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10 months ago ::
Sep 19, 2012 - 12:20AM
#51
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Remove SA dice, or take a -2 to hit to gain rattling; or just Street Thug feat. Getting x weapon instead of Light Blades as a rogue is pretty trivial.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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10 months ago ::
Sep 19, 2012 - 6:10AM
#52
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Date Joined:
Mar 25, 2009
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Template for an "Every Stat Is Primary" build:
Githzerai Monk of some sort (class, hybrid, or MC) Str+0, Con+0, Dex+9, Int+0, Wis+7, Cha+3 Guttersnipe Theme Feats 11: Zuoken's Centering Utilities 2: Secrets of the City 6: Kord's Force
RESULTS Strength: Wisdom-based Athletics and Athletics-based Strength rolls = chain-busting strength. Constitution: Wisdom-based HPs and Surges. Only Endurance score fails to keep up. Dexterity: Actually a primary. Intelligence: Streetwise subs under most circumstances. Faux genius. Wisdom: Already a strong secondary. Charisma: Theme brings Streetwise to primary level. Other skills lag a little behind though.
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10 months ago ::
Sep 19, 2012 - 7:13AM
#53
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Sly Flourish specifies a light blade, crossbow, or sling. Crippling Crush specifies using a hammer or a mace. You want Brutal for STR, so using Ruthless Ruffian won't get around the limit (and Sly Flourish isn't Rattling, so no dice there). Am I missing something, or do we need another tactic?
Ruthless Ruffian will get you the conditional +Str to damage, and Sly Flourish can be made rattling with a single style feat.
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10 months ago ::
Sep 21, 2012 - 8:07AM
#54
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Found a few more builds.
Also opened up a "character" section, for spiderman, thor, ironman, and the like (which i know i saw sometime).
Any other challenges?
guides
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my builds
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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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10 months ago ::
Sep 21, 2012 - 8:40AM
#55
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A quick, silly one: how many different sizes of dice (d4, d6, etc.) can we roll as part of a single attack with a single d20? Can we get a full set, d4 through d12? Part B: What's the best we can do at-will? I think I can think of a way to get d4 through d12 (I'll post the specifics when I get home from work and can check myself) on an encounter basis, but at-will will take some effort.
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10 months ago ::
Sep 21, 2012 - 9:50AM
#56
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Date Joined:
Feb 23, 2012
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d4 - dagger d6 - backstab d8 - sneak attack d10 - claw gloves
I cannot think of how to get d12 right off hand. Neither on the other hand nor on the gripping hand either.
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10 months ago ::
Sep 21, 2012 - 10:11AM
#57
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Date Joined:
Aug 22, 2007
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d12 - Student of Evard theme (encounter)
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10 months ago ::
Sep 21, 2012 - 10:18AM
#58
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A quick, silly one: how many different sizes of dice (d4, d6, etc.) can we roll as part of a single attack with a single d20? Can we get a full set, d4 through d12? Part B: What's the best we can do at-will? I think I can think of a way to get d4 through d12 (I'll post the specifics when I get home from work and can check myself) on an encounter basis, but at-will will take some effort.
1d4 (Swordmage PP whose name is escaping me) 1d6 (Howling Strike bonus die) 1d8 (Vanguard) 1d10 (Claw Goves) 1d12 (Weapon) At-Will, just neeed CA and to charge. If anyone knows something that'll add a 1d8 without charging, challenge will be truly finished.
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10 months ago ::
Sep 21, 2012 - 10:24AM
#59
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Date Joined:
Dec 22, 2010
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Half Elf Rogue Mc Swordmage/Malec-Keth Janissary/Reincarnate Champion (Dwarf)
1d4 MKJ 1d6 Howling Strike (from Half Elf) 1d8 Sneak Attack 1d10 Claw Gloves 1d12 War Axe (Tunnel stalker) Doesn't require a charge but only works at Epic.
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10 months ago ::
Sep 21, 2012 - 10:32AM
#60
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Each die only once? twice? three times?
guides
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my builds
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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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