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Locked: Baja's list of best heroic powers
1 year ago  ::  Apr 01, 2012 - 1:39AM #81
ORC_Narada
Date Joined: Jul 7, 2011
Posts: 272
    I've removed content from this thread because trolling/baiting is a violation of the Code of Conduct.  You can review the Code of Conduct here www.wizards.com/Company/About.aspx?x=wz_...

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1 year ago  ::  Apr 01, 2012 - 2:00AM #82
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299

Apr 1, 2012 -- 12:08AM, Avric_Tholomyes wrote:

Actually I was wrong, Sneak attack is 1/turn now, but the point still stands, since flanking is the most common way to get CA, and is also really easy to get out of.




Sorry bro, but this merits capitals: You're Wrong. It's pathetically easy to keep the CA going - unless you haven't heard about Wintertouched + Lasting Frost, there's no way to claim this isn't easy to do. Let's not even talk about CA through status conditions.

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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1 year ago  ::  Apr 01, 2012 - 2:05AM #83
bajatmerc
Date Joined: Mar 3, 2010
Posts: 589
I am checking for the largest weapon possible. I think it is d6. 

3d6+dex mod + str mod   first hit        28
3d6+2str mod second hit           26

supposing CA and the dm has it attack when the rogue is set for a riposte. 

28 damage, that is pretty nasty. 
I gotta say as a dm I am not likely to attack something with an animal or a sentient being with that kind of damage per, but that is superior to Twin Strike dependent on just CA. 

2d12s with d8 hunters quarry twin strike can't keep up.  32

Numbers are with a few not mentioned feats.


I reviewed misdirected strike again. I think it is worth being on the front list. I think marking an enemy to an ally 15 away from it is amazing. Marks are great independently, but when you have an ally who can mark for you it's even better. However, I saw no support from anyone that it should be on the front list. So I am moving it to the other list. It's good, but not best. 
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Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
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1 year ago  ::  Apr 01, 2012 - 2:29AM #84
RenZhe
Date Joined: Apr 3, 2011
Posts: 972
One of the biggest reasons I'm pretty jaded with regards to Riposte Rogues is that it takes a lot of pieces working together for it to actually work as a DPR machine.  You'll want a way to force the interrupt to trigger reliably - Vigilante Justice helps but doesn't solve the problem completely. You'd ideally want a mark with an actual punishment mechanic that provides a real disincentive for the enemy to go elsewhere, at which point the build theory becomes more akin to defender optimization, and you're committed at least a paragon path, and more than likely also hybriding (prime picks for PPs include Tactical Warpriest, Morninglord, Gladiator Champion).

There's also the issue of off-turn CA. Armisael is correct, of course, in that the easiest method is just winterfrost, and good party setup will get you mostly there the rest of the way, but it pains me a little bit to realize there's not a way to achieve this for demonstration vacuum-environment build purposes without resorting to winterfrost or mark of storm/deadly draw, both of which I tend to avoid for personal reasons. It's also much harder to  do in heroic tier, where I find on-turn CA to be reasonably easy to achieve, but off-turn CA to be unreliable.

That said, I wouldn't bother to play Riposte Rogues in heroic tier, because I don't think they work out nearly as well as they sound in theory. At best, what you're achieving with that power is deterrance, because if you do have off-turn CA, most dms will go out of their way to not attack you. 3d8+2xmods damage is pretty huge chunk of damage in heroic tier.
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1 year ago  ::  Apr 01, 2012 - 2:35AM #85
Litigation
Date Joined: Jun 10, 2008
Posts: 3,134
Misdirecting Mark should absolutely not be on this list. That's actually the worst of the non-Skald Bard at-wills pretty much hands-down.

What should be on this list: Astral Thunder (Paladin 7 Encounter). Close burst 3, debuff all enemies' attacks by WIS modifier, possibly rendering a whole crowd pretty much useless for a full round.
D&DN Paladin: Half-Fighter, half-Cleric, all useless.
D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.

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1 year ago  ::  Apr 01, 2012 - 2:40AM #86
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299
What PP? You can just MC Barbarian, pick up Savage Growl, and either Skill Power or choose the Ominous Threat Intimidation power. That's two turns of marking, more than enough to focus most every target down, and it's all pretty cheap. And that's if you need it - if you've got a defender who's big on punishment working with you, the target is pretty much boned with no further setup - either he's trying to hit you (poor bastard, trying to hit a Rogue who likely picked up Elven Chain Shirt and maybe Boots of the Fencing Master), or he's trying to hit a Defender. It's a lose-lose right there.

EDIT: Also, Vicious Advantage is a good pick for this stuff too. It takes some effort to set up the perma-CA loop...but that effort is pretty much 'hit with Low Slash, then keep smacking the target'. The key thing to realize about Riposte Strike is that it doesn't have to work for a full fight - just a couple rounds and it's earned its keep completely. And setting up a couple rounds is something you can do with eyes closed, really.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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1 year ago  ::  Apr 01, 2012 - 2:44AM #87
bajatmerc
Date Joined: Mar 3, 2010
Posts: 589
Barbarians are a good way to secure CA, I agree.

Astral Thunder is so temporary. Effective for a round. 
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Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
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1 year ago  ::  Apr 01, 2012 - 2:49AM #88
Litigation
Date Joined: Jun 10, 2008
Posts: 3,134

Apr 1, 2012 -- 2:44AM, bajatmerc wrote:


Astral Thunder is so temporary though.  



Uh, you do realize it's an encounter power, correct? You do realize that almost all encounter powers with an effect in the entire game have their effects last until the end of the character's next turn, yes?

And one full round of an effect is plenty good. 

D&DN Paladin: Half-Fighter, half-Cleric, all useless.
D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.

My 4e Character Op work:

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Builds Show
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1 year ago  ::  Apr 01, 2012 - 3:12AM #89
bajatmerc
Date Joined: Mar 3, 2010
Posts: 589
Well, the 2w damage would be rather permanent barring any healing.

Yah, I would say that is a really great encounter power. I will add it. 
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Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
Spoiler: Show
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1 year ago  ::  Apr 01, 2012 - 3:20AM #90
Jugulator007
Date Joined: Nov 16, 2010
Posts: 1,348
Litigation lives!  I'm not even sure the point of this thread, all of the information is in the various handbooks.
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