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Switch to Forum Live View Chargedent Barrage (up to 6 charges per turn)
2 years ago  ::  Feb 06, 2011 - 10:27AM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,483
EDIT:  You can no longer take the Summon Celestial Steed power.  It doesn't hurt the core of this build (you can still "1-shot" bahamut), but you lost flight.  Still, you have have 4 feats (including your MC) the ED, and possibly even your PP to play with.

The setup:
5 charged optimized tieifling ardents, with trailblazing assault.

The trick...
1) Ardent 1 charges with trailblazing assault augment 2, if he hits (and he will)...
2) Ardent 2 charges with trailblazing assault augment 2, if he hits (and he will)...
3) Ardent 3 charges with trailblazing assault augment 2, if he hits (and he will)...
4) Ardent 4 charges with trailblazing assault augment 2, if he hits (and he will)...
5) Ardent 5 charges with trailblazing assault augment 2, if he hits (and he will)...
6) Goto 1
7) ????
8) Profit (e.g. Loot the corpses).

*Slide enemy 1 (mark of storms), shift 1 (boots of adept charging), slide adjacent ally 1 (tail slide), along with reach (greatspear), and a little tactical thinking ensures charge room for the next ally in the chain.

@ 1 With plenty of healing/surges, but meh damage, things will be slow, but with little risk.
@ 7, expect to have 1/3 of the creatures dead before it can act.
@ 13 When you pick up your thundergod weapon, expect it to jump to about 1/2.
@ 17 With 2 more PP, turn 2 becomes the mop-up faze.
@ 22, when you get your pegasus, you will know the meaning of overkill.

Another major advantage:
Since damage comes in chunks of 60 or so, can grant attacks at range "sight", and can charge flying 8 squares (10, since granted attacks can still hit on a 2 while running), this team works against any mix of solo/elite/normal/minions.

Weaknesses:
*Very small rooms/corridors without room to charge can be an issue.  But with plenty of surges/heals, you could grind trough it.
*Skills aren't diverse.  With 5 trained (6 with the util), so you should be ok on skill challenges, but traps will take there toll.
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  ::  Feb 06, 2011 - 10:28AM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,483
The build is nearly pure offense + init.  It should be rare for a creature to get a turn.  

build Show

Tiefling Ardent
Paragon Path: Lyrandar Wind-Rider
Epic Destiny: Harbringer of Doom

Str 12 Con 26 Dex 13 Int 10 Wis 12 Cha 30

Feats
Lvl 1: Weapon Proficency (Greatspear)
Lvl 2: Spear Expertise
Lvl 4: Imperious Majesty
Lvl 6: Improved Inititive -> Superior Inititive @ 21
Lvl 8: Weapon Focus
Lvl 10: Improved Defense
Lvl 11: Mark of Storms
Lvl 12: Tail slide
Lvl 14: Powerful Charge
Lvl 16: Rapid Assault
Lvl 18: Aggressive Advantage -> Improved Steed (Pegasus) @ 22
Lvl 20: Mounted Combat
Lvl 21: Soldier of Faith
Lvl 22: Utility Swap (Summon Celestial Steed)
Lvl 24: Aggressive Advantage
Lvl 26: Lucky Start
Lvl 28: Danger Sense
Lvl 30: Superior Will

Pwers:
Lvl 7: Trailblazing Assault

Daily:
Lvl 15: Coordinated Effort
Lvl 15: Aggressive Accompaniment
Lvl 29: Explosive Summons

Util:
2: Psionic Conduit
4: Summon Celestial Steed
16: Re-Form Mind


Items: Horned Helm (epic), Badge of the Beserker+6, Thundergod Greatspear+6, Boots of Adept Charging, Iron Armbands of Power (epic), Time Link Armor+6, Bridle of Rapid Action, not-completely-out-of-date-holy-symbol, a few re-roll items (stone of earth, dice of auspicious fortune, ect).


DPR (turn 2+) = 51.12 Show

To Hit:
9 (cha) + 15 (lvl) + 3 (prof) + +3 (feat) + 6 (enh) + 1 (PP) + .9 (ED)* + 3 (pegusus charge) = 40.9 v AC. (84.9%)
chained hits get a +8 power bonus.
*You can re-roll a 1 once, which roughly equals .9

Damage:
1d10 (spear) + 2d6 (thundergod) + 3d6 (horned helm) + 9 (cha) + 7 (con) + 3 (expertise) + 3 (weapon focus) + 6 (item) + 2 (powerful charge) = 53
Crit's (72 + 6d12) = 109 - 53 = 56 @ .05 = 2.8  (Yes, really, crit's only add 2.8 DPR)
53+ 2.8 = 55.8


encounter nova damage (turn 1): 2587.84 Show

40.9 + Aggressive Advantage = 42.9 + lucky start = (97.7%) and if you miss, you got 4 back up attackers.  
With +8 to hit, and harbringer of doom, each addional attack is 99.75%.
55.8 + rapid assault = 61.8 damage.

Each person can grant 7 charges, along with a final charge, it's 8 attacks @ 5 people, + 2 extra's from Psionic Conduit, which is 42 attacks.  I'm not going to calculate the chance of the chain stopping, since it's terribly low, and you could just start it again next turn.

61.8 * .977 + 61.8 * 41 * .9975  = 2587.8441


daily nova (turn 1) 4267.84 Show

Building off the encounter nova, we have 4*5 (20) more charges from Coordinated Effort, 5 more from action points, and 5 Aggressive Accompaniment.  Also, a reroll for everyone ensures everything hits.

25 more charges * 61.8 = 1545

AA damage =  2d10 (11) + Cha + 2d6 (7) = 27 * 5 = 135

1545 + 135 + 2587.84 = 
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  ::  Feb 06, 2011 - 10:49AM #3
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901
You can't Augment granted attacks.
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2 years ago  ::  Feb 06, 2011 - 11:23AM #4
mellored
Date Joined: Jul 8, 2008
Posts: 19,483

Feb 6, 2011 -- 10:49AM, Alcestis wrote:

You can't Augment granted attacks.


Why not?

At-Will Attack Powers: When a power or some other effect lets a creature use an at-will attack power, the creature can choose to use one of its augmentable at-will attack powers, but must use it unaugmented


Your granting a charge not an at-will attack power.

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  ::  Feb 06, 2011 - 11:29AM #5
ShakaUVM
Date Joined: Feb 3, 2003
Posts: 3,825
Hmm, if they're dependent on hitting, it would be interesting to see if they do better than The Chargers.
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2 years ago  ::  Feb 06, 2011 - 11:37AM #6
Dedekine
Date Joined: Mar 18, 2010
Posts: 395

Feb 6, 2011 -- 10:49AM, Alcestis wrote:

You can't Augment granted attacks.


This is an exception to that rule.  TBA states that you can use it in place of a MBA on a charge, with no restrictions on whether it is augmented or not (in contrast to Intent Laid Bare, for example).  

EDIT: The first obvious candidate for a paragon path is Argent Soul, to get the expanded crit range.

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2 years ago  ::  Feb 06, 2011 - 11:44AM #7
mellored
Date Joined: Jul 8, 2008
Posts: 19,483

Feb 6, 2011 -- 11:29AM, ShakaUVM wrote:

Hmm, if they're dependent on hitting, it would be interesting to see if they do better than The Chargers.


Well, it's only really reliant on the first hit. 

Right now, it's 10 (cha) + 15 (lvl) + 3 (prof) + +3 (feat) + 6 (enh) + 1 (ED) + 1 (charge) = 39 v AC.  (40 vs bloodied).  So that hit's on a 6.

Each additional attack will get a +8 power boost from the previous one (47), so they should easily hit on a 2.

Possible to pick up an additional one from a PP (kensi?) or something, or at least get CA for the first turn.

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  ::  Feb 06, 2011 - 11:48AM #8
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901

Feb 6, 2011 -- 11:23AM, mellored wrote:

Your granting a charge not an at-will attack power.


Another instance of Charge never having been formatted as a power. I concede it works by RAW.

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2 years ago  ::  Feb 06, 2011 - 12:04PM #9
mellored
Date Joined: Jul 8, 2008
Posts: 19,483

Feb 6, 2011 -- 11:37AM, Dedekine wrote:

EDIT: The first obvious candidate for a paragon path is Argent Soul, to get the expanded crit range.


I don't think it would really add that much.

At this point, i'm leaning toward Lyrandar Wind Rider.  That gives an extra +1 to hit, as well as a nice damage boost.

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  ::  Feb 06, 2011 - 3:46PM #10
SongNSilence
Date Joined: Jun 16, 2007
Posts: 1,274

Feb 6, 2011 -- 10:27AM, mellored wrote:

The trick: up to 6 charge a turn, 30 charges a round, for up to 8 rounds.  Probably averaging around 20 hits per round.

The setup
5 tieifling ardents, with boots of adept chargin + tail slide + trailblazing assault, otherwise charged optimized (badge of the beserker, horned helm, ect).

The trick...

1) Ardent 1 standard, charges with trailblazing assault augment 2, if he hits...
2) Ardent 2 free, charges with trailblazing assault augment 2, if he hits...
3) Ardent 3 free, charges with trailblazing assault augment 2, if he hits...
4) Ardent 4 free, charges with trailblazing assault augment 2, if he hits...
5) Ardent 5 free, charges with trailblazing assault augment 2, if he hits...
6) Ardent 1 free, charges

*after each charge, shift 1 and tail slide an ally into a chargable position.


Now, how would this be best optimized?



Why stop at 6 charges per turn ? The granted charges are not free actions, so they don't fall under the 1/turn free action attack limit. Simply charge until no one is left standing (or the PPs run out)...

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