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Switch to Forum Live View Good powers to intentionally miss with.
2 years ago  ::  Jun 17, 2011 - 7:39AM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,521

Guide to Intentional Missing


These are powers/feats/options that you want to go out of your way to miss with.  Often, it's because you'll get a nice effect and can reuse them, but a few are (arguably) better missing then hiting.

Note that this isn't a list of powers that work well on a miss (though it could be useful if you find a way to make it reliable), or don't need to hit.  It's the one's where you actually want to move to give the enemy cover.
How to miss Show

Low stats:  (8-13) Melee Training and Braces of Mental Might let's you use a different stat for a few different attacks.
Attack with an improvised weapon: Whip's are also nice to get reach, just don't train in them or use magic ones.
Run: -5 to hit, takes a move action and you grant CA.
Squeeze: -5, like run, but slower and without CA.
Power Attack (feat): -2
Prone : -2
Blind/Total Concealment: -5 Some DM's may let you blind yourself by closing your eyes or blindfolds.
Cover: -2 Attacking the guy in back usually helps miss
Concealment: -2 Enshrouding candle can help, if you have normal vision
Rerolls (such as oath of emnity, via Hero's Of Faith): Cause a natrual 20 is always a hit.

= 1 (assuming 13) + 0 (prof) + 0 (enh)  -5 (run/squeeze) -2 (power attack/cover/concealment) -2 (prone)= -4 vs 16 AC

So it's doable at level 1  And you fall behind 1 every 2 levels (except lvl 11).  So you can drop power attack @ 5, stand up @9, and stop running @ 17.  Impliment attacks need to add 4 more levels (21 without penalty).  And of course there's variability in monsters.

One shots:
  • Inevitable Volley (feat): Turns a miss into 2 attacks, though it's limited to RBA's.  Can be expanded with Swirling Arrows, and break things with inevitable accuracy.
  • Lead By Example (warlord daily 1): This power's miss effect is likely better then it's hit effect (depending on your party).  IMO, miss was supposed to be an effect.
  • Slumber of the Winter Court (Wizard daily 15): Missing gives you a chance to CDG the target and have it not wake up.  Much Better if you stack save penalties.
  • Every Wrong Righted (Stone Keeper): The bonus to hit later could make up for the loss of damage now.  The PP, with it's reliable divine fortune, isn't wasted either.
  • Hellfire Fury (Warlock 27): If your an infernal lock, this will give you a nice boost to your next attack against everyone.  And if you have some way to suddently change it into a hit, you can build up alot of damage.

Repeatables:
  • Foe-Seeker Ammunition (uncommon 12): While it's a consumable, it makes any shot from a bow/crossbow/sling psudo-reliable.  But more importainly, if you have a good miss effect, such as Seeker's Peerless Shot, Knave’s Gambit, or even a daily with 1/2 damage, and you can repeat it all combat.  Get an armbow and this goes gold.
  • Master's Surge (acadamy master 20): Turns an arcane encounter into a reliable.  Many possibilities here, including using archmage/archspell to turn a daily into an encounter.  Sub-list below.
  • Poisoned Dagger + Bloodroot / Greenblood / Litch Dust / Wyvern Venom / Dragon Bile  (at-will + daily): You apply poisions on a miss.  And the poisions on expend on a hit.  Thus, dragonbile can keep something stunned till you hit.
  • Assassin's Scalpel (assassin 25): While it doesn't do anything on it's own, it has a 100% miss rate.  So you no longer have to worry about rolling 20's.  (combo with say... with a star favored champion).
  • Red Cloak Reaction (Rogue PP 16): Let's you keep your immidiate action.  Combo it with say... Shield Edge Block + Practiced Reliability.
  • Battle Experience (Mul Battle Slave 16): Turns an ANY encounter into a reliable.  However, it's has to be the last encounter that you have, though it's not limited to arcane powers like Master's Surge is.  Better for Psionic classes, who have less encounter powers.
  • Assured Healing (cleric feat) + At-Will healing power (Recovery Strike, Astral Seal, Energizing Strike):  At-Will surgeless healing.  While not alot of healing, it's good for bringing those below 0 back to positives.  Better when supporting those who like to drop below 0 (revenant, minotaurs, iron wolf theme).
  • Practiced Reliability (fighter feat, 21): Makes a figher power reliable.  Good for use with Shield Edge Block or Turnabout Riposte.
  • Learning Weapon:  Miss a few times to build up for a big attack.
  • Inevitable Doom (feat warlock): Miss a few times to build up for a big attack.
  • Sacrifice to Caiphon (warlock feat): Take a little damage, but it makes any warlock enounter power reliable.  Claws of The Magpie is probably the top option.
  • Earthshock (Genasi) + Earthshock Master + Primordial Surge/Manifest Healing + Elemental Echo: Minor action to gain a nice chunk of THP and damage.  Though the feat cost is a bit prohibited.
  • Stop Thust (Fighter 9): Shift away from incomming enemies.
  • Merciless cut (Rogue 19): Shift your speed
  • Unfailing Fortune (Stone Keeper 16): Makes Divine Fortune reliable, which can be expanded with Bountyful Fortune and Greater Fortune.  The level 20 is also better on a miss.
  • Toppling Finish (Fighter 19) Half of 5|W| as auto-damage soulds good, but you won't gain any stat, enhancment, or on hit bonus (frost cheeze) and you have to miss twice.  Still, it's likely more then magic missile.
  • Enforced Peace  (Sharakim Blademaster): Teleport to marked enemy.  Possibly useful if you have Rapid X punishment feats.
  • Blind with rage (Fighter 25) You and allies shift 2.
  • Vorpal doom (Swordmage 29) Crit on 19-20 for the encounter.
  • Ruthless slaughter (fighter 25) AOE mark.
  • Spontainious Combustion (Firestarter 20): The trickle of damage (11-12) you get on a miss isn't worth missing for, but if you have fire based allies, it becomes vuln 10 (sustain minor), which can stack up.  The PP isn't compleatly useless.
  • Offensive spin slash: (daring blade 20) Another standard action shift your speed, but you have to basicly waste your PP, since you dumped your Cha.
  • Line Breaker assault (Dreadnought 20) resist 5, not much at that level.  Though the PP isn't a total waste.
  • Melee Basic Attack:  Sometimes enemy's force you to attack allies.  Having an alteritive, low accuracy MBA (like Melee Training) is useful.  Though i'd consider it too rare to be worth the investment.


Master's Surge Show

Here's some good encounter powers to make reliable.
Note that the save end's is "any effect the power applies to an enemy".  Which is vauge in many cases, and doesn't apply to allies.
  • Confusion (Wizard 27): A psudo-dominate, but it doesn't loose it's turn.
  • Sequestering Force (Wizard 27): Basicly Immobilize
  • Deceptive Shadows (Wizard 23): Mostly-Blind
  • Radiant Shield (Swordmage 23): Allies are insubstantial.
  • Claws of the Magpie (Warlock 17): Kills an aura killer and stops encounter/recharge powers.
  • Runic Resistance (Artificer 7): Solid amount of selectable resist for your allies.
  • Icy Weapons (Artificer 7): Could be fun in a frost abusing team.
  • Gale Force Intrusion (Artitificer 7): Massive AC buff for an ally
  • Several "spend a surge"
  • Several zone (damage and/or blocking LOS).
  • Several teleports.

There are plenty of dailies with nice miss/effects to use for an archspell.  Such as Vision of Wrath, Stinking Cloud, Curse of Dark Delerium or Arrow of Destiny.


Mul Battleslave: Show

Suggestions??

Additional Stuff:
  • Brilliant Recovery (Battlemind 27): A minor action attack that requires you to miss first.
  • Mark of Shadows/Shadow Sulk (feat): Missing keeps you hidden.
  • Star Favored Champion (ED, martail): Minor action MBA when you miss with an encounter.
  • Hammer Rythm, Grazing Shot, Scimitar Dance, Arena Battle Rythm,  Acid Splash (feat): Since you're going to be missing, might as well add some damage to it.  HR, SD, and ABR won't stack.
  • Assassin's Shroud (feature): Add a fair amount of damage on a miss.
  • Roguish Killer (feat, assassin, rogue): More damage on a miss.
  • Ascendent Lineage (deva feat): If you use your racial, and still miss, you get to keep it.  Worthless by itself but it can be expanded with Resurgent MemoryScourge of the FallenAstral Enmity,Eternal Void Memories, Weapon of Evil Undone, or Armor of Essence Inviolate to get a nice benifit.  ShakaUVM does this here.



Others?
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  ::  Jun 17, 2011 - 7:52AM #2
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Warlords have another one: lead by example.  The miss (2 allies shift and make basic attacks) is usually better than the hit (2W +str and allies get CA).
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2 years ago  ::  Jun 17, 2011 - 8:33AM #3
zelink551
Date Joined: Feb 26, 2011
Posts: 3,361
Is there anything that can be done with Hammer Rhythm?
Edit: Topic is powers, my B mello
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

Self Reference Links Show

http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

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2 years ago  ::  Jun 17, 2011 - 9:00AM #4
mellored
Date Joined: Jul 8, 2008
Posts: 19,521

Jun 17, 2011 -- 8:33AM, zelink551 wrote:

Is there anything that can be done with Hammer Rhythm?
Edit: Topic is powers, my B mello


Well, it's not strictly powers.

Guess i should of called it "guide to intentionally missing".

Hammer rythm is definatly worth a mention. 

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  ::  Jun 17, 2011 - 9:04AM #5
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101
Slumber of the white court could possibily be better on miss.
Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

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2 years ago  ::  Jun 17, 2011 - 9:04AM #6
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,981
Grazing Shot and Scimitar Dance, of course.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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2 years ago  ::  Jun 17, 2011 - 9:38AM #7
owaru
Date Joined: Oct 27, 2010
Posts: 563
Seeker + Inevitable Shot (power) + Inevitable Volley (feat) + Swirling Arrows (power)

Inevitable Shot (1/enc): when you miss, make an RBA.
Inevitable Volley: when you use Inevitable Shot, make two RBAs.
Swirling Arrows (1/enc): when you miss with Inevitable Shot, regain the use of the power and use it again immediately.

1) Miss with original power.  Invoke Inevitable Shot (with Inevitable Volley).
2a) Hit with first Inevitable Shot attack.
2b) Miss with second Inevitable Shot attack.  Invoke Swirling Arrows, which re-invokes Inevitable Shot (with Inevitable Volley).
3a) Hit with first Inevitable Shot^2 attack.
3b) Hit with second Inevitable Shot^2 attack.

Five attacks, three hits, two misses.  Works even better if the original power is something like Feyjump Shot that targets more than one creature (as all but one of those can hit as well).
loose [loos] vt. to let loose; to release; to unfasten, undo or untie; to shoot or discharge.
lose [looz] vt. to come to be without (something in one's possession or care), through accident, theft, etc., so that there is little or no prospect of recovery; to fail inadvertently to retain (something) in such a way that it cannot be immediately recovered; to suffer the deprivation of.
LEARN THE DAMN DIFFERENCE.

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2 years ago  ::  Jun 17, 2011 - 9:41AM #8
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
I did a search for reliable and effect and here are the ones to look at.  Most are not very good since they are standard actions:

Stop thrust: A reliable immediate reaction shifting power.

Enforced Peace is an immediate reaction teleport.

All standard actions:

Mercilous cut is a reliable shift your speed.

Offensive spin slash: another standard action shift your speed, but you get a +4 to your intimidate too.

Line Breaker assault is a resist 5.

Blind with rage, you and allies shift 2

Vorpal doom can give you a 19-20 crit range each encounter.

Ruthless slaughter is a mass mark.

For reliable and miss:

Toppling finish is two attacks for auto damage (half of 5w+str) every turn until you hit with one of the attacks if I read it right.
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2 years ago  ::  Jun 17, 2011 - 10:14AM #9
mellored
Date Joined: Jul 8, 2008
Posts: 19,521
Added them all thanks.

Let me know if there are any others.
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  ::  Jun 17, 2011 - 12:03PM #10
awaken_D_M_golem
Date Joined: Dec 22, 2006
Posts: 2,660
Chuy Bravo

Race = Mul or Rev Mul
Ppath = the Mul Racial Ppath

Take a look at the level 16 doohicky.
Recharge encounters on a miss.
It's demigod 30 but with quirks.
And of course Archmage is worse ... better !

I'd go H Psionic something to get rid of other encs.
Dump the ppath enc 11 at the start of an encounter.
Spam from then on.


my kitty avatar's Royale Lineage ---> http://static.neatorama.com/images/2009-09/original-keyboard-cats.jpg

new helpful bg/mmx refugee locale ---> http://www.ruleofcool.com/smf/index.php/topic,632.0.html
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