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1 year ago ::
Feb 29, 2012 - 12:30PM
#241
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Yeah (large) gouge has same stats as the mordencrad, and you can get a little more out of it such as surprising charge with a multiclass in heroic but the rp is so much more ehhh... ridiculous as a barbarian:
Hammer: RAWRRRRR! SMASH!!! Gouge: RAWRRRR! DIG HOLES!!!!!!
If they were using gouges that are similar to the type of chisel used in modern times, yes, that seems right.
Gouges in D&D are big axes on the end of a pole with a pointy bit for stabbing.
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1 year ago ::
Feb 29, 2012 - 2:13PM
#242
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Yeah (large) gouge has same stats as the mordencrad, and you can get a little more out of it such as surprising charge with a multiclass in heroic but the rp is so much more ehhh... ridiculous as a barbarian:
Hammer: RAWRRRRR! SMASH!!! Gouge: RAWRRRR! DIG HOLES IN BAD GUY'S SKULL!!!!!!
Fixed it for you.
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1 year ago ::
Mar 01, 2012 - 12:19AM
#243
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Daring Gamble Rogue Utility 10Putting yourself at risk gives you the opening you need to bring this battle to its close. Encounter Martial Minor Action Personal Effect: Until the start of your next turn, any enemy that attacks you grants combat advantage to you until the end of the encounter.
Really useful powerswap choice from the rogue class. Use it on your first turn before you charge into a large group of monsters. Either they take the punishment. Do nothing, or you gain permanant CA against them.
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1 year ago ::
Mar 01, 2012 - 11:34PM
#244
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So I currently have a bugbear berserker at level 2. At the moment this is what my build up plan is going to be (we seem to be leveling every 2-3 sessions) Im sticking with the mordencrad instead of a gouge route because Im worried both about feat starvation and not certain on the best ability stats distrbition for another weapon type. Some advice here would also be appreciated. The group Im in currently comprises a valorious bard and a highly-unoptimized cleric. The frustration im running into is that as things stand im both the highest damager and the most durable. The build below assuming Im going to continue pushing the defender focus as I have spent much of the last few sessions in fury mode. But would it be better to retool and run as dps right off the bat?
My other concern entails my level 6 utility and combat advantage. Being the only consistant melee (the cleric jumps in every once in a while but he appear to have a preference for implement attacks) When the cleric is not nearby I dont have a means of flanking. Am I too invested in CA tricks right now? Can you get by with only one "dps gateway" (avalanche strike)?
In a low magic campaign which items should I be prioritizing if I am focusing on defense first?
Things I looked at for the level 6 utility: Go with the flow, Run rampant, bloodborn menace
====== Created Using Wizards of the Coast D&D Character Builder ====== Thrug - Copy, level 11 Bugbear, Barbarian (Berserker), Gladiator Champion Heartland Option: Arid Desert Inherent Bonuses Auspicious Birth (Auspicious Birth Benefit) Theme: Gladiator FINAL ABILITY SCORES STR 23, CON 11, DEX 19, INT 9, WIS 12, CHA 11 STARTING ABILITY SCORES STR 18, CON 10, DEX 14, INT 8, WIS 11, CHA 10 AC: 26 Fort: 25 Ref: 23 Will: 18 HP: 98 Surges: 8 Surge Value: 24 TRAINED SKILLS Acrobatics +14, Athletics +16, Intimidate +12, Stealth +16 UNTRAINED SKILLS Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, Endurance +5, Heal +6, History +4, Insight +6, Nature +6, Perception +6, Religion +4, Streetwise +5, Thievery +9 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Gladiator Feature: Disrupting Advance Bugbear Racial Power: Predatory Eye Multiple Class Utility: Defender Aura Barbarian Attack: Vengeful Guardian Barbarian Attack 1: Run Down Barbarian Attack 1: Jarring Smash Barbarian Attack 1: Avalanche Strike Barbarian Attack 1: Life-Ending Strike Barbarian Utility 2: Shrug It Off Gladiator Utility 2: Go with the Flow Gladiator Attack 3: Savage Sweep Barbarian Attack 5: Dangerous Presence Gladiator Attack 5: Infuriating Challenge Barbarian Attack 7: Curtain of Steel Rogue Utility 10: Daring Gamble Gladiator Champion Attack 11: Opening Ploy FEATS Level 1: Weapon Proficiency (Mordenkrad) Level 2: Unarmored Agility Level 4: Two-Handed Weapon Expertise Level 6: Improved Initiative Level 8: Twilight Adept Level 10: Acolyte Power Level 11: Hammer Shock ITEMS Mordenkrad (Large) x1 Cloth Armor (Basic Clothing) ====== End ======
Edit: typos
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1 year ago ::
Mar 11, 2012 - 12:20PM
#245
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One small nitpick about brutal slam (level 3 encounter) I am not entriely certain that it really deserves a gold rating. You are ultimately pushing the target outside of your defender aura. They may be proned , but they can stand up on their turn and either charge or range attack an ally....
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1 year ago ::
Mar 11, 2012 - 12:22PM
#246
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One small nitpick about brutal slam (level 3 encounter) I am not entriely certain that it really deserves a gold rating. You are ultimately pushing the target outside of your defender aura. They may be proned , but they can stand up on their turn and either charge or range attack an ally....
Seeing as Brutal Slam is a Primal Power, you're not going to be using it while in defender mode anyway.
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1 year ago ::
Mar 11, 2012 - 1:35PM
#247
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One small nitpick about brutal slam (level 3 encounter) I am not entriely certain that it really deserves a gold rating. You are ultimately pushing the target outside of your defender aura. They may be proned , but they can stand up on their turn and either charge or range attack an ally....
Seeing as Brutal Slam is a Primal Power, you're not going to be using it while in defender mode anyway.
Oh haha, good point
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1 year ago ::
Apr 10, 2012 - 12:56PM
#248
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I want to draw attention to a particular build that I'm currently favoring. This is rather specific, but I've found that I like going Human and multiclassing fighter (student of the sword), in order to pick up Heavy Blade Oppritunity, Polearm Gamble, and Polearm Momentum using Weapon Proficiency: Talenta Sharrash (+3 to hit).
It stretches your stats a little thin, but since you can sub in At-Wills with Heavy Blade Oppritunity, you can choose between knocking them over and repositioning (Aggressive Lunge) or slowing (Run Down) each time you get an AO. After Recuperating Strike becomes less useful (Level 16 in this build, since you get the Deadly Beserker TMP HPs on any kill), retrain for Jarring Smash and grant your friends CA.. (Unless you're frost cheesing it up anyways).
Vengeful Guardian seems to read that you would continue to get the +1d8/+2d8/+3d8 to damage on your At-Wills that you are subbing in for your MBAs. Also hilarious is that the Guardian theme encounter power gives you an MBA. Free slows/prone/CA. Whee!
This is the level 30 build (after retrains). Although I made an effort to optimize, I'm not as good at it as some of you guys. It may be confusing, since the campaign that I am in is using inherent bonuses - which is why my items are wierd. I advise you to ignore them. Here you go:
(Another thing that doesn't translate well into this format - I took Beserk Vitality at level 1, retrained it at 12 - when I got the Deadly Beserker utility, but needed feats desprately to complete the build, and retrained it at 14 again.)
====== Created Using Wizards of the Coast D&D Character Builder ====== SPEARYOUSE, level 30 Human, Barbarian (Berserker), Deadly Berserker, Ceaseless Guardian Heartland Option: Arid Desert Guardian Mindfulness Option: Guardian Mindfulness Strength Student of the Sword Option: Student of Two-Handed Weapons Human Power Selection Option: Bonus At-Will Power Inherent Bonuses Auspicious Birth (Auspicious Birth Benefit) Theme: Guardian FINAL ABILITY SCORES STR 28, CON 18, DEX 19, INT 10, WIS 16, CHA 12 STARTING ABILITY SCORES STR 16, CON 14, DEX 14, INT 8, WIS 13, CHA 10 AC: 45 Fort: 46 Ref: 45 Will: 42 HP: 217 Surges: 12 Surge Value: 54 TRAINED SKILLS Acrobatics +24, Athletics +29, Endurance +24, Heal +23, Intimidate +21 UNTRAINED SKILLS Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +18, History +15, Insight +20, Nature +18, Perception +20, Religion +15, Stealth +19, Streetwise +16, Thievery +19 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Guardian Attack: Guardian's Counter Multiple Class Utility: Defender Aura Barbarian Attack: Vengeful Guardian Ceaseless Guardian Feature: Never Again Barbarian Attack 1: Aggressive Lunge Barbarian Attack 1: Run Down Barbarian Attack 1: Jarring Smash Barbarian Utility 2: Shrug It Off Barbarian Utility 6: Run Rampant Endurance Utility 10: Reactive Surge Deadly Berserker Attack 11: A Thousand Ways to Die Deadly Berserker Utility 12: Surge of Strength Barbarian Attack 13: Storm of Blades Barbarian Utility 16: Battle Lust Barbarian Attack 17: Stone-Splitting Roar Barbarian Attack 19: Desert Wind Rage Deadly Berserker Attack 20: Slake the Rage Barbarian Utility 22: Primal Vigor Barbarian Attack 25: Circle of Blood Rage Ceaseless Guardian Utility 26: Always Ready Barbarian Attack 27: Hurricane of Blades Barbarian Attack 29: World Serpent Rage FEATS Level 1: Beserk Vitality (Retrained at LVL12) Level 1: Unarmored Agility Level 2: Polearm Expertise Level 4: Student of the Sword Level 6: Improved Defenses Level 8: Weapon Proficiency (Talenta sharrash) Level 10: Weapon Focus: Polearm (Retrained at LVL11) Level 11: Heavy Blade Opportunity Level 11: Polearm Gamble Level 12: Spear Push Level 12: Polearm Momentum Level 14: Berserk Vitality Level 16: Striking Resurgence Level 18: Improved Initiative (Retrained LVL21) Level 20: Weapon Focus (Spear) Level 21: Heavy Blade Mastery Level 21: Superior Initiative Level 22: Martial Mastery Level 24: Martial Resolve Level 26: Resilient Focus Level 28: Epic Reflexes Level 30: Epic Will ITEMS Adventurer's Kit Talenta sharrash x1 Cloth Armor (Basic Clothing) Feymind Wyrmsilk Armor +6 x1 Feyslaughter Talenta sharrash +6 Elven Chain Shirt (epic tier) ====== End ======
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1 year ago ::
Apr 10, 2012 - 2:33PM
#249
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Date Joined:
Mar 12, 2011
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The knight and berserker aura punishment powers are opportunity actions, but aren't opportunity attacks and don't trigger from or benefit from any other feat, power, or feature that provides extra ways to obtain or boosts opportunity attacks. Polearms are awesome, but flail expertise has largely replaced polearm momentum as of late as the go-to source of at-will proning, since it requires only a slide 1 to convert (and since there's a paragon feat to add slide 1 to flail MBAs, and since there's a feat that lets you still slide something that you've knocked prone with a flail). The total number of feats taken is probably the same, and the polearm package potentially contains bonus goodies like HBO, gamble, surprising charge, and MBAs vs reflex, but the stat requirements are a lot easier for the flail feats. Both are pretty awesome
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1 year ago ::
Apr 11, 2012 - 1:14AM
#250
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Date Joined:
Jun 10, 2010
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I am a huge fan of Mark of Storm, Flail Expertise, and a Lightning Flail. My level 5 Warforged Berserker is using that combination currently, and he is fantastic at locking down enemy movement and denying attacks.
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