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9 months ago ::
Sep 25, 2012 - 3:25AM
#1
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Date Joined:
Apr 14, 2010
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Obligatory link. The Fang of Zehir paragon path does... things. Nothing very interesting though. F11: static untyped speed bonus. F11: ongoing damage and slow on action point. E11: no action extra damage on a hit U12: at-will polymorph into a serpent form with great bonuses to hide. F16: ignore all poison resistance D20: blast 3 damage + ongoing The features are also available as feats (Fleet Footed, Venom Hand Master). The E11 already comes with the Guild Executioner paragon path, and I can't imagine a class besides the Executioner being interested enough in this effect to take the path. That leaves the action point effect, the daily (both nothing special) and the polymorph, which is ok.
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9 months ago ::
Sep 25, 2012 - 10:19AM
#2
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This might be good for my teleport build. It stacks with fleet footed.
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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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9 months ago ::
Sep 25, 2012 - 10:37AM
#3
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Date Joined:
Feb 26, 2011
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That PP is red. Its just so...bad.
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9 months ago ::
Sep 25, 2012 - 11:46AM
#4
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Date Joined:
Feb 26, 2006
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Does the level 16 feature also ignore poison immunity? If it only ignores resist then it is pretty bad...
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9 months ago ::
Sep 25, 2012 - 12:03PM
#5
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Date Joined:
Feb 19, 2006
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Does the level 16 feature also ignore poison immunity? If it only ignores resist then it is pretty bad...
Just Resist, which is pretty terrible when you consider there is a Heroic tier feat that lets you ignore both resist and immunity.
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9 months ago ::
Sep 25, 2012 - 1:02PM
#6
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Date Joined:
Feb 26, 2011
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yup. 1 feat utterly obsoletes this PP
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9 months ago ::
Sep 25, 2012 - 1:12PM
#7
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Date Joined:
Jun 30, 2008
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I agree its red. I thought it can't be that bad and did quick search for poison immune. Over 1000 monster hits in the compendium and the first 10 random ones I checked were immune so there probably are not that many false hits. That is just poor game design and poison almost shouldn't be a damage type if they are going to make about 1 in 5 creatures immune to it. This makes me glad I never tried to make a poison focused PC.
The encounter power is pretty bad too.
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9 months ago ::
Sep 25, 2012 - 2:11PM
#8
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Date Joined:
Feb 23, 2012
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I have only seen two cases where poison is great.
1) You are an assassin and can take venom hand master 2) You are an elemental warlock so you can change the damage type to something else on your turn.
That is it. Unless you can combine it with something else too.
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9 months ago ::
Sep 25, 2012 - 2:32PM
#9
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1) still doesn't make poison great, it makes it not actively shooting yourself in the foot. Poison support is, for all practical purposes, negative.
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9 months ago ::
Sep 25, 2012 - 2:51PM
#10
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Date Joined:
Feb 26, 2011
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1) still doesn't make poison great, it makes it not actively shooting yourself in the foot. Poison support is, for all practical purposes, negative.
This. And it Requires a MC, Class, and feats, which is a net loss, not a net gain.
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