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12 months ago ::
Jun 25, 2012 - 11:28AM
#1
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Date Joined:
Jun 22, 2012
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Here is my skald community.wizards.com/itsthegreenbin/go/... please tell me how to improve and optimize this character?
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12 months ago ::
Jun 25, 2012 - 12:35PM
#2
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Can you still change your Paragon Path? If not, this is pretty much a lost cause anyway. You can only use the AP feature of this PP, because the other two refer to class features you don't have. And why do you have barely any magic equipment? And three suits of Chainmail? Why are you wearing chainmail at all, for that matter?
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12 months ago ::
Jun 25, 2012 - 12:53PM
#3
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1) Use a rapier, or dagger if you prefer to stay at range. 2) Get lightblade expertise. 3) Get deft blade.
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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.
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12 months ago ::
Jun 25, 2012 - 2:30PM
#4
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Date Joined:
Jun 22, 2012
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Can you still change your Paragon Path? If not, this is pretty much a lost cause anyway. You can only use the AP feature of this PP, because the other two refer to class features you don't have. And why do you have barely any magic equipment? And three suits of Chainmail? Why are you wearing chainmail at all, for that matter?
Yes i can change my paragon class we have not started yet also what does ap and pp mean didnt mean to have 3 suits of chain mail i also use the chain mail because otherwise i would have bad ac
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12 months ago ::
Jun 25, 2012 - 2:41PM
#5
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Date Joined:
Jan 27, 2009
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AP= Action Point. PP= Paragon Path. With a high Intelligence build you could stick with a light armor such as Leather or Hide(best option i believe). You should give this a read. It should be able to help you get some ideas on how to tweak your skald. community.wizards.com/go/thread/view/758...
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12 months ago ::
Jun 25, 2012 - 2:44PM
#6
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Date Joined:
Jun 22, 2012
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AP= Action Point. PP= Paragon Path. With a high Intelligence build you could stick with a light armor such as Leather or Hide(best option i believe). You should give this a read. It should be able to help you get some ideas on how to tweak your skald. community.wizards.com/go/thread/view/758...
The guy above said i should change my pp what should i change it to also is bard or skald better then the other?
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12 months ago ::
Jun 25, 2012 - 2:55PM
#7
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Date Joined:
Jan 27, 2009
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AP= Action Point. PP= Paragon Path. With a high Intelligence build you could stick with a light armor such as Leather or Hide(best option i believe). You should give this a read. It should be able to help you get some ideas on how to tweak your skald. community.wizards.com/go/thread/view/758...
The guy above said i should change my pp what should i change it to also is bard or skald better then the other?
I am not as well versed in the Bard/Skald so i have no definitive answer to this question. I guess it depends on what you want to accomplish.
Cunning Bards can make excellent secondary controllers with a wide assortment of movement type powers. Resourceful Magician is a good PP for them.
Valorous Bards can work decently in melee and hand out plenty of Temporary Hit Points. Warchanter is a great PP for them. Most of the best Bard powers are implement powers and not melee.
Hopefully the experts will chime in and give advice where i am lacking.
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12 months ago ::
Jun 25, 2012 - 2:59PM
#8
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Both are pretty viable. Go read the Bard Handbook.
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12 months ago ::
Jun 25, 2012 - 3:01PM
#9
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Date Joined:
Jun 22, 2012
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Can i ask for any one who has a bard class already made possibly put it onto the my charcters in your profile and let me have a good look please?
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12 months ago ::
Jun 25, 2012 - 3:53PM
#10
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Date Joined:
Jun 11, 2010
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Here's a bard (not a skald, but you don't seem set on that) I am currently playing that so far has functioned fairly well. It isn't optimized and as a couple of campaign style specific choices but qould probably perform alright if just lifted straight. I would suggest perhaps Swordmage multiclass instead of Improved Magestic Word (I found that usually people have enough temps from Virtue popping all the time), since then you can have your athletics training to help with physical activities (since those you usually can't palm off to one party member the way you can the mental skills) and you aren't bound to songblades (if you are using item rarity rules especially). You also probably want something like Guiding Strike instead of Jinx Shot, and maybe Focusing Strike instead of Energizing Strike. Bard
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====== Created Using Wizards of the Coast D&D Character Builder ====== Alek, level 12 Half-Elf, Bard, War Chanter Build: Valorous Bard Bardic Virtue Option: Virtue of Valor Half-Elf Power Selection Option: Dilettante FINAL ABILITY SCORES STR 14, CON 19, DEX 11, INT 13, WIS 9, CHA 22 STARTING ABILITY SCORES STR 13, CON 14, DEX 10, INT 12, WIS 8, CHA 17 AC: 29 Fort: 25 Ref: 24 Will: 28 HP: 96 Surges: 11 Surge Value: 24 TRAINED SKILLS Arcana +12, Bluff +17, Diplomacy +19, Heal +10, History +12, Intimidate +17 UNTRAINED SKILLS Acrobatics +7, Athletics +9, Dungeoneering +6, Endurance +11, Insight +8, Nature +6, Perception +6, Religion +8, Stealth +7, Streetwise +13, Thievery +7 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Bard Feature: Majestic Word Bard Feature: Words of Friendship Ardent Attack 1: Energizing Strike Bard Attack 1: Staggering Note Bard Attack 1: Jinx Shot Bard Attack 1: Shout of Triumph Bard Attack 1: Stirring Shout Diplomacy Utility 2: Master Diplomat Bard Attack 3: Rally the Spectral Host Bard Attack 5: Satire of Bravery Bard Utility 6: Revitalizing Incantation Bard Attack 7: Unluck Bard Attack 9: Wail of Anguish Bard Utility 10: Mantle of Unity War Chanter Attack 11: Victorious Smite War Chanter Utility 12: Battle Chant FEATS Level 1: Ritual Caster Level 1: Toughness Level 2: Battle Song Expertise Level 4: Resourceful Leader Level 6: Armor Proficiency: Scale Level 8: Improved Defenses Level 10: Improved Majestic Word Level 11: Versatile Master Level 12: Improved Valor ITEMS Ritual Book Traveler's Chant Comrades' Succor Black Iron Scale Armor +3 x1 Collar of Recovery +3 x1 Song of Sustenance Bard's Songblade Longsword +3 x1 Helm of Languages x1 Adventurer's Kit Climber's Kit Light Shield x1 Traveler's Kit Everlasting Provisions Trailblaze Linked Portal ====== End ======
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