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1 year ago ::
May 03, 2012 - 9:26AM
#1
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Date Joined:
Dec 22, 2008
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Hey Guys,
Is it posible to optmise a Sentinels Animal Companion attacks? At level 2 I am +10 vs AC (+5 stat, +1 expertise, +1 enh, +2 prof, +1 half level), my bear is +7 vs AC...
Should it be able to gain my expertise or magic weapon bonuses? Surely it would lag behind more and more and eventually be useless? (a total of 8 behind at epic)
Cheers,
Daniel.
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1 year ago ::
May 03, 2012 - 10:43AM
#2
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Hey Guys,
Is it posible to optmise a Sentinels Animal Companion attacks? At level 2 I am +10 vs AC (+5 stat, +1 expertise, +1 enh, +2 prof, +1 half level), my bear is +7 vs AC...
Should it be able to gain my expertise or magic weapon bonuses? Surely it would lag behind more and more and eventually be useless? (a total of 8 behind at epic)
Cheers,
Daniel.
There's really not a way to make it better, unfortunately. It will always serve some amount of purpose for it's aura benefit.
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1 year ago ::
May 03, 2012 - 11:01AM
#3
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Date Joined:
Dec 22, 2008
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Hmm guess it'll need a house rule that companions also gain your Enhancement and Feat bonuses, otherwise Sentinels would just plain suck by Paragon/Epic. Wonder why WOTC didn't consider it.  Cheers, Daniel.
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1 year ago ::
May 03, 2012 - 11:54AM
#4
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Date Joined:
Jan 17, 2009
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Has anyone ever played with a high level Sentinel? How problematic doethat's math get? If your companion can't hit with it's OAs, I imagine you just lost a huge chunk of control in a class that could use more control, not less.
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1 year ago ::
May 03, 2012 - 12:21PM
#5
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Date Joined:
Oct 13, 2003
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fey beast tamer and rangers beast are the same way. And a lot of the new themes like the new lycanthrope themes scale poorly due not being weapon or implement attacks. So it's probably intentional on there part. That said, the beast companion won't really get any worse. at level 11 it will be +16 and you will probably be +18 vs AC (+6 stat, +1 expertise, +1 superior implement, +3 enh, +2 prof, +5 half level)
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1 year ago ::
May 03, 2012 - 12:22PM
#6
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It doesn't lag behind.
The bear's to hit is lvl+5. Monster's AC is lvl+14.
It always hit on a 9+. (or 7, if you can give it Combat Advantage). Of course, it depends on the exact monster your fighting.
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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 03, 2012 - 1:46PM
#7
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The wolf is probably better if you're trying to optimize your companion's attacks...
Free CA
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1 year ago ::
May 03, 2012 - 2:15PM
#8
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The wolf is probably better if you're trying to optimize your companion's attacks...
Free CA
Actually, you're right. I thought it was worded in such a way that the companion doesn't get it, but it does. Good thing to note.
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1 year ago ::
May 03, 2012 - 3:27PM
#9
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Date Joined:
Dec 22, 2008
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Good points guys, thanks for that!  Daniel.
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1 year ago ::
May 03, 2012 - 4:05PM
#10
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Your companion advances at a similar rate of monsters not heroes.
As a PC, you play a hero. As a Sentinel Druid, you play a hero plus a monster. It's a good deal.
Although your companion won't be a powerhouse against elites or solo monsters, it serves a solid role with its passive aura. It also draws fire from smart enemies that know how powerful that aura can be in the long run. Thus attacks against your companion are not attacks agiant your allies (PC allies that is). Furthermore, there are some excellent Utility powers in upper heroic and lower PP that increase the survivability and offensive effectiveness of your companion.
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