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3 years ago ::
May 18, 2010 - 11:17PM
#151
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I would really like to see some skill powers put into the utility section like The Battlemind Handbook has done. There are some great options in there that may be better than current choices. (I'm specifically looking at Inspiring Fortitude vs Dimension Swap - lvl 2 utilities) I'm sure there are others.
It will take a little time because at the moment in working for the Healic Handbook, but after i finish power selection in that handbook i'm going to finish this one.
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός
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3 years ago ::
Jun 08, 2010 - 12:55AM
#152
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Evade Attack is way, way better than you think it is! (unless there is some errata that I don't know about)
It is an Immediate Interrupt, not an Immediate Reaction, so it does, in fact, invalidate the hit. For comparison, check out the level 2 wizard utility power "shield" which performs a similar function of avoiding an attack. For reference, see page 268 of the PHB.
This power is great in that it allows you to approach many encounters with a different mindset. You can tell your party to just completely ignore opportunity attacks and position however they so choose. If enemies miss with their OAs, great, no harm done. If an enemy hits, you teleport out of the way, then start respecting OAs again.
More conservatively, you could avoid OAs as normal and hold onto Evade Attack to save a cornered squishy. Instead of shifting away, your controller/ranged striker can just move away, allowing one or more OAs. If they would be hit, yoink them away to safety.
And it has range 20! Perhaps the only downside is that you might incur an OA yourself to use it. Of course, if you're next to your defender like you should be, he should also be able to punish...
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3 years ago ::
Jun 08, 2010 - 1:01AM
#153
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I was told that it doesn't work this way. It works only on opportunity attacks, though.... So i can rate black, not much more, as it was before.
EDIT: Started the work on skill powers and general re-organization
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός
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3 years ago ::
Jun 12, 2010 - 1:14AM
#154
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Added level 6 skill powers
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός
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3 years ago ::
Jun 20, 2010 - 1:40PM
#155
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Date Joined:
Mar 18, 2010
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I've been thinking about how best to make use of the Psionic Binder. Constant Jailer can lead to a no-save lockdown: hit with an immobilize (save ends) power, use action point to hit again with a melee power to prevent a save on the monster's next turn, and then simply keep hitting it to keep it immobilized. The problem is, as the guide says, that the Ardent gets only a single immobilizing power, and at level 15.
There's been a previous build that muticlassed to Invoker or Avenger to get immobilizing powers. This isn't ideal, as it means keeping Wis high and needing to keep up an implement, both of which effectively lower your to-hit bonus, which we want to keep high to make sure we keep hitting to continue the lockdown.
An even better option, I will argue, is to multiclass Artificer (!) and take Icebound Sigil. This no-attack power allows us to convert any ardent power at all, once per day, into one that inflicts save-ends immobilize. Combined with a Skewering Greatspear, that makes it possible to do a Constant Jailer lockdown twice a day starting right at level 11.
Another item worth mentioning in the context of the Psionic Binder is the Tattoo of Bloodied Chains, which inflicts immobilized (save ends) once per encounter on the first enemy to bloody you. This isn't as reliable as the action point method, since the enemy will have a chance to save, but it's still a level 7 item that gives you the status you need.
I don't think this should really impact the ratings the guide gives to Psionic Binder or to Artificer multiclassing. With the right party and a DM who favours the right types of encounter, this lockdown could be very useful, but it's still situational.
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3 years ago ::
Jun 20, 2010 - 1:50PM
#156
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Iirc icebound sigil needs to be discharged to make use of the immobilization..
If you agree i'll report your comment in the guide, i like to do this way.
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός
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3 years ago ::
Jun 20, 2010 - 1:56PM
#157
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Date Joined:
Mar 18, 2010
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Iirc icebound sigil needs to be discharged to make use of the immobilization..
If you agree i'll report your comment in the guide, i like to do this way.
Yes, you do need to discharge Icebound Sigil, but that's not really a problem. The cold damage is Con-based, so you're not likely to be getting much out of that, and it's a free action following a hit, so there's no chance of it being wasted. Please feel free to include this idea in the guide.
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1 year ago ::
Apr 19, 2012 - 5:27AM
#158
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Date Joined:
Nov 18, 2011
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You definitely want to add the Wind of Sympathy feat (couldn't find a suggestion in this thread about it) to the feat section of your handbook. Imho it is a gold feat, at least sky blue. Imho this makes dwarfs sky blue or at least blue for ardents.
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1 year ago ::
Apr 19, 2012 - 6:41AM
#159
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You definitely want to add the Wind of Sympathy feat (couldn't find a suggestion in this thread about it) to the feat section of your handbook. Imho it is a gold feat, at least sky blue. Imho this makes dwarfs sky blue or at least blue for ardents.
I don't know if i'd call it gold, or even sky blue.
Probably just blue. Extra healing is good, but the fact that it's their second wind, and gains none of the other bonuses hurts it a bit. Skyblue for dwarfs.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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1 year ago ::
Apr 19, 2012 - 7:23AM
#160
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Date Joined:
Feb 21, 2008
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You definitely want to add the Wind of Sympathy feat (couldn't find a suggestion in this thread about it) to the feat section of your handbook. Imho it is a gold feat, at least sky blue. Imho this makes dwarfs sky blue or at least blue for ardents.
This guide was discontinued. Click the link in Dedekine's signature for the current guide,
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