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As far as i'm aware, ever monster needs line of effect to hurt you. So the safest place to be, is around a corner(s).
Note that moveable conjuration ranges are limited and won't stack. That said, they only disapear at the end of your turn, so you can still move them out of range (around more corners) and attack. You'll just loose them (unless you chase).
Note that i'm rating for how well the option let you attack around corners, not the total power of the option.
AOE (???, ???): They go around corners. No way to rate that.
At-Will:
Keen Eagle: (conjuration 20, ranged and area) Plenty of range, some toughness, and easy to maintain. Dreamwalker: (conjuration 10, conditional, ANYl) Good range, works with ANY attack, but it's slightly conditional to summon. Still a top pick. Whichmaster (sight, ranged warlock only, no line of sight) Massive range, but ranged attacks without line of sight brings the rating down quite a bit. Phrenic Master: (conjuration 20, ranged and area only, no line of sight) Same as Keen Eagle, but without line of sight. Shouldn't matter if your blasting Arcane Reach: (2, arcane close burst/blasts) Short Range, and limited application, but cost is pretty mimial, and it's get's the job done. Eyes of the Vestige: (3, at-will, conditional, only curse damage) Short range and very limited application. No way to depend on this.
Encounter: Shaped Conciousness (conjuration 10, possible 2x, psion powers) It's fragile, but availible from level 1. And it's usually not a bad thing if enemies waste actions attacking it. Shadow Incarnate (1 turn, familiar, any arcane) Everything you need, if a short duration. Mirror Darkly: (1 turn, conjuration (non-moveable), 5, ANY, no line of sight) It works. Staff of the Third Eye (1/attack, 5, ranged attacks only, no line of sight) Easy-ish to use, but unless your intentionally missing, ranged attacks want LoS. Familar: (1/encounter, arcane powers, also some powers can be centered on it, no line of sight) Can be used in the right build, paticularly if you take the "center on familar extra powers. Inevitiable Shot (1/attack, range varies, conditional, no line of sight) Even if you intentionally miss it still has to many variables to make it useful for corner shots.
Daily: Eye's of Warlock: (any creature, warlock powers only) With no limit on range, this is perfect. Just put it on your cat, ally, or unsuspecting creature and send it out. Pure gold with the loremaster ED. Perfect Eye (1/turn, 20, any) Doesn't matter how many walls are in the way. To bad it's limited. Intilect Prism: (conjuration 5, ANY, no line of sight) Nice sturdy target allows for any attack, still missing line of sight however. Roming Mind, Roming Spirit (conjuration, range 20 for line of effect, no range for line of sight, daily) Get Keen Eagle for an encounter a little earlier. Also useful for scouting. Orb of Far Seeing (1/attack, conditional, impliment) Once you lock on a target, you can hit him no matter where he went. Though you do have to see him first. Ring of the Spectral Hand (1/attack, 6, impliment attacks only, conditional line of sight) Short durration, but otherwise pretty straight forward. Winged Weapon (1/attack, 10, conditional, no line of sight) It's hard to get enemies where you want them, but at least close powers don't need LoS. War proxy (any ally, 10, ranged weapon attacks only, no line of sight) While shooting from an ally is great, without line of sight, and limited attack selection, i hope you intend to miss.
Rod of the Dragonborn (1/attack, range vairies, conditional, no line of sight) It'd be hard to get the enemy where you want it. Inevitable Blow (1/attack, range varies, conditional, no line of sight) Like inevitable shot. Emerald Frog: (conjuration ???, daily) Since there's no range on the conjuration, it's hard to tell.
If i missed any, let me know.
guides
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my builds
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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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Emerald Frog (item), Shadow Incarnate/Arcane Eye/Dragonling (familiars), Phrenic Master level 16 PP feature, that's what I've got offhand.
Edit: Arcane Reach feat.
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Added them all, thx. Unfortunatly, they don't seem to stack. Sensing Eye wild talent power, if you're in Dark Sun.
That's only line of sight.
guides
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my builds
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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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Date Joined:
Aug 22, 2007
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Keen Eagle (a shaman PP from Primal Power) has the following feature:
Eagle Summons the Fire (11th level): You can determine line of sight and line of effect for ranged attacks and area attacks from your spirit companion.
Edit: Huh, I see Keen Eagle in your list. Was that there all along? Sorry if I spammed the thread with redundant info.
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