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Dungeons & Dra.. 4e Character Optim.. Mia, Aspiring Lady of Blades (Elf Avenger/PMC...
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Switch to Forum Live View Mia, Aspiring Lady of Blades (Elf Avenger/PMC Ranger/Martial Archetype)
2 years ago  ::  Nov 10, 2011 - 12:11PM #51
furious_kender
Date Joined: Oct 25, 2007
Posts: 2,129
I guess wotc errataing DC into a utility power also is a side issue regarding whether DC is a power or not.  As always, thanks for setting me straight on the error of my ways
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2 years ago  ::  Nov 10, 2011 - 12:20PM #52
erachima
Date Joined: Sep 4, 2010
Posts: 7,663
Divine Challenge specifically has been changed. (Though the change in label has not been propogated correctly, hence the confusion.) Lay On Hands has not, Flurry of Blows has not, Warlock's Curse has not, etc. etc. etc. Class features are not powers unless they are labeled as powers, even if they are formatted in a power-like fashion.
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2 years ago  ::  Nov 10, 2011 - 12:26PM #53
furious_kender
Date Joined: Oct 25, 2007
Posts: 2,129
Read the RC again. It clearly specifies these sorts of features are powers.  Also, if it didn't work like that, the DC errata into a utility power changed nothing, as DC maintaining itself becomes a non issue.

So not only is it RAW, but RAI as well.
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1 year ago  ::  Mar 29, 2012 - 8:08AM #54
mellored
Date Joined: Jul 8, 2008
Posts: 19,483
Have you thought of going half-elf anyways?  For throw and stab?

so you..

Throw... at a random enemy.
MBA->power of skill->overwhelming strike... at your oath target.
Dual Weapon attack... at your oath target.
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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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8 months ago  ::  Oct 04, 2012 - 11:26AM #55
erachima
Date Joined: Sep 4, 2010
Posts: 7,663
I have redone the level-by-level breakdown to match approximately my own decisions when playing this build. The result has less theoretical damage, but is a lot more playable and, if you go Unity, does more damage in practice once you're at the higher levels anyway.

mellored: I have indeed thought of going Half-Elf, but not for the reasons you're thinking. The advantage of going Half-Elf is so that you can PMC Skald and then take DWA and so on via PMC, since the Skald's no-stat powerswap options beat out the Ranger's DEX powers. You also qualify for Avenging Opportunist, which is very powerful once you get your epic stride going.
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8 months ago  ::  Oct 05, 2012 - 5:44AM #56
erachima
Date Joined: Sep 4, 2010
Posts: 7,663
Some more updates. Strength/weakness summary, modern heroic-tier damage numbers.
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8 months ago  ::  Oct 05, 2012 - 2:36PM #57
Armond436
Date Joined: Apr 24, 2011
Posts: 69
At 19, you replace Temple of Light. Are you then relying on SFH to provide your radiant damage for the rest of the encounter? If so, do you have a backup for those of us whose DMs like to mess with the strikers? (Dazzling Sunray through Corellon's boon, perhaps?)

With Cruel Cage of Steel, the hit line says "three attacks", but doesn't specify which weapons you make the attacks with. Can you argue that you can make all three attacks with your off-hand weapon, and then roll damage from your main-hand weapon?

How necessary do you consider Deadly Draw to be? I presume it's fairly skippable in melee-heavy groups, but even if the only melee are you and a defender, do you feel that you can't often enough charge into a flank or something?

Copypaste fail at 23: you've already retrained Unarmored Agility.

Some other items to consider: The Fading One - Lighter Than Wind (like you really need it - maybe argue for your DM to let you apply the bonus to Cruel Cage of Steel or Blade Cascade after you use Tumbling Strike?), Davros Elden's Defensive Step, Davros Elden's Blinding Strikes, The Fourth Truth (if you've the money to spare, though it's pretty cheap for its benefit), and Nature's Fervor (which will probably do you more good keeping you on your feet than letting you use another Tumbling Strike).

I suspect you'll be taking Corellon's Boon to grab a Bladesinger at-will, which means provoking. Do you think, after retraining Unarmored Agility, that Mia is tough enough to ignore provokes, or is there a repraisal effect I'm missing (besides, obviously, defender marks)?

Perhaps most importantly, if you're going for Ironwrought over Sohei/Guardian/Elemental Initiate, why would you go for Githzerai over Elf? Valenar matches Gith Blade Mastery save a damage die, at which point you're trading 1 average damage for 9.75% nova crit chance. (Alternatively, you could nab a double scimitar, which would put you down another 1 average damage but give you +1 AC.) There is something to be said for losing Iron Mind and, maybe, Dakshai's Body-Mind Union, but you're going for an all-out offensive build anyway.
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8 months ago  ::  Oct 05, 2012 - 6:52PM #58
erachima
Date Joined: Sep 4, 2010
Posts: 7,663
Alright, I'll answer in order:

There are a few assumptions going into that. First, I assume that any group you're playing Mia in has an average ecounter length that rarely exceeds 2 rounds, in which case SFH is roughly radiant damage always. More importantly though, once you have SFH and therefore are already picking up the 5/7+reroll extra damage boost from radiant most of the time, Temple of Light becomes just +1d6, which just isn't very impressive anymore vs. the vuln-like effect from Leprous Wound.

Yes, you can technically make all the CCoS attacks with one weapon. You can also technically make 9 attacks with CCoS, though, so I wouldn't consider that indicative of what will actually be ruled at the table.

Deadly Draw was actually very useful, though it's obviously obsoleted by Enmity Shared. There are several reasons for Deadly Draw being a worthwhile slot in my experience. Depending on if you're a Githzerai or an Elf, you either have good or extremely good initiative, so you likely won't have CA on your opening attacks since nobody's been able to roll into flanking yet. This function could admittedly be replaced by Superior Reflex, but Deadly Draw also it makes it easier transferring between targets. And of course, more ways to offset Power Attack = more times per encounter you can safely use Power Attack.

Good eye on Unarmored Agility.

I've actually made an intentional decision to not list every single useful boon since it's too much clutter.

I do indeed have Corellon's Boon for Lightning Ring, but there are two fronts on which I'm not concerned about provoking: first, Lightning Ring tends to go off on the same attack that kills a standard, so I'm probably using it on someone I'm not adjacent to. Second, thanks to attack penalties and Heavy Blade Expertise and defense bonuses, they need a 17 to hit me. (If a creature OAs vs. Fort, I am admittedly in for some pain.) However, since I just got that boon (my Mia is level 22), it's possible I'll end up having guessed wrong on this.

Both Githzerai vs. Elf and Bastard Sword vs. Scimitar are extremely close in value. However, the Bastard Sword comes out slightly ahead on damage due to (2*.77+6*.19) > (3d8*.19), at which point the higher proficiency bonus, which makes it easier to power attack safely, clinches the deal. It's entirely possible that an Elf with the Samurai theme would beat the Ironwrought in practical critfishing, and other themes to consider are Elemental Initiate (for the shift on kill ki focus) and Iron Wolf (for the extra rechargeable No Action attacks). I chose Ironwrought, personally, because I believe it gives the best overall value: +1 power bonus to attacks pretty much always, an extra critical shot per encounter, and DR to the tune of one saved turn per day.
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8 months ago  ::  Oct 05, 2012 - 11:46PM #59
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462

Nov 10, 2011 -- 12:20PM, erachima wrote:

Divine Challenge specifically has been changed. (Though the change in label has not been propogated correctly, hence the confusion.) Lay On Hands has not, Flurry of Blows has not, Warlock's Curse has not, etc. etc. etc. Class features are not powers unless they are labeled as powers, even if they are formatted in a power-like fashion.




Flurry of Blows is most definitely a power(PHB 3) and specifically an attack power(RC).  FoB has been a power listed as a monk power since the monk first came out.  And the RC defined the power as an attack power because it does damage.  Warlock's Curse, Lay on Hands, Hunter's Quarry, Warlock's Pact Boons, etc. are still just features.


PHB 3 pg 64:  Monks gain a Flurry of Blows power based on their chosen tradition.   

RC pg 90: If a power's type isn't stated, the power is an attack power if it includes an attack roll of if it deals damage.

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8 months ago  ::  Oct 06, 2012 - 12:40AM #60
erachima
Date Joined: Sep 4, 2010
Posts: 7,663
Uh, if you'd waited another month to give that reply, it would've at least been understandable date confusion.
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