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Switch to Forum Live View Archmage's Ascension - The Wizard's Handbook
1 year ago  ::  Jan 04, 2012 - 11:57AM #31
Beo42
Date Joined: Nov 3, 2010
Posts: 279
A note on Half-Elf Dilletante:  Attack-Granters (Direct the Strike and similar) can be a really effective way to have a damage option on tap for almost no investment if you have anyone with an optimised MBA in the party.  You don't really need to do anything but take Versatile Master in paragon for it, and you gain a high-damage option for when nothing else matters.  Anyone taking Hypnotism can ignore this, obviously.
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1 year ago  ::  Jan 04, 2012 - 12:06PM #32
RuinsFate
Date Joined: Jan 24, 2010
Posts: 1,515
I don't really see that as a selling point for the feature, to be honest. It doesn't really add control and is an odd fit flavourwise. It can be an effective option, but it's not really what the class is meant to do. And while blasters look for damage options, generally people going for that build are looking for personal damage, not at the hands of someone else.
A Beginners Primer to CharOp.
Archmage's Ascension - The Wizard's Handbook.
Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader.
Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader
Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa.

It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
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1 year ago  ::  Jan 04, 2012 - 12:10PM #33
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740

Jan 4, 2012 -- 10:51AM, mellored wrote:

I'm pretty sure you still get the bonus for most of the PP's.  Most just say "spend an action point" and not "spend an action point to take an action".




I just checked and almost every wizard specific path's action point feature, including legendary witch, requires you to use the action point to take some sort of action to get the benefit.  The only exceptions are for wizard of the spiral tower (which also recharges an encounter power), sorcerous sword (only for bladesingers), and draconic antithesis, which lets you reroll an attack instead.

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1 year ago  ::  Jan 04, 2012 - 12:12PM #34
mellored
Date Joined: Jul 8, 2008
Posts: 19,522
Might i suggest sorting by color instead of alphabetical? 
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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1 year ago  ::  Jan 04, 2012 - 12:17PM #35
Landre
Date Joined: Aug 2, 2006
Posts: 31

Jan 4, 2012 -- 12:12PM, mellored wrote:

Might i suggest sorting by color instead of alphabetical? 




Seconded.

Also, how about rating the option to be a Bard => Resourceful Magiciain and going just about full Wizard? I've played that, and it plays like a Wizard with better powers. True, it's only a real Wizard starting level 16-18 or so, but it plays better than a regular Wizard in some ways. I mean, at those levels, it really is a Wizard with some Swordmage/Artificer/Bard dips for powers.

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1 year ago  ::  Jan 04, 2012 - 12:17PM #36
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101

Jan 4, 2012 -- 12:12PM, mellored wrote:

Might i suggest sorting by color instead of alphabetical? 




You are not always looking for the best power. Maybe you just want to check out a rating. Color sorting is definitely less handy than alphabetical sorting, expecially when you have a lot of similar-rated powers.

Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

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1 year ago  ::  Jan 04, 2012 - 12:23PM #37
RuinsFate
Date Joined: Jan 24, 2010
Posts: 1,515
Powers are sorted alphabetically in the sourcebooks and the character builder, and as Nausicaa said, someone might be tossing up between just a few powers and want their ratings specificly, which will be easier to find by name than by colour.

As for being a Bard/Resourceful Magician, no, I don't think it's neccessary to do that. There already is a Bard guide, with several good suggestions on taking RM as your PP. Also, that's a fairly advanced build, so anyone who knows to start building it will probably realise they need to look for good wizard powers and will be able to sort through my ratings to find what they need.
A Beginners Primer to CharOp.
Archmage's Ascension - The Wizard's Handbook.
Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader.
Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader
Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa.

It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
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1 year ago  ::  Jan 04, 2012 - 12:24PM #38
mellored
Date Joined: Jul 8, 2008
Posts: 19,522

Jan 4, 2012 -- 12:10PM, GelatinousOctahedron wrote:

Jan 4, 2012 -- 10:51AM, mellored wrote:

I'm pretty sure you still get the bonus for most of the PP's.  Most just say "spend an action point" and not "spend an action point to take an action".




I just checked and every wizard specific path's action point feature, including legendary witch, requires you to use the action point to take some sort of action to get the benefit.  The only exceptions are for wizard of the spiral tower (which also recharges an encounter power), sorcerous sword (only for bladesingers), and draconic antithesis, which lets you reroll an attack instead.


ok...  a few PP's would still work. 

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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1 year ago  ::  Jan 04, 2012 - 12:25PM #39
Estlor
Date Joined: May 11, 2009
Posts: 305
Quibble:

You state in the subclass description that mages are not proficient in Tomes.

That's not true.

From Mordenkainen's Magnificient Emporium, page 51:

"Wizards are automatically proficient with using tomes as implements."

That means, regardless of the original sourcebooks, Arcanists, Mages, Bladesingers, and Witches all have tome as one of their implement proficiencies.
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1 year ago  ::  Jan 04, 2012 - 12:31PM #40
RuinsFate
Date Joined: Jan 24, 2010
Posts: 1,515
I know that sentence, but I'm expecting it to end up in an FAQ or clarified in an errata document at some point. It's largely moot anyway, Tomes are of little benefit to the Mage.
A Beginners Primer to CharOp.
Archmage's Ascension - The Wizard's Handbook.
Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader.
Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader
Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa.

It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
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