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1 year ago ::
May 11, 2012 - 4:03AM
#741
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Date Joined:
Nov 25, 2011
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I'll just summarize what we have so far: Required: Lightning Soul (paragon feat) Lightning Ring (Bladespell) Purple Dragon (theme) Dex 8 Trick: 1) Make an MBA, activate Lightning Ring on self 2) Take 1 lightning damage [paragon: 2 + Dex mod (-1)= 1], activate Lightning Soul, zap enemy within 5sq. with 10 lightning damage 3) Shift using Purple Dragon's Focused Discipline stance 4) Trigger Lightning Ring's secondary effect, repeating the self-damage and free 10 lightning damage zap Fire expansion: Arcane Admixture: Fire (paragon feat, on Lightning Ring) Fiery Blood (paragon feat) Magmasoul Genasi Fire weapon (optional, Lightning weapon should be better) Effect: Lightning Ring now also activates Fiery Blood, dealing 5 fire damage to all adjacent enemies (twice per MBA) Everytime you take this damage, Magmasoul gives your melee attacks +1d6 extra fire damage til EoNT (twice per MBA? see below) Am I right in reading Magmasoul in that the extra damage can stack (due to multiple incoming fire damages)? Extras: Lightning Weapon (If flail, use Wrist Razors for Blade Magic) Mark of Storm Flail Expertise (Lets you prone instead of slide on all your MBAs) Aside from that, you can do whatever you want. PP suggestions would be welcome, bad ones include Lyrandal Wind Rider as it boosts your self damage too. Any +Int (and no +Dex) race will do, if you decide not to opt for the Magmasoul expansion. Edit: It seems like svendj has also finished his guide, which contains PP options, etc: community.wizards.com/go/thread/view/758...
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1 year ago ::
May 11, 2012 - 5:58AM
#742
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Date Joined:
Apr 14, 2010
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Edit: It seems like svendj has also finished his guide, which contains PP options, etc: community.wizards.com/go/thread/view/758...
I didn't post about the update yet because I wanted to wait for others to chime in with suggestions. I feel this well goes deeper...
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1 year ago ::
May 11, 2012 - 6:34AM
#743
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Do the Bladespell damage do a minimum of 1 damage? If not, then you will want to either start with an 11 or 12 in DEX, since Lightning Soul requires that you do take some damage. Starting with anything lower than 12 (by level 11) means that you are taking no damage from Lightning Ring... unless those Bladespells have (minimum 1) for damage....
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1 year ago ::
May 11, 2012 - 7:02AM
#744
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Date Joined:
Nov 25, 2011
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All Bladespells do the following damage per tier: Heroic: Dex mod Paragon: 2+Dex mod Epic: 4+Dex mod
This allows (and encourages) a base Dex of 8, since the build only gets going with Paragon feats anyway.
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1 year ago ::
May 11, 2012 - 10:22AM
#745
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Just like to point out the bag of rat's rule. I think the build works, but some DM's may have issue of you smacking yourself for damage. Wind Rider could still work. You just need to balance your resists. Stormsoul Genasi (dual soul magama)+ Heat Adaptation = reist 10/15. If your Con primary, you'll be doing 8/13. Tweak your dex a little and your set. Firewind Blade (+ magma soul) might also be an option. Sarifal Feywarden is a good theme for this. Some good ED options would be... Reincarnate champion to pick up tielfing support (+ half-elf + defending dabbler + hells burning mark?) Radiant One, for +Int damage. Star Favored Campion = more attacks. Though getting a reliable miss with might be difficult (earth shock master?). Off the top of my head, i'm think Sarifal Feywarden Int/Con stormsoul+magma soul genasi /windrider/radiant one. Your melee basics would deal 1|W|+Int+Con+Int, with (10+Int, 15+Int(+Con  )) more. Assuming you don't grant CA to yourself, you'll need 4+Dex+Con > 15. So 16Con/14Dex/14Int. Not the best array... Skip stormsoul and get Dawn Warrior Armor. 18 (28)int /14 (24)Con/10(12) Dex. You'll then take 1-2 damage, and the enemy will take (assuming a +6 raiper) 2d8+9+6+7+9+10+9+15+9+(10+9+15+9) = 126 (+other mods, like iron armbads, shard of lightning) Add the theme vuln for 15*5 instances = 75 * 2 turns. Another option would be half-elf + paragon multiclass cheese to grab lighting ring with a different base class (say.. avenger, hexblade, or warlock|executioner).
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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1 year ago ::
May 11, 2012 - 11:39AM
#746
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Date Joined:
Apr 14, 2010
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And he didn't disappoint!
By taking Lyrandar and tweaking your Dex, the nice thing is that the build isn't totally useless in heroic because your Bladespells still deal damage.
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1 year ago ::
May 11, 2012 - 1:43PM
#747
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Actaully, for maximum profits revenant /wind rider/ star favored would be the way to go. Resist with the belt, and insubstantial, gain THP from manifest healing, so we don't need to avoid damage.
Then chop away with 5 basic attacks. Purple Dragon for the shifts.
But i've been down that road too much.
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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12 months ago ::
Jun 13, 2012 - 9:59PM
#748
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Date Joined:
Oct 16, 2007
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I've seen it discussed elsewhere, but not here: a human bladesinger with the Beast Switch power going into War Wizard of Cormyr can use it as an MBA, bypassing the umpteen pages of argument about "ranged attacks as MBAs", and giving him better at-will control than even an Eldritch Strike half-elf, since it prones automatically.
With this, humans go up to light blue and we finally have a not-terrible Int-based bladesinger.
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12 months ago ::
Jun 14, 2012 - 3:52AM
#749
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Date Joined:
Apr 14, 2010
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I've seen it discussed elsewhere, but not here: a human bladesinger with the Beast Switch power going into War Wizard of Cormyr can use it as an MBA, bypassing the umpteen pages of argument about "ranged attacks as MBAs", and giving him better at-will control than even an Eldritch Strike half-elf, since it prones automatically.
With this, humans go up to light blue and we finally have a not-terrible Int-based bladesinger.
It's one of the better ways to build it, indeed. But I don't think the power was out when this handbook was written, and the author hasn't been back to update it since.
Maybe, just maybe, I'll pick this up after I'm done with the new Psion handbook. No promises though!!
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12 months ago ::
Jun 30, 2012 - 11:30PM
#750
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Is there a way to gain an additional Bladespell? :-)
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