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Switch to Forum Live View Feet Aflame - Lvl 30 Revenant Swordmage/Fighter/Rogue/Psion/Druid/Monk Bullet Train
2 years ago  ::  Aug 28, 2011 - 8:37AM #21
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
I need to update my calculations.

Speed 11:
6(base)
+2(fluid motion)
+2(quickening waters)
+1(bloodied fleetness/mercurial mind)
[+1 if hit with WLME]

Boosts: 17
+1(mark of passage)
+1(long step)
+1(risky shift)
+1(arcane wisp)
+8(eladrin ring of passage) [mummified hand + many-fingered gloves]
+3(eladrin armor)
+1(mithrendain steel longsword)
+1(mithrendain steel longsword)

Boots of Caiphon [minor action]
Teleport 6+2+2+1+1+1+1+1+8+3+1+1=28 (26 beast form) [29 if hit with WLME]

Wild Shape, Luring Strike, Mobile Warrior, White Lotus Master Evasion [free action]
Teleport 1+1+1+1+1+8+3+1+1=18

Shadowrift Blade [free action]
Teleport 4+1+1+1+1+8+3+1+1+1WLME=22

Cruising Speed
Standard (normal) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) free (wild shape)
7BoC+1WS = (7x28 + 7x26)/2 + 18 = 207 average cruising speed

Attack Speed [miss]
Free (LS effect) Free (Mobile Warrior) Free  (wild shape) move (normal)  move (GV) minor (normal) minor (GV) minor  (DQ) minor (MoM)
LS+MW+WS+6BoC = 18+18+18+(6x28)= 222 attack speed [miss]

Attack Speed [hit]
Free (LS effect) Free (Mobile Warrior) Free (LS  hit)  Free (WLME) Free   (wild shape) move (normal) move (GV) minor (normal) minor (GV)  minor   (DQ) minor (MoM)
LS+MW+LS+WLME+SB+WS+6(BoC+1WLME) = 18+18+18+18+18+22+(6x29)= 288 attack speed [hit]


RESULT:
Cruising Speed:           207 squares (117mph)
Attack Speed [miss]:   222 squares (126mph)
Attack Speed [hit]:      288 squares (163mph)

VARIANT

Trade MC Psion for MC Warlock
Bloodied Fleetness [speed-1] for Acolyte Power
Master of Moments for Lorekeeper
Choose Incredible Stride [speed+4] and Transcendent Dance [speed+8] as encounter powers

Speed 20
6(base)
+2(fluid motion)
+2(quickening waters)
+4(incredible stride)
+8(transcendent dance)
[+1 if hit with WLME]

Boosts: 17

Boots of Caiphon [minor action]
Teleport 20+2+2+1+1+1+1+1+8+3+1+1= 44 (42 beast form) [45 if hit with WLME]

Wild Shape, Luring Strike, Mobile Warrior, White Lotus Master Evasion [free action]
Teleport 1+1+1+1+1+8+3+1+1=18

Shadowrift Blade [free action]
Teleport 4+1+1+1+1+8+3+1+1+1WLME=22

Cruising Speed
Standard (normal) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) free (wild shape)
7BoC+1WS = (7x44 + 7x42)/2 + 18 = 319 average cruising speed

Attack Speed [miss]
Free (LS effect) Free (Mobile Warrior) Free  (wild shape) move (normal)   move (GV) minor (normal) minor (GV) minor  (DQ) minor (MoM)
LS+MW+WS+6BoC = 18+18+18+(6x44)= 318 attack speed [miss]

Attack Speed [hit]
Free (LS effect) Free (Mobile Warrior) Free (LS  hit)  Free (WLME) Free    (wild shape) move (normal) move (GV) minor (normal) minor (GV)  minor    (DQ) minor (MoM)
LS+MW+LS+WLME+SB+WS+6(BoC+1WLME) = 18+18+18+18+18+22+(6x49)= 406 attack speed [hit]

RESULT:
Cruising Speed:           319 squares (180mph)
Attack Speed [miss]:   318 squares (180mph)
Attack Speed [hit]:      406 squares (230mph)

possible variant Show

And assuming you can treat the Boots of Caiphon teleport as a teleportation power (which I don't think you can do, after asking the rules forum), trade two Mithrendain Steel Longswords [-2] for two Incisive Daggers [+12] and Life Charm for Far-Step Amulet [+3]. This would give you:

Cruising Speed:           410 squares (232mph)
Attack Speed [miss]:   396 squares (225mph)
Attack Speed [hit]:      484 squares (274mph)

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2 years ago  ::  Aug 28, 2011 - 10:47AM #22
EnglishLanguage
Date Joined: May 19, 2011
Posts: 4,927
And this is all "x squares per turn", correct?
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2 years ago  ::  Aug 28, 2011 - 10:55AM #23
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
Correct. So, in combat, his average speed would be considerably slower, but that's not that big of an issue when you're a quarter mile away between attacks.
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2 years ago  ::  Aug 28, 2011 - 9:30PM #24
BlinkBlink
Date Joined: Dec 24, 2008
Posts: 306
What happened to the dual Incisive Daggers?

Also, are you using your arms slot? If not, then you can use Mithrendain Steel Wrist Razors.
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2 years ago  ::  Aug 28, 2011 - 9:36PM #25
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
I asked the rules Q&A forum and they told me there's no supporting rules for adding none-attack type keywords to powers. Adding lightning damage will add the lightning keyword, but adding a teleport doesn't actually add the teleportation keyword. So no luck on the incisive.

Can I wield 2 wrist razors and 2 daggers at the same time?
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2 years ago  ::  Aug 29, 2011 - 3:14PM #26
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931
Rules Q&A has noticed that there's no restriction to the amount of prone medium creatures that can occupy a square, leading to the following question:


"This sounds like a char-op challenge. How many PCs can you delay right  after another and then move into an opponents square prone with a ready  action to unleash terrible fury upon that creature when everyone's  collected..."


I figure this mechanisms in this thread have the best chance of producing the desired effect.  Remember, all you need to retain is a standard action to use Ready.  Everything else is full access.

Charop, GO!
D&D Next = D&D:  Quantum Edition
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2 years ago  ::  Aug 29, 2011 - 3:58PM #27
wrswldo
Date Joined: Aug 4, 2010
Posts: 115

Aug 26, 2011 -- 2:44PM, monkeygentleman wrote:

Without a flight speed you can go 1000 feet straight up in six seconds, but unless you've got somewhere to stand you'll be hitting terminal velocity in a hurry.



Your latest figures indicate you are significantly faster than terminal velocity, so even if you assume you hit terminal velocity immediately after your turn ends, you wouldn't hit the ground before the start of your next turn.  Pretty cool!

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2 years ago  ::  Aug 30, 2011 - 12:33AM #28
BlinkBlink
Date Joined: Dec 24, 2008
Posts: 306

Aug 28, 2011 -- 9:36PM, monkeygentleman wrote:

I asked the rules Q&A forum and they told me there's no supporting rules for adding none-attack type keywords to powers. Adding lightning damage will add the lightning keyword, but adding a teleport doesn't actually add the teleportation keyword. So no luck on the incisive.  Can I wield 2 wrist razors and 2 daggers at the same time?



My understanding of wrist razors is that 1 instance occupies your entire arms slot.* So I think the limit is 2 daggers and 1 wrist razors.


* I don't have hard suport for this, but if WR counts as an Arms item and every other Arms item is limited to one-at-a-time, it stands to reason that WR would have the same restriction.

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2 years ago  ::  Aug 30, 2011 - 7:32AM #29
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
BlinkBlink, you're correct, I had a moment and forgot you can only gain the benefits of 1 wrist razor at a time. That's still 8 squares to cruising speed and 9-11 squares attack speed. Every little bit helps! As long as you're looking, can you think of any other "whenever you do this, shift/teleport" feats, powers or items?

wrswldo, it appears terminal velocity of a normal human figure (spread out) would be 122mph, so for a max of 230mph assuming you just hit someone on the way up that's about 11 seconds (maybe 13 with acceleration). So he'd last two rounds before hitting the ground and taking 40d10 falling damage. Hah, unless he swapped one of his rings for a Ring of Feather Fall, in which case he'd lose 16-22 squares of height but land gently after falling 2000 feet. It's a moot point anyway, as was mentioned earlier you can't shift up, and you can only teleport the same way you'd shift, so you'd need Zephyr Boots to get off the ground.

Mand12, Low Crawl will let you shift while prone, and Boots of Caiphon + Staff of the Traveler will let you teleport with no HP cost. Two items and a feat will let as many PCs you want drop prone as a minor, shift on top of the enemy as a minor and ready a standard with what's left. No race, class, or other restrictions other than staff proficiency, which at most will cost 1 more feat. That was... surprisingly easy.
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2 years ago  ::  Aug 30, 2011 - 7:46AM #30
mellored
Date Joined: Jul 8, 2008
Posts: 19,451

Aug 30, 2011 -- 7:32AM, monkeygentleman wrote:

It's a moot point anyway, as was mentioned earlier you can't shift up, and you can only teleport the same way you'd shift, so you'd need Zephyr Boots to get off the ground.


Umm.. Nothing keeps you on the ground.  Teleport can up.

Though you'd fall after each teleport so you won't really get anywhere..  unless you can get more then 500 feat (100 squares) per teleport.

Hmm.. if you can only fall 100 per turn... what happens if you fall 25x5?  Do you fall the first 4, reach your max distance, then continue up after that?

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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