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1 year ago ::
Jan 08, 2012 - 10:39PM
#11
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Suggestion: It looks like you already have a good 4-man party with all the bases covered. Thus, I would NOT suggest another pure striker, but instead a more versatile 5th-man position.
I would suggest a 18dex/18wis Elf or Drow Hybrid Spring Sentinel/Rogue. This is a great 5th man build since you will be able to cover most roles in case of an absence in the party: Leader: 1 heal per encounter + Seed of Healing utility at 2nd level (pick up Toughness feat at this lvl to help your seed and companion/summons health) Controller: Your Wolf + Lvl 1 Druid Summon Wolf Daily (which synergizes all too well with your Wolf companion) Striker: Rogue with likely CA every turn. Take Light Blade Expertise and stay next to your Wolf at all times for 8-21 (1d4+5 +2d6) damage with at wills at lvl 1.
Build it up in char builder and let me know what you think.
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1 year ago ::
Jan 09, 2012 - 1:10AM
#12
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Date Joined:
Jul 28, 2011
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A few questions about the rogue/sentinel:
Any reason why Drow or Elf specifically? I would probably pick one or the other anyway, but am I missing something specific?
Should I be taking implement powers, as that seems to be the main use for wisdom in the build? And if so, shouldn't I take versatile expertise? I didn't think druids could use daggers as implements. Or should I just take random druid-side powers and ignore them? That just seems like a waste, and probably isn't the point of the build.
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1 year ago ::
Jan 09, 2012 - 5:30AM
#13
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Date Joined:
Apr 25, 2002
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So the Monk/Sentinel sounds interesting. How would that work? As in, what ability scores, powers, and feats? Would I go with staff expertise or ki focus expertise? And would it be Wis/Dex with Con as a tertiary?
Staff/Ki Focus Expertise depends on treasure found. Basically, do this: Furious Kender's Drunken Monk Be an Elf instead of Human. Get Sense Threat. Yes, you have a Dex score, you'll still end up getting roughly +13 total init to the party, which is pretty good. Get Druid Armor Proficiency(Sentinel) with Hybrid Talent at 1st level instead of the 2 feats Human takes. At 2nd level, take the Expertise feat At 4th level, take the Accurate feat instead of the option taken(and don't take that option in the future).
And pick up a Defensive Staff +1 at 2nd level
You end up with the rough defenses of his build, a useful blocker, a heal per encounter, and a very solid ranged option in the form of Magic Stones, which you can attack 3 targets with at once.
The real question is whether or not you eventually go with a Staff of Ruin instead of a Defensive Staff for long-term purposes - if yes, Staff Expertise, if no, Ki Focus Expertise.
NETH4-1 Containing Shadow (co-author) Handbooks
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1 year ago ::
Jan 09, 2012 - 1:37PM
#14
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A few questions about the rogue/sentinel:
Any reason why Drow or Elf specifically? I would probably pick one or the other anyway, but am I missing something specific?
Should I be taking implement powers, as that seems to be the main use for wisdom in the build? And if so, shouldn't I take versatile expertise? I didn't think druids could use daggers as implements. Or should I just take random druid-side powers and ignore them? That just seems like a waste, and probably isn't the point of the build.
Elf and Drow are +2 stats are Dex and Wis. Human gives you an extra feat. These three are the only real contenders for an optomized Sentinel/Rogue. Pesonally, I prefer low-light vision or dark vision characters because lack of light/blindness is a B**** in our games.
I usually have a totem in my off-hand as an implement (but in our game, everybody who needs it gets versatile expertise for free).
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If totem doesn't work for you, go staff -->Also, if you want to dip into the Defender role as well, you could go Rogue/Summer Sentinel with the Bear companion. This defender role is a bit different, you isolate enemies with your "wall of fur" and prone them as often as you can (explained below).
If allowed, pick up the Theme called Fey Beast Tamer for a Displacer Beast and MC into Shaman to get the OA Companion Spirit (your first standard action each encounter).You then have 3 pets on the battlefield at all times (+ more if you use summons). You can use the "wall of fur" defense.
Get the feat Sneaky Staff for rogue attacks. The synergy is sick! because your staff does 1d12 damage (1d12+4 +2d6) 7-28 lvl 1 at-will damage. Then pick up Staff Expertise so you can (1) use Disheartening Strike from behind your bear/displacer beast/OA comp spirit and always have CA; (1a) if your Shilelegh is cast on your staff, each attack will prone the enemy = SUPER STICKY; and (2) you can also cast ranged spells while engaged in melee without provoking OAs.
If you want to build this up to defenderish, pick up the Hafted Defense feat, the Lvl 1 Druid Shillelegh Daily and take CA/Prone attacks, rattling attacks, and summons as you lvl up.
Try that out for size and let me know what you think.
Cheers!
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1 year ago ::
Jan 11, 2012 - 12:45AM
#15
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Date Joined:
Jul 28, 2011
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I think I'll save the monk/sentinel for the next campaign, as I recently played a monk. At first I wanted to go with Spring, because of the constant combat advantage for Sneak Attacks, and the synergy with the Pack Wolf. But I built both versions to compare them side by side, and the Summer druid just made more and more sense because of the weapon. With my pets and the other melee, I'll almost always be flanking, so Sneak Attack shouldn't be a problem, and the 1d12 reach 2 (3 in paragon) weapon doesn't hurt, either. Here's what I came up with for the rogue/summer sentinel: Spoiler:
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Theren Wildsoul, level 1 Wood Elf, Druid (Sentinel)/Rogue Season: Druid of Summer Associate: Trained Fey Panther Explorer/Guide (Explorer/Guide Benefit) Theme: Fey Beast Tamer FINAL ABILITY SCORES STR 10, CON 13, DEX 18, INT 10, WIS 18, CHA 9 STARTING ABILITY SCORES STR 10, CON 13, DEX 16, INT 10, WIS 16, CHA 9 AC: 16 Fort: 12 Ref: 15 Will: 14 HP: 25 Surges: 7 Surge Value: 6 TRAINED SKILLS Athletics +7, Nature +13, Perception +11, Stealth +9, Thievery +9 UNTRAINED SKILLS Acrobatics +4, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +4, Endurance +1, Heal +4, History +0, Insight +4, Intimidate –1, Religion +0, Streetwise –1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Cleric Utility: Healing Word Druid Attack 1: Magic Stones Rogue Attack 1: Piercing Strike Druid Attack 1: Call Forth the Spirit Pack Druid Attack 1: Summon Giant Toad FEATS Level 1: Sneaky Staff ITEMS Staff Implement x1 Leather Armor x1 Adventurer's Kit Climber's Kit Thieves' Tools Surveyor's gear Sacks Footpads Flask (empty) Oil (1 pint) Ten-foot pole Miner's helmet I got Goblin as an extra language with my background (was gonna go with Auspicious Birth, but with the wall of fur I'm thinking I'll be okay), and Sense Threat from being a Wood Elf to help out the party (since we won't have a warlord) and to have a higher initiative to get my pets and what not into place. Thanks for the help, everybody!
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1 year ago ::
Jan 11, 2012 - 7:15AM
#16
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I like it! The only change I would do would be to replace Piercing Strike with Disheartening Strike because it gets rattling and gives you CA as long as an ally is adjacent to the target (animal companions count as allies).
Other than that, it looks fun. I've not played it so let me know how it turns out. Good luck!
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1 year ago ::
Jan 11, 2012 - 3:41PM
#17
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Date Joined:
Jul 28, 2011
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What about Disheartening Strike gives you CA while an ally is adjacent to the target? Am I missing something? Or does Rattling do something else that the compendium doesn't say?
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1 year ago ::
Jan 11, 2012 - 4:03PM
#18
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My bad...Disheartening Strike only has Rattling.
Clever Strike is the one you want: If an ally is adjacent to the target and can attack, you have combat advantage for this attack.
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1 year ago ::
Jan 11, 2012 - 4:09PM
#19
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Date Joined:
Jul 28, 2011
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Heh, okay, that works :P Thought I was blind or something. That's actually perfect! Thank you.
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1 year ago ::
Jan 20, 2012 - 11:03PM
#20
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Date Joined:
Oct 30, 2007
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Not a suggestion for you, but for your Prescient Bard:
They won't be able to use any of their At-Wills with their Skald Aura At-Will powers, as none of them are basic attacks. Also, I dont' believe that any bard implement encounter powers count as basic attacks, so...that could be a problem...
VB
This is true, but oddly enough somthing I've been tossing around was a archery based Prescient Bard Hybridized with Seeker with Skald Training. Any wis/cha race works and blood bond has no kicker so all you need is the wisdom for seeker and just pick up all the RBA powers you can. Every enemy on the frontline you shoot become debuffed while your fellow backliners get a little love from a skald at-will and when the fight get dangerously close there are the sweet daily skald powers to "discourage" them.
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