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13 months ago  ::  Jun 01, 2012 - 10:39PM #31
BlinkBlink
Date Joined: Dec 24, 2008
Posts: 306
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. 
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13 months ago  ::  Jun 06, 2012 - 8:39PM #32
Antillious
Date Joined: Jul 3, 2009
Posts: 353
Have you assembled a build yet Mand?

I'd love to see it.
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13 months ago  ::  Jun 07, 2012 - 11:18AM #33
onecrazymojo
Date Joined: Feb 13, 2006
Posts: 917
Seconded. I'm usually not that interested in brawlers, but something about a bugman giving noogies is appealing.
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13 months ago  ::  Jun 07, 2012 - 11:37AM #34
Mand12
Date Joined: Jun 17, 2010
Posts: 17,071
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
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13 months ago  ::  Jun 07, 2012 - 12:58PM #35
Gunthar
Date Joined: Feb 1, 2005
Posts: 1,376
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.
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13 months ago  ::  Jun 07, 2012 - 2:34PM #36
LightWarden
Date Joined: Dec 31, 2003
Posts: 305
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.
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13 months ago  ::  Jun 07, 2012 - 2:36PM #37
Mand12
Date Joined: Jun 17, 2010
Posts: 17,071
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
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12 months ago  ::  Jun 10, 2012 - 7:32PM #38
Kroann
Date Joined: Jul 9, 2011
Posts: 281

Jun 7, 2012 -- 2:36PM, Mand12 wrote:

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.

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12 months ago  ::  Jun 10, 2012 - 9:30PM #39
Mand12
Date Joined: Jun 17, 2010
Posts: 17,071
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
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12 months ago  ::  Jun 11, 2012 - 2:50AM #40
Kroann
Date Joined: Jul 9, 2011
Posts: 281
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?
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