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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: 6749714" data-attributes="member: 12749"><p><strong>Greatest Hits: critical hit optimization</strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Classless damage optimization for critical hits is inherently difficult. Some classes like the Avenger get some extra goodies to help them optimize it, but needing to roll a 20 on an attack roll is still tough. You get around this by expanding your crit range (critting on a 19, for example) and finding ways to roll more than once for your attacks. </span></span></p><p></p><p><strong>Crit optimization is one of the areas of the game where it really pays off to plan your character all the way to epic tier</strong><span style="color: #000000"><span style="font-family: 'Open Sans'">. At higher tiers, the tools often come with difficult prerequisites. For example, if you divide your stats wrong at level 1 you will already be losing out in epic. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Some things to keep in mind: effective critfishing </span></span><span style="color: #000000"><span style="font-family: 'Open Sans'">will require your multiclass; you will run into issues with action economy because you need to activate multiple things with a minor action; you need to keep track of the free action attack limit (only 1 free attack per turn); and you probably need a good melee basic attack to take the most advantage of your critical hits. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">All the ratings assume a classless build. Some feats and powers are rated higher if you're a specific class (mostly Avenger). You can find those ratings in the relevant class guides.</span></span></p><p></p><p><strong>Access to Crit Boosting</strong><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Heroic</a><strong><span style="color: #0000FF">Elven Accuracy</span></strong>: racial power, elf, PHB, HotFL. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Once per encounter, if you dislike the result of an attack roll, you get to reroll it. A good power, but you might run into the problem of elves needing to sacrifice something for a good melee basic attack (no str-bonus). Fortunately, there's always Reincarnate Champion at epic. </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>Ironwrought</strong></span>: theme, HotEC. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 1 you gain the Inevitable Strike encounter power, which lets you roll twice for a single melee weapon attack roll. If both attacks hit, you also deal 1d8/2d8/3d8 extra damage. At level 10 you can take the Weapon Unity daily utility power, which gives you a stance that lets you crit on a 19 with melee weapon attacks. A good theme for melee crit fishers, and one that's still useful at higher tiers.</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>Occultist</strong>: theme, DR420. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This otherwise very unimpressive theme has the interesting level 2 minor action encounter utility power Twisting Fortune. Until the end of your next turn, you can reroll any attack roll (or save or skill check) no less than 3 times. The cost is great however: you lose a healing surge every time you choose to reroll. Interesting for Brutal Barrage battleminds though. </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>Samurai</strong>: theme, DR404. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 1 you gain the Iaijutsu power. When you roll initiative, if your score is higher than every enemy, all your weapon attack rolls during your first turn crit on an 18 or higher. At level 10, you also choose a weapon group that deals 1d6 extra damage on a crit (2d6 at level 21). Another theme that's aimed at critfishers that use a weapon. But an increased crit range is not as good as a double roll, especially one as unreliable and short-lived as 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'"><strong>Yakuza</strong>: theme, DR404. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This pretty awesome theme has the cool level 2 encounter utility power Life's Losing Hand. If you roll a natural 1, 2 or 3 on an attack roll, you can reroll the attack with a bonus equal to your cha-modifier. Not very reliable for critfishing though.</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>Wilder</strong>: theme, DSCS. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 1 you get the Psychic Surge encounter attack power, which lets you crit the target on an 18 or higher until the end of your next turn if you hit with it. The Enhanced Psychic Surge feat increases the range to 16. The reason you take this theme is to qualify for the Resurgent Wilder paragon path. As a Dark Sun theme 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: #00CCFF"><strong>Disciple of Divine Wrath</strong></span>: multiclass feat, wis 13, PHB2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">You now get to use the Avenger's Oath of Enmity power once per encounter, and it lasts until the end of your next turn. More than enough time to unleash a can of whoopass on your target. Remember that it only works for melee attacks and only if you have no other enemies adjacent to you. If you have a way to get rerolls, this power lets you reroll both dice, which can get pretty crazy. </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 Luck</strong>: feat, any divine class, must worship a deity of the luck domain, DiP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you use one of four at-will powers (<span style="color: #0000FF"><strong>Bond of Censure</strong></span>, <strong>Holy Strike</strong>, <strong><span style="color: #00CCFF">Vanguard's Lightning</span>, </strong><strong>Lance of Faith</strong>) you crit on a 19. This isn't very interesting for paladins and clerics, but Avengers now have a power that gets both a double roll and an increased crit range, and invokers have double crit range on an area burst. There is some potential here. </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>Unforgetable Cudgel</strong></span>: mace, level 8+, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This mace lets you crit with divine melee attack powers (weapon or implement) on a 19. It also counts as a holy symbol for divine implement powers. A much, much better way than Power of Luck for divine classes to get increased crit range, since it works on every power. As a bonus, you also daze the target on a 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'"></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'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Paragon</a><span style="color: #0000FF"><strong>Divine Oracle</strong></span>: paragon path, cleric, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If you hit with the level 11 encounter power, the next attack against the target is an automatic crit. That would be the time to use your action point. At level 16, when you make an attack roll against Will, you roll twice and take the higher result. If you miss you are dazed, so make sure you have a reroll handy. </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>Draeven Marauder</strong></span>: paragon path, fighter, DR365. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 11, you crit with spears on a 19. Remember that gouges are spears too! </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 16, when you crit a bloodied enemy with a melee attack, you can make an melee basic attack against another enemy within range. Even better if your spear has reach. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The level 12 utility is also good to have in case you score a hit and your target suddenly dies on you. Then you can shift 3 squares as a free action and continue the fun somewhere else. </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>Resurgent Wilder</strong></span>: paragon path, Wilder theme, DSCS. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">So much critty goodness! At level 11, when you use an action point to make an attack, until the end of your next turn attacks against targets of that attack can score a critical hit on a roll of 19–20. Also, when you crit, you can spend a healing surge. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The level 12 daily utility lets you turn one hit against a target into a crit.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 16, all your psionic at-will powers crit on an 18 or higher, which makes monks, psions and battleminds very happy. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The level 20 daily power lets you make a close burst 1 attack that lets everyone crit the targets at 18 or higher. </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>Life Singer</strong>: paragon path, bard, AP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">If you miss with an attack against Will, you can reroll it. Far less powerful than Divine Oracle, and the rest of the path also has a lot less synergy with critical hits. </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>Borrowed Confidence</strong></span>: level 16 utility power, swordmage, AP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">As a minor action encounter power, you can roll twice on all attack rolls and saving throws until the start of your next turn. Very useful when going for that nova round with an expanded crit range, but probably requires your multiclass. </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>Melegaunt's Darkblade</strong></span>: heavy or light blade, level 12+, DU177. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon scores critical hits on a 19, and deals your standard 1d6 (cold) damage per plus. Cheap, powerful and effective. I'd expect nothing less of a Prince of Shade. Too bad it only comes as a sword. </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>Jagged Weapon</strong>: axe, heavy or light blade, level 12+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This weapon scores critical hits on a 19. Where it falls short is in the crit damage department: instead of dealing extra d6s, it applies ongoing 10/20 damage, which is significantly worse. It does come as an axe though, so it's also available as a gouge. </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>Tenacious Weapon</strong></span>: any weapon, level 19+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The power on this weapon lets you roll twice for an attack once per encounter. Simple, clean, and effective if need an additional double roll.</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'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Epic</a><span style="color: #0000FF"><strong>Sage of Ages</strong></span>: epic destiny, arcane class, AP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 24, you roll a d20 at the start of each of your turns. You can use the result of that roll in place of any one d20 roll you make before the start of your next turn. </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>Martial Supremacy</strong></span>: fighter power, level 22, DR382.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This minor action encounter stance lets you reroll any attack with basic attacks with the weapon keyword (and fighter at-wills). The stance lasts until you spend a surge. </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>Weapon Mastery</strong></span>: feat series</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This feat series lets you crit on a 19 with weapon attacks using the right weapon. For example, Axe Mastery lets you crit on a 19 with all axe melee weapon attacks. The prerequisites are certain stats, and sometimes they're quite stiff, so plan your stat boosts accordingly. For the record, these are all the Mastery feats: </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Show</a><strong>PHB</strong>: Axe Mastery (str 21, con 17), Bludgeon Mastery (hammer, mace staff, str 19, con 19), Flail Mastery (str 19, dex 19), Heavy Blade Mastery (str 21, dex 17), Light Blade Mastery (str 17, dex 21), Pick Mastery (str 21, con 17), Spear Mastery (str 19, dex 19). </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>PHB2</strong>: Bow Mastery (bow, crossbow, no prerequisites). </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>PHB3</strong>: Unarmed Mastery (monk, Unarmed Combatant class feature).</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 style="font-family: 'arial'"><strong>Critical Hit Optimization</strong></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Implement Expertise</strong></span>: feat series. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This feat series lets you crit on a 19 with implement attacks from the right power source using the correct implement. For example, Bard Implement Expertise lets you crit on a 19 with all arcane powers using a bard implement. The prerequisites are certain stat spreads, so plan accordingly. For the record, these are all the Implement Expertise feats: </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Show</a><strong>Arcane Power</strong>: Bard Implement Expertise (con 15, int 15, cha 21), Sorcerer Implement Expertise (str 15, dex 15, cha 21), Warlock Implement Expertise (con 17, cha 17), Wizard Implement Expertise (dex 15, int 21, wis 15). </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>DR378</strong>: Invoker Implement Expertise (no prerequisites), Swordmage Implement Expertise (int 21, str or con 17, works on MBA's, swordmage powers and swordmage paragon path powers).</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>PsP</strong>: Psion Implement Expertise (int 21, wis 15, cha 15).</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'"><span style="color: #800080"><strong>Hand of Divine Guidance</strong></span>: feat, avenger, Oath of Enmity, DR382.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">You now crit on a 19 against your Oath of Enmity target. If you don't want to invest in other ways to increase your crit range but do have an Avenger multiclass, I guess you can take this 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>Vengeful Declaration</strong>: feat, avenger, Oath of Enmity power, DR382.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This feat lets you use Oath of Enmity as a free action instead of a minor. At this point you're going to be pretty strapped for actions, so even if you're only multiclassing for OoE, consider taking this to improve your action economy.</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'"></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></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'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Heroic</a><strong><span style="color: #0000FF">Harmony Blade</span></strong>: heavy blade, level 4+, AV2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you crit with this weapon, you can make make a melee basic attack with your off-hand weapon as a no action in addition to the additional crit damage. The easiest way to profit from this is to use an off-hand Harmony Blade. Single weapon users can take a Drow Long Knife, double weapon users can go with a Zulaat or Lotulis. The double weapons also work nicely with Two-Weapon Opening, and the Lotulis even comes with an encounter powerswap for a double-attack against two targets, should your base class lack it. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Be prepared to have your DM nerf the extra attack to be a free action though, making it subject to the free action attack rule.</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>Rending Weapon</strong></span>: axe, level 4+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you crit with this weapon, you can make make a melee basic attack with this weapon against the same target as a no action in addition to the additional crit damage. Because it's an axe, you get to abuse Deadly Axe as well. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Like the Harmony Blade, be prepared to have it nerfed to a free action attack by your DM.</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'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Paragon</a><strong><span style="color: #0000FF">Two-Weapon Opening</span></strong>: feat, Two-Weapon Fighting feat, PHB2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you are wielding two melee weapons and score a critical hit with your main weapon, you can make a melee basic attack with your off-hand weapon against the same target as a free action. Another way to generate a free action attack on a crit is a cornerstone of crit optimization, so see if you can work this in. Easiest to use with double weapons. </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>Deadly Axe</strong></span>: feat, str 17, con 13, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">You treat all axes as high crit weapons. Rolling extra damage dice is cool, and axes have some of the best weapon dice in the game. </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>Devastating Critical</strong>: feat, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you score a critical hit, you get to roll another d10 for damage. Not bad, but not very impressive either. </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>Critical Targeting</strong>: feat, DR387.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you score a critical hit with a melee or ranged attack, the attack deals 2 extra damage and you gain a +2 bonus to damage rolls against the creature you hit until the end of the encounter. The bonus damage is low and chances are your target dies before you can attack it again, so don't prioritize this 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'"><span style="color: #0000FF"><strong>Glasya's Charming Words</strong></span>: feat, tiefling, PHR:T. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you score a critical hit with a charm power, the target is also dominated until the end of your next turn. Very good for a Divine Oracle that either wields an Unforgetable Cudgel or uses Beguiling Strands. </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>Bloodiron Weapon</strong>: any weapon, level 13+, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you score a critical hit with this weapon, the target of the attack takes 1d10 damage per enhancement bonus of this weapon at the start of your next turn. Extra damage is nice, but not if it's delayed for a round (by then the target might be dead already). The competition for your weapon slot is also too big for this weapon to warrant much consideration.</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 Giants</strong></span>: ring, level 13, DR378.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">You get a +2 bonus to critical hit damage per enhancement bonus of the weapon you wield. Easiest crit damage bonus ever. </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>War Ring</strong></span>: ring, level 16, AV. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you score a critical hit, you deal one extra die of critical hit damage. Another easy, if small, damage bonus. The daily power lets you roll even more damage dice, which are maximized if you've already reached a milestone today.</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'"><a href="http://community.wizards.com/content/forum-topic/3714446#" target="_blank">Epic</a><strong><span style="color: #0000FF">Martial Archetype</span></strong>: epic destiny, any martial class, paragon multiclassing in a martial class, MP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Very feat-intensive to qualify for this, but the goods are there. At level 21, when you crit, you regain the use of a martial encounter attack power you have used during this encounter. Minor, free and no action powers are awesome for this, since you can immediately use them again. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">At level 26, you can spend a healing surge when you crit with a martial encounter or daily power. And at level 30, as a free action you can make a melee basic attack against every adjacent enemy when you crit with a martial encounter or daily power. Just watch that free action attack limit. </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">Fang of the World Serpent</span></strong>: epic destiny, primal class, PrP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">This one is all about the level 24 feature. When you bloody an enemy or score a critical hit with a primal melee attack power, you can make two melee basic attacks as a free action. Only one of these attacks can target the creature you bloodied or scored a critical hit against. You'll be a basic attack machine, only being limited by the free action attack limit. </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>Punishing Radiance</strong></span>: feat, any divine class, DiP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Whenever you score a critical hit with a divine radiant attack, the target and each enemy within 5 squares of it gain vulnerable 10 radiant (or existing radiant vulnerabilities increase by 10) until the end of your next turn. This is basically the entire Morninglord paragon path rolled into one crit. If your party is optimized for radiant damage, it becomes <span style="color: #FF9900"><strong>mandatory</strong></span>.</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">Epic Resurgence</span></strong>: feat, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. Power recovery is awesome, and if you can recover a multi-attack or off-action power, the hits will never stop. </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>Enabling Shot</strong></span>: feat, warlord, MP2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Whenever you score a critical hit against an enemy on a ranged attack, one ally can make a melee basic attack against that enemy as a free action. Since it doesn't specify that the attack has to be a weapon attack, blasters of all kind can take this feat and go to town with it. One problem: the ally has to be within range of the enemy, and if you're firing off random (or unfriendly) bursts, there won't always be an ally adjacent to the target. Better on multi-attacking archers and the like. </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">Ferocious Critical</span></strong>: feat, half-orc, PHB2. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">Whenever you score a critical hit with a melee weapon attack, you gain a +4 bonus to attack rolls and damage rolls until the end of your next turn. Needing to be a half-orc is annoying (although there's always Reincarnate Champion), but one crit will seriously boost your damage output.</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>Font of Radiance</strong>: feat, PHB. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'">When you score a crit with a radiant power, you create a zone in a burst 1 around the target (save ends). Every enemy that ends its turn in the zone (including the target) takes 3d6 radiant damage. It's not a lot, but if you combine it with radiant vulnerability it will sometimes just be enough to put the target away. </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>Triumphant Attack</strong><strong>: </strong>feat, PHB. If you score a critical hit with a melee attack, the target takes a –2 penalty to attack rolls and defenses for the rest of the encounter. When you start critting an enemy at this level, it's usually not long for this world, so this feat isn't high on the list.</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'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"></span></span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6749714, member: 12749"] [b]Greatest Hits: critical hit optimization[/b] [COLOR=#000000][FONT=Open Sans]Classless damage optimization for critical hits is inherently difficult. Some classes like the Avenger get some extra goodies to help them optimize it, but needing to roll a 20 on an attack roll is still tough. You get around this by expanding your crit range (critting on a 19, for example) and finding ways to roll more than once for your attacks. [/FONT][/COLOR] [B]Crit optimization is one of the areas of the game where it really pays off to plan your character all the way to epic tier[/B][COLOR=#000000][FONT=Open Sans]. At higher tiers, the tools often come with difficult prerequisites. For example, if you divide your stats wrong at level 1 you will already be losing out in epic. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]Some things to keep in mind: effective critfishing [/FONT][/COLOR][COLOR=#000000][FONT=Open Sans]will require your multiclass; you will run into issues with action economy because you need to activate multiple things with a minor action; you need to keep track of the free action attack limit (only 1 free attack per turn); and you probably need a good melee basic attack to take the most advantage of your critical hits. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans]All the ratings assume a classless build. Some feats and powers are rated higher if you're a specific class (mostly Avenger). You can find those ratings in the relevant class guides.[/FONT][/COLOR] [B]Access to Crit Boosting[/B][COLOR=#000000][FONT=Open Sans] [URL="http://community.wizards.com/content/forum-topic/3714446#"]Heroic[/URL][B][COLOR=#0000FF]Elven Accuracy[/COLOR][/B]: racial power, elf, PHB, HotFL. Once per encounter, if you dislike the result of an attack roll, you get to reroll it. A good power, but you might run into the problem of elves needing to sacrifice something for a good melee basic attack (no str-bonus). Fortunately, there's always Reincarnate Champion at epic. [COLOR=#0000FF][B]Ironwrought[/B][/COLOR]: theme, HotEC. At level 1 you gain the Inevitable Strike encounter power, which lets you roll twice for a single melee weapon attack roll. If both attacks hit, you also deal 1d8/2d8/3d8 extra damage. At level 10 you can take the Weapon Unity daily utility power, which gives you a stance that lets you crit on a 19 with melee weapon attacks. A good theme for melee crit fishers, and one that's still useful at higher tiers. [B]Occultist[/B]: theme, DR420. This otherwise very unimpressive theme has the interesting level 2 minor action encounter utility power Twisting Fortune. Until the end of your next turn, you can reroll any attack roll (or save or skill check) no less than 3 times. The cost is great however: you lose a healing surge every time you choose to reroll. Interesting for Brutal Barrage battleminds though. [B]Samurai[/B]: theme, DR404. At level 1 you gain the Iaijutsu power. When you roll initiative, if your score is higher than every enemy, all your weapon attack rolls during your first turn crit on an 18 or higher. At level 10, you also choose a weapon group that deals 1d6 extra damage on a crit (2d6 at level 21). Another theme that's aimed at critfishers that use a weapon. But an increased crit range is not as good as a double roll, especially one as unreliable and short-lived as this. [B]Yakuza[/B]: theme, DR404. This pretty awesome theme has the cool level 2 encounter utility power Life's Losing Hand. If you roll a natural 1, 2 or 3 on an attack roll, you can reroll the attack with a bonus equal to your cha-modifier. Not very reliable for critfishing though. [B]Wilder[/B]: theme, DSCS. At level 1 you get the Psychic Surge encounter attack power, which lets you crit the target on an 18 or higher until the end of your next turn if you hit with it. The Enhanced Psychic Surge feat increases the range to 16. The reason you take this theme is to qualify for the Resurgent Wilder paragon path. As a Dark Sun theme it's illegal for LFR. [COLOR=#00CCFF][B]Disciple of Divine Wrath[/B][/COLOR]: multiclass feat, wis 13, PHB2. You now get to use the Avenger's Oath of Enmity power once per encounter, and it lasts until the end of your next turn. More than enough time to unleash a can of whoopass on your target. Remember that it only works for melee attacks and only if you have no other enemies adjacent to you. If you have a way to get rerolls, this power lets you reroll both dice, which can get pretty crazy. [B]Power of Luck[/B]: feat, any divine class, must worship a deity of the luck domain, DiP. When you use one of four at-will powers ([COLOR=#0000FF][B]Bond of Censure[/B][/COLOR], [B]Holy Strike[/B], [B][COLOR=#00CCFF]Vanguard's Lightning[/COLOR], [/B][B]Lance of Faith[/B]) you crit on a 19. This isn't very interesting for paladins and clerics, but Avengers now have a power that gets both a double roll and an increased crit range, and invokers have double crit range on an area burst. There is some potential here. [COLOR=#0000FF][B]Unforgetable Cudgel[/B][/COLOR]: mace, level 8+, AV2. This mace lets you crit with divine melee attack powers (weapon or implement) on a 19. It also counts as a holy symbol for divine implement powers. A much, much better way than Power of Luck for divine classes to get increased crit range, since it works on every power. As a bonus, you also daze the target on a crit. [URL="http://community.wizards.com/content/forum-topic/3714446#"]Paragon[/URL][COLOR=#0000FF][B]Divine Oracle[/B][/COLOR]: paragon path, cleric, PHB. If you hit with the level 11 encounter power, the next attack against the target is an automatic crit. That would be the time to use your action point. At level 16, when you make an attack roll against Will, you roll twice and take the higher result. If you miss you are dazed, so make sure you have a reroll handy. [COLOR=#0000FF][B]Draeven Marauder[/B][/COLOR]: paragon path, fighter, DR365. At level 11, you crit with spears on a 19. Remember that gouges are spears too! At level 16, when you crit a bloodied enemy with a melee attack, you can make an melee basic attack against another enemy within range. Even better if your spear has reach. The level 12 utility is also good to have in case you score a hit and your target suddenly dies on you. Then you can shift 3 squares as a free action and continue the fun somewhere else. [COLOR=#0000FF][B]Resurgent Wilder[/B][/COLOR]: paragon path, Wilder theme, DSCS. So much critty goodness! At level 11, when you use an action point to make an attack, until the end of your next turn attacks against targets of that attack can score a critical hit on a roll of 19–20. Also, when you crit, you can spend a healing surge. The level 12 daily utility lets you turn one hit against a target into a crit. At level 16, all your psionic at-will powers crit on an 18 or higher, which makes monks, psions and battleminds very happy. The level 20 daily power lets you make a close burst 1 attack that lets everyone crit the targets at 18 or higher. [B]Life Singer[/B]: paragon path, bard, AP. If you miss with an attack against Will, you can reroll it. Far less powerful than Divine Oracle, and the rest of the path also has a lot less synergy with critical hits. [COLOR=#00CCFF][B]Borrowed Confidence[/B][/COLOR]: level 16 utility power, swordmage, AP. As a minor action encounter power, you can roll twice on all attack rolls and saving throws until the start of your next turn. Very useful when going for that nova round with an expanded crit range, but probably requires your multiclass. [COLOR=#0000FF][B]Melegaunt's Darkblade[/B][/COLOR]: heavy or light blade, level 12+, DU177. This weapon scores critical hits on a 19, and deals your standard 1d6 (cold) damage per plus. Cheap, powerful and effective. I'd expect nothing less of a Prince of Shade. Too bad it only comes as a sword. [B]Jagged Weapon[/B]: axe, heavy or light blade, level 12+, AV. This weapon scores critical hits on a 19. Where it falls short is in the crit damage department: instead of dealing extra d6s, it applies ongoing 10/20 damage, which is significantly worse. It does come as an axe though, so it's also available as a gouge. [COLOR=#0000FF][B]Tenacious Weapon[/B][/COLOR]: any weapon, level 19+, AV. The power on this weapon lets you roll twice for an attack once per encounter. Simple, clean, and effective if need an additional double roll. [URL="http://community.wizards.com/content/forum-topic/3714446#"]Epic[/URL][COLOR=#0000FF][B]Sage of Ages[/B][/COLOR]: epic destiny, arcane class, AP. At level 24, you roll a d20 at the start of each of your turns. You can use the result of that roll in place of any one d20 roll you make before the start of your next turn. [COLOR=#0000FF][B]Martial Supremacy[/B][/COLOR]: fighter power, level 22, DR382. This minor action encounter stance lets you reroll any attack with basic attacks with the weapon keyword (and fighter at-wills). The stance lasts until you spend a surge. [COLOR=#0000FF][B]Weapon Mastery[/B][/COLOR]: feat series This feat series lets you crit on a 19 with weapon attacks using the right weapon. For example, Axe Mastery lets you crit on a 19 with all axe melee weapon attacks. The prerequisites are certain stats, and sometimes they're quite stiff, so plan your stat boosts accordingly. For the record, these are all the Mastery feats: [URL="http://community.wizards.com/content/forum-topic/3714446#"]Show[/URL][B]PHB[/B]: Axe Mastery (str 21, con 17), Bludgeon Mastery (hammer, mace staff, str 19, con 19), Flail Mastery (str 19, dex 19), Heavy Blade Mastery (str 21, dex 17), Light Blade Mastery (str 17, dex 21), Pick Mastery (str 21, con 17), Spear Mastery (str 19, dex 19). [B]PHB2[/B]: Bow Mastery (bow, crossbow, no prerequisites). [B]PHB3[/B]: Unarmed Mastery (monk, Unarmed Combatant class feature). [FONT=arial][B]Critical Hit Optimization[/B][/FONT] [COLOR=#0000FF][B]Implement Expertise[/B][/COLOR]: feat series. This feat series lets you crit on a 19 with implement attacks from the right power source using the correct implement. For example, Bard Implement Expertise lets you crit on a 19 with all arcane powers using a bard implement. The prerequisites are certain stat spreads, so plan accordingly. For the record, these are all the Implement Expertise feats: [URL="http://community.wizards.com/content/forum-topic/3714446#"]Show[/URL][B]Arcane Power[/B]: Bard Implement Expertise (con 15, int 15, cha 21), Sorcerer Implement Expertise (str 15, dex 15, cha 21), Warlock Implement Expertise (con 17, cha 17), Wizard Implement Expertise (dex 15, int 21, wis 15). [B]DR378[/B]: Invoker Implement Expertise (no prerequisites), Swordmage Implement Expertise (int 21, str or con 17, works on MBA's, swordmage powers and swordmage paragon path powers). [B]PsP[/B]: Psion Implement Expertise (int 21, wis 15, cha 15). [COLOR=#800080][B]Hand of Divine Guidance[/B][/COLOR]: feat, avenger, Oath of Enmity, DR382. You now crit on a 19 against your Oath of Enmity target. If you don't want to invest in other ways to increase your crit range but do have an Avenger multiclass, I guess you can take this feat. [B]Vengeful Declaration[/B]: feat, avenger, Oath of Enmity power, DR382. This feat lets you use Oath of Enmity as a free action instead of a minor. At this point you're going to be pretty strapped for actions, so even if you're only multiclassing for OoE, consider taking this to improve your action economy. [/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans] [URL="http://community.wizards.com/content/forum-topic/3714446#"]Heroic[/URL][B][COLOR=#0000FF]Harmony Blade[/COLOR][/B]: heavy blade, level 4+, AV2. When you crit with this weapon, you can make make a melee basic attack with your off-hand weapon as a no action in addition to the additional crit damage. The easiest way to profit from this is to use an off-hand Harmony Blade. Single weapon users can take a Drow Long Knife, double weapon users can go with a Zulaat or Lotulis. The double weapons also work nicely with Two-Weapon Opening, and the Lotulis even comes with an encounter powerswap for a double-attack against two targets, should your base class lack it. Be prepared to have your DM nerf the extra attack to be a free action though, making it subject to the free action attack rule. [COLOR=#0000FF][B]Rending Weapon[/B][/COLOR]: axe, level 4+, AV. When you crit with this weapon, you can make make a melee basic attack with this weapon against the same target as a no action in addition to the additional crit damage. Because it's an axe, you get to abuse Deadly Axe as well. Like the Harmony Blade, be prepared to have it nerfed to a free action attack by your DM. [URL="http://community.wizards.com/content/forum-topic/3714446#"]Paragon[/URL][B][COLOR=#0000FF]Two-Weapon Opening[/COLOR][/B]: feat, Two-Weapon Fighting feat, PHB2. When you are wielding two melee weapons and score a critical hit with your main weapon, you can make a melee basic attack with your off-hand weapon against the same target as a free action. Another way to generate a free action attack on a crit is a cornerstone of crit optimization, so see if you can work this in. Easiest to use with double weapons. [COLOR=#0000FF][B]Deadly Axe[/B][/COLOR]: feat, str 17, con 13, PHB. You treat all axes as high crit weapons. Rolling extra damage dice is cool, and axes have some of the best weapon dice in the game. [B]Devastating Critical[/B]: feat, PHB. When you score a critical hit, you get to roll another d10 for damage. Not bad, but not very impressive either. [B]Critical Targeting[/B]: feat, DR387. When you score a critical hit with a melee or ranged attack, the attack deals 2 extra damage and you gain a +2 bonus to damage rolls against the creature you hit until the end of the encounter. The bonus damage is low and chances are your target dies before you can attack it again, so don't prioritize this feat. [COLOR=#0000FF][B]Glasya's Charming Words[/B][/COLOR]: feat, tiefling, PHR:T. When you score a critical hit with a charm power, the target is also dominated until the end of your next turn. Very good for a Divine Oracle that either wields an Unforgetable Cudgel or uses Beguiling Strands. [B]Bloodiron Weapon[/B]: any weapon, level 13+, AV. When you score a critical hit with this weapon, the target of the attack takes 1d10 damage per enhancement bonus of this weapon at the start of your next turn. Extra damage is nice, but not if it's delayed for a round (by then the target might be dead already). The competition for your weapon slot is also too big for this weapon to warrant much consideration. [COLOR=#00CCFF][B]Ring of Giants[/B][/COLOR]: ring, level 13, DR378. You get a +2 bonus to critical hit damage per enhancement bonus of the weapon you wield. Easiest crit damage bonus ever. [COLOR=#0000FF][B]War Ring[/B][/COLOR]: ring, level 16, AV. When you score a critical hit, you deal one extra die of critical hit damage. Another easy, if small, damage bonus. The daily power lets you roll even more damage dice, which are maximized if you've already reached a milestone today. [URL="http://community.wizards.com/content/forum-topic/3714446#"]Epic[/URL][B][COLOR=#0000FF]Martial Archetype[/COLOR][/B]: epic destiny, any martial class, paragon multiclassing in a martial class, MP. Very feat-intensive to qualify for this, but the goods are there. At level 21, when you crit, you regain the use of a martial encounter attack power you have used during this encounter. Minor, free and no action powers are awesome for this, since you can immediately use them again. At level 26, you can spend a healing surge when you crit with a martial encounter or daily power. And at level 30, as a free action you can make a melee basic attack against every adjacent enemy when you crit with a martial encounter or daily power. Just watch that free action attack limit. [B][COLOR=#0000FF]Fang of the World Serpent[/COLOR][/B]: epic destiny, primal class, PrP. This one is all about the level 24 feature. When you bloody an enemy or score a critical hit with a primal melee attack power, you can make two melee basic attacks as a free action. Only one of these attacks can target the creature you bloodied or scored a critical hit against. You'll be a basic attack machine, only being limited by the free action attack limit. [COLOR=#00CCFF][B]Punishing Radiance[/B][/COLOR]: feat, any divine class, DiP. Whenever you score a critical hit with a divine radiant attack, the target and each enemy within 5 squares of it gain vulnerable 10 radiant (or existing radiant vulnerabilities increase by 10) until the end of your next turn. This is basically the entire Morninglord paragon path rolled into one crit. If your party is optimized for radiant damage, it becomes [COLOR=#FF9900][B]mandatory[/B][/COLOR]. [B][COLOR=#00CCFF]Epic Resurgence[/COLOR][/B]: feat, PHB. The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. Power recovery is awesome, and if you can recover a multi-attack or off-action power, the hits will never stop. [COLOR=#0000FF][B]Enabling Shot[/B][/COLOR]: feat, warlord, MP2. Whenever you score a critical hit against an enemy on a ranged attack, one ally can make a melee basic attack against that enemy as a free action. Since it doesn't specify that the attack has to be a weapon attack, blasters of all kind can take this feat and go to town with it. One problem: the ally has to be within range of the enemy, and if you're firing off random (or unfriendly) bursts, there won't always be an ally adjacent to the target. Better on multi-attacking archers and the like. [B][COLOR=#0000FF]Ferocious Critical[/COLOR][/B]: feat, half-orc, PHB2. Whenever you score a critical hit with a melee weapon attack, you gain a +4 bonus to attack rolls and damage rolls until the end of your next turn. Needing to be a half-orc is annoying (although there's always Reincarnate Champion), but one crit will seriously boost your damage output. [B]Font of Radiance[/B]: feat, PHB. When you score a crit with a radiant power, you create a zone in a burst 1 around the target (save ends). Every enemy that ends its turn in the zone (including the target) takes 3d6 radiant damage. It's not a lot, but if you combine it with radiant vulnerability it will sometimes just be enough to put the target away. [B]Triumphant Attack[/B][B]: [/B]feat, PHB. If you score a critical hit with a melee attack, the target takes a –2 penalty to attack rolls and defenses for the rest of the encounter. When you start critting an enemy at this level, it's usually not long for this world, so this feat isn't high on the list. [/FONT][/COLOR] [/QUOTE]
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