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J. Alfred Prufrock posted:Are you married to the idea of a Storm Sorcerer, or a Drow? Because to be frank, the class really starts to drag behind in paragon, and also a Genasi Evoker will probably do the whole "arcane blaster" deal better. How so? Just started my first ever game of DnD a few weeks ago. Hit level 3 with my halfling storm sorc and loving (DnD in general) so far. I'm excited for more levels, and more powers, as I have limited options currently. I would hate to see it slow down later on, as my party isn't large and I'm by far the most deadly.
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# ¿ Aug 15, 2011 16:11 |
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# ¿ Apr 18, 2024 06:11 |
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Granted, I'm playing my first game ever and I'm the only striker, but as a storm sorcerer mc bard with the voice of thunder PP I absolutely poo poo out damage.
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# ¿ Sep 19, 2011 18:25 |
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So I'm not going to post the whole build, mostly because I don't have a ddi subscription and it would be a pain in my rear end. But for shits and gigs I've tried to optimize my storm sorcerer mc bard, voice of thunder/draconic incarnation. Here is a level 30 nova round for your enjoyment. This is my first optimization attempt (just started playin dnd a couple months ago. If you guys see room for improvement, let me know. feats: mark of storm: on a hit with a thunder power, slide 1 superior implement proficiency; quickbeam staff: increase forced movement by 1 sq walk among the fey: bard epic, teleport instead of slide resounding thunder: increases radius of bursts or blasts by 1 arcane admixture, thunder: blazing starfall so on any thunder power hit, I can teleport 2 squares. also note that my static bonus to thunder powers hovers around 50 round 1 minor| sorcerous pulse (reroll the damage on any thunder keyword power, use either result *UNTIL END OF ENC*) standard| rolling echo (push 2 teleport 2) move| strut around like a baus round 2 free| rolling echo (2d6+50) minor| arcane empowerment (increases radius of bursts or blasts by 1) action point| gain a standard, and through voice of thunder pp increases radius of bursts or blasts by 1 free| gain 2 minor actions through the epic ring minor| haste (level 16 bard utility, gain and use a standard action) *if youre keeping track, by this point all thunder powers have their radius increased by 3 squares. 3 standard actions and one minor action remain* standard| elemental maw (wizard 25) *area burst 7* Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 6d6 + Intelligence modifier damage of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, the target is pulled 2 squares toward the maw’s origin square. Miss: Half damage, and no pull. Effect: This attack’s origin square becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until the end of your next turn. Any crea- ture that is pulled into the vortex takes 3d6 + Intelligence modifier damage of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, you tele- port that creature to a square within 20 squares of you. The creature arrives at its destination prone and dazed until the start of your next turn. chances are that this misses every target. no big deal, it still does half damage. the whole map is difficult terrain now- which is fine because my slides become teleports- and the maw appears at the center. the idea from here on out is to teleport creatures into the maw and spit them back out adjacent, only to repeat the process a few times. each time they take 3d6 (rolled twice) plus (my int modified damage is 40 instead of 50) damage. standard| wrathful vapors *area burst 5* Target: Each creature in burst Attack: Charisma VS. Fortitude or Reflex (choose one defense for each target) Hit (Fortitude): 3d6 + Charisma modifier cold and thunder damage, and you slide the target a number of squares equal to your Dexterity modifier. Hit (Reflex): 3d6 + Charisma modifier lightning damage. Each creature adjacent to the target takes 2d6 + your Dexterity modifier acid damage. Miss (Fortitude or Reflex): Half damage. this gathers them into the maw, with a teleport of (dex mod) 6+ 1. 6d6+ 90 damage to everything hit, spitting them out within 2 squares of the maw. standard| hellish firestorm *area burst 5* Target: Each creature in burst Storm Magic: You can choose not to target a creature in the origin square of the burst. Attack: Charisma vs. Fortitude Hit: 3d10 + Charisma modifier thunder damage, and on-going 10 fire damage (save ends). Miss: Half damage, and ongoing 5 fire damage (save ends) on hit, 3d10+ 3d6 + 90 damage free| staff of the quickening daily (use an at will as a free action after a daily arcane resolves) blazing starfall *area burst 4* Target: Each creature in burst Attack: Charisma vs.Reflex Level 21: 2d4 + Charisma modifier radiant damage. on hit, 2d4+ 3d6+ 90 damage minor| quickened spellcasting blazing starfall *area burst 4* Target: Each creature in burst Attack: Charisma vs.Reflex Level 21: 2d4 + Charisma modifier radiant damage. on hit, 2d4+ 3d6+ 90 damage total damage, assuming all hits, is (6d6+40)/2 + 14d6 +3d10+ 4d4 + 410 = 543 median damage, although you'd assume slightly higher, considering i get to roll set of damage die twice and choose the better result. on crits, which occur on 19 and 20, my crit dice automatically max, dealing an extra 60 damage through the staff of ruin. does anything survive this? MoroniK fucked around with this message at 20:25 on Sep 26, 2011 |
# ¿ Sep 26, 2011 20:22 |
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====== Created Using Wizards of the Coast D&D Character Builder ====== level 14 Revenant, Paladin (Blackguard), Champion of Corellon Vice: Vice of Fury Choose your Race in Life: Pixie FINAL ABILITY SCORES STR 11, CON 16, DEX 17, INT 11, WIS 9, CHA 24 STARTING ABILITY SCORES STR 10, CON 13, DEX 13, INT 10, WIS 8, CHA 18 AC: 35 Fort: 26 Ref: 27 Will: 31 HP: 109 Surges: 13 Surge Value: 27 TRAINED SKILLS Arcana +12, Bluff +19, Intimidate +21, Religion +12, Thievery +12 UNTRAINED SKILLS Acrobatics +7, Athletics +4, Diplomacy +14, Dungeoneering +6, Endurance +9, Heal +6, History +7, Insight +6, Nature +6, Perception +6, Stealth +7, Streetwise +14 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Revenant Utility: Dark Reaping Paladin Attack: Dread Smite Paladin Utility: Shroud of Shadow Paladin Utility: Servant of Vice Paladin Attack 1: Vengeance Strike Paladin Attack 1: Ferocious Strike Paladin Utility 2: Vice's Reward Paladin Attack 5: Unyielding Faith Paladin Utility 6: Wrath of the Gods Paladin Attack 9: Reaper's Harvest Paladin Utility 10: Benediction Champion of Corellon Attack 11: Elegant Strike Champion of Corellon Utility 12: Graceful Step FEATS Level 1: Melee Training (Charisma) Level 2: Light Blade Expertise Level 6: Nimble Blade Level 8: Sneak of Shadows Level 10: Streak of Light Level 11: Shield Mastery Level 11: Surprising Charge Level 12: Shield Specialization Level 14: Superior Will ITEMS Vanguard Rapier +3 x1 Heavy Shield x1 Briartwine Full Plate +3 x1 Badge of the Berserker +3 x1 ====== End ====== What do you guys think about this as far as abusing Streak of Light? With a vanguard rapier +3 the charge mba is a +26 (including automatic ca) vs AC for 3d8 +14. MoroniK fucked around with this message at 01:13 on Nov 15, 2011 |
# ¿ Nov 15, 2011 01:06 |
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I thought about it. I can't decide whether I like the build with absurd defenses or one that uses a gouge (or greatspear I guess) with Impaling Spear to target reflex instead of AC.
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# ¿ Nov 15, 2011 01:18 |
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I want to know what happens when a hybrid paladin uses a power that marks a creature(s). Would you gain the ability to punish with divine sanction, or must a power.specify that sanction has been applied?
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# ¿ Mar 15, 2012 18:18 |
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War wizards expertise is solid. 1/11/21 to light blades and heavy blades and -5 to attack rolls on allies in your bursts and blasts
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# ¿ May 11, 2012 16:53 |
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Played around optimizing a ruthless ruffian a bit. I like the result a lot, but I was hoping to get a little critique. I's also like some rules clarification on how Threatening Flourish (all melee attacks gain the rattling keyword until eont) interacts with Twin Strike and minor action attacks. ====== Created Using Wizards of the Coast D&D Character Builder ====== Zod, level 12 Bugbear, Rogue/Ranger, Blade Bravo Hybrid Ranger Option: Hybrid Ranger Fortitude Hybrid Talent Option: Rogue Tactics (Hybrid) Rogue Tactics (Hybrid) Option: Ruthless Ruffian (Hybrid) Inherent Bonuses Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Yakuza FINAL ABILITY SCORES STR 21, CON 11, DEX 21, INT 11, WIS 10, CHA 14 STARTING ABILITY SCORES STR 16, CON 10, DEX 16, INT 10, WIS 9, CHA 13 AC: 26 Fort: 26 Ref: 27 Will: 22 HP: 88 Surges: 6 Surge Value: 22 TRAINED SKILLS Acrobatics +16, Athletics +16, Dungeoneering +11, Intimidate +15, Perception +11, Stealth +18, Thievery +16 UNTRAINED SKILLS Arcana +6, Bluff +8, Diplomacy +8, Endurance +6, Heal +6, History +6, Insight +6, Nature +6, Religion +6, Streetwise +10 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Yakuza Utility: Ruthless Demonstration Bugbear Racial Power: Predatory Eye Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Twin Strike Rogue Attack 1: Riposte Strike Rogue Attack 1: Hounding Assault Ranger Attack 1: Off-Hand Strike Yakuza Utility 2: Life's Losing Hand Rogue Attack 3: Low Slash Ranger Attack 5: Two-Wolf Pounce Ranger Utility 6: Death Threat Ranger Attack 7(3): Ruffling Sting Ranger Attack 9: Marked for Death Yakuza Utility 10: Underworld Vendetta Blade Bravo Attack 11: Taunting Barb Blade Bravo Utility 12: Threatening Flourish FEATS Hybrid Talent Level 2: Weapon Focus (Mace) Level 4: Underhanded Tactics Level 6: Practiced Killer Level 8: Weapon Proficiency (Singing stick) Level 10: Improved Defenses Level 10: Ki Focus Expertise Level 10: Hobbling Strike Level 11: Expert Sneak Level 12: Brutal Bludgeon ITEMS Iron Armbands of Power (heroic tier) x1 Inix Leather Armor x1 Ki Focus x1 Singing stick (Large) x2 ====== End ====== MoroniK fucked around with this message at 09:11 on Jun 4, 2012 |
# ¿ Jun 4, 2012 05:05 |
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I don't see how. Brutal Scoundrel only gets strength mod to sneak attacks. My bugbear gets strength mod to every attack he makes with the rattling keyword, which should average 2.5 attacks for the first 3 rounds of every combat (which also mark and apply -2 to -4 to attack, per attack). Maces being unsupported was a problem, but Singing Sticks, when sized for Bugbears, are defensive rapiers. Not to mention that on top of multiattacking, I'm getting sneak attack and quarry dice each turn.
MoroniK fucked around with this message at 19:23 on Jun 4, 2012 |
# ¿ Jun 4, 2012 19:21 |
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You guys ever mess around with Daring Blade bards? Level 11: when you make a martial melee weapon attack, use charisma for the attack roll and damage roll. Level 16: you can use bluff to gain combat advantage with a minor. If you succeed, and hit the enemy with a melee attack, you retain combat advantage until you miss. I've been working on a chaladin/rogue mc bard thats coming along nicely but it seems like there is much more potential than that.
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# ¿ Jul 3, 2012 14:49 |
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my daring blade attempt. cant wait to piss off my dm with this build. ====== Created Using Wizards of the Coast D&D Character Builder ====== Kilgore, level 12 Dragonborn, Paladin/Rogue, Daring Blade Hybrid Paladin Option: Hybrid Paladin Fortitude Hybrid Talent Option: Paladin Armor Proficiency Versatile Expertise Option: Versatile Expertise (Light blade) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Dragonborn Racial Power Option: Dragonfear Inherent Bonuses Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Yakuza FINAL ABILITY SCORES STR 15, CON 11, DEX 16, INT 11, WIS 9, CHA 23 STARTING ABILITY SCORES STR 11, CON 10, DEX 14, INT 10, WIS 8, CHA 18 AC: 30 Fort: 23 Ref: 26 Will: 26 HP: 91 Surges: 8 Surge Value: 22 TRAINED SKILLS Athletics +9, Bluff +17, Intimidate +19, Perception +10, Stealth +10, Thievery +10 UNTRAINED SKILLS Acrobatics +5, Arcana +6, Diplomacy +12, Dungeoneering +5, Endurance +2, Heal +5, History +8, Insight +5, Nature +5, Religion +6, Streetwise +14 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Yakuza Utility: Ruthless Demonstration Dragonborn Racial Power: Dragonfear Paladin Feature: Divine Challenge Bard Feature: Majestic Word Paladin Attack 1: Virtuous Strike Rogue Attack 1: Riposte Strike Paladin Attack 1: Valorous Smite Paladin Attack 1: Majestic Halo Dragonborn Utility 2: Baleful Glance Rogue Attack 3: Low Slash Rogue Attack 5: Go for the Eyes Paladin Utility 6: Wrath of the Gods Paladin Attack 7: Price of Cowardice Rogue Attack 9: Knockout Yakuza Utility 10: Underworld Vendetta Daring Blade Attack 11: Weapon Display Daring Blade Utility 12: Defensive Posture (Daring Blade) FEATS Level 1: Hybrid Talent Level 2: Bardic Dilettante Level 4: Underhanded Tactics Level 6: Mark of Finding Level 8: Vigilante Justice Style Level 10: Improved Defenses Level 10: Versatile Expertise Level 10: Weapon Focus (Light blade) Level 11: Disheartening Ambush Level 12: Dragon's Terror ITEMS Jagged Rapier +3 x1 Heavy Shield x1 Gith Plate Armor x1 Iron Armbands of Power (heroic tier) x1 Holy Symbol x1 ====== End ======
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# ¿ Jul 8, 2012 04:58 |
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====== Created Using Wizards of the Coast D&D Character Builder ====== Torment, level 12 Tiefling, Warlock/Wizard, Academy Master Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid) Hybrid Warlock Option: Hybrid Warlock Reflex Hybrid Talent Option: Shadow Walk Twofold Pact Option: Elemental Pact Inherent Bonuses Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Infernal Prince FINAL ABILITY SCORES STR 9, CON 12, DEX 13, INT 21, WIS 12, CHA 21 STARTING ABILITY SCORES STR 8, CON 11, DEX 12, INT 16, WIS 11, CHA 16 AC: 24 Fort: 21 Ref: 26 Will: 26 HP: 76 Surges: 7 Surge Value: 19 TRAINED SKILLS Arcana +18, Bluff +20, Thievery +12 UNTRAINED SKILLS Acrobatics +7, Athletics +5, Diplomacy +13, Dungeoneering +7, Endurance +7, Heal +7, History +11, Insight +7, Intimidate +11, Nature +7, Perception +7, Religion +11, Stealth +9, Streetwise +11 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Infernal Prince Attack: Hellfire Heart Tiefling Racial Power: Infernal Wrath Warlock's Curse Power: Warlock's Curse Wizard Utility: Light Wizard Utility: Mage Hand Wizard Utility: Chameleon's Mask Wizard Utility: Prestidigitation Warlock Attack 1: Chromatic Bolt Wizard Attack 1: Erupting Flare Warlock Attack 1: Cursebite Warlock Attack 1: Decree of Khirad Warlock Attack 1: Echoing Dirge Warlock Pact Boon 1: Accursed Affinity Wizard Utility 2: Shield Wizard Attack 3: Fire Shroud Wizard Attack 5: Summon Magma Beast Warlock Utility 6: Fate's Frayed Thread Wizard Attack 7: Fire Burst Wizard Attack 9: Melf's Minute Meteors Wizard Utility 10: Illusory Wall Academy Master Attack 11: Learned Boost Academy Master Utility 12: Refined Recall FEATS Level 1: Hybrid Talent Level 2: Icy Clutch of Stygia Level 4: Hellfire Master Level 6: Hellfire Blood Level 8: Bloodied Boon Level 10: Hellfire Arcanist Level 11: Improved Defenses Level 11: Staff Expertise Level 11: Consuming the Weak Level 12: Twofold Pact ITEMS Staff of Ruin +2 x1 Elven Chain Shirt (heroic tier) ====== End ====== All about applying ongoing fire damage at will. If they save: great! They also explode.
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# ¿ Sep 14, 2012 23:44 |
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If you're set on fighter/chaladin, look at dragonborn. In addition to being str/cha, theres some really good feat support for dragonfear, like automarking, autodazing, and recharging. Also, chaladin and no virtuous strike? It's not a bad little upgrade for your mbas.
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# ¿ Sep 27, 2012 13:57 |
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====== Created Using Wizards of the Coast D&D Character Builder ====== Kilgore, level 12 Dragonborn, Paladin/Rogue, Daring Blade Hybrid Paladin Option: Hybrid Paladin Fortitude Hybrid Talent Option: Paladin Armor Proficiency Versatile Expertise Option: Versatile Expertise (Light blade) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Dragonborn Racial Power Option: Dragonfear Inherent Bonuses Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Yakuza FINAL ABILITY SCORES STR 15, CON 11, DEX 16, INT 11, WIS 9, CHA 23 STARTING ABILITY SCORES STR 11, CON 10, DEX 14, INT 10, WIS 8, CHA 18 AC: 30 Fort: 23 Ref: 26 Will: 26 HP: 91 Surges: 8 Surge Value: 22 TRAINED SKILLS Athletics +9, Bluff +17, Intimidate +19, Perception +10, Stealth +10, Thievery +10 UNTRAINED SKILLS Acrobatics +5, Arcana +6, Diplomacy +12, Dungeoneering +5, Endurance +2, Heal +5, History +8, Insight +5, Nature +5, Religion +6, Streetwise +14 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Yakuza Utility: Ruthless Demonstration Dragonborn Racial Power: Dragonfear Paladin Feature: Divine Challenge Bard Feature: Majestic Word Paladin Attack 1: Virtuous Strike Rogue Attack 1: Riposte Strike Paladin Attack 1: Valorous Smite Paladin Attack 1: Majestic Halo Dragonborn Utility 2: Baleful Glance Rogue Attack 3: Low Slash Rogue Attack 5: Go for the Eyes Paladin Utility 6: Wrath of the Gods Paladin Attack 7: Price of Cowardice Rogue Attack 9: Knockout Yakuza Utility 10: Underworld Vendetta Daring Blade Attack 11: Weapon Display Daring Blade Utility 12: Defensive Posture (Daring Blade) FEATS Level 1: Hybrid Talent Level 2: Bardic Dilettante Level 4: Underhanded Tactics Level 6: Mark of Finding Level 8: Vigilante Justice Style Level 10: Improved Defenses Level 10: Versatile Expertise Level 10: Draconic Guardian Level 11: Disheartening Ambush Level 12: Dragon's Terror ITEMS Jagged Rapier +3 x1 Heavy Shield x1 Gith Plate Armor x1 Iron Armbands of Power (heroic tier) x1 Holy Symbol x1 ====== End ====== this is more like -8 to attacks, and punishes at range, although it doesn't mature until level 11
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# ¿ Jan 27, 2013 01:47 |
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# ¿ Apr 18, 2024 06:11 |
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Artificer/Wizard (or Psion) or Bard/Warlock (or Sorc) should work
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# ¿ Feb 9, 2013 18:35 |