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1 year ago ::
Feb 16, 2012 - 9:22AM
#1
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Date Joined:
Feb 10, 2009
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I'm playing a level 22 pixie brawler fighter and would like to prevent enemies from teleporting out of my grab. What are the most expedient ways to reliably do this?
I found a lair item that prevents teleportation within 10 squares of it but I understand they can't be moved. Can this rule be circumvented by somehow making the item smaller and lighter or hauling it on Tenser's floating disk (it is a statue named Dimensional Anchor)?
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1 year ago ::
Feb 16, 2012 - 9:24AM
#2
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I'm playing a level 22 pixie brawler fighter and would like to prevent enemies from teleporting out of my grab. What are the most expedient ways to reliably do this?
I found a lair item that prevents teleportation within 10 squares of it but I understand they can't be moved. Can this rule be circumvented by somehow making the item smaller and lighter or hauling it on Tenser's floating disk (it is a statue named Dimensional Anchor)?
Feyslaughter weapon?
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1 year ago ::
Feb 16, 2012 - 9:24AM
#3
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Date Joined:
Nov 16, 2010
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Or you could use a feyslaughter weapon.
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1 year ago ::
Feb 16, 2012 - 9:28AM
#4
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Date Joined:
Feb 10, 2009
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I took monk multi-classing and use only my monk unarmed strike to pummel foes, so that weapon is not an option.
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1 year ago ::
Feb 16, 2012 - 9:37AM
#5
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Date Joined:
Nov 16, 2010
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Just get a boar tusk helm, gives unarmed proficiency and d10 damage. Then use a feyslaughter. Or just use the feyslaughter as you are now, with the ki implement. The only time you would have to actually use the stats on the feyslaughter is I'd you had a teleporter (I assume you don't have one every encounter?)
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1 year ago ::
Feb 16, 2012 - 10:00AM
#6
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Date Joined:
Jan 10, 2011
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Have your party's crafter make you some Dimensional Shackles
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1 year ago ::
Feb 16, 2012 - 11:47AM
#7
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Date Joined:
Sep 24, 2010
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Gauntlets of Discontinuity can do it once per encounter, and Foe-Caller Gauntlets have an interesting way of bringing short-range teleporters safely back into your grasp.
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1 year ago ::
Feb 16, 2012 - 12:03PM
#8
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Date Joined:
Jun 17, 2011
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Dimensional Warding
It's a level 6 swordmage utility. Daily stance that prevents enemy teleportation within two sqaures of the swordmage. Also enemies further away cannot teleport to a square within 2 of the swordmage.
Hard to get if you've already multi-classed, but thought I'd mention it anyway.
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1 year ago ::
Feb 16, 2012 - 1:57PM
#9
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Assassin's Bane, Warlock Utility 2, creates a burst of no teleport, and prevents some other things. Requires a sustain minor though, and can not be repositioned.
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.
You're already refluffing, what not refluff to something that doesn't suck?
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1 year ago ::
Feb 16, 2012 - 2:10PM
#10
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I'm playing a level 22 pixie brawler fighter and would like to prevent enemies from teleporting out of my grab. What are the most expedient ways to reliably do this?
I found a lair item that prevents teleportation within 10 squares of it but I understand they can't be moved. Can this rule be circumvented by somehow making the item smaller and lighter or hauling it on Tenser's floating disk (it is a statue named Dimensional Anchor)?
Dimensional Pet.
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