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1 year ago  ::  Feb 18, 2012 - 3:20PM #1
Bethregor
Date Joined: Feb 18, 2012
Posts: 11
Hi,

On our meetings there were several  quarrels. So my questions are:

1. Does bow and arrow enchantments stuck (I mean + for attack and damage rolls) ?

2. Does ritual casters with EMI can only make common items (are uncommon if they have recipies) or players are free-to-do (making uncommons only with gold) ?

3. While monsters have zone effects (like Necrotic Aura which does 10 damage), does those effects are stackable ? 

4. Some items have only "bonus" word in description while many other have "item bonus". Does those two word are similar ?

5. I know that some rules can be changed by DM but, if a player uses his power  after the battle (like Flying - Inquisitor), how long he can have all the benefits from it?

6. The situation was, that player was fighting with  pack of wolfs. He used mentioned before flying and shooting them with hand crossbow. Does the encounter ends when he kill all the wolfs/wolfs will hide or is it limited by time?

7.  Does ongoing damage stackable (the same type of damage) ?

Waiting for answers  
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1 year ago  ::  Feb 18, 2012 - 4:03PM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,438
1) No.
2) Only common.  But many DM's allow you to make uncommon as well.
3) Yes.
4) "item bonus" does not stack with another "item bonus".  "bonus" stacks.
5) "end of the encounter" = 5 minutes.  "end of your next turn" = 6 seconds.
6) Encounter is over when the danger is gone.
7) No. 
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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1 year ago  ::  Feb 20, 2012 - 1:03PM #3
Bethregor
Date Joined: Feb 18, 2012
Posts: 11

Feb 18, 2012 -- 4:03PM, mellored wrote:

1) No.
2) Only common.  But many DM's allow you to make uncommon as well.
3) Yes.
4) "item bonus" does not stack with another "item bonus".  "bonus" stacks.
5) "end of the encounter" = 5 minutes.  "end of your next turn" = 6 seconds.
6) Encounter is over when the danger is gone.
7) No. 


Ok.. thanks for answers.

But I've got another one.

Me and my companions have went to Shadowfell. Well, my Dwarf Runepriest died there (totally) so DM told me to make another character who'll be introduced in some time. 

As we all know that in Shadowfell there are many creatures with "necrotic" keyword (auras, powers etc.).

I want to play Revenant Warlock (no, I'm not using your build  mellored ) and I've lost the "living creature" keyword - if may I say like that (Death's Blessing feat --> more role-play than "power-play"). It means I'm an undead.
When players uses their necrotic-keyword-powers than we make no damage to undead, half damage and maybe even heal them.

How it is with "undead" Revenant. I'm just a simple player or DM will need to think twice while using some necrotic powers on me?

Ow!!! I one more. Is Scout trully so lame? Only one at-will (1[W]) and Power Strike? Nothing more?

And the same thing about Executioner. Executioner is a "one-shot-character", after his mixed attack his useless.
Maybe I'm wrong? Could someone explain it?

How does the two melee weapon fighting works? While I have powers where is req. "2 weapons" it's ok. But what about OA? I'm making a basic attackwith one weapon or one attack for both weapons (damage rolls 1[W] + 1[W] for each hand when hit) or one atack for each hand?

In 3 and 3.5e it was obvious but in 4e I'm confused  

Regards 

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1 year ago  ::  Feb 20, 2012 - 1:26PM #4
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Feb 20, 2012 -- 1:03PM, Bethregor wrote:


When players uses their necrotic-keyword-powers than we make no damage to undead, half damage and maybe even heal them.

How it is with "undead" Revenant. I'm just a simple player or DM will need to think twice while using some necrotic powers on me?




The power will do whatever the power says it does.  Your status as being undead means nothing unless the power specifically says so.  Necrotic damage doesn't heal undead, nor are they immune to it (unless you have some feature that says otherwise). 


How does the two melee weapon fighting works? While I have powers where is req. "2 weapons" it's ok. But what about OA? I'm making a basic attackwith one weapon or one attack for both weapons (damage rolls 1[W] + 1[W] for each hand when hit) or one atack for each hand?




Unless a power says you're using both weapons, you aren't.  A Melee Basic Attack is an attack with one weapon.



Another day, another three or four entries to my Ignore List.
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1 year ago  ::  Feb 20, 2012 - 2:28PM #5
Bethregor
Date Joined: Feb 18, 2012
Posts: 11
Thanks.

And what about those two issues ?

 

Feb 20, 2012 -- 1:03PM, Bethregor wrote:



Ow!!! I one more. Is Scout trully so lame? Only one at-will (1[W]) and Power Strike? Nothing more?

And the same thing about Executioner. Executioner is a "one-shot-character", after his mixed attack his useless.
Maybe I'm wrong? Could someone explain it?


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1 year ago  ::  Feb 20, 2012 - 2:43PM #6
Salla
Date Joined: Apr 3, 2003
Posts: 23,524
I don't know much about Essentials classes, so I'm not qualified to answer.  I think both of those classes have build handbooks in the Character Optimization forum, so you could go there, search for 'scout handbook' and 'executioner handbook' and the threads will discuss the strengths and weaknesses of the classes in minute detail.
Another day, another three or four entries to my Ignore List.
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1 year ago  ::  Feb 20, 2012 - 6:31PM #7
Mad_Jack
Date Joined: Aug 19, 2007
Posts: 6,130

  Executioners and scouts aren't "one-shot" characters. Not using the original AEDU power structure doesn't make them "lame" and certainly not useless.  What you're forgetting about the scout and executioner are their striker mechanics...

 The executioner has Attack Finesse - they use Dex for their basic melee atacks and once per turn they add +D8 to their damage for an attack. 
 Rather than getting encounter powers which do greater damage in a once-per-encounter spike (and even then mba + assasin's strike = encounter power), executioners do slightly more damage overall on their at-will powers which balances out in the end. They also get more at-will powers than most other classes due to their guild training, which makes them more versatile.


 The scout gets both their own version of Attack Finesse (they use Dex for basic attacks) and Dual Attack - whenever they hit with a basic attack (which is all they ever use) they get to take a second attack with their offhand weapon. Their "one at-will" is basically the original ranger's Twin Strike with the qualification that they have to hit with the first attack.
Rather than additional attack at-wills, they get utility at-wills in the form of their Aspect of the Wild stances, many of which enhance their basic attacks.






 
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1 year ago  ::  Feb 20, 2012 - 6:49PM #8
Samrin
  • Dragon Slayer
Date Joined: Jan 29, 2005
Posts: 6,882

Feb 20, 2012 -- 6:31PM, Mad_Jack wrote:


  Executioners and scouts aren't "one-shot" characters. Not using the original AEDU power structure doesn't make them "lame" and certainly not useless.  What you're forgetting about the scout and executioner are their striker mechanics...

 The executioner has Attack Finesse - they use Dex for their basic melee atacks and once per turn they add +D8 to their damage for an attack. 
 Rather than getting encounter powers which do greater damage in a once-per-encounter spike (and even then mba + assasin's strike = encounter power), executioners do slightly more damage overall on their at-will powers which balances out in the end. They also get more at-will powers than most other classes due to their guild training, which makes them more versatile.


 The scout gets both their own version of Attack Finesse (they use Dex for basic attacks) and Dual Attack - whenever they hit with a basic attack (which is all they ever use) they get to take a second attack with their offhand weapon. Their "one at-will" is basically the original ranger's Twin Strike with the qualification that they have to hit with the first attack.
Rather than additional attack at-wills, they get utility at-wills in the form of their Aspect of the Wild stances, many of which enhance their basic attacks.






 




Eh, I find them lame specifically for that reason (spamming basic attacks = snoozefest). They're not useless, though. No class in useless in 4e (except maybe the Binder).

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1 year ago  ::  Feb 21, 2012 - 6:34AM #9
mellored
Date Joined: Jul 8, 2008
Posts: 19,438

Feb 20, 2012 -- 6:49PM, Samrin wrote:

Eh, I find them lame specifically for that reason (spamming basic attacks = snoozefest). They're not useless, though. No class in useless in 4e (except maybe the Binder).


Swarm druids.

Binders are still playable.  Weak certainly, but playable.

Swarm druids will just die.  Doubly so if they actually attempt to do as they are built for, which is off tank.

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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1 year ago  ::  Mar 10, 2012 - 7:23AM #10
Bethregor
Date Joined: Feb 18, 2012
Posts: 11
Hi,

It's me again

I've got another question.

How does the Darkvision work?
PC is seeing everything perfectly like on sunny day or everything is black & white ? Also, what's with it's range? I know there are several feats that are giving a darkvision with some range but how does it works with Assasins Paragon Feat (no range given) or Drows?

Thanks for answers  
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