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4 months ago ::
Mar 06, 2013 - 9:52AM
#11
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I think you misunderstood my intent (easy to do as I’m bad to not make it obvious)
If you’re an Arena Fighter, you get the benefits of all expertise with any weapon you are currently holding (as long as your proficient in it)
We understood your intent just fine; it's a stupid intent and not worth mentioning in anything outside of some theory "most at-will effect riders" build nobody should ever play.
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4 months ago ::
Mar 06, 2013 - 9:52AM
#12
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Date Joined:
Feb 26, 2011
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Axe expertise sucks.
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4 months ago ::
Mar 06, 2013 - 10:19AM
#13
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I stated it was a major drawback having that many feats.
So I am in agreement that what I suggested is Not Good At All. Since you’re wasting more then 1/3ed of your feats on it. I honestly believe if you have more than 2 feats dedicated to weapon expertise, you’ve done something very, very wrong (and I’d only do 2 if I WAS an Arena fighter) Just wanted to show the OP that things like that can be done within the mechanics (but never promised it would be efficient)
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4 months ago ::
Mar 06, 2013 - 11:09AM
#14
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Date Joined:
Aug 31, 2009
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magic ammo
Really just this would probably do it. Play a good ranged class and use magic ammo. Some of them have some pretty neat effects. Maybe talk with your DM about adjusting wealth in a fair manner (or reclaiming a % of used ammo) so you don't just shoot all your gold away.
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4 months ago ::
Mar 06, 2013 - 1:29PM
#15
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Seeker. All sorts of "magical arrows".
Or possibly hybrid seeker for some more melee ability.
guides
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my builds
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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.
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4 months ago ::
Mar 06, 2013 - 3:26PM
#16
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What specific era of Mandalorian are you looking for, and are you talking about "Swapping weapons" as in swapping between many melee weapons, or swapping between different varieties of ranged weapons?
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4 months ago ::
Mar 07, 2013 - 4:15AM
#17
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Date Joined:
Jun 13, 2011
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What specific era of Mandalorian are you looking for, and are you talking about "Swapping weapons" as in swapping between many melee weapons, or swapping between different varieties of ranged weapons?
the clone wars .. Mandalorians as in the deathwatch
And swaping between melee and ranged
range gives effects and melee takes advantage of the effects
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