I'm kinda new to 4e and am still learning the ropes. I played 2 Encounters sessions and am joining a new Lair Assault this week. Could use some help.
I'm thinking I'd like to play a hexblade (I like the dark, sorta gishyness of the class). As you'll see, I went Gloom Pact/Flail Expertise. I wanna strike with a bit of contro and love the knock-prone-flail thing.
So, plz gimme some pointers on how to make this guy work better. I've chosen a theme just for flavor and to have something quirky. If there's a better option, I"m all ears.
Oh, please, please, please - I need advice on items!!
====== Created Using Wizards of the Coast D&D Character Builder ====== Fenster, level 6 Human, Warlock (Hexblade) Pact: Gloom Pact (Hexblade) Human Power Selection Option: Bonus At-Will Power Silent Hunter (Silent Hunter Benefit) Theme: Dead Rat Deserter
FINAL ABILITY SCORES STR 10, CON 11, DEX 15, INT 10, WIS 8, CHA 21
STARTING ABILITY SCORES STR 10, CON 11, DEX 14, INT 10, WIS 8, CHA 18
There is no reason to have odd ability scores. Stop at 20 CHA, the last point is just weakening the rest of your array. Banded Mail is worthless, spend the feat on something useful. Get a +2 implement and Quickhit Bracers.
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.
====== Created Using Wizards of the Coast D&D Character Builder ====== Pixie Pixie Pixie, Pixie All Day Long. Pixie Pixie Pixie, This Is The Pixie Song, level 6 Pixie, Warlock (Hexblade) Pact: Gloom Pact (Hexblade) Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Elemental Initiate
FINAL ABILITY SCORES STR 10, CON 13, DEX 18, INT 8, WIS 10, CHA 20
STARTING ABILITY SCORES STR 10, CON 13, DEX 15, INT 8, WIS 10, CHA 17
FEATS Level 1: Flail Expertise Level 2: Superior Implement Training (Accurate ki focus) Level 4: Streak of Light Level 6: Mark of Warding
ITEMS Scourge of Exquisite Agony x1 Abduction Accurate ki focus +1 x1 [Level -1 item, dropped down from 5 to 4] Marauder's Hide Armor +2 x1 [Level +1 item] Horned Helm (heroic tier) x1 [Like Level item] Amulet of Protection +1 x1 [Purchased with gold] Bracers of Mighty Striking (heroic tier) x1 [Purchased with gold] Still has 120 gold for whatever consumables you see fit. ====== End ======
Here's a Pixie Hexflail Charger I took for a Lair Assault equivalent one shot. Should be serviceable.
Highlights include a +13 vs AC MBA, which prones and slides 1. On a charge you've got combat advantage, and do 1d10 + 1d6 +14.
When all tanked up, the defenses should be: AC: 28 Fort: 19 Ref: 24 Will: 23
For anything attacking you, you've got an immediate reaction to smack them with 10 radiant damage. Any unfriendlies starting their turn next to you take 1d6 + 1 cold damage.
With Flail Expertise only, it is prone OR slide 1.
You give up your slide to prone. Every other ability that mentions slide gives +1 slide distance and with flail expertise, you give up the slide so that there is no slide to increase. You need to take dragging flail to be able to slide after prone with flail expertise.
I still think that we need a flail handbook to mention all the little ins and outs similar to what is out there for polearm momentum.
That does not seem right to me unless it is a new instance of slide. In which case you can get absolutely ridiculous distances with slide. I am talking about completely outside of range 10 attacks. Where it would take a move and a charge to reach you.
I am familiar with that. The question is whether, due to that item, the attack is now slide1+slide1 meaning two instances of slide. If it is not two instances of slide, then you can only knock prone. If it IS two instances of slide, then it is either prone+slide1 or slide1+prone.
I am not arguing about the attack or the item. Just questioning about whether it is two instances or one. It makes A HUGE DIFFERENCE.
For example: Attack that slides1+Abduction Ki Focus+Staggering Weapon(+2)+Rushing Cleats+Dragging Flail = Prone+Slide5+Slide5 if it is two instances. Add in Spiked Chain and Polearm Master and you get Prone+Slide6+Slide6
If it is not two instances then, with the previous set up, you get Prone+Slide6.
See why I am asking? Big big difference between prone slide6 and prone slide12. Each instance would be increased by every +x slide ability you have.