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Best of the Best - Strikers.
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<blockquote data-quote="Iron Sky" data-source="post: 4904987" data-attributes="member: 60965"><p>Since we got 4e, we've seen almost all the strikers in play:</p><p></p><p>Game 1</p><p>Halfling brutal Rogue, levels 1-3</p><p></p><p>Our 1st taste of 4e. First level or two, he stayed in back throwing daggers. Did and was dealt little damage. Later, got riskier, jumping in to get CA. Did and was dealt alot of damage(dropped every other fight or so).</p><p></p><p></p><p>Game 2</p><p>Halfling brutal Rogue, Daggermaster, levels 1-16</p><p></p><p>The Rogue was pretty much the same as from the first game. He got better at getting CA without getting attacked as much. Extreme mobility once he got "Gummy-beary juice", the level 6(?) at-will that lets you jump and exceed your movement. Cool character, like a little feral bouncy ninja. He still only rolls a crit every other battle or so - though, he's our wild card since he rolled crits three rounds in a row during one fight and the next didn't roll a single one...</p><p></p><p>Half-elf warlock, Feytouched(?), levels 1-16</p><p></p><p>The Warlock was our controller and excelled at avoiding damage, dropping the occasional status effect and dealing moderate damage. Ended up saving our butts from time to time by "lock-tanking" in fights where the rest of us were getting screwed up. Almost invariably, she'd have very little damage and would teleport to the front lines and play D for a bit while the cleric patched the rest of us up.</p><p></p><p>Her Slashing Wake feat(Int damage to enemies on teleport) makes minion-fights trivial.</p><p></p><p>Elven Ranger, TWF, Stormwarden, levels 1-16</p><p> </p><p>The Ranger was my character and I don't think I ever found him boring. Being Stormwarden with TWD, he had decent defenses, plus Weave-Through-the-Fray and others to get the heck out of dodge when needed. I liked how when he started, bow and sword were almost equal and I would switch between as needed. Closer to paragon, I began phasing out the bow part and once Stormwarden was hit (yes, with frost-cheese) he's the party's main source of steady, consistent damage.</p><p></p><p></p><p>Game 3</p><p>Half-orc Barbarian, Rageblood, levels 3-6</p><p></p><p>The amount of damage he puts out is staggering. Mordenkrad + Half-orc + Howling Strike + Obsidian Steed + Horned Helm + Boots of Adept Charging = A +1-to-hit, 4d6 + 10-12 damage attack almost every round at 5th level. </p><p></p><p>Stir in some Bestial Armor and his Rageblood free charge and, in the last fight, he did a Howling Strike(+Orc Extra Damage) Crit + Free Barb MBA on crit + Bestial armor to do three huge attacks and take an elite goblin from somewhat bloodied to dead in a round. </p><p></p><p>His 7 THP on killing something make him decently tanky, despite his slightly-low AC: he has 20 at level 6, about the same as the pacifist cleric's and WAY below the Swordmage's 26.</p><p></p><p>Drow Wild Sorcerer, levels 3-6</p><p></p><p>Good damage, decent status effects (especially with a Feyswarm Staff). He rolls evens several times in a row with remarkable frequency, allowing his Chaos Bolt (he calls it "The Magical Bouncing Ball of Doom") to frequently hit between 2 and 6(!) enemies in a round. Like the warlock, he's somewhere between controller and striker.</p><p></p><p></p><p>Game 4</p><p>Gnome Dragonmagic Sorcerer, levels 3-9</p><p></p><p>Dragonmagic Sorcerers are sweet. In one big fight when he dropped 2 dallies, then hit with his at-will burst, any enemy that hit him would take 5 lightning + 5 cold + 3 fire and by pushed 1 square if it hit him. If he activated his Dragonflame Mantle, add another 1d6 fire to that... Since our Scales of War group is only 3 of us, he's stepped up and solo'd the second half a couple tough fights while my Avenger and the Cleric lay bleeding out. His damage isn't as high as the Wild-Mage, but man do enemies have a tough time hurting him.</p><p></p><p>Elven Pursuit Avenger, levels 3-5</p><p>Half-elf Pursuit Avenger, levels 5-9</p><p></p><p>The first was my first attempt at an Avenger, using a fullblade. He was kinda fun, with big shifts and teleports, fair-to-good defenses, and moderate damage. After the first adventure, I decided to switch out to the infamous "Daggavenger" to see how they played at heroic (Half-elf Twin-Strike Daggermaster at Paragon uber-cheese). As a result, power's dex-based riders are far less exciting, his defenses are much lower, but his damage (Bloodclaw Executioner's Axe until Paragon) is far higher.</p><p></p><p>Interestingly, I found that Power Attack made for a significant drop in damage, since about once per combat, the -2 made the difference between hitting and missing(and missing out on 1d12+10 to 2d12+16 damage).</p><p></p><p></p><p>Final summary:</p><p>TWF ranger is good at single-target smack-downs, with enough evasion/decent defenses to survive to deal it. The Stormwarden(with rolled stats and Scimitar Dance) mean, at 16, a <em>minimum</em> of 21 damage a round against the Twin-Strike target, average somewhere in the mid-high 30s. Also managed to pull out the generic Armor Splinter + Blade Cascade to dish out around 200 damage to a solo in one round at level 15, and I didn't even get all my attacks in.</p><p></p><p>The rogue's daze/blind/stun powers and sneak attack make for a smattering of helpful control and occasional bursts of huge damage.</p><p></p><p>The fey warlock makes for great control when built that way and Paragon Feylocks trivialize minions.</p><p></p><p>Barbarians can do sick amounts of damage and usually have enough HP/THP in our experience to survive to dish it out.</p><p></p><p>The Wild Sorcerer is great at ranged DPS with a smattering of control thrown in, while the Dragon Sorcerer is extremely survivable and can dish out nearly as much.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4904987, member: 60965"] Since we got 4e, we've seen almost all the strikers in play: Game 1 Halfling brutal Rogue, levels 1-3 Our 1st taste of 4e. First level or two, he stayed in back throwing daggers. Did and was dealt little damage. Later, got riskier, jumping in to get CA. Did and was dealt alot of damage(dropped every other fight or so). Game 2 Halfling brutal Rogue, Daggermaster, levels 1-16 The Rogue was pretty much the same as from the first game. He got better at getting CA without getting attacked as much. Extreme mobility once he got "Gummy-beary juice", the level 6(?) at-will that lets you jump and exceed your movement. Cool character, like a little feral bouncy ninja. He still only rolls a crit every other battle or so - though, he's our wild card since he rolled crits three rounds in a row during one fight and the next didn't roll a single one... Half-elf warlock, Feytouched(?), levels 1-16 The Warlock was our controller and excelled at avoiding damage, dropping the occasional status effect and dealing moderate damage. Ended up saving our butts from time to time by "lock-tanking" in fights where the rest of us were getting screwed up. Almost invariably, she'd have very little damage and would teleport to the front lines and play D for a bit while the cleric patched the rest of us up. Her Slashing Wake feat(Int damage to enemies on teleport) makes minion-fights trivial. Elven Ranger, TWF, Stormwarden, levels 1-16 The Ranger was my character and I don't think I ever found him boring. Being Stormwarden with TWD, he had decent defenses, plus Weave-Through-the-Fray and others to get the heck out of dodge when needed. I liked how when he started, bow and sword were almost equal and I would switch between as needed. Closer to paragon, I began phasing out the bow part and once Stormwarden was hit (yes, with frost-cheese) he's the party's main source of steady, consistent damage. Game 3 Half-orc Barbarian, Rageblood, levels 3-6 The amount of damage he puts out is staggering. Mordenkrad + Half-orc + Howling Strike + Obsidian Steed + Horned Helm + Boots of Adept Charging = A +1-to-hit, 4d6 + 10-12 damage attack almost every round at 5th level. Stir in some Bestial Armor and his Rageblood free charge and, in the last fight, he did a Howling Strike(+Orc Extra Damage) Crit + Free Barb MBA on crit + Bestial armor to do three huge attacks and take an elite goblin from somewhat bloodied to dead in a round. His 7 THP on killing something make him decently tanky, despite his slightly-low AC: he has 20 at level 6, about the same as the pacifist cleric's and WAY below the Swordmage's 26. Drow Wild Sorcerer, levels 3-6 Good damage, decent status effects (especially with a Feyswarm Staff). He rolls evens several times in a row with remarkable frequency, allowing his Chaos Bolt (he calls it "The Magical Bouncing Ball of Doom") to frequently hit between 2 and 6(!) enemies in a round. Like the warlock, he's somewhere between controller and striker. Game 4 Gnome Dragonmagic Sorcerer, levels 3-9 Dragonmagic Sorcerers are sweet. In one big fight when he dropped 2 dallies, then hit with his at-will burst, any enemy that hit him would take 5 lightning + 5 cold + 3 fire and by pushed 1 square if it hit him. If he activated his Dragonflame Mantle, add another 1d6 fire to that... Since our Scales of War group is only 3 of us, he's stepped up and solo'd the second half a couple tough fights while my Avenger and the Cleric lay bleeding out. His damage isn't as high as the Wild-Mage, but man do enemies have a tough time hurting him. Elven Pursuit Avenger, levels 3-5 Half-elf Pursuit Avenger, levels 5-9 The first was my first attempt at an Avenger, using a fullblade. He was kinda fun, with big shifts and teleports, fair-to-good defenses, and moderate damage. After the first adventure, I decided to switch out to the infamous "Daggavenger" to see how they played at heroic (Half-elf Twin-Strike Daggermaster at Paragon uber-cheese). As a result, power's dex-based riders are far less exciting, his defenses are much lower, but his damage (Bloodclaw Executioner's Axe until Paragon) is far higher. Interestingly, I found that Power Attack made for a significant drop in damage, since about once per combat, the -2 made the difference between hitting and missing(and missing out on 1d12+10 to 2d12+16 damage). Final summary: TWF ranger is good at single-target smack-downs, with enough evasion/decent defenses to survive to deal it. The Stormwarden(with rolled stats and Scimitar Dance) mean, at 16, a [I]minimum[/I] of 21 damage a round against the Twin-Strike target, average somewhere in the mid-high 30s. Also managed to pull out the generic Armor Splinter + Blade Cascade to dish out around 200 damage to a solo in one round at level 15, and I didn't even get all my attacks in. The rogue's daze/blind/stun powers and sneak attack make for a smattering of helpful control and occasional bursts of huge damage. The fey warlock makes for great control when built that way and Paragon Feylocks trivialize minions. Barbarians can do sick amounts of damage and usually have enough HP/THP in our experience to survive to dish it out. The Wild Sorcerer is great at ranged DPS with a smattering of control thrown in, while the Dragon Sorcerer is extremely survivable and can dish out nearly as much. [/QUOTE]
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