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8 months ago ::
Sep 25, 2012 - 8:10AM
#21
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Date Joined:
Jan 29, 2008
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Actually, never mind. persistant tail takes your immidiate, which means no CC... unless you have rapid challenge. Still may not be worth it.
Yeah, noticed that problem. In addition, it should ideally be a true perma-hidden build (always hide and move while hidden after any attack) which seems very hard force onto a Fighter|Pally chassis even in epic, if not impossible? Though I guess something like a Chaladin|Assassin/Warlock build could be a ridiculously effective epic defender. But just by going the Dex route and swapping out some equipment, you could easily get near perma-concealment and a bit better defenses. Not yet sure it's straight up better than the current build though.
Between fighter and paladin I feel as though you have enough minor/off turn powers available (knightly intercession, glowering threat, ray of reprisal, etc) to make it worth it.
Hmm... You may be right - a HS Dragonborn Baladin|Fighter build might have great potential. Think I'll have a look into that, actually. Thanks!
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8 months ago ::
Sep 26, 2012 - 12:39PM
#22
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Date Joined:
Apr 25, 2002
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Thanks.
Problem with Baladin is that you don't ramp up Honored Foe. Honored Foe of 6-7 temps+DR 5 against marked targets+Weakening Challenge is going to create a default catch-22 problem that's quite annoying. Draconic Sanction+Castigating Strike+Call of Challenge+DC ought to wreak havoc against enemy tactics.
What I'd look at is a Dragonborn with: 18 Str/13 Con/14 Wis/16 Cha where you level Str/Wis. This has some interesting effects: If you get expertise at 1st, you have the same to-hit chance with Valorous Strike that the Inexhaustible Dragon Sovereign does until 8th. By the time your miss chance with Ironwrought is significant enough in comparison, you qualify for the upgrade to Castigating Strike. Hybrid Talent for Two-Handed Weapon opens up Pinning Immobilization - hit a marked someone with an MBA and kill their round. And Draconic Sanction is a nice mass-sanction to use after Come And Get It
Okay, so the relative damage of your DC/Sanction isn't going to be so hot, particularly in Epic. But it isn't that bad. In Heroic, it is more than close enough. In Epic, it is all about the catch-22 up above, particularly in the context that a CC means immobilization.
NETH4-1 Containing Shadow (co-author) Handbooks
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8 months ago ::
Sep 26, 2012 - 1:02PM
#23
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Date Joined:
Apr 15, 2007
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I tried to do this myself with a Half-Orc for Blessed Strength (and Mighty Challenge on top of that) so I could pretty much ignore Charisma. I went with 16 starting Con and MC Warlock to get Avernian Knight, although I later started wishing I'd gotten more Wisdom.
The problem I kept running into was mostly the same as with my Hammer Knight- I was simpy too sticky, and the DM would never trigger my punishment, so I ended up spending more and more resources on simply surviving the beatdown, though...
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
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8 months ago ::
Sep 26, 2012 - 1:06PM
#24
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Between fighter and paladin I feel as though you have enough minor/off turn powers available (knightly intercession, glowering threat, ray of reprisal, etc) to make it worth it.
Question on Knightly Intercession, do you get Divine Sanction as either a Hybrid or MC Paladin? If the Knightly Intercession power allows you to use your Divine Sanction, how does it work with a Hybrid or MC Paladin? Thanks.
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8 months ago ::
Sep 26, 2012 - 1:27PM
#25
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Between fighter and paladin I feel as though you have enough minor/off turn powers available (knightly intercession, glowering threat, ray of reprisal, etc) to make it worth it.
Question on Knightly Intercession, do you get Divine Sanction as either a Hybrid or MC Paladin? If the Knightly Intercession power allows you to use your Divine Sanction, how does it work with a Hybrid or MC Paladin? Thanks.
Divine sanction is from the power, not the class. Any one can powerswap into paladin to use it.
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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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8 months ago ::
Sep 26, 2012 - 2:05PM
#26
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Date Joined:
Apr 25, 2002
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I tried to do this myself with a Half-Orc for Blessed Strength (and Mighty Challenge on top of that) so I could pretty much ignore Charisma. I went with 16 starting Con and MC Warlock to get Avernian Knight, although I later started wishing I'd gotten more Wisdom.
The problem I kept running into was mostly the same as with my Hammer Knight- I was simpy too sticky, and the DM would never trigger my punishment, so I ended up spending more and more resources on simply surviving the beatdown, though...
One of the key aspects of a Straladin is that they have access to Honored Foe/Virtuous Recovery, both feats which basically simulate unerrata'd Battlerager by themselves. Throw in Lay on Hands and a high Wisdom and a Straladin can almost ignore any kind of damage. Straladins don't really do that because they're not worried about ignoring damage, they're worried about being relevant because they lack control and a strong mark. Hybrid Fighters have the strong mark and pinning challenge is ridiculously nasty control, but they need some auto-marking capabilities and survivability if they go two-handed instead of one...
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8 months ago ::
Sep 26, 2012 - 2:19PM
#27
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Between fighter and paladin I feel as though you have enough minor/off turn powers available (knightly intercession, glowering threat, ray of reprisal, etc) to make it worth it.
Question on Knightly Intercession, do you get Divine Sanction as either a Hybrid or MC Paladin? If the Knightly Intercession power allows you to use your Divine Sanction, how does it work with a Hybrid or MC Paladin? Thanks.
Divine sanction is from the power, not the class. Any one can powerswap into paladin to use it.
Thanks Mellored. Is there a Diet version of you?
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8 months ago ::
Sep 26, 2012 - 4:18PM
#28
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Date Joined:
Oct 27, 2011
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Thanks Mellored. Is there a Diet version of you?
I wouldn't ask that. His diet version is probably revenant.
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8 months ago ::
Sep 26, 2012 - 4:20PM
#29
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The thinnest, lightest unkillable build on the market!
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.
You're already refluffing, what not refluff to something that doesn't suck?
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8 months ago ::
Sep 28, 2012 - 1:36AM
#30
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Date Joined:
Jan 29, 2008
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Thanks.
Problem with Baladin is that you don't ramp up Honored Foe. Honored Foe of 6-7 temps+DR 5 against marked targets+Weakening Challenge is going to create a default catch-22 problem that's quite annoying. Draconic Sanction+Castigating Strike+Call of Challenge+DC ought to wreak havoc against enemy tactics.
Yes, losing HF is one issue with the Baladin route, another perhaps equally important is getting the stats for the better CC-related feats (such as the pole or flail package). And strong marks don't go as well with a 2-handed setup, especially not without Wis as a good secondary and a decent Con. So an otherwise "cheaper" 2-handed boost like PI is out of the question. I whipped up a few Harlequin Baladin versions but none were on par with the Challenging Champion IMO, notably suffering vs. multiple foes and from having two attack stats (thus having weaker CC punishments or less accuracy, for example). Their "unhittable" HS + BS defenses would still make them superior vs. solos, but their mostly non-standard encounter and dailies aren't good enough to compensate for their weaknesses otherwise, despite having access to some great Cha-based options.
What I'd look at is a Dragonborn with: 18 Str/13 Con/14 Wis/16 Cha where you level Str/Wis. This has some interesting effects: If you get expertise at 1st, you have the same to-hit chance with Valorous Strike that the Inexhaustible Dragon Sovereign does until 8th. By the time your miss chance with Ironwrought is significant enough in comparison, you qualify for the upgrade to Castigating Strike. Hybrid Talent for Two-Handed Weapon opens up Pinning Immobilization - hit a marked someone with an MBA and kill their round. And Draconic Sanction is a nice mass-sanction to use after Come And Get It
Okay, so the relative damage of your DC/Sanction isn't going to be so hot, particularly in Epic. But it isn't that bad. In Heroic, it is more than close enough. In Epic, it is all about the catch-22 up above, particularly in the context that a CC means immobilization.
That's certainly a nifty stat/power combo for a Dragonborn build, but how would you bring the defenses up to par? I mean, this build could actually be in even greater need of superior defensive abilities, considering it's perhaps even stickier while its MBA doesn't apply any attack penalties. Regardless, if the Divine Combat Challenge concept deserves turning this thread to a short build guide, I believe it should include a Dragonborn version simply because of the extra mass-DS if nothing else.
And I don't think DC/DS damage should be much of an issue for a Fightadin (Pallighter?) after heroic, since you should be able to mostly rely on whatever other punishment shenanigans (pimped out CC etc) you have from early paragon and onwards. And in epic, the DC/DS punishment that matters is WC, regardless of what flavor of true/hybrid pally you are (with the possible exception of a Morninglord Baladin/HOrc).
I tried to do this myself with a Half-Orc for Blessed Strength (and Mighty Challenge on top of that) so I could pretty much ignore Charisma. I went with 16 starting Con and MC Warlock to get Avernian Knight, although I later started wishing I'd gotten more Wisdom.
The problem I kept running into was mostly the same as with my Hammer Knight- I was simpy too sticky, and the DM would never trigger my punishment, so I ended up spending more and more resources on simply surviving the beatdown, though...
One of the key aspects of a Straladin is that they have access to Honored Foe/Virtuous Recovery, both feats which basically simulate unerrata'd Battlerager by themselves. Throw in Lay on Hands and a high Wisdom and a Straladin can almost ignore any kind of damage. Straladins don't really do that because they're not worried about ignoring damage, they're worried about being relevant because they lack control and a strong mark. Hybrid Fighters have the strong mark and pinning challenge is ridiculously nasty control, but they need some auto-marking capabilities and survivability if they go two-handed instead of one...
It's a bit annoying the hybrids can't ever access the stellar HF+VR+LOH combo that typically would help them much more than true Straladins. But yeah, +Wis still usually beats +Con for a primary defender hybrid's survivability, despite the lack of LOH.
BTW, must say I like the "Hell's Crusader" flavor of your build, Metafictional. Hmm... Speaking of "Hells", seems he's just one big growling mount from becoming the perfect 4e outlaw biker! 
Test your PC builds' combat prowess and pit them against other builds at the Core Coliseum - the online D&D arena.
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