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Character Builds & Optimization
When Everyone is Super: a Miniguide to Classless Damage Boosts by Svenj
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<blockquote data-quote="MwaO" data-source="post: 6749710" data-attributes="member: 12749"><p>[h=2]Fires of Hell: fire optimization[/h]</p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">These are the options for maximizing your damage by using fire. Fire damage used to be second-rate compared to cold or radiant damage. Then the Firewind Blade came along, and at the end of the edition, fire is back on top. At least, for melee builds.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Like all elemental damage, fire damage optimization really takes off in paragon, provided you’re a genasi. At epic tier, there are multiple epic destinies that help you out regardless of race.</span></span></p><p></p><p><strong>You should only optimize fire damage if you attack with a heavy blade and regularly stand next to your target or invest in fire-based accuracy. </strong>Otherwise, the damage is probably lower than other kinds of damage.</p><p></p><p><strong>Fire Damage Access</strong></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Melee attackers should be looking for ways to deal fire damage that don't take up their weapon slot, so they can use a Firewind Blade.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Heroic</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Flamespeed Shifting</strong>: feat, razorclaw shifter, razorclaw shifting racial power, you have a spellscar, Student of the Plague feat, DR385. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If you're under the influence of your Razorclaw Shifting power, you can shift 2 squares as a move action (which is already pretty nice). If you do, all your attacks deal 2 extra fire damage until the end of your turn. Requires a lot of actions (minor to activate Razorclaw Shifting, move to shift), conditions (you must be bloodied first) and prerequisites (race, Student of the Plague feat). But if you have all those, then you have legitimate access to slotless fire damage in heroic for all your attacks. </span></span></p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-family: 'Open Sans'"><strong>Path of the Scarred:</strong> </span></span><span style="color: #000000"><span style="font-family: 'Open Sans'">feat, human, you have a spellscar, DR385(MwaO)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Bonus fire damage to all your encounter and daily attack powers. Boosts a little with Student of the Plague, but the real strength is in having a fire at-will+fire optimization. Sorcerer, Monk, Swordmage, Wizard/Mage — think of a Pyromancer who can take all Cold, Illusion or Nethermancy spells as an example.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Blazing Arc Ki Focus</strong>: ki focus, level 3+, PHB3. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This ki focus makes all your melee attacks do fire damage instead of their normal type. In direct competition with Firewind Blade, so try to avoid this. It’s common though, so readily accessible if you can use a ki focus.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Body of Fire Ki Focus</strong>: ki focus, level 4+, MME. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">All untyped damage dealt by attacks using this ki focus becomes fire damage. In direct competition with Firewind Blade and can only change untyped damage. If you're a ki focus user and make a lot of close, ranged and area attacks, this does save you the bother of finding a way to use a Flaming Weapon as your implement (and it's one level lower). But still, try to find better options if you can. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Hellfire Staff</span></strong>: staff, level 4+, PHR:T</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Melee and close attacks with this staff deal fire damage instead of their normal type. In direct competition with Firewind Blade, and the staff is a lousy weapon for melee builds anyway. If you focus on close implement attacks, this could be an option for you. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Flaming Weapon</strong>: any weapon, level 5+, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all the untyped damage dealt by it into fire damage. In direct competition with Firewind Blade, can only change untyped damage, and a level 5 item to boot. Try to find better options if you can.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Flameheart Totem</strong></span>: totem, level 10+, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This totem adds 1d6 fire damage to all primal attacks against a target that you have combat advantage against. In direct competition with Firewind Blade, only usable on primal attacks, and a level 10 item too. Try to find better options if you can.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Paragon</u>:</strong> </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Shocking Flame</strong></span>: feat, genasi, FRPG. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The premier option of gaining access to fire damage at paragon tier, this feat lets you deal 2 extra fire damage with all your melee attacks when manifesting firesoul. The racial prerequisite is annoying, but int+str/con are racial bonuses that let you play just about every melee class. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The other big selling point of this feat is that you gain access to lightning optimization as well at epic tier thanks to the Double Manifestation feat, or even at paragon with the Elemental Tempest paragon path.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Honorable Blade</strong>: paragon path, dragonborn, any martial class, PHR<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If your dragon breath deals fire damage, then you can add this damage type to all damage dealt by your melee weapon as well. Notice the wording: this effect also works on attacks that use your melee weapon as an implement. No extra damage and the rest of the path isn't spectacular unless you've optimized your dragon breath, then it becomes a very good pick. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Malec-Keth Jannisary</strong>: paragon path, swordmage, MotP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 16 you gain the ability to do 1d4 extra fire damage with all your attacks. Will take up your multiclass, the attacks are only any good if you're int-primary and the benefit doesn't kick in until level 16. If these requirements all work for you, then this is an okay way to gain some fire damage.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Soaring blade</strong>: paragon path, monk, trained in acrobatics, PsP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 16 you gain the ability to do extra fire damage equal to your constitution modifier with melee attacks using a heavy blade. Will take up your multiclass, the attacks are only any good if you're dex-primary (so you need both a good con and dex) and the benefit doesn't kick in until level 16. If these requirements are work for you, then this is an okay way to gain some fire damage. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Soulforged</strong>: paragon path, must worship Moradin, have the Moradin's Resolve Channel Divinity power, DR386. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 11 you can make all your attacks with a weapon deal fire and radiant damage instead of their normal types. Will take up your multiclass and the attacks are only any good if you're wis-primary. If these requirements are work for you, then this is an okay way to gain fire damage. Don't forget it also gives you access to radiant optimization.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Spellsoul Blade</strong></span>: heavy or light blade, level 14+, DR414. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A curious item (but it’s Planescape, so what’d you expect?). Upon gaining this weapon, your DM chooses three damage types from acid, cold, fire, force, lightning, necrotic, radiant and thunder. Then, once per encounter you can choose one of those three, and all untyped damage dealt by weapon attacks using this weapon is of that type until your next rest. The rating of this item varies with your DM, but since it competes with Firewind Blade, only changes untyped damage from weapon attacks, and is only one level lower than a Flaming Weapon and a Weapon of Summer, you can safely skip this for something better.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Weapon of Summer</strong>: heavy blade, level 15+, DU160. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Damage rolls made with this weapon get a +3 item bonus, and the bonus damage is fire damage. It frees up your arm slot for 10 levels because you don’t have to wear Iron Armbands of Power anymore (both give an item bonus, but the level 26 IAoP give +6), but it still competes with Firewind Blade and is annoyingly high level. Only take this if you really want your arm slot free.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Epic</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Radiant One</strong></span>: epic destiny, DR366. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 21 on, whenever you deal damage to a target that’s granting combat advantage to you, you deal extra fire and radiant damage equal to your int-modifier. Very easy, readily accessible, and very potent if you have a high intelligence. It also lets you tap into radiant optimization, which can give you another big damage boost.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Soul of the World</strong></span>: epic destiny, deva, DR385 // <span style="color: #0000FF"><strong>Reincarnate Champion</strong></span>: epic destiny, primal class, PrP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Both of these epic destinies let you become a member of an additional race at levels 21 and 24, which in turn gives you access to Shocking Flame by taking Extra Manifestation for firesoul. As an additional bonus, you can choose a non-drow fey race or tiefling at level 24 for access to the Sarifal Feywarden theme or the Hellfire Blood feat.</span></span></p><p></p><p></p><p></p><p></p><p><strong>Fire Damage Optimization</strong></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Heroic</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #FF9900"><strong>Firewind Blade</strong></span>: heavy blade, level 4+, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Whenever you hit one or more targets with a fire power using this weapon, one enemy adjacent to you takes fire damage equal to 1+the weapon’s enhancement bonus. This weapon is the heart of fire damage optimization, since without it you’re better off optimizing another damage type. When every attack deals another 2-7 points of fire damage, it adds up quickly, especially if you’re multi-attacking.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Infernal Prince</strong></span>: theme, illegal for LFR, DR406</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Starting at level 1, you get an untyped +1 bonus to fire attack rolls that's always on. While technically not a damage boost, a higher hit chance means you’ll land those damaging attacks more often, thereby dealing more damage over time. Because it's a theme based on the Book of Vile Darkness, it's illegal for LFR.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Sarifal Feywarden</strong></span>: theme, any fey race but drow, DR405. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Starting at level 1, you get an aura 2 for two turns that makes everyone in the aura vulnerable 5/10/15 to your fire attacks. The only drawbacks are the racial requirement (which you can get around with the right epic destiny) and the minor action activation cost. Also remember that the extra damage from Firewind Blade doesn’t trigger the aura since it’s not your attack.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Primordial Adept</strong></span>: theme, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 10, you get a +2 power bonus to all damage rolls with fire powers, provided you took Vezzuvu's Eruption as your level 1 power. A nice damage bonus that's always on, but it doesn't stack with leader bonuses like the Artificer's Magic Weapon and it kicks in a little late. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Hellfire Blood</strong></span>: feat, tiefling, PHB</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">An untyped +1 bonus to attack and damage rolls of fire and/or fear powers. Requires you to be a tiefling, but you can get around that restriction with the right epic destiny.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Stoking the Fire</strong>: feat, wizard, DR388. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you hit a target with a fire attack, you gain a +2 power bonus to your next damage roll with a fire attack against that target before the end of your next turn. A nice bonus which should stack with most other bonuses. Wizard is quite the requirement, and you need to be multi-attacking to really make use of it, so it's not for everyone. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Khyber Shard of Fiery Depth</strong></span>: dragonshard augment, level 2/12/22, EPG. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Add a +1/3/5 untyped damage bonus to all fire damage rolls using the augmented weapon. You can augment a weapon with a dragonshard to increase its damage. Cheap, slotless and scales well.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Incendiary Dagger</strong></span>: superior implement, dagger, DR385, MME // <span style="color: #0000FF"><strong>Ashen Rod</strong></span>: superior implement, rod, PHB3, MME.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">An untyped +2/3/4 bonus to damage rolls with implement fire powers used through this implement. You also get a +1 untyped bonus to attacks vs. Reflex, so if you choose your powers right, this accuracy bonus makes up for not having an Accurate implement. Unfortunately not available for Firewind Blade, since that doesn't come as a dagger.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Inferno</strong> <strong>Oil</strong></span>: alchemical item, level 5+, EPG. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If you apply Inferno Oil to your weapon or a piece of ammunition as a standard action (preferably during a short rest) and hit a target with it, you make a secondary attack with the weapon or ammunition against the target's Reflex. If you hit, the creature has vulnerable 5/10/15 fire (save ends). <a href="http://community.wizards.com/go/thread/view/75882/29913679/When_Everyone_is_Super:_a_Miniguide_to_Classless_Damage_Boosts?post_num=100#533212893" target="_blank">It's been pointed out</a> that secondary attacks default to the same keywords as the primary attack, so you get your enhancement, expertise and other bonuses, making the second attack quite accurate. If you have the Alchemist theme, you can make a free batch of oil every short rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Paragon</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Fiery Blood</strong></span>: feat, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A +3/4 feat bonus to all fire damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal fire damage.</span></span></p><p></p><p></p><p></p><p></p><p></p><p>[h=2]Ride the Lightning: lightning optimization[/h]</p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">These are the options for maximizing your damage using lightning. The highlights of this damage type are twofold: the Lyrandar Wind Rider paragon path and the Gifts for the Queen item set.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Lightning damage optimization is availabe for everyone, whether you use a melee weapon, a ranged weapon or an implement (provided you can use a weapon as implement). </span></span><strong>Lightning only takes off at paragon, and requires a paragon path and high constitution and/or quite a few magic items.</strong><span style="color: #000000"><span style="font-family: 'Open Sans'">So don’t optimize around it if you don't have the con and the paragon path and/or play in a low-magic campaign.</span></span></p><p></p><p><strong>Lightning Damage Access</strong></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Heroic:</u> </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Weapon of Myrdroon's Shard</span></strong>: spear, level 4+, DR364. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">You can use a standard action to make a melee basic attack with this spear with +1 reach that deals lightning damage instead of its normal type. Unusable for chargers, and most classes use other powers. Might be interesting for Knights or Eldritch Strike users who don't charge, since it is one level lower than a Lightning Weapon.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Lightning Weapon</strong></span>: any weapon, level 5+, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into lightning damage. It's any weapon, so both melee and ranged characters can use this. There are two drawbacks to using it: it's level 5+, and it takes up your weapon slot. Pick it accordingly. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Forked Lightning Ki Focus</strong></span>: ki focus, level 9+, PsP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This ki focus makes all your melee attacks do lightning damage instead of their normal type. A good, clean way for melee characters to turn all their damage into lightning, and one level lower than a Lightning Weapon too. Takes up your weapon slot though, and requires ki focus proficiency.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Lightning Strike Bow</strong>: longbow, shortbow, level 10+, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into lightning damage as a free action. It's no different from a lightning weapon, except that it's ranged only. There are two drawbacks to using it: it's level 10+, and it takes up your weapon slot. Pick it accordingly. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><u><strong>Paragon:</strong></u> </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Shocking Flame</strong></span>: feat, genasi, FRPG. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The premier option of gaining access to lightning damage at paragon tier, this feat lets you deal 2 extra lightning damage with all your melee attacks when manifesting stormsoul. The racial prerequisite is annoying, but int+str/con are racial bonuses that let you play just about every melee class. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The other big selling point of this feat is that you gain access to fire optimization as well at epic tier thanks to the Double Manifestation feat, or even at paragon with the Elemental Tempest paragon path.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Honorable Blade</strong></span>: paragon path, dragonborn, any martial class, PHR<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If your dragon breath deals lightning damage, then you can add this damage type to all damage dealt by your melee weapon as well. Notice the wording: this effect also works on attacks that use your melee weapon as an implement. This competes for Lyrandar Wind-Rider, so it's only good if you either can't take the path (LFR) or you've optimized your dragon breath, at which point it becomes a very good pick. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Malec-Keth Jannisary</strong></span>: paragon path, swordmage, MotP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 16 you gain the ability to do 1d4 extra lightning damage with all your attacks. Competes with Lyrandar Wind-Rider, takes up your multiclass, the attacks are only any good if you're int-primary and the benefit doesn't kick in until level 16. If these requirements all work for you, then this is an okay way to gain some lightning damage.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Ring of the Djinn Slayer</strong> assassin, assassin's shroud or assassin's strike powers</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">Requires a very good MC feat if not assassin, but easy typing of damage to include Lightning twice a combat if MC'd Assassin.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Soaring blade</strong>: paragon path, monk, trained in acrobatics, PsP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 16 you gain the ability to do extra lightning damage equal to your constitution modifier with melee attacks using a heavy blade. The effect is similar to Lyrandar Wind-Rider but without the accuracy boost, and it kicks in at level 16 instead of 11. It also takes up your multiclass, and the attacks are only any good if you're dex-primary (so you need both a good con and dex). If these requirements are work for you, then this is an okay way to gain some lightning damage. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Thunderbolt Weapon</strong></span>: any ranged, level 13+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">All damage dealt by this weapon is lightning damage. It works on implement attacks and attacks without a damage roll as well, but be aware it only comes in the ranged variety. If that works for you that's great, since it's two levels lower than a Lightning Weapon, but remember that it still takes up your weapon slot. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Spellsoul Blade</strong>: heavy or light blade, level 14+, DR414. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A curious item (but it’s Planescape, so what’d you expect?). Upon gaining this weapon, your DM chooses three damage types from acid, cold, fire, force, lightning, necrotic, radiant and thunder. Then, once per encounter you can choose one of those three, and all untyped damage dealt by weapon attacks using this weapon is of that type until your next rest. The rating of this item varies with your DM, but since it only changes untyped damage from weapon attacks, and is only one level lower than a Lightning Weapon, it isn't very competitive.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><u><strong>Epic: </strong></u></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Soul of the World</strong></span>: epic destiny, deva, DR385 // <span style="color: #0000FF"><strong>Reincarnate Champion</strong></span>: epic destiny, primal class, PrP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Both of these epic destinies let you become a member of an additional race at levels 21 and 24, which in turn gives you access to Shocking Flame by taking Extra Manifestation for stormsoul. As an additional bonus, you can choose a non-drow fey race at level 24 for access to the Sarifal Feywarden theme.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Avatar of Storm</strong>: epic destiny, Storm Sacrifice feat, Channel Divinity class feature, must worship a deity of the storm domain, DiP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 21 on, when you deal lightning or thunder damage with a power, you deal lightning and thunder damage. If you're into one of the two types, you now get to optimize them both. The rest of the epic destiny is all right too, especially for str and con classes who get a stat bump. Requires some investment though. </span></span></p><p></p><p></p><p></p><p></p><p></p><p><strong><span style="font-family: 'Open Sans'"><span style="color: #000000">Lightning Damage Optimization </span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Heroic:</u> </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Sarifal Feywarden</strong></span>: theme, any fey race but drow, DR405. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Starting at level 1, you get an aura 2 for two turns that makes everyone in the aura vulnerable 5/10/15 to your lightning attacks. The only drawbacks are the racial requirement (which you can get around with the right epic destiny) and the minor action activation cost. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Storm Talon</strong>: elemental companion, Elemental Companion feat, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This companion has the following active benefit: aura 1, you and your allies get a +2 power bonus to lightning damage rolls against enemies in the aura. Requiring your companion to be in active mode and standing next to an enemy is a good way to get it killed quickly. Along with the two feat prerequisite (you need Born of the Elements to take Elemental Companion), this is a very expensive and somewhat unreliable option. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Eberron Shard of Lightning</strong></span>: dragonshard augment, level 2/12/22, EPG. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Add a +1/3/5 untyped damage bonus to all lightning damage rolls using the augmented weapon. You can augment a weapon with a dragonshard to increase its damage. Cheap, slotless and scales well.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Lancing Dagger</strong></span>: superior implement, dagger, DR385, MME // <strong>Rowan Wand</strong>: superior implement, wand, PHB3, MME.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">An untyped +2/3/4 bonus to damage rolls with implement lightning powers used through this implement. You miss out on the accuracy bonus from an Accurate implement, so carefully consider if this is worth it. Lancing Dagger still gets a blue rating for being compatible with Eberron Shard of Lightning and Lightning Weapon/Spellsoul Blade. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Paragon: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Lightning Soul</strong></span>: feat, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A +3/4 feat bonus to all lightning damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal lightning damage.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Lyrandar Wind-Rider</strong></span>: paragon path, Mark of Storm feat, EPG. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 11 you get a +1 untyped bonus to attack rolls and an untyped bonus to damage rolls equal to your constitution (minimum 1) with lightning and thunder attack powers. The Mark of Storm requirement is annoying if you're not allowed to take the feat (like in LFR), but if you can, this paragon path represents a huge boost to your damage if con is your primary or secondary stat. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #FF9900"><strong>Gifts for the Queen</strong></span>: item set, level 13+, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If you hit with a lightning attack power, you gain an untyped bonus to the damage roll equal to the number of items from this set (minimum 2). This item set is the key to lightning optimization, since without it you're better off optimizing another damage type (unless you can take Lyrandar Wind-Rider, then it's still worth pursuing). </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">There are at least 3 items that everyone can take (Crown of the Brilliant Sun, Spark Slippers and Ring of the Radiant Storm) because they're in the head, feet and ring slot. The other two (Bracelet of the Radiant Storm and Queen's Staff) are in item slots that have some competition (arms slot competes with Iron Armbands or Bracers of Archery, weapon slot competes with a lot). Fortunately, you don't have to attack with the staff to gain the benefit, so you can hold it in your off-hand if you have it free.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Ring of the Radiant Storm</strong></span>: ring slot item, level 17, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you hit an enemy with a lightning power and deal damage to it, you can roll the damage twice and use either result. Depending on the amount of dice you roll, this can be quite a damage boost. It's part of the Gifts of the Queen item set, so you'll probably have it anyway.</span></span></p><p></p><p></p><p></p><p></p><p>[h=2]Thunderstruck: thunder optimization[/h]</p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">These are the options for maximizing your damage using thunder. This damage type not only revolves around extra damage, but also around increasing the number of targets you can hit with bursts and blasts. Unsurprisingly it also mixes quite well with lightning damage, letting you combine the benefits of both damage types. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Thunder damage optimization before level 16 is only availabe to those who naturally have thunder attacks. After that it becomes available for everyone who is willing to give up their multiclass and paragon path or epic destiny. </span></span><strong>Thunder only takes off at paragon, and requires lots of bursts and blasts.</strong></p><p><strong></strong></p><p><strong>Thunder Damage Access</strong></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Heroic</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Power of the Storm</strong>: any divine class, must worship a deity of the storm domain, DiP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you hit an enemy with one of four at-will powers (<strong>Overwhelming Strike</strong>, <strong>Valiant Strike</strong>, <span style="color: #00CCFF"><strong>Vanguard's Lightning</strong></span>, <strong>Righteous Brand</strong>) the power's damage type changes to thunder and it deals an untyped 2/3/4 extra damage. A good damage bonus and accessible early on, but only one of the powers works with Resounding Thunder.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Thunderfist Ki Focus</strong>: ki focus, level 4+, PsP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This ki focus turns all damage dealt by it with melee attacks into thunder damage. Bursters, blasters and ranged implement users are out of luck here, which is a big strike against it because it doesn't work with Resounding Thunder. Ki focus proficiency can be annoying too. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Screaming Bow</strong>: bow, level 4+, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This bow turns all untyped damage dealt by it into thunder damage and deafens the target on a hit. The classes that can use this profitably are limited, especially since ranged weapon users don't get many bursts and blasts for Resounding Thunder. But good enough for those who want it, and the daily power inflicts thunder vulnerability which is always nice. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Paragon</u>:</strong> </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Honorable Blade</strong></span>: paragon path, dragonborn, any martial class, Thundering Breath feat, PHR<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If your dragon breath deals lighting damage and you've taken the Thundering Breath feat, then you can add the lightning and thunder damage type to all damage dealt by your melee weapon. Notice the wording: this effect also works on blast and burst attacks that use your melee weapon as an implement, so it works with Resounding Thunder. Competes with Lyrandar Wind-Rider and requires you to be dragonborn. If these requirements work for you, then this is a good way to gain some thunder damage.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Devoted Orator</span></strong>: paragon path, invoker, DiP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 16 on, when you use a close attack power, you can deal extra thunder damage equal to one-half your int-mod, and you can push a target you hit 1 square. The most important thing about this path is that it activates Resounding Thunder on all your close attacks. Competes with Lyrandar Wind-Rider though and the benefit doesn't kick in until level 16. If these requirements work for you, then this is a good way to gain some thunder damage.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Malec-Keth Jannisary</strong></span>: paragon path, swordmage, MotP. At level 16 you gain the ability to do 1d4 extra thunder damage with all your attacks. The most important thing about this path is that it activates Resounding Thunder on all your attacks, period. Competes with Lyrandar Wind-Rider though, and the benefit doesn't kick in until level 16. If these requirements work for you, then this is a good way to gain some thunder damage.</span></span></p><p></p><p><strong>Ring of the Djinn Slayer</strong> assassin, assassin's shroud or assassin's strike powers(MwaO)</p><p>Requires a very good MC feat if not assassin, but easy typing of damage to include Thunder twice a combat if MC'd Assassin.</p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Thundergod Weapon</strong>: any melee, level 13+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">All melee attacks made with this weapon deal +1d6/2d6 thunder damage when you charge. If you charge regularly, then this is an interesting way to gain extra thunder damage, but it doesn't help with Resounding Thunder. Also deals quite a lot of extra damage if you crit. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Spellsoul Blade</strong>: heavy or light blade, level 14+, DR414. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A curious item (but it’s Planescape, so what’d you expect?). Upon gaining this weapon, your DM chooses three damage types from acid, cold, fire, force, lightning, necrotic, radiant and thunder. Then, once per encounter you can choose one of those three, and all untyped damage dealt by weapon attacks using this weapon is of that type until your next rest. The rating of this item varies with your DM, but not being usable with Resounding Thunder is a big strike against it.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Epic</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Avatar of Storm</strong>: epic destiny, Storm Sacrifice feat, Channel Divinity class feature, must worship a deity of the storm domain, DiP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 21 on, when you deal lightning or thunder damage with a power, you deal lightning and thunder damage. If you're into one of the two types, you now get to optimize them both. The rest of the epic destiny is all right too, especially for str and con classes who get a stat bump. Requires some investment though.</span></span></p><p></p><p></p><p></p><p></p><p><strong><span style="font-family: 'Open Sans'"><span style="color: #000000">Thunder Damage Optimization</span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Heroic</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Sarifal Feywarden</strong></span>: theme, any fey race but drow, DR405. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Starting at level 1, you get an aura 2 for two turns that makes everyone in the aura vulnerable 5/10/15 to your thunder attacks. The only drawbacks are the racial requirement (which you can get around with the right epic destiny) and the minor action activation cost. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Primordial Adept</strong></span>: theme, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 10, you get a +2 power bonus to all damage rolls with thunder powers, regardless which power you took at level 1. A nice damage bonus that's always on, but it doesn't stack with leader bonuses like the Artificer's Magic Weapon and it kicks in a little late. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Echoes of Thunder</span></strong>: feat, PHB2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you hit with any thunder attack power, you gain a +1/2/3 bonus to damage rolls until the end of your next turn. Works for everyone and on all attacks apart from the first. Best for multi-attackers, less good for blasters. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Quickbeam Staff</strong></span>: superior implement, staff, PHB3, MME // <span style="color: #0000FF"><strong>Resonating Dagger</strong></span>: superior implement, dagger, DR385, MME // <span style="color: #0000FF"><strong>Storm Totem</strong></span>: superior implement, totem, PHB3, MME. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">An untyped +2/3/4 bonus to damage rolls with implement thunder powers used through these implements. You miss out on the accuracy bonus from an Accurate implement, but Storm Totem gives you the +1 bonus anyway if you attack Fortitude. The staff and dagger both add 1 square to pushes, pulls and slides, which is pretty good too. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><u>Paragon</u>: </strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Thunder's Rumble</strong></span>: feat, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A +3/4 feat bonus to all thunder damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal thunder damage.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Resounding Thunder</span></strong>: feat, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">You can add 1 to the size of any blast or burst that has the thunder keyword. This feat is the reason you optimize thunder over other damage types. More targets = more damage, more control, more everything. Increasing bursts from 9 to 25 squares (let alone 49) is nuts, therefore no thunder build can do without this. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Lyrandar Wind-Rider</strong></span>: paragon path, Mark of Storm feat, EPG. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 11 you get a +1 untyped bonus to attack rolls and an untyped bonus to damage rolls equal to your constitution (minimum 1) with lightning and thunder attack powers. The Mark of Storm requirement is annoying if you're not allowed to take the feat (like in LFR), but if you can, this paragon path represents a huge boost to your damage if con is your primary or secondary stat. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Voice of Thunder</span></strong>: paragon path, bard, PHB2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 16 on, you get an untyped +2 damage bonus to all thunder attacks. The path also comes with a baked-in, repeatable thunder encounter attack power at 11, and the action point feature increases your burst and blast sizes even more. A good alternative for Lyrandar Wind-Rider if you already have access to thunder (otherwise, pick Malec-Keth Janissary or Devoted Orator).</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Wand of Thunderous Anguish</span></strong>: wand, level 14+, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you hit an enemy with a thunder power using this wand, until the end of your next turn that enemy takes thunder damage equal to this wand’s enhancement bonus whenever one of your allies hits it. So basically, your thunder attacks now also inflict vulnerable all for your allies' attacks. Your ranger friend will thank you.</span></span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6749710, member: 12749"] [h=2]Fires of Hell: fire optimization[/h] [COLOR=#000000][FONT=Open Sans]These are the options for maximizing your damage by using fire. Fire damage used to be second-rate compared to cold or radiant damage. Then the Firewind Blade came along, and at the end of the edition, fire is back on top. At least, for melee builds. Like all elemental damage, fire damage optimization really takes off in paragon, provided you’re a genasi. At epic tier, there are multiple epic destinies that help you out regardless of race.[/FONT][/COLOR] [B]You should only optimize fire damage if you attack with a heavy blade and regularly stand next to your target or invest in fire-based accuracy. [/B]Otherwise, the damage is probably lower than other kinds of damage. [B]Fire Damage Access[/B] [COLOR=#000000][FONT=Open Sans]Melee attackers should be looking for ways to deal fire damage that don't take up their weapon slot, so they can use a Firewind Blade. [B][U]Heroic[/U]: Flamespeed Shifting[/B]: feat, razorclaw shifter, razorclaw shifting racial power, you have a spellscar, Student of the Plague feat, DR385. If you're under the influence of your Razorclaw Shifting power, you can shift 2 squares as a move action (which is already pretty nice). If you do, all your attacks deal 2 extra fire damage until the end of your turn. Requires a lot of actions (minor to activate Razorclaw Shifting, move to shift), conditions (you must be bloodied first) and prerequisites (race, Student of the Plague feat). But if you have all those, then you have legitimate access to slotless fire damage in heroic for all your attacks. [/FONT][/COLOR] [COLOR=rgb(41, 105, 176)][FONT=Open Sans][B]Path of the Scarred:[/B] [/FONT][/COLOR][COLOR=#000000][FONT=Open Sans]feat, human, you have a spellscar, DR385(MwaO) Bonus fire damage to all your encounter and daily attack powers. Boosts a little with Student of the Plague, but the real strength is in having a fire at-will+fire optimization. Sorcerer, Monk, Swordmage, Wizard/Mage — think of a Pyromancer who can take all Cold, Illusion or Nethermancy spells as an example. [B]Blazing Arc Ki Focus[/B]: ki focus, level 3+, PHB3. This ki focus makes all your melee attacks do fire damage instead of their normal type. In direct competition with Firewind Blade, so try to avoid this. It’s common though, so readily accessible if you can use a ki focus. [B]Body of Fire Ki Focus[/B]: ki focus, level 4+, MME. All untyped damage dealt by attacks using this ki focus becomes fire damage. In direct competition with Firewind Blade and can only change untyped damage. If you're a ki focus user and make a lot of close, ranged and area attacks, this does save you the bother of finding a way to use a Flaming Weapon as your implement (and it's one level lower). But still, try to find better options if you can. [B][COLOR=#800080]Hellfire Staff[/COLOR][/B]: staff, level 4+, PHR:T[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Melee and close attacks with this staff deal fire damage instead of their normal type. In direct competition with Firewind Blade, and the staff is a lousy weapon for melee builds anyway. If you focus on close implement attacks, this could be an option for you. [B]Flaming Weapon[/B]: any weapon, level 5+, PHB. This weapon turns all the untyped damage dealt by it into fire damage. In direct competition with Firewind Blade, can only change untyped damage, and a level 5 item to boot. Try to find better options if you can. [COLOR=#800080][B]Flameheart Totem[/B][/COLOR]: totem, level 10+, AV2. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This totem adds 1d6 fire damage to all primal attacks against a target that you have combat advantage against. In direct competition with Firewind Blade, only usable on primal attacks, and a level 10 item too. Try to find better options if you can. [B][U]Paragon[/U]:[/B] [COLOR=#00CCFF][B]Shocking Flame[/B][/COLOR]: feat, genasi, FRPG. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]The premier option of gaining access to fire damage at paragon tier, this feat lets you deal 2 extra fire damage with all your melee attacks when manifesting firesoul. The racial prerequisite is annoying, but int+str/con are racial bonuses that let you play just about every melee class. The other big selling point of this feat is that you gain access to lightning optimization as well at epic tier thanks to the Double Manifestation feat, or even at paragon with the Elemental Tempest paragon path. [B]Honorable Blade[/B]: paragon path, dragonborn, any martial class, PHR:D. If your dragon breath deals fire damage, then you can add this damage type to all damage dealt by your melee weapon as well. Notice the wording: this effect also works on attacks that use your melee weapon as an implement. No extra damage and the rest of the path isn't spectacular unless you've optimized your dragon breath, then it becomes a very good pick. [B]Malec-Keth Jannisary[/B]: paragon path, swordmage, MotP. At level 16 you gain the ability to do 1d4 extra fire damage with all your attacks. Will take up your multiclass, the attacks are only any good if you're int-primary and the benefit doesn't kick in until level 16. If these requirements all work for you, then this is an okay way to gain some fire damage. [B]Soaring blade[/B]: paragon path, monk, trained in acrobatics, PsP. At level 16 you gain the ability to do extra fire damage equal to your constitution modifier with melee attacks using a heavy blade. Will take up your multiclass, the attacks are only any good if you're dex-primary (so you need both a good con and dex) and the benefit doesn't kick in until level 16. If these requirements are work for you, then this is an okay way to gain some fire damage. [B]Soulforged[/B]: paragon path, must worship Moradin, have the Moradin's Resolve Channel Divinity power, DR386. At level 11 you can make all your attacks with a weapon deal fire and radiant damage instead of their normal types. Will take up your multiclass and the attacks are only any good if you're wis-primary. If these requirements are work for you, then this is an okay way to gain fire damage. Don't forget it also gives you access to radiant optimization. [COLOR=#FF0000][B]Spellsoul Blade[/B][/COLOR]: heavy or light blade, level 14+, DR414. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A curious item (but it’s Planescape, so what’d you expect?). Upon gaining this weapon, your DM chooses three damage types from acid, cold, fire, force, lightning, necrotic, radiant and thunder. Then, once per encounter you can choose one of those three, and all untyped damage dealt by weapon attacks using this weapon is of that type until your next rest. The rating of this item varies with your DM, but since it competes with Firewind Blade, only changes untyped damage from weapon attacks, and is only one level lower than a Flaming Weapon and a Weapon of Summer, you can safely skip this for something better. [B]Weapon of Summer[/B]: heavy blade, level 15+, DU160. Damage rolls made with this weapon get a +3 item bonus, and the bonus damage is fire damage. It frees up your arm slot for 10 levels because you don’t have to wear Iron Armbands of Power anymore (both give an item bonus, but the level 26 IAoP give +6), but it still competes with Firewind Blade and is annoyingly high level. Only take this if you really want your arm slot free. [B][U]Epic[/U]: [/B] [COLOR=#00CCFF][B]Radiant One[/B][/COLOR]: epic destiny, DR366. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]From level 21 on, whenever you deal damage to a target that’s granting combat advantage to you, you deal extra fire and radiant damage equal to your int-modifier. Very easy, readily accessible, and very potent if you have a high intelligence. It also lets you tap into radiant optimization, which can give you another big damage boost. [COLOR=#0000FF][B]Soul of the World[/B][/COLOR]: epic destiny, deva, DR385 // [COLOR=#0000FF][B]Reincarnate Champion[/B][/COLOR]: epic destiny, primal class, PrP. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Both of these epic destinies let you become a member of an additional race at levels 21 and 24, which in turn gives you access to Shocking Flame by taking Extra Manifestation for firesoul. As an additional bonus, you can choose a non-drow fey race or tiefling at level 24 for access to the Sarifal Feywarden theme or the Hellfire Blood feat.[/FONT][/COLOR] [B]Fire Damage Optimization[/B] [COLOR=#000000][FONT=Open Sans][B][U]Heroic[/U]: [/B] [COLOR=#FF9900][B]Firewind Blade[/B][/COLOR]: heavy blade, level 4+, HotEC. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Whenever you hit one or more targets with a fire power using this weapon, one enemy adjacent to you takes fire damage equal to 1+the weapon’s enhancement bonus. This weapon is the heart of fire damage optimization, since without it you’re better off optimizing another damage type. When every attack deals another 2-7 points of fire damage, it adds up quickly, especially if you’re multi-attacking. [COLOR=#00CCFF][B]Infernal Prince[/B][/COLOR]: theme, illegal for LFR, DR406[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Starting at level 1, you get an untyped +1 bonus to fire attack rolls that's always on. While technically not a damage boost, a higher hit chance means you’ll land those damaging attacks more often, thereby dealing more damage over time. Because it's a theme based on the Book of Vile Darkness, it's illegal for LFR. [COLOR=#0000FF][B]Sarifal Feywarden[/B][/COLOR]: theme, any fey race but drow, DR405. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Starting at level 1, you get an aura 2 for two turns that makes everyone in the aura vulnerable 5/10/15 to your fire attacks. The only drawbacks are the racial requirement (which you can get around with the right epic destiny) and the minor action activation cost. Also remember that the extra damage from Firewind Blade doesn’t trigger the aura since it’s not your attack. [COLOR=#0000FF][B]Primordial Adept[/B][/COLOR]: theme, HotEC. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]At level 10, you get a +2 power bonus to all damage rolls with fire powers, provided you took Vezzuvu's Eruption as your level 1 power. A nice damage bonus that's always on, but it doesn't stack with leader bonuses like the Artificer's Magic Weapon and it kicks in a little late. [COLOR=#0000FF][B]Hellfire Blood[/B][/COLOR]: feat, tiefling, PHB[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +1 bonus to attack and damage rolls of fire and/or fear powers. Requires you to be a tiefling, but you can get around that restriction with the right epic destiny. [B]Stoking the Fire[/B]: feat, wizard, DR388. When you hit a target with a fire attack, you gain a +2 power bonus to your next damage roll with a fire attack against that target before the end of your next turn. A nice bonus which should stack with most other bonuses. Wizard is quite the requirement, and you need to be multi-attacking to really make use of it, so it's not for everyone. [COLOR=#00CCFF][B]Khyber Shard of Fiery Depth[/B][/COLOR]: dragonshard augment, level 2/12/22, EPG. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Add a +1/3/5 untyped damage bonus to all fire damage rolls using the augmented weapon. You can augment a weapon with a dragonshard to increase its damage. Cheap, slotless and scales well. [COLOR=#0000FF][B]Incendiary Dagger[/B][/COLOR]: superior implement, dagger, DR385, MME // [COLOR=#0000FF][B]Ashen Rod[/B][/COLOR]: superior implement, rod, PHB3, MME.[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +2/3/4 bonus to damage rolls with implement fire powers used through this implement. You also get a +1 untyped bonus to attacks vs. Reflex, so if you choose your powers right, this accuracy bonus makes up for not having an Accurate implement. Unfortunately not available for Firewind Blade, since that doesn't come as a dagger. [COLOR=#0000FF][B]Inferno[/B] [B]Oil[/B][/COLOR]: alchemical item, level 5+, EPG. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]If you apply Inferno Oil to your weapon or a piece of ammunition as a standard action (preferably during a short rest) and hit a target with it, you make a secondary attack with the weapon or ammunition against the target's Reflex. If you hit, the creature has vulnerable 5/10/15 fire (save ends). [URL='http://community.wizards.com/go/thread/view/75882/29913679/When_Everyone_is_Super:_a_Miniguide_to_Classless_Damage_Boosts?post_num=100#533212893']It's been pointed out[/URL] that secondary attacks default to the same keywords as the primary attack, so you get your enhancement, expertise and other bonuses, making the second attack quite accurate. If you have the Alchemist theme, you can make a free batch of oil every short rest. [B][U]Paragon[/U]: [/B] [COLOR=#00CCFF][B]Fiery Blood[/B][/COLOR]: feat, HotEC. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A +3/4 feat bonus to all fire damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal fire damage.[/FONT][/COLOR] [h=2]Ride the Lightning: lightning optimization[/h] [COLOR=#000000][FONT=Open Sans]These are the options for maximizing your damage using lightning. The highlights of this damage type are twofold: the Lyrandar Wind Rider paragon path and the Gifts for the Queen item set. Lightning damage optimization is availabe for everyone, whether you use a melee weapon, a ranged weapon or an implement (provided you can use a weapon as implement). [/FONT][/COLOR][B]Lightning only takes off at paragon, and requires a paragon path and high constitution and/or quite a few magic items.[/B][COLOR=#000000][FONT=Open Sans]So don’t optimize around it if you don't have the con and the paragon path and/or play in a low-magic campaign.[/FONT][/COLOR] [B]Lightning Damage Access[/B] [COLOR=#000000][FONT=Open Sans][B][U]Heroic:[/U] [COLOR=#800080]Weapon of Myrdroon's Shard[/COLOR][/B]: spear, level 4+, DR364. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]You can use a standard action to make a melee basic attack with this spear with +1 reach that deals lightning damage instead of its normal type. Unusable for chargers, and most classes use other powers. Might be interesting for Knights or Eldritch Strike users who don't charge, since it is one level lower than a Lightning Weapon. [COLOR=#0000FF][B]Lightning Weapon[/B][/COLOR]: any weapon, level 5+, PHB. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This weapon turns all damage dealt by it into lightning damage. It's any weapon, so both melee and ranged characters can use this. There are two drawbacks to using it: it's level 5+, and it takes up your weapon slot. Pick it accordingly. [COLOR=#0000FF][B]Forked Lightning Ki Focus[/B][/COLOR]: ki focus, level 9+, PsP. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This ki focus makes all your melee attacks do lightning damage instead of their normal type. A good, clean way for melee characters to turn all their damage into lightning, and one level lower than a Lightning Weapon too. Takes up your weapon slot though, and requires ki focus proficiency. [B]Lightning Strike Bow[/B]: longbow, shortbow, level 10+, PHB. This weapon turns all damage dealt by it into lightning damage as a free action. It's no different from a lightning weapon, except that it's ranged only. There are two drawbacks to using it: it's level 10+, and it takes up your weapon slot. Pick it accordingly. [U][B]Paragon:[/B][/U] [COLOR=#00CCFF][B]Shocking Flame[/B][/COLOR]: feat, genasi, FRPG. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]The premier option of gaining access to lightning damage at paragon tier, this feat lets you deal 2 extra lightning damage with all your melee attacks when manifesting stormsoul. The racial prerequisite is annoying, but int+str/con are racial bonuses that let you play just about every melee class. The other big selling point of this feat is that you gain access to fire optimization as well at epic tier thanks to the Double Manifestation feat, or even at paragon with the Elemental Tempest paragon path. [COLOR=#800080][B]Honorable Blade[/B][/COLOR]: paragon path, dragonborn, any martial class, PHR:D. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]If your dragon breath deals lightning damage, then you can add this damage type to all damage dealt by your melee weapon as well. Notice the wording: this effect also works on attacks that use your melee weapon as an implement. This competes for Lyrandar Wind-Rider, so it's only good if you either can't take the path (LFR) or you've optimized your dragon breath, at which point it becomes a very good pick. [COLOR=#800080][B]Malec-Keth Jannisary[/B][/COLOR]: paragon path, swordmage, MotP. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]At level 16 you gain the ability to do 1d4 extra lightning damage with all your attacks. Competes with Lyrandar Wind-Rider, takes up your multiclass, the attacks are only any good if you're int-primary and the benefit doesn't kick in until level 16. If these requirements all work for you, then this is an okay way to gain some lightning damage. [B]Ring of the Djinn Slayer[/B] assassin, assassin's shroud or assassin's strike powers[/FONT][/COLOR] [FONT=Open Sans][COLOR=#000000]Requires a very good MC feat if not assassin, but easy typing of damage to include Lightning twice a combat if MC'd Assassin.[/COLOR][/FONT] [COLOR=#000000][FONT=Open Sans][B]Soaring blade[/B]: paragon path, monk, trained in acrobatics, PsP. At level 16 you gain the ability to do extra lightning damage equal to your constitution modifier with melee attacks using a heavy blade. The effect is similar to Lyrandar Wind-Rider but without the accuracy boost, and it kicks in at level 16 instead of 11. It also takes up your multiclass, and the attacks are only any good if you're dex-primary (so you need both a good con and dex). If these requirements are work for you, then this is an okay way to gain some lightning damage. [COLOR=#0000FF][B]Thunderbolt Weapon[/B][/COLOR]: any ranged, level 13+, AV. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]All damage dealt by this weapon is lightning damage. It works on implement attacks and attacks without a damage roll as well, but be aware it only comes in the ranged variety. If that works for you that's great, since it's two levels lower than a Lightning Weapon, but remember that it still takes up your weapon slot. [B]Spellsoul Blade[/B]: heavy or light blade, level 14+, DR414. A curious item (but it’s Planescape, so what’d you expect?). Upon gaining this weapon, your DM chooses three damage types from acid, cold, fire, force, lightning, necrotic, radiant and thunder. Then, once per encounter you can choose one of those three, and all untyped damage dealt by weapon attacks using this weapon is of that type until your next rest. The rating of this item varies with your DM, but since it only changes untyped damage from weapon attacks, and is only one level lower than a Lightning Weapon, it isn't very competitive. [U][B]Epic: [/B][/U] [COLOR=#0000FF][B]Soul of the World[/B][/COLOR]: epic destiny, deva, DR385 // [COLOR=#0000FF][B]Reincarnate Champion[/B][/COLOR]: epic destiny, primal class, PrP. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Both of these epic destinies let you become a member of an additional race at levels 21 and 24, which in turn gives you access to Shocking Flame by taking Extra Manifestation for stormsoul. As an additional bonus, you can choose a non-drow fey race at level 24 for access to the Sarifal Feywarden theme. [B]Avatar of Storm[/B]: epic destiny, Storm Sacrifice feat, Channel Divinity class feature, must worship a deity of the storm domain, DiP. From level 21 on, when you deal lightning or thunder damage with a power, you deal lightning and thunder damage. If you're into one of the two types, you now get to optimize them both. The rest of the epic destiny is all right too, especially for str and con classes who get a stat bump. Requires some investment though. [/FONT][/COLOR] [B][FONT=Open Sans][COLOR=#000000]Lightning Damage Optimization [/COLOR][/FONT][/B] [COLOR=#000000][FONT=Open Sans][B][U]Heroic:[/U] [/B] [COLOR=#0000FF][B]Sarifal Feywarden[/B][/COLOR]: theme, any fey race but drow, DR405. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Starting at level 1, you get an aura 2 for two turns that makes everyone in the aura vulnerable 5/10/15 to your lightning attacks. The only drawbacks are the racial requirement (which you can get around with the right epic destiny) and the minor action activation cost. [B]Storm Talon[/B]: elemental companion, Elemental Companion feat, HotEC. This companion has the following active benefit: aura 1, you and your allies get a +2 power bonus to lightning damage rolls against enemies in the aura. Requiring your companion to be in active mode and standing next to an enemy is a good way to get it killed quickly. Along with the two feat prerequisite (you need Born of the Elements to take Elemental Companion), this is a very expensive and somewhat unreliable option. [COLOR=#00CCFF][B]Eberron Shard of Lightning[/B][/COLOR]: dragonshard augment, level 2/12/22, EPG. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Add a +1/3/5 untyped damage bonus to all lightning damage rolls using the augmented weapon. You can augment a weapon with a dragonshard to increase its damage. Cheap, slotless and scales well. [COLOR=#0000FF][B]Lancing Dagger[/B][/COLOR]: superior implement, dagger, DR385, MME // [B]Rowan Wand[/B]: superior implement, wand, PHB3, MME.[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +2/3/4 bonus to damage rolls with implement lightning powers used through this implement. You miss out on the accuracy bonus from an Accurate implement, so carefully consider if this is worth it. Lancing Dagger still gets a blue rating for being compatible with Eberron Shard of Lightning and Lightning Weapon/Spellsoul Blade. [B]Paragon: [/B] [COLOR=#00CCFF][B]Lightning Soul[/B][/COLOR]: feat, HotEC. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A +3/4 feat bonus to all lightning damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal lightning damage. [COLOR=#00CCFF][B]Lyrandar Wind-Rider[/B][/COLOR]: paragon path, Mark of Storm feat, EPG. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]At level 11 you get a +1 untyped bonus to attack rolls and an untyped bonus to damage rolls equal to your constitution (minimum 1) with lightning and thunder attack powers. The Mark of Storm requirement is annoying if you're not allowed to take the feat (like in LFR), but if you can, this paragon path represents a huge boost to your damage if con is your primary or secondary stat. [COLOR=#FF9900][B]Gifts for the Queen[/B][/COLOR]: item set, level 13+, AV2. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]If you hit with a lightning attack power, you gain an untyped bonus to the damage roll equal to the number of items from this set (minimum 2). This item set is the key to lightning optimization, since without it you're better off optimizing another damage type (unless you can take Lyrandar Wind-Rider, then it's still worth pursuing). There are at least 3 items that everyone can take (Crown of the Brilliant Sun, Spark Slippers and Ring of the Radiant Storm) because they're in the head, feet and ring slot. The other two (Bracelet of the Radiant Storm and Queen's Staff) are in item slots that have some competition (arms slot competes with Iron Armbands or Bracers of Archery, weapon slot competes with a lot). Fortunately, you don't have to attack with the staff to gain the benefit, so you can hold it in your off-hand if you have it free. [COLOR=#00CCFF][B]Ring of the Radiant Storm[/B][/COLOR]: ring slot item, level 17, AV2. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]When you hit an enemy with a lightning power and deal damage to it, you can roll the damage twice and use either result. Depending on the amount of dice you roll, this can be quite a damage boost. It's part of the Gifts of the Queen item set, so you'll probably have it anyway.[/FONT][/COLOR] [h=2]Thunderstruck: thunder optimization[/h] [COLOR=#000000][FONT=Open Sans]These are the options for maximizing your damage using thunder. This damage type not only revolves around extra damage, but also around increasing the number of targets you can hit with bursts and blasts. Unsurprisingly it also mixes quite well with lightning damage, letting you combine the benefits of both damage types. Thunder damage optimization before level 16 is only availabe to those who naturally have thunder attacks. After that it becomes available for everyone who is willing to give up their multiclass and paragon path or epic destiny. [/FONT][/COLOR][B]Thunder only takes off at paragon, and requires lots of bursts and blasts. Thunder Damage Access[/B] [COLOR=#000000][FONT=Open Sans][B][U]Heroic[/U]: Power of the Storm[/B]: any divine class, must worship a deity of the storm domain, DiP. When you hit an enemy with one of four at-will powers ([B]Overwhelming Strike[/B], [B]Valiant Strike[/B], [COLOR=#00CCFF][B]Vanguard's Lightning[/B][/COLOR], [B]Righteous Brand[/B]) the power's damage type changes to thunder and it deals an untyped 2/3/4 extra damage. A good damage bonus and accessible early on, but only one of the powers works with Resounding Thunder.[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans][B]Thunderfist Ki Focus[/B]: ki focus, level 4+, PsP. This ki focus turns all damage dealt by it with melee attacks into thunder damage. Bursters, blasters and ranged implement users are out of luck here, which is a big strike against it because it doesn't work with Resounding Thunder. Ki focus proficiency can be annoying too. [B]Screaming Bow[/B]: bow, level 4+, AV2. This bow turns all untyped damage dealt by it into thunder damage and deafens the target on a hit. The classes that can use this profitably are limited, especially since ranged weapon users don't get many bursts and blasts for Resounding Thunder. But good enough for those who want it, and the daily power inflicts thunder vulnerability which is always nice. [B][U]Paragon[/U]:[/B] [COLOR=#0000FF][B]Honorable Blade[/B][/COLOR]: paragon path, dragonborn, any martial class, Thundering Breath feat, PHR:D. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]If your dragon breath deals lighting damage and you've taken the Thundering Breath feat, then you can add the lightning and thunder damage type to all damage dealt by your melee weapon. Notice the wording: this effect also works on blast and burst attacks that use your melee weapon as an implement, so it works with Resounding Thunder. Competes with Lyrandar Wind-Rider and requires you to be dragonborn. If these requirements work for you, then this is a good way to gain some thunder damage. [B][COLOR=#0000FF]Devoted Orator[/COLOR][/B]: paragon path, invoker, DiP. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]From level 16 on, when you use a close attack power, you can deal extra thunder damage equal to one-half your int-mod, and you can push a target you hit 1 square. The most important thing about this path is that it activates Resounding Thunder on all your close attacks. Competes with Lyrandar Wind-Rider though and the benefit doesn't kick in until level 16. If these requirements work for you, then this is a good way to gain some thunder damage. [COLOR=#0000FF][B]Malec-Keth Jannisary[/B][/COLOR]: paragon path, swordmage, MotP. At level 16 you gain the ability to do 1d4 extra thunder damage with all your attacks. The most important thing about this path is that it activates Resounding Thunder on all your attacks, period. Competes with Lyrandar Wind-Rider though, and the benefit doesn't kick in until level 16. If these requirements work for you, then this is a good way to gain some thunder damage.[/FONT][/COLOR] [B]Ring of the Djinn Slayer[/B] assassin, assassin's shroud or assassin's strike powers(MwaO) Requires a very good MC feat if not assassin, but easy typing of damage to include Thunder twice a combat if MC'd Assassin. [COLOR=#000000][FONT=Open Sans][B]Thundergod Weapon[/B]: any melee, level 13+, AV. All melee attacks made with this weapon deal +1d6/2d6 thunder damage when you charge. If you charge regularly, then this is an interesting way to gain extra thunder damage, but it doesn't help with Resounding Thunder. Also deals quite a lot of extra damage if you crit. [B]Spellsoul Blade[/B]: heavy or light blade, level 14+, DR414. A curious item (but it’s Planescape, so what’d you expect?). Upon gaining this weapon, your DM chooses three damage types from acid, cold, fire, force, lightning, necrotic, radiant and thunder. Then, once per encounter you can choose one of those three, and all untyped damage dealt by weapon attacks using this weapon is of that type until your next rest. The rating of this item varies with your DM, but not being usable with Resounding Thunder is a big strike against it. [B][U]Epic[/U]: Avatar of Storm[/B]: epic destiny, Storm Sacrifice feat, Channel Divinity class feature, must worship a deity of the storm domain, DiP. From level 21 on, when you deal lightning or thunder damage with a power, you deal lightning and thunder damage. If you're into one of the two types, you now get to optimize them both. The rest of the epic destiny is all right too, especially for str and con classes who get a stat bump. Requires some investment though.[/FONT][/COLOR] [B][FONT=Open Sans][COLOR=#000000]Thunder Damage Optimization[/COLOR][/FONT][/B] [COLOR=#000000][FONT=Open Sans][B][U]Heroic[/U]: [/B] [COLOR=#0000FF][B]Sarifal Feywarden[/B][/COLOR]: theme, any fey race but drow, DR405. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Starting at level 1, you get an aura 2 for two turns that makes everyone in the aura vulnerable 5/10/15 to your thunder attacks. The only drawbacks are the racial requirement (which you can get around with the right epic destiny) and the minor action activation cost. [COLOR=#0000FF][B]Primordial Adept[/B][/COLOR]: theme, HotEC. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]At level 10, you get a +2 power bonus to all damage rolls with thunder powers, regardless which power you took at level 1. A nice damage bonus that's always on, but it doesn't stack with leader bonuses like the Artificer's Magic Weapon and it kicks in a little late. [B][COLOR=#0000FF]Echoes of Thunder[/COLOR][/B]: feat, PHB2. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]When you hit with any thunder attack power, you gain a +1/2/3 bonus to damage rolls until the end of your next turn. Works for everyone and on all attacks apart from the first. Best for multi-attackers, less good for blasters. [COLOR=#0000FF][B]Quickbeam Staff[/B][/COLOR]: superior implement, staff, PHB3, MME // [COLOR=#0000FF][B]Resonating Dagger[/B][/COLOR]: superior implement, dagger, DR385, MME // [COLOR=#0000FF][B]Storm Totem[/B][/COLOR]: superior implement, totem, PHB3, MME. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +2/3/4 bonus to damage rolls with implement thunder powers used through these implements. You miss out on the accuracy bonus from an Accurate implement, but Storm Totem gives you the +1 bonus anyway if you attack Fortitude. The staff and dagger both add 1 square to pushes, pulls and slides, which is pretty good too. [B][U]Paragon[/U]: [/B] [COLOR=#00CCFF][B]Thunder's Rumble[/B][/COLOR]: feat, HotEC. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A +3/4 feat bonus to all thunder damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal thunder damage. [B][COLOR=#00CCFF]Resounding Thunder[/COLOR][/B]: feat, PHB. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]You can add 1 to the size of any blast or burst that has the thunder keyword. This feat is the reason you optimize thunder over other damage types. More targets = more damage, more control, more everything. Increasing bursts from 9 to 25 squares (let alone 49) is nuts, therefore no thunder build can do without this. [COLOR=#00CCFF][B]Lyrandar Wind-Rider[/B][/COLOR]: paragon path, Mark of Storm feat, EPG. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]At level 11 you get a +1 untyped bonus to attack rolls and an untyped bonus to damage rolls equal to your constitution (minimum 1) with lightning and thunder attack powers. The Mark of Storm requirement is annoying if you're not allowed to take the feat (like in LFR), but if you can, this paragon path represents a huge boost to your damage if con is your primary or secondary stat. [B][COLOR=#0000FF]Voice of Thunder[/COLOR][/B]: paragon path, bard, PHB2. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]From level 16 on, you get an untyped +2 damage bonus to all thunder attacks. The path also comes with a baked-in, repeatable thunder encounter attack power at 11, and the action point feature increases your burst and blast sizes even more. A good alternative for Lyrandar Wind-Rider if you already have access to thunder (otherwise, pick Malec-Keth Janissary or Devoted Orator). [B][COLOR=#00CCFF]Wand of Thunderous Anguish[/COLOR][/B]: wand, level 14+, AV2. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]When you hit an enemy with a thunder power using this wand, until the end of your next turn that enemy takes thunder damage equal to this wand’s enhancement bonus whenever one of your allies hits it. So basically, your thunder attacks now also inflict vulnerable all for your allies' attacks. Your ranger friend will thank you.[/FONT][/COLOR] [/QUOTE]
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