|
13 months ago ::
Jun 01, 2012 - 10:39PM
#31
|
Date Joined:
Dec 24, 2008
|
Consider Thuranni Shadow Killer for your PP. The daily power, Spectral Garotte, should be right up your ally, giving a sustainable (minor) grab that does auto-damage for your Sneak Attack, and you get to use your grabbed enemy for cover, *and* if any enemy attacks you (including your grabbed enemy?), you can make them target the grabbed enemy as an Interrupt (at-will!).
The rest of the path isn't half bad either.
|
|
|
|
13 months ago ::
Jun 06, 2012 - 8:39PM
#32
|
|
|
Have you assembled a build yet Mand?
I'd love to see it.
|
|
|
|
13 months ago ::
Jun 07, 2012 - 11:18AM
#33
|
Date Joined:
Feb 13, 2006
|
Seconded. I'm usually not that interested in brawlers, but something about a bugman giving noogies is appealing.
|
|
|
|
13 months ago ::
Jun 07, 2012 - 11:37AM
#34
|
Date Joined:
Jun 17, 2010
|
This is actually the build I'm using for a campaign I just joined, so I'll be able to provide status updates as we go. Ip-chk
Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Ip-chk, level 12 Thri-Kreen, Fighter/Rogue, Shock Trooper Hybrid Talent Option: Fighter Combat Talent Fighter Combat Talent Option: Brawler Style (Hybrid) Auspicious Birth (Auspicious Birth Benefit) Theme: Mercenary FINAL ABILITY SCORES STR 21, CON 13, DEX 21, INT 11, WIS 13, CHA 9 STARTING ABILITY SCORES STR 16, CON 12, DEX 16, INT 10, WIS 12, CHA 8 AC: 27 Fort: 29 Ref: 27 Will: 22 HP: 89 Surges: 8 Surge Value: 22 TRAINED SKILLS Acrobatics +16, Athletics +18, Intimidate +12, Perception +12, Stealth +19, Thievery +16 UNTRAINED SKILLS Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +7, Endurance +7, Heal +7, History +6, Insight +7, Nature +9, Religion +6, Streetwise +7 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Mercenary Attack: Takedown Strike Thri-Kreen Racial Power: Thri-kreen Claws Fighter Attack: Combat Challenge Fighter Attack 1: Grappling Strike Rogue Attack 1: Riposte Strike Fighter Attack 1: Bash and Pinion Fighter Attack 1: Seize and Stab Rogue Attack 1: Trick Strike Fighter Utility 2: Forceful Drag Rogue Attack 3: Low Slash Fighter Attack 3: Slamming Rush Rogue Utility 6: Blind Spot Advantage Rogue Attack 9: Knockout Fighter Utility 10: Body Shield (Fighter) Shock Trooper Attack 11: Shocking Twister Shock Trooper Utility 12: Assault Footwork FEATS Level 1: Hybrid Talent Level 2: Master of the Fist Level 4: Piercing Palm Level 6: Pin Down Level 8: Improved Monk Unarmed Strike Level 10: Improved Defenses Level 11: Ki Focus Expertise Level 12: Improved Grab ITEMS Monk unarmed strike x1 Magic Ki Focus +3 x1 Leather Armor of Sudden Recovery +3 x1 Elven Cloak +3 x1 Goliath's Belt x1 Iron Armbands of Power (heroic tier) x1 Boots of the Fencing Master x1 Spiked gauntlet x1 Ebon Gauntlets x1 ====== End ====== I may tweak a few of the feat choices, but it's enough to get the general idea. Improved Grab is actually a fair amount of overkill. Current grab modifier is +23, which seems a bit excessive given that even high-Reflex targets at level 12 don't seem to have anything above 26. I'm tempted to swap it out for something else. Notable omissions from the feat list inclue Inescapable Hold, which isn't that big a deal considering the very small gap between my Fort and Ref. In a traditional brawler that gap is much larger, and the feat becomes more important. But if I were to get Brawler Guard instead, then that'd bring the gap to only 1, and I get actually better defenses out of it. I'm very tempted to replace Imp Grab with World Serpent's Grasp. I ended up not having too many ways of knocking someone prone, and that would help considerably. I have enough non-standard-grabs that the fights tend to end before I need the straight-up grab. A better choice would be to swap out Imp MUS for something grabby-related, but that was mostly just so I could pick up those lovely d12s. From a pure optimization perspective, that's somewhat of a weak feat at this point. The damage is nice, but it's nothing special. On the actual playing side, not much to report yet. The first session was somewhat short, and the fights weren't really representative of the sorts of things I'm expecting to face. A particularly annoying solo with an opportunity action push on being hit in melee made things...problematic. But I got my revenge by hitting him with Knockout. Too bad I rolled a 1 on the AP burning the 3[W] daily... The L5 daily is a pretty weak power, but from what I remember while building it there weren't that many stellar rogue options for that level. It did occur to me that now that I have Knockout, I should be able to have swapped out the rogue power for a better fighter daily. I have a thing for Crushing Foot, personally, since that has the benefit of stopping teleports without needing to get a Feyslaughter weapon (which defeats the purpose of going MUS). Edit: Oh, forgot that I got Ebon Gauntlets as loot. Woot!
D&D Next = D&D: Quantum Edition
|
|
|
|
13 months ago ::
Jun 07, 2012 - 12:58PM
#35
|
|
|
I was wondering if a Fighter|Warlock might be a solid option, though it's a bit MAD. STR/CHR with 13 DEX (or 16/16/16 even) to start, Sorcerer King Pact, Flail for Eldritch Strike proning could be a lot of fun, though really feat intensive.
|
|
|
|
13 months ago ::
Jun 07, 2012 - 2:34PM
#36
|
Date Joined:
Dec 31, 2003
|
For a higher level Brawler/monk, I'm wondering if Dragon's Grasp is useful, since it does allow you to make even more accurate sustainable grab OAs even if it does cost one of your precious, precious feats and kind of overlaps with Grappling Strike/Improved Grab.
|
|
|
|
13 months ago ::
Jun 07, 2012 - 2:36PM
#37
|
Date Joined:
Jun 17, 2010
|
That could be interesting, as it could let you replace Grappling Strike entirely. You'd be giving up damage, but getting the straight grab on an OA could very well be useful. You could pick up some other fighter at-will, and that could add a bit of flexibility. And the feat would simply be a retrain out of Improved Grab, because you really don't need that much +grab due to the Brawler features.
Being in epic though, that's still a ways off. Even though feats are precious, by that time there's a lot of room to take the shinies.
D&D Next = D&D: Quantum Edition
|
|
|
|
12 months ago ::
Jun 10, 2012 - 7:32PM
#38
|
|
|
That could be interesting, as it could let you replace Grappling Strike entirely. You'd be giving up damage, but getting the straight grab on an OA could very well be useful. You could pick up some other fighter at-will, and that could add a bit of flexibility. And the feat would simply be a retrain out of Improved Grab, because you really don't need that much +grab due to the Brawler features.
Being in epic though, that's still a ways off. Even though feats are precious, by that time there's a lot of room to take the shinies.
Could this build still be effective if I were to give up the Monk MC, and instead focus on either a heavy blade in main hand with headsmans chop and a spiked gauntlet in offhand, or perhaps just a rapier / shortsword?
It would free up a feat, but I am not sure what the cost would be of losing the monk MC.
|
|
|
|
12 months ago ::
Jun 10, 2012 - 9:30PM
#39
|
Date Joined:
Jun 17, 2010
|
You could, yeah. That's the traditional brawler setup, the weapon-and-freehand kit. I prefer the two free hands setup, so that I can grab two people should I need to, and MUS is the only +3 unarmed weapon option. I also find it useful to go with a ki focus for several reasons. One is that you can use it for all of your weapons, which helps cut down on total items needed. So, between the two of those, I think the monk MC really adds some strong benefits. You can go with something else, but monk MC is no slouch.
I've since made a few tweaks to the build, and I did dump Improved Grab for World Serpent's Grasp. More reliable prone is really pretty critical for the build, as that -2 to attacks is important to get your effective defenses up higher. The prone is also critical for the reliable CA. Also, Improved Grab was kindof stupidly strong, to the point where it really isn't necessary. The brawler bonuses are quite strong. At the current build, without Imp Grab, the Grab attack is at +17 vs Ref. That hits L12 tofu on 7, or 5 with CA. Sure, Imp Grab pushes that down to "don't roll a 1" territory, even for some higher-level targets, but there's still a lot of options for full legit grabs, between Seize and Stab and Body Shield that the lower hit chance on it isn't that crippling, certainly not for the tradeoff of having WSG.
D&D Next = D&D: Quantum Edition
|
|
|
|
12 months ago ::
Jun 11, 2012 - 2:50AM
#40
|
|
|
Yea I definatly see how the monk class brings alot to the table for this build. I really am digging the idea of a striker / brawler, however my vision of the character weilds a sword in one hand, so I guess the best route for this is to hybrid rogue and pick up a rapier (or shortsword once I pickup shock trooper).
So basically my playstyle would be the same I think? Run in grab, get them prone, and spam riposte strike?
|
|
|