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1 year ago ::
Feb 29, 2012 - 11:00AM
#101
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Date Joined:
Mar 21, 2001
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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
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Date Joined:
Sep 24, 2010
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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
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Date Joined:
Mar 21, 2001
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Well i played this character at LFR last night and he turned out pretty amazing: Level 11
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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
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Date Joined:
Feb 23, 2012
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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
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Date Joined:
Mar 21, 2001
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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
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Date Joined:
Feb 23, 2012
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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
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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
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my builds
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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
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Date Joined:
Jun 30, 2008
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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.
my handbooks & builds
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1 year ago ::
Mar 01, 2012 - 12:57PM
#109
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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
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my builds
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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
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Date Joined:
Mar 21, 2001
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there may be something there with a hybrid arena fighter, but i can't see it off hand
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