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Build Discussion

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26 Re: Build Discussion on Tue Aug 30, 2011 1:44 pm

I am a Marauder Ranger, so I'm not so focused on multi-attacking and minor action attacks. Of my encounter powers, I have one minor action, a two-hit and a throw+charge. I might get a power that hits twice and attaches a nasty AC debuff, but it means that my minor action attack will not provide CA for the party.

I can focus-fire with Twin Strike or spread the love with Throw and Stab. I'm pretty survivable and I'm considering switching from Battlecrazed to Harmony Blade (losing damage for better defenses).

My MBA is 1d6+16 most times (12 base, 2 from shifting and 2 from Prime Shot weapon). It can go up to +20 if Manticore's Fury applies. I am also super mobile (not like Mala'chii is, but good enough). For instance, I can use TaS to maneuver to an enemy you might want to flank.

In any case, I can easily switch from being mobile artillery to mobile infantry at the drop of a hat, something to consider when we're splitting up.

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27 Re: Build Discussion on Fri Jan 20, 2012 12:35 pm

Friday in the office, so its time to think about DnD.

Thinking of using this build instead of the one already posted in the character thread.

Spoiler:

====== Created Using Wizards of the Coast D&D Character Builder ======
Fyodor, level 14
Human, Warlord, Battle Captain
Build: Resourceful Warlord
Warlord: Battlefront Leader
Commanding Presence: Tactical Presence
Versatile Expertise: Versatile Expertise (Polearm)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Human Power Selection: Bonus At-Will Power
Background: Borderlands Nobility (+2 Diplomacy), Occupation - Sentry (Perception class skill), Geography - Mountains (Dungeoneering class skill)

FINAL ABILITY SCORES
Str 22, Con 12, Dex 15, Int 16, Wis 15, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 14, Int 14, Wis 13, Cha 8.


AC: 30 Fort: 31 Reflex: 27 Will: 29
HP: 99 Surges: 9 Surge Value: 24

TRAINED SKILLS
Diplomacy +13, History +15, Endurance +12, Perception +14, Athletics +18, Dungeoneering +14

UNTRAINED SKILLS
Acrobatics +9, Arcana +10, Bluff +6, Heal +9, Insight +9, Intimidate +8, Nature +9, Religion +10, Stealth +9, Streetwise +6, Thievery +9

FEATS
Human: Longhand Student
Level 1: Tactical Assault
Level 2: Armored Warlord
Level 4: Toughness
Level 6: Durable (retrained to Paragon Defenses at Level 12)
Level 8: Weapon Focus (Spear) (retrained to Armor Specialization (Scale) at Level 11)
Level 10: Saving Inspiration
Level 11: Heavy Blade Opportunity
Level 12: Fight On
Feat User Choice: Versatile Expertise
Level 14: Polearm Gamble

POWERS
Bonus At-Will Power: Commander's Strike
Warlord at-will 1: Direct the Strike
Warlord at-will 1: Viper's Strike
Warlord encounter 1: Vengeance is Mine
Warlord daily 1: Lamb to the Slaughter
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Devastating Offensive
Warlord daily 5: Stand the Fallen
Warlord utility 6: Rousing Words
Warlord encounter 7: Surprise Attack
Warlord daily 9: Warlord's Recovery
Warlord utility 10: Reorient the Axis
Warlord encounter 13: Death from Two Sides (replaces Surprise Attack)

ITEMS
Iron Armbands of Power (heroic tier), Golden Crown of Battle Command (paragon tier), Mantle of the Golden General +4, Tactician's Wyvernscale Armor +3, Rushing Cleats (heroic tier), Farbond Spellblade Glaive +1, Chieftain's Glaive +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


The Changes

Longhand Student + Viper's Strike means I can push people at will (up to 2 squares). This can set them up for charges, or push them into Ed's threat range, or Shao's AE.

Polearm Gamble + Longhand Student + Viper's Strike + Heavy Blade Opportunity means that when people attempt to close in on me, they get pushed away. Lowers the attractiveness of targetting me with melee attacks.

Switched to scale armor because of stat changes. Gained 2 AC, lost 1 Fortitude and 1 Reflex. Lost 3 HP.

Buffs are still as strong because of Tactician's Armor.

Lost the party-wide +4 initiative boost. Gained the ability to punt someone forward at the beginning of combat (Battlefront Shift). Will take Improved Battlefront Shift soon, so I can punt two people.

Lost 1 accuracy because no longer using Greatspear.

Also opens me up for Battle Awareness + Polearm Momentum, but its a heavy investment.


tl;dr - I lost some numbers (initiative, accuracy) in favor of control and active defense. Worth it?


EDIT: Opening Shove will accomplish the same as Viper's Strike, except that it loses the defender-ish OA trick (the target can simply opt to not shift and we don't get free attack) and instead give one of you the ability to shift, or MBA the target (assuming you're in range). I trade my shitty damage for your awesome damage. Also saves me a feat because I no longer have to take Longhand Student.

Thoughts?

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28 Re: Build Discussion on Fri Jan 20, 2012 4:34 pm

In my opinion, I think you should play the Longhand build. You seem more enthusiastic about it, and also with our current lineup, I think we can afford to be less efficient, and more effective instead. Your ability to defend yourself would help the stability of the entire group, and you'll have more fun too!

Also, it's not like you're not giving us buffs and enablers already. Battle Captain's Level 16 feature is nothing to scoff at! So I think a broader base would be better than a narrow focus.

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29 Epic Destinies on Mon Feb 06, 2012 2:23 pm

Hola,

There's a few I really like - so I'll put them down for your thoughts and ideas. What do you guys think?

Fang of the World Serpent (Primal) = become superchopper - probably the choice I'll take if i become consumed by my rage. But I don't like it that much as the Serpent isn't thematically appropriate for the Prince of Persia..

Deadly Trickster (any, requires Dex 20 and tricksy skills) = become Han Solo, and do all kinds of flamboyant, yandao things. Attractive and appropriate level of flair.

Diamond Mind (Monk) = become enlightened and get access to better external kung fu. A bit generic, but it could be useful to play up the whole "Soul of Flame" thing.

Grandmaster of Flowers (Monk) = become enlightened and get access to better internal kung fu. Lots of fun mobility and defense tricks, and I get to be an AD&D monk grandmaster, and worry about the Scarlet Brotherhood.

Master of Moments (Psionic) = become Prince of Persia with the Sands of Time.. Cool flavor and powerful abilities.


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Spoiler:
level 14
Human, Rogue, Death Dealer
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Sling)

FINAL ABILITY SCORES
Str 20, Con 12, Dex 22, Int 9, Wis 14, Cha 11.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.


AC: 30 Fort: 28 Reflex: 33 Will: 26(+2 vs charm, illusion, fear)
HP: 89 Surges: 7 Surge Value: 22

TRAINED SKILLS
Streetwise +12, Stealth +18, Thievery +18, Perception +14, Bluff +12, Acrobatics +18, Athletics +19, Nature +14, Endurance +13, Insight +14

UNTRAINED SKILLS
Arcana +6, Diplomacy +7, Dungeoneering +9, Heal +9, History +6, Intimidate +7, Religion +6

FEATS
Human: Weapon Proficiency (Parrying dagger)
Level 1: Warrior of the Wild
Level 2: Backstabber
Level 4: Slaying Action
Level 6: Improved Initiative
Level 8: Light Blade Precision (Retrained)
Level 10: Two-Weapon Fighting
Level 11: Paragon Defenses
Level 12: Two-Weapon Opening
Level 14: Weapon Focus (Light Blade)
Feat User Choice: Versatile Expertise

POWERS
Rogue at-will 1: Deft Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Press the Advantage
Rogue utility 2: Agile Recovery
Rogue encounter 3: Low Slash
Rogue daily 5: Downward Spiral
Rogue utility 6: Ignoble Escape
Rogue encounter 7: Circling Predator
Rogue daily 9: Knockout
Rogue utility 10: Combat Tumbleset
Rogue encounter 13: Wicked Reminder (replaces Dazing Strike)

ITEMS
Rhythm Blade Parrying dagger +1, Iron Armbands of Power (heroic tier), Gauntlets of Blood (heroic tier), Boots of the Fencing Master (heroic tier), Circlet of Indomitability (heroic tier), Baldric of Tactical Positioning (heroic tier), Vengeful Dagger +3, Resplendent Cloak +3, Power Jewel (heroic tier) (2), Aura Killer Dagger +1, Distance Dagger +1, Drowmesh of Dark Deeds +3

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31 paragon flurry of blows on Tue Feb 21, 2012 9:16 pm


ALL THIS TIME I FORGOT MY FLURRY OF BLOWS ACTUALLY HITS 2 TARGETS, NOT JUST 1...

MWAHAHAHAHA!!!!

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32 Re: Build Discussion on Fri Mar 02, 2012 12:02 pm

Estimated DPR:

Round 1

Fist of One Hundred Strikes (Encounter Power)

vs 2 primary targets = +19 vs Ref, 2d6+15 = average 22
Flurry of Blows to each target (swap) = 16 to each

vs 2 FOB secondary targets = 16 + 16 = 32 OR
vs 3 FOB targets = 16, 16, 32

Round 1 damage: 38, 38, 32, 32 to 4 targets OR 38, 38, 16, 16, 32 to 5 targets

Round 2

Fist of One Hundred Strikes again

Same as Round 1, except attacks are made against Will (Elan Mental Onslaught) = same damage options.

Round 3

Scattering of Leaves = same as Round 2, but damage drops by 1 for main targets.

So, it's really a 3-round burst of Double Flurries of an average of 102, 102, 96, 96 damage to 4 targets or 102, 102, 96, 48, 48 to 5 targets, for most encounters.

If I need to trigger FOB more than that, then I'll have to either Action Point or use my Daily powers.

I'll be quite mobile and have invested heavily into static defenses = AC 32, Fort 29, Ref 32, Will 29, so I should be able to take the heat for these 3 rounds of combat; accuracy and targeting hopefully won't be too hard to pull off, due to Flurry and Elan Mental Onslaught.

I don't really have much of a single-target Nova capacity, but that's fine by me.



Last edited by shao on Sat Mar 03, 2012 6:49 pm; edited 2 times in total

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33 Re: Build Discussion on Fri Mar 02, 2012 12:21 pm

Using this build:

Spoiler:
====== Created Using Wizards of the Coast D&D Character Builder ======
Chiron, level 15
Tiefling, Battlemind, Tiefling Warfiend
Build: Harrier Battlemind
Psionic Study: Persistent Harrier
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Background: Hellfire Heir, Occupation - Military, Geography - Forest (Learn Supernal)

FINAL ABILITY SCORES
Str 15, Con 22, Dex 15, Int 9, Wis 12, Cha 18.

STARTING ABILITY SCORES
Str 14, Con 18, Dex 14, Int 6, Wis 11, Cha 12.


AC: 32 Fort: 28 Reflex: 25 Will: 26 (28)
HP: 131 Surges: 15 Surge Value: 32

TRAINED SKILLS
Insight +15, Intimidate +16, Athletics +16, Endurance +16, Perception +15

UNTRAINED SKILLS
Acrobatics +7, Arcana +6, Bluff +13, Diplomacy +11, Dungeoneering +8, Heal +8, History +6, Nature +8, Religion +6, Stealth +9, Streetwise +11, Thievery +7

FEATS
Level 1: Wrathful Warrior
Level 2: Reaving Axe Student
Level 4: Reaving Axe Brute
Level 6: Harrying Step
Level 8: Toughness
Level 10: Savage Axe
Level 11: Headsman's Chop
Level 12: Heavy Blade Opportunity
Level 14: Psychic Corruption of Malbolge
Feat User Choice: Versatile Expertise

POWERS
Battlemind at-will 1: Vicious Cobra Strike
Battlemind at-will 1: Conductive Defense
Battlemind daily 1: Accelerating Strike
Battlemind utility 2: Grit and Spittle
Battlemind at-will 3: Lodestone Lure
Battlemind daily 5: Inconstant Location
Battlemind utility 6: Winged Weapon
Battlemind at-will 7: Psionic Speed (replaces Vicious Cobra Strike)
Battlemind daily 9: Shattered Time
Battlemind utility 10: Battle Aspect
Battlemind at-will 13: Brutal Barrage (replaces Conductive Defense)
Battlemind daily 15: Sonic Burst (replaces Accelerating Strike)

ITEMS
Bracers of Tactical Blows (heroic tier), Belt of Blood (heroic tier), Boots of Dancing (paragon tier), Diadem of Acuity (heroic tier), Strikebacks (heroic tier), Summoned Stormscale Armor +4, Resplendent Cloak +3, Flaming Khopesh +3, Heavy Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Round 1:
Brutal Barrage, Augment 1: 4 attacks at +20 to hit.
First attack does 6 damage, places fire and psychic vulnerability 4 to target (Psychic Corruption of Malbolge).
Second attack does 6 + 4 (vulnerability) = 10 damage. Knocks target prone.
Third and fourth attack does 6 + 4 (vulnerability) + 5 (Headman's Chop) = 15 damage.

Total of 46 damage from four attacks, so any resistances count 4 times (ouch).

Reaving Axe Brute triggers OA when prone target tries to stand up. Heavy Blade Opportunity lets me use Brutal Barrage. Assuming he does so on the first round.

Brutal Barrage, Augment 0: 3 attacks at +23 to hit (base 20 + 2 from CA + 1 from Strikebacks).
Each attack does 6 + 4 (vulnerability) + 5 (Headman's Chop) + 6 (Savage Axe) + 1d6 (Bracers of Tactical Blows + 3 (weapon) = 27 damage.

Total of 81 damage from three attacks.

What this means is that any targets that are prone and adjacent to me will most likely stay prone to avoid the OA. They can attack me at -2 penalty, or attack an adjacent ally at a -4 and eat Mindspike.

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34 Re: Build Discussion on Sat Mar 03, 2012 11:21 am

Hi Zaki,

Your Psychic Corruption-imposed vulnerability only applies to your attacks, right?

Nice work with the Reaving Axe + Khopesh + Brutal Barrage there, too.

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35 Re: Build Discussion on Sat Mar 03, 2012 11:24 am

Yes, the vulnerability only applies to my attacks, unfortunately.

But with this focus on keeping people down, the entire party can safely invest in Headman's Chop/Gauntlets of Brutality, if they so wished.

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36 Re: Build Discussion on Mon Mar 05, 2012 4:39 am

Spoiler:
Shay Van Pusse, level 15
Tiefling, Ardent, Infernal Eye
Build: Euphoric Ardent
Ardent Mantle: Mantle of Elation
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Mace)
Background: Early Life - Social Outcast (+2 to Bluff, Insight, Perception)

FINAL ABILITY SCORES
Str 9, Con 19, Dex 11, Int 11, Wis 14, Cha 24.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 10, Wis 13, Cha 18.


AC: 30 Fort: 25 Reflex: 21 Will: 30
HP: 101 Surges: 11 Surge Value: 25

TRAINED SKILLS
Bluff +23, Insight +21, Endurance +15, Diplomacy +19

UNTRAINED SKILLS
Acrobatics +7, Arcana +7, Dungeoneering +9, Heal +9, History +7, Intimidate +14, Nature +9, Perception +16, Religion +7, Stealth +8, Streetwise +14, Thievery +6, Athletics +5

FEATS
Feat User Choice: Versatile Expertise
Level 1: Martyr's Surge
Level 2: Wind of Sympathy
Level 4: Bolstering Mantle
Level 6: Heartening Surge (retrained to Mantle of Caution at Level 12)
Level 8: Toughness (retrained to Improved Ardent Surge at Level 11)
Level 10: Melee Training (Charisma)
Level 11: Mammon's Theft of Health
Level 12: Bolstering Wind
Level 14: Widened Mantle

POWERS
Ardent at-will 1: Energizing Strike
Ardent at-will 1: Focusing Strike
Ardent daily 1: Implanted Suggestion
Ardent utility 2: Close Wounds
Ardent at-will 3: Unsteadying Rebuke
Ardent daily 5: Invitation to Defeat
Ardent utility 6: Escalating Fury
Ardent at-will 7: Unsteadying Rebuke (replaces Unsteadying Rebuke)
Ardent daily 9: Feast of Despair
Ardent utility 10: Tower of Iron Will
Ardent at-will 13: Essence Conduit (replaces Trailblazing Assault)
Ardent daily 15: Coordinated Effort (replaces Implanted Suggestion)

ITEMS
Adventurer's Kit, Healer's Brooch +3, Summoned Crysteel Armor +4, Couters of Second Chances (heroic tier), Cord of Divine Favor (paragon tier), Acrobat Boots (heroic tier), Parry Gauntlets (heroic tier), Cognizance Crystal (heroic tier) (3), Blade of the Eldritch Knight Longsword +3, Blood Fury Handaxe +1, Rhythm Blade Short sword +1

Hola, any inputs on powers, feats and items will be useful

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37 Re: Build Discussion on Mon Mar 05, 2012 8:12 am

Hi Mark,

How about Demoralizing Strike? Would it work for you? The defense debuffs could be tasty.

Also, Belt of Vigor/ Belt of Blood? Would that work well with Winds of Sympathy?

And lastly, I see we can also be Team Psionic. Battlemind, Ardent, Monk, Psion... haha!

Regards,
Shao

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38 Re: Build Discussion on Mon Mar 05, 2012 10:28 am

thanks shao

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39 Re: Build Discussion on Mon Mar 05, 2012 11:06 am

I agree with Shao. Since you've taken Essence Conduit, you won't need Energizing Strike (they do pretty much the same thing), so you can swap it out for Demoralizing Strike.

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40 Re: Build Discussion on Mon Mar 05, 2012 11:15 am

ya i'm actually deciding between energizing and essence, but i think i left both selected instead. lol silly me

think i'll go with 3x 1st level at-wills.
energizing
focusing
demoralizing

what about the utilities? i usually favour encounter powers over dailies.

level 2 utility
i think getting inspiring fort may not be a bad idea as i can pull off a nifty combo using my second wind. plus i've taken widen mantle so it's now a radius 10 which makes positioning alot easier.
while healing bond looks good on paper, it's an immediate reaction. since i'm doing most of the healing it may not be a good idea.

level 6 utility
escalating fury makes a good opener, first time i take damage i use it to give all in burst some thp.
mend wounds is a nice surgeless heal but it's also a daily power.

level 10
other choice would be reactive surge but i think zak will kill me if i remove tower of iron will.

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41 Re: Build Discussion on Mon Mar 05, 2012 12:01 pm

Hmmm, I am rather fond of Evade Attack (Level 6) myself. We can run about willy-nilly with wild abandon, daring the enemy to OA us - and if they do so, you cancel the OA. I foresee some synergy with Edmund's Artful Dodger too.

Body Adjustment could be of some use as well, but I think Escalating Fury is probably the best pick there.



Last edited by shao on Mon Mar 05, 2012 1:12 pm; edited 1 time in total

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42 Re: Build Discussion on Mon Mar 05, 2012 1:10 pm

I'm considering this combo:

Driving Rain (paragon Monk feat): Add Ki Focus enhancement bonus to Bull Rush attacks; push distance becomes my speed; I can shift the distance pushed to a square adjacent to the target after the push.

Thundering Bull Rush (paragon Primal feat): Bull Rush 2 targets instead of 1.

Directed Bull Rush (heroic General feat): Turn push into slide for Bull Rush attacks.

Fluid Motion (heroic Monk feat): +2 speed.

Rushing Cleats, Gauntlets of the Ram (we know what they do)

Temblor Weapon (add Proficiency and Enhancement bonus to Bull Rush attacks)

Blurred Strike Ki Focus (Flurry another time per round, but both must be triggered by separate attacks)

So that means I can punch 2 guys, +22 vs Fort, and slide them 10 squares and follow 1 of them, as well as trigger Flurry of Blows twice, either before or after the forced movement. That's pretty fun - I can toss the soldiers away, or slide the squishy artillery and controller monsters next to our strikers. I can also mix it up - toss soldier 10 squares away, then toss controller 10 squares to us, so that keeps them 20 squares apart.

In a pinch, I can also use this on allies - standard action bull rush 2 guys, slide them 10 squares, shift adjacent to 1 of them. Hilarity ensues, because Flurry of Blows procs off hitting a creature, not hitting an enemy - so I can trigger Flurry off this as well.

IF you guys take Agile Opportunist, I'll become some weird wannabe Warlord haha!

Standard Action => Slide two guys 10 squares, give them MBAs, shift 10 squares to follow, do Flurry damage to enemies.

Never thought I'll be optimizing Bull Rush in 4E, but there you have it...


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43 Re: Build Discussion on Mon Mar 05, 2012 1:30 pm

Spoiler:

Shay Van Pusse, level 15
Tiefling, Ardent, Infernal Eye
Build: Euphoric Ardent
Ardent Mantle: Mantle of Elation
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Mace)
Background: Early Life - Social Outcast (+2 to Bluff)

FINAL ABILITY SCORES
Str 9, Con 19, Dex 11, Int 11, Wis 14, Cha 24.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 10, Int 8, Wis 13, Cha 18.


AC: 30 Fort: 25 Reflex: 21 Will: 30
HP: 101 Surges: 11 Surge Value: 25

TRAINED SKILLS
Bluff +23, Insight +19, Endurance +15, Diplomacy +19

UNTRAINED SKILLS
Acrobatics +7, Arcana +7, Dungeoneering +9, Heal +9, History +7, Intimidate +14, Nature +9, Perception +14, Religion +7, Stealth +8, Streetwise +14, Thievery +6, Athletics +5

FEATS
Feat User Choice: Versatile Expertise
Level 1: Martyr's Surge
Level 2: Wind of Sympathy
Level 4: Bolstering Mantle
Level 6: Heartening Surge (retrained to Mantle of Caution at Level 12)
Level 8: Toughness (retrained to Improved Ardent Surge at Level 11)
Level 10: Melee Training (Charisma)
Level 11: Mammon's Theft of Health
Level 12: Bolstering Wind
Level 14: Widened Mantle

POWERS
Ardent at-will 1: Energizing Strike
Ardent at-will 1: Focusing Strike
Ardent daily 1: Implanted Suggestion
Ardent utility 2: Dimension Swap
Ardent at-will 3: Demoralizing Strike
Ardent daily 5: Invitation to Defeat
Ardent utility 6: Evade Attack
Ardent at-will 7: Demoralizing Strike (replaces Demoralizing Strike)
Ardent daily 9: Feast of Despair
Ardent utility 10: Tower of Iron Will
Ardent at-will 13: Demoralizing Strike (replaces Demoralizing Strike)
Ardent daily 15: Coordinated Effort (replaces Implanted Suggestion)

ITEMS
Adventurer's Kit, Healer's Brooch +3, Summoned Crysteel Armor +4, Couters of Second Chances (heroic tier), Acrobat Boots (heroic tier), Parry Gauntlets (heroic tier), Circlet of Second Chances (heroic tier), Cognizance Crystal (heroic tier) (18), Blade of the Eldritch Knight Longsword +3, Blood Fury Handaxe +1, Rhythm Blade Short sword +1, Belt of Blood (heroic tier), Strongheart Tattoo (heroic tier), Whistle of Warning (heroic tier), Floating Lantern (heroic tier), Battle Standard of Healing (heroic tier), Bridle of Conjuration (heroic tier), Silver Sand (heroic tier) (10), Potion of Regeneration (heroic tier) (3)

Think i was too focused on healing with last build. haha.
This new one uses Dimension Swap and Evade Attack, and a Whistle of Warning.

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44 Re: Build Discussion on Mon Mar 05, 2012 2:19 pm

Mark:

I was just about to suggest Dimension Swap. This build looks better.


Shao:

Fun looking build, but does bull rush do damage? Also, this party isn't great on MBAs (I think Jansen and Mark are the only ones who will be fully accurate), so Agile Opportunist isn't going to be very worth it. The movement control will still be pretty good to have, though.

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45 Re: Build Discussion on Mon Mar 05, 2012 3:26 pm

Bull Rush doesn't do damage, but it triggers FoB twice as i hit 2 targets (thus qualifying for Blurred Strike).

That's +22 to Fort (+20 with Tiger Claw Style) for 16 (20) damage per FoB. (I'll take the penalty on softer targets, like the backline.)

So it's gonna look like this:

I hit Mob A with Bull Rush, trigger FoB on Mob B, Mob C, and Starblade Flurry to Mob D.

I also hit Mob B with Bull Rush, trigger FoB on Mob A, Mob C, and Starblade Flurry to Mob D.

That'll be 20 damage to Mobs A and B, and 40 damage to Mobs C and D.

So I can spread out 120 damage, throw out tons of forced movement and repositioning, on an at-will basis. Just an option, not something I would do every round - but good to have in the toolbox.

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46 Re: Build Discussion on Tue Mar 06, 2012 9:45 am

Choice 1: Adroit Explorer

Flurry damage capped at 12/ 16; Bull Rush does 16, 16, 32, 32.

I gain more durability (cos I can Eternal Mountain twice per encounter, which means 2 instances of Resist 5 until end of next turn; I also gain Resist 10 when I spend an action point; finally, Destined for Greatness allows me to boost my saves and heal myself) and more action point advantage; it's the more conservative and self-sufficient choice for long workdays. Also builds nicely into epic, when Form Mastery (epic feat) becomes available; whenever I spend action point, I can recover a Monk encounter power.

Choice 2: Tiger Claw Master

Flurry capped at 16/20; Bull Rush does 20, 20, 40, 40.

I gain more offensive abilities - can charge better, can do a super power attack with Flurry, gain autodamage stance, and the level 20 daily does a crazy amount of damage (Charge, make 2 attacks: 4d10 + Dex - if both hit, do extra 2d10, assume super Flurry stance). Does lots of damage, but it is a little squishy.

What do you think? Defense or offense? More human than human or THUNDERCATS HOOO?

Also, should I take Level 16 Magic Armor +4 and Level 11 Magic Amulet +3 (AC 32, Fort 29, Ref 30, Will 29) or Level 16 Magic Amulet +4 and Level 11 Magic Armor +3 (AC 30, Fort 30, Ref 31, Will 31)?

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47 Re: Build Discussion on Tue Mar 06, 2012 11:00 am

Putting my vote in for Adroit Explorer.

Also, go for the +4 armor/+3 amulet.

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48 Re: Build Discussion on Tue Mar 06, 2012 11:58 am

Zakmonster wrote:Putting my vote in for Adroit Explorer.

Also, go for the +4 armor/+3 amulet.

+1

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49 Re: Build Discussion on Thu Mar 08, 2012 12:13 am

Decided to settle on this one. The bull rush madness was cool, but it also depended far too much on one item, which Raihan has not yet approved - and it ate up tons of feats as well.

Spoiler:

Level 15 Human (Elan Bloodline) Monk/ Adroit Explorer
Strength 18, Dexterity 24, Constitution 11, Intelligence 9, Charisma 11, Wisdom 12
Languages: Common, Giant, Telepathy 5
Backgrounds: Desert (+2 Endurance), Mariner (+2 Perception), Military (+2 Athletics)
Trained Skills: Acrobatics +19, Athletics +18, Endurance +17, Perception +18, Stealth +19

Feats:
B Versatile Expertise (Light Blade, Ki Focus)
H Fluid Motion
1 Superior Implement Training (Accurate Ki Focus)
2 Unarmored Agility
4 Implement Focus
6 Elan Heritage
8 Crashing Tempest Style
10 Crack the Mountain (retrained to Dazing Fist at Level 11)
11 Elan Mental Onslaught
12 Paragon Defenses
14 Starblade Flurry

HP: 93 Bloodied: 46 Surge Value: 23 Surges: 7
AC: 32 Fortitude: 28 Reflex: 32 Will: 28
Land Speed: 8 Climb Speed: 4 Initiative: +14
Resist: 10 Fire, 10 Cold, 5 Necrotic, 5 Poison
Passive Insight/ Perception: 18/ 28

Melee Basic Attack: +20 vs AC, 1d8+8 damage
Area Implement Attack: +20 vs NAD, +16 damage modifier
Stone Fist Flurry of Blows: 3 targets (2 melee/ 1 ranged 5), 11 damage (same target)/ 15 damage (other target)

Powers:
At-Will: Crane's Wings, Five Storms, Steel Wind, Stone Fist Flurry of Blows
Encounter: Eternal Mountain, Arc of the Flashing Storm, Ambitious Effort (Eternal Mountain), Furious Bull
Utility: Elan Resilience, Agile Recovery, Centered Defense, Iron Heart Resilience, Destined for Greatness
Daily: Stunning Palm, Masterful Spiral, Mithral Tornado

Equipment:
L16 Accurate Magic Ki Focus +4
L15 Ring of the Dragonborn Emperor
L14 Cloak of Survival +3
L12 Robe of Eyes +3
L7 Boots of the Fencing Master
L5 Skull Mask
L5 Bracers of Brachiation
L4 Viper Belt
L3 Ki Club +1
L3 Rhythm Blade Dagger +1

Consumables:
Potion of Regeneration x 1
Potion of Healing x 1
Frozen Whetstone x 1
Talent Shards x 3

This build has improved accuracy, damage and defenses over the previous one. No more forced movement - my control elements is limited to AOE damage, dazes, and prones, with the occasional stun. I'm generally capable of hitting many people, and hopefully my defenses can take the heat I'll draw. Also, this build has better skills due to the equipment selection (I picked lots of skill-boosting items).

This build only has one special request :Bracers of Brachiation - largely so I can be Spider-Man. If that application doesn't go through, I'll get a Power Jewel instead; I can Eternal Mountain 3 times in one fight, if it comes down to that...

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50 Re: Build Discussion on Sat Apr 28, 2012 2:17 am

So, I'm thinking about going Resourceful Warlord and Infernal Strategist. It means changing up the playstyle, being a bit more aggressive about getting flanking and stuff.

I am considering using a Drow Long Knife and getting Paint the Bullseye as my second at-will. Better when we want to focus fire elites and solos. I generally can only be flanking with one person, PtB benefits everyone.

Powers will stay the same, more or less. Level 15 is a toss-up between Infectious Determination and the other one that gives a lot of MBAs.

Thoughts?

EDIT:

Actually, a thought just came to me. A bow/crossbow can be used as in improvised melee weapon, right? Which means I can Commander's Strike with it?

Harrying Swarm Captain lets me Paint the Bullseye without drawing an OA and it makes PtB a rattling attack. So I can flank with someone, PtB and give that person 2xInt mod to damage for the round.

Which possibly means getting a Ruby Scabbard and another weapon for the melee attacks that actually need to hit. Wondering if the double investment in weapons is worth it.

DOUBLE EDIT!!:

Another idea is getting Master of the Fist and a Ki Focus. Shoot people with bow, and then punch them in face. But that's probably too much of a feat investment. Conceptually badass, though.

Although hanging around in melee with a bow and light armor is a bit suicidal. Probably not the best idea I've had.

Which goes back to using the Long Knife, as it lets me use a shield. But it means that PtB will get less screen time when I'm flanking. I still have Commander's Strike, which is possibly numerically superior.

I could forgo PtB entirely and take Intuitive Strike or stick with Opening Shove, for the mobility option. And no, 3 at-wills is not really an option.

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