Common Team Synergies?

There is also "Frost Cheese" - take the frost feats from PH when you hit paragon (wintertouched & lasting frost), give everyone a means of doing cold damage (typically through Frost Weapons) and the party gets semi-permanent combat advantage and + 5 to damage. It was one of the top party synergy builds for a while... though the eratta to frost weapons has reduced it somewhat, as they now only give cold to weapon attacks (as a note, the Chill Wind Weapons, a 15+ enchantement, has no such limitation).

There are also a lot of more situational things as well, dependent on more essoteric pieces of equipment. For example, the ring of personal gravity lets a PC immobilize enemies that he has marked and are adjacent to him - until the end of the encounter or the PC moves. Combine that with forced movement and you can lock down enemies pretty well.

As for monster synergies, look for combos of monsters where one monster inflicts a condition and another benefits from that condition. Other than the ubiquitous combat advantage, such synergies are typically more common in monsters than PCs. For example, take a monster that immobilizes PCs with monsters (such as the ghoul) that do extra damage to immobilised targets. Another example is combining a monster that stuns/dazes with monsters that get a benefit from having combat advantage. A third example are monsters that benefit from being hidden - combine them with a monster that can create LOS blocking zones.

Often monster types have such synergies built in - for example, the Derros all have an encounter ability where they can add +d6 to a roll. The Warped Slave (in the Derro section of MM3) gets a free attack whenever an adjacent Derro does that.
 
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Paladin Divine Challenge/Sanction use with a Rogue Artful Dodger and an Ardent for Mantle of Clarity.

A small but fun combo of the Rogue provoking with extra high AC boosts and the enemies continually being punished by the Paladin.

We had this combo developing and progressing for only a couple of levels until our Pally player couldn't attend sessions anymore. It was a shame because I was interested to see how far it might go in terms of effectiveness.

Aside from that, the vast majority of our team synergies revolve around forced movement positioning setups for blast/burst powers.
 

As for monster synergies, look for combos of monsters where one monster inflicts a condition and another benefits from that condition.
Good call. Not very subtle, but easy to write. :)

A small but fun combo of the Rogue provoking with extra high AC boosts and the enemies continually being punished by the Paladin.
This sounds like a lot of fun, and I can easily see a soldier-skirmisher team doing this. :devil:
 

Paladin Divine Challenge/Sanction use with a Rogue Artful Dodger and an Ardent for Mantle of Clarity.

A small but fun combo of the Rogue provoking with extra high AC boosts and the enemies continually being punished by the Paladin.

We had this combo developing and progressing for only a couple of levels until our Pally player couldn't attend sessions anymore. It was a shame because I was interested to see how far it might go in terms of effectiveness.

I played a halfling artful dodger in a group with a Fighter and Paladin and this was a very fun tactic. Until the GM stopped taking the AOs that my Rogue provoked.
 

The party controller can knockdown people next to someone with a Headman's chop feat for +5 damage.
If the party does this a lot, ranged characters may want grounding shot.

The controller can also help cluster people around a defender, who has taken several close burst 1 powers.

There is a paragon feat that gives you a free basic attack when subject to forced movement. The party warlord should then take several party friendly movement powers. The more PCs that take the feat the better it becomes. With a cunning Bard in the party, it could happen every time a monster misses that PC.
 
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There is a paragon feat that gives you a free basic attack when subject to forced movement. The party warlord should then take several party friendly movement powers. The more PCs that take the feat the better it becomes. With a cunning Bard in the party, it could happen every time a monster misses that PC.

Wouldn't friendly abilities tend to be shifts rather than slides and therefore not be forced movement?

I had a group with an axe-wielding Slayer and duel-axe-wielding Scout. The scout knocked prone every time he charged. The slayer knocked prone every powerstrike (4xenc) and did and extra [w] damage charging opponents granting CA and got free MBAs when fey-charging. So the two of them made great use out of Headsmans Chop, attacking each others targets. Each of them got an extra 5-10 damage per turn from that ability.
 

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