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2 years ago ::
Sep 12, 2011 - 1:37PM
#1351
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Date Joined:
Apr 28, 2011
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Mordenkainen's Emporium won't come out officially until the 20th but was pre-released to premium stores on the 10th. Anyone here taken a look at a) the new magical gear, b) the new consumables, and c) the new adventuring gear? I'm surprised not to have seen any rumblings about the contents on this thread. I'm looking for thoughts on those as well as the rare items in the MME and some of the new armor.
In particular it looks like the new consumables or in the case of old ones the relatively new rules for consumables may make it incredibly useful for rogues to invest in lotions and potions before heading out on adventures.
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2 years ago ::
Sep 12, 2011 - 1:54PM
#1352
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Date Joined:
Apr 28, 2011
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Also, and sorry for such a quick and unrelated second post, I've read a few of you ask about themes here and there in the threads but haven't seen altogether too much talk about them except for the doomed to be errata'd Pack Outcast theme.
The Spellscarred Harbinger theme gets a handy invis that seems to grant at least a round of combat advantage and maybe two, since the text doesn't say anything about becoming visible upon an attack. As a point of clarification, if I become visible at the start of my round but had total concealment beforehand, does the enemy grant me combat advantage at the start of my round period or do I have to take cover after the first attack?
"Vanish: Once per encounter as a minor action, you can become invisible until the start of your next turn."
The re-rolled save also looks quite nice as a pickup on level 10.
The level 5 utility isn't ideal because of the self-imposed damage but, since it doesn't restrict the daze effect to melee attacks, allows a ranged daze if you desperately need to lock someone down before laying down some pain.
The lvl 6 & 10 utilities seem inferior to the options already available to us but the initial powers + the level 5 utility seem quite handy.
The Drow Spy theme seemed great before reading it but levitation is so situational (at first blush to me) and the other utilities so lackluster that it didn't seem worth picking up, although not granting +2 to hit when granting CA is handy.
I won't mention Pack Outcast because there's no way it can stay that way for more than a month or two.
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2 years ago ::
Sep 12, 2011 - 1:57PM
#1353
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- Senior Volunteer Community Lead
Date Joined:
Aug 19, 2007
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invest in lotions and potions
You should make some commotion, For that fine new rogue notion That a devotion to lotion and an ocean of potion improves damage promotion, and assists locomotion.
(Sorry, couldn't resist, hides again)
Keith Richmond Living Forgotten Realms Epic Writing Director
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2 years ago ::
Sep 13, 2011 - 4:35PM
#1354
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Date Joined:
Feb 17, 2010
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Got a question about a combination of powers my characters been using recently. It seems awfully powerful and I'm wondering if what I'm doing is actually illegal without me realizing.
Basically I use Shadow Steel Roll, according to the power if I pass the stealth check, I remain hidden after the attack. I then immediately use lvl 16 utility Hide in plain sight, making me invisible till I leave the square.
This basically means I can become invisible once per encounter, provided I stay in that square. I've read through the power descriptions several times and cant seem to find anything that contradicts this strategy. Am I missing something?
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2 years ago ::
Sep 14, 2011 - 4:49AM
#1355
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Date Joined:
Dec 22, 2010
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Yes you may be invisible while you are in that square, but as soon as you attack (no including shadow steel roll) you won't be hidden and every monster will know what square you are in.
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2 years ago ::
Sep 14, 2011 - 4:54AM
#1356
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Date Joined:
Feb 17, 2010
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Yes you may be invisible while you are in that square, but as soon as you attack (no including shadow steel roll) you won't be hidden and every monster will know what square you are in.
Okay, but I still gain the benefits of being invisible right? Even if the monsters know what square I'm in? Benefits being a -5 to any attack roll against me and combat advantage?
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2 years ago ::
Sep 16, 2011 - 2:43AM
#1357
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Date Joined:
Mar 15, 2009
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I'm going to play a lv 9 Halfling rogue MC bard (storytelling reason) dagger wielder, i have 6236 Gold to equip the character, this is what i have thinked: magic weapon +2 1800 magic armor +2 1800 iron armbands of power 1800 amulet of resolution +1 520
its ok or i should change? the manual i could use are : PH 1-2-3,adventur vaul 1-2, Forgotten realm handbook
Sorry for my bad english
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2 years ago ::
Sep 25, 2011 - 10:55PM
#1358
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Date Joined:
Jun 20, 2001
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I'm playing a halfling artful dodger rogue and, while looking at power and feat choices for future levels, I'm finding myself leaning toward ongoing damage daily powers (Blood Bath, Agonizing Shot, Arterial Slice and the like). Are there any feats or items that can give enemies a penalties to their saves against that damage? I'm definitely looking at Bleeding Backstab at paragon, Backstabber, and Deathdealer for a paragon path. Just wondering what other things I could use to impede their saving throws and milk more SA damage (for Blood Bath and Arterial Slice) and ongoing damage in general.
Also, my playstyle with the character revolves around provoking opportunity attacks so I can get my combat advantage through the feat Opportunity Knocks. I'm also paired with a paladin PC in the party, which is some beautiful synergy. For this reason, I'm planning on picking up feats and powers that give me defense bonuses such as Defensive Mobility, Lost in the Crowd, Defensive Advantage and perhaps eventually Nimble Dodge. Are there any other AC bonus feats I might be missing?
Lastly, a simple rules question. The Death Dealer's action point ability states that "When you spend an action point to take an extra action, you gain a +2 bonus to each damage die until the start of your next turn." Does this bonus apply to Sneak Attack damage dice? When I first read it, I thought it referred only to weapon damage dice and didn't think twice about it. Reading it some time later, I realilzed that it doesn't say they have to be weapon dice, just damage dice.
Thanks!
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2 years ago ::
Sep 26, 2011 - 7:32AM
#1359
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Date Joined:
Aug 20, 2007
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I can't find it, but check out a build called "da bleeder" which has a similar concept. It's a ranger, but items and feats should share similarities.
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2 years ago ::
Sep 26, 2011 - 8:02AM
#1360
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Date Joined:
Oct 28, 2010
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I'm playing a halfling artful dodger rogue and, while looking at power and feat choices for future levels, I'm finding myself leaning toward ongoing damage daily powers (Blood Bath, Agonizing Shot, Arterial Slice and the like). Are there any feats or items that can give enemies a penalties to their saves against that damage? I'm definitely looking at Bleeding Backstab at paragon, Backstabber, and Deathdealer for a paragon path. Just wondering what other things I could use to impede their saving throws and milk more SA damage (for Blood Bath and Arterial Slice) and ongoing damage in general.
Also, my playstyle with the character revolves around provoking opportunity attacks so I can get my combat advantage through the feat Opportunity Knocks. I'm also paired with a paladin PC in the party, which is some beautiful synergy. For this reason, I'm planning on picking up feats and powers that give me defense bonuses such as Defensive Mobility, Lost in the Crowd, Defensive Advantage and perhaps eventually Nimble Dodge. Are there any other AC bonus feats I might be missing?
Lastly, a simple rules question. The Death Dealer's action point ability states that "When you spend an action point to take an extra action, you gain a +2 bonus to each damage die until the start of your next turn." Does this bonus apply to Sneak Attack damage dice? When I first read it, I thought it referred only to weapon damage dice and didn't think twice about it. Reading it some time later, I realilzed that it doesn't say they have to be weapon dice, just damage dice.
Thanks!
Yes, death dealer's action would appear to work that way, and damn is it nice.
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