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2 years ago ::
Sep 25, 2011 - 6:34AM
#1361
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Date Joined:
Oct 12, 2010
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So here's a question: with combat superiority only letting you hit mobs that are within arms reach why is the OP saying that shield fighters should do things like push them out of arms range. Maybe its just my DM, but enemies tend to shift away and smack one of the other melee. It seems fights go one of two ways: either knockdown assault gets them prone (and between me, an assassin, a ranger, and bravelord we usually make sure that anyone prone never stands up again), or things go running around in a spread out fashion that makes it so there is always someone out of arm's reach, possibly running all the way behind the melee pile and starting to chew on our wizard and psion.
Generally speaking, defenders use forced movement for one of two reason: 1) To get a monster off your squishy ally, or 2) to put a monster in a bad position (difficult terrain, hazardous terrain, up against a wall or cliff, etc).
Shield Fighters can even, with feats like Shield Push, negate attacks entirely. If your CC attack pushes the enemy so that it can no longer reach your ally, the attack (and action) is wasted.
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2 years ago ::
Sep 25, 2011 - 9:56AM
#1362
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So here's a question: with combat superiority only letting you hit mobs that are within arms reach why is the OP saying that shield fighters should do things like push them out of arms range. Maybe its just my DM, but enemies tend to shift away and smack one of the other melee. It seems fights go one of two ways: either knockdown assault gets them prone (and between me, an assassin, a ranger, and bravelord we usually make sure that anyone prone never stands up again), or things go running around in a spread out fashion that makes it so there is always someone out of arm's reach, possibly running all the way behind the melee pile and starting to chew on our wizard and psion.
Some of your pushing powers allow you to shift, keeping you adjacent to your enemy. This sort of forced movement+mobility allows you to define the front line.
But what I suspect you are referring to (or the OP as it were) is Shield Push. In this case, if an adjacent enemy is attacking an ally, you can spoil the attack if you hit with your Combat Challenge attack. Your attack interrupts the enemy's attack, and if you Push that enemy far enough that he can no longer reach your ally, then his attack fails.
In this scenario, it's OK that the enemy is no longer adjacent to you because he's already used his action to attack and you've caused him to waste that action.
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2 years ago ::
Sep 25, 2011 - 12:03PM
#1363
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Date Joined:
Mar 19, 2010
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I was just playing around with a new idea and came up with an addition some of you might like to play with for Overwhelming Impact.
With Arena Fighting you can gain the benefits of Flail Expertise with your Hammer class weapon. Son of Mercy PP adds Slow which you can morph into Daze Use an Attack that slides, Eldritch strike for example. Trade the slide for prone.
End result enemy is prone and Dazed at will.
Considering how OI is often used to end a creature's turn through Combat challenge there is not a lot of gain but I feel there is some potential for use on your own turn.
Enjoy.
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2 years ago ::
Sep 25, 2011 - 3:22PM
#1364
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Tempest fighter with the new "light chainmail", going full str/dex and picking up agile armor and chainmail exp in pargon. Did this new armor cause anyone else to revist tempest fighters or is it still a wonky build.
Ringmail only counts as chainmail for the purpose of armour enchantments. Can't use Expertise on it or get any other benefits for wearing chainmail.
I am not sure this is right. I think it counts as chainmail all the way since that is the base type, so the feats will work with it. Didnt try it in the CB, but I think that is how the rule is applied.
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2 years ago ::
Sep 25, 2011 - 3:46PM
#1365
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Date Joined:
Sep 25, 2006
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I'm trying to decide on a PP for my tempest fighter. Would Shock Trooper or Kensei be better for damage? My build is multi-attacks, so I don't have many powers that do a lot of weapon damage.
Kensei seems to be better no matter how I look at it, but the encounter power is pretty terrible (it can be swapped out with the feat I suppose). Would shock trooper eventually be able to match it damage wise, or would it never catch up with the +1 to hit +4 to damage the Kensei offers?
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2 years ago ::
Sep 29, 2011 - 3:59PM
#1366
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I'm trying to decide on a PP for my tempest fighter. Would Shock Trooper or Kensei be better for damage? My build is multi-attacks, so I don't have many powers that do a lot of weapon damage.
Kensei seems to be better no matter how I look at it, but the encounter power is pretty terrible (it can be swapped out with the feat I suppose). Would shock trooper eventually be able to match it damage wise, or would it never catch up with the +1 to hit +4 to damage the Kensei offers?
Shock Trooper will never catch up to Kensei in overall damage output since the Kensei bonuses apply to every attack, but the powers are bad. With multiattacks, you hit more and do more damage all the time. That being said, Shock Trooper is a great PP for the tempest, giving you many more options.
I would play Shock Trooper, it is much more fun to play.
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2 years ago ::
Oct 05, 2011 - 5:05PM
#1367
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I'd like to submit a vampiric brawler for critique (no DSCS or HOFL content used). His main goal is to be an effective lockdown fighter from early Heroic, and is a vampire more for flavour than for mechanics (although I've tried to maximize the usefulness of Blood Drain). "Vampiricus Maximus"
Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Vampiricus Maximus, level 30 Human, Fighter, Bloodknight, Undying Warrior Build: Brawling Fighter Fighter: Combat Superiority Fighter Talents: Brawler Style Versatile Expertise: Versatile Expertise (Spear) Versatile Expertise: Versatile Expertise (Unarmed) Human Power Selection: Bonus At-Will Power Blood Drain: Blood Drain Strength Background: Restless Dead (Perception class skill)
FINAL ABILITY SCORES Str 26, Con 21, Dex 16, Int 12, Wis 16, Cha 10.
STARTING ABILITY SCORES Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.
AC: 35 Fort: 44 Reflex: 32 Will: 31 HP: 225 Surges: 14 Surge Value: 56
TRAINED SKILLS Heal +23, Perception +23, Endurance +25, Athletics +28
UNTRAINED SKILLS Acrobatics +18, Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +18, History +16, Insight +18, Intimidate +15, Nature +18, Religion +16, Stealth +18, Streetwise +15, Thievery +18
FEATS Human: Vampiric Heritage Level 1: Versatile Expertise Level 2: Inescapable Hold Level 4: Brawler Guard Level 6: Pin Down Level 8: Improved Initiative (retrained to Superior Initiative at Level 22) Level 10: Improved Grab Level 11: Armor Specialization (Scale) Level 12: Persistent Threat Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 16: Impaling Spear Level 18: Uncanny Dodge Level 20: Toughness Level 21: Epic Fortitude Level 22: Dual Challenge Level 24: Rapid Combat Challenge Level 26: Crushing Grab Level 28: Martial Mastery Level 30: Slashing Storm
POWERS Bonus At-Will Power: Grappling Strike Fighter at-will 1: Weapon Master's Strike Fighter at-will 1: Dual Strike Fighter encounter 1: Takedown Attack Fighter daily 1: Seize and Stab Fighter utility 2: Forceful Drag Fighter encounter 3: Parry and Riposte Fighter daily 5: Rain of Steel Fighter utility 6: Makeshift Shield Fighter encounter 7: Trip Up Fighter daily 9: Stop Thrust Fighter utility 10: Body Shield (Fighter) Fighter encounter 13: Stranglehold (replaces Takedown Attack) Fighter daily 15: Unyielding Avalanche (replaces Seize and Stab) Fighter utility 16: Tangle Up Fighter encounter 17: Vicious Uppercut (replaces Parry and Riposte) Fighter daily 19: Persistence of Blades (replaces Stop Thrust) Fighter utility 22: Instant Getaway Fighter encounter 23: Trollclaw Grip (replaces Trip Up) Fighter daily 25: Reaper's Stance (replaces Rain of Steel) Fighter encounter 27: Warrior's Urging (replaces Stranglehold) Fighter daily 29: Force the Battle (replaces Persistence of Blades)
ITEMS Adventurer's Kit, Scale Armor, Spear, Spiked gauntlet, Javelin (5) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Note as well that I haven't kitted him out with magic equipment. His main shtick during Heroic when proper grabs are hard to come by is Weapon Master's Strike with a spear. It allows him to make an OA as well as a CC attack when his target shifts... and the OA he will make is Grappling Strike. So if an enemy tries to shift away, he takes 2 attacks and is grabbed, ending his movement. Trip Up (and later Tangle Up) provide an easy means of establishing a Pin Down when an enemy tries to violate his mark. The Undying Warrior ED, as well as being flavourful, also provides him a way of recharging his surges, which he will be spending multiple times per encounter with his rechargeable Blood Drain. Comments and criticism welcome.
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2 years ago ::
Oct 05, 2011 - 6:52PM
#1368
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Date Joined:
Apr 16, 2009
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I'd like to submit a vampiric brawler for critique (no DSCS or HOFL content used).
A separate thread is recommended.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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2 years ago ::
Oct 05, 2011 - 7:21PM
#1369
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I'd like to submit a vampiric brawler for critique (no DSCS or HOFL content used).
A separate thread is recommended.
No worries, submitting one.
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2 years ago ::
Oct 06, 2011 - 5:07AM
#1370
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Date Joined:
Oct 22, 2007
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Tempest fighter with the new "light chainmail", going full str/dex and picking up agile armor and chainmail exp in pargon. Did this new armor cause anyone else to revist tempest fighters or is it still a wonky build.
Ringmail only counts as chainmail for the purpose of armour enchantments. Can't use Expertise on it or get any other benefits for wearing chainmail.
I am not sure this is right. I think it counts as chainmail all the way since that is the base type, so the feats will work with it. Didnt try it in the CB, but I think that is how the rule is applied.
I only have the Internet preview to go on. It only makes mention of magic item enchantments. Its certainly a reasonable houserule and probably RAI that it counts as chainmail for feats and class features. But not as far as I can tell RAW.
Base Type: A suit of armor or a shield counts as the indicated type for the purpose of determining what magical properties it can gain.
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