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Switch to Forum Live View The Ghost with the Most (revenant handbook)
3 years ago  ::  Jun 27, 2010 - 2:14PM #21
Squad
Date Joined: Sep 16, 2008
Posts: 507

Jun 27, 2010 -- 12:24PM, mellored wrote:

Finished Races, and Feats, feel free to comment, or disagree.




Looks good so far. 

Edit - it looks like you already had included what I mentioned below.

I think it would be helpful to have a section on all the feats and items related to death saving throws and being below 0 HP.  You could start by just poaching from the Modularity thread's section on sub-zero fighting (it looks like we were the last two to post on that thread - and on this same topic no less). 


Here's one to add to the list of items - Ring of the Risen: When you have 0 hit points or fewer and spend a healing surge, you regain 2d6 additional hit points.

Also, just a minor correction - under the Thin the Herd feat in the Dark Reaping section, the weapon that can trigger being bloodied as an encounter power is Blood Fury not Bloodclaw.

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3 years ago  ::  Jun 27, 2010 - 2:26PM #22
ankiyavon
Date Joined: Dec 25, 2009
Posts: 3,452

Jun 27, 2010 -- 10:16AM, Wolf_in_the_Meadow wrote:


Yeah, Shardmind was just an example and perhaps not the best one...


But the point still stands - Revenant without access to racial enocunter/whatever is less useful than a revenant with racial encounter/whatever.


Not saying revenants are useless, just that there needs a support article for them at least once a year, possibly in September after the PHBX has been released and after the campaign setting has been released.


Wolf.




Most racial encounter powers just aren't that amazing, and often do not jusfity spending a feat on anyway.  Especiall since most of them are geared towards the actual race (stat mods, for example, infernal wrath uses int/cha which revenants do not have statbumps to and therefore are likely to have poor scores in), and are less useful to revenants.

If you wouldn't take the soul feat, then not having it available is no loss.

The difference between madness and genius is determined only by degrees of success.
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3 years ago  ::  Jun 27, 2010 - 3:09PM #23
mellored
Date Joined: Jul 8, 2008
Posts: 19,438
Ok, i think i'm more or less done (thanks for your help Squad).  Again if i missed something, feel a rating is off, or whatever, let me know.

Also, does anyone has a good picture for this?
guides Show
my builds Show

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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3 years ago  ::  Jun 27, 2010 - 3:31PM #24
Wolf_in_the_Meadow
Date Joined: Apr 11, 2009
Posts: 514

@Ankiyavon - As an example, if there were no Revenant/Half-Elf feats, would you be a revenant Half-Elf?


@Mellored -images.community.wizards.com/community.w...

or


a.imagehost.org/0929/Rev.jpg


Wolf

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3 years ago  ::  Jun 27, 2010 - 3:39PM #25
prototype00
Date Joined: Jan 23, 2004
Posts: 537
Don't know if it's worth mentioning, but the undying warrior ED lets you go from - bloodied HP to positive bloodied HP as a minor action with one healing surge. I've found that it adds an edge of really not going to die today to most of my revenant martial characters.

prototype00
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3 years ago  ::  Jun 27, 2010 - 4:03PM #26
Wolf_in_the_Meadow
Date Joined: Apr 11, 2009
Posts: 514

The Unyielding Sentinel also looks fairly good for the revenant  - I haven't field tested it yet, but could be useful in bigger fights.


 


Wolf.

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3 years ago  ::  Jun 27, 2010 - 4:28PM #27
ankiyavon
Date Joined: Dec 25, 2009
Posts: 3,452

Jun 27, 2010 -- 3:31PM, Wolf_in_the_Meadow wrote:


@Ankiyavon - As an example, if there were no Revenant/Half-Elf feats, would you be a revenant Half-Elf?





No, but that's only because there are no good half-elf feats in the game outside of dilettante tricks; the half-elf race is allowed to pick from human and elf, and revenant half-elves do not get that option.

If a revenant half-elf could take half-elf, human, and elf feats (like a living half-elf can), then for some characters, absolutely.

Because you can't do that, half-elf is a niche case where the only reason to take it is to abuse dilettante.  The fact that dilettante is so incredibly abusable and leads to a strong population of half-elf revanants is a problem with dilettante, not a problem with revenants.

The difference between madness and genius is determined only by degrees of success.
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3 years ago  ::  Jun 27, 2010 - 5:14PM #28
mellored
Date Joined: Jul 8, 2008
Posts: 19,438

Jun 27, 2010 -- 3:39PM, prototype00 wrote:

Don't know if it's worth mentioning, but the undying warrior ED lets you go from - bloodied HP to positive bloodied HP as a minor action with one healing surge. I've found that it adds an edge of really not going to die today to most of my revenant martial characters.

prototype00


Added.  That is quite nice for those who didn't get enough Death Saving Throws or took a life charm.

Jun 27, 2010 -- 4:03PM, Wolf_in_the_Meadow wrote:


The Unyielding Sentinel also looks fairly good for the revenant  - I haven't field tested it yet, but could be useful in bigger fights.


I don't see it in the compendium.

guides Show
my builds Show

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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3 years ago  ::  Jun 27, 2010 - 7:15PM #29
Ith
  • mis-clique
Date Joined: Feb 26, 2003
Posts: 2,359

Jun 27, 2010 -- 4:28PM, ankiyavon wrote:

Jun 27, 2010 -- 3:31PM, Wolf_in_the_Meadow wrote:


@Ankiyavon - As an example, if there were no Revenant/Half-Elf feats, would you be a revenant Half-Elf?







No, but that's only because there are no good half-elf feats in the game outside of dilettante tricks; the half-elf race is allowed to pick from human and elf, and revenant half-elves do not get that option.

If a revenant half-elf could take half-elf, human, and elf feats (like a living half-elf can), then for some characters, absolutely.

Because you can't do that, half-elf is a niche case where the only reason to take it is to abuse dilettante.  The fact that dilettante is so incredibly abusable and leads to a strong population of half-elf revanants is a problem with dilettante, not a problem with revenants.





Exactly.  For every race, the reason to choose it as a past life is different.  Very rarely (half elves, humans, dwarves - though the latter has many good features besides the soul feat) it's the soul feat and/or racial encounter power that makes the race a good choice.  Far more often the reason to choose a specific race is a race-specific (ie: non-revenant) feat or paragon path. 

Incidentaly, I think the guide's rating of Wilden is way off base.  They don't have great feat support, but what they do have is the Treeborn PP.  Being a Wilden past life is worth it just for this and nothing else.

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3 years ago  ::  Jun 27, 2010 - 9:49PM #30
mellored
Date Joined: Jul 8, 2008
Posts: 19,438
The only real reason to be half-elf is for dillitante.  I agree.

I hadn't seen Treeborn, the only Wilden PP in the compendium boost the racial, which you can't get.  Still only seems good for the crit range though, since the powers don't seem to special, and you need the racial for the reach bonus.  Still i'll up the rating a bit.

If you see any other rating that is off let me know.  I certainly havn't gone though ALL the racial feats, PP, and ED's.
guides Show
my builds Show

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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