Common Team Synergies?

Tequila Sunrise

Adventurer
I've played quite a bit of low level 4e, but none of my groups have been into team optimization. So I'd like to compile a list of common ways that teams -- whether PC or monster -- use powers and stuff to multiply each other's awesomeness. For example:

1. Zone + Forced Movement. One teammate creates a harmful or hindering zone, then another pushes/pulls/slides enemies into it.

'Kay, your turn!
 

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Setting up combos like that is generally too difficult in the midst of a raging combat. Someone ends up in the kill zone and can't escape, or someone ends up with a nasty condition, or half-dead and needs saving right now, etc.

IMO, the best "combos" are provided by clerics. There's a 13th-level encounter power, whose name currently escapes me, that inflicts a penalty to all defenses on an opponent equal to the cleric's Charisma modifier. It's paragon, so you're looking at a -3 or -4 penalty there pretty easily. Then take them down.

It takes a lot of dailies, but I can see Blade Barrier plus some damaging zone (such as that star warlock daily that immobilizes opponents) being particularly nasty.
 

Multiple Warlords in a party. (This is especially cool if your DM houserules Action Points to encounter abilities.)

Warlords reward other characters for using Action Points and their effects stack!

Get 3 or more Warlords in a party (for lots of action-point-bonus-goodness, try all Warlords!) and let the good times roll.

It gets even better at Paragon levels, when everyone gets an idditional action-point-benefit!
 

There are several Warlock powers that suppress NADs or create vulnerabilities to certain damage types. Then there are those that inflict conditions, like blindness.

Psion an any other class that can summon/create allies can prevent or create flanking opportunities.
 



Radiant mafia:

Lots o' characters with the Solar Enemy feat (minor action, burst 2, enemies gain vulnerable 5 radiant until end of next turn). Everyone attacks with radiant powers (easy to do with divine characters). Rinse, repeat for each character that has the feat. Best if you can delay or otherwise arrange initiative so that you can keep the radiant vulnerable up for several consecutive rounds.
 


Divine Power

Solar Enemy
The divine sunlight playing across your enemies is a sign of the radiance to come.

Encounter Divine
Minor Action Close burst 2

Channel Divinity: You can use only one channel divinity power per encounter

Target: Each enemy in the burst

Effect: Each target gains vulnerable 5 radiant, or its vulnerability to radiant damage increases by 5 until the end of your next turn.
 


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