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2 years ago  ::  Oct 18, 2011 - 10:12AM #21
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,313
Since someone playing the Half-elf version of this is probably playing LFR, what would be a good replacement for Mark of Passage?  Anything similar which can be used instead?  Anything "not as good" that can be used?
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2 years ago  ::  Oct 18, 2011 - 10:32AM #22
mellored
Date Joined: Jul 8, 2008
Posts: 19,720

Oct 18, 2011 -- 10:12AM, Undrhil wrote:

Since someone playing the Half-elf version of this is probably playing LFR, what would be a good replacement for Mark of Passage?  Anything similar which can be used instead?  Anything "not as good" that can be used?


 I'm not using any dragon marks.... (though they'd certainly be useful).

or did you mean mastery of passage.  That's part of the PP.

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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2 years ago  ::  Oct 18, 2011 - 11:51AM #23
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,313
Someone else had mentioned Mark of Passage.  Obviously, a typo on their part.  Sorry.
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2 years ago  ::  Oct 18, 2011 - 11:57AM #24
mellored
Date Joined: Jul 8, 2008
Posts: 19,720

Oct 18, 2011 -- 11:51AM, Undrhil wrote:

Someone else had mentioned Mark of Passage.  Obviously, a typo on their part.  Sorry.


No harm, and it would fit into the build fairly well.

But let me know how it actually plays.  I havn't had a chance.

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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2 years ago  ::  Oct 18, 2011 - 12:07PM #25
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,313
I am building up a Hexblade using this as a framework.  So far, the Guardian theme looks promising since it gives some shifting at least once per encounter.  The Monk power Five Storms gives Shift 2 as a move action, but I guess having Shift 1 as a Minor and then shifting 1 as a Move action is better since it gives more times to teleport.

I am looking for other powers and items which grant shift (I think I typo'd that somehow a long time ago... fixed it now).  The Orb of Nimble Thoughts lets you shift INT modifier squares 1x per encounter and augment 1 to keep the power, so I'll likely grab Orb implement proficiency from somewhere.  And, since I am playing as a Half-Elf, I'll be starting as level 11.  Not a big deal in LFR, but it means my starting items are limited somewhat.
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13 months ago  ::  Jun 22, 2012 - 1:02AM #26
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,313
I revisted this idea and came up with Blink, a Pixie Battlemind.

Blink Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Blink, level 11
Pixie, Battlemind, Evermeet Warlock
Build: Harrier Battlemind
Psionic Study: Persistent Harrier
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Staff)
Pact Initiate: Pact Initiate (infernal pact)
Arcane Implement Proficiency: Arcane Implement Proficiency (Staff)
Background: Silent Hunter, Moonshae Isles (Silent Hunter Benefit)


FINAL ABILITY SCORES
Str 15, Con 20, Dex 17, Int 11, Wis 9, Cha 16.


STARTING ABILITY SCORES
Str 14, Con 17, Dex 12, Int 10, Wis 8, Cha 13.



AC: 27 Fort: 24 Reflex: 22 Will: 25
HP: 95 Surges: 14 Surge Value: 23


TRAINED SKILLS
Bluff +13, Endurance +17, Stealth +16, Nature +11, Thievery +13


UNTRAINED SKILLS
Acrobatics +8, Arcana +5, Diplomacy +8, Dungeoneering +4, Heal +4, History +5, Insight +4, Intimidate +8, Perception +5, Religion +5, Streetwise +8, Athletics +7


FEATS
Level 1: Harrying Step
Level 2: Versatile Expertise
Level 4: Improved Defenses
Level 6: Pact Initiate
Level 8: Arcane Implement Proficiency
Level 10: Superior Implement Training (Accurate Ki Focus)
Level 11: Heavy Blade Opportunity


POWERS
Battlemind at-will 1: World-Slipping Advance
Battlemind at-will 1: Twisted Eye
Battlemind daily 1: Accelerating Strike
Battlemind utility 2: Telepathic Challenge
Battlemind at-will 3: Lodestone Lure
Battlemind daily 5: Nightmare Vortex
Battlemind utility 6: Evade Explosion
Battlemind at-will 7: Psionic Speed (replaces Twisted Eye)
Battlemind daily 9: Shattered Time
Battlemind utility 10: Flowing Defense


ITEMS
Staff of the Traveler +1, Scimitar, Ghost Strike Accurate Ki Focus +3, Ghost Strike Ki Focus +3, Summoned Wyvernscale Armor +3, Cloak of Survival +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



This is at level 11 and would be for LFR.  Any ideas to tweak it?  I used the variant Half-elf build to start.  Without having a true minor action shift, I picked up Flowing Defense, which is a stance from Elemental Initiate which allows you to shift 1 square as a minor action.  It's a daily utility, unfortunately, but I am trying to find other things to higher level to get those minor action shifts.    (I was considering going so far as to PMC Monk to get Fallen Needle, but the feat cost is just too high.  I might retrain into it when she gets up to 18 or 20.)

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13 months ago  ::  Jun 22, 2012 - 1:20AM #27
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 760
Quicksilver Armor and Boots of the Fencing Master both have minor action shift encounter powers.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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