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2 years ago  ::  Sep 14, 2011 - 5:36PM #331
ShakaUVM
Date Joined: Feb 3, 2003
Posts: 3,825

Sep 13, 2011 -- 6:17PM, furious_kender wrote:

Mounted combat is clunky, to put it mildly.


It is. Alongside 3D combat, it's one of the weakest areas in 4e.

That's not to say it's not good, though. Dire Wolf mounts should be ridden by all ranged characters, and impenetrable barding is good enough to make any mount difficult to kill, or at least waste a lot of monster resources.

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2 years ago  ::  Sep 15, 2011 - 4:35AM #332
Ghorrin
Date Joined: Jul 18, 2002
Posts: 59
Are there any rods in the new book that are worth a hexblade's bother?

Later on,
Ghorrin
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2 years ago  ::  Sep 15, 2011 - 5:44AM #333
AlphaAnt
Date Joined: Aug 18, 2007
Posts: 737

Sep 15, 2011 -- 4:35AM, Ghorrin wrote:

Are there any rods in the new book that are worth a hexblade's bother?

Later on,
Ghorrin




The Rod of Absorption (Level 4+ Rare) has an encounter aura-killing power, and a daily interrupt power that inflicts a penalty to attack rolls.

The Rod of Beguiling (Level 10+ Rare) gives an item bonus to Bluff, Diplomacy and Intimidate checks equal to enhancement bonus, and a daily power that prevents enemies from being able to target you at all (with some restrictions).

The Rod of Death (Level 8+ Uncommon) allows you reroll damage by counting as having failed a death save.

The Rod of Revenge (Level 2+ Uncommon) has an immediate reaction encounter power that gives you combat advantage for a round against someone that hits you.

The Rod of Smiting (Level 2+ Common) has the property that it can be used as a melee weapon, functioning as a mace.

That's all for rods.

Yes, I am a defender apologist.
A Rock and a Hard Place: A Warden Handbook
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2 years ago  ::  Sep 15, 2011 - 5:54AM #334
mellored
Date Joined: Jul 8, 2008
Posts: 19,469

Sep 15, 2011 -- 5:44AM, AlphaAnt wrote:

The Rod of Smiting (Level 2+ Common) has the property that it can be used as a melee weapon, functioning as a mace.


Is this for weapon attacks only?

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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2 years ago  ::  Sep 15, 2011 - 6:00AM #335
AlphaAnt
Date Joined: Aug 18, 2007
Posts: 737

Sep 15, 2011 -- 5:54AM, mellored wrote:

Is this for weapon attacks only?



Exact wording: "This rod can be used as a melee weapon, functioning as a mace. You add its enhancement bonus to the attack rolls and damage rolls of melee weapon attacks that you make with it."

Yes, I am a defender apologist.
A Rock and a Hard Place: A Warden Handbook
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2 years ago  ::  Sep 15, 2011 - 6:12AM #336
mellored
Date Joined: Jul 8, 2008
Posts: 19,469

Sep 15, 2011 -- 6:00AM, AlphaAnt wrote:

Sep 15, 2011 -- 5:54AM, mellored wrote:

Is this for weapon attacks only?


Exact wording: "This rod can be used as a melee weapon, functioning as a mace. You add its enhancement bonus to the attack rolls and damage rolls of melee weapon attacks that you make with it."


Soo....

It seems like i can use Dizzying Mace with warlocks daze powers...  Yes?

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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2 years ago  ::  Sep 15, 2011 - 6:24AM #337
tobascodagama
Date Joined: Jul 16, 2010
Posts: 889

Sep 15, 2011 -- 5:44AM, AlphaAnt wrote:

Rod of Death (Level 8+ Uncommon) allows you reroll damage by counting as having failed a death save.





How often? Certain characters that can't fail a death save normally (Warforged, bonus stackers) might take that trade, though there are probably still better DPR options anyway.

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2 years ago  ::  Sep 15, 2011 - 6:27AM #338
AlphaAnt
Date Joined: Aug 18, 2007
Posts: 737

Sep 15, 2011 -- 6:24AM, tobascodagama wrote:

Sep 15, 2011 -- 5:44AM, AlphaAnt wrote:

Rod of Death (Level 8+ Uncommon) allows you reroll damage by counting as having failed a death save.




How often? Certain characters that can't fail a death save normally (Warforged, bonus stackers) might take that trade, though there are probably still better DPR options anyway.




You can use it until you have three failed death saves. You don't die right away, but if you do end up in the "dying" state you die immediately.

Yes, I am a defender apologist.
A Rock and a Hard Place: A Warden Handbook
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2 years ago  ::  Sep 15, 2011 - 6:27AM #339
Rayous
Date Joined: Mar 21, 2001
Posts: 401
i believe it isn't even an action, but you can only do it 3 times per encounter, and if you go below zero after using up all your death saves you die straight away.
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2 years ago  ::  Sep 15, 2011 - 6:28AM #340
Fardiz
Date Joined: Dec 22, 2010
Posts: 2,195

It seems like i can use Dizzying Mace with warlocks daze powers...  Yes?




Wow that is a badly written feat, considering "using" isn't a technical IG term. Yes it would defenitely work with that rod. The question is whether you could use it if you just happened to have a mace in your offhand while you attack with a different rod.

Back to Basics - A Guide to Basic Attacks

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"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
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