24 - 4e style (closed)

Any suggestions on Mirage are appreciated too. This is my first paragon character so there was a lot of reading through options and I don't know if I picked the best ones.
 

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Any suggestions on Mirage are appreciated too. This is my first paragon character so there was a lot of reading through options and I don't know if I picked the best ones.

Okay, take all of this with a grain of salt;

Fo one thing you shouldn't be pumping charisma. The only thing it does for you is increase your diplomacy and your Infernal Wrath. And last Day, I don't think you used your Infernal wrath once! Beside probably simply forgetting it, in many fights, due to your style of play, you didn't get hit once which prevented you from triggering the power anyway...

You could pump WIS ; You use an Orb implement after all! You could also increase your WIS and reduce your CON. You ended up day 1 with 6 surges! You obviously don't get as much out of high CON as the other PCs.

Or you could pump CON since the blood mage paragon path makes use of it. If you choose CON, you should also take me on my offer to rebuild your PC and take the staff implement instead, since it uses CON. But that would also involve changing your style of play (That kind of wizard gets in the face of his opponent, gets hit a lot and selects many close burst / close blast powers + defensive utilty powers .

I must say, similar to the comment I made about Garrick, Mirage has a conflicting identity; He behaves like a control wizard but has stats and paragon path like a war wizard...

War wizard elements : High Con, Blood Mage PP, spent a feat on Leather armor (which is fairly useless when your AC is targeted as rarely as it was in Day 1)

Control Wizard elements : Uses the Orb, has almost no close blast or burst except those from the paragon path, focusing instead on ranged attack, especially attacks that restrict movemenst and impede the enemy.

So, before giving sound advice, I'd need to know which of these wizard Mirage really is!

Unless you drastically change your tactics from Day 1, I say you are more the second type, in which case I'd start by recommanding lowering CON in favor of WIS, pumping WIS instead of CHA, swapping leather armor for something more useful if you stay out of melee and choose another paragon path for starter (Spell Storm is probably the best suited to the style you have demonstrated so far) .

If you stick with blood mage, I'd pump CON, take the staff implement, probably pick a defensive staff +3, swap a few powers for close blast and close burst, (preferably fire powers such as Burning hand and Fire Shroud to take advantage of Hellfire blood), learn shield and other defensive utilities useful in melee and then get in the mindset of fighting side by side with the defenders. Oh, and remember infernal wrath, you'll get a lot of chances to use it.

IMO.
 

Divine Rage
You welcome the wrath of the divine into your body, becoming a vessel of spiritual power.
Encounter
Minor Action Close burst 1
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each enemy in burst.
Attack: Wisdom vs. Will
Hit: You push the target 1 square, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Miss: You push the target 1 square.
Special: You must take the Divine Rage feat to use this power.
Prerequisite: Channel Divinity, Divine Rage feat


I do not see the Implement Key word so it means that you don't get to add your implement bonus. But then, Will is usually the weakest defense (I noted that an Ancient Black dragon has a will 12 points lower than his AC!), it's a minor action and even on a miss you get to push back the enemies so that's probably a balancing factor.
 

I just like scale.

I'll be doing the switch over to Plate Prof/Spec though.

made the changes on my choice list still need to do math and won't be able to afford DDI fo another month
 
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Dagran, level 12
Dwarf, Fighter, Dreadnought

FINAL ABILITY SCORES
Str 20, Con 18, Dex 15, Int 11, Wis 15, Cha 9.

AC: 30 Fort: 26 Reflex: 21 Will: 21
HP: 119 Surges: 15 Surge Value: 33

+17 to hit
+19 for Brash Strike
+19 OA

+12 to damage on most attack
+2 when charging
+4 when gaining an attack from the challenge
+4 on brash strike, Crushing blow and Cometfall charge,

Athletic : +14
Endurance +15
Intimidate +10
Dunegeoneering : +10

POWERS
1, At-Will: Brash Strike;
1, At-Will: Crushing Surge;
1, Encounter: Bell Ringer;
1, Daily: Brute Strike
2, Utility: Unstoppable
3, Encounter: Crushing Blow
5, Daily: Cometfall Charge
6, Utility: Unbreakable
7, Encounter: Come and Get It
9, Daily: Shift the Battlefield
10, Utility: Into the Fray

ITEMS
Resounding Maul +3, Magic Handaxe +2 (2), Amulet of Protection +3, Iron Armbands of Power (heroic tier), Boots of Eagerness (heroic tier), Belt of Blood (heroic tier), Meliorating Gith Plate Armor +3

There, workable enough for the moment.
 

ALl right, I opened the Day 2 thread.

Just fluff for the moment, give a chance for some roleplay.

Your PCs are at the Brahak Square, Secret service style. Their mission is to protect Consul Jorgen Jak. Obviously, most of you know each other, Kern is the new face who, as one can guess by his character sheet, has been involved in some less than savory operations.

Go ahead, mingle a bit, post bitter or humoristic description of how your characters are handling their duties and so on.

We still have some time for last minute tweaking of PCs before the action starts in earnest.
 

Mal, thanks for the feedback. I've tweeked Mirage starting with the base stats. I decided to concentrate on a war wizard build with lots of ranged direct damage. I've removed any close burst powers in favor of a solid selection of area and ranged. I kept the toughness to help power the blood mage who is all about damage at range. I didn't like the storm mage at all. I also kept the leather armor because I liked the selection of magic leather more than that of cloth. In moving to a solid damage monkey, I switched to a wand instead of an orb to take advantage of the dex boost. Let me know what you think, I'm always looking to improve.
 

Attachments


Velmont,

You AC is supposed to be 31, not 30.

16 + 5 (int) + 3 (armor) +3 (enhancement) + 1 (Armor specialization) + 3 (Swordmage shield) = 31

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Strikebacks aren't in the CG! They aren't in the DDI Compendium either. It seems that this item might have been errataed out of existence...

I'm not entirely sure why it's not in there, but the compendium is like the bible of D&D; it's always up to date. I can only suspect it has been decided that granting +1 to hit (even if just for OA) was to be avoided in magic items.

If that's the case, I gotta say I'm a bit miffed they are taking out that kind of items and that the doubleweapons are still in as is! Urg.
 

Garrick said:
"And if he keeps us here for hours with his 'the people will' and 'the people deserve' speech, like last time, the Gods preserve us but I might kill him meself."

I laughed out loud for a good thirty second at that. Too bad XP is meaningless in this campaign or you'd get a bonus.
 

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