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<blockquote data-quote="I'm A Banana" data-source="post: 5978339" data-attributes="member: 2067"><p>If you go into the Marketplace, look up Unarmed Strike, and add it to your character via the "add" button on the bottom (or buy it, I suppose -- I don't think it has a GP cost), you should be able to get as many armed strikes as you want!</p><p></p><p>You'll be able to "equip" it in your off-hand and your main hand just fine, then, and the power cards should be correct.</p><p></p><p>FWIW, I'm still playing this character in my normal Monday games, we've hit level 8, and fighting fury with unarmed dual strikes is <em>kind of crazy awesome</em>. I took out a standard monster in the encounter in 3 hits, without Quarry. Given that strikers are expected to take out a standard monster in 4 (and that this monster might've been lower-level or low HP or whatever), I don't think it's out of the realm of possibility that I can solo a standard monster like this (presuming I hit with my four attacks). It takes a few rounds to set up (Quarry and Fighting Fury are both minor actions), but it IS pretty awesome running into a monster and killing it entirely by myself with an at-will and a few encounters (or a daily). </p><p></p><p>It also helps that I have an 8 speed from being a Marauder. My strategy is to stay at distance hurling chatchkas with Twin Strike until I build up my Fighting Fury and/or Quarry, then come in, use Twin Strike (or use that ranger at-will that lets you ranged attack and move and then melee attack for the Marauder attack bonus), minor action to Off-Hand Strike, quarry damage and/or flurry damage if I hit (not an action for either of them; I've also got a daily poison for a bit more damage), and activate my daily Quick attack if I'm feeling especially punchy (free action attack), and maybe pile on an action point for another twin strike or something if it seems to take that well.</p><p></p><p>Next round, I get the hell out of melee range if the thing lived, recover from whatever was done to me, and repeat. The few rounds of build-up help on big critters because then the defender can get in and mark and the other characters can soften it up a bit before I run in and rip it to shreds. </p><p></p><p>Depending on the fluff and the number of targets and how many daily resources I want to spend in a round that's 5-8 instances of damage against a single target, each weapon attack dealing about 1d10+10 damage.</p><p></p><p>What normally balances me out me is bad rolls, since a chain of low rolls will gut my damage. But the Marauder attack bonus and the use of Ruffling Sting and possible flanking can help mitigate that for a little while. Accuracy is tough to get a hold of in 4e, so I try to make up for it by spamming attacks so that I'm never caught doing NOTHING in a round (though I'm sometimes caught blowing several encounter powers on whiffs).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5978339, member: 2067"] If you go into the Marketplace, look up Unarmed Strike, and add it to your character via the "add" button on the bottom (or buy it, I suppose -- I don't think it has a GP cost), you should be able to get as many armed strikes as you want! You'll be able to "equip" it in your off-hand and your main hand just fine, then, and the power cards should be correct. FWIW, I'm still playing this character in my normal Monday games, we've hit level 8, and fighting fury with unarmed dual strikes is [I]kind of crazy awesome[/I]. I took out a standard monster in the encounter in 3 hits, without Quarry. Given that strikers are expected to take out a standard monster in 4 (and that this monster might've been lower-level or low HP or whatever), I don't think it's out of the realm of possibility that I can solo a standard monster like this (presuming I hit with my four attacks). It takes a few rounds to set up (Quarry and Fighting Fury are both minor actions), but it IS pretty awesome running into a monster and killing it entirely by myself with an at-will and a few encounters (or a daily). It also helps that I have an 8 speed from being a Marauder. My strategy is to stay at distance hurling chatchkas with Twin Strike until I build up my Fighting Fury and/or Quarry, then come in, use Twin Strike (or use that ranger at-will that lets you ranged attack and move and then melee attack for the Marauder attack bonus), minor action to Off-Hand Strike, quarry damage and/or flurry damage if I hit (not an action for either of them; I've also got a daily poison for a bit more damage), and activate my daily Quick attack if I'm feeling especially punchy (free action attack), and maybe pile on an action point for another twin strike or something if it seems to take that well. Next round, I get the hell out of melee range if the thing lived, recover from whatever was done to me, and repeat. The few rounds of build-up help on big critters because then the defender can get in and mark and the other characters can soften it up a bit before I run in and rip it to shreds. Depending on the fluff and the number of targets and how many daily resources I want to spend in a round that's 5-8 instances of damage against a single target, each weapon attack dealing about 1d10+10 damage. What normally balances me out me is bad rolls, since a chain of low rolls will gut my damage. But the Marauder attack bonus and the use of Ruffling Sting and possible flanking can help mitigate that for a little while. Accuracy is tough to get a hold of in 4e, so I try to make up for it by spamming attacks so that I'm never caught doing NOTHING in a round (though I'm sometimes caught blowing several encounter powers on whiffs). [/QUOTE]
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