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Switch to Forum Live View Werewolf Ranger (MC Fighter, PP Kensei)
8 months ago  ::  Nov 02, 2012 - 4:15PM #11
kilpatds
Date Joined: Nov 23, 2003
Posts: 5,025

Nov 2, 2012 -- 1:10PM, windgate wrote:

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
windgate
Date Joined: May 7, 2011
Posts: 294
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 ======


My Builds
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8 months ago  ::  Nov 03, 2012 - 11:05AM #13
Scatterbrained
Date Joined: Aug 31, 2009
Posts: 2,664
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
windgate
Date Joined: May 7, 2011
Posts: 294

Nov 3, 2012 -- 11:05AM, Scatterbrained wrote:

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
Nisungam
Date Joined: Sep 3, 2009
Posts: 416
Double Sword beats the pants off Double Axe.
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8 months ago  ::  Nov 03, 2012 - 4:52PM #16
windgate
Date Joined: May 7, 2011
Posts: 294

Nov 3, 2012 -- 4:45PM, Nisungam wrote:

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
Nisungam
Date Joined: Sep 3, 2009
Posts: 416

Nov 3, 2012 -- 4:52PM, windgate wrote:

Nov 3, 2012 -- 4:45PM, Nisungam wrote:

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
windgate
Date Joined: May 7, 2011
Posts: 294

Nov 3, 2012 -- 5:17PM, Nisungam wrote:

Nov 3, 2012 -- 4:52PM, windgate wrote:

Nov 3, 2012 -- 4:45PM, Nisungam wrote:

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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Luke Skywalker : Swordmage-Warlord
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8 months ago  ::  Nov 03, 2012 - 6:07PM #19
windgate
Date Joined: May 7, 2011
Posts: 294

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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Luke Skywalker : Swordmage-Warlord
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8 months ago  ::  Nov 03, 2012 - 7:08PM #20
Fardiz
Date Joined: Dec 22, 2010
Posts: 2,291

Nov 3, 2012 -- 5:17PM, Nisungam wrote:

Nov 3, 2012 -- 4:52PM, windgate wrote:

Nov 3, 2012 -- 4:45PM, Nisungam wrote:

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.

Back to Basics - A Guide to Basic Attacks

You might be playing DnD wrong if...

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
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