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8 months ago ::
Nov 02, 2012 - 4:15PM
#11
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Date Joined:
Nov 23, 2003
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Okay then, The build idea is completly scrapped.
IME, sometimes you'll have enough warning to know to wolf-out ahead of time. Sometimes you won't, and need to spend a minor in the combat. I don't usually find it to be a problem with most people I play with.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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8 months ago ::
Nov 03, 2012 - 2:00AM
#12
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The double Axe counts as two weapons right? Werewolf Scout MC Fighter PP Kensei (Martial cross training for a double hit encounter power) Minor Action: Beast Form Move Action: (downgrade to minor): Aspect of Charging Ram Stance Standard Action: Charge (10 Speed) Free Action #1: Furious Assault Free Action #2: Power Strike Free Action #3: Dual Weapon Attack Action Point: Storm in The Trees First Attack: 4d10 + 27 (Target knocked prone and made vulnerable on this hit) Attacks 2-4: 2d10 +28 each Total Average Damage: 166 Followup effect if both "Storm in The trees" attacks hit, shift 3 squares make a malee basic against new target (original is likely dead) SMHP: 152 AC: 30 Personal Accuracy (excluding +1 from charge) +28 : 95% damage Adjusted for Accuracy: 157 Dangerous problem in that there is no superior will..... ====== Created Using Wizards of the Coast D&D Character Builder ====== level 16 Half-Orc, Ranger (Scout), Kensei Ranger Wilderness Knacks Option: Mountain Guide (Ranger) Ranger Wilderness Knacks Option: Ambush Expertise (Ranger) Two-Weapon Style Option: Spinning Axe Mastery Level 4 Wilderness Knack Option: Beast Empathy (Ranger) Level 8 Wilderness Knack Option: Wilderness Tracker (Ranger) Kensei Focus Option: Kensei Focus Double axe Extra Muscle (Insight class skill) Theme: Werewolf FINAL ABILITY SCORES STR 22, CON 12, DEX 22, INT 9, WIS 14, CHA 11 STARTING ABILITY SCORES STR 16, CON 11, DEX 16, INT 8, WIS 13, CHA 10 AC: 30 Fort: 30 Ref: 30 Will: 25 HP: 99 Surges: 8 Surge Value: 24 TRAINED SKILLS Acrobatics +18, Insight +15, Intimidate +17, Nature +15, Perception +15, Stealth +18 UNTRAINED SKILLS Arcana +7, Athletics +13, Bluff +8, Diplomacy +8, Dungeoneering +10, Endurance +10, Heal +10, History +7, Religion +7, Streetwise +8, Thievery +13 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Werewolf Utility: Wolf Shape Half-Orc Racial Power: Furious Assault Ranger Utility: Aspect of the Charging Ram Ranger Utility: Aspect of the Pack Wolf Ranger Attack: Dual Weapon Attack Multiple Class Attack: Power Strike Ranger Utility: Aspect of the Regal Lion Ranger Utility 2: Invigorating Stride Ranger Utility 5: Reactive Shift Acrobatics Utility 6: Graceful Maneuver Werewolf Utility 10: Werewolf Frenzy Kensei Attack 11: Masterstroke Kensei Utility 12: Ultimate Parry Ranger Attack 13: Storm in the Trees Insight Utility 16: Insightful Riposte FEATS Level 1: Weapon Proficiency (Double axe) Level 2: Axe Expertise Level 4: Martial Cross-Training Level 6: Improved Defenses Level 8: Cunning Stalker Level 10: Improved Initiative Level 11: Battle Awareness Level 12: Headsman's Chop Level 14: Lasting Frost Level 16: Prime Strike ITEMS Iron Armbands of Power (paragon tier) x1 Frost Double axe +4 x1 Battle Harness Hide Armor +3 x1 Timeless Locket +3 x1 Claw Gloves x1 Double axe ====== End ======
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8 months ago ::
Nov 03, 2012 - 11:05AM
#13
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Date Joined:
Aug 31, 2009
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The bad news is you only get 1 free action attack per turn.
The good news is that Power Strike is a No Action.
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8 months ago ::
Nov 03, 2012 - 4:40PM
#14
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The bad news is you only get 1 free action attack per turn.
The good news is that Power Strike is a No Action.
Oddly enough, Due to Martial Cross Training, There is only one usage of Piwer Strike anyways so its mostly a non-issue.
Got This even Higher by Swapping to MC Druid PP Coiled Serpent You get +5 on Stealth Checks (Trained + Dex + Half Level + 7) Assuming the DM lets you start the day with a stance active (so you can wild shape - Minor, Wolf Form - Minor, Charge - Standard)
====== Created Using Wizards of the Coast D&D Character Builder ====== level 16 Half-Orc, Ranger (Scout), Coiled Serpent Ranger Wilderness Knacks Option: Mountain Guide (Ranger) Ranger Wilderness Knacks Option: Ambush Expertise (Ranger) Two-Weapon Style Option: Spinning Axe Mastery Level 4 Wilderness Knack Option: Beast Empathy (Ranger) Level 8 Wilderness Knack Option: Wilderness Tracker (Ranger) Moonstruck Hunter (+2 to Stealth) Theme: Werewolf FINAL ABILITY SCORES STR 22, CON 12, DEX 22, INT 9, WIS 14, CHA 11 STARTING ABILITY SCORES STR 16, CON 11, DEX 16, INT 8, WIS 13, CHA 10 AC: 32 Fort: 30 Ref: 30 Will: 25 HP: 99 Surges: 8 Surge Value: 24 TRAINED SKILLS Acrobatics +18, Athletics +18, Nature +15, Perception +15, Stealth +20 UNTRAINED SKILLS Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +10, Endurance +10, Heal +10, History +7, Insight +10, Intimidate +12, Religion +7, Streetwise +8, Thievery +13 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Werewolf Utility: Wolf Shape Half-Orc Racial Power: Furious Assault Ranger Utility: Aspect of the Lurking Spider Ranger Utility: Aspect of the Charging Ram Ranger Attack: Dual Weapon Attack Multiple Class Attack: Power Strike Ranger Utility: Aspect of the Hungry Shark Druid Feature: Wild Shape Druid Attack 1: Grasping Claws Ranger Utility 2: Invigorating Stride Ranger Utility 5: Reactive Shift Acrobatics Utility 6: Graceful Maneuver Acrobatics Utility 6: Timely Dodge Coiled Serpent Attack 11: Constricting Coils Coiled Serpent Utility 12: Serpent's Dash Ranger Attack 13: Storm in the Trees Ranger Utility 16: Ranger's Parry FEATS Level 1: Weapon Proficiency (Double axe) Level 2: Axe Expertise Level 4: Martial Cross-Training Level 6: Improved Defenses Level 8: Cunning Stalker Level 10: Prime Strike Level 11: Initiate of the Old Faith Level 12: Headsman's Chop Level 14: Lasting Frost Level 16: Ferocious Tiger Form ITEMS Iron Armbands of Power (paragon tier) x1 Battle Harness Hide Armor +3 x1 Claw Gloves x1 Elven Chain Shirt (paragon tier) Frost Double axe +4 x1 Timeless Locket +3 x1 ====== End ======
Minor Action - Aspect OF Charging Ram Minor Acton - Wolf Form(Hybrid) Standard Action- Charge Action Point - Storm In The Trees Action Point Nova: Charge - Melee Basic (Attack #1) –(Apply Power Strike and Furious Assault) 4d10 + 2d6 + 21 (Average 50) Dual Weapon Strike (Attack #2) 2d10 + 2d6 + 30 (Average 48) Action Point: Storm in the Trees (Attacks #3 and #4) 2d10 + 2d6 + 26 (Average 44) 2d10 +2d6 + 26 (Average 44) Total = 186 Damage (167.4 Adjusted for Accuracy) SMHP (Level 16) = 152 KPR = 1 .101 Note Does Not Include the Ongoing 10 Poison damage or the free melee basic against a 2nd Target Atwill (No Enocunter/Daily Powers) KPR/DPR Kings Formula At-will Charging DPR (Either provoke to move away or use one of the 2 utility power shifts) 36 (34.2) Basic Attack + 48 (43.2) Dual Weapon Attack. = 84 (77.4 Adjusted For Accuracy) 84(77.4) / 152 = .55 (.509 KPR) 2 Round Kill!
I was looking through the DPR Kings thread and was slightly confused on the rules. To qualify, do builds need to be using purely at-will abilities or are ecnounter powers usable as well? I seem to be have passed the optimized (broken) Striker benchamrk of 76 DPR.
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8 months ago ::
Nov 03, 2012 - 4:45PM
#15
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Double Sword beats the pants off Double Axe.
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8 months ago ::
Nov 03, 2012 - 4:52PM
#16
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Double Sword beats the pants off Double Axe.
I Disagree: Light Blades Do not Qualify for Headman's Chop (5 damage) and I am getting +2 Damage from Spiinin g Axe Mastery.
Edit: Acck its 80% BAse Accuracy not 90% .... Crap..... Need to fix the Math. Not going to hit the number
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8 months ago ::
Nov 03, 2012 - 5:17PM
#17
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Double Sword beats the pants off Double Axe.
I Disagree: Light Blades Do not Qualify for Headman's Chop (5 damage) and I am getting +2 Damage from Spiinin g Axe Mastery.
Edit: Acck its 80% BAse Accuracy not 90% .... Crap..... Need to fix the Math. Not going to hit the number
Light Blades get +2 accuracy and +2 damage from Expertise. Better than 5 damage, especially when your second attack depends entirely on your first attack hitting.
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8 months ago ::
Nov 03, 2012 - 5:34PM
#18
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Double Sword beats the pants off Double Axe.
I Disagree: Light Blades Do not Qualify for Headman's Chop (5 damage) and I am getting +2 Damage from Spiinin g Axe Mastery.
Edit: Acck its 80% BAse Accuracy not 90% .... Crap..... Need to fix the Math. Not going to hit the number
Light Blades get +2 accuracy and +2 damage from Expertise. Better than 5 damage, especially when your second attack depends entirely on your first attack hitting.
I suppose If Im Not requiring the target to be prone for headimans chop I could use a pure damage aspect as well. Okay, Ill Take a look
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8 months ago ::
Nov 03, 2012 - 6:07PM
#19
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Adjusted for Nisanguns Suggestions. Now I actually have the 90% Accuracy (95% on Charge) Lurking Spider IS The Default Stance. ====== Created Using Wizards of the Coast D&D Character Builder ====== level 16 Half-Orc, Ranger (Scout), Coiled Serpent Ranger Wilderness Knacks Option: Mountain Guide (Ranger) Ranger Wilderness Knacks Option: Ambush Expertise (Ranger) Two-Weapon Style Option: Flashing Blade Mastery Level 4 Wilderness Knack Option: Beast Empathy (Ranger) Level 8 Wilderness Knack Option: Wilderness Tracker (Ranger) Inherent Bonuses Moonstruck Hunter (+2 to Stealth) Theme: Werewolf FINAL ABILITY SCORES STR 22, CON 12, DEX 22, INT 9, WIS 14, CHA 11 STARTING ABILITY SCORES STR 16, CON 11, DEX 16, INT 8, WIS 13, CHA 10 AC: 33 Fort: 30 Ref: 30 Will: 25 HP: 99 Surges: 8 Surge Value: 24 TRAINED SKILLS Acrobatics +18, Athletics +18, Dungeoneering +15, Nature +15, Perception +15, Stealth +20 UNTRAINED SKILLS Arcana +7, Bluff +8, Diplomacy +8, Endurance +10, Heal +10, History +7, Insight +10, Intimidate +12, Religion +7, Streetwise +8, Thievery +13 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Werewolf Utility: Wolf Shape Half-Orc Racial Power: Furious Assault Ranger Utility: Aspect of the Lurking Spider Ranger Utility: Aspect of the Charging Ram Ranger Attack: Dual Weapon Attack Multiple Class Attack: Power Strike Ranger Utility: Aspect of the Hungry Shark Druid Feature: Wild Shape Druid Attack 1: Pounce Ranger Utility 2: Invigorating Stride Ranger Utility 5: Reactive Shift Acrobatics Utility 6: Graceful Maneuver Acrobatics Utility 6: Timely Dodge Coiled Serpent Attack 11: Constricting Coils Coiled Serpent Utility 12: Serpent's Dash Ranger Attack 13: Storm in the Trees Ranger Utility 16: Ranger's Parry FEATS Weapon Proficiency (Double sword) Level 2: Light Blade Expertise Level 4: Martial Cross-Training Level 6: Improved Defenses Level 8: Cunning Stalker Level 10: Prime Strike Level 11: Initiate of the Old Faith Level 12: Nimble Blade Level 14: Lasting Frost Level 16: Ferocious Tiger Form ITEMS Iron Armbands of Power (paragon tier) x1 Battle Harness Hide Armor +3 x1 Claw Gloves x1 Elven Chain Shirt (paragon tier) Frost Double axe +4 Timeless Locket +3 x1 Frost Double sword +4 x1 ====== End ======
Action Point Nova: Charge - Melee Basic (Attack #1) –(Apply Power Strike and Furious Assault) 1d10 + 5d6 + 24 = 47 Dual Weapon Strike (Attack #2) 1d10 +3d6 + 30 = 46 Action Point: Storm in the Trees (Attacks #3 and #4) 1d10 +3d6 +26 = 42 1d10 +3d6 +26 = 42 177 damage (161.3 DPR after Accuracy adjustment) SMHP (Level 16) = 152 KPR = 1 .06 *Note Does Not Include the Ongoing 10 Poison damage nor the free melee basic against a 2nd Target Atwill (No Enocunter/Daily Powers) KPR/DPR Kings Formula At-will Charging DPR (Either provoke to move away or use one of the 2 utility power shifts) 37 (35.15) Basic Attack + 46 (41.4) Dual Weapon Attack. = 83 (76.55Adjusted For Accuracy) 83(76.55) / 152 = .546 (.503 KPR) 2 Round Kill!
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8 months ago ::
Nov 03, 2012 - 7:08PM
#20
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Date Joined:
Dec 22, 2010
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Double Sword beats the pants off Double Axe.
I Disagree: Light Blades Do not Qualify for Headman's Chop (5 damage) and I am getting +2 Damage from Spiinin g Axe Mastery.
Edit: Acck its 80% BAse Accuracy not 90% .... Crap..... Need to fix the Math. Not going to hit the number
Light Blades get +2 accuracy and +2 damage from Expertise. Better than 5 damage, especially when your second attack depends entirely on your first attack hitting.
Usually but not always the case. And it's not just +5 damage from headman's chop, it's also +2/[W] and the ability to get high-crit for a feat etc.
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