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1 year ago  ::  Feb 01, 2012 - 2:56AM #1
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
wizards.com/dnd/Article.aspx?x=dnd/4ex/2...

Pale tooth!

Item bonus to cold damage, daily power applying cold vuln and immoblising in a bust 2.  Shame it's rare, but still, tasty.  Round about the level of what a rare slotless item should be IMO.

Rest of it's fairly meh, though.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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1 year ago  ::  Feb 01, 2012 - 6:06AM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,521
Shift after a hit can be pretty quality.  Revenanant (Dwarf) perma-stealth rogue?  Or heck, just any charger.

Shard isn't much.  Most people will have higher item damage then that.  But it's not bad.
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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  ::  Feb 01, 2012 - 6:10AM #3
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
It's slotless IBD, is more to the point.  You can get your IBD, albeit small, and still wear, say, strikebacks, or couters of second chances etc etc etc.  There are a lot of good arms slots that are eclipsed by the IBD ones which could see some use if IBDs came in other slots.

The shift-on-hit thing is nice, but the characters you mention are going to struggle to use it, because it requires elemental damage, which you normally get from weapons.  But for an Eldritch Striker with Arcane Admixture, hella nice.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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1 year ago  ::  Feb 01, 2012 - 6:38AM #4
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
I like the shift-after-hit on the Tidal weapon, but meh to being a hammer only enchantment.    Would combine nicely with Boots of the Fencing Master or something similar for an always-on AC/Reflex bonus. 

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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1 year ago  ::  Feb 01, 2012 - 7:02AM #5
JRedGiant1
Date Joined: Jun 14, 2009
Posts: 1,926
You still have to figure a way to apply an elemental keyword to the attack, and the usual answer (weapon changes attacks to elemental keyword) doesn't work. I'm sure there's ways of doing it, but they are probably going to be a little inconvenient.

This looks like it's really good for a warden. They have elemental melee attacks and they have built-in incentive to Second Wind for the daily pull.
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1 year ago  ::  Feb 01, 2012 - 7:10AM #6
Mand12
Date Joined: Jun 17, 2010
Posts: 17,073

Feb 1, 2012 -- 7:02AM, JRedGiant1 wrote:

You still have to figure a way to apply an elemental keyword to the attack, and the usual answer (weapon changes attacks to elemental keyword) doesn't work.



As per the RC damage type and keyword rules, yes it does.

D&D Next = D&D:  Quantum Edition
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1 year ago  ::  Feb 01, 2012 - 7:11AM #7
raleel
Date Joined: Aug 19, 2007
Posts: 845
thunder is pretty common in divine powers, even a couple at wills. cold as well with some feats and a few powers. tidal + symbol of Sonnlinor
 
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1 year ago  ::  Feb 01, 2012 - 7:23AM #8
rjsilverthorn
Date Joined: Feb 19, 2006
Posts: 1,447

Feb 1, 2012 -- 7:10AM, Mand12 wrote:

Feb 1, 2012 -- 7:02AM, JRedGiant1 wrote:

You still have to figure a way to apply an elemental keyword to the attack, and the usual answer (weapon changes attacks to elemental keyword) doesn't work.



As per the RC damage type and keyword rules, yes it does.




I think his point was that if you are using the Tidal Weapon enchanment to get the shift, you can't also be using a damage changing enchantment.

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1 year ago  ::  Feb 01, 2012 - 7:25AM #9
JRedGiant1
Date Joined: Jun 14, 2009
Posts: 1,926

Feb 1, 2012 -- 7:10AM, Mand12 wrote:

Feb 1, 2012 -- 7:02AM, JRedGiant1 wrote:

You still have to figure a way to apply an elemental keyword to the attack, and the usual answer (weapon changes attacks to elemental keyword) doesn't work.



As per the RC damage type and keyword rules, yes it does.




I think you misunderstand me. It works in general, yes, but not in conjunction with the Tidal Weapon.

A Lightning Weapon, for example, will change all damage dealt with the Lightning Weapon to lightning. The Tidal Weapon requires you to hit with the Tidal Weapon in order to benefit from the shift, and if you do that, you're not hitting with the Lightning Weapon.

EDIT: ninja'd :-)

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1 year ago  ::  Feb 01, 2012 - 7:40AM #10
mellored
Date Joined: Jul 8, 2008
Posts: 19,521
Still...  and eldrich strike (admixture cold) slayer wouldn't mind it at all.

Just with bludgeoning expertise, you get to hit, slide 2, shift 3.  Add hindering shield and your standing nicely out of range.
Dwarf invokers wouldn't mind some mobility.


Not an item every build will take, but at least it's not just more clutter, like brassburn armor.
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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