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Switch to Forum Live View Variation on Themes: A Theme Handbook
7 months ago  ::  Nov 06, 2012 - 9:57AM #221
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987
It is compared to the total damage output done to yourself. 8 temp hit points compared to say 60 damage is still 52 hp of damage aimed at your resistance.
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7 months ago  ::  Nov 06, 2012 - 10:05AM #222
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,665
The real question, I suppose, is 'which theme is better for a guy with ridiculous damage, good defences, all-minor-ation attacks, whose only problem is that he has to damage himself to do it all'?

So, which would you suggest?
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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7 months ago  ::  Nov 06, 2012 - 1:57PM #223
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Nov 6, 2012 -- 10:05AM, thespaceinvader wrote:

The real question, I suppose, is 'which theme is better for a guy with ridiculous damage, good defences, all-minor-ation attacks, whose only problem is that he has to damage himself to do it all'?

So, which would you suggest?




I've given out one Gold rating in this entire handbook. This theme has gotten the second best rating I've given out so far as I haven't yet called any theme a very strong sky blue theme except this one...

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7 months ago  ::  Nov 06, 2012 - 2:25PM #224
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Nov 5, 2012 -- 11:08AM, thespaceinvader wrote:

E: I'd also add that Misshapen is quite nice for Brawlers, certainly better than you've implied up there.  Simply having a melee 2 pull-and-grab is really quite nice for them, but having a 2[W] OA is also nice, as is the U6 for someone who will be taking escape attempts vs Fort, and can grab on OAs...




Except it isn't a 2w OA...

It is a 2d8+stat melee attack that is neither implement nor weapon. So most of the time, it will be inferior to the Brawler at-will of choice, Grappling Strike in chance to hit and how much damage it does, simply because you won't get enhancement bonuses, shard bonuses, weapon property options, etc...

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7 months ago  ::  Nov 06, 2012 - 3:39PM #225
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901

Nov 5, 2012 -- 10:34PM, kilpatds wrote:

Half-your level in temps is only gonna go so far in keeping you alive when you're talking that much self-damage.

(Mind you, I've seen one of these in action at level 12 or so... and it was pretty amazing. The best action for the rest of team PC was to ready an action to feed the breather a healing potion).


It isn't, that is the thing. At Epic it completely negates the issue entirely and in Paragon it removes any possibility that a low roll will make you lose your breath and allows you to actually do the breath 2x per turn without worrying about it. This isn't oddball theorycract, I've played multiple breather builds and I was averaging ~4-7 damage to myself per breath at 14, usually. Oh, hey look, I now take zero damage, am not as feat starved, and the dice can't screw me out of my shtick. There is no comparison between that advantage and any other theme. I don't think you really get that Sensate is literally the difference between taking zero damage or taking half your HP in damage on round 1, if you roll high.

@Mommy: Not as powerful an option. Also puts you a few feats behind in an extremely feat starved build. The build is a theory posted by someone who has never played a breather and you think it is a better option... why? And your response to Zelink is ridiculous. It isn't 60 damage minus 8 THP. It is 5-6 damage vs 6-7 THP every time in early Paragon. So except for your first breath, you take zero damage. This is a silly debate, it is literally the difference between bloodying yourself on a nova round of a breather or taking no damage at all.

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7 months ago  ::  Nov 06, 2012 - 8:28PM #226
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Nov 6, 2012 -- 3:39PM, Alcestis wrote:

[@Mommy: Not as powerful an option. Also puts you a few feats behind in an extremely feat starved build. The build is a theory posted by someone who has never played a breather and you think it is a better option... why? And your response to Zelink is ridiculous. It isn't 60 damage minus 8 THP. It is 5-6 damage vs 6-7 THP every time in early Paragon. So except for your first breath, you take zero damage. This is a silly debate, it is literally the difference between bloodying yourself on a nova round of a breather or taking no damage at all.




So point out a link to a fully-statted out build that shows how your numbers work. I'm trying to rely on your numbers and the paragraph above is an example of why my responses sound ridiculous.

A paragon build ought to be able to do at max 5 nova blasts. As you can do:
Standard(target an ally)
Minor(target an ally)
Move(target an ally)
AP(don't target an ally)
Free(target an ally)

That means taking roughly 6 hp 4 times in a nova round at say 14th according to your numbers. That's 24 hp of damage compared to 6 damage even if you have Sensate. A 14th level character should have 90-99 hp - that's not bloodied, that's less than a healing surge difference for what I'm assuming is your top-tier damage build...

At the point where I see something that allows me to actually examine the numbers broken out for me, then I'll consider making it gold. Until that point in time, it is staying Sky Blue.

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7 months ago  ::  Nov 07, 2012 - 12:56AM #227
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901
It is 30 damage compared to 6, though where you got 6 I am not sure. DB is something around 2d6+3+2+1+7, on the low end (Rod+DS+Sorc+Con mod). That is 20 average damage, take half, resist 10. Whoops you don't recharge on an average roll or lower. So you need to up the damage so you can reliably recharge, or ditch the take half. So now it is 20, resist 10, so you're taking 50 damage. Though in fairness at that point it is still worth spending your standard on encounter powers/dailies, so you're taking 30. That'd be a third of your total HP, and it puts you one attack away from bloodied. Or you took 9. Mmmm. Now, Sorcs don't happen to have a lot of surges, and you are burning basically a minimum of two surges per combat as a breather, not counting outside damage to you. Comrade's Succor can fix that in the right party, of course, but that isn't really reasonable. You can play around with different feat choices/item choices, but the reality is throughout most of Paragon you are running a real risk of either killing yourself at the one extreme, or not recharging often enough to justify the resource investment at the other. Sensate lets you navigate this middle ground much less precariously.

Paragon is actually the best example of why Sensate is gold. In Epic the damage is equally ridiculous, but Dbreath is so stacked at that point that you are one-rounding whole encounters by yourself anyway. But in Paragon taking 30 damage on round 1 and 20 damage per round after is simply not sustainable with the number of healing surges Sorcs have. From 12-17 or so I basically had to either decide to only breath a couple of times per encounter, when it was safe, or not breath at all in some encounters except for the first one so I could unload in others. Sensate makes the question basically null, your shtick just works all the time without having to worry about surges or health. Even if that weren't strictly mechanically superior, and it is, it makes the build one hell of a lot less stressful to play.
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7 months ago  ::  Nov 07, 2012 - 9:00AM #228
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Nov 7, 2012 -- 12:56AM, Alcestis wrote:

It is 30 damage compared to 6, though where you got 6 I am not sure.



:/

Nov 6, 2012 -- 3:39PM, Alcestis wrote:

It is 5-6 damage vs 6-7 THP every time in early Paragon.



It is only 24 damage if you're doing an AP Nova with 5 dragonbreath attacks. You deliberately don't recharge, then recharge with the free dragonbreath gained by the AP. And if you're Infernal Slave, you do this:
Minor: Hellfire Touch
Move: Dragonbreath(recharge) - slide one of the targets into position to catch someone else in the last 3 breaths. Do an extra 10 fire/necrotic damage to one target.
Standard: Dragonbreath(recharge)
AP: Dragonbreath(don't recharge)
Free: Dragonbreath(recharge)

So as an example, let's say you would have had 2 targets. Instead of attacking those 2 targets 5 times, I hit them 4 times each and hit an additional guy 3 times. And I got some not-half-bad focus fire on 1 of the targets.

I only did the 3 recharges, so by your numbers, that's 18 damage or so. Does that hurt? Sure. But I did probably a total of +40 damage more on 3 targets than you did on 2. Likely taking out 1 and bloodying the other 2 vs you taking out both. If I'm in an incompetent group, your damage is likely a lot better. If I'm in a competent tactical group, I just gave them a couple of targets to quickly take out.

This gets a lot better if you don't even have 2 targets to burst - Infernal Touch means having 2 targets instead of 1. Now in set piece combats such as LFR, that's not likely to happen. In a group where the DM knows you can do what you do and has in-game reasons why many likely targets would know that you can do that(you're Paragon and therefore a relatively famous adventurer or frankly, just decides to metagame against you to stop the campaign from being overrun) - and therefore spreads everyone out to cause you problems with multi-targeting?

That's where Infernal Slave, from a campaign PoV against a tactical or metagaming DM, starts to have a lot better effects.

Nov 7, 2012 -- 12:56AM, Alcestis wrote:

DB is something around 2d6+3+2+1+7, on the low end (Rod+DS+Sorc+Con mod). That is 20 average damage, take half, resist 10. Whoops you don't recharge on an average roll or lower. So you need to up the damage so you can reliably recharge, or ditch the take half. So now it is 20, resist 10, so you're taking 50 damage.




Nov 6, 2012 -- 3:39PM, Alcestis wrote:

It is 5-6 damage vs 6-7 THP every time in early Paragon.




So your build is typically not recharging because you're not piercing your resist? No, you said an average of 5-6 after resistances to impact your 6-7 temp hit points. With halved and resist 10, that means your build is doing 30-32 average damage. I will take the half hit points option, thank you very much because 6<10 and 30-32 >>>20 and doesn't have recharge issues unless the build rolls in a way that you'd get screwed up also.

This is precisely why I'm asking for a link to where you're getting the numbers...

Nov 7, 2012 -- 12:56AM, Alcestis wrote:

But in Paragon taking 30 damage on round 1 and 20 damage per round after is simply not sustainable with the number of healing surges Sorcs have.




What if I have a Virtue of Valor Bard in the party who grants 10 temp hit points to 1 ally per round when they bloody or kill an enemy? Now I can full-out Nova for 14 damage, then standard and do 2 dragonbreaths per round and take only 2 damage per round after that. Is that sustainable? What if I have a Wis Cleric with Healing Lore who heals an average of about +10 per surge compared to the average leader and actions that grant either temps or surgeless healing? These aren't even CharOp quality leaders, these are just almost out of the box leaders with no special capabilities.

Again, I'm not arguing that Sensate is bad or not usually the best option for most Breathers. I'm arguing that it is not the strictly mechanically superior option because it is dependent on the group you are in. Have a DM who spreads out opponents? Infernal Slave helps fix that. Have a party with a Leader who grants lots of temps? Sensate is nowhere nearly as efficient.

I changed the rating to spell out the why it is not Gold and put it as Gold for LFR. 

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6 months ago  ::  Dec 01, 2012 - 7:33PM #229
JediPearce
Date Joined: May 26, 2011
Posts: 11
I was looking for a way to get some Gladiator Champion-like effects while operating in heroic tier (the Warlock's Assassin's Bane is amazing, btw), and came across Solkara’s Forest - a level 6 utility that creates a difficult terrain zone in a close burst 2 (along with some auto cold damage).  Might be worth mentioning in the defender section?

EDIT: Just realzied I forgot to mention that it's from the Primordial Adept theme (listed under your controller section).
The name's Jedidiah, but either Jedd or Jedi will do. :P
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6 months ago  ::  Dec 02, 2012 - 12:49AM #230
Macloko2
Date Joined: Oct 6, 2012
Posts: 14
In your guide some of the paths have a two ratings, with the second one being conditional.

I was wondering if you would consider the theme Infernal Prince to be Sky Blue in the cases of Tieflings, as this can stack with Hellfire blood, a feat they are very likely to take anyway.
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