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3 years ago ::
Jan 13, 2010 - 12:46AM
#31
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Githzerai get a number of pretty nice feats in Dragon, but nothing that synergizes so crazy well with being an invoker that I'd really say that they're anything but very solid blue. (Most relevant feat for being an invoker is +1 to all forced movement; they've also got some take-able general and defensive feats.) Their racial paragon path is reasonably for Invokers to be worth considering, though you can probably do better. (The encounter power is fantastic, the features are not.)
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.
Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
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3 years ago ::
Jan 13, 2010 - 12:48AM
#32
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Date Joined:
Oct 16, 2009
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Githzerai get a number of pretty nice feats in Dragon, but nothing that synergizes so crazy well with being an invoker that I'd really say that they're anything but very solid blue. (Most relevant feat for being an invoker is +1 to all forced movement; they've also got some take-able general and defensive feats.) Their racial paragon path is reasonably for Invokers to be worth considering, though you can probably do better. (The encounter power is fantastic, the features are not.)
Which Dragon? My access to Dragon stuff is intermittent, on a group-mate's comp.
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3 years ago ::
Jan 13, 2010 - 1:47AM
#33
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Dragon 378. There's actually two articles, their premiere and then another with some narrower feats and a PP.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.
Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
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3 years ago ::
Jan 13, 2010 - 2:51AM
#34
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Date Joined:
Oct 16, 2009
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Dragon 378. There's actually two articles, their premiere and then another with some narrower feats and a PP.
I'll check it out. I think I've seen the PP before; it's Rrathmal, right?
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3 years ago ::
Jan 13, 2010 - 6:19PM
#35
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In particular, thanks to BRJN for the builds (mind if I clean those up and give you credit?).
Go right ahead ! (See also below.) I haven't figured out feats or equipment yet, so everybody else is welcome to help build a better character.
I really have a hard time looking at an L30 build and figuring out what it does (this is what I get for borrowing my rulebooks from the Public Library {I'm a non- } ) but I have lots of notes for L1 starter characters I might want to play.
other Heroic Level powers: Truenamer L2 Divine Protection (run away without fear of opportunity attacks) L3 Word of Ruin (daze and slow everybody - including yourself - to set up friends' AoE or Action Point) L5 Lamentation of the Wicked (party gets extra damage if CA, for rest of encounter) L6 Shield of Light (mess up enemy hitting your ally) L7 Trumpet of Celestia (penalize enemy to-hit rolls; relief for your local Defender) L9 Fourfold Invocation of Doom (fills room; beats getting up close and personal like the rest of this list) L10 Enunciation (bigger bursts and blasts)
I noticed that the Truenamer can masquerade as a Cannoneer until L3+ because there aren't enough close zzz at-wills.
Cannoneer powers L2 Miraculous Fortune (damage reduction 1/encounter - just in case you get stuck out in front) L3 Chains of Carceri (keep people in the area and call the Wizard for an AoE) L5 Blade of Vengeance (mobile longsword that does the fighting for you. Sustain minor allows you to drop more stuff on enemys' heads while the blade stabs them in the back) L6 Solid Fog (a way to keep people away and mess up archery? Count me in.) L7 Rain of Blood (enemies get Vulnerable 5 and allies get +to-hit) L9 Herald the Storm Unleashed (movable sustainable zone that does damage when you leave it, so move it off enemies and then back on. Not party-friendly) L10 Word of Urgency (get ally out of the way of any of the above)
Best complements I have yet received: Spoiler:
Show
Making it up as I go along: {BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to. {Lord_Karsus} You know, I like that better than the explanations for the Spellplague.
My plot device: http://community.wizards.com/go/thread/ … #489880509 (The reaction is the next post.)
Prepped ahead of time: I started the thread "1001 Failed Interrogation Results" {ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.
My characters: Spoiler:
Show
Active Characters: LFR Half-elf StarLock6 Gondolin Nightstar AoA Dwarf Guardian Druid6 Narvik from House Wavir
Character A-building: Neverwinter Dwarven Invoker / Heir of Delzoun / worships Silvanus (!) "Truenamer" - speaks Words of Creation
Concepts I'm kicking around: "Buggy" Wizard - insect flavor on everything Halfling Tempest Fighter - just because nobody else is doing it Shifter Beast-o-phile Druid - for PoL campaign
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3 years ago ::
Jan 13, 2010 - 9:26PM
#36
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Dragon 378. There's actually two articles, their premiere and then another with some narrower feats and a PP.
I'll check it out. I think I've seen the PP before; it's Rrathmal, right?
There's actually two; Storvakal, the one I was thinking of, is the other. (Invokers won't make tons of use of the most killer Rrathmal feature, the shifting to follow enemies, but can use the powers all right.) Neither of the paragon paths are awesome for Invokers; they're not bad choices, but I wouldn't likely take either over a class PP. (Invokers have a slight preference for Divine PP, since only those trigger their convenants. It's a very minor thing, though.)
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.
Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
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3 years ago ::
Jan 14, 2010 - 2:26AM
#37
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Date Joined:
Oct 16, 2009
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More progress. I've got the at-wills rated, with about half of the domains covered. Currently, they're sitting in this placeholder post until I get all of the domains checked and the formatting sorted. Any thoughts on the at-wills or paragon paths? I'm going against some of the established wisdom, so I'd like some fact-checking. Incidentally, what's the type on Astral Wind, from PHB Heroes 2? I wrote down everything but the damage type. I'd say divine bolts are blue, if nothing else for its synergy with mark of storms, and power of skill(making it the only ranged basic attack to target multiple enemies, great if your party has an RBA granter).
Incidentally, while I'm rating Divine Bolts and Hand of Radiance both blue, I figure that if the Watermelon Fling at-will is terrible unless you take Melon Mastery, a feat that only certain builds will take, I'm on safe ground rating Watermelon Fling as black or red because most invokers aren't melon-focused. Therefore, the RBAs aren't rated for their value with warlords (although that value is noted), Visions of Blood isn't rated for Psychic Lock use, etc. I've noted that synergy, but if most builds won't take it I don't include it in the rating.
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3 years ago ::
Jan 14, 2010 - 3:28AM
#38
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Incidentally, while I'm rating Divine Bolts and Hand of Radiance both blue, I figure that if the Watermelon Fling at-will is terrible unless you take Melon Mastery, a feat that only certain builds will take, I'm on safe ground rating Watermelon Fling as black or red because most invokers aren't melon-focused. Therefore, the RBAs aren't rated for their value with warlords (although that value is noted), Visions of Blood isn't rated for Psychic Lock use, etc. I've noted that synergy, but if most builds won't take it I don't include it in the rating.
I agree with this. But for instance vanguard's lighning is strictly better for preservers than for wrath/malediction invoker. At will friendly aoe-ing is good, but there's difference between a decent AoE (for wrath/male) and a powerful aoe isn't it?
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός
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3 years ago ::
Jan 14, 2010 - 12:23PM
#39
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Date Joined:
Oct 16, 2009
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I agree with this. But for instance vanguard's lighning is strictly better for preservers than for wrath/malediction invoker. At will friendly aoe-ing is good, but there's difference between a decent AoE (for wrath/male) and a powerful aoe isn't it?
While VL is strictly better for preservers, it's still great even if you're not getting the kicker. Non-human invokers will most likely be getting one of Divine Bolts/Hand of Radiance and Vanguard's Lightning. I really can't justify Grasping Shards or Visions of Blood for most builds or parties, nor can I justify two different shoot-a-dude at-wills. (You end up too much like a striker, where you use the good one all the time and the other not at all.)
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3 years ago ::
Jan 14, 2010 - 3:54PM
#40
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Unless your DM really loves clumping enemies up to an absurd degree, Hand of Radiance will nearly always be better at hitting more targets than Vanguard's Lightning, since it doesn't rely on them being clumped, and you never risk hitting an ally. It is without question the best invoker at-will, and should be taken essentially always. (I'd make an exception if you're specifically cheesing out Divine Bolts.) In general, unless they're some combination of party-friendly, very large, or you have a plan to make them very large, area attacks will in most cases be able to hit fewer target. Hand of Radiance is typically better than an area burst 1. The "dream case" advantage of being able to hit 4+ enemies with your at-will is rare enough that the added advantage is pretty minimal. Additionally, once you have a few encounter powers, typically by the time you're getting to your at-will powers the majority of the minions will already be dead. Don't get me wrong; Vanguard's lightning is a very good at-will, especially with feat support (Mark of Storm being the important one), but being able to hit a few guys standing next to each other is worse than being able to hit a few guys standing anywhere.
In defense of the close powers, they have two reasonable benefits; they're safe to use without provoking, and you almost certainly want at least one of them if you're a member of the extremely good Devoted Orator PP.
Mantle of the Infidel warrants attention in my mind because it's, by a reasonable margin, you're best option for repeated spamming on a solo monster. Since that's often when the at-wills come out, once everything else is dead (particularly agains MM1 solos, which are giant sacks of HP) that outlast their support by many rounds), having something to do in that situation that isn't just "my feeble damage" can be relevant. (Though the incremental advantage of applying another -2 isn't that big of a deal.) It also targets will, which is marginally advantageous. (Once you get psychic lock, if you do, Visions of Blood is pretty much just better, though.)
Astral Wind has no damage type associated with it.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.
Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
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