Search results

  1. L

    How to enhance a Warlock at 11th level?

    Arcane Initiate gives proficiency for the staff. It's still not a warlock implement, but for our warlock powers we want to use the vicious rod, anyway. The Staff is there to act as an implement for wizard (read: bloodmage) powers, and to provide its +2 item bonus to damage to warlock powers...
  2. L

    How to enhance a Warlock at 11th level?

    Hrm... mind you, I haven't played a Warlock at that level, but your choice of feats and PP sound a little off when you're going for a max-damage build. For one, the Hexer PP might be good at cursing lots of enemies, but since Warlocks can only damage one cursed enemy each turn, this feature is...
  3. L

    Clerics & Co. are Not MAD

    The problem with the Cleric and the Paladin isn't that they suffer from MAD (unlike the Starlock, which does). It's that if you want to avoid MAD, you limit your choices each time you get to choose a power. A Sorcerer, for instance, can choose any of the powers available to him at each level...
  4. L

    Battlefield Archer (multi quarry questions)

    Check the FAQ: Seems pretty straightforward to me. Also, just like Sneak Attack and Warlock's Curse, the quarry text includes "once per round", which implies it has the same limitations, which makes sense. After all, damaging multiple enemies at the same time with striker level damage is the...
  5. L

    How do you Build your Character?

    I'm not entirely sure where the process starts, in most cases. I tend to have lots of potential character conceps floating around in my head, so I'm usually capable of coming up with an interesting enough character (at least, IMO) relatively easy. I usually follow these steps: I see what...
  6. L

    Can leaders...do damage?

    I'm playing an elven laser cleric (multi-class Invoker for more laser goodness), level 5 now, and I've been noticing more or less the same thing. My healing prowess leaves our Taclord in the dust, and our DM was getting more or less hopeless after I busted out the Beacon of Hope + Sacred Ground...
  7. L

    Visions of Avarice trivializes melee encounters?

    Check out the Errata/Update/Whatever in DDI or the MM2 for this: While I dislike stealth errata as a rule, this is a much needed clarification, and to me seems crystal clear.
  8. L

    Detecting Invisibility

    As I understand it, you can't 'spot' it. It is, after all, invisible. What is possible is finding its location/square with a Perception check, which more or less means you try to hear where they are, rather than see them. If you beat their stealth check with your perception check, you'll know...
  9. L

    Optimize this 3-PC Party

    Are we reading the same feat? TWD adds a +1 shield bonus to AC and Reflex, the exact same bonuses as a light shield would. There's no reason at all to wield an off-hand spiked shield with the TWD feat, period. Seriously, give the fighter a double weapon, and you get an extra +1 AC from...
  10. L

    Holy cow my party has 3 strikers in it

    Eh. While I'm not sure how a somewhat mixed party of strikers would work (say... a melee ranger, a charisma rogue, a warlock, and a sorcerer), in my experience strikers are as they should be: glass cannons. Our rogue can deal really sick amounts of damage, but he's gone down more times than...
  11. L

    Too little general usefulness for implements?

    Heh... I have the totally opposite reaction: I like that implements provide class and/or power source specific enhancements. Warlocks in particular have a great choice of rods that improve their curse and other class features, and I think it works very well... although I admit, it would be nice...
  12. L

    What is playing 4e like for you?

    What level are you? We've just reached level 5, starting from level 1. How long do you play for? Usually 4-5 hours, about once every three weeks. I try to get to once every 2 weeks, but my players all have busy schedules. How many combats do you play? That really depends on the session in...
  13. L

    Expertise

    This, although I also added a +1/Tier defense bonus (above Heroic, that is), and banned the respective defense feats. It's a hassle, yes, and I'd rather they'd released a 'math patch' than this, but implementing it as one works well enough.
  14. L

    Unicorn's Touch: Free Hit Points Every 5 Minutes?

    First: It's a swordmage power. Second: Quoting myself, I said "it's not that far away", and proceeded to explain why. Yes, you spend no surge at all on this power, and Healing Word does use a surge. Barring circumstances during which time is of the essence, both can be used to optimize healing...
  15. L

    Unicorn's Touch: Free Hit Points Every 5 Minutes?

    While I can see the issue, it's not all that far away from "If you have a lot of time, you can save your healing surges through the Cleric's Healing Word". Yeah, it's doable, and supported, but if you as a DM don't like it, put a time limit on things, or throw in some random encounters. For my...
  16. L

    Whats Errated that was Rogue Useful :)

    Why yes... the second paragraph of my post details the possible working of once/turn, rather than per round. Either way, the point is moot (and my explanation merely theoretical) since even pre-errata, sneak attack only worked once per round.
  17. L

    Whats Errated that was Rogue Useful :)

    Once/round means that if you apply sneak attack damage on one attack during your turn, you can't do it again until your turn comes by again. So there's no spending action points, or hitting with OA's and applying extra sneak attack damage. Once/turn means that you could apply sneak attack...
  18. L

    Unhappy Pally - Righteous Rage + Vicious Weapon

    Fighter multi-classed to cleric is a very effective (be sure to pick up warpriest at Paragon) defender, and with the right weapon selection, he'll be doing more damage too. Not more than the rogues, of course. As for combat taking too long: first off, do the PC's hit often enough at all? With 2...
  19. L

    Druid at wills

    Because they have to take at least one at-will from each form (meaning beast and non-beast), and since there are several builds that focus on one form, which would leave them with only one at-will they can actually use.
  20. L

    Failed saving throws

    This was recently cleared up in PHB2 (and was a housrule of mine before that), page 219, under Failed Saving Throw. No more Hobgoblins falling unconscous because they are more resilient.
Top