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4e - Thunderspire Labyrinth - OOC
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<blockquote data-quote="Graf" data-source="post: 4431692" data-attributes="member: 3087"><p>Yeah, I'm copy pasting my way through life.</p><p></p><p>Yes yes my defenses are higher. Still trying to figure out stats actually. Thanks for the math point.</p><p></p><p>Wanted to have higher wis and dex, but now I'm playing with high int (and lower cha). That only really helps my <span style="color: Red">Frigid Darkness <span style="color: White">power though.</span></span>..</p><p></p><p>Tactically:</p><p></p><p>We've got one defender and two strikers. So I'm trying to hybridize a bit.</p><p>With <span style="color: Gray">Armor of A</span> & <span style="color: Gray">Ethereal Stride</span> I can "pseudo defend" for a round or two; set up armor, trigger the ironskin belt and then blast and port into melee for some exciting pain and suffering (for our foes) (or get into melee knowing that I'll be able to port out).</p><p>1d10+5 cold damage to adjacent should make people unhappy and 13 temp hitpoints + resist 5 should keep me alive (especially if I spend a healing surge - can't really use ranged powers in melee).</p><p></p><p>My other serious tactical contribution is <span style="color: Red">Frigid Darkness</span> (which will set up the Rogue with Combat Advantage) -- it's an encounter so I plan on</p><p>R1 - - curse, <span style="color: Lime">eldritch blast</span> - rod of corrupt -> hopefully somebody kills some minions</p><p>R2 - - Get the bonus from multiple dead minions to drop <span style="color: Red">frigid darkness</span> on the rogue's target (if necessary some smart warlord may have give them an extra melee basic attack to "pick up" the sneak damage if the rogue misses)</p><p>R3 - - win! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><span style="color: Red">Diabolic Grasp</span> will be useful pulling someone off of our back line, or for pushing an enemy into flank position. Again it's hit only so I'll optimally have to use the star pact bonuses to set it up.</p></blockquote><p></p>
[QUOTE="Graf, post: 4431692, member: 3087"] Yeah, I'm copy pasting my way through life. Yes yes my defenses are higher. Still trying to figure out stats actually. Thanks for the math point. Wanted to have higher wis and dex, but now I'm playing with high int (and lower cha). That only really helps my [COLOR=Red]Frigid Darkness [COLOR=White]power though.[/COLOR][/COLOR].. Tactically: We've got one defender and two strikers. So I'm trying to hybridize a bit. With [COLOR=Gray]Armor of A[/COLOR] & [COLOR=Gray]Ethereal Stride[/COLOR] I can "pseudo defend" for a round or two; set up armor, trigger the ironskin belt and then blast and port into melee for some exciting pain and suffering (for our foes) (or get into melee knowing that I'll be able to port out). 1d10+5 cold damage to adjacent should make people unhappy and 13 temp hitpoints + resist 5 should keep me alive (especially if I spend a healing surge - can't really use ranged powers in melee). My other serious tactical contribution is [COLOR=Red]Frigid Darkness[/COLOR] (which will set up the Rogue with Combat Advantage) -- it's an encounter so I plan on R1 - - curse, [COLOR=Lime]eldritch blast[/COLOR] - rod of corrupt -> hopefully somebody kills some minions R2 - - Get the bonus from multiple dead minions to drop [COLOR=Red]frigid darkness[/COLOR] on the rogue's target (if necessary some smart warlord may have give them an extra melee basic attack to "pick up" the sneak damage if the rogue misses) R3 - - win! :) [COLOR=Red]Diabolic Grasp[/COLOR] will be useful pulling someone off of our back line, or for pushing an enemy into flank position. Again it's hit only so I'll optimally have to use the star pact bonuses to set it up. [/QUOTE]
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