. The attack also deals thunder damage, FWIW.

Your familiar's AC starts out 2-3 points lower than yours, but are the same at level 11 thanks to Martyr's Saddle and your paragon path. If you have somehow marked the target, your mount gets another effective +2 to all defenses.

Like Herid_Fel said, you can optimize around this attack pretty well if you choose mostly immediate actions as your encounter powers.
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2 years ago  ::  Nov 10, 2011 - 3:06AM #1068
erachima
Date Joined: Sep 4, 2010
Posts: 7,679
Like Herid_Fel said, it is not a useful or productive commitment of resources to do so.
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2 years ago  ::  Nov 10, 2011 - 4:53AM #1069
svendj
Date Joined: Apr 14, 2010
Posts: 2,052

These are his objections to optimizing around Arcane Lance:

- Lacks Int-mod to damage
- Unusable for mounted assaultmages
- The swordmage can't (or shouldn't) teleport himself
- The mount's defenses are lower

By playing a mounted gnome shieldmage, you mitigate all these problems.

- You get Int-mod to damage because you're mounted
- You don't have to be an assaultmage. Shieldmage is better due to riders on powers
- You have no need to teleport if you ride a mount with speed 8 (7 with Heavy Barding)
- The mount's AC is 2-3 points lower at level 1, 1-2 points lower at level 6 (Martyr's Saddle), and about equal to yours at level 11 (Sigil Carver). All of the mount's NADs, except perhaps for Fort, are better than yours throughout your career. All of the mount's defenses are 2 higher if it's attacked by a target you have marked.

After that, you get all sorts of sweet bonuses (slow, charge package). So by picking a decent race, a decent theme and a great paragon path, you get a build that gets a lot of mileage out of Arcane Lance. More than any other at-will besides Sword Burst. Useful and productive without wasting resources.

EDIT: here's a sample build (lvl 14).

Spoiler: Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Gnome Charger, level 14
Gnome, Swordmage, Sigil Carver
Build: Shielding Swordmage
Swordmage Aegis Option: Aegis of Shielding
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Spear)
Auspicious Birth (Auspicious Birth Benefit)
Theme: Fey Beast Tamer (Trained Displacer Beast)
 
FINAL ABILITY SCORES
STR 13, CON 18, DEX 17, INT 22, WIS 11, CHA 9
 
STARTING ABILITY SCORES
STR 11, CON 15, DEX 14, INT 16, WIS 10, CHA 8
 
 
AC: 34 Fort: 25 Ref: 27 Will: 23
HP: 115 Surges: 12 Surge Value: 28
 
TRAINED SKILLS
Arcana +20, Athletics +14, Endurance +16, Insight +12, Thievery +15
 
UNTRAINED SKILLS
Acrobatics +10, Bluff +6, Diplomacy +6, Dungeoneering +7, Heal +7, History +13, Intimidate +6, Nature +8, Perception +7, Religion +13, Stealth +12, Streetwise +6
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gnome Racial Power: Fade Away
Wizard Utility: Ghost Sound
Swordmage Feature: Aegis of Shielding
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Arcane Lance
Swordmage Attack 1: Warding Flourish
Swordmage Utility 2: Ghost Step
Swordmage Attack 3: Dimensional Vortex
Swordmage Attack 3: Transposing Lunge
Swordmage Attack 5: Swordmage Shielding Fire
Swordmage Utility 6: Armathor's Step
Swordmage Attack 7: Echoes of Sword Magic
Swordmage Attack 9: Arcane Deflection
Swordmage Utility 10: Impenetrable Warding
Sigil Carver Attack 11: Aegis Sigil
Sigil Carver Utility 12: Sigil of Safety
 
FEATS
Level 1: Intelligent Blademaster
Level 2: White Lotus Dueling Expertise
Level 4: Nimble Blade
Level 6: Improved Swordmage Warding
Level 8: Sneak of Shadows
Level 11: Double Aegis
Level 11: Greater Swordmage Warding
Level 12: Surprising Charge
Level 14: Powerful Charge
 
ITEMS
Vanguard Rapier +3
Marauder's Leather Armor +3
Boots of Adept Charging
Horned Helm (heroic tier)
Amulet of Protection +3
Elven Chain Shirt (heroic tier)
Heavy Barding
Martyr's Saddle
====== End ======


Not fully optimized (Will is atrocious), but it shows off the enormous amount of room you have to play around with feats, powers, items etc. Your Arcane Lance charge attack deals 3d8+1d6+11 damage, with permanent combat advantage and +1 from charging so you won't miss often. Not a lot of damage by striker standards, but quite a lot more than the average swordmage.

TL;DR this power could be rated at least purple because it's not all that bad.

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2 years ago  ::  Nov 10, 2011 - 5:58AM #1070
AtG
Date Joined: Feb 1, 2010
Posts: 1,266
Swordmages don't teleport because they're too slow.  Swordmages teleport so they can freely get through the enemy formation.
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