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5 months ago ::
Jan 19, 2013 - 4:25AM
#1
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Date Joined:
Jan 16, 2008
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i'm going to be playing a fighter 6 (sword or maybe flail & board) in my wife's game. the party composition: eladrin orbizard, human invoker, elf pursuit avenger, human other leader, i think it's a taclord.
my gamist inclinations dictate maximizing my marking ability, which got me thinking. the fighter marks when he attacks. therefore, even if i don't prioritize DEX, i can mark effectively when not engaged in melee. naturally, i expect to select as many burst powers as possible as well. i've already considered a reach weapon but with this party, i figure there's enough sliding that the reach isn't worth the hit to AC i'd be taking.
my questions:
1) does having both a longbow and a javelin make sense or is the bow complete overkill? i'm thinking the bow might be a good insurance policy re: marking and the odd flying enemy.
2) i don't presently have access to DDI & am relying on my books. i own PHB1-3, all powers books (besides MP2), AV1, AV2, MMM. are there any other books for feats/gear/other options i should look into?
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5 months ago ::
Jan 19, 2013 - 4:51AM
#2
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1) both are overkill
2) there are so many errata, I would seriously suggest selling all the books and getting DDI instead.
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5 months ago ::
Jan 19, 2013 - 4:55AM
#3
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Date Joined:
Apr 28, 2012
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Minor to stow Sword, Standard to remove Shield, Minor to stow Shield, Minor to - oh wait, you're out of actions and don't have your bow out.
Stick with the Javelin and take the Master at Arms feat, it's not like Heavy Blade Expertise's bonus effect is that great; unless you go with Flails, then you want Flail Expertise and Quick Draw.
And since I just mentioned them, the essentials books introduced some fantastic feats to give feat bonuses to hit, they're basically Weapon Expertise but with a fantastic bonus like "In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it." which works great with Footwork Lure and eventually in paragon - Lashing Flail
Oh, and Rules Compendium. Because Rules.
On second thought, Baldhermit is pretty much right, there's so much Dragon magazine content that you'll want access too - Themes, powers and feats for classes that desperately need them like Avenger - as well as the books you don't have, that the DDI Sub is very helpful unless you want to buy all the things (and then you're still short the Dragon articles). Regardless, you want the Rules Compendium.
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5 months ago ::
Jan 19, 2013 - 5:03AM
#4
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Date Joined:
Jan 16, 2008
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baldhermit: with a 5 square move, i'm having trouble seeing both as overkill, can you enlarge on your thinking here? noted re: errata, need to look into that.
backmask: good point, kinda forgot about the actions to switch but yeah, quick draw's a necessity here. thanks for the heads up re: rules compendium. i also appreciate the input re: flails & other stuff, was worried about the dragon content.
thanks both!
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5 months ago ::
Jan 19, 2013 - 5:12AM
#5
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Date Joined:
Dec 18, 2009
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1) The problem is, that you'll find only a limited amount of magic items. So if you have 4 different weapons, you'll neglect other item slots, which could be more important. Simply get yourself a long range javelin and all your ranged problems are solved (unless the target is more than 30 squares away). Weapon of Long Range Though your allies can barely see your enemies approaching, your attacks with this weapon are already finding their targets.
| Lvl 2 |
+1 |
520 gp |
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Lvl 17 |
+4 |
65,000 gp |
| Lvl 7 |
+2 |
2,600 gp |
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Lvl 22 |
+5 |
325,000 gp |
| Lvl 12 |
+3 |
13,000 gp |
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Lvl 27 |
+6 |
1,625,000 gp |
Weapon: Any ranged or any thrown Enhancement Bonus: Attack rolls and damage rolls Critical: +1d6 damage per plus Properties
- This weapon’s long range increases by 10 squares.
- You do not take the penalty to attack rolls for attacking at long range with this weapon.
Published in Mordenkainen's Magnificent Emporium, page(s) 35.
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5 months ago ::
Jan 19, 2013 - 5:27AM
#6
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Date Joined:
Oct 28, 2010
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It's worth noting that Fighters do have some neat tricks involving throwing weapons - specifically, Cleave with Deft Hurler Style. If you do choose to go down this route, you want to get yourself one of the throwing enchantments - Dwarven Thrower, Farbond Spellblade, Hungry and Crashing.
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5 months ago ::
Jan 19, 2013 - 5:49AM
#7
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Blake, assuming that your DM is not a total ***** (you married her, after all), she will adjust the campaign to the parties needs and abilities. As such, I do not see the need for any ranged weapon at all.
D&D 4e heavily rewards specialisation, so I would recommend you fully equip yourself in feats, powers and items to be the melee controller you're supposed to be.
In the off-chance, once in a blue moon, you do come across a flying creature that your two controllers cannot bring down, bring a simple magic +1 javelin for 360gp. Given the fact a level 6 character has very limited resources, both in cash as in powers and feats, that is all the investment I would be willing to drop into that particular area. Do not forget that anything you spend in dealing with possible flying creatures is something you are not spending on your main objective, which is melee control.
As a total aside, you should not prioritise Dex for the same reason. You need Strength, you need a basic level of Wisdom (14 minimum), and some points in Con would probably also not be entirely wasted.
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5 months ago ::
Jan 19, 2013 - 5:54AM
#8
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Date Joined:
Oct 28, 2010
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It's also worth noting that you can make RBAs with STR and one-handed weapons. Bows are almost completely wasted on a Fighter.
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5 months ago ::
Jan 19, 2013 - 7:14AM
#9
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Date Joined:
Jun 19, 2004
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Another really nice option, to avoid range nonsense, is to get a Fey Strike Weapon. On the rare cases you can't reach something for a turn you just MBA as a ranged 20 without provoking. If you really need that flying jerk down, just teleport him next to you.
Currently working on making a Dex based defender. Check it out hereSpoiler:
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5 months ago ::
Jan 19, 2013 - 8:44AM
#10
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A Heavy Thrown weapon will allow you to make Ranged Basic Attacks using your Strength. Any enchanted weapon +1 (or greater) returns to your hand, which should solve your ranged issues and give you the option to attack at range if it becomes necessary.
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.
You're already refluffing, what not refluff to something that doesn't suck?
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