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Switch to Forum Live View Look Very Carefully: The Shroud Assassin's Handbook
1 month ago  ::  May 09, 2013 - 4:30PM #361
kononoko
Date Joined: Feb 6, 2013
Posts: 25

May 9, 2013 -- 3:24PM, erachima wrote:

If you think that in some way stops what I'm doing, I suggest you take the title's advice and read the explanation again.

The real fix is printing them multiattack powers. Right now, they have a total of two.




I really like what you've done with the guide so far and I'd like to point out that sarifal feywardens and elemental locks both bring a lot of damage with their vulnerabilities triggering on each seperate damage instance if you can match their types. I'm actually playing a character based around part of this and when I get done filling in the rest of him I think I might post the build

Also, I edited my above post to clarify that I wasn't speaking to you there.

Edited: It might be reasonable for more multiattacks if it's hard enough to stack together with vulnerability. Two exclusive mechanical flavors for individual flavor too

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1 month ago  ::  May 09, 2013 - 5:05PM #362
zelink551
Date Joined: Feb 26, 2011
Posts: 3,402
I really don't know what you're arguing here.
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

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http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

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1 month ago  ::  May 09, 2013 - 5:37PM #363
Zathris
Date Joined: Nov 6, 2009
Posts: 4,346

May 9, 2013 -- 3:18PM, kononoko wrote:

Oct 15, 2012 -- 2:32AM, Fardiz wrote:

Is it because quarry says "deals extra damage" rather than "deals damage ... in addition"?


 

Pretty much. "Extra damage" is added to the original damage and doesn't get extra mods, whereas "damage" is a separate instance and gets all extra mods (except in this case, you don't get anything that is specifically called out as a "bonus to damage rolls").


: What I am replying to

"this damage never benefits from bonuses to damage rolls, and is in addition to the attack's damage if any" - 'sin's shroud, d379.

The real fix we could be houseruling is a feat that could get better the next tier to increase the shrouds you apply per use of the power. This makes multiclassing 'sin and their epic destiny relevant, and more fun when used together.



"Extra damage" is not a "bonus to damage rolls", they are explicitly separate methods of adding damage to things.

That you didn't know this is especially funny because you mention using vulnerabilities, which are defined as making you deal "extra damage".

The Assassin will never get "fixed", they have no interest in "fixing" a class that CharOp has defined as useless and CharDev has defined as fun, to them, that's a perfectly functioning class.

"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.

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1 month ago  ::  May 09, 2013 - 5:42PM #364
kononoko
Date Joined: Feb 6, 2013
Posts: 25

May 9, 2013 -- 5:37PM, Zathris wrote:

May 9, 2013 -- 3:18PM, kononoko wrote:

Oct 15, 2012 -- 2:32AM, Fardiz wrote:

Is it because quarry says "deals extra damage" rather than "deals damage ... in addition"?


 

Pretty much. "Extra damage" is added to the original damage and doesn't get extra mods, whereas "damage" is a separate instance and gets all extra mods (except in this case, you don't get anything that is specifically called out as a "bonus to damage rolls").


: What I am replying to

"this damage never benefits from bonuses to damage rolls, and is in addition to the attack's damage if any" - 'sin's shroud, d379.

The real fix we could be houseruling is a feat that could get better the next tier to increase the shrouds you apply per use of the power. This makes multiclassing 'sin and their epic destiny relevant, and more fun when used together.



"Extra damage" is not a "bonus to damage rolls", they are explicitly separate methods of adding damage to things.

That you didn't know this is especially funny because you mention using vulnerabilities, which are defined as making you deal "extra damage".

The Assassin will never get "fixed", they have no interest in "fixing" a class that CharOp has defined as useless and CharDev has defined as fun, to them, that's a perfectly functioning class.




Point.Rude way of making it though, but nice enough to qualify mine. I have edited that part of my opinion out.

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1 month ago  ::  May 09, 2013 - 5:49PM #365
Zathris
Date Joined: Nov 6, 2009
Posts: 4,346
Yeah, I'm rude, because I'm the one telling people that they're wrong without actually reading the rulebook.
"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 Show
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1 month ago  ::  May 09, 2013 - 7:47PM #366
Alcestis
Date Joined: Oct 7, 2009
Posts: 8,031

May 9, 2013 -- 7:21PM, kononoko wrote:

May 9, 2013 -- 5:49PM, Zathris wrote:

Yeah, I'm rude, because I'm the one telling people that they're wrong without actually reading the rulebook.


Actually I had read the handbook, that's where I got the idea of combining assassin and feywarden/elemental locks+demonskin. Thanks for confirming that though


He meant reading the actual rulebooks for 4e. The ones where things like "Extra Damage" is a game term that is specifically defined for you.

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1 month ago  ::  May 10, 2013 - 2:04AM #367
erachima
Date Joined: Sep 4, 2010
Posts: 7,679

May 9, 2013 -- 5:42PM, kononoko wrote:

May 9, 2013 -- 5:37PM, Zathris wrote:

May 9, 2013 -- 3:18PM, kononoko wrote:

Oct 15, 2012 -- 2:32AM, Fardiz wrote:

Is it because quarry says "deals extra damage" rather than "deals damage ... in addition"?


 

Pretty much. "Extra damage" is added to the original damage and doesn't get extra mods, whereas "damage" is a separate instance and gets all extra mods (except in this case, you don't get anything that is specifically called out as a "bonus to damage rolls").


: What I am replying to

"this damage never benefits from bonuses to damage rolls, and is in addition to the attack's damage if any" - 'sin's shroud, d379.

The real fix we could be houseruling is a feat that could get better the next tier to increase the shrouds you apply per use of the power. This makes multiclassing 'sin and their epic destiny relevant, and more fun when used together.



"Extra damage" is not a "bonus to damage rolls", they are explicitly separate methods of adding damage to things.

That you didn't know this is especially funny because you mention using vulnerabilities, which are defined as making you deal "extra damage".

The Assassin will never get "fixed", they have no interest in "fixing" a class that CharOp has defined as useless and CharDev has defined as fun, to them, that's a perfectly functioning class.




Point.Rude way of making it though, but nice enough to qualify mine. I have edited that part of my opinion out.




There was nothing rude in that post. How thin-skinned are you?

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1 month ago  ::  May 10, 2013 - 9:10AM #368
Zelkiiro
Date Joined: Apr 22, 2013
Posts: 43
The sad thing is, it's not even like the O-ssassin needs a lot of changes to become a proper striker. It just needs to:

- Make Shrouds more efficient (Halve the max shrouds, double the damage?)
- Have better implement powers (Executioner's Noose as a d6 is just shameful)
- Get more Minor Action and/or multi-attack powers (They ARE supposed to be very quick attackers, right?)
- Have their powers scale better than they currently do (Shadow Storm deals +1 damage for each adjacent creature plus Cha mod?)
- Do more with poison damage and make it worth investing into (One-turn vuln 5 poison at-will? Weakened effect tacked onto save ends effects?)
Currently Rolling:
Zelkiiro, Lv16 Half-Elf Fire Elementalist/Academy Master
Spoiler: Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Zelkiiro, level 16
Half-Elf, Elementalist, Academy Master
Elemental Specialty: Fire Elementalist
Fire Elementalist: Blazing Cloud
Archery Mastery: Rapid Shot Mastery
Arcane Admixture Damage Type: Arcane Admixture Cold
Half-Elf Power Selection: Dilettante
Windrise Ports Benefit: Windrise Ports (Acrobatics)
Arcane Admixture Power: Elemental Bolt
Background: Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 9, Con 22, Dex 16, Int 14, Wis 13, Cha 24.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 15, Int 13, Wis 12, Cha 18.


AC: 31 Fort: 30 Reflex: 28 Will: 33
HP: 109 Surges: 12 Surge Value: 27

TRAINED SKILLS
Arcana +19, Acrobatics +18, Bluff +22, Insight +18

UNTRAINED SKILLS
Diplomacy +19, Dungeoneering +11, Endurance +16, Heal +11, History +12, Intimidate +17, Nature +11, Perception +11, Religion +12, Stealth +13, Streetwise +17, Thievery +13, Athletics +9

FEATS
Level 1: War Wizard's Expertise
Level 2: Improved Defenses
Level 4: Superior Implement Training (Incendiary dagger)
Level 6: Archery Mastery
Level 8: Arcane Spellfury
Level 10: Unarmored Agility
Level 11: Versatile Master
Level 12: Fiery Blood
Level 14: Dual Implement Spellcaster
Level 16: Arcane Admixture

POWERS
Dilettante: Fading Strike (retrained to Rapid Shot (Archery Mastery) at Level 11)
Elemental Magic: Ensorcelled Blade
Level 10 Elementalist Utility Power: Narrow Escape
Level 16 Elementalist Utility Power: Insightful Riposte
Level 2 Elementalist Utility Power: Agile Recovery
Level 6 Elementalist Utility Power: Sudden Scales
Primordial Adept Starting Feature: Vezzuvu's Eruption

ITEMS
Rhythm Blade Incendiary dagger +3, Siberys Shard of the Mage (paragon tier), Robe of Defying Storms Githweave Armor +3, Cloak of Distortion +3, Eagle Eye Goggles (heroic tier), Bracers of the Perfect Shot (heroic tier), Gauntlets of Blood (heroic tier), Diamond Cincture (heroic tier), Boots of Quickness (heroic tier), Backlash Tattoo (heroic tier), Elven Chain Shirt (heroic tier), Crimson Determination (heroic tier), Ioun's Revelation (level 3), Pelor's Sun Blessing (level 3), Melegaunt's Darkblade Incendiary dagger +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Vorgh, Lv9 Human Chaos Sorcerer
Spoiler: Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Vorgh, level 9
Human, Sorcerer
Build: Chaos Sorcerer
Spell Source: Wild Magic
Eldritch Strike: Eldritch Strike Charisma
Human Power Selection: Heroic Effort
Windrise Ports Benefit: Windrise Ports (Acrobatics)
Background: Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 8, Con 15, Dex 18, Int 12, Wis 13, Cha 22.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 16, Int 12, Wis 13, Cha 18.


AC: 23 Fort: 20 Reflex: 23 Will: 26
HP: 67 Surges: 8 Surge Value: 16

TRAINED SKILLS
Diplomacy +17, Arcana +12, Acrobatics +15, Bluff +17, Insight +12

UNTRAINED SKILLS
Dungeoneering +7, Endurance +8, Heal +7, History +7, Intimidate +12, Nature +7, Perception +7, Religion +7, Stealth +10, Streetwise +12, Thievery +10, Athletics +5

FEATS
Human: Staff Expertise
Level 1: Improved Defenses
Level 2: Dual Implement Spellcaster
Level 4: Implement Focus (Staff)
Level 6: Two-Weapon Fighting
Level 8: Unarmored Agility

POWERS
Power User Choice: Eldritch Strike
Primordial Adept Starting Feature: Solkara's Wave
Sorcerer at-will 1: Dragonfrost
Sorcerer at-will 1: Burning Spray
Sorcerer encounter 1: Explosive Pyre
Sorcerer daily 1: Ice Javelins
Sorcerer utility 2: Focused Chaos
Sorcerer encounter 3: Lightning Cuts
Sorcerer daily 5: Slaad's Gambit
Sorcerer utility 6: Sudden Scales
Sorcerer encounter 7: Rimestorm
Sorcerer daily 9: Contagious Curse

ITEMS
Staff of Ruin +2, Shockweave Cloth Armor (Basic Clothing) +2, Lucky Charm +1, Acrobat Boots (heroic tier), Viper Belt (heroic tier), Helm of Seven Deaths, Gauntlets of Blood (heroic tier), Pelor's Sun Blessing (level 8), Plague of the Dragon's Altar (heroic tier), Flask of the Dragon's Breath (heroic tier), Rhythm Blade Dagger +2, Ioun's Revelation (level 3), Executioner's Bracers (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Sheska, Lv9 Human Brawler Fighter
Spoiler: Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Sheska, level 9
Human, Fighter
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Human Power Selection: Heroic Effort
Background: Former Gladiator (Former Gladiator Benefit)

FINAL ABILITY SCORES
Str 22, Con 12, Dex 15, Int 13, Wis 18, Cha 8.

STARTING ABILITY SCORES
Str 18, Con 12, Dex 15, Int 13, Wis 16, Cha 8.


AC: 26 Fort: 28 Reflex: 21 Will: 22
HP: 75 Surges: 10 Surge Value: 19

TRAINED SKILLS
Intimidate +10, Endurance +12, Heal +15, Athletics +17, History +12

UNTRAINED SKILLS
Acrobatics +8, Arcana +7, Bluff +5, Diplomacy +5, Dungeoneering +10, Insight +10, Nature +10, Perception +10, Religion +7, Stealth +8, Streetwise +5, Thievery +8

FEATS
Human: Master at Arms
Level 1: Improved Defenses
Level 2: Weapon Focus (Heavy Blade)
Level 4: Brawler Guard
Level 6: Inescapable Hold
Level 8: Focused Superiority

POWERS
Fighter at-will 1: Grappling Strike
Fighter at-will 1: Cleave
Power User Choice: Direct the Strike
Fighter encounter 1: Hack and Hew
Fighter daily 1: Seize and Stab
Fighter utility 2: Pass Forward
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Bedeviling Assault
Fighter utility 6: Get Up!
Fighter encounter 7: Come and Get It
Fighter daily 9: Bone Crusher

ITEMS
Ravenclaw Warblade Khopesh +2, Scale Armor of Dwarven Vigor +2, Safewing Amulet +2, Power Jewel (heroic tier), Boots of Adept Charging (heroic tier), Gauntlets of Blood (heroic tier), Battle-Scarred Champion (heroic tier), Gift of Flame (heroic tier), Magic Javelin +1, Blessing of Blazing Fangs (heroic tier), Iron Armbands of Power (heroic tier), Davros Elden's Hasty Resurgence (heroic tier), Ioun's Revelation (level 3), Viper Belt (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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1 month ago  ::  May 10, 2013 - 9:24AM #369
pinkisthenewred
Date Joined: Jan 1, 2013
Posts: 755

May 10, 2013 -- 9:10AM, Zelkiiro wrote:

The sad thing is, it's not even like the O-ssassin needs a lot of changes to become a proper striker




Making it a Ranger 2.0 is what you call "not a lot of changes"?

May 10, 2013 -- 9:10AM, Zelkiiro wrote:

Make Shrouds more efficient (Halve the max shrouds, double the damage?)


 

You know, that with the reading of this guide that would make them potentially less efficient?

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