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Switch to Forum Live View Random Hybrid Op #2 Battlemind|Runepriest
2 years ago  ::  Oct 28, 2011 - 1:23PM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,483
Continuing my weekly random hybrids....

Str/Con, not a compleat waste of stat synergy.  Paticularly since you can mark, get attacked, and then gain the bonus damage (lighting rush -> +con damage -> brutal barrage).

Since they both have good armor, you can spend your hybrid talent to give allies +1 to hit, as you should be next to someone (or 2) at all times.

Any other fun combo's?
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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  ::  Oct 28, 2011 - 2:01PM #2
Nyronus
Date Joined: Aug 4, 2008
Posts: 757

Oct 28, 2011 -- 1:23PM, mellored wrote:

Continuing my weekly random hybrids....

Str/Con, not a compleat waste of stat synergy.  Paticularly since you can mark, get attacked, and then gain the bonus damage (lighting rush -> +con damage -> brutal barrage).

Since they both have good armor, you can spend your hybrid talent to give allies +1 to hit, as you should be next to someone (or 2) at all times.

Any other fun combo's?




The new Runerpriest article which just came out minutes ago has a new Runic Artistry feature which is basically a sort of delayed-battlerage feature on CRACK. Shame its wis-based though. And from the looks of it can't be poached with a hybrid Runepriest due to the poor way the rules were written. I wonder if it would be worth it to go straight con/wis at the cost of essentially powers and power points just for that extra toughness. They also included a feat which gives glaive and halberd proficiency, and makes every attack with them slide 1, opening up none-lightning ways of achieving polearm shenangins and with an added bonus of heavy-blade shenangins. Which is extra fun since the Runepriest gets an at-will that immobilized on tap, making them extra sticky. Throw in tactical warpriest for a mark and punishment system. I'll have to look at this later to see if it would be worth it.

I am a: Lawful Good Dragonborn Paladin
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2 years ago  ::  Oct 28, 2011 - 2:12PM #3
WEContact
Date Joined: Jun 10, 2008
Posts: 1,947

Oct 28, 2011 -- 2:01PM, Nyronus wrote:

And from the looks of it can't be poached with a hybrid Runepriest due to the poor way the rules were written



Oct 28, 2011 -- 2:01PM, Nyronus wrote:

...and makes every attack with them slide 1, opening up none-lightning ways of achieving polearm shenangins


Nope, and nope. Hybrid Runepriests get Runic Artistry, and the feat doesn't make every attack slide 1, it let's you slide 1 as a free action after you hit with an at-will, which is incompatable with all the stuff.

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2 years ago  ::  Oct 28, 2011 - 3:19PM #4
Nyronus
Date Joined: Aug 4, 2008
Posts: 757

Oct 28, 2011 -- 2:12PM, WEContact wrote:

Oct 28, 2011 -- 2:01PM, Nyronus wrote:

And from the looks of it can't be poached with a hybrid Runepriest due to the poor way the rules were written



Oct 28, 2011 -- 2:01PM, Nyronus wrote:

...and makes every attack with them slide 1, opening up none-lightning ways of achieving polearm shenangins


Nope, and nope. Hybrid Runepriests get Runic Artistry, and the feat doesn't make every attack slide 1, it let's you slide 1 as a free action after you hit with an at-will, which is incompatable with all the stuff.




Yes, but the way the feature is written you can only chose from Wrathful Hammer or... the other one.

As for the second one... that sucks a big one.

Lightning tricks still work, but thats a lot of feats...

I am a: Lawful Good Dragonborn Paladin
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2 years ago  ::  Oct 31, 2011 - 9:20AM #5
mellored
Date Joined: Jul 8, 2008
Posts: 19,483

Oct 28, 2011 -- 2:01PM, Nyronus wrote:


The new Runerpriest article which just came out minutes ago has a new Runic Artistry feature which is basically a sort of delayed-battlerage feature on CRACK. Shame its wis-based though. And from the looks of it can't be poached with a hybrid Runepriest due to the poor way the rules were written. I wonder if it would be worth it to go straight con/wis at the cost of essentially powers and power points just for that extra toughness. They also included a feat which gives glaive and halberd proficiency, and makes every attack with them slide 1, opening up none-lightning ways of achieving polearm shenangins and with an added bonus of heavy-blade shenangins. Which is extra fun since the Runepriest gets an at-will that immobilized on tap, making them extra sticky. Throw in tactical warpriest for a mark and punishment system. I'll have to look at this later to see if it would be worth it.


Not sure going Con/Wis is worth the loss, depending on what powers your focusing on.  Not horrible though.

But that new feat works wonders with lightning rush.    Run up, smack the guy, slide him out of range.  No damage taken.

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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