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1 year ago ::
May 09, 2012 - 2:27AM
#291
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Date Joined:
Feb 23, 2012
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A lightning at will that can target 2 creatures and can be either melee or ranged depending on what you need. There is not a multi-target sorcerer at will besides AoEs that is friendly outside of Static Charge which a regular storm sorcerer can get. Because it is a lightning at will already, it can get full advantage of Lightning Fury. Having a melee lightning at will that will allow you to trigger the L16 feature could be very beneficial. You can move two creatures if you had flame spiral up. You could hit two creatures to move them where you want for the L16 PP feature. No OAs since it is a melee attack and you do not need a lightning weapon with it. Since it is MC divine class, you can take pervasive light and take advantage of radiant vulnerability if there is a morninglord. Edit: Found a few more things that really improved things such as increased accuracy with it and increased AC when you hit a creature within 3 squares of youSpoiler:
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Heaven's Arrow
Heroic Tier Prerequisite: Invoker Benefit: You gain a +2 feat bonus to attack rolls with ranged invoker attack powers against targets that are not adjacent to any creature. Increase this bonus to +3 at 15th level and +4 at 25th level.
Invoker Defense
Heroic Tier Prerequisite: Invoker Benefit: When you hit an enemy within 3 squares of you with an invoker power, you gain a +2 feat bonus to AC until the start of your next turn.
Devastating Invocation
Epic Tier Prerequisite: 21st level, invoker Benefit: When you score a critical hit with an invoker power, each enemy within 5 squares of the target of the critical hit takes damage equal to 5 + your Wisdom modifier. The damage type is the same as that dealt by the critical hit.
Devastating Invocation is based on Wis but having a chance to be a minion killer in burst 5 on a crit that is friendly could be huge. It is lightning damage as well.
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1 year ago ::
May 09, 2012 - 2:51AM
#292
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Date Joined:
Oct 28, 2010
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Not to mention that if you're relying on it being both an RBA and an Arcane power at the same time, that simply doesn't work; you can only have one Power of X feat active for any given use of a power.
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1 year ago ::
May 09, 2012 - 3:02AM
#293
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Date Joined:
Feb 23, 2012
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I know and I corrected that with the edit.
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1 year ago ::
May 10, 2012 - 7:52AM
#294
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Rebounding dagger's are quality weapon (or 2, if dual wielding).
You're going to miss at least 1/encounter, and you have a strong RBA, and it's a pretty low enchantment cost.
guides
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my builds
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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 ::
May 10, 2012 - 9:29AM
#295
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Considering how many resources a Sorc can invest in not missing, no, you aren't "going to miss at least 1/encounter"
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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1 year ago ::
May 10, 2012 - 9:33AM
#296
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Considering how many resources a Sorc can invest in not missing, no, you aren't "going to miss at least 1/encounter"
You may miss less, but you should be making even more attacks. And that accuracy doesn't come online right away.
So it's absolutley a quality item in heroic (and only level 2).
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 ::
May 10, 2012 - 10:42AM
#297
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Date Joined:
Jun 14, 2009
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I'm going to weigh in in support of Mellored here. The odds of missising are generally better than the odds of critting on any given attack. Sorcerers make a ton of attack rolls and being able to turn that natural 1 into an Acid Orb or Elemental Bolt is a nice option.
Keep in mind that Rebounding does not require that the new target not be part of the initial attack - only that it not be the specific monster you missed. So you can drop a big burst or blast on a group, and bounce the RBA to someone you hit with the initial attack. Nice, neat focused damage with your carpet bombimg? Yes, please.
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1 year ago ::
May 11, 2012 - 8:20AM
#298
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Date Joined:
Jul 18, 2002
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Hi,
Is it feasible to make a half-orc air elementalist whose ability scores are laid out in such a way that he can still qualify for Sorcerer Implement Expertise in epic? Or am I trying too hard to spit into the wind here? Thanks.
Later on, Ghorrin
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13 months ago ::
May 21, 2012 - 10:35AM
#299
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Date Joined:
Mar 21, 2006
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Oh goodie. Apparently the forum formatting has chagned again, and now the SBLOCKs for the Neck Item can't be "fixed" to the larger sized version. BLarghlflargls. Hi, Is it feasible to make a half-orc air elementalist whose ability scores are laid out in such a way that he can still qualify for Sorcerer Implement Expertise in epic? Or am I trying too hard to spit into the wind here? Thanks. Later on, Ghorrin
Not... really. It works better for actual Sorcerers, since being able to contribute to both Dexterity and Strength will help qualify, but you're pigeonholed into boosting your DEX and CON while also needing to plug an 18 into your Charisma stat.
This is one of those cases where being a Half-Orc will carry no advantages over being a Dead Half-Orc. A true Half-Orc can add to its STR score, but you're losing too much by doing so on an Elementalist.
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13 months ago ::
May 21, 2012 - 10:36AM
#300
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air elementalist ...spit into the wind
I see what you did there.
Another day, another three or four entries to my Ignore List.
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