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1 year ago  ::  Apr 03, 2012 - 5:11PM #11
curiousdragon
Date Joined: Jan 7, 2010
Posts: 1,154

Apr 3, 2012 -- 5:03PM, Kurokishi wrote:

Apr 3, 2012 -- 4:37PM, curiousdragon wrote:

Apr 3, 2012 -- 6:02AM, Kurokishi wrote:

I'm also throwing an eye on my World Serpent's Grasp.. Because our DM really don't try to leave my Aura with Any enemies. There is no catch 22 in attacking me at the moment. So he just targets me first, and I usually spend my standard on doing full defence.
This pretty much means that I'm sticky enough as it is.
I need suggestions.




Don't spend your standard going full defense. Spend it to attack....


I do sometimes. Depending on the situation of course.
But I normally suck up a lot of minions/monsters in my aura instantly. Like I said. The DM pretty much never ignores my aura and charges me with melee stuff instantly.
Getting in 2d10+6 (with power strike that is) seems neglible if I'm getting 4-5 attacks aimed at me afterwards.  




If that is the case, then focus on utility powers that increase your defenses (or items):

Guardian's Defenses
Shielded Sides 

I'm sure there are more like this...possibly stances too. 

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1 year ago  ::  Apr 03, 2012 - 5:26PM #12
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,462
If you can survive until paragon, flails will be your friend.

Charged = Repel Charge gives you an opportunity attack(MBA)
Lashing Flail = MBA gets slide 1 added
Flail Expertise = slide 1 becomes prone
Dragging Flail = prone gets slide 1

All of the above would happen before get to try to hit you.  But the earliest the combo can be put together is 11, because lashing flail and repel charge are paragon feats.
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1 year ago  ::  Apr 04, 2012 - 1:47AM #13
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667

Apr 3, 2012 -- 5:03PM, Kurokishi wrote:

Apr 3, 2012 -- 4:37PM, curiousdragon wrote:

Apr 3, 2012 -- 6:02AM, Kurokishi wrote:

I'm also throwing an eye on my World Serpent's Grasp.. Because our DM really don't try to leave my Aura with Any enemies. There is no catch 22 in attacking me at the moment. So he just targets me first, and I usually spend my standard on doing full defence.
This pretty much means that I'm sticky enough as it is.
I need suggestions.




Don't spend your standard going full defense. Spend it to attack....


I do sometimes. Depending on the situation of course.
But I normally suck up a lot of minions/monsters in my aura instantly. Like I said. The DM pretty much never ignores my aura and charges me with melee stuff instantly.
Getting in 2d10+6 (with power strike that is) seems neglible if I'm getting 4-5 attacks aimed at me afterwards.  



Not really.  It's your job to draw fire, you're the Defender.  But it's also your job to do so by doing some damage; you're the Defender.

Particularly with minions, attacking them kills them.  Using Cleaving Assault kills two of them.

You should be pleased if your DM targets you a lot, it means your squishies are free to cavort around the battlefield slapping down enemies, and your leader can keep you going using your surges and his heals and buffs.

If you're not doing damage, you're not contributing effectively.  The quicker the enemies die, the fewer there are to kill you.

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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1 year ago  ::  Apr 04, 2012 - 2:51AM #14
The_Crimson_Dawn
Date Joined: Oct 2, 2005
Posts: 2,552

Apr 3, 2012 -- 5:00PM, Koshinuke wrote:

The problem with blade initiate and intelligent blademaster is that you are stuck using blades.  Unfortunately you lose out on a lot of tricks.  This is not to say that there are not benefits to using blades, but the bonus to push/slide distance from bludgeon expertise or the prone on a slide from flail expertise really helps.

Personally, for knights, I think flails are the way to go.  By paragon, you have great aura enforcement, they try to move past you, you take an OA, you knock them prone, slide them 1 square.  Instead of moving past you, they have to spend a move standing up, and unless they have reach, you can make sure they can't attack you right away.

Lashing Flail = slide 1 on all melee basic attacks (including OAs, normally attacks, immediate reaction attacks, warlord enable attacks, etc)
Flail Expertise = prone on a slide, +1 to attack per tier
Dragging Flail = slide on a prone

Get a staggering flail, increase the distance you slide by the enhancement bonus.

Add repel charge, they charge you, you get an OA for being charged, you hit, slide them back at least one.  Numerous tricks.




If I recall correctly intelligent blademaster is not blade related despite its name.  I think it works with any weapon.

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1 year ago  ::  Apr 04, 2012 - 5:01AM #15
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667

Apr 4, 2012 -- 2:51AM, The_Crimson_Dawn wrote:

Apr 3, 2012 -- 5:00PM, Koshinuke wrote:

The problem with blade initiate and intelligent blademaster is that you are stuck using blades.  Unfortunately you lose out on a lot of tricks.  This is not to say that there are not benefits to using blades, but the bonus to push/slide distance from bludgeon expertise or the prone on a slide from flail expertise really helps.

Personally, for knights, I think flails are the way to go.  By paragon, you have great aura enforcement, they try to move past you, you take an OA, you knock them prone, slide them 1 square.  Instead of moving past you, they have to spend a move standing up, and unless they have reach, you can make sure they can't attack you right away.

Lashing Flail = slide 1 on all melee basic attacks (including OAs, normally attacks, immediate reaction attacks, warlord enable attacks, etc)
Flail Expertise = prone on a slide, +1 to attack per tier
Dragging Flail = slide on a prone

Get a staggering flail, increase the distance you slide by the enhancement bonus.

Add repel charge, they charge you, you get an OA for being charged, you hit, slide them back at least one.  Numerous tricks.




If I recall correctly intelligent blademaster is not blade related despite its name.  I think it works with any weapon.



Quite correct.  IB is STR to INT for basic attacks, no qualifications.  Works on heavy thrown RBAs too.

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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1 year ago  ::  Apr 04, 2012 - 6:43AM #16
mellored
Date Joined: Jul 8, 2008
Posts: 19,514

Apr 3, 2012 -- 5:03PM, Kurokishi wrote:

Apr 3, 2012 -- 4:37PM, curiousdragon wrote:

Apr 3, 2012 -- 6:02AM, Kurokishi wrote:

I'm also throwing an eye on my World Serpent's Grasp.. Because our DM really don't try to leave my Aura with Any enemies. There is no catch 22 in attacking me at the moment. So he just targets me first, and I usually spend my standard on doing full defence.
This pretty much means that I'm sticky enough as it is.
I need suggestions.




Don't spend your standard going full defense. Spend it to attack....


I do sometimes. Depending on the situation of course.
But I normally suck up a lot of minions/monsters in my aura instantly. Like I said. The DM pretty much never ignores my aura and charges me with melee stuff instantly.
Getting in 2d10+6 (with power strike that is) seems neglible if I'm getting 4-5 attacks aimed at me afterwards.  


A defensive weapon might help then...  it gives +enh to total defense  (so a +3 would be a +5 to all defenses).  Fills out your catch-22 nicely.

Especially if you can prone if they ignore you.

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  ::  Apr 05, 2012 - 5:26PM #17
Kurokishi
Date Joined: Sep 28, 2007
Posts: 64
Hmm..
Okay, I'm looking at a new approach then.
This is what I want.
And I need help to optimize it as well as it can be.

I want this character to be an Eladrin Knight/Eldricht Knight/Raven Knight that uses heavy blades.
No flails, no hammers.
Oh, yes, we are playing with inherent bonuses. No magical items. Item dependent builds is pretty much a no go. >.< Should have mentioned that at the start.

There are a couple of question marks though, and that is; what is worth it?
 
As for feats, I'm looking at:
Martial Cross Training. (Come and get it is too awesome to not get.)
Vicious Advantage and or World Serpents Grasp (Both seems to synergize kind of well. First hit = Slow and CA Second hit = Prone, Slow and CA)
Eladrin Swordmage Advance. (Not too sure about this at the moment though, without any way to get more Fey Steps, it seems a waste of a feat.)
Also, which heavy blade feats should I get? The knight guide is pretty lax on that, and every example build focuses on hammers/maces..
What feats should I go for if I want heavy blades? (I might consider light blades though, if there are enough arguments for it)

Stance-wise, I'm a bit confused. Defend the Line is a no-brainer. Unless I find a feat setup that allows me to switch it out.
At the moment I'm looking into getting Defend the Line and Glimmering Blade - and later Cleaving Assualt and Hammer Hands.

I feel as if I should get some kind of punishment for standing next too the character. Something like Urikite Warmaster Stance. But being forced into another stance for that is pretty meh..

The character I'm playing is like I said, turning level 6 now. and I'm not interested in a late bloom build. >.<
Sorry if I sound demanding. XD I've been staring at the character and feat lists for hours! >.< 
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1 year ago  ::  Apr 05, 2012 - 6:27PM #18
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,913
Wield a hammer or a flail, call it a longsword. Refluffing things to fit the concept is a cornerstone of 4e design. There really isn't even support for heavy blades.
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1 year ago  ::  Apr 05, 2012 - 7:10PM #19
Firebug2006
Date Joined: Dec 2, 2006
Posts: 642
I personally like Eladrin Swordmage Advance.  The way I see it, it turns your racial power into an action point, every encounter. For 2 feats, and if you were going Intelligent Blademaster anyway...

And I like Glimmering Blade stance for leapfrogging in the way of other enemies who have not yet acted in the current round.  Use your Feywild Guardian punishment to get a flank, then if you hit, use Glimmering Blade to either go back, or adjacent to other enemies (still adj to the trigger of course).
 
Ours is a world where people don't know what they want, and are willing to go through hell to get it. -Don Marquis
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1 year ago  ::  Apr 06, 2012 - 12:24AM #20
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
C&GI is really iffy on an Eladrin Knight, since you really want to be using INT to attack, and you therefore need Bracers of Mental Might.

I found that it just wasn't useful enough in practice, and dropped it. 
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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