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1 year ago ::
Apr 13, 2012 - 10:40AM
#11
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Date Joined:
Feb 19, 2006
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Yeah, it would just be salt in the wound.
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1 year ago ::
Apr 13, 2012 - 11:02AM
#12
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Date Joined:
Feb 23, 2012
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Hunter's quarry is not the only once per round striker feature. Monks are once per round too but making them more than that could really make them over powered. Especially with blistering flourish.
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1 year ago ::
Apr 13, 2012 - 11:49AM
#13
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Date Joined:
Jan 29, 2012
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Hunter's quarry is not the only once per round striker feature. Monks are once per round too but making them more than that could really make them over powered. Especially with blistering flourish.
Not really. It's 15 extra damage per turn in the best-case scenario. It's fine.
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1 year ago ::
Apr 13, 2012 - 11:54AM
#14
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Date Joined:
Feb 23, 2012
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On the contrary, I created a monk, perfectly legal, that hits 3 targets at level12 for 16 damage after blistering flourish. That is 48 damage per turn. Considering there is a feat that would allow flurry of blows to trigger on OAs and make your Unarmed attacks(OAs) use dex so they hit more often, the extra flurry damage would be huge.
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1 year ago ::
Apr 13, 2012 - 11:58AM
#15
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Date Joined:
Jun 30, 2008
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Making monks able to flurry more than once a round would make it worth leaders giving them extra attacks. By default the only non-standard action attacks monks have are a small number of immediate dailies. They don't have any minor action attacks.
Its rare that a monk doesn't get his quarry off during his turn IME. Usually he is targetting more than one enemy.
There might be rare instances where it could be abused, but it would take up a lot of investment and involve things like power swaps.
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1 year ago ::
Apr 13, 2012 - 12:01PM
#16
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Date Joined:
Jan 29, 2012
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On the contrary, I created a monk, perfectly legal, that hits 3 targets at level12 for 16 damage after blistering flourish. That is 48 damage per turn. Considering there is a feat that would allow flurry of blows to trigger on OAs and make your Unarmed attacks(OAs) use dex so they hit more often, the extra flurry damage would be huge.
Yawn. Call me when you can do 30 damage to a single target. It's a much better use of the time.
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1 year ago ::
Apr 13, 2012 - 12:06PM
#17
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On the contrary, I created a monk, perfectly legal, that hits 3 targets at level12 for 16 damage after blistering flourish. That is 48 damage per turn. Considering there is a feat that would allow flurry of blows to trigger on OAs and make your Unarmed attacks(OAs) use dex so they hit more often, the extra flurry damage would be huge.
Yawn. Call me when you can do 30 damage to a single target. It's a much better use of the time.
Unless your fighting a hord of minions....
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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 ::
Apr 13, 2012 - 12:25PM
#18
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Date Joined:
Feb 23, 2012
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Yawn. Call me when you can do 30 damage to a single target. It's a much better use of the time.
Hunter's Quarry and Sneak Attack do 16 max damage with feats. Warlock's Curse can do 24 max damage with feats at paragon. If you do brutal scoundrel, sneak attack can do a little more. I do not think that 16 damage from flurry of blows is that far off from the 16 max(assuming max on 2d8) from hq or sa and the 24 max(max on 3d8 if you took the feats).
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1 year ago ::
Apr 13, 2012 - 1:20PM
#19
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Date Joined:
Feb 13, 2006
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A quibble....but sneak attack starts base 2d6 (then 3d6/5d6). As opposed to the 1/2/3d6 base of the other two.
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1 year ago ::
Apr 13, 2012 - 1:22PM
#20
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Date Joined:
Jan 29, 2012
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Yawn. Call me when you can do 30 damage to a single target. It's a much better use of the time.
Hunter's Quarry and Sneak Attack do 16 max damage with feats. Warlock's Curse can do 24 max damage with feats at paragon. If you do brutal scoundrel, sneak attack can do a little more. I do not think that 16 damage from flurry of blows is that far off from the 16 max(assuming max on 2d8) from hq or sa and the 24 max(max on 3d8 if you took the feats).
'Scuse me, are we talking about the Sneak Attack that applies STR to damage and rolls d8s? That's an average of 17 damage, but a max of something like 29 or 30, depends on the level. There's also the matter that when I said 16 damage for the monk, I was pretty much talking Epic - two applications of CHA, plus a dash of base damage is what that comes out to (probably closer to 18, but you understand). Sneak Atack also has the funky side effect that it explodes on crits, which means that its overall damage is actually higher than it looks because of the maximization effect. Now, what FoB does have is that it can get you a +2/tier bonus to damage (that works on itself) if you redirect it to an ally, which helps. This can take the damage up to a much more respectable, say...something like 20 damage per target, at Paragon? That's much better, but it doesn't work well outside of home games, sadly. SA is just way more reliable, really.
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@Mello: If you're fighting minions, the damage is irrelevant beyond 'it exists'. This goes double because Steel Wind and/or Five Storms will pop targets with ease.
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