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I would like to hear any good ideas for tricks that I am missing on my Half Elf Wrath Invoker of Melora. There are a couple elements that I know are suboptimal, but they are mechanical concessions to the character's story that I have in mind. Windlord theme and Druid multiclass feat are there to underline that the character contains the fury of nature in the forms of winds and storms.
A specific concern I have is fights against 1-3 enemies. I want to focus on area stuff to maximize the bonus to damage from my covenant, but I am thinking about trading out one encounter for a single target power.
Switch word of ruin for Thunder of Judgment. Problem solved.
I would get rid of hafted defense and perhaps improved defenses (actually, I would get rid of sentinel initiate as well, but you said that was set in stone, even though 30 minutes spent on rewriting the fluff of your powers gets you to the same goal). In its place, I would get Superior Will, since as a ranged character, that's the one defense that really matters, and Improved Initiative.
I do not really care for Malediction of Rigidity since each creature in close blast 5 might be hard to pull off, particularly if the DM throws encounters with 1-3 monsters at your party. Fourfold Invocation of Doom seems the better choice there. For more or less the same reason, as E3, I would pick the level 1 power Thunder of Judgement. As a more general issue, do not build a controller for damage. The damage is nice, sure, but Visions of Blood, Rain of Blood, is where you shine.
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