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2 months ago ::
Feb 03, 2010 - 1:42PM
#1
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Well, boys, with this thread by Adslahnit providing the evidence that modifiers do indeed apply to secondary damage rolls, it's time for the Bloodmage Warlock to be paid his dues as a deadly nova Striker, easily able to clear the 1,000 damage mark. Allow me to demonstrate: Warlock/Blood Mage/DemigodNova Turn, L30
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Level 30 Nova
Race: Githyanki Class: Warlock|Wizard Multiclass: Spellscarred Paragon Path: Blood Mage Epic Destiny: Demigod
Ability Scores: Str 12, Con 28, Dex 14, Int 28, Wis 10, Cha 14
Feats: Adept Power (Gravity of Moment) Arcane Implement Proficiency (Staffs) Called Shot Dual Implement Spellcaster Flitting Shadows Hybrid Talent (Prime Shot) Implement Expertise (Staffs) Quickened Spellcasting (Phantom Bolt) Student of the Plague Weapon Focus (Staffs)
Gear: +6 Staff of Ruin +6 Rod of Corruption +6 Shadow Warlock Starleather Armor +6 Timeless Locket Ankhmon’s Bracers Hands of Hadar
Turn 1 (Setup): Minor Action – Warlock’s Curse Move Action – Shadow Walk (gain concealment and CA until the end of next turn) Standard Action – Stinking Cloud with Bolstering Blood (+35 vs. Fort with CA) • 4d10+30 poison damage • Any enemy who enters or starts its turn within the zone take 1d10+30 poison damage. ACTION POINT Standard Action – Blood Pulse with Bolstering Blood (+35 vs. Will with CA) • 3d10+2d6+30 damage, and ongoing 10 damage (save ends) • The target takes 1d6+21 damage every square it is moved until the end of your next turn Warlock’s Curse (replaces 5 dice of Curse damage with 15 squares of teleportation via Flitting Shadows) • The target is teleported 15 squares (total damage: 1d6+21)
Turn 2 (Action): Stinking Cloud • 1d10+30 poison damage Minor Action – Item Daily Power: Timeless Locket (gain a Standard Action) Minor Action – Phantom Bolt via Quickened Spellcasting with Bolstering Blood (+36 vs. Will with CA) • 3d10+2d8+35 psychic damage • The target is slid 1 square (total damage: 1d6+21) Standard Action – Harrowstorm (+36 vs. Fort with CA) • 3d10+35 thunder damage • The target is slid 14 squares (total damage: 14d6+294) The target enters and exits the Stinking Cloud zone 7 times. • 7d10+210 poison damage Standard Action – Gravity of Moment (+36 vs. Will with CA) • The target is slid 15 squares (total damage: 15d6+315) The target enters and exits the Stinking Cloud zone 7 times. • 7d10+210 poison damage Warlock’s Curse (replaces 5 dice of Curse damage with 15 squares of teleportation via Flitting Shadows) • The target is teleported 15 squares (total damage: 1d6+21) The target enters the Stinking Cloud zone once. • 1d10+30 poison damage
Total Damage: 29d10+2d8+34d6+1,282 damage, and ongoing 10 damage (save ends) (1,579.5 average damage)
Alternatively, you could try your hand at teleporting the enemy upward every time you use Flitting Shadows. It grants a save to avoid the effect, but you'll add the damage of falling 15 squares (7d10, average 38.5) plus the damage of 15 squares of Blood Pulse (15d6+315, average 416.5 damage). Of course, bear in mind that most enemies you'll want to hit with this (Solos and Elites) are notoriously tough against saving throws, making this less of an option.
Damage Bonus Sources: +9 (Constitution) +9 (Intelligence) +6 (Dual Implement Spellcaster) +6 enhancement (+6 Implement) +6 item (+6 Staff of Ruin)
+5 (Called Shot) +3 feat (Weapon Focus)
I'll be doing the rest of my traditional write-up as time permits. As usual, questions/comments/thoughts are welcome. One last aside: Who says Warlocks can't go nova?
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2 months ago ::
Feb 03, 2010 - 2:13PM
#2
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Well done! Although even with the PHB2 FAQ ruling, I think that the damage from Blood Pulse would be 1d6 per square plus static mods rather than 1d6+static mods per plus. so "only" 14d6+43 instead of 14d6+630. Either way, this is getting linked in my guide.
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2 months ago ::
Feb 03, 2010 - 2:36PM
#3
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Here's the relevant text you were talking about: 7. With a power like Explosive Pyre do I add my implement bonus to extra damage rolled when and enemy enters a square adjacent to the target?
Yes, each time you for roll damage with an implement power you add your enhancement bonus.
Pretty clear ruling. The million dollar question is, does Blood Pulse roll for damage after every square or at the end of the movement? More relevant text time! Hit: 2d6 + Intelligence modifier damage, and until the end of your next turn the target takes 1d6 damage for every square it leaves. That's from Blood Pulse's entry in the PHB, of course. Now, my legalese is not quite as robust as some of my fellows here in CharOp, but I can see my interpretation (1d6+mods) justified by the fact that every square of movement would be a triggering event. What say you?
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2 months ago ::
Feb 03, 2010 - 2:43PM
#4
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RAW-wise I think that is the only interpretation that is actually valid. They do not take damage at a specific time (I.e. if the power said "At the beginning of your next turn, each target takes damage = 1d6 per square left), so one can only assume that the only logical time that a punishment happens is as a target leaves a square. Thus, it would be x separate damage rolls (x = number of squares).
However: I would like to point out that shenanigans like this make this extremely overpowered in my books, if for nothing else than the fact that everyone can capitalize off of this ridiculously huge damage. (I also think its far too abusive as is). So really, though this has no bearing on CharOp, in my games it would be one damage roll for xd6 + mods at the end of each cause of movement (so 14d6 + mods for that first power, 12d6+mods for that next one). Its STILL HUGE off of encounter powers alone.
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2 months ago ::
Feb 03, 2010 - 2:45PM
#5
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question - would the target be able to try a saving throw to throw itself prone and prevent the forced movement? Currently it is possible to do that to avoid falling into pits or entering damaging terrain. Also, this seems to apply. In particular, ------------------------------------ 28. For the Blood Mage Paragon Path, how often can you damage an opponent using the Bolstering Blood feature? You can damage an opponent once per turn and once per power. ------------------------------------
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2 months ago ::
Feb 03, 2010 - 2:50PM
#6
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I think whoever wrote the power did not fully take into consideration of static modifiers when designing this power. I believe the intent of the power originally was to give the targets an incentive to stay in one place.
That said any exploitation of this power is pretty much at the players discretion and unless in a sanctioned event it is up to the DM to keep exploitations like these in check. Static modifiers are the bulk of the damage in any super powered (read: optimized) character build.
Nice build anyhow.
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2 months ago ::
Feb 03, 2010 - 2:51PM
#7
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I would assume that is referring specifically to Bolstering Blood; otherwise you would NEVER get to damage them for leaving squares. You would still add all your other mods as far as I can see.
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2 months ago ::
Feb 03, 2010 - 2:51PM
#8
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question - would the target be able to try a saving throw to throw itself prone and prevent the forced movement?
No.
Also, this seems to apply. In particular,
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28. For the Blood Mage Paragon Path, how often can you damage an opponent using the Bolstering Blood feature?
You can damage an opponent once per turn and once per power. ------------------------------------
Bolstering Blood is not Blood Pulse. Bolstering Blood is a feature of the PP while Blood Pulse is a power granted by the PP.
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2 months ago ::
Feb 03, 2010 - 2:57PM
#9
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So... that ruling basically says that Bolstering Blood's damage will only apply to the initial damage roll. Ah, well. I'll adjust the damage down. It's still a lot of damage, though.
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2 months ago ::
Feb 03, 2010 - 2:58PM
#10
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Bolstering Blood is not Blood Pulse. Bolstering Blood is a feature of the PP while Blood Pulse is a power granted by the PP.
True, but he counted "+11 (Bolstering Blood)" on his list of Damage Bonus Sources, and I'm not entirely clear on which damage bonuses he's applying to which rolls. Given that the quote that I gave was really fairly restrictive, I thought it might be pertinent.
Edit: ninjad
Another edit: How is shadow walk giving you CA? I don't believe that basic concealment does that by itself anymore, if it ever did.
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