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6 months ago ::
Nov 29, 2012 - 5:34AM
#671
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Date Joined:
Oct 28, 2010
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Yeah, I was mistaking Storm of Blades for Hurricane. My bad.
But definitely, Rain of Blows over Trip Up.
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6 months ago ::
Nov 29, 2012 - 6:25AM
#672
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Date Joined:
Jun 19, 2004
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True, but this all assumes you aren't using your Boots to replace the MBA with a multi attack to double, tripple, or quadruple dip on the charge package. Warforged Juggernaut. Charge -> Boots -> Hurricane of Blades -> AP (Get back Hurricane of Blades) -> Hurricane of Blades. And you may have a move left and maybe a minor.
What is the name of those boots? If you mean Boots of the Mighty Charge, I do not like them. Daily usage is too restricting. I prefer Clearing Cleats (for their property), Boots of Teleportation, or maybe Battlestrider Greaves/Boots of the Infinite Stride/Sandals of Avandra.
Yes I am talking about Boots of the Mighty Charge. I realize they are a daily, but at the same time you charge and kill something. Its as strong as using a daily attack power. Then change your boots. They are so cheap, really you should keep a smelly old pair strapped to your adventurer's Backpack at all times.
In other news, I realize my above sequence was incorrect. My AP turn says you can recharge Hurricane of Blades on AP, but I know that isn't true. So same thing with RoB in the mix instead of HoB.
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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6 months ago ::
Nov 29, 2012 - 9:19AM
#673
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Date Joined:
May 12, 2011
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Sorry to be a noob, but what feat/item/PP/ED/etc are you guys using to recharge enounter powers on an AP?
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6 months ago ::
Nov 29, 2012 - 11:01AM
#674
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Date Joined:
Feb 19, 2006
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Sorry to be a noob, but what feat/item/PP/ED/etc are you guys using to recharge enounter powers on an AP?
Martial Mastery, epic tier feat that lets you regain the use of a martial encounter power when spending an AP for another action.
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6 months ago ::
Nov 30, 2012 - 11:37AM
#675
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Date Joined:
May 12, 2011
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Thanks!
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6 months ago ::
Dec 07, 2012 - 1:24PM
#676
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Nice guide for slayers you have here. I personally play during my encounter beta tests a party that includes a gnoll slayer named grizzle. He's a freakin beast capable at level 12 (or was it 16? cant remember) of pumping out well over 200 points of damage (by my calculations) if he gets lucky. Useally however he quite reliabley puts out 48-80 points of damage per round and is actually quite durable. He once took on two elites of his level almost by himself. Slayer is an awsome class if built right.
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6 months ago ::
Dec 09, 2012 - 8:59AM
#677
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Date Joined:
Apr 14, 2010
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I have a Lair Assault coming up, and I'm looking to bring a charging slayer. This Lair Assault (Temple of the Sky Gods) has one interesting detail, in that all PCs will be mounted. So Lances, Pack Outcast and Lancing Gloves will be awesome. Here's the build, did I miss some tricks to get the damage higher? Rules: level 7 character, one free lvl 8,7,6 item, and 1800 gp. Maximum of 2 consumables of level 7 or lower. Spoiler:
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====== Created Using Wizards of the Coast D&D Character Builder ====== Lair Assault striker, level 7 Human, Fighter (Slayer) Slayer Weapon Specialization Option: Brutal Axe Human Power Selection Option: Bonus At-Will Power Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Pack Outcast FINAL ABILITY SCORES STR 20, CON 10, DEX 17, INT 10, WIS 11, CHA 8 STARTING ABILITY SCORES STR 17, CON 10, DEX 16, INT 10, WIS 11, CHA 8 AC: 21 Fort: 21 Ref: 17 Will: 14 HP: 71 Surges: 9 Surge Value: 17 TRAINED SKILLS Athletics +13, Endurance +9, Heal +8, Intimidate +7 UNTRAINED SKILLS Acrobatics +6, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +3, History +3, Insight +3, Nature +3, Perception +3, Religion +3, Stealth +6, Streetwise +2, Thievery +6 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Pack Outcast Utility: Body of the Wolf Multiple Class Attack: Power Strike Fighter Utility: Berserker's Charge Fighter Utility: Battle Wrath Fighter Utility: Poised Assault Fighter Attack 1: Knockdown Assault Endurance Utility 2: Inspiring Fortitude Endurance Utility 6: Third Wind FEATS Level 1: Power Attack Level 1: Powerful Charge Level 2: Spear Expertise Level 4: Silvery Glow Level 6: Surprising Charge ITEMS Vanguard Lance +2 x1 Horned Helm (heroic tier) x1 Lancing Gloves x1 Dwarven Scale Armor +1 x1 Bracers of Mighty Striking (heroic tier) Impenetrable Barding (heroic tier) Frozen Whetstone (heroic tier) Stone of Shielding ====== End ======
Attack bonus on a charge: +19 vs AC. Damage on a charge: 3d10+1d8+1d6+24 A couple of points of interest: - Frozen Whetstone enables Silvery Glow. - Impenetrable Warding is pretty much necessary since the mount CAN'T die. - I took Knockdown Assault as a bonus at-will since I expect most enemies to be flying as well.
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6 months ago ::
Dec 09, 2012 - 2:16PM
#678
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Date Joined:
Oct 13, 2003
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attack for damage like Power Attack is normally a bad trade. You probably want more then one Frozen Whetstone. how do you get +19? I get 3 ( 1/2 level) + 5 ( ability ) + 2 ( proficiency ) + 2 ( enhancement ) + 1 ( weapon talent ) + 1 ( charge ) + 2 ( power bonus ) + 2 ( ca ) = 18
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6 months ago ::
Dec 09, 2012 - 2:27PM
#679
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Date Joined:
Apr 14, 2010
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You missed Spear Expertise. Lair Assault is just one encounter, so one whetstone should be enough. What would you suggest instead of Power Attack? Preferably something that increases either accuracy or damage.
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6 months ago ::
Dec 09, 2012 - 3:08PM
#680
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Date Joined:
Oct 13, 2003
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ah of course. I'd get Martial Cross-Training for Trip Up.
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