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Daggermaster "Dev Critical / Rogue Weapon Mastery"
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<blockquote data-quote="Smeelbo" data-source="post: 4698947" data-attributes="member: 81898"><p><strong>Activates on a critical powers like rechargeable encounter powers</strong></p><p></p><p>As I understand it, as level rises, combats increase in length, but the number of encounter and daily powers each character has hardly rises at all. So what do you do once you've accumulated all the encounters and dailies you can use?</p><p> </p><p>The longer combats last, the more attack rolls you make, and the more often you critical. I see critical activated powers as a semi-substitute for encounter powers: think of them as encounter powers that recharge on a crit.</p><p> </p><p>While real encounter powers allow one to coordinate with your group, critical powers coordinate with each other, since they all share the same trigger.</p><p> </p><p>So when no better options are available, might as well hand out the pain with your crits. Especially if you are <em>Dual/Twin Striking</em>, you will see crits, and they might as well be as awesome as you can make them.</p><p> </p><p>Consider a critical hit with:</p><p> </p><p><em>Surprise Knockdown:</em> Knocked Prone</p><p><em>Devestating Critical:</em> +1d10 damage</p><p><em>Triumphant Attack:</em> -2 penalty to attack rolls and defenses (save ends)</p><p> </p><p>An axe-wielding ranger with <em>Sneak of Shadows</em> could add <em>Deadly Axe </em>(+[W], probably D12), and with the stance <em>Follow-up Blow</em>, have 2-3 attacks per round, using just <em>Twin Strike</em>.</p><p> </p><p>Magic weapons generally deal +1d6 to 1d12 per plus on a critical.</p><p> </p><p>So as combats last more rounds, criticals become a more significant source of damage.</p><p> </p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4698947, member: 81898"] [b]Activates on a critical powers like rechargeable encounter powers[/b] As I understand it, as level rises, combats increase in length, but the number of encounter and daily powers each character has hardly rises at all. So what do you do once you've accumulated all the encounters and dailies you can use? The longer combats last, the more attack rolls you make, and the more often you critical. I see critical activated powers as a semi-substitute for encounter powers: think of them as encounter powers that recharge on a crit. While real encounter powers allow one to coordinate with your group, critical powers coordinate with each other, since they all share the same trigger. So when no better options are available, might as well hand out the pain with your crits. Especially if you are [I]Dual/Twin Striking[/I], you will see crits, and they might as well be as awesome as you can make them. Consider a critical hit with: [I]Surprise Knockdown:[/I] Knocked Prone [I]Devestating Critical:[/I] +1d10 damage [I]Triumphant Attack:[/I] -2 penalty to attack rolls and defenses (save ends) An axe-wielding ranger with [I]Sneak of Shadows[/I] could add [I]Deadly Axe [/I](+[W], probably D12), and with the stance [I]Follow-up Blow[/I], have 2-3 attacks per round, using just [I]Twin Strike[/I]. Magic weapons generally deal +1d6 to 1d12 per plus on a critical. So as combats last more rounds, criticals become a more significant source of damage. [B]Smeelbo[/B] [/QUOTE]
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