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<blockquote data-quote="Lord Zardoz" data-source="post: 5148363" data-attributes="member: 704"><p>A few changes to note for my Barbarians durability, and other combat capabilities I had basically forgotten / mishandled.</p><p></p><p>1) A newly selected feat, Improved rageblood vigor, will give me an extra 5 temp hp on a kill, putting me from 2 temp hp per kill to 7.</p><p></p><p>2) Half Orc Resilience is a race feature I had forgotten to use. When bloodied, I gain 5 temp hp.</p><p></p><p>Those two elements should improve my durability significantly in fights where I have access to Minions I can kill, or when my dice 'catch fire' and I drop opponents.</p><p></p><p>Also of note is a class feature I had overlooked.</p><p></p><p>3) Rampage: A critical hit on a Barbarian attack power (not a basic attack) will grant me a free basic attack once per round.</p><p></p><p>As for Mardok's tendency to flirt with death in combat, I know that it is not exactly an ideal situation. However, my character is designed to be very aggressive, and I have often ended up getting separated from the other players. I know we do not want our Paladin to follow me in as that will leave Quinn and Shaster very vulnerable. However, if Shaster or Fielein or Travis back me up, it should work out. Travis is durable enough in melee that following me in should not pose too much risk to him. Fielein would be able to benefit from my Pressing Strike based shifting to get his sneak attack much more often. Shaster acting as a very effective ranged combatant should be able to help me finish off whoever I end up targeting very easily.</p><p></p><p>Misc Trivia: In terms of consistent round to round damage Fielin should do more damage then me if he consistently has combat advantage. Mardok though is capable of some staggering damage if the Dice are co-operative. Here is a breakdown of a possible 'Epic Pwnage' that Mardok can inflict.</p><p></p><p></p><p>Critical hit with Tyrants Rage + Furious Assualt: 3d12 Maxed + 4 + 1d12 (great Axe High Crit) == 40 + 1d12.</p><p>Critical Hit with Rampage Attack (free action): 1d12 Maxed + 4 + 1d12 High Crit == 16 + 1d12</p><p>Critical hit on Action Point using Pressing Strike: 1d12 + 1d6 Maxed + 4 + 1d12 High Crit == 22 + 1d12</p><p></p><p>If Target is dead from that: Swift Charge + Howling Strike: 1d12 + 1d6 Maxed + 4 + 1d12 High Crit == 22 + 1d12 (new target).</p><p></p><p>End result of using a loaded d20 within one round of combat:</p><p></p><p>40 + 1d12 + 16 + 1d12 + 22 + 1d12 == 78+3d12 on 1st target</p><p>22 + 1d12 on new target</p><p></p><p>Total damage in 1 round: 100 damage + 4d12</p><p></p><p>End result of using a loaded d20 and a loaded d12 within one round of combat:</p><p>148 damage</p><p></p><p>Not bad for a level 2 character.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5148363, member: 704"] A few changes to note for my Barbarians durability, and other combat capabilities I had basically forgotten / mishandled. 1) A newly selected feat, Improved rageblood vigor, will give me an extra 5 temp hp on a kill, putting me from 2 temp hp per kill to 7. 2) Half Orc Resilience is a race feature I had forgotten to use. When bloodied, I gain 5 temp hp. Those two elements should improve my durability significantly in fights where I have access to Minions I can kill, or when my dice 'catch fire' and I drop opponents. Also of note is a class feature I had overlooked. 3) Rampage: A critical hit on a Barbarian attack power (not a basic attack) will grant me a free basic attack once per round. As for Mardok's tendency to flirt with death in combat, I know that it is not exactly an ideal situation. However, my character is designed to be very aggressive, and I have often ended up getting separated from the other players. I know we do not want our Paladin to follow me in as that will leave Quinn and Shaster very vulnerable. However, if Shaster or Fielein or Travis back me up, it should work out. Travis is durable enough in melee that following me in should not pose too much risk to him. Fielein would be able to benefit from my Pressing Strike based shifting to get his sneak attack much more often. Shaster acting as a very effective ranged combatant should be able to help me finish off whoever I end up targeting very easily. Misc Trivia: In terms of consistent round to round damage Fielin should do more damage then me if he consistently has combat advantage. Mardok though is capable of some staggering damage if the Dice are co-operative. Here is a breakdown of a possible 'Epic Pwnage' that Mardok can inflict. Critical hit with Tyrants Rage + Furious Assualt: 3d12 Maxed + 4 + 1d12 (great Axe High Crit) == 40 + 1d12. Critical Hit with Rampage Attack (free action): 1d12 Maxed + 4 + 1d12 High Crit == 16 + 1d12 Critical hit on Action Point using Pressing Strike: 1d12 + 1d6 Maxed + 4 + 1d12 High Crit == 22 + 1d12 If Target is dead from that: Swift Charge + Howling Strike: 1d12 + 1d6 Maxed + 4 + 1d12 High Crit == 22 + 1d12 (new target). End result of using a loaded d20 within one round of combat: 40 + 1d12 + 16 + 1d12 + 22 + 1d12 == 78+3d12 on 1st target 22 + 1d12 on new target Total damage in 1 round: 100 damage + 4d12 End result of using a loaded d20 and a loaded d12 within one round of combat: 148 damage Not bad for a level 2 character. END COMMUNICATION [/QUOTE]
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