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When Everyone is Super: a Miniguide to Classless Damage Boosts by Svenj
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<blockquote data-quote="MwaO" data-source="post: 6749712" data-attributes="member: 12749"><p><strong>My Type: optimizing other damage types</strong></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Damage types other than cold, radiant, fire, lightning and thunder are not very well supported, at least not damage-wise. But here's what I could find. </span></span></p><p></p><p>Acid Damage</p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><u><strong>Heroic</strong></u>:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Ooze Master</strong>: theme, DR413. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 10 on, whenever you hit a creature with an acid attack power, it grants combat advantage until the end of your next turn. Nice if you have trouble getting combat advantage otherwise, and your party profits from 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>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 acid 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.</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">Greenstone Orb</span></strong>: superior implement, Orb, 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 acid powers used through this implement. You also get a +1 untyped bonus to attacks vs. Fortitude, so if you choose your powers right, this accuracy bonus makes up for not having an Accurate implement.</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>Mordant Weapon</strong>: heavy blade, light blade or spear, level 8+, P1 King of the Trollhaunt Warrens. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into acid and poison damage as a free action. Be aware this is not as good as it looks, because monsters who are immune to poison damage are also immune to all non-damaging effects of the power. See the Poison entry for more info. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon also comes from a questionable source, so make sure to check with your DM if you can even get 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'"><span style="color: #800080"><strong>Staff of Acid and Flame</strong></span>: staff, level 10+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This staff turns all fire damage dealt by it into acid damage as a free action. And vice cersa. It's a costly item and has a pretty harsh restriction, but at least you're not doing poison 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'"><u><strong>Paragon</strong></u>:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Burning Vapors</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 acid damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal acid 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>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 one level higher than a Mordant Weapon, you're usually better off with that.</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>Staff of Corrosion</strong>: staff, level 18+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">All melee attacks made with this staff deal 1d6 extra acid damage. An interesting and not-actually-bad way to gain the acid keyword, but the staff is far from the best weapon for melee builds.</span></span></p><p></p><p></p><p></p><p></p><p>Force Damage</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>Jagged Force</strong>: shardmind, psion, PsP</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">You gain a +2/3/4 feat bonus to damage rolls with force powers. It has some stiff requirements, but if you're really into force damage, consider 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>Guardian Staff</strong>: superior implement, staff, PHB3, MME // <strong><span style="color: #0000FF">Petrified Orb</span></strong>: superior implement, orb, PHB3, MME // <span style="color: #0000FF"><strong>Inexorable Ki Focus</strong></span>: superior implement, ki focus, 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 force powers used through these implements. The ki focus is the only one that gives you an accuracy bonus with attacks vs Fortitude to compete with an Accurate implement, but the forceful property of the orb (+1 to pulls, pushes and slides) is also nice, since most force powers have forced movement baked in. The Guardian Staff's shield bonus to AC and Ref when hitting with a power is less good. </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>Diamond Wand</strong>: wand, level 4+, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you hit an enemy with an arcane force power using this wand, the next attack that hits it deals 1/2/3 extra force damage. This basically gives enemies vulnerable 1/2/3 to your damage, and your next ally's attack. Not terrible, not terribly good either. Also means you won't be using a Petrified Orb or Inexorable 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>Force Weapon</strong>: any weapon, level 8+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into force damage as a free action. If you really want to deal force damage with all your attacks, this is the easiest way to do it.</span></span></p><p></p><p></p><p></p><p><strong>Necrotic Damage</strong></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Necrotic is one of the two most resisted damage types in the game. If for some reason you want to optimize around it, I suggest you find a way to add a second damage type to all your attacks. Otherwise, you might as well go stand in the corner when fighting undead.</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>Heroic</strong></u>: </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 necrotic 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><span style="color: #0000FF">Deathbone Rod</span></strong>: 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 force powers used through these implements. You also get a +1 bonus to attacks vs Will to compete with an Accurate implement.</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>Vampiric Weapon</strong>: heavy or light blade, level 9+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">All damage dealt by this weapon is necrotic damage. In addition, when you score a critical hit you regain 1d4 HP per plus. The only heroic weapon available that turns your damage into necrotic. </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'">Soul Binder: paragon path, any arcane, divine or shadow class, must worship Nerull, DR427. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The level 11 feature adds the radiant damage type to all your necrotic attacks, so at least they'll do double typed damage. If you have a Morninglord in the party, that might actually somewhat make up for this otherwise pretty bad paragon path. </span></span></p><p></p><p><strong><span style="color: rgb(85, 57, 130)">Honorable Blade</span></strong><span style="color: rgb(85, 57, 130)">:</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" />. </p><p>If your dragon breath deals necrotic damage, then you can add this damage type to all damage dealt by your melee weapon as well. Plagued Breath is the way to go there. 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. </p><p></p><p><span style="color: rgb(84, 172, 210)"><span style="font-family: 'Open Sans'"><strong>Ineffable Secret of Death</strong></span></span><span style="color: #000000"><span style="font-family: 'Open Sans'">: ki focus, level 15+, DR404(MwaO)</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">This Ki focus with combat advantage is basically a free shard for damage, boosting up necrotic closer to everyone else. It also has a great encounter utility power and solid daily minor utility. It is especially great with additional damage taps, such as Assassin's Shroud as it is extra damage, not a bonus to damage rolls — so as an example, an Assassin using Shroud on an opponent gets to benefit from +Enhancement damage on the attack <em>and</em> the Shroud.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Necrotic Weapon</span></strong>: axe, heavy or light blade, level 13+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns half the damage dealt by it into necrotic damage as a free action. That is interesting if you already deal typed damage, because you can start double-tapping different types of damage support. Too bad necrotic has almost none. </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>Death Weapon</strong>: pick or spear, level 13+, P2 Demon Queen Enclave. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into necrotic damage as a free action. Questionably source and weapon types that are hard to optimize. Other than that, exactly what you need to start dealing necrotic 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: #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 only changes untyped damage from weapon attacks and is one level higher than a Necrotic Weapon, you don't need 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: #FF0000"><strong>Lifebane Weapon</strong></span>: heavy or light blade, pick or spear, level 15+, DR376. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Like the Necrotic Weapon, this weapon turns half the damage dealt by it into necrotic damage as a free action. The other properties aren't worth the increased levels though, so stick with the level 13 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></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'">Poison Damage</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Poison is the only damage type that actively makes your character worse. Why? Because, and I'm quoting the Rules Compendium here, "a creature that is immune to charm, fear, illusion, <strong>poison</strong>, or sleep is not affected by the nondamaging effects of a power that has that keyword". So when you hit a creature that's immune to poison (which is <em>over a thousand monsters in the game</em>!), not only don't you deal damage, your attack also doesn't have any other effect. </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'">You don't get around this by simply adding another damage type. In fact, the only way around it is with the Venom Hand Master feat. So if you want to build your character around poison damage, know that it's going to cost you. All ratings assume you've taken that feat. </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'"><span style="color: #FF9900"><strong>Venom Hand Master</strong></span>: feat, assassin, DR379. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Your attacks ignore poison resistance and immunity. As mentioned, this is a mandatory feat if you want to make poison damage work, both for the effects of your powers and for the number of monsters who are immune to 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'"><span style="color: #00CCFF"><strong>Venom Hand Killer</strong></span>: feat, assassin, DR379. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A +2/3/4 feat bonus to all poison damage rolls. An upgraded version of Weapon/Implement Focus. The skyblue rating comes from the fact that you need to be an assassin anyway to get Venom Hand Master, so the prerequisite might as well not be there. </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>Power of Poison</strong>: feat, any divine class, must worship a deity of the poison domain. </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 (<span style="color: #00CCFF"><strong>Overwhelming Strike</strong></span>, <span style="color: #00CCFF"><strong>Enfeebling Strike</strong></span>, <strong>Grasping Shards</strong>, <span style="color: #0000FF"><strong>Righteous Brand</strong></span>) the power's damage type changes to poison and it deals an untyped 2/3/4 extra damage. A good damage bonus and accessible early on, but too bad you need to use an at-will power to turn it on. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Skulker of Vhaeraun</strong></span>: theme, drow, DR413. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The level 1 minor action utility power lets you deal an additional 4/8/12 poison damage with weapon attacks against enemies that grant you combat advantage until the end of your next turn. It's somewhat like Sarifal Feywarden in that you get an scaling damage bonus, and it gives your attacks the poison keyword. At level 10, your poison attacks also give your targets a -2 attack penalty, which is gravy. Just remember the racial restriction. </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>Widow of Arach-Tinilith</strong></span>: theme, female, drow, any divine class, DR413. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 10 on, you can choose to deal poison damage with your divine attack powers instead of their normal damage type. This theme wins the prize for the most ridiculous (although flavorful) prerequisites. If you can deal with those and want to wield something else than a Spiderkissed or Mordant Weapon, this is the theme 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'">Staff of the Serpent: staff, level 7+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Any melee attack with this staff deals 1d6 extra poison damage. Extra damage is pretty nice, too bad it only comes as a staff, which is not an optimal weapon for melee builds. It's useful for classes that use both weapons and implements though, or Druids and Monks who make melee implement attacks. </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">Spiderkissed Weapon</span></strong>: any melee, level 7+, DR367. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into poison damage as a free action. A clean way to access poison damage for any melee build. </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>Mordant Weapon</strong>: heavy blade, light blade or spear, level 8+, P1 King of the Trollhaunt Warrens. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into acid and poison damage as a free action. It suffers from competition with the Spiderkissed Weapon, since the additional damage type is wasted if you also take Venom Hand Master (and acid is undersupported). This weapon comes from a questionable source, so make sure to check with your DM if you can even get 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'"><span style="color: #0000FF"><strong>Envenomed Ki Focus</strong></span>: ki focus, level 2+, HoS. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Poison damage rolls with this ki focus get an item bonus equal to the enhancement bonus of the ki focus. If you don't need a Spiderkissed or Mordant Weapon to get poison damage, this is a nice, low level way to get some extra damage and save your arms slot (since you won't be needing Iron Armbands of Power or something similar). Ki focus proficiency shouldn't be a problem, since you're an assassin anyway. </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'"><strong>Master of Poisons</strong>: paragon path, rogue, MP2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">From level 11 on, your poison weapon attacks get a bonus to the damage roll equal to your int-modifier. The rest of the path is also decent, although the encounter power for some reason doesn't work with the level 11 feature since it's not a weapon attack. Where this paragon path gets a bit complicated is the rogue prerequisite. You already need to be an assassin for Venom Hand Master, so you have to hybrid if you want to use this path on a build that's something beside rogue and assassin. </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 poison 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. </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">Venom Master</span></strong>: feat, drow, darkfire racial power, DR382. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you hit an enemy with your darkfire racial power, they gain vulnerable 5 poison until the end of the encounter. Giving one enemy vulnerability to your damage until the end of the fight is pretty darn good for a minor action encounter power. The racial prerequisite holds it back a bit. </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>Serpentine Bracers</strong></span>: arms slot, level 18, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">While you're hidden from your target, you deal 1d8 extra poison damage on attacks against that target. Extra damage is good, and getting it on your arms slot item is even better. Being hidden can be difficult sometimes, but assassins have don't have too much difficulty with 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'"><u><strong>Epic</strong></u>:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Sword of Black Ice</strong></span>: longsword, level 27, DU162. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At the end of epic tier, you get a weapon with a separate damage instance that deals 2d8 poison damage when you hit a target with it. A cool way to do more damage, although your attacks with this weapon don't gain the poison keyword since it's not extra damage.</span></span></p><p></p><p></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Psychic Damage</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><span style="color: #0000FF">Dual Mind Strength</span></strong>: feat, kalashtar, DR385.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A +3/4 feat bonus to all psychic damage rolls. An upgraded version of Weapon/Implement Focus, but only available to kalashtar. Fortunately, they're not a bad race for classes who do regular psychic 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>Psychic Focus</strong></span>: feat, shardmind, PHB3. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">A +2/3/4 feat bonus to all psychic damage rolls. An upgraded version of Weapon/Implement Focus, but only available to shardminds. Fortunately, they're not a bad race for classes that regularly do psychic 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>Io's Roar</strong>: feat, dragonborn, dragon breath racial power, psionic class, PsP.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Any target hit by your dragon breath attack gains vulnerable 5 psychic until the end of your turn. While inflicting vulnerability as a minor action is pretty nice, the fact that it's only until the end of your current turn (and not the next) makes it somewhat limited. Having to be dragonborn doesn't help. </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>Mindwarp Staff</strong>: superior implement, staff, PHB3, MME // <span style="color: #0000FF"><strong>Crystal Orb</strong></span>: superior implement, orb, PHB3, MME // <span style="color: #0000FF"><strong>Serene Ki Focus</strong></span>: superior implement, ki focus, 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 force powers used through these implements. Both the orb and the ki focus give you an accuracy bonus with attacks vs Will to compete with an Accurate implement, since that's the defense most often targeted by psychic attacks. The Mindwarp Staff's bonus to range is less good. </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">Githyanki Silver Weapon</span></strong>: heavy blade, level 9+, MotP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns all damage dealt by it into psychic damage as a free action. If you can't deal psychic damage naturally, this is the easiest way to do it. The daily power that lets you banish (save ends) any target you hit is also quite awesome. </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>Mindiron Weapon</strong></span>: bow or crossbow, level 14+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon turns half the damage dealt by it into psychic damage as a free action. Very interesting, since this opens the door to multiple types of damage support. Unfortunately it's is only available as a ranged weapon, which limits its uses. The encounter power is very nice for classes that normally attack AC, since it practically lowers the target's defenses by 2 points. </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">Psychic Lock</span></strong>: paragon feat, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If you hit a target with a psychic attack, it takes a -2 penalty to its next attack roll. Not a damage boost, but any character with a psychic focus would be remiss if they didn't pick this up.</span></span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6749712, member: 12749"] [B]My Type: optimizing other damage types[/B] [COLOR=#000000][FONT=Open Sans]Damage types other than cold, radiant, fire, lightning and thunder are not very well supported, at least not damage-wise. But here's what I could find. [/FONT][/COLOR] Acid Damage [COLOR=#000000][FONT=Open Sans][U][B]Heroic[/B][/U]: [B]Ooze Master[/B]: theme, DR413. From level 10 on, whenever you hit a creature with an acid attack power, it grants combat advantage until the end of your next turn. Nice if you have trouble getting combat advantage otherwise, and your party profits from it. [B]Honorable Blade[/B]: paragon path, dragonborn, any martial class, PHR:D. If your dragon breath deals acid 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. [B][COLOR=#0000FF]Greenstone Orb[/COLOR][/B]: superior implement, Orb, PHB3, MME. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +2/3/4 bonus to damage rolls with implement acid powers used through this implement. You also get a +1 untyped bonus to attacks vs. Fortitude, so if you choose your powers right, this accuracy bonus makes up for not having an Accurate implement. [B]Mordant Weapon[/B]: heavy blade, light blade or spear, level 8+, P1 King of the Trollhaunt Warrens. This weapon turns all damage dealt by it into acid and poison damage as a free action. Be aware this is not as good as it looks, because monsters who are immune to poison damage are also immune to all non-damaging effects of the power. See the Poison entry for more info. This weapon also comes from a questionable source, so make sure to check with your DM if you can even get it. [COLOR=#800080][B]Staff of Acid and Flame[/B][/COLOR]: staff, level 10+, AV. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This staff turns all fire damage dealt by it into acid damage as a free action. And vice cersa. It's a costly item and has a pretty harsh restriction, but at least you're not doing poison damage. [U][B]Paragon[/B][/U]: [COLOR=#00CCFF][B]Burning Vapors[/B][/COLOR]: feat, HotEC.[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A +3/4 feat bonus to all acid damage rolls. An upgraded version of Weapon/Implement Focus, and it comes with a nice bonus should you ever encounter enemies that deal acid damage. [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 one level higher than a Mordant Weapon, you're usually better off with that. [B]Staff of Corrosion[/B]: staff, level 18+, AV. All melee attacks made with this staff deal 1d6 extra acid damage. An interesting and not-actually-bad way to gain the acid keyword, but the staff is far from the best weapon for melee builds.[/FONT][/COLOR] Force Damage [COLOR=#000000][FONT=Open Sans][B][U]Heroic[/U][/B]: [B]Jagged Force[/B]: shardmind, psion, PsP You gain a +2/3/4 feat bonus to damage rolls with force powers. It has some stiff requirements, but if you're really into force damage, consider it. [B]Guardian Staff[/B]: superior implement, staff, PHB3, MME // [B][COLOR=#0000FF]Petrified Orb[/COLOR][/B]: superior implement, orb, PHB3, MME // [COLOR=#0000FF][B]Inexorable Ki Focus[/B][/COLOR]: superior implement, ki focus, PHB3, MME. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +2/3/4 bonus to damage rolls with implement force powers used through these implements. The ki focus is the only one that gives you an accuracy bonus with attacks vs Fortitude to compete with an Accurate implement, but the forceful property of the orb (+1 to pulls, pushes and slides) is also nice, since most force powers have forced movement baked in. The Guardian Staff's shield bonus to AC and Ref when hitting with a power is less good. [B]Diamond Wand[/B]: wand, level 4+, AV2. When you hit an enemy with an arcane force power using this wand, the next attack that hits it deals 1/2/3 extra force damage. This basically gives enemies vulnerable 1/2/3 to your damage, and your next ally's attack. Not terrible, not terribly good either. Also means you won't be using a Petrified Orb or Inexorable Ki Focus. [B]Force Weapon[/B]: any weapon, level 8+, AV. This weapon turns all damage dealt by it into force damage as a free action. If you really want to deal force damage with all your attacks, this is the easiest way to do it.[/FONT][/COLOR] [B]Necrotic Damage[/B] [COLOR=#000000][FONT=Open Sans]Necrotic is one of the two most resisted damage types in the game. If for some reason you want to optimize around it, I suggest you find a way to add a second damage type to all your attacks. Otherwise, you might as well go stand in the corner when fighting undead. [U][B]Heroic[/B][/U]: [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 necrotic 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][COLOR=#0000FF]Deathbone Rod[/COLOR][/B]: superior implement, rod, PHB3, MME.[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +2/3/4 bonus to damage rolls with implement force powers used through these implements. You also get a +1 bonus to attacks vs Will to compete with an Accurate implement. [B]Vampiric Weapon[/B]: heavy or light blade, level 9+, AV. All damage dealt by this weapon is necrotic damage. In addition, when you score a critical hit you regain 1d4 HP per plus. The only heroic weapon available that turns your damage into necrotic. [U][B]Paragon[/B][/U]: Soul Binder: paragon path, any arcane, divine or shadow class, must worship Nerull, DR427. The level 11 feature adds the radiant damage type to all your necrotic attacks, so at least they'll do double typed damage. If you have a Morninglord in the party, that might actually somewhat make up for this otherwise pretty bad paragon path. [/FONT][/COLOR] [B][COLOR=rgb(85, 57, 130)]Honorable Blade[/COLOR][/B][COLOR=rgb(85, 57, 130)]:[/COLOR] paragon path, dragonborn, any martial class, PHR:D. If your dragon breath deals necrotic damage, then you can add this damage type to all damage dealt by your melee weapon as well. Plagued Breath is the way to go there. 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. [COLOR=rgb(84, 172, 210)][FONT=Open Sans][B]Ineffable Secret of Death[/B][/FONT][/COLOR][COLOR=#000000][FONT=Open Sans]: ki focus, level 15+, DR404(MwaO)[/FONT][/COLOR] [FONT=Open Sans][COLOR=#000000]This Ki focus with combat advantage is basically a free shard for damage, boosting up necrotic closer to everyone else. It also has a great encounter utility power and solid daily minor utility. It is especially great with additional damage taps, such as Assassin's Shroud as it is extra damage, not a bonus to damage rolls — so as an example, an Assassin using Shroud on an opponent gets to benefit from +Enhancement damage on the attack [I]and[/I] the Shroud.[/COLOR][/FONT] [COLOR=#000000][FONT=Open Sans][B][COLOR=#0000FF]Necrotic Weapon[/COLOR][/B]: axe, heavy or light blade, level 13+, AV. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This weapon turns half the damage dealt by it into necrotic damage as a free action. That is interesting if you already deal typed damage, because you can start double-tapping different types of damage support. Too bad necrotic has almost none. [B]Death Weapon[/B]: pick or spear, level 13+, P2 Demon Queen Enclave. This weapon turns all damage dealt by it into necrotic damage as a free action. Questionably source and weapon types that are hard to optimize. Other than that, exactly what you need to start dealing necrotic damage. [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 only changes untyped damage from weapon attacks and is one level higher than a Necrotic Weapon, you don't need this. [COLOR=#FF0000][B]Lifebane Weapon[/B][/COLOR]: heavy or light blade, pick or spear, level 15+, DR376. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Like the Necrotic Weapon, this weapon turns half the damage dealt by it into necrotic damage as a free action. The other properties aren't worth the increased levels though, so stick with the level 13 weapon. Poison Damage Poison is the only damage type that actively makes your character worse. Why? Because, and I'm quoting the Rules Compendium here, "a creature that is immune to charm, fear, illusion, [B]poison[/B], or sleep is not affected by the nondamaging effects of a power that has that keyword". So when you hit a creature that's immune to poison (which is [I]over a thousand monsters in the game[/I]!), not only don't you deal damage, your attack also doesn't have any other effect. You don't get around this by simply adding another damage type. In fact, the only way around it is with the Venom Hand Master feat. So if you want to build your character around poison damage, know that it's going to cost you. All ratings assume you've taken that feat. [B][U]Heroic[/U][/B]: [COLOR=#FF9900][B]Venom Hand Master[/B][/COLOR]: feat, assassin, DR379. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Your attacks ignore poison resistance and immunity. As mentioned, this is a mandatory feat if you want to make poison damage work, both for the effects of your powers and for the number of monsters who are immune to it. [COLOR=#00CCFF][B]Venom Hand Killer[/B][/COLOR]: feat, assassin, DR379. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A +2/3/4 feat bonus to all poison damage rolls. An upgraded version of Weapon/Implement Focus. The skyblue rating comes from the fact that you need to be an assassin anyway to get Venom Hand Master, so the prerequisite might as well not be there. [B]Power of Poison[/B]: feat, any divine class, must worship a deity of the poison domain. When you hit an enemy with one of four at-will powers ([COLOR=#00CCFF][B]Overwhelming Strike[/B][/COLOR], [COLOR=#00CCFF][B]Enfeebling Strike[/B][/COLOR], [B]Grasping Shards[/B], [COLOR=#0000FF][B]Righteous Brand[/B][/COLOR]) the power's damage type changes to poison and it deals an untyped 2/3/4 extra damage. A good damage bonus and accessible early on, but too bad you need to use an at-will power to turn it on. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans][COLOR=#0000FF][B]Skulker of Vhaeraun[/B][/COLOR]: theme, drow, DR413. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]The level 1 minor action utility power lets you deal an additional 4/8/12 poison damage with weapon attacks against enemies that grant you combat advantage until the end of your next turn. It's somewhat like Sarifal Feywarden in that you get an scaling damage bonus, and it gives your attacks the poison keyword. At level 10, your poison attacks also give your targets a -2 attack penalty, which is gravy. Just remember the racial restriction. [COLOR=#800080][B]Widow of Arach-Tinilith[/B][/COLOR]: theme, female, drow, any divine class, DR413. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]From level 10 on, you can choose to deal poison damage with your divine attack powers instead of their normal damage type. This theme wins the prize for the most ridiculous (although flavorful) prerequisites. If you can deal with those and want to wield something else than a Spiderkissed or Mordant Weapon, this is the theme for you. Staff of the Serpent: staff, level 7+, AV. Any melee attack with this staff deals 1d6 extra poison damage. Extra damage is pretty nice, too bad it only comes as a staff, which is not an optimal weapon for melee builds. It's useful for classes that use both weapons and implements though, or Druids and Monks who make melee implement attacks. [B][COLOR=#0000FF]Spiderkissed Weapon[/COLOR][/B]: any melee, level 7+, DR367. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This weapon turns all damage dealt by it into poison damage as a free action. A clean way to access poison damage for any melee build. [B]Mordant Weapon[/B]: heavy blade, light blade or spear, level 8+, P1 King of the Trollhaunt Warrens. This weapon turns all damage dealt by it into acid and poison damage as a free action. It suffers from competition with the Spiderkissed Weapon, since the additional damage type is wasted if you also take Venom Hand Master (and acid is undersupported). This weapon comes from a questionable source, so make sure to check with your DM if you can even get it. [COLOR=#0000FF][B]Envenomed Ki Focus[/B][/COLOR]: ki focus, level 2+, HoS. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Poison damage rolls with this ki focus get an item bonus equal to the enhancement bonus of the ki focus. If you don't need a Spiderkissed or Mordant Weapon to get poison damage, this is a nice, low level way to get some extra damage and save your arms slot (since you won't be needing Iron Armbands of Power or something similar). Ki focus proficiency shouldn't be a problem, since you're an assassin anyway. [B][U]Paragon[/U][/B]: [B]Master of Poisons[/B]: paragon path, rogue, MP2. From level 11 on, your poison weapon attacks get a bonus to the damage roll equal to your int-modifier. The rest of the path is also decent, although the encounter power for some reason doesn't work with the level 11 feature since it's not a weapon attack. Where this paragon path gets a bit complicated is the rogue prerequisite. You already need to be an assassin for Venom Hand Master, so you have to hybrid if you want to use this path on a build that's something beside rogue and assassin. [B]Honorable Blade[/B]: paragon path, dragonborn, any martial class, PHR:D. If your dragon breath deals poison 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. [B][COLOR=#0000FF]Venom Master[/COLOR][/B]: feat, drow, darkfire racial power, DR382. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]When you hit an enemy with your darkfire racial power, they gain vulnerable 5 poison until the end of the encounter. Giving one enemy vulnerability to your damage until the end of the fight is pretty darn good for a minor action encounter power. The racial prerequisite holds it back a bit. [COLOR=#0000FF][B]Serpentine Bracers[/B][/COLOR]: arms slot, level 18, AV2. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]While you're hidden from your target, you deal 1d8 extra poison damage on attacks against that target. Extra damage is good, and getting it on your arms slot item is even better. Being hidden can be difficult sometimes, but assassins have don't have too much difficulty with it. [U][B]Epic[/B][/U]: [COLOR=#0000FF][B]Sword of Black Ice[/B][/COLOR]: longsword, level 27, DU162. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]At the end of epic tier, you get a weapon with a separate damage instance that deals 2d8 poison damage when you hit a target with it. A cool way to do more damage, although your attacks with this weapon don't gain the poison keyword since it's not extra damage.[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Psychic Damage [B][U]Heroic[/U][/B]: [B][COLOR=#0000FF]Dual Mind Strength[/COLOR][/B]: feat, kalashtar, DR385.[/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A +3/4 feat bonus to all psychic damage rolls. An upgraded version of Weapon/Implement Focus, but only available to kalashtar. Fortunately, they're not a bad race for classes who do regular psychic damage. [COLOR=#0000FF][B]Psychic Focus[/B][/COLOR]: feat, shardmind, PHB3. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]A +2/3/4 feat bonus to all psychic damage rolls. An upgraded version of Weapon/Implement Focus, but only available to shardminds. Fortunately, they're not a bad race for classes that regularly do psychic damage. [B]Io's Roar[/B]: feat, dragonborn, dragon breath racial power, psionic class, PsP. Any target hit by your dragon breath attack gains vulnerable 5 psychic until the end of your turn. While inflicting vulnerability as a minor action is pretty nice, the fact that it's only until the end of your current turn (and not the next) makes it somewhat limited. Having to be dragonborn doesn't help. [B]Mindwarp Staff[/B]: superior implement, staff, PHB3, MME // [COLOR=#0000FF][B]Crystal Orb[/B][/COLOR]: superior implement, orb, PHB3, MME // [COLOR=#0000FF][B]Serene Ki Focus[/B][/COLOR]: superior implement, ki focus, PHB3, MME. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]An untyped +2/3/4 bonus to damage rolls with implement force powers used through these implements. Both the orb and the ki focus give you an accuracy bonus with attacks vs Will to compete with an Accurate implement, since that's the defense most often targeted by psychic attacks. The Mindwarp Staff's bonus to range is less good. [B][COLOR=#0000FF]Githyanki Silver Weapon[/COLOR][/B]: heavy blade, level 9+, MotP. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This weapon turns all damage dealt by it into psychic damage as a free action. If you can't deal psychic damage naturally, this is the easiest way to do it. The daily power that lets you banish (save ends) any target you hit is also quite awesome. [B][U]Paragon[/U][/B]: [COLOR=#0000FF][B]Mindiron Weapon[/B][/COLOR]: bow or crossbow, level 14+, AV. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]This weapon turns half the damage dealt by it into psychic damage as a free action. Very interesting, since this opens the door to multiple types of damage support. Unfortunately it's is only available as a ranged weapon, which limits its uses. The encounter power is very nice for classes that normally attack AC, since it practically lowers the target's defenses by 2 points. [B][COLOR=#00CCFF]Psychic Lock[/COLOR][/B]: paragon feat, PHB. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]If you hit a target with a psychic attack, it takes a -2 penalty to its next attack roll. Not a damage boost, but any character with a psychic focus would be remiss if they didn't pick this up.[/FONT][/COLOR] [/QUOTE]
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