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 missShow
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.
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 asSeeker'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.
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.
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 Memory, Scourge of the Fallen, Astral Enmity,Eternal Void Memories, Weapon of Evil Undone, orArmor of Essence Inviolate to get a nice benifit. ShakaUVM does this here.
Others?
Guide to Intentional MissingThese 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
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).
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).
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).
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 Inevit
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.
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
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.
Chuy BravoRace = Mul or Rev MulPpath = the Mul Racial PpathTake 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 e
The deva paragon feat 'Ascendent Lineage' allows you to retain the use of Memory of a Thousand Lifetimes if the roll you use it on still fails. This makes it harder to still miss (you'll have to keep running and using power attack a while longer, I imagine. Note that there's a deva feat Radiant Power that acts like power attack, but for implements.) but it paves the way for a handful of other things that can trigger each time you use said racial encounter power, including:
Other Deva Feats: Scourge of the Fallen - MoaTL also adds to your damage roll against evil targets (good for half-damage-on-miss stuff, possibly, although admittedly not a huge damage bonus since it's necessarily halved) Astral Enmity - same as above, but only for avengers against oathed targets. Incidentally, I just noticed Oath of Enmity states "roll twice and use either result" and not "roll twice and use the higher result," so if you really like missing, you can do worse than to go avenger and Oath things to increase your miss chance. Eternal Void Memories - The target of an attack modified by MoaTL takes damage equal to your dexterity modifier whether the attack hits or not. This one is nice! Assassin is a prereq, but multiclassing or hybriding executioner or the like would work fine for this. With scimitar dance or grazing shot, you can do 2*dexmod damage with every miss. Resurgent Memory - Whenever you use MoaTL, you get to shift 1. If it misses, you get some temps.
There are also a handful of feats that can serve to augment the result of the die roll itself. Although these make it harder to keep missing, if you're confident you can keep missing anyway they may be worthwhile because high MoaTL die roll results help with the below:
Items: Weapon of Evil Undone - When you use MoaTL, the bonus applies to the next power you use, too. If you're attacking more than once per round and you're interested in hitting with the subsequent ones, this is helpful. (E.g. Brilliant Recovery users.) You'll probably want to have only a +1 version of this in your offhand, to use with your primary attack that's supposed to miss, and then have a 'real' weapon in your main hand to use on the subsequent attack. Armor of Essence Inviolate - Each round, you gain an item bonus to AC equal to your MoaTL bonus.
The deva paragon feat 'Ascendent Lineage' allows you to retain the use of Memory of a Thousand Lifetimes if the roll you use it on still fails. This makes it harder to still miss (you'll have to keep running and using power attack a while longer, I i
Seperate deal from above -- If your DM will allow it, you can render yourself permanently Blind by gouging your eyes out or simply wearing a blindfold or something. That's another -5 to hit with any melee or ranged powers.
Seperate deal from above -- If your DM will allow it, you can render yourself permanently Blind by gouging your eyes out or simply wearing a blindfold or something. That's another -5 to hit with any melee or ranged powers.
Stone Keeper has a nice daily power. Every Wrong Righted arguably has a stronger effect on a miss than a hit. You still do half damage, but you also grant all adjacent allies +3 to hit your target for a round.
Stone Keeper has a nice daily power. Every Wrong Righted arguably has a stronger effect on a miss than a hit. You still do half damage, but you also grant all adjacent allies +3 to hit your target for a round.
Slumber of the white court could possibily be better on miss.
I ask myself why they didn't make the power say that if the target gets hit it can make a save, instead of just waking up. I don't think it's that overpowered watching at the miss line...
I ask myself why they didn't make the power say that if the target gets hit it can make a save, instead of just waking up.I don't think it's that overpowered watching at the miss line...
Shaka also has a damage on a miss thread somewhere around here. Uses Dailies very well, but could be updated.
Sort of. It's more a build for where you don't care if you miss. It's a little different in its goal.
You can find it in my .sig though.
Thanks. I must've been feeling lazy for a moment.
I got 68 powers for the Mul, via the ddi comp, with enc attack and miss in the search lines.There's gotta be a useful goodie or two, in there.Sort of. It's more a build for where you don't care if you miss. It's a little different in its goal. You ca
If you don't mind taking 20 damage. Sacrifice of Caiphon is prolly your best bet. Taking 20 damage to hit every monster in the encounter with vuln 18-20 fire, cold, lightning and thunder. That's some serious hurt.
If you don't mind taking 20 damage. Sacrifice of Caiphon is prolly your best bet. Taking 20 damage to hit every monster in the encounter with vuln 18-20 fire, cold, lightning and thunder. That's some serious hurt.
If you don't mind taking 20 damage. Sacrifice of Caiphon is prolly your best bet. Taking 20 damage to hit every monster in the encounter with vuln 18-20 fire, cold, lightning and thunder. That's some serious hurt.
It's not a warlock power.
The mul battlemind PP will give you reliable, but then you can't take it.
It's not a warlock power.The mul battlemind PP will give you reliable, but then you can't take it.
I did a quick search of the thread and didn't see Spontaneous Combustion mentioned. Isn't it really good to miss with? It's the level 20 daily of the Firestarter paragon path for Psions in Psionic Power. As an effect, the power imposes 10 fire vulnerability on a target and then gives you a minor action attack that you can do against that target. If the attack hits, then it does fire damage and the effect ends, but if it misses, then it still does some fire damage (plus extra from the vulnerability), and the effect doesn't end, so as long as you keep missing, you can keep dealing out a bunch of fire damage every turn with the same repeated minor action attack.
I did a quick search of the thread and didn't see Spontaneous Combustion mentioned. Isn't it really good to miss with? It's the level 20 daily of the Firestarter paragon path for Psions in Psionic Power. As an effect, the power imposes 10 fire vulner
I did a quick search of the thread and didn't see Spontaneous Combustion mentioned. Isn't it really good to miss with? It's the level 20 daily of the Firestarter paragon path for Psions in Psionic Power. As an effect, the power imposes 10 fire vulnerability on a target and then gives you a minor action attack that you can do against that target. If the attack hits, then it does fire damage and the effect ends, but if it misses, then it still does some fire damage (plus extra from the vulnerability), and the effect doesn't end, so as long as you keep missing, you can keep dealing out a bunch of fire damage every turn with the same repeated minor action attack.
Well i don't think 11 damage is worth missing out on 4d10, but it's possible your allies will have lot's of fire attacks. So leaving it vuln could work out.
The PP isn't a complete waste either.
Well i don't think 11 damage is worth missing out on 4d10, but it's possible your allies will have lot's of fire attacks. So leaving it vuln could work out.The PP isn't a complete waste either.
Well i don't think 11 damage is worth missing out on 4d10...
It's not just 11, though. It's 10 + INT mod fire damage, easily 18-20 by 30th level. And it's a minor action, so it could easily be as high as 54-60 fire damage per turn if you use it 3 times. Or, of course, 36-40 fire damage if you use it twice plus a normal standard action attack (which could easily also be a fire attack) per turn. Compared to just 50-ish fire damage from simply hitting (plus 5+ ongoing, I guess)...
It's not just 11, though. It's 10 + INT mod fire damage, easily 18-20 by 30th level. And it's a minor action, so it could easily be as high as 54-60 fire damage per turn if you use it 3 times. Or, of course, 36-40 fire damage if you use it twice plus
Well i don't think 11 damage is worth missing out on 4d10...
It's not just 11, though. It's 10 + INT mod fire damage, easily 18-20 by 30th level. And it's a minor action, so it could easily be as high as 54-60 fire damage per turn if you use it 3 times. Or, of course, 36-40 fire damage if you use it twice plus a normal standard action attack (which could easily also be a fire attack) per turn. Compared to just 50-ish fire damage from simply hitting (plus 5+ ongoing, I guess)...
How do you plan on effectivly missing with 28-30 Int? Even without an impliment, your gunna have to stack on extra penalties. Which will likely screw up your standard.
Though it is probably a good idea if you already have the power to not cast though your orb...
It's not just 11, though. It's 10 + INT mod fire damage, easily 18-20 by 30th level. And it's a minor action, so it could easily be as high as 54-60 fire damage per turn if you use it 3 times. Or, of course, 36-40 fire damage if you use it twice plus
How do you plan on effectivly missing with 28-30 Int?
Can't you intentionally miss with whatever you want? I was under the impression that you could always simply choose to fail any d20 roll (or alternatively allow any d20 roll to succeed against you). Apologies if I'm mistaken.
Can't you intentionally miss with whatever you want? I was under the impression that you could always simply choose to fail any d20 roll (or alternatively allow any d20 roll to succeed against you). Apologies if I'm mistaken.
How do you plan on effectivly missing with 28-30 Int?
Can't you intentionally miss with whatever you want? I was under the impression that you could always simply choose to fail any d20 roll (or alternatively allow any d20 roll to succeed against you). Apologies if I'm mistaken.
Nope.
Might be a houserule, but there's nothing in the rules as far as i'm aware.
Can't you intentionally miss with whatever you want? I was under the impression that you could always simply choose to fail any d20 roll (or alternatively allow any d20 roll to succeed against you). Apologies if I'm mistaken.[/quote]Nope.Might be a h
A bit of back history: a couple of weeks ago there had been a discussion on the board regarding the definition of damage rolls and what qualifies for bonuses to damage rolls. On the one side was the arguement that a damage roll was only specified in the original power due to beliefs of RAI and mitigating some rather unfortunate exploitations. On the other side was an arguement based on a RAW reading regarding RC definitions of a damage roll being any die rolled for damage without making any mention of the source. The discussion essentially came to a halt without any general consensus being reached and recommendations to just ask CustServ. I will go out on a limb and assume that never happend, which isn't surprising considering their poor track record. Which brings us to the thread title...
While fiddling with a build idea for a lazy leader without any attack rolls, I took notice of the level 1 Encounter Cleric Power Inevitable Doom which has the effect line: "The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls." (Emphasis added mine).
"What is your point?" you may ask. Well, this is a clear example of an exception proving the rule of the RAW interpretation of a damage roll. Under the often assumed RAI reading of damage rolls, the emphasized text would be unnecessary since as extra damage, the bonus 2d8 would be ineligible for any bonuses to damage rolls. But by clearly stating that said damage roll cannot benefit in this specific example, Wizards is clearly making note that they did intend extra damage that includes a roll to satisfy as a damage roll and allow for bonuses.
So. Feel free to ruin DnD with 200 DPR auto hitting magic missles, damage zones stacked so high to auto kill, and brutal barrage builds hitting DPR into ever more absurd heights. God help us all.
(Sarcasm note: zones and BB are already dumb on their own. The abuse gained on MM is hardly disconcerting.)
Sweet. Gotta be useful to missing. Obviously Demigod/Chosen 30 likes this.
Sweet.Gotta be useful to missing.Obviously Demigod/Chosen 30 likes this.
Sweet. Gotta be useful to missing. Obviously Demigod/Chosen 30 likes this.
Don't see how that helps missing. It's just conditional 2d8 auto-damage. Magic missile for pacifists.
Sweet.Gotta be useful to missing.Obviously Demigod/Chosen 30 likes this.[/quote]Don't see how that helps missing. It's just conditional 2d8 auto-damage. Magic missile for pacifists.
Don't forget Elemental Echo when discussing Earthshock; With Elemental Echo subbing for both Expertise AND Weapon Focus in Heroic tier, you can "save" a feat slot to make up for Earthshock Master. And in Paragon and Epic, adding +4/+6 damage to all your attacks with a feat that also grants an attack bonus is pretty sweet.
Don't forget Elemental Echo when discussing Earthshock; With Elemental Echo subbing for both Expertise AND Weapon Focus in Heroic tier, you can "save" a feat slot to make up for Earthshock Master. And in Paragon and Epic, adding +4/+6 damage to all y
Don't forget Elemental Echo when discussing Earthshock; With Elemental Echo subbing for both Expertise AND Weapon Focus in Heroic tier, you can "save" a feat slot to make up for Earthshock Master. And in Paragon and Epic, adding +4/+6 damage to all your attacks with a feat that also grants an attack bonus is pretty sweet.
Don't forget Elemental Echo when discussing Earthshock; With Elemental Echo subbing for both Expertise AND Weapon Focus in Heroic tier, you can "save" a feat slot to make up for Earthshock Master. And in Paragon and Epic, adding +4/+6 damage to all your attacks with a feat that also grants an attack bonus is pretty sweet.
Good catch. Thx.
Speaking of catching, Primordial Surge has some bizarre language that's always bugged me:
"Whever you successfully use a genasi racial power..." (emphasis added).
If you miss all targets with Earthshock, were you 'succcessful?'
Good catch. Thx.[/quote]Speaking of catching, Primordial Surge has some bizarre language that's always bugged me:"Whever you successfully use a genasi racial power..." (emphasis added). If you miss all targets with Earthshock, were you 'succcessful
Little thing I noticed: normally, Disciple of Divine Wrath is the far better Avenger MC feat. But if you want to miss, Hero of Faith lets you get OoE on every attack until the target dies. Could be useful.
EDIT: Also, Arena Battle Rhythm is great for damage on a miss that can stack with other things.
Little thing I noticed: normally, Disciple of Divine Wrath is the far better Avenger MC feat. But if you want to miss, Hero of Faith lets you get OoE on every attack until the target dies. Could be useful.EDIT: Also, Arena Battle Rhythm is great for
Little thing I noticed: normally, Disciple of Divine Wrath is the far better Avenger MC feat. But if you want to miss, Hero of Faith lets you get OoE on every attack until the target dies. Could be useful.
EDIT: Also, Arena Battle Rhythm is great for damage on a miss that can stack with other things.
Don't know if any of the powers you want to miss with are MBA:s, or can be converted into one, but if so, then you can get around having a stat at 13 for MC.
Accept proficiency with the weapon (+2 compared with lacking proficiency), get Melee Training and use your dump-stat (-2 if we compare 8 to 13).
Should also add the benefit that you may increase the stat normally used for the power in question if it's needed for other purpses.
Edit: Also yields another -1 for levels 11 to 20 due to the 13 forcefully becoming 14 at 11.
Don't know if any of the powers you want to miss with are MBA:s, or can be converted into one, but if so, then you can get around having a stat at 13 for MC.Accept proficiency with the weapon (+2 compared with lacking proficiency), get Melee Training
Don't know if any of the powers you want to miss with are MBA:s, or can be converted into one, but if so, then you can get around having a stat at 13 for MC.
Accept proficiency with the weapon (+2 compared with lacking proficiency), get Melee Training and use your dump-stat (-2 if we compare 8 to 13).
Should also add the benefit that you may increase the stat normally used for the power in question if it's needed for other purpses.
Edit: Also yields another -1 for levels 11 to 20 due to the 13 forcefully becoming 14 at 11.
Of lower value, and likely more corner case. An effect forces you to attack an ally. Use Melee Training / bracers to minimize the chance to hit and lower damage if hitting. Not really a power, but definitely a situation where you want to miss.
Possibly useful together with Solar Armour (and similar effects) when the party is running out of healing effects but not surges. Don't know if there's a Radiant version of an AoE hurting enemies and allies alike with lower damage on a miss, though.
Anyway, there has to be gear-effects / combinations when you'd rather miss. My guess for a basic one would be something in line with 'if you miss you get a +2 to hit until EoNT' and next turn you unleash the big bad effect you simply can't afford to miss with.
Of lower value, and likely more corner case. An effect forces you to attack an ally. Use Melee Training / bracers to minimize the chance to hit and lower damage if hitting. Not really a power, but definitely a situation where you want to miss.Possibl
Of lower value, and likely more corner case. An effect forces you to attack an ally. Use Melee Training / bracers to minimize the chance to hit and lower damage if hitting. Not really a power, but definitely a situation where you want to miss.
Possibly useful together with Solar Armour (and similar effects) when the party is running out of healing effects but not surges. Don't know if there's a Radiant version of an AoE hurting enemies and allies alike with lower damage on a miss, though.
Anyway, there has to be gear-effects / combinations when you'd rather miss. My guess for a basic one would be something in line with 'if you miss you get a +2 to hit until EoNT' and next turn you unleash the big bad effect you simply can't afford to miss with.
1) Added. 2) Hmm... does missing avoid bag of rats? 3) Learning Weapon, added.
1) Added.2) Hmm... does missing avoid bag of rats?3) Learning Weapon, added.
Not entirely clear about what 'bag of rats' mean here. What I was referring to (in the case of Solar Armour) was that if you could lay down an unfriendly radiant AoE with half damage on miss, then you might still remove some minion enemies while at the same time inflicting less than a surge value damage on your ally geared in Solar Armour. Said ally is then allowed to heal as an immediate reaction. Possibly a bad example from my side.
In more general terms, sometimes you may want to deliberately miss an ally (I guess hitting would yield the same benefit, but also hurt the ally more) with an attack to trigger an effect. I'm a bit too new to D&D 4e to know the effects by heart, but I've seen triggers like 'when you're attacked', and occasionally you may want to force an effect like that to trigger for an ally having it, but at the same time you prefer to miss (talking about an ally and all that). Hypothetical example below:
Paladin defender has used Majestic Halo earlier in encounter.
Ally has access to: 'when you're attacked, push two enemies' -effect.
You attack (and hopefully miss) your ally. Said ally is now allowed to push two enemies into squares adjacent to the defender.
I guess this is an example of 'abusing' Melee Training to provoke triggers when your DM is unhelpful.
Not entirely clear about what 'bag of rats' mean here. What I was referring to (in the case of Solar Armour) was that if you could lay down an unfriendly radiant AoE with half damage on miss, then you might still remove some minion enemies while at t
Not entirely clear about what 'bag of rats' mean here.
There's a rule about attacking non-hostile things to get a benifit. (i'm away from the book).
Named after fighters in the previous edition, who would carry a bag of rats, kill one, then have a "when you slay a creature, you get to" do something awsome.
There's a rule about attacking non-hostile things to get a benifit. (i'm away from the book).Named after fighters in the previous edition, who would carry a bag of rats, kill one, then have a "when you slay a creature, you get to" do something awsom
Thundebolt Weapon (AV). Miss an ally with the second daily to 'shoot around corners'.
Orb of Inescapable Consequenses (AV). Miss an ally and use daily. Apply secondary effects (usually probably moving that ally into a better position). I can see this one 'abused' with the Black Hole defender build. Miss defender with an attack that has a side-effect of removing the target from play for one round. Apply an unfriendly AoE nova-attack centered on the square your defender just vanished from.
Ah, thanks for the clarification.Thundebolt Weapon (AV). Miss an ally with the second daily to 'shoot around corners'.Orb of Inescapable Consequenses (AV). Miss an ally and use daily. Apply secondary effects (usually probably moving that ally into a
Imposter/Summoned Armour (AV). MA to gear in armour you're not proficient in. -2 to hit (and Reflex).
Edit: If you're a clothie I guess you could ask for DM approval to walk around in your magic cloth armour and MA your Summoned Armour, miss while having zero benefit from either of your armour (resulting from losing all benefits from magic gear if you double up on a slot), and MA away the Summoned Armour instead of taking a move action. Unless you're provoking an OA this is in reality no disadvantage at all apart from costing you your MA and move during your turn.
More ways to miss. Best if you're a clothie.Imposter/Summoned Armour (AV). MA to gear in armour you're not proficient in. -2 to hit (and Reflex).Edit: If you're a clothie I guess you could ask for DM approval to walk around in your magic cloth armour
Paladin Epic Feat, D388, Promise of Judgement. Apply DS until EoNT on a miss. Only usable on 'Paladin attack'. I'd classify this as useless unless it can be used as an OA. Arguably you're happier missing that MBA on an unmarked target beelining towards your healer, compared to hitting, but I can't see why you'd burn an extra feat to be able to miss more often for this effect.
Paladin Epic Feat, D388, Promise of Judgement. Apply DS until EoNT on a miss. Only usable on 'Paladin attack'. I'd classify this as useless unless it can be used as an OA. Arguably you're happier missing that MBA on an unmarked target beelining towar
Hey mellored, do you think you should add a section on ways to improve the odds of missing? Running, closing your eyes, power strike, falling prone, and my latest discovery, the Broom of Flying: "While riding the broom, you have a fly speed of 8 and can hover. The broom can carry you and your gear (up to a normal load for you). You take a -2 penalty to attack rolls while riding the broom."
I think any build based on missing would gladly take both the penalty to attacks AND the free, fast fly speed with hover for the cost of a single slotless level 15 item :D
Hey mellored, do you think you should add a section on ways to improve the odds of missing? Running, closing your eyes, power strike, falling prone, and my latest discovery, the Broom of Flying: "While riding the broom, you have a fly speed of 8 and
if you could lay down an unfriendly radiant AoE with half damage on miss, then you might still remove some minion enemies while at the same time inflicting less than a surge value damage on your ally geared in Solar Armour
if you could lay down an unfriendly radiant AoE with half damage on miss, then you might still remove some minion enemies while at the same time inflicting less than a surge value damage on your ally geared in Solar Armour
Don't minions never take damage on a miss?
Correct, but you're more likely to hit a minion than your ally.
Don't minions never take damage on a miss? [/quote]Correct, but you're more likely to hit a minion than your ally.
Foe Seeker Ammunition looks great for this. Say you use Biting Wing Arrows with +3 Foe Seeker Ammunition. You miss all your targets (doing half damage) and conjure up Biting Wing Arrows in spaces adjacent to the targets. Then, because you missed, the Foe Seeker Ammunition lets you repeat the original attack (against new targets) as a minor action. And if you miss again, you repeat the attack next round as a minor action.
Eventually, you'll have cojured up dozens of Biting Wing Arrows (or whatever the Effect line of the power you choose to have repeated). If I read it right, Foe Seeker Ammunition turns any ranged weapon attack into a reliable that you can repeat on furure rounds as a minor action.
I don't know what power to pair this with, or what else to combo it with, but surely someone here can do something amazing with it.
Foe Seeker Ammunition looks great for this. Say you use Biting Wing Arrows with +3 Foe Seeker Ammunition. You miss all your targets (doing half damage) and conjure up Biting Wing Arrows in spaces adjacent to the targets. Then, because you missed, the
I'd have to look though the powers to see what's good. Warlords "on my mark" would allow granting a basic attack as a minor. Which is pretty good.
Noted.Nice find.I'd have to look though the powers to see what's good. Warlords "on my mark" would allow granting a basic attack as a minor. Which is pretty good.