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Shiz
10th September 2009, 01:05 PM
1) +hps
2) new encounter power (remember, it can be a level 1 or 3 power)

For Rend:

1) +5hps

2) Predator?s Flurry Druid Attack 3
You dart across the battlefield, attacking your foes as you slip
through their ranks.
Encounter ✦ Beast Form, Implement, Primal
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the primary
target is dazed until the end of your next turn.
Effect: You shift 4 squares and then make a secondary
attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the secondary
target is dazed until the end of your next turn.

This is a huge mobility power that can leave 2 targets dazed. Not as optimal without a rogue in the party but still quite cool.

The other choice worth considering is a ranged Area Burst 1, d8+wis dmg and a -2 attack debuff for one turn, but Rend and Cilene already have minion killing AEs.

noptov52
10th September 2009, 01:16 PM
Jagged

1) +6 HP

I'm debating between:

Hammer Fall Barbarian Attack 3
You swing your weapon in a great underhand arc, and the
impact lifts your target off its feet and sends it crashing to the
ground.
Encounter ✦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you knock the
target prone.

And:

Blood Strike Barbarian Attack 3
Blood calls to blood. Your pain and your enemy’s give strength
to your assault.
Encounter ✦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you or the target
is bloodied, the attack deals 1[W] extra damage.

Greebo
10th September 2009, 01:26 PM
Greebo will gain 5 hps and I'm torn between the choices.

Otherwind stride would let me pop into the middle of enemies, hit for 1d8+3 and teleport away again.

Eldritch Rain is 1 or 2 targets, 1d10+3+4 so min 7 dmg if I read that right.

But upsetting onslaught lets me do 1d8 and daze the target, but target can opt NOT to be dazed if they take 2d8 more damage...

noptov52
10th September 2009, 02:19 PM
Eldritch Rain is 1 or 2 targets, 1d10+3+4 so min 7 dmg if I read that right.

*cough*min 8 dmg*cough*

Greebo
10th September 2009, 02:37 PM
I could roll a 0!!!

Shiz
10th September 2009, 03:49 PM
Level 3 is another reason to wait on that extended rest.

Shiz
10th September 2009, 03:50 PM
Greebo will gain 5 hps and I'm torn between the choices.

Otherwind stride would let me pop into the middle of enemies, hit for 1d8+3 and teleport away again.

Eldritch Rain is 1 or 2 targets, 1d10+3+4 so min 7 dmg if I read that right.

But upsetting onslaught lets me do 1d8 and daze the target, but target can opt NOT to be dazed if they take 2d8 more damage...

Dazing is not as powerful in this group without a rogue to capitalize on it. It is a good way to keep a powerful mob from making special attacks, though.

Greebo
10th September 2009, 03:51 PM
Honestly, Otherwind Stride just sounds... fun... ;)

Moonshadow
11th September 2009, 12:41 PM
1) 4hps
2) Hypnotic Pattern.

Range 10
You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the patterns square as the origin square.

Hypnotic Pattern Attack
Opportunity Attack
Close burst 3
Trigger: An enemy starts its turn within 3 squares of the pattern
Attack: Intelligence vs Will
Hit: The target is pulled 3 squares towards the pattern and is slowed until the end of your next turn. It can move into the pattern's square.

Greebo
11th September 2009, 12:42 PM
So moon gains a "OOOH, Pretty colors" power. Nifty!

Quervo
12th September 2009, 04:38 PM
HP's +6
New Enc Power - lvl 3
Transposing Lunge

Int vs AC, 2[W] damage + Int Mod, And you teleport the target into a space adjacent to you.

Aegis of Shielding: when you use your aegis of shielding immediate interrupt, you can use this power as part of the interrupt, even if the target is beyond your reach.

Shiz
14th September 2009, 11:51 AM
Everyone dings but we need an extended rest first.

EricStratton
14th September 2009, 03:25 PM
Greebo, Jagged, Sagar - have you decided which power you're choosing?

Sagar
14th September 2009, 04:17 PM
I was debating Command. Not that I really like it compared to the other options, but it does give me a vs Will attack. Most of the rest of what I have is vs AC or Ref.

Shiz
14th September 2009, 04:28 PM
Command isn't awesome until it is. Like Cause Fear for Trask.

noptov52
14th September 2009, 07:13 PM
Blood Strike is tempting, but I'll go with Hammer Fall to give Jagged an attack that is not Str vs. AC.

Greebo
15th September 2009, 05:57 AM
Updating my CB now then will get lvl 3 files posted

Greebo
15th September 2009, 06:34 AM
I've decided on Pipes of Winter:
Cha +4 vs. Fort Ranged 5
Hit: 2d6+cha 3 cold, target immobilized EONT
Fey: Each enemy adjacent to target is slowed till EONT

So this is a combat starter.

I'm also retraining Ferocious Rebuke, which I've used all of one time, and taking an Arcane Familiar. A bound demon (fitting, neh?) +2 to intimidate, add Abyssal to my languages, and once per encounter if I hit a bloodied enemy adjacent to the familiar, gain 1d8 temp hps (2d8 or 3d8 for higher tiers).

Sagar
15th September 2009, 08:29 AM
Looking at the new stuff, I am torn between:

Sacred Shielding

Your weapon is limned in holy light, and a mantle of equal brilliance springs into existence around you.
Encounter http://www.wizards.com/dndinsider/compendium/images/bullet.gif Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, each ally adjacent to you or to the target gains resistance to all damage equal to your Charisma modifier.
First published in Divine Power (http://www.wizards.com/default.asp?x=dnd/4mst/products).


and



Command

You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.
Encounter http://www.wizards.com/dndinsider/compendium/images/bullet.gif Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier.
First published in Player's Handbook (http://www.wizards.com/default.asp?x=products/dndacc/217367200).


I am also considering replacing my daily... from:


Cascade of Light

A burst of divine radiance sears your foe.
Daily http://www.wizards.com/dndinsider/compendium/images/bullet.gif Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
First published in Player's Handbook (http://www.wizards.com/default.asp?x=products/dndacc/217367200).


to



Moment of Glory

You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm.
Daily http://www.wizards.com/dndinsider/compendium/images/bullet.gif Divine, Fear, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.
First published in Divine Power (http://www.wizards.com/default.asp?x=products/dndacc/9780786949823).


Resist 5 all sustainable? That rocks!


Any thoughts?

Greebo
15th September 2009, 09:33 AM
Moment of Glory would be an awesome buff for major fights.

Shiz
15th September 2009, 09:51 AM
Blood Strike is tempting, but I'll go with Hammer Fall to give Jagged an attack that is not Str vs. AC.

Just as something to consider, FOR is usually close or equal to AC on the strong melee mobs and lower on the controllers and strikers.

What I have been torn with is the use of knocking a target prone, though. While prone, they are harder to hit with ranged attacks (Greebo, Cilene, sometime Rend) but easier to hit in melee. Prone makes the target waste a move action, but they do get to shift one square as they stand up anyway so if they want to flee, they can still double move away.

I am not second-guessing your choice, noppy. Just thinking out loud with the keyboard. I am just not convinced that knocking someone prone is all that special. Pushing, pulling and sliding I understand. We have all seen how that can help with this group.

Sagar
15th September 2009, 11:31 AM
I'll take command as my new ability.

I'd like to switch out Cascade of Light and take Moment of Glory as a replacement daily power.

Shiz
15th September 2009, 12:58 PM
Moment of Glory would be an awesome buff for major fights.

I agree. Our dps is pretty good so losing a one shot 3d6 to a sustainable ward is a no brainer. Trask is considering this.

Shiz
15th September 2009, 01:07 PM
I've decided on Pipes of Winter:
Cha +4 vs. Fort Ranged 5
Hit: 2d6+cha 3 cold, target immobilized EONT
Fey: Each enemy adjacent to target is slowed till EONT

So this is a combat starter.



Just be aware that a STAT vs FOR attack is the hardest to land. Jagged at least gets weapon prof for his FOR attack. The enemies you will want to slow will be the ones with the highest FOR. The weak FOR templates tend to stand and shoot.

Greebo
15th September 2009, 01:09 PM
Actually, Shiz, vs. AC is almost ALWAYS the hardest to land.

Shiz
15th September 2009, 01:14 PM
Actually, Shiz, vs. AC is almost ALWAYS the hardest to land.

AC is 95% of the time the highest but AC is 99.9% a weapon attack so you get +2 or +3 from proficiency to help. When FOR = AC, your new power will have a 10 or 15% impediment.

I am not arguing for or against it. Just making sure that everyone is aware. Rend has a stat vs FOR power (Chill Wind), remember.

Greebo
15th September 2009, 01:18 PM
AC is 95% of the time the highest but AC is 99.9%
98.6% of all statistics are made up on the spot.

Shiz
15th September 2009, 01:21 PM
My figures were made up to illustrate rough distribution, yes.

Sagar
15th September 2009, 01:48 PM
98.6% of all people do not have a normal temperature of 98.6.

Greebo
15th September 2009, 01:49 PM
98.6% of all people do not have a normal temperature of 98.6.

They don't have the fortitude for it?

EricStratton
15th September 2009, 06:41 PM
Dear WotC, please add familiars to the CB so I know WTF they can do. Thanks.

(I found the Bound Demon and the familiar rules online but still)

EricStratton
15th September 2009, 06:47 PM
Greebo, according to your level 2 and level 3 sheets, you actually LOST a hit point when you leveled. What's up w/ that?

Greebo
15th September 2009, 08:09 PM
Apparently I didn't take the Born under the Bad Sign BENEFIT - which you now need to, so it used con instead of int for my hps. Fixing.