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Switch to Forum Live View Call of the Wild: A Druid Handbook
6 months ago  ::  Dec 31, 2012 - 11:13AM #941
RayjeEliwan
Date Joined: Mar 4, 2010
Posts: 627

Dec 31, 2012 -- 10:50AM, Scatterbrained wrote:

Well the optimal answer is probably Staff of the Traveler + teleport boosters.




We considered that, but 1) another member of the party is already doing something similar (with Evermeet Warlock, no less), so we don't want to step on any toes, and 2) we're specifically optimizing shifts, since she wants to take Dispossessed Champion for her ED. Sure, the lack of a stat boost sucks, but the idea of a speed-opped (both init and movement) Druid going first, leaping something like 7-9 squares with Pouncing Form as a free action, and letting the whole party get into position in the process (screw you, turn 1 killbox!) is, simply put, damned compelling.

That said, I remembered an obvious shift boost: Mark of Passage. Wild Shape is a power, so MoP applies to its shift. MoP + Long Step = a 3-square shift on returning to humanoid form, and that's not shabby, even if it looks a little weak next to the 9-square shift into beast form she'd get with the same feat load and Pouncing Form.

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6 months ago  ::  Jan 01, 2013 - 8:44AM #942
Dzance
Date Joined: Jul 26, 2008
Posts: 576

Dec 31, 2012 -- 10:28AM, RayjeEliwan wrote:

Her MC is already spoken for (Monk, if that opens up anything, though I didn't notice anything especially interesting for this specific purpose).


Monastic Adept (MC monk) feat could get her an encounter minor action shift (Fallen Needle) if she's interested...

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6 months ago  ::  Jan 01, 2013 - 2:46PM #943
crayne
Date Joined: Dec 18, 2009
Posts: 1,133
I only recall one feat, that increases the shift distance, which is "risky shift", but that requires MC rogue and you grant CA, after using it. But whenever you shift, it allows you to shift an additional square. I think There isn't much to shift opimization, teleport is the only way to go. There's two paragon paths (one for dragon born and one for wizard "arcane wayfarer) which grant a teleport speed at LV 16. So whenever a power allows you to move (including shift), you can use your teleport speed instead. Most teleport boosting items (like eladrin armor, ring and boots) add 1 to max distance, so they always get added, even if a power says "shift 1 square", like wild shape.

You should also advise your friend with the staff of the traveler to get an Orb of nimble thoughts, for an encouter teleport (int mod squares).
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6 months ago  ::  Jan 01, 2013 - 3:51PM #944
Alcestis
Date Joined: Oct 7, 2009
Posts: 8,031
There are a couple of items that specifically help out with adding/increasing Beast Form shifts.
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6 months ago  ::  Jan 01, 2013 - 4:51PM #945
arkthepieking
Date Joined: Mar 25, 2008
Posts: 326
Apologies if this has been brought up (as I'm almost positive it has but I don't want to slog through 95 pages of conversation), but this has me a bit confused:

Ironbreaker's Claws (PrP):  An AoE that does decent damage, and if you hit and then switch to beast form before your turn ends, any enemy that hits or misses you takes 5 damage.  Disincentive for every enemy on the board (even ranged) to attack you is nice (especially for Predators who don't normally get these kinds of powers), but the damage doesn't scale.  Useless for Sentinels, who lack Wild Shape. 

The last line of that entry implies that Sentinels have a way to get other powers besides Combined Attack, and if they do I'm not familiar with it. Would anyone be able to enlighten me? 
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6 months ago  ::  Jan 01, 2013 - 8:52PM #946
zelink551
Date Joined: Feb 26, 2011
Posts: 3,402
My guess is Alien was editing powers, knew they get dailies, but mistyped. You are correct.
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

Self Reference Links Show

http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

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6 months ago  ::  Jan 02, 2013 - 3:29AM #947
crayne
Date Joined: Dec 18, 2009
Posts: 1,133
Actually both assumptions only partially correct.

1. Hybrid Sentinels can choose among all encounter powers of both classes, including combined attack (or additional uses on higher levels).

2. Sentinels can get wild shape, although it costs 2 feats, which have virtually no other benefit, except wild shape. Theres also the 3 were themes (wererat, werebear and werewolf), that allow you to use beastform powers, although they don't give you the wild shape power.
Call to the Wild: grants "Nature's ally" daily power.
Beastwalker Circle: Requires "Nature's ally". Gain Wildshape and may replace "Nature's ally" with normal druid daily power.
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6 months ago  ::  Jan 03, 2013 - 9:06AM #948
Dzance
Date Joined: Jul 26, 2008
Posts: 576
As a side thought, would an optimized shift (say shift +1 via risky shift) stack with an optimized teleport (say teleport +1 with eladrin chain) to grant a teleport 3 via Staff of the Traveler?
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6 months ago  ::  Jan 03, 2013 - 1:47PM #949
crayne
Date Joined: Dec 18, 2009
Posts: 1,133

Jan 3, 2013 -- 9:06AM, Dzance wrote:

As a side thought, would an optimized shift (say shift +1 via risky shift) stack with an optimized teleport (say teleport +1 with eladrin chain) to grant a teleport 3 via Staff of the Traveler?




Generally speaking it depends on the wording of the related items/effects.

In this case you can shift 2 squares, so the staff replaces it with teleport. Eladrin items increase the max. distance of any teleport you make, so this is also ok.

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5 months ago  ::  Jan 24, 2013 - 12:14AM #950
Kees
Date Joined: Nov 18, 2011
Posts: 124
May I ask; Why is Vital Form sky blue for dwarves and just blue for the rest of us?
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