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7 months ago ::
Nov 17, 2012 - 1:16AM
#11
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You're right that zelink is being derisive, and wrong about everything else, which is why he's being derisive.
Until you stop responding to criticism with "No, my build is great" and can honestly question your own convictions, we can't help you. And if we can't help you, in order to help other people who might see your builds, we basically have to be outright dismissive to prevent them from making the same bad decisions as you. That's how critique on forums works, if you show up with something and claim it's great, but it isn't, and you refuse to accept that, you get mocked until you leave.
"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. My Guides
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7 months ago ::
Nov 17, 2012 - 1:18AM
#12
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"Experts" should explain things to people if they are truly trying to help or offer "advice". That routinely doesn't happen.
The OP is clearly explaining himself and what he thinks the merits of his build are compared to the other. If that demonstrates what you consider to be low system mastery, explain it to him.
Helpful posts are helpful.
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7 months ago ::
Nov 17, 2012 - 7:35AM
#13
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Date Joined:
Apr 25, 2002
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The idea is that he stays up on his Broom (wondrous item) and guides the field and hands out bonuses to pretty much everything. Big bonuses to defenses and lots of healing. Our big battles sometimes take us 12 hours to finish and I rarely ever run out of healing. The base of the build is the Shaman power Spirit Infusion Your standard action will be used for granting an attack to an ally with a +3 to hit and a +9 to damage.
Why do your big battles sometimes take you 12 hours to finish? Why do you need that much healing?
You hand out +3 to hit, +9 damage for single basic attacks while encouraging your DM to be in the position of having to focus fire your other party members - there's no real reason for you to hang up in midair on a broom.
Epic Leaders who hand out attacks hand out attacks to the whole party at once. They set up massive encounter nova damage capabilities, handing out basic attacks to the entire party that have bonuses in the mid-twenties for damage bonus.
Chordswitch, in my sig, can easily put a party into a position where a target very well might be taking +10 to hit, +26 damage per attack roll, +41 if the PC spent an AP, do it twice a combat and have the party make a minimum of 10 attack rolls. That's the kind of damage where Solos die in less than a round even if the rest of the party is hopelessly suboptimal.
When the Elites and Solos die in the 1st round of combat or all the standards are off the field, the rest of the combat usually speeds up a lot...
NETH4-1 Containing Shadow (co-author) Handbooks
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7 months ago ::
Nov 17, 2012 - 9:07AM
#14
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Date Joined:
Nov 16, 2010
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Which is why winning initiative is important. If you go before ALL OF THE THINGS, and you blow up 1 or 2 of the baddest things on the board, I call that 3 feats well spent. There are enough trvial ways to get CA now that you shouldnt have to worry about spending your resources to get it for your party.
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7 months ago ::
Nov 17, 2012 - 11:38AM
#15
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Date Joined:
Feb 26, 2011
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"Experts" should explain things to people if they are truly trying to help or offer "advice". That routinely doesn't happen.
The OP is clearly explaining himself and what he thinks the merits of his build are compared to the other. If that demonstrates what you consider to be low system mastery, explain it to him.
Helpful posts are helpful.
OMG this was so helpful!
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7 months ago ::
Nov 17, 2012 - 11:43AM
#16
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Date Joined:
Aug 16, 2009
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Ok, my Nova then. First of all I am not 27 so Exhilarating Strike woudln't do me much good. This is not a theoretical build at 30, it is just me posting the build I use every week at our game. So here is my nova.
Move Action: Order From Chaos: Every ally in 10 shifts his or her speed and gains combat advantage until EoNT
Minor Action: Spirit's of battle: Zone gives all allies +1 to hit until EoEnc.
Standard: Spirit of the Ram: All allies in burst 2 can charge an enemy with +4 to hit and +5 dmg.
Action Point Standard: Great Watcher Spirit: 2 allies can make a melee basic attack
Immediate: Exhoted Counterattack: My ally is hit with an attack, they get healing surge value HP back and do 2 melee basic attacks, if hit creature is dazed.
So total of 9 attacks and some bonuses to damage and to hit. Not as good as yours, but I also hand out lots of defense bonuses and shifts and combat advantage and whatnots.
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7 months ago ::
Nov 17, 2012 - 11:51AM
#17
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Date Joined:
Feb 26, 2011
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Whereas he hands out +Int to attack and grants a ton of attacks, controls, then enables. Control > defense bonuses
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7 months ago ::
Nov 17, 2012 - 11:52AM
#18
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Date Joined:
Mar 12, 2011
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If, by design, your DM creates combats intended to last dozens of rounds and 12 hours, then you're right - encounter and daily powers lose almost all relevancy and at-will optimization is king.
However, in such a case, the game you're playing is not 4e DnD in either structure or balance, so this board is a really weird place to discuss it.
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7 months ago ::
Nov 17, 2012 - 11:58AM
#19
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Date Joined:
Aug 16, 2009
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Well, we often fight multiple Solo's and brutes, or large armies of non-minions and stuff.
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7 months ago ::
Nov 17, 2012 - 12:00PM
#20
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Date Joined:
Feb 26, 2011
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So do we, but combats don't last 12 rounds and become hellishly boring when we run out of cool powers.
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