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Switch to Forum Live View Beyond Bodily Brutality: the Basics of Building Battleminds
1 year ago  ::  Feb 27, 2012 - 1:00PM #371
svendj
Date Joined: Apr 14, 2010
Posts: 2,050

Feb 27, 2012 -- 11:43AM, Todd wrote:

You could just leave your dreamform next to whomever you were defending instead.



But what good does that do? Mind Spike, Blurred Step and Forceful Reversal don't trigger when enemies attack or shift away from your dreamform.

The Swordmage power Glamor Blade works better in this instance, however. The way I read it, all the Battlemind goodies trigger from the duplicate.

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1 year ago  ::  Mar 02, 2012 - 8:40PM #372
KayneRahl
Date Joined: Oct 3, 2009
Posts: 1,328
I'm looking for the Brutal Barrage optimization section, anyone know where I can find it.
Keep on the Shadowfell Essentials Group 2 - Azigen, Dwarven Warpriest
Rise of the Runelords - Pathfinder 4e - Himdur, Dwarven Cleric

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1 year ago  ::  Mar 19, 2012 - 3:38AM #373
svendj
Date Joined: Apr 14, 2010
Posts: 2,050
I've been thinking a little bit too much about flying defenders lately, but I've noticed something interesting for Battleminds: if you use Lodestone Lure while hovering 2 squares above the enemy, your target is practically immobilized unless it can also fly. And wouldn't you know, the Battlemind has a paragon path in Storm Disciple that provides him with a way to stay afloat every encounter until he gets hit. The path is rated purple, but I think you should make a short mention of this interaction.

As for build suggestions, a Halfling (for the reroll) with Lodestone Lure, Lightning Rush (as your off-action while you're flying), Windlord theme (for the level 10 utility and boost to flight speed) and high defenses seems like it would be a blast to play.
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1 year ago  ::  Mar 20, 2012 - 3:50AM #374
ThatWasTotallyNinja
Date Joined: Jan 21, 2011
Posts: 1,091
I hope this isn't considered too self-promoting, but...I think my Battlemind|Paladin turned out pretty well, if you wanted to link to it.
I am okay with you saying my argument is stupid, or commits the munchkin fallacy, or any other bad thing you want. Particularly if you give a reason/explanation for it.

However, I will ignore any post that calls me stupid, or a munchkin, or what have you. Not because it bothers me; I've just found that people only start name-calling when that's the best argument they have left.
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1 year ago  ::  Apr 24, 2012 - 3:24PM #375
Kees
Date Joined: Nov 18, 2011
Posts: 101
I'm quite new to the DND 4.0 scene, but isn't a flail with flail expertise and an at-will power that slides quite worth investing in? Maybe someone can help me out with this. A permanent knockdown looks nice for stickiness.
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1 year ago  ::  Apr 24, 2012 - 5:20PM #376
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
It is far far more than just that.  Say you have an at will that slides and you take flail expertise.  Now that power can prone that target instead of sliding.  Take MC Fighter and then take dragging flail.  Your power that slides, now prones, and dragging flail allows you to slide the target 1 when you prone.  Take a staggering flail, say +2 staggering flail, now your at will that slides, now prones, now slides 3(1 from dragging flail, 2 from staggering flail).

So you can knock down any creature, make flying creatures within reach land, and position them where you want.  If you get lashing flail, then if they provoke an OA and you hit, you can slide the target 3 or prone the target, slide the target 3.  I do this with a character I play now which drives a DM crazy.  There are lots of flails that have anywhere from 1d8, +2, off-hand to 2d4, +3, reach that with a feat you can treat as double light blades.
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1 year ago  ::  Apr 24, 2012 - 11:03PM #377
Kees
Date Joined: Nov 18, 2011
Posts: 101
Wow thank you! ^^ I'm going to take a look at my battlemind and see if I can implement this stuff. I found a weapon from the dark sun campaign, that has the same properties as a Longsword, but is a flail. It's called an Alhulak, which you prolly already know ^^
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1 year ago  ::  Apr 24, 2012 - 11:11PM #378
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
Flails
-Alhulak: 1d8, +3
-Calhulak: 1d8, +2, Reach, Heavy Thrown, Range 3/6, Superior
-Scourge: 1d8, +2, Off-Hand
-Spike Chain: 2d4, +3, Reach, with Spike Chain Training you also consider it to be a Double Weapon Light Blade in addition to Flail, Superior
-Flail: 1d10, +2
-Triple-Headed Flail: 1d10, +3, Versatile, Superior
-Heavy Flail: 2d6, +2
-Kusari-Gama: 1d10, +2, Reach, Defensive, Stout, Double Weapon, 1d6, +2, Light Blade at the other end, Superior
-Net: 1d6, +2, Off-Hand, Heavy Thrown, Range 2/5, Superior
-Bola: 1d4, +2, Light Thrown, Range 4/8, Superior
-Double Flail: 1d8, +2, Defensive, Stout, Off-Hand, Double Weapon, Superior

Flails really came into their own with the addition of Flail Expertise.  They even have a feat that gives you +2 attack if your target is using a shield.

Edit: Forgot a few flails.  Added Superior.  Almost tempted to make a list of flails, heroic powers that can abuse them, ways to abuse slide/prone and feats/features that really allow you to abuse the mechanic but I do not think I have the skills to do it and I know that others can do it better.
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1 year ago  ::  Apr 25, 2012 - 12:40AM #379
svendj
Date Joined: Apr 14, 2010
Posts: 2,050
^ might want to add which ones are superior weapons, and thus require the investment of a feat.
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1 year ago  ::  Apr 25, 2012 - 11:13PM #380
JacobK
Date Joined: Apr 24, 2012
Posts: 17
Im fairly new to D&D (My battlemind is level 7, but im this is my first campaign and still not crystal clear on optimizing things), and I have a question about the Lightning Rush battlemind at-will..

Everything Ive read basically says when I get to level 7, I need to get Lightning Rush. That it is the best thing in the world. At first read, I thought it was amazing because i was under the impression that I could use it when every enemy attacked, but, as i learned in another thread, I can only use one immediate interupt per round. So basically, Lightning Rush lets me move across the board 5 squares to attack an enemy that is attacking my ally, I will probably take AoO's during my movement, and my attack just does damage (no marks, conditions, forced movement, etc) unless I augment it, and I also lose my standard action during my next turn.

I would understand why everyone is so high on this attack if i could use it every time an enemy attacked an ally within 5 squares of me, but since i cant, i dont understand why this attack is so great. What am i missing from this?
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