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4e - Thunderspire Labyrinth - OOC
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<blockquote data-quote="Lord Sessadore" data-source="post: 4432121" data-attributes="member: 57255"><p>On skills: If we want to double up on Diplomacy Sargil can stay how he is currently (I switched Endurance for Diplomacy - having only +4 on a trained skill was depressing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />), or I can switch Diplomacy for a +10 Insight ... what do you guys think? Doesn't matter to me whether I have Diplomacy or Insight. I'm fine waiting to see what the other two bring for skills, too. </p><p></p><p>On tactics: <span style="color: Green"><span style="color: Lime">Holy Strike</span><span style="color: White"> is basically bonus damage against someone Sargil's marked, and <span style="color: Green"><span style="color: Lime">Valiant Strike</span><span style="color: White"> can be really accurate if he's surrounded - good for a defender. Neither provides any tangible benefit to anyone else though, other than the target being a little deader. </span></span></span></span></p><p><span style="color: Green"><span style="color: White"><span style="color: Green"><span style="color: White"></span></span></span></span></p><p><span style="color: Green"><span style="color: White"><span style="color: Green"><span style="color: White">Paladin's don't get any powers that grant others combat advantage (at least not until 7th level), but <span style="color: Red">Piercing Smite<span style="color: White"> lets me mark up to 4 enemies for 1 round (and is vs. Ref), and <span style="color: Red">Arcing Smite<span style="color: White"> can let me mark 2 targets for 1 round. Since my <span style="color: Lime">Divine Challenge</span> is single target and takes a minor action to switch, I figured I'd load up on marking powers to try and take as much pressure off whoever needs it. <span style="color: DimGray">Paladin's Judgement <span style="color: White">is basically just big damage with a healing surge for an ally on top. </span></span></span></span></span></span></span></span></span></span></p><p><span style="color: Green"><span style="color: White"><span style="color: Green"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: DimGray"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: Green"><span style="color: White"><span style="color: Green"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: DimGray"><span style="color: White">Sargil also has <span style="color: Red">Channel Divinity: Divine Mettle<span style="color: White"> which gives an ally a saving throw with +2 bonus. So either we can have two saving throws to give out per encounter or Patresh can take more healing. The other part of my Channel Divinity is <span style="color: Red">Divine Strength<span style="color: White">, which gives Sargil +4 damage on his next attack. So I guess we sort of have 1.5 saving throws to give per encounter. </span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: Green"><span style="color: White"><span style="color: Green"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: DimGray"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: Green"><span style="color: White"><span style="color: Green"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: DimGray"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White">I was thinking, maybe I should switch Quick Draw for Durability to offset the 3 healing surges/day for <span style="color: Lime">Lay on Hands<span style="color: White"> ... opinions? Taking Durability would leave me with 10 surges for myself even if I use all 3 Lay on Hands that day, instead of 8. </span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: Green"><span style="color: White"><span style="color: Green"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: DimGray"><span style="color: White"><span style="color: Red"><span style="color: White"><span style="color: Red"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p></blockquote><p></p>
[QUOTE="Lord Sessadore, post: 4432121, member: 57255"] On skills: If we want to double up on Diplomacy Sargil can stay how he is currently (I switched Endurance for Diplomacy - having only +4 on a trained skill was depressing :(), or I can switch Diplomacy for a +10 Insight ... what do you guys think? Doesn't matter to me whether I have Diplomacy or Insight. I'm fine waiting to see what the other two bring for skills, too. On tactics: [COLOR=Green][COLOR=Lime]Holy Strike[/COLOR][COLOR=White] is basically bonus damage against someone Sargil's marked, and [COLOR=Green][COLOR=Lime]Valiant Strike[/COLOR][COLOR=White] can be really accurate if he's surrounded - good for a defender. Neither provides any tangible benefit to anyone else though, other than the target being a little deader. Paladin's don't get any powers that grant others combat advantage (at least not until 7th level), but [COLOR=Red]Piercing Smite[COLOR=White] lets me mark up to 4 enemies for 1 round (and is vs. Ref), and [COLOR=Red]Arcing Smite[COLOR=White] can let me mark 2 targets for 1 round. Since my [COLOR=Lime]Divine Challenge[/COLOR] is single target and takes a minor action to switch, I figured I'd load up on marking powers to try and take as much pressure off whoever needs it. [COLOR=DimGray]Paladin's Judgement [COLOR=White]is basically just big damage with a healing surge for an ally on top. Sargil also has [COLOR=Red]Channel Divinity: Divine Mettle[COLOR=White] which gives an ally a saving throw with +2 bonus. So either we can have two saving throws to give out per encounter or Patresh can take more healing. The other part of my Channel Divinity is [COLOR=Red]Divine Strength[COLOR=White], which gives Sargil +4 damage on his next attack. So I guess we sort of have 1.5 saving throws to give per encounter. I was thinking, maybe I should switch Quick Draw for Durability to offset the 3 healing surges/day for [COLOR=Lime]Lay on Hands[COLOR=White] ... opinions? Taking Durability would leave me with 10 surges for myself even if I use all 3 Lay on Hands that day, instead of 8. [/COLOR][/COLOR] [/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR] [/QUOTE]
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