|
4 months ago ::
Feb 28, 2013 - 5:06PM
#21
|
Date Joined:
Feb 26, 2011
|
I fail to see how +5d6 damage at best, which is 18 damage, is more useful than simply attacking yourself and doing something meangingful in the process.
|
|
|
|
4 months ago ::
Feb 28, 2013 - 6:44PM
#22
|
|
|
There's a human feat (forget the name) that gives you an AP when your ally drops below 0. Usually crap, but amazing if you have a sub-zero revenant in the party and the Warmaster PP.
|
|
|
|
4 months ago ::
Feb 28, 2013 - 10:28PM
#23
|
Date Joined:
Jun 19, 2004
|
There's a human feat (forget the name) that gives you an AP when your ally drops below 0. Usually crap, but amazing if you have a sub-zero revenant in the party and the Warmaster PP.
Doesn't remove the 1 AP per combat restriction so I don't see how you could get it to gold. You could get it to blue with that (because it still has some annoying restrictions).
The feat is Avenging Spirit Spoiler:
Show
Avenging Spirit Paragon Tier Prerequisite: 11th level, human fighter or human warlord Benefit: When an ally of your level or higher is reduced to 0 hit points or fewer, you gain an action point that you must use before the end of your next turn or the action point is lost. You must see or hear the ally when he or she is reduced to 0 hit points or fewer to gain this feat’s benefit.
Edit: Didn't see the Warmaster PP in the comment at first, and I don't see a PP with that name. But it could be useful for parties that have ways to shed APs for other effects. Still the "adjacent" bit is rather annoying.
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
|
|
|
|
4 months ago ::
Feb 28, 2013 - 10:56PM
#24
|
Date Joined:
Aug 21, 2008
|
Edit: Didn't see the Warmaster PP in the comment at first, and I don't see a PP with that name. But it could be useful for parties that have ways to shed APs for other effects. Still the "adjacent" bit is rather annoying.
I think Black_Knight999 means the Warmaster ED. The Legendary General ED might also be useful in conjunction with this feat.
The feat would be useful on a level 16+ War Chanter (PP), since they can use 2 APs/encounter, as well as a level 10+ Cipher (theme).
I killed Aleena.
|
|
|
|
4 months ago ::
Mar 01, 2013 - 5:01AM
#25
|
Date Joined:
Apr 25, 2002
|
Edit: Didn't see the Warmaster PP in the comment at first, and I don't see a PP with that name. But it could be useful for parties that have ways to shed APs for other effects. Still the "adjacent" bit is rather annoying.
I think Black_Knight999 means the Warmaster ED. The Legendary General ED might also be useful in conjunction with this feat.
The feat would be useful on a level 16+ War Chanter (PP), since they can use 2 APs/encounter, as well as a level 10+ Cipher (theme).
I used it in Chordswitch, because of that. One of three things happens: Your party doesn't fall down at all. No problem. So you 'wasted' a feat when you're never getting actually challenged. You fall down and no one else does. That's unusual for the most part and as a high Con character, you ought to be reasonably hard to stay dropped. Someone other than you does drop. Free AP!
And of course, Resourceful Leader is an awesome feat, so it really isn't even a cost to get there.
Sidhe Lord does give options to get those 2 APs a combat, but when you might expect to fight 5 encounters in a day, getting a total of 4 action points, nice to potentially be able to make up those 6 action points without needing the party to contribute. Particularly the 1 extra that simply can't be made up for by the use of Sidhe Lord in combat.
NETH4-1 Containing Shadow (co-author) Handbooks
Show
Builds
Show
|
|
|
|
4 months ago ::
Mar 01, 2013 - 7:31AM
#26
|
|
|
There's a human feat (forget the name) that gives you an AP when your ally drops below 0. Usually crap, but amazing if you have a sub-zero revenant in the party and the Warmaster PP.
There's an infinite loop or 2 that way. Simply add a "heal when you spend an AP" paragon path, or feat/power (assured healing) combo. Though, given the wording, you get an action point when a down ally takes any damage (like from an aura). So you don't neccicaraly need to heal him every time between damage (though obviously, it's dangerous).
The tricky part is "killing" your ally without triggering bag-o-rats, but there are ways (beyond monster simply hitting him). Defiling is likely the easiest. There's a few warlock powers that damage allies. Possibly grant a self damaging attack. Boots of caiphon if you can manage to grant a move/minor. Teleport can give fall damage. There's also a few ways to steal/give action point too.
Sidhe Lord is nice for anything before level 30.
Also, get an iron wolf minotaur, blooded beast (beastblood?) as your partner.
guides
Show
my builds
Show
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
|
|
|
|
4 months ago ::
Mar 07, 2013 - 12:15AM
#27
|
Date Joined:
Jan 21, 2011
|
Something I played around with but won't bother posting in full. Makes Vampirism go from red (it is actively harmful to the vast majority of characters) to gold (it allows this build to be stupidly brokenly powerful).
Warforged Barbarian|Cleric/Building Thunder/Reincarnate Champion Feats: Vampirism, Primal Vampire, Divine Vampire, Imperishable Destiny Items: Meliorating Armor, Many-Fingered Gloves, Ring of Enduring Earth, Ring of Unfettered Motion, Ring of Agile Thought, Eager Hero's Tattoo
As a Warforged, you do not need sleep. So don't. Surges are taken care of due to the vampire stuff, and you don't need dailies.
Each milestone, your defenses go up by 1 (so very quickly you're unhittable). Each surge spent boosts the Eager Hero's Tattoo, so you have a ridiculous THP pool at the start of each encounter. Imperishable Destiny increases saves and skill/ability checks, so you instantly save against anything and you can sneak or negotiate or jump or what-have-you, with auto-success.
The u12 of Building Thunder gives extra damage equal to the number of spent surges, so the first two rounds of the encounter, you insta-kill anything you hit.
On a sidenote, Building Thunder would be a really nice PP if it weren't str/con...
I am okay with you saying my argument is stupid, or commits the munchkin fallacy, or any other bad thing you want. Particularly if you give a reason/explanation for it.
However, I will ignore any post that calls me stupid, or a munchkin, or what have you. Not because it bothers me; I've just found that people only start name-calling when that's the best argument they have left.
|
|
|
|
4 months ago ::
Mar 07, 2013 - 12:21AM
#28
|
Date Joined:
Dec 28, 2012
|
There was some sort of penalty for not taking extended rests, right? I think if 24 hours pass without one, you don't gain any benefits from the next one you take. Was there anything else?
|
|
|
|
4 months ago ::
Mar 07, 2013 - 12:25AM
#29
|
Date Joined:
Jun 19, 2004
|
There don't seem to be any other penalties at first glance. Other than DM Fiat that says "no screw that, it doesn't work" I don't actually see a problem with this... You are going to be kinda meh for the first couple levels, but it totally pulls off the Juggernaut thing. Once he gets going...
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
|
|
|
|
4 months ago ::
Mar 07, 2013 - 12:32AM
#30
|
|
|
There was some sort of penalty for not taking extended rests, right? I think if 24 hours pass without one, you don't gain any benefits from the next one you take. Was there anything else?
There isn't any penalty. I played a Slayer with a Wizard pal who Comrades Succor'ed me at the end of every LFR mod. I was up in the thousands of THP granted from my tattoo and I just never rested. Was a brokenly good group overall, we all had a shtick that was just abusive of some idea and we plowed through modules. Fun times.
|
|
|