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Switch to Forum Live View Crivens! A Pictsie's Guide
1 year ago  ::  Feb 29, 2012 - 11:00AM #101
Rayous
Date Joined: Mar 21, 2001
Posts: 401
Im going to be trying a level 11 pixie cavalier|monk because of the new build. The at will, blistering flourish, allows you to add cha to any melee attack which includes your aura punishment. Also I will be able to give up to 2 enemies near me -2 to attacks that include me and then shift into their square for cover (multiclass assassin and killer in the crowd) with the flurry.

Once i see how it goes i will give a full write up.
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1 year ago  ::  Feb 29, 2012 - 11:19AM #102
Illeist
Date Joined: Sep 24, 2010
Posts: 248

Feb 29, 2012 -- 11:00AM, Rayous wrote:

Im going to be trying a level 11 pixie cavalier|monk because of the new build. The at will, blistering flourish, allows you to add cha to any melee attack which includes your aura punishment. Also I will be able to give up to 2 enemies near me -2 to attacks that include me and then shift into their square for cover (multiclass assassin and killer in the crowd) with the flurry.

Once i see how it goes i will give a full write up.


That sounds pretty exciting! I look forward to seeing it.

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1 year ago  ::  Mar 01, 2012 - 5:27AM #103
Rayous
Date Joined: Mar 21, 2001
Posts: 401
Well i played this character at LFR last night and he turned out pretty amazing:

Level 11 Show

Dogwood, level 11
Pixie, Paladin (Cavalier)/Monk, Radiant Fist
Virtue: Virtue of Valor
Hybrid Paladin (Cavalier) Option: Hybrid Cavalier Fortitude
Monastic Tradition (Hybrid) Option: Desert Wind (Hybrid)
Hybrid Monk Option: Hybrid Monk Fortitude
Hybrid Talent Option: Paladin Armor Proficiency
Dalelands (Dalelands Benefit)
Theme: Sarifal Feywarden
 
FINAL ABILITY SCORES
STR 9, CON 14, DEX 21, INT 11, WIS 12, CHA 21
 
STARTING ABILITY SCORES
STR 8, CON 13, DEX 16, INT 10, WIS 11, CHA 16
 
 
AC: 30 Fort: 23 Ref: 25 Will: 23
HP: 77 Surges: 10 Surge Value: 21
 
TRAINED SKILLS
Acrobatics +11, Religion +10, Stealth +13, Thievery +11
 
UNTRAINED SKILLS
Arcana +5, Athletics +0, Bluff +10, Diplomacy +10, Dungeoneering +6, Endurance +3, Heal +6, History +5, Insight +8, Intimidate +10, Nature +10, Perception +6, Streetwise +10
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Multiple Class Utility: Defender Aura
Paladin Attack: Righteous Radiance
Monk Feature: Desert Wind Flurry of Blows
Feat Utility: Solar Enemy
Monk Attack 1: Blistering Flourish
Paladin Attack 1: Virtuous Strike
Monk Attack 1: Light the Fire
Monk Attack 1: Whirling Mantis Step
Paladin Utility 2: Call of Challenge
Monk Utility 2: Grasp the Wind
Paladin Attack 3: Avenging Smite
Paladin Attack 5: Sign of Vulnerability
Monk Utility 6: Quicksilver Motion
Monk Attack 7: Grasping Tide
Monk Attack 9: Stone Juggernaut
Radiant Fist Attack 11: Divine Sun
 
FEATS
Level 1: Hybrid Talent
Level 2: Fluid Motion
Level 4: Practiced Killer
Level 6: Ki Focus Expertise
Level 8: Power of the Sun
Level 10: Superior Implement Training (Accurate ki focus)
Level 11: Killer in the Crowd
Level 11: Solar Enemy
 
ITEMS
Spirit Fetch
Amulet of Health +3 x1
Shield of the Barrier Sentinels Heavy Shield (heroic tier) x1
Black Iron Gith Plate Armor +3 x1
Iron Body Accurate ki focus +2
Ki Alhulak +1


I spent most of the fights in opponents squares (which gives me cover with killer in the crowd) so the enemies mainly chose to try and deal with me. One turn against the big baddy i nova'ed with Divine Sun, Sarifal's Blessing, Solar Enemy, Blistering Flourish, and desert wind flurry. The desert wind flurry did 35 damage (2+cha+cha[blistering flourish]+1[radiant fist]+2[ki focus]+10[fire vuln]+10[radiant vuln]) by itself! When the monster decided to violate my aura he took 37 for the privilage and then got to Avenging Smite him for 2d10+2[enhancement]+5[cha]+5[Blistering Flourish]+1[Radiant Fist]+20[fire/radiant vuln]. The next round i was able to take advantage of both vulnerabilities again so i ended up doing over 200 points of damage to him in 2 rounds.

Things i noticed with the build-1) if you are in the center of a huge creature that creature can not push you as no square will be farther away from him.2) Grasp the wind shuts down forced movement shinanagans pretty well against team monster, which most people claim is the downfall of aura defenders.3) The encounter powers and at wills are almost too good, I will be switching Stone Juggernaut for Ray of Reprisal and retraining Sign of Vulnerability for Water gives way to take advantage of my lack of immediates.

I think that in future levels i may end up getting lashing flail and flail expertise so that if they decide to just move away from me instead of shifting and provoking my aura attack i can hit them and drop them prone.
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1 year ago  ::  Mar 01, 2012 - 11:56AM #104
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,496
Forget flail expertise if you take lashing flail.  Both do the same thing but flail expertise requires a slide while lashing flail is just prone.  To really take advantage you need dragging flail which gives you slide 1 on a prone.  

I have lots of experience with flails as our main defender in my current game is a berzerker with lashing flail and I use flail expertise, dragging flail, and a staggering flail to get prone slide 3 to position enemies in the defender aura.  Needless to say the range has grounding shot, most of the melee has headsman's chop.  If you can MC into fighter, take dragging flail to go with lashing flail for more positioning ability. 
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1 year ago  ::  Mar 01, 2012 - 12:29PM #105
Rayous
Date Joined: Mar 21, 2001
Posts: 401
Um....lashing flail adds slide 1 to my virtuous strike, flail expertise changes slide to prone. How is lashing flail doing "the same thing" as flail expertise.

Also, i dont have to worry about positioning as im only using virtuous strike on opp attacks to keep them in the aura, not using it to get them into the aura in the first place. For that i use grasping tides movement mode, whirling mantis steps, and call of challenge (to get them to come to me in the first place)
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1 year ago  ::  Mar 01, 2012 - 12:48PM #106
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,496
Your right, I just looked at the berzerker and he does have flail expertise.  Missed that the first time.
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1 year ago  ::  Mar 01, 2012 - 12:50PM #107
mellored
Date Joined: Jul 8, 2008
Posts: 19,722
Nice.  Added it.  Any other builds?  (suggestions?)


And something i've been pondering...
Shrink can make an improvised weapon with a +6 frost ehancement.  Any reason to use it?
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  ::  Mar 01, 2012 - 12:54PM #108
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
So when doing these pixie monks are you using a base 4 speed or a 6 speed when determining powers like Spinning Leopard maneuver? 

That was one of the things that caused me to switch away from pixie to satyr when doing a recent monk hybrid build.
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1 year ago  ::  Mar 01, 2012 - 12:57PM #109
mellored
Date Joined: Jul 8, 2008
Posts: 19,722

Mar 1, 2012 -- 12:54PM, GelatinousOctahedron wrote:

So when doing these pixie monks are you using a base 4 speed or a 6 speed when determining powers like Spinning Leopard maneuver? 

That was one of the things that caused me to switch away from pixie to satyr when doing a recent monk hybrid build.


I have no idea...

There was a big debate on it, but there wasn't any conclusion.

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  ::  Mar 01, 2012 - 12:58PM #110
Rayous
Date Joined: Mar 21, 2001
Posts: 401
there may be something there with a hybrid arena fighter, but i can't see it off hand
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