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Switch to Forum Live View The Tankvoker: An Invoker Build
8 months ago  ::  Oct 10, 2012 - 9:52PM #41
Zathris
Date Joined: Nov 6, 2009
Posts: 4,238
Cool pic bro!

I mean, you're making bogus assumptions about what your defenses are going to be given you only get those bonuses against targets you hit, and not only aren't you hitting many creatures, you aren't even hitting often. Trying to claim Staff of the Traveler's Propery is a Power is just flat wrong. Not to mention the problems with trying to claim Psychic Lock and creating DT qualifying as even a bad defender. So I really hope you don't post this build elsewhere, since not only are you not as optimized for defenses as possible, but are outright lying, anyone who uses this build is going to have a bad time.

But cool pic.
"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.

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8 months ago  ::  Oct 11, 2012 - 2:06AM #42
svendj
Date Joined: Apr 14, 2010
Posts: 2,052
It's cool that you actually spent a lot of time thinking about and posting your concept. It's just too bad that you've got some core concepts of the game wrong.

I'm not trying to be snarky here, but you need to understand what the defender and controller role do in order to make your build function. You can read about the former here, and the latter here.
Your build isn't doing either effectively because it's too easy for paragon and epic enemies to escape from the trap you're trying to set up. Low accuracy is a big part of this problem, as is relying on difficult terrain.

It also helps the discussion to start off by listing a build and then expanding upon it. That way, we know we're all talking about the same thing. Otherwise, it just becomes (and became) a crapshoot.

Going by the responses so far, here are some things you need to think about/fix:
Spoiler: Show
- Triple stat dependency
- Accuracy
- Catch-22 (i.e. your movement denial and punishment mechanics)
- At-will optimization vs. using your more powerful encounter and daily powers (seriously, look at the Invoker's power list)
- Listing a build
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8 months ago  ::  Oct 11, 2012 - 4:21AM #43
PoorPinkus
Date Joined: Jun 17, 2012
Posts: 26

Oct 10, 2012 -- 9:40PM, Alcestis wrote:

Oct 10, 2012 -- 9:31PM, PoorPinkus wrote:

Oct 10, 2012 -- 9:24PM, zelink551 wrote:

You're claiming this build is the future of controlling. We're showing how its worse than a host of other controllers.


I italicized the word trolling unintentionally but I guess it was fitting. it was supposed to be experimental, I didn't realize some of the flaws in it, I had a cool idea about sort of being a jack of all trades (keep in mind that our party is quite small), I wanted to see if people liked it. once I finally got the main stuff done I got excited and added that title. There. I took it out. Happy now?


4e rewards specialization. Out of thousands of CharOp builds that are actually good and passed muster (with just as much criticism leveled at them, I might add, CharOp has high standards for builds, especially ones that make grand claims as to what they can do) there are a very small handful that can effectively fill two roles in an optimized party. Filling two roles in a standard party is quite easy, because you can just be some variety of highly optimized hybrid.

But, and as the third person to say this you might want to listen, this build doesn't really achieve even baseline for an optimized party in any role. Much less two of them.


I do understand this, but if I changed the stats around and found different feats would there be any way to actually make this build useful at all?

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8 months ago  ::  Oct 11, 2012 - 4:25AM #44
PoorPinkus
Date Joined: Jun 17, 2012
Posts: 26

Oct 11, 2012 -- 2:06AM, svendj wrote:

It's cool that you actually spent a lot of time thinking about and posting your concept. It's just too bad that you've got some core concepts of the game wrong.

I'm not trying to be snarky here, but you need to understand what the defender and controller role do in order to make your build function. You can read about the former here, and the latter here.
Your build isn't doing either effectively because it's too easy for paragon and epic enemies to escape from the trap you're trying to set up. Low accuracy is a big part of this problem, as is relying on difficult terrain.

It also helps the discussion to start off by listing a build and then expanding upon it. That way, we know we're all talking about the same thing. Otherwise, it just becomes (and became) a crapshoot.

Going by the responses so far, here are some things you need to think about/fix:
Spoiler: Show

- Triple stat dependency
- Accuracy
- Catch-22 (i.e. your movement denial and punishment mechanics)
- At-will optimization vs. using your more powerful encounter and daily powers (seriously, look at the Invoker's power list)
- Listing a build


Alright, I'll put a bit more time into this, it began with optimizing my at-wills mainly because my party has very long encounters

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8 months ago  ::  Oct 11, 2012 - 4:31AM #45
svendj
Date Joined: Apr 14, 2010
Posts: 2,052
With all due respect, but if that's what you're struggling with, at-will optimization is one of the last things you should be worrying about.
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8 months ago  ::  Oct 11, 2012 - 4:36AM #46
PoorPinkus
Date Joined: Jun 17, 2012
Posts: 26

Oct 10, 2012 -- 9:52PM, Zathris wrote:

Cool pic bro!

I mean, you're making bogus assumptions about what your defenses are going to be given you only get those bonuses against targets you hit, and not only aren't you hitting many creatures, you aren't even hitting often. Trying to claim Staff of the Traveler's Propery is a Power is just flat wrong. Not to mention the problems with trying to claim Psychic Lock and creating DT qualifying as even a bad defender. So I really hope you don't post this build elsewhere, since not only are you not as optimized for defenses as possible, but are outright lying, anyone who uses this build is going to have a bad time.

But cool pic.


I know that this build is crap, I am working on it. I put things in like counting staff of the traveler's property as a power because, as I said in the brackets, some DM's make exceptions to rules. I put in other choices off of that because I knew that most DM's don't make exceptions. I understand the confusion in your other point. When I wrote (equivalent) beside the defenses, it was meant to say that you can be treated as if you had that amount of AC, not that you actually had it. In theory, I was saying, when the enemy that you hit attacks you, adding all the bonuses and penalties together, you could just say "treat me as if I had ___ AC. There are a lot of modifiers.". The DT thing is a bit of a problem. The biggest reason why it works in my party is probably because we have a bad DM who usually puts us up against  medium-large monsters with high speed but not much else. In that way, I am going to try to change my build (for the most part) completely.

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8 months ago  ::  Oct 11, 2012 - 4:47AM #47
PoorPinkus
Date Joined: Jun 17, 2012
Posts: 26
There, changed the title thing. How does that look?
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