Given the definition of Purple in this guide ("A bad option unless specific circumstances are met (in which case it might be fantastic)"), I can see purple for Mist Weapon (the specific circumstances in this case being "against insubstantial creatures or creatures with resist lightning"). I can't see it going any higher than that, but I don't think MwaO is arguing for any higher than that.
I'm more of a Black opinion though I could see Purple. It doesn't just set up the player in the specific circumstances, it sets up the party. And that specific circumstance is common enough(about 6% of monsters) - fight 4 different monsters per combat, you ought to fight one once per 4 combats or so.
I'm more of a Black opinion though I could see Purple. It doesn't just set up the player in the specific circumstances, it sets up the party. And that specific circumstance is common enough(about 6% of monsters) - fight 4 different monsters per combat, you ought to fight one once per 4 combats or so.
I'm not really convinced that's an appropriate analysis, but using it, you'll end up fighting an average of one flying monster per encounter, which means you'd much, much rather have Lodestone Lure, your only tool for dealing with them -- and which also helps set up all the melee characters in your party.
It's that opportunity cost that really punishes Mist Weapon in my view. Like I said, it's only really a practical option if the occurence of insubstantial is much, much higher than 6% of monsters, and the optimal approach at that point is to play a paladin or cavalier instead. Still, the point about setting up nova rounds is a good one, and so I've changed the rating to purple.
I'm not really convinced that's an appropriate analysis, but using it, you'll end up fighting an average of one flying monster per encounter, which means you'd much, much rather have Lodestone Lure, your only tool for dealing with them -- and which also helps set up all the melee characters in your party.
I'd rather have Lodestone Lure for the adjacent movement issues. That it has some capability of dealing with flying monsters is marginally useful, but not especially so.
Most parties(and most individuals in most parties) have some capability of attacking at range vs. flying monsters. If you can't attack the flying monster, someone else likely can - and while they're doing that, you can keep the ground-based enemies off of them. If the DM is constructing an encounter of all flying creatures who want to stay within 5-6 squares, but not go up to 10 squares, then that's a different story.
Finally gave my 13th level slide/prone LFR Battlemind a good workout to test the elements of the build, and it did pretty well. Since Polearm Momentum builds aren't really covered much in the guide, I thought I'd post the build here to see if anyone has advice on where to go from here. The two areas I'm worried about are the ability to get into range and losing immediate actions due to status effects like Daze. I'm strongly considering Superior Will at 14th to fix the latter, though currently my only fix for the former involves the use of Daily powers.
By the way, Iron Defense is amazing if you can get foes to attack you. The stickiness gained from Harrying Step and the Dizzying Strike OA makes that pretty easy.
====== Created Using Wizards of the Coast D&D Character Builder ====== Dunbar, level 13 Dwarf, Battlemind, Iron Guardian Psionic Study: Persistent Harrier Background: Cloistered Priest (Cloistered Priest Benefit)
FINAL ABILITY SCORES Str 15, Con 21, Dex 15, Int 9, Wis 18, Cha 11.
STARTING ABILITY SCORES Str 14, Con 16, Dex 14, Int 8, Wis 13, Cha 10.
Hey there, just noticed you had a little typo under Stickyness Feats. Melee Training (Constitution) is in PHB 2, not 3! Got a little lost looking for it in PHB 3. :P
Due to an unfortunate incident involving domnation, spectral tentacles and falling rocks last week we had three deaths in the party - I took the opportunity to take a battlemind as replacement and had my first run with him last night. We only had the one fight, against two monsters, so it will be interesting to see how it goes against multiple opponents.
He is a level 12 Gnoll Harrier Battlemind/Talaric Ironjack. Thre rest of the part now are a Warforged Striker, Dragonborn Sorcerer, Drow Rogue and Changeling Tactical Lazylord. It seems a good mix.
Dagnyr, my gnoll, wears Bloodiron plate and uses a heavy shield and Githyanki Silver Longsword. Feats of note are Psychic Lock, Heavy Blade Expertise and Heavy Blade Opportunist, and the two main at-wills are Lighting Rush and Lodestone Lure.
He uses Lodestone Lure mostly for his standard action - unagumented to gain the bonus defences from the PP. At level 13 I'm considering picking up Psionic Speed for multi attacks and marking. Lodestone Lure is also the at-will used for opportunity attacks.
Power Points are reserved for Lightning Rush.
Thanks to boosts to defences between the PP, Expertise and Bloodiron, moving away from a target for Lighting Rush purposes means few OAs will hit. If the Lighting Rush hits and he diverts the attack, the target is now pyschic locked and I get an AC boost from Bloodiron armour and most likely the PP defence boost is also running. It means that few attacks I've diverted will hit me. And they were using a ranged attack, will just hit them with Loadstone Lure to magnetise them and reapply Pyschic Lock.
I'm planning at level 13 on replacing Conductive Defence with Psionic Speed for some multi-marking options.
The question I have is how does it interact with HBO? If an enemy triggers an OA and I use Psionic Speed as my at-will for the attack, does that mean I get to hit up to two other enemies as well?
If an enemy triggers an OA and I use Psionic Speed as my at-will for the attack, does that mean I get to hit up to two other enemies as well?
The RAW of the feat means that yes you can. It does seem to be against the intention of the feat however and many DM's may enforce that you can attack the triggering enemy only.
This is one of the feats that I'm hoping WotC will update as to not cause so much tension at a table.
If I could get some help on this build, it would be awesome. I posted this in Mellored's Revanant Handbook, but looking for some help from a Battlemind perspective. I wanted him to be damage heavy but still a solid defender, and unkillable.
====== Created Using Wizards of the Coast D&D Character Builder ====== level 30 Revenant, Battlemind, Son of Mercy, Raven Consort Psionic Study: Persistent Harrier Choose your Race in Life: Shadar-kai Background: Wandering Mercenary (Wandering Mercenary Benefit)
FINAL ABILITY SCORES Str 14, Con 28, Dex 16, Int 10, Wis 24, Cha 12. STARTING ABILITY SCORES Str 12, Con 16, Dex 12, Int 8, Wis 16, Cha 10.
Hello all, sorry for the relative lack of attention over the past little bit. Work has been time-consuming, but I should be able to devote some time to updating the guide again. Most importantly, I hope to have the new themes added to the guide in the next couple of weeks.
Hey there, just noticed you had a little typo under Stickyness Feats. Melee Training (Constitution) is in PHB 2, not 3! Got a little lost looking for it in PHB 3. :P
If I could get some help on this build, it would be awesome. I posted this in Mellored's Revanant Handbook, but looking for some help from a Battlemind perspective. I wanted him to be damage heavy but still a solid defender, and unkillable.
This might relate to some aspect of Revenant optimization that I am not familiar with, but I really don't see what you're getting out of Raven Consort that justifies it over Topaz Crusader. Feat-wise, I'd suggest World Serpent's Grasp (maybe instead of Stormhawk's Vengeance) -- you'll be slowing a lot, and constantly proning enemies will make you much stickier. You probably want to take Harrying Step before Weapon Focus, though this is a minor thing.
Also, you probably meant to take Melee Training: Con.