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1 year ago ::
Jun 09, 2012 - 10:37AM
#1
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Date Joined:
Oct 30, 2007
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So I wanted to make a character that can kind of manage the 4 classic roles of Striker, Defender, Leader, and Controller. I've been trying (and failing) for a while now but I think I got it. Hamadryad Werewolf Fury Blackgaurd/Spring Sentinel the build takes Ardent Strike and Grasping Claws for at-will marking and controller attacks of op, the essentials encounters (heavy on Dread Smite) to stack damage and position the CA aura of the wolf, "Primal" dalies like primal wolf and spider to add control to melee and the paladin ability to pick up a multi-sanction or ongoing sanction power, and stack utilites to be more leader like (ally buffs, heals, saves, ect) granted it's spam ardent strike and little else but you can stack a pretty ridiculous ammount of effects (slow, prone, ongoing damage, and sanction by level 10) and mix in minor action utilites and you can function as all four at any given moment. the stat build is 10, 12, 12, 8, 18, 18 and stack Wis/Cha through the build. What I'm not sure about are PP(Maybe Questing Knight), ED(+2Wis/Cha prefered), and Feat Support after level 10. I'm not looking to change my classes, powers, or themes but any helpful suggestions would be great thanks.
====== Created Using Wizards of the Coast D&D Character Builder ====== Celindara, level 10 Hamadryad, Paladin (Blackguard)/Druid (Sentinel) Vice: Vice of Fury Season: Druid of Spring Hybrid Paladin (Blackguard) Option: Hybrid Blackguard Fortitude Hybrid Talent Option: Paladin Armor Proficiency Born Under a Bad Sign (Born Under a Bad Sign Benefit) FINAL ABILITY SCORES STR 10, CON 12, DEX 12, INT 8, WIS 20, CHA 20 STARTING ABILITY SCORES STR 10, CON 12, DEX 12, INT 8, WIS 16, CHA 16 AC: 30 Fort: 21 Ref: 21 Will: 23 HP: 78 Surges: 9 Surge Value: 19 TRAINED SKILLS Diplomacy +17, Heal +17, Nature +17 UNTRAINED SKILLS Acrobatics +2, Arcana +4, Athletics +1, Bluff +10, Dungeoneering +10, Endurance +2, History +4, Insight +10, Intimidate +10, Perception +10, Religion +4, Stealth +2, Streetwise +10, Thievery +2 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Hamadryad Utility: Hamadryad Aspects Cleric Utility: Healing Word Paladin Attack: Dread Smite Druid Attack: Combined Attack : Dread Smite (Additional Use) Paladin Attack 1: Ardent Strike Druid Attack 1: Grasping Claws Paladin Attack 1: Majestic Halo Druid Utility 2: Lesser Restoration Druid Attack 5: Primal Spider Heal Utility 6: Swift Recovery Druid Attack 9: Primal Wolf Paladin Utility 10: Benediction FEATS Level 1: Hybrid Talent Level 2: Devout Protector Expertise Level 4: Superior Implement Training (Accurate symbol) Level 6: Weapon Focus (Heavy Blade) Level 8: Implement Focus (Holy Symbol) Level 10: Improved Defenses ITEMS Accurate symbol of the Holy Nimbus +2 x1 Learning Scimitar +2 x1 Summoned Gith Plate Armor +3 x1 Amulet of Protection +2 x1 Iron Armbands of Power (heroic tier) x1 Shield of the Guardian Heavy Shield (heroic tier) x1 ====== End ======
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1 year ago ::
Jun 09, 2012 - 10:57AM
#2
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Date Joined:
Feb 26, 2011
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So, you combined a really bad striker and a really bad leader, a subpar controller, and a bad defender (Your NADs are atrocious). Congrats?
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1 year ago ::
Jun 09, 2012 - 11:13AM
#3
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Date Joined:
Oct 30, 2007
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So, you combined a really bad striker and a really bad leader, a subpar controller, and a bad defender (Your NADs are atrocious). Congrats?
Alright opinion noted, so how about somthing constructive like idk tips to bring up NADs feats or PP to make up for class short comings somthing other than it's not a top tier class abandon all hope.
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1 year ago ::
Jun 09, 2012 - 11:35AM
#4
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Date Joined:
Feb 26, 2011
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A cleric|Ranger does nearly everything this can do better.
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1 year ago ::
Jun 09, 2012 - 11:36AM
#5
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I think the best advice I can give you is simple. This game rewards specialisation. If you try to be a little of all things, you will be good at none.
In the end, you will be a reason the DM puts more monsters on the board, but you are unable to handle your share of them. A burden, not a benefit to your team.
If your plan is to solo all encounters, rambo-style...you do not need to be a defender, and you only need to bring a couple of healing potions to heal yourself. Controllers specialise in status effects, but for you those just delay the fact you need to deal with the monsters the DM throws at you anyway.
In short: not understanding the concept, or the reasoning behind it, and I do not think it works, at all. As a result, little positive to say about this build, or even what you could change to make it work without completely revising the original concept.
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1 year ago ::
Jun 09, 2012 - 11:44AM
#6
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Date Joined:
Oct 30, 2007
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Actually soloing isn't the point I wanted to make a character I can PUG with I've been in a lot of games where the party balance is really skewed towards one type (usually striker sometimes controller) I wanted to be able to pick up the slack in those scenarios. It's not a soloist but an attempt at a team captain that can hold aggro keep his target from straying and should it cause havoc repair the damage while dropping a significant bit of damage on it's own and as for Ranger|Cleric it has no reliable mark with a direct consequence.
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1 year ago ::
Jun 09, 2012 - 11:45AM
#7
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Date Joined:
Apr 25, 2002
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I think the basic issue is that you're not really a Defender or a Controller at all. If I were going to go this route, at the minimum, your Druid at-will should be Magic Stones. You want Call of Challenge as your utility 2 so as to have a mass mark option. Accurate Symbol, Weapon Focus and Implement focus or other feats that are limited to one side of your build are expensive - look for feats such as Silvery Glow which give you a larger bonus across an entire range of powers.
I might also look to be Str/Wis instead of Wis/Cha.
If I were going to build such a build, I'd look at Swordmage|Bard MC Wizard where you start off with a 20 Int and pick up Skald options and eventually go Resourceful Magician to be a full-blown Wizard who can mark, heal, control, and use things such as Borrowed Confidence and Twin Spell to be a 'striker'
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1 year ago ::
Jun 09, 2012 - 11:55AM
#8
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Date Joined:
Feb 10, 2011
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Actually soloing isn't the point I wanted to make a character I can PUG with I've been in a lot of games where the party balance is really skewed towards one type (usually striker sometimes controller) I wanted to be able to pick up the slack in those scenarios. It's not a soloist but an attempt at a team captain that can hold aggro keep his target from straying and should it cause havoc repair the damage while dropping a significant bit of damage on it's own and as for Ranger|Cleric it has no reliable mark with a direct consequence.
You could always go with Option 2: have several characters ready when joining a game, so that you can choose what role you play just before the campaign starts. Put together 4 characters who interest you, one for each role, then choose which one you're going to play when you find out what everyone else is playing.
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1 year ago ::
Jun 09, 2012 - 11:57AM
#9
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Date Joined:
Oct 30, 2007
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I'll look in to more efficent feats as that is a fair enough flaw although Cha/Wis gives me better sanction strength and stronger dread smites granted at the expense of my NADs and a restriction to chaladin powers as for the power options I'm not sure about magic stones push 1 at a range doesn't feel like it would mesh well with someone who wants to be in melee to use other powers the grasping claws gives me an opportunity to hamstring people as they disengage from me to attack others. I realize I'm not going to be godlike in every field I'm just trying to be flexible and adaptive enough to be a little better than the sum of my parts.
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1 year ago ::
Jun 09, 2012 - 12:16PM
#10
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Date Joined:
Feb 26, 2011
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Actually soloing isn't the point I wanted to make a character I can PUG with I've been in a lot of games where the party balance is really skewed towards one type (usually striker sometimes controller) I wanted to be able to pick up the slack in those scenarios. It's not a soloist but an attempt at a team captain that can hold aggro keep his target from straying and should it cause havoc repair the damage while dropping a significant bit of damage on it's own and as for Ranger|Cleric it has no reliable mark with a direct consequence.
Tactical Warpriest argues differently.
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