Winning Combinations

Dooks Dizzo

First Post
I'd like to start a little discussion on the best combinations of At-Will powers. Edit; feel free to include Daily or Encounter powers.

Please give fair descriptions of the effects of your combinations!

I'm looking to discuss the best way to fight, round after round.

Good stat combinations are also up for discussion. A power not backed up by the right stat might make it far less effective overall. The right weapon to use is also worth talking about.

I am fully open to discussing things are are 'winning combo's' because they allow for cool fights, or good description as well as just beating the snot out of the bad guys.

My bid is for 'Righteous Brand + Furious Smash' War Cleric/Inspiring Warlord.

In our party we have a Cleric with an 18 in strength and my Warlord with an 18 in Charisma. We used to premade stat set offered in the PHB and made human characters.

Our Cleric is a beast, Kord worshipping badass. He swings a Maul for some pretty massive damage most the time. Generally we stand next to eachother and I delay until he gets to strike.

He has the best chance to hit out of the two of us so we let him go first. If he hits (and he does a good percentage of the time) he then gives the Warlord +4 to hit. The Warlord strikes with Furious Smash and gives him +4 to hit and Damage.

End result is our Cleric swinging with +11 to hit and 2D6+8 damage.

Overall it puts out a great amount of pain in a short time and is highly reliable. Sometimes we'll throw a defender or striker into the mix and create the 'Chain of Pain!'.

Anyone else?
 
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Could you specify the effect a little for me Rigga? We've been playing at 1st level and just hit 2nd so I am not totally familiar with anything much higher than 5th.

I know Heavy Blade Op lets you use an At Will with an AoO and Twin Strike lets a Ranger make 2 attacks (with no bonus damage from Str).

How does two blade flurry work and what is the over all effect?

What weapon(s) you recommend to make this most effective?
 

Well there can't be too many combo's that use just At-Will powers, but here's mine:

Dire Radiance and Divine Challenge.
The Paladin Challenges, Attacks then shifts away. The monster can either follow the Paladin and take extra damage or attack someone else at -2 to hit and take extra damage.
 

For the purpose of making things interesting Encounter and Daily powers can be discussed. I will edit the OP with that in mind. I definitely don't want things to be too stale.

We've been having our Paladin mark people and then intentionally have the Rogue move to provoke attacks of opportunity. Either the monster attacks and takes damage or lets the rogue move to flank for free.
 

We've been having our Paladin mark people and then intentionally have the Rogue move to provoke attacks of opportunity. Either the monster attacks and takes damage or lets the rogue move to flank for free.

Well if you're doing that you may as well do it with Riposte Strike or Hellish Rebuke. It's better with Hellish Rebuke because Infernal Locks often have Temp HP.

There are too many combos to list them all, how about combo's you can do every round?

You can catch a Warlock in a Scorching Burst or Thunderwave to trigger his Hellish Rebuke (if you roll high enough).

You could use Tide of Iron or Thunderwave to push monsters into a character with Polearm Gamble.
 

Could you specify the effect a little for me Rigga? We've been playing at 1st level and just hit 2nd so I am not totally familiar with anything much higher than 5th.

I know Heavy Blade Op lets you use an At Will with an AoO and Twin Strike lets a Ranger make 2 attacks (with no bonus damage from Str).

How does two blade flurry work and what is the over all effect?

What weapon(s) you recommend to make this most effective?

Here's the sequence.

Twin strike lets you make 2 attacks. As per its description, you make 1 with your main-hand, and 1 from your off-hand.

So when you get to make an AoO, you make it with twin strike (courtesy of blade op). This means that both attacks made via twin-strike are also counted as AoOs, which in turn means that you can replace the off-hand attack from twin-strike with another twin strike (but bear in mind that it carries a -5 to-hit penalty, which will not stack).

And the vicious cycle goes on and on...;)
 

Okay Rune, I see what you're saying. Kinda bending the spirit of the rules a tad but logically the way it's written...it works.

I do have a question though, and please point me in the right direction if I am wrong but doesn't it say that you can only make one opportunity attack against a single target once per round?

By the book 'One oppertunity action' per opponents turn.

I guess it gets kinda grey.

Then again, you have to be Epic Tier to get everything you need for this, and by that point the monsters are tough enough to warrant a little rules trickery.
 

By the book 'One oppertunity action' per opponents turn.

2-weapon flurry clearly already lets you ignore that limitation. So it would not follow to insist that while said feat is not bound by the aforementioned rule, the extra attack you make by virtue of it is.
 

Here's the sequence.

Twin strike lets you make 2 attacks. As per its description, you make 1 with your main-hand, and 1 from your off-hand.

So when you get to make an AoO, you make it with twin strike (courtesy of blade op). This means that both attacks made via twin-strike are also counted as AoOs, which in turn means that you can replace the off-hand attack from twin-strike with another twin strike (but bear in mind that it carries a -5 to-hit penalty, which will not stack).

Actually, it will stack.

Penalties stack unless they are from the same power. In this case, the penalty is from the feat, not the power. Hence, it stacks.

All of the future attacks which replace the attack from the off hand with twin strike will also get the stacking penalties.

So, attack normal main hand, attack -5 main hand (replaced off hand with twin strike at -5), attack -10 main hand (replaced off hand with twin strike at -10), etc.

And note, if the main hand ever misses, Two Weapon Flurry cannot be used, so the sequence ends.


And, there are some other rules interpretations that prevent the combo from working at all (ask Hyp), so the DM has to explicitly allow it.
 

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