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  1. M

    Riposte Strike for BS Daggermaster

    This was missed by my entire table over several reads. Not too bad, regardless, it just means that you need to hold on to both Knock Out and an Action Point until you are ready to deal this combo. Its a fairly simple idea. Bloodiron and Daggermaster's huge critical chance is the foundation...
  2. M

    Riposte Strike for BS Daggermaster

    Minor action attacks like Low Slash are great for this also, Knockout, Low Slash for a critical hit and if you haven't yet moved, turn your move to a minor and Critical Opportunity. I personally love optimizing criticals as a DaggerMaster. Since your critical chance is 1:6.66, if your...
  3. M

    Daggermaster - Med. of the Blade

    Wow, I am a bit surprised that someone hates this ability so much. Its very nice for adding extra damage to your dagger attacks that only costs a minor action and lasts for the entire encounter. The average damage of a single d4 is 2.5 while a d6 is 3.5. That's a point of damage increase per...
  4. M

    Rogue Feat: Surprise Knockdown

    Prone is a tricky condition to get the most out of, there are a lot of variables to consider. However adding the extra ability to waste a part of the targets actions is usually a good idea. Also, most Soldiers and Brutes most likely wont care too much about it where Skirmishers, Controllers...
  5. M

    Buffing Solo Monsters

    I give all solos the following ability. Monstrous Resilience No Action At the end of this creatures turn, it may spend one action point to remove any single condition it is currently suffering from. I find this gives solos the ability to get out of those evil player combos, but at a cost that...
  6. M

    Eagle Eye Goggles

    Our table generally allows them, as both Eldritch Blast and Magic Missile are in fact Ranged Basic Attacks. Our Warlock is in love with both Eagle Eye Goggles and Bracers of Perfect Shot because of this.
  7. M

    Most overpowered / underpowered ?

    I agree, these comparisons are difficult without knowing the characters in question. I think comparing an Optimized Rogue to an Unoptimized Ranger is the problem we are seeing in the Original post. To break down the Rogue vs Ranger issue, popular opinion holds the Two Weapon Ranger far above...
  8. M

    Rogue Magic Items

    Iron Armbands of Power are great for damage boosting, boring... but great. For armor, I would suggest Elven battle Armor. With an encounter power of +2 speed and a property of +5 to saves versus Slow and Immobilized, it should preserve your ability to move in to good positions for sneak...
  9. M

    Rogue shopping

    As far as weapons for Dagger Masters with high damage potential go, I have been loving my +3 Bloodiron dagger I gained at 11th lvl. With the feats Devastating Crit and Rogue Weapon Mastery, my critical hits extra damage is 4d10+2d4, with the rolled damage repeating on my next turn if the target...
  10. M

    Walking wounded: Anyone else having problems with this power?

    As others have already stated the power is meant to hamper movement, without that the power has nothing to offer. It is one of the few powers available at that level that can bring a flying target down into melee range, which is extremely helpful for a melee orientated group. It's a Daily, its...
  11. M

    Highest Level 30 Rogue Damage...

    The wording on Assassin's Point is a bit odd, since it states "Special: If you have combat advantage against the target, double any extra damage from Sneak Attack OR a critical hit." The OR is what caused my GM to decide to use one or the other, not both. This is not the way all GMs run it...
  12. M

    Highest Level 30 Rogue Damage...

    This is using my Human Artful Dodger Rogue/Daggermaster/Deadly Trickster tweaked for this fun little exercise. Feats needed for the below to work: Backstaber, Twf, wf: light blade, two Weapon Ambush, action surge, RWMastery, Devastating Crit, Rash sneak attack, slaying action, bleeding...
  13. M

    Daggermaster - weapon advise?

    While I have a love for Bloodiron daggers, just remember that there are times bloodiron weapons will perform worse then vicious weapons. If you or an ally manages to kill your target before the start of your next turn, the extra damage is lost. I find they perform outstanding on brute, elite...
  14. M

    Reasoning behind Extended Rests?

    I greatly disagree with your statement that Surges sole designe purpose is to prevent healing. Surges were designed to make healing a resource, and one that can be balanced at that. Combat in 4e, as well as just about every edition Ive played, is about managing resources, tactics and fun...
  15. M

    Daggermaster - weapon advise?

    If you are focused on maximizing your critical damage, then a Bloodiron weapon with the Feats Devastating Critical and Rogue Weapon Mastery is probably the best way to go. A +3 Bloodiron Dagger with the above feats at Paragon does Max damage +4d10+2d4 extra damage on a critical hit, which the...
  16. M

    The most powerful rogue powers from Martial Power.

    That would work, however unless I am missing something (and I might as I am not to familiar with that feat yet) doing so would generate an OA since the target would be awakened by the Critical hit. Of course an OA from a prone target wouldn't be too much to fear for an Artful Dodger Rogue, and...
  17. M

    The most powerful rogue powers from Martial Power.

    Low Slash is probably my favorite heroic encounter power in MP. Its been 3 game sessions since Ive traded my other lvl3 encounter for it, and I have already used it far more then the Bait and Switch since it is less situational. Getting 4 attacks in a round (Standard:Knockout, action...
  18. M

    Forced Movement and Walking Wounded

    I agree with Khime's response and would probably DM it as so, but the rules did leave it open to interpretation. This, however, does not mean forced movement on the target of Walking Wounded is worthless. If you or an ally have the ability to push the target more then half its movement away...
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