So this is operating under the interpretation that you can somehow use the the ranged version of MM as an MBA because of Reaper's Touch? Just clarifying so this can be properly labeled as theoretical op only functional under incredibly an incredibly loose interpretation of the rules. It's certainly amusing if your DM lets you get away with it.
How is it a loose interpritation?
It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.
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.
Seems I misunderstood the rules a bit. Still, found out how to get a Glaive as an Implement.
Feat: Arcane Implement Proficiency Benefit: Choose a kind of implement associated with any arcane class. You can now use that kind of implement.
Swordmage: Implement: Any light blade or heavy blade
Glaive: Heavy Blade, Polearm
Polearm Momentum: Whenever you use a polearm or a spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement.
Tada! Unfortunately, you're right about Mark of Storms, it only applies on a hit and MM is an effect. Not sure what to tell you there.
When used as a RANGED attack. It's MELEE range is MELEE TOUCH, as specified in the reaper's touch feat. It's not a melee attack when used at range 20. Now if the range was "melee 20" that would be different.
It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.
Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.
It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.
Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.
Given two possible interpretations, one sensible and one ridiculous, the ridiculous must be discarded. The type of an attack is determined by the range of the power. An implicit requirement for something to be a MELEE basic attack is that it be a MELEE attack. The rules shouldn't have to explicitly state this because anyone trying to claim otherwise is being deliberately obtuse. The feat gives the power a melee range so it can satisfy the melee requirement of a melee basic attack.
It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.
Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.
Given two possible interpretations, one sensible and one ridiculous, the ridiculous must be discarded. The type of an attack is determined by the range of the power. An implicit requirement for something to be a MELEE basic attack is that it be a MELEE attack. The rules shouldn't have to explicitly state this because anyone trying to claim otherwise is being deliberately obtuse. The feat gives the power a melee range so it can satisfy the melee requirement of a melee basic attack.
I don't see how you get "you can only use it as a MBA if your in melee".
It's an MBA, RBA, has range 20, and melee touch.
Twinstrike also has range melee and ranged. You can choose which to use every time you use it.
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.
It's not a MELEE basic attack if it's not a MELEE attack...The rules don't explicitly say this because they shouldn't have to.
Specific trumps general. Reaper's Touch says it can be used as a melee basic attack. That means it can be used as a basic melee attack, no matter what the range of that melee basic attack is. It's RAW accurate.
Given two possible interpretations, one sensible and one ridiculous, the ridiculous must be discarded. The type of an attack is determined by the range of the power. An implicit requirement for something to be a MELEE basic attack is that it be a MELEE attack. The rules shouldn't have to explicitly state this because anyone trying to claim otherwise is being deliberately obtuse. The feat gives the power a melee range so it can satisfy the melee requirement of a melee basic attack.
I don't see how you get "you can only use it as a MBA if your in melee".
It's an MBA, RBA, has range 20, and melee touch.
Twinstrike also has range melee and ranged. You can choose which to use every time you use it.
And when you use twin strike at range it is a ranged attack, and when you use it at melee range it is a melee attack. The range you choose to use determines what type of attack it is.
And when you use twin strike at range it is a ranged attack, and when you use it at melee range it is a melee attack. The range you choose to use determines what type of attack it is.
Yes, it would provoke an OA, and have range attack cover (not that MM minds).
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.
And when you use twin strike at range it is a ranged attack, and when you use it at melee range it is a melee attack. The range you choose to use determines what type of attack it is.
Yes, it would provoke an OA, and have range attack cover (not that MM minds).
But it still can be used as a MBA.
When use as a melee touch attack. Melee Basic Attack=Melee Range. If you are using it as a ranged attack then it is not being used as a melee attack and therefore CAN'T be used as a melee basic attack.
Though you could legitimately achieve something similar with a blade of the eldritch knight weapliment, giving you melee reach 5 for your charge MBA's which with roundabout charge would let you charge away from your target and attack.