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The Art of Striking (by mkill)
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<blockquote data-quote="Nibelung" data-source="post: 6709629" data-attributes="member: 74499"><p><strong>Originally posted by mkill:</strong></p><p></p><p><span style="font-size: 15px">III Target numbers</span></p><p></p><p>So, how much damage should a build do to be good? How much AC should a build have to survive?</p><p></p><p>Let's look at average monster numbers to see what you will be up against. There are guidelines for monster stats in DMG p. 184</p><p></p><p>The average monster has: </p><p>Hit points: 8+Con+Level *8</p><p>AC: Level+14</p><p>NAD (Fort, Ref, Will): Level+12 (monsters typically have high Str and Con and low Wis and Cha, which raises their Fort and lowers their Will)</p><p>Attack bonus: Level+5</p><p>Attack vs. NAD: Level+3</p><p></p><p>Note how monster statistics go up by one with each level. For PCs, your stats only go up at level/2, and you have to compensate with increased ability scores, feats and magic items. The higher you rise in levels, the more important combat advantage, leader boosts, power synergies, marks and other teamwork benefits become.</p><p></p><p>The "average" hero is assumed to have an attack bonus of level+5 vs. AC, and AC of level+15. Monsters are assumed to go down in about 4 hits (average damage of a hit at lvl 1: 8; at lvl 11: 30; at lvl 21: 50; at lvl 30: 70).</p><p></p><p>These values aren't that hard to reach, and good builds exceed them by far. The question is, where do you want to surpass these minimum requirements? </p><ul> <li data-xf-list-type="ul"> Higher at-will damage <br /> </li> <li data-xf-list-type="ul"> Higher nova damage (burning dailies against a solo)<br /> </li> <li data-xf-list-type="ul"> Higher mobility<br /> </li> <li data-xf-list-type="ul"> Secondary controller / debuffs and status effects<br /> </li> <li data-xf-list-type="ul"> Secondary controller / distributed damage against groups<br /> </li> <li data-xf-list-type="ul"> Secondary controller / stop enemy movement, slide, push, pull<br /> </li> <li data-xf-list-type="ul"> Versatility: target different defenses<br /> </li> <li data-xf-list-type="ul"> Versatility: switch between ranged and melee<br /> </li> <li data-xf-list-type="ul"> Secondary defender / better survivability<br /> </li> <li data-xf-list-type="ul"> Stealth<br /> </li> <li data-xf-list-type="ul"> Secondary leader / buff your allies, heal<br /> </li> </ul><p></p><p>When you plan a character, consider which points in the list should be his specialty. In general, each class excels at one or two of them. A good build concentrates on these. Optimizing against your class often ends in a build that wastes a lot of resources only to become mediocre at something.</p><p></p><p><span style="font-size: 15px">IV Combat tactics</span></p><p></p><p>Strikers have to choose between three main tactics: taking on a single enemy in melee alone, teaming up with another character, or hanging back and sniping. Which tactic is best depends on your class and build. Remember to stay competent at a backup tactic if the first is not possible in an encounter. For example, a bow ranger should still make sure he can draw a melee weapon and hold enemies off if the party is attacked in a confined space where each shot would draw an opportunity attack.</p><p></p><p><strong>Isolating a single enemy</strong></p><p></p><p>You concentrate on a single enemy, drive him away from his allies and take him down alone. You rely on the rest of the group to keep the other enemies busy.</p><p></p><p>This tactic is the mainstay of the Pursuit Avenger, and they are most effective this way. Rogues who can force their own combat advantage, for example with the Wintertouched (PHB 201) - Lasting Frost (PHB 203) - Frost weapon combo, can use it too.</p><p></p><p>This tactic is most effective against enemy leaders. If they get isolated from their companions, they can't support them effectively. As a mobile striker, you can often circumvent the enemy defense line and go for your target directly, while defenders have to take on the enemy brutes and soldiers first.</p><p></p><p>This tactic also works well against artillery and controllers, who are easy to take down when they lose their meat shields, and they have trouble to fire off their ranged attacks when you are adjacent. It can work well against skirmishers and lurkers, but be careful that they don't outmaneuver you.</p><p>The tactic does have its disadvantages, though. If you work together with another against one enemy, you can take them down faster. And you'll need good defenses, as you won't have a defender nearby to take attacks for you. Worse, if you go down, a leader may have difficulties to reach you. Against a strong elite, this is high-risk play. Against a solo, this is suicide.</p><p></p><p><strong>Melee Teamwork - with a Defender</strong></p><p></p><p>The best tactic for Rogues and Melee Rangers. Skirmisher and Defender try to keep the enemy in a flank. While both of you cut away its hit points, the enemy has a dilemma: attack you, and be punished with the defender mark, or attack the defender and fail at his high AC. If possible, you should always try to get your enemies in this position.</p><p>Unless the group is outnumbered, it is simply the best way to quickly take down one enemy after the other.</p><p>How well this works does depend on class, though.</p><p></p><p><strong>Melee Teamwork - with a Leader</strong></p><p></p><p>With a melee leader such as a warlord, you can use a similar flanking tactic like with a defender. The leader won't be able to draw enemy attacks on himself, but he can use powers to buff your attacks and defenses, allow extra strikes, provide flanks and heal you before you go down. In the best case, the added strength from the leader allows you to take the enemy down fast enough that neither of you takes much damage.</p><p></p><p><strong>Melee Teamwork - with another Striker</strong></p><p></p><p>An enemy flanked by two strikers can get down fast. When two strikers concentrate their attacks on a single foe, they can bring down most monsters, even elites, within a few rounds.</p><p>Against frontliners like brutes or soldiers, a team of defender-striker or leader-striker is more effective, but for all other enemies, a striker tag team is a quick death.</p><p></p><p><strong>Hit and Run</strong></p><p></p><p>Against strong enemies like a dragon, its is often too dangerous to stay in melee. Let the defender stay close to the enemy. Use powers that allow movement or shifts before or after the attack to move in, attack and pull back.</p><p></p><p><strong>Sniping</strong></p><p></p><p>You rely on ranged attacks to take down your enemies from a safe distance. With enough range, you can safely pick any foe in the enemy ranks. At the same time, you are protected behind the party defense line and out of reach of enemy attacks. That way you can survive even with low hit points and defenses. For your own safety, stay out of range. Remember that most enemies can move and charge to get to you.</p><p>It's also a good idea to have an item for protection against ranged attacks, so you can win an archer duel.</p><p></p><p><strong>Solo fights</strong></p><p></p><p>If you're a Striker, solo fights, especially boss fights against solos two or more levels above the party, demand different tactics than usual. If you're ranged, you can take a safe spot with cover and throw your best attacks while the defenders hold the monster off.</p><p>As a melee striker, prove your hit & run abilities. Move away from the enemy every second turn, or if you have the right powers move in, strike, and move out in the same turn. Just shifting will not keep you out of melee range.</p><p></p><p><strong>Drawing attention</strong></p><p></p><p>If the defender goes down, it's the striker's job to jump in. He can keep a monster busy for a few rounds, but only if he relies on his mobility. The trick is to stay mobile, force the enemy to reshuffle positions, keep them away from even weaker party members like a wizard, and keep doing damage with hit and run tactics.</p><p></p><p><span style="font-size: 15px">V Analyzing enemies</span></p><p></p><p>The most important question in every combat is, which enemy you should focus on first.</p><p></p><p>At the start of each combat, assess the opposition. Don't forget Perception checks for hidden enemies or traps. Don't hesitate to ask in-game questions. After all, your character will try to understand the combat situation. You will have to work with the in-game clues you get. For example, you can ask whether any opponent looks tougher, stronger, more confident, more battle-hardened (higher level or elite). You can ask if any opponent gives commands (leader). Or whether any opponent looks like grunts that will easily go down with a hit (minion). Also check for obvious spellcasters (artillery or controller) or archers.</p><p></p><p>Read PHB 180: Monster knowledge checks. These are very important. With a DC 15, you can learn a monster's name, type, and keywords. With a DC 20, you can learn about its powers. With a DC 25, you will know about its resistances and vulnerabilities. I don't think I have to explain how knowing that a monster is vulnerable to fire helps you to kill it... And the best about it? It's not an action!</p><p>The relevant skills are: Arcana (Elemental, Fey, Shadow), Dungeoneering (Aberrant), Nature (Natural), Religion (Immortal, Undead). In a good party, each skill should be picked by at least one character, and you should have at least one of them on your own. Don't hesitate to ask the Cleric or Paladin if he can tell you anything about this strange creature that just dug itself out from the grave. Share information in the party. Shouting hints is a free action.</p><p></p><p><span style="font-size: 15px">VI Monster priority list</span></p><p></p><p>Ok, the minis are on the battlefield, you've checked what you are facing, you've checked there isn't anything waiting in the shadows, and it's your first turn. Which monster do you attack? There are four standard choices. Which one is correct depends on the combat situations. This is where your tactical skill comes in. I'll list enemy choices in the order you would normally take them down, but individual combats, your groups composition, terrain and many other factors can change priorities a lot.</p><p></p><p><strong>Leader</strong></p><p></p><p>Leaders are a prime target because they buff, heal and even resurrect other enemies. When the leader is down, or at least busy and isolated from his companions, the enemy force is weakened and likely to lose the fight. With a melee leader in the front line, try to get him into a flank with a defender buddy. With a ranged leader, try to circumvent the enemy defense line and go straight for him. Be careful, often leaders are elite monsters. It might take a while to take him down, but hey, that's what you have all the shiny high-damage powers for.</p><p></p><p><strong>Controller</strong></p><p></p><p>Worse than enemy leaders, a controller can weaken your party to give his allies an advantage. An enemy controller in the back row can really ruin the day for the party unless he is dealt with swiftly. Use your mobility to circumvent the enemy defense line and take them down as quick as possible.</p><p>Note that this also applies to monsters which are not controllers, but still have nasty attacks. Take the Clay Scout, it's only a Lurker Level 2 but with a nasty daze effect.</p><p></p><p><strong>Low-hanging fruit</strong></p><p></p><p>Low-hanging fruit are weaker monsters (but not minions) that you can take down easily. Different monsters can fall into this group, maybe it's lower level than the others, or a skirmisher that is not as mobile as you, a lurkers with an ineffective stealth method, or artillery in a bad position. In any case, if you see a monster that you can take down easily, go for it. One less monster on the field means one less attack against your party next round, and one less flanker for your opponents.</p><p></p><p><em>Example: Bow Ranger against Slaad Tadpole (Lurker). The Slaad only has a melee attack. To lurk, it needs to hit with a melee attack to become insubstantial, and the effect ends on its next turn. It also has a free shift to avoid melee attacks. If the slaad is pestering your defender, hit it with two quick arrows if it misses its attack. If it hits with the attack, just delay until the start of its turn, when the insubstantial ends.</em></p><p></p><p><strong>Defense line</strong></p><p></p><p>If there are no immediate threats in the back row, or if they have been dealth with, it's time to take down the enemy defense line (Soldiers and Brutes). Your defenders can hold them off, but you don't want your defenders to be completely locked down. If you are a melee combatant, flank whatever your defender is fighting and help him take it down, then both of you move to the next. If you are ranged, move to a safe position from where you can't be charged and attack from there. When the enemy front line is down, your defenders are free to chase and lock down more mobile enemies like skirmishers or lurkers, which makes your job easier.</p><p></p><p><strong>Remaining monsters</strong></p><p></p><p>When you're done with the leaders, controllers, easy kills and defense line, it should be easy to team up on whatever is left on the battlefield because your party should have the upper hand now.</p><p></p><p><strong>Minions</strong></p><p></p><p>They look like an easy kill, but they are mainly a waste of your actions. Even as a Sorcerer, you mainly kill minions when they happen to stand in the burst that was targeted at a bigger threat. A Retribution Avenger can even benefit from minions who are still alive, because they hit him for low damage to fuel his Censure. Warlocks can use them as a cheap trigger for their pact boon. All other classes should just ignore minions and let the wizard deal with them.</p><p></p><p><span style="font-size: 15px">VII Optimization Techniques</span></p><p></p><p><strong>Gaining Combat Advantage</strong></p><p></p><p>For Rogues, this section is a must-read, but every class benefits from an easy +2 to attacks.</p><p></p><ul> <li data-xf-list-type="ul"> flanking<br /> </li> <li data-xf-list-type="ul"> surprise rounds and the first strike class feature<br /> </li> <li data-xf-list-type="ul"> enemy can't see you (invisibility, stealth skill)<br /> </li> <li data-xf-list-type="ul"> powers that cause the blinded, dazed, prone (melee only), restrained, stunned or unconscious (causes prone / helpless) conditions<br /> </li> <li data-xf-list-type="ul"> Rogue powers that make the target grant combat advantage: Easy Target (Daily 1, PHB 119), Setup Strike (Enc 3, PHB 120), Crimson Edge (Daily 9, PHB 121), Hounding Strike (Enc 17, PHB 124), Ghost in the Wind (Daily 25, PHB 125), <br /> </li> <li data-xf-list-type="ul"> class features of other classes: Warden's Fury (PHB2 154)<br /> </li> <li data-xf-list-type="ul"> powers from other classes that make the target grant combat advantage to all allies<br /> </li> <li data-xf-list-type="ul"> the Bluff skill<br /> </li> <li data-xf-list-type="ul"> enemy is balancing, climbing, running or squeezing<br /> </li> <li data-xf-list-type="ul"> feats: Distant Advantage (PHB2 184), Wintertouched (PHB 201) (combine with Lasting Frost (PHB 203) and a Frost weapon (PHB 234))<br /> </li> </ul><p></p><p><a href="http://forums.gleemax.com/showthread.php?t=1066478" target="_blank">More on gaining combat advantage</a></p><p></p><p><strong>Use all your actions</strong></p><p></p><p>So you can move and attack, right? Not only. In D&D, you have the following actions per round:</p><ul> <li data-xf-list-type="ul"> 1 standard action<br /> </li> <li data-xf-list-type="ul"> 1 move action<br /> </li> <li data-xf-list-type="ul"> 1 minor action<br /> </li> <li data-xf-list-type="ul"> 1 immediate action<br /> </li> <li data-xf-list-type="ul"> 1 opportunity action per other combatant's turn<br /> </li> <li data-xf-list-type="ul"> any reasonable number of free actions<br /> </li> </ul><p></p><p>As a Warlock, Ranger or Avenger, you will frequently need your minor action to curse / quarry / oath targets. Still, you can profit from powers that give you an attack as a minor action. Powers that work as immediate counters or immediate interrupts are more situational, but if the trigger is common enough they are even better. </p><p>Also, grab as many items or feats as you can that grant free attacks on criticals, when pushed, when killing an enemy and in many other situations.</p><p><em>(thanks to ophite)</em></p><p></p><p><strong>The Power of Surprise</strong></p><p></p><p>Surprise rounds can decide a battle. A free attack at the start of combat can deal hit any force hard enough that they don't recover. Use Stealth to surprise monsters. Use Perception and common sense to avoid traps and ambushes. Boost your initiative. Carry a ranged weapon because often, enemies will be out of charge range during the surprise round.</p><p>Especially Rogues should take note, because surprise and initiative can give them two free rounds of Sneak Attack.</p><p><em>(thanks to ophite)</em></p><p></p><p><strong>Critfishing</strong></p><p></p><p>Every Striker is happy about a critical hit, but there are some builds that focus completely on it. To fish for crits, you need:</p><ul> <li data-xf-list-type="ul"> Increased crit range: Normal crits only happen on a natural 20, but there are feats, powers, paragon path abilities and item enchantments to increase that. The Jagged Weapon enchantment and the Daggermaster PP are just one of many.<br /> </li> <li data-xf-list-type="ul"> Multiple attack rolls: Rerolling your attack (almost) doubles your crit chance. This is why many crit fishing builds are avengers.<br /> </li> <li data-xf-list-type="ul"> Bonus damage on crit: These come from feats and weapon enchantments.<br /> </li> <li data-xf-list-type="ul"> Bonus effects on crit: Debuff your enemy with every crit to hinder counter attacks against you<br /> </li> <li data-xf-list-type="ul"> Extra attacks on crit: Start a chain reaction by getting another attack, critting again... Sane DMs will limit these to one extra attack per turn, but there are some nasty combos in the rules as written...<br /> </li> </ul><p></p><p><strong>At-will pileup</strong></p><p></p><p>Another optimization technique for high damage round after round is to pick a strong at-will power, preferably one with a multiattack like Twin Strike, and use every ressource to pile bonuses onto it.</p><p></p><p><strong>Multiattacking</strong></p><p></p><p>Similar to the at-will pileup and based on using all your actions, this build relies on a strong melee or ranged basic attack and then tries to attack as often as possible with it. There are too many ways to gain extra attacks to list here, so check the Character Optimization boards for ideas.</p><p></p><p><span style="font-size: 15px">Appendix</span></p><p></p><p><strong>Suggested Reads</strong></p><p></p><p><a href="http://forums.gleemax.com/showthread.php?t=1175527" target="_blank">Axioms of Striker Construction</a></p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709629, member: 74499"] [b]Originally posted by mkill:[/b] [SIZE=4]III Target numbers[/SIZE] So, how much damage should a build do to be good? How much AC should a build have to survive? Let's look at average monster numbers to see what you will be up against. There are guidelines for monster stats in DMG p. 184 The average monster has: Hit points: 8+Con+Level *8 AC: Level+14 NAD (Fort, Ref, Will): Level+12 (monsters typically have high Str and Con and low Wis and Cha, which raises their Fort and lowers their Will) Attack bonus: Level+5 Attack vs. NAD: Level+3 Note how monster statistics go up by one with each level. For PCs, your stats only go up at level/2, and you have to compensate with increased ability scores, feats and magic items. The higher you rise in levels, the more important combat advantage, leader boosts, power synergies, marks and other teamwork benefits become. The "average" hero is assumed to have an attack bonus of level+5 vs. AC, and AC of level+15. Monsters are assumed to go down in about 4 hits (average damage of a hit at lvl 1: 8; at lvl 11: 30; at lvl 21: 50; at lvl 30: 70). These values aren't that hard to reach, and good builds exceed them by far. The question is, where do you want to surpass these minimum requirements? [LIST][*] Higher at-will damage [*] Higher nova damage (burning dailies against a solo) [*] Higher mobility [*] Secondary controller / debuffs and status effects [*] Secondary controller / distributed damage against groups [*] Secondary controller / stop enemy movement, slide, push, pull [*] Versatility: target different defenses [*] Versatility: switch between ranged and melee [*] Secondary defender / better survivability [*] Stealth [*] Secondary leader / buff your allies, heal [/LIST] When you plan a character, consider which points in the list should be his specialty. In general, each class excels at one or two of them. A good build concentrates on these. Optimizing against your class often ends in a build that wastes a lot of resources only to become mediocre at something. [SIZE=4]IV Combat tactics[/SIZE] Strikers have to choose between three main tactics: taking on a single enemy in melee alone, teaming up with another character, or hanging back and sniping. Which tactic is best depends on your class and build. Remember to stay competent at a backup tactic if the first is not possible in an encounter. For example, a bow ranger should still make sure he can draw a melee weapon and hold enemies off if the party is attacked in a confined space where each shot would draw an opportunity attack. [b]Isolating a single enemy[/b] You concentrate on a single enemy, drive him away from his allies and take him down alone. You rely on the rest of the group to keep the other enemies busy. This tactic is the mainstay of the Pursuit Avenger, and they are most effective this way. Rogues who can force their own combat advantage, for example with the Wintertouched (PHB 201) - Lasting Frost (PHB 203) - Frost weapon combo, can use it too. This tactic is most effective against enemy leaders. If they get isolated from their companions, they can't support them effectively. As a mobile striker, you can often circumvent the enemy defense line and go for your target directly, while defenders have to take on the enemy brutes and soldiers first. This tactic also works well against artillery and controllers, who are easy to take down when they lose their meat shields, and they have trouble to fire off their ranged attacks when you are adjacent. It can work well against skirmishers and lurkers, but be careful that they don't outmaneuver you. The tactic does have its disadvantages, though. If you work together with another against one enemy, you can take them down faster. And you'll need good defenses, as you won't have a defender nearby to take attacks for you. Worse, if you go down, a leader may have difficulties to reach you. Against a strong elite, this is high-risk play. Against a solo, this is suicide. [b]Melee Teamwork - with a Defender[/b] The best tactic for Rogues and Melee Rangers. Skirmisher and Defender try to keep the enemy in a flank. While both of you cut away its hit points, the enemy has a dilemma: attack you, and be punished with the defender mark, or attack the defender and fail at his high AC. If possible, you should always try to get your enemies in this position. Unless the group is outnumbered, it is simply the best way to quickly take down one enemy after the other. How well this works does depend on class, though. [b]Melee Teamwork - with a Leader[/b] With a melee leader such as a warlord, you can use a similar flanking tactic like with a defender. The leader won't be able to draw enemy attacks on himself, but he can use powers to buff your attacks and defenses, allow extra strikes, provide flanks and heal you before you go down. In the best case, the added strength from the leader allows you to take the enemy down fast enough that neither of you takes much damage. [b]Melee Teamwork - with another Striker[/b] An enemy flanked by two strikers can get down fast. When two strikers concentrate their attacks on a single foe, they can bring down most monsters, even elites, within a few rounds. Against frontliners like brutes or soldiers, a team of defender-striker or leader-striker is more effective, but for all other enemies, a striker tag team is a quick death. [b]Hit and Run[/b] Against strong enemies like a dragon, its is often too dangerous to stay in melee. Let the defender stay close to the enemy. Use powers that allow movement or shifts before or after the attack to move in, attack and pull back. [b]Sniping[/b] You rely on ranged attacks to take down your enemies from a safe distance. With enough range, you can safely pick any foe in the enemy ranks. At the same time, you are protected behind the party defense line and out of reach of enemy attacks. That way you can survive even with low hit points and defenses. For your own safety, stay out of range. Remember that most enemies can move and charge to get to you. It's also a good idea to have an item for protection against ranged attacks, so you can win an archer duel. [b]Solo fights[/b] If you're a Striker, solo fights, especially boss fights against solos two or more levels above the party, demand different tactics than usual. If you're ranged, you can take a safe spot with cover and throw your best attacks while the defenders hold the monster off. As a melee striker, prove your hit & run abilities. Move away from the enemy every second turn, or if you have the right powers move in, strike, and move out in the same turn. Just shifting will not keep you out of melee range. [b]Drawing attention[/b] If the defender goes down, it's the striker's job to jump in. He can keep a monster busy for a few rounds, but only if he relies on his mobility. The trick is to stay mobile, force the enemy to reshuffle positions, keep them away from even weaker party members like a wizard, and keep doing damage with hit and run tactics. [SIZE=4]V Analyzing enemies[/SIZE] The most important question in every combat is, which enemy you should focus on first. At the start of each combat, assess the opposition. Don't forget Perception checks for hidden enemies or traps. Don't hesitate to ask in-game questions. After all, your character will try to understand the combat situation. You will have to work with the in-game clues you get. For example, you can ask whether any opponent looks tougher, stronger, more confident, more battle-hardened (higher level or elite). You can ask if any opponent gives commands (leader). Or whether any opponent looks like grunts that will easily go down with a hit (minion). Also check for obvious spellcasters (artillery or controller) or archers. Read PHB 180: Monster knowledge checks. These are very important. With a DC 15, you can learn a monster's name, type, and keywords. With a DC 20, you can learn about its powers. With a DC 25, you will know about its resistances and vulnerabilities. I don't think I have to explain how knowing that a monster is vulnerable to fire helps you to kill it... And the best about it? It's not an action! The relevant skills are: Arcana (Elemental, Fey, Shadow), Dungeoneering (Aberrant), Nature (Natural), Religion (Immortal, Undead). In a good party, each skill should be picked by at least one character, and you should have at least one of them on your own. Don't hesitate to ask the Cleric or Paladin if he can tell you anything about this strange creature that just dug itself out from the grave. Share information in the party. Shouting hints is a free action. [SIZE=4]VI Monster priority list[/SIZE] Ok, the minis are on the battlefield, you've checked what you are facing, you've checked there isn't anything waiting in the shadows, and it's your first turn. Which monster do you attack? There are four standard choices. Which one is correct depends on the combat situations. This is where your tactical skill comes in. I'll list enemy choices in the order you would normally take them down, but individual combats, your groups composition, terrain and many other factors can change priorities a lot. [b]Leader[/b] Leaders are a prime target because they buff, heal and even resurrect other enemies. When the leader is down, or at least busy and isolated from his companions, the enemy force is weakened and likely to lose the fight. With a melee leader in the front line, try to get him into a flank with a defender buddy. With a ranged leader, try to circumvent the enemy defense line and go straight for him. Be careful, often leaders are elite monsters. It might take a while to take him down, but hey, that's what you have all the shiny high-damage powers for. [b]Controller[/b] Worse than enemy leaders, a controller can weaken your party to give his allies an advantage. An enemy controller in the back row can really ruin the day for the party unless he is dealt with swiftly. Use your mobility to circumvent the enemy defense line and take them down as quick as possible. Note that this also applies to monsters which are not controllers, but still have nasty attacks. Take the Clay Scout, it's only a Lurker Level 2 but with a nasty daze effect. [b]Low-hanging fruit[/b] Low-hanging fruit are weaker monsters (but not minions) that you can take down easily. Different monsters can fall into this group, maybe it's lower level than the others, or a skirmisher that is not as mobile as you, a lurkers with an ineffective stealth method, or artillery in a bad position. In any case, if you see a monster that you can take down easily, go for it. One less monster on the field means one less attack against your party next round, and one less flanker for your opponents. [i]Example: Bow Ranger against Slaad Tadpole (Lurker). The Slaad only has a melee attack. To lurk, it needs to hit with a melee attack to become insubstantial, and the effect ends on its next turn. It also has a free shift to avoid melee attacks. If the slaad is pestering your defender, hit it with two quick arrows if it misses its attack. If it hits with the attack, just delay until the start of its turn, when the insubstantial ends.[/i] [b]Defense line[/b] If there are no immediate threats in the back row, or if they have been dealth with, it's time to take down the enemy defense line (Soldiers and Brutes). Your defenders can hold them off, but you don't want your defenders to be completely locked down. If you are a melee combatant, flank whatever your defender is fighting and help him take it down, then both of you move to the next. If you are ranged, move to a safe position from where you can't be charged and attack from there. When the enemy front line is down, your defenders are free to chase and lock down more mobile enemies like skirmishers or lurkers, which makes your job easier. [b]Remaining monsters[/b] When you're done with the leaders, controllers, easy kills and defense line, it should be easy to team up on whatever is left on the battlefield because your party should have the upper hand now. [b]Minions[/b] They look like an easy kill, but they are mainly a waste of your actions. Even as a Sorcerer, you mainly kill minions when they happen to stand in the burst that was targeted at a bigger threat. A Retribution Avenger can even benefit from minions who are still alive, because they hit him for low damage to fuel his Censure. Warlocks can use them as a cheap trigger for their pact boon. All other classes should just ignore minions and let the wizard deal with them. [SIZE=4]VII Optimization Techniques[/SIZE] [b]Gaining Combat Advantage[/b] For Rogues, this section is a must-read, but every class benefits from an easy +2 to attacks. [LIST][*] flanking [*] surprise rounds and the first strike class feature [*] enemy can't see you (invisibility, stealth skill) [*] powers that cause the blinded, dazed, prone (melee only), restrained, stunned or unconscious (causes prone / helpless) conditions [*] Rogue powers that make the target grant combat advantage: Easy Target (Daily 1, PHB 119), Setup Strike (Enc 3, PHB 120), Crimson Edge (Daily 9, PHB 121), Hounding Strike (Enc 17, PHB 124), Ghost in the Wind (Daily 25, PHB 125), [*] class features of other classes: Warden's Fury (PHB2 154) [*] powers from other classes that make the target grant combat advantage to all allies [*] the Bluff skill [*] enemy is balancing, climbing, running or squeezing [*] feats: Distant Advantage (PHB2 184), Wintertouched (PHB 201) (combine with Lasting Frost (PHB 203) and a Frost weapon (PHB 234)) [/LIST] [URL=http://forums.gleemax.com/showthread.php?t=1066478]More on gaining combat advantage[/URL] [b]Use all your actions[/b] So you can move and attack, right? Not only. In D&D, you have the following actions per round: [LIST][*] 1 standard action [*] 1 move action [*] 1 minor action [*] 1 immediate action [*] 1 opportunity action per other combatant's turn [*] any reasonable number of free actions [/LIST] As a Warlock, Ranger or Avenger, you will frequently need your minor action to curse / quarry / oath targets. Still, you can profit from powers that give you an attack as a minor action. Powers that work as immediate counters or immediate interrupts are more situational, but if the trigger is common enough they are even better. Also, grab as many items or feats as you can that grant free attacks on criticals, when pushed, when killing an enemy and in many other situations. [i](thanks to ophite)[/i] [b]The Power of Surprise[/b] Surprise rounds can decide a battle. A free attack at the start of combat can deal hit any force hard enough that they don't recover. Use Stealth to surprise monsters. Use Perception and common sense to avoid traps and ambushes. Boost your initiative. Carry a ranged weapon because often, enemies will be out of charge range during the surprise round. Especially Rogues should take note, because surprise and initiative can give them two free rounds of Sneak Attack. [i](thanks to ophite)[/i] [b]Critfishing[/b] Every Striker is happy about a critical hit, but there are some builds that focus completely on it. To fish for crits, you need: [LIST][*] Increased crit range: Normal crits only happen on a natural 20, but there are feats, powers, paragon path abilities and item enchantments to increase that. The Jagged Weapon enchantment and the Daggermaster PP are just one of many. [*] Multiple attack rolls: Rerolling your attack (almost) doubles your crit chance. This is why many crit fishing builds are avengers. [*] Bonus damage on crit: These come from feats and weapon enchantments. [*] Bonus effects on crit: Debuff your enemy with every crit to hinder counter attacks against you [*] Extra attacks on crit: Start a chain reaction by getting another attack, critting again... Sane DMs will limit these to one extra attack per turn, but there are some nasty combos in the rules as written... [/LIST] [b]At-will pileup[/b] Another optimization technique for high damage round after round is to pick a strong at-will power, preferably one with a multiattack like Twin Strike, and use every ressource to pile bonuses onto it. [b]Multiattacking[/b] Similar to the at-will pileup and based on using all your actions, this build relies on a strong melee or ranged basic attack and then tries to attack as often as possible with it. There are too many ways to gain extra attacks to list here, so check the Character Optimization boards for ideas. [SIZE=4]Appendix[/SIZE] [b]Suggested Reads[/b] [URL=http://forums.gleemax.com/showthread.php?t=1175527]Axioms of Striker Construction[/URL] [/QUOTE]
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The Art of Striking (by mkill)
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