Fey hexblade question

Ahrimon

Bourbon and Dice
What would people recomend? Light blade expertise or rod expertise? Or both?

Would rod expertise would still apply to the sword attacks since it has implement in it's key words? Does a hexblade have a lot of pure impliment attacks?
 

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What would people recomend? Light blade expertise or rod expertise? Or both?

Would rod expertise would still apply to the sword attacks since it has implement in it's key words? Does a hexblade have a lot of pure impliment attacks?

Rod expertise does apply to your sword attacks since it has the implement keyword (this is actually specifically spelled out in the hexblade's description where it talks about conjuring the blade, though it's easy to miss because it's one sentence buried at the end of other stuff)

But I would NOT recommend getting both types of expertise; they both provide "feat" bonuses, therefore their benefits to hit to do not stack and so you waste a bit...

Light blade expertise would only work with your sword attacks and while you -could- spend every round making melee basic attacks (with the occasional encounter power blade attack mixed in) you will inevitably need to (or want to) make a ranged attack now and again and so your expertise won't help with that.

So, I'd say go with Rod expertise. It works with both your sword attacks and your nonsword attacks (and nonsword attacks include your ranged basic bolt attack and some of those daily burst/blast powers)
 

You are rght on about the two feats not stacking. I am really digging the hexblade except for a slight lack of some feat support. I am sure that will change down the road. But for the time being, anybody have some 'must have' feats for the Hexblade?
 

Rod Expertise is a must; +1/2/3 to attacks and +1 AC & Ref is hard to argue with.

Implement Focus in Rod is also nice for the scaling damage bonus. Sadly, Dual-Implement Spellcaster doesn't work though.

Fey Hexblades have an easy time getting Chainmail Spec and Chainmail Agility, which opens up some interesting armour properties. Eladrin Chain can be nice considering all the teleporting they do. Especially with Ethereal Stride, the L10 Warlock Utility that lets you teleport as an at-will move action.
 

Thanks for the input on the feats everyone. I'll second SuperKing, anyone know any good must-haves?

I had read the DIS would work if you had a pact blade, or AIP. Because then you would be using an implement in each hand. I can't remember the specifics though.

It's immaterial for me right now though. My DM wants this to be essentials only. So DIS isn't even on the table.
 

DIS works for me when using a modified version of CB classic, but I was under the impression that it doesn't actually qualify since your Pact Weapon is not considered an implement. I could be mistaken about this point. I haven't tried the new CB with this yet. If it does work, then awesomesauce.

Essentials only, I would focus on shoring up defences, saving throws, and the like. There are many good feats to accomplish this in Essentials.

If you're going the skills route, Disciple of Lore is nice, as is Wasteland Wanderer.

Edit: Just checked with the online builder, and it doesn't show any benefit from DIS either. I'm guessing that it is correct and that DIS should not work with this, but it could be a bug I suppose.

Edit 2: It seems our pal Vecna is failing to add Implement Focus (Rod) to the damage of Icy Skewer, and by the looks of it, the attack bonus is also not adding properly (fails to add Rod Expertise).
 
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Yeah, I just tried rod expertise and it didn't add the attack bonus in to my weapon attacks. From what I remember of DIS is that it required a pact blade or the AIP feat so that you summoned blade inherited the "I'm an impliment" from it. Then you would qualify for DIS. It's such a niche thing that I'd be shocked if the CB didn't support it even if the rules did. (Not saying they do, just what I've been reading)
 

Yeah, I just tried rod expertise and it didn't add the attack bonus in to my weapon attacks. From what I remember of DIS is that it required a pact blade or the AIP feat so that you summoned blade inherited the "I'm an impliment" from it. Then you would qualify for DIS. It's such a niche thing that I'd be shocked if the CB didn't support it even if the rules did. (Not saying they do, just what I've been reading)
Yeah, it might work RAW or even RAI that way, but Vecna CB still doesn't like it. It works for modified CB classic, even without AIP, but that version has bugs too.

All the more reason to print out your own power cards and fill in the numbers by hand. For online games, it remains a large annoyance.
 

What would people recomend? Light blade expertise or rod expertise? Or both?

Would rod expertise would still apply to the sword attacks since it has implement in it's key words? Does a hexblade have a lot of pure impliment attacks?
Well, all of the Hexblade's powers have the Implement keyword, and outside of the at-wills, almost none of them have weapon, so I'd say that rod is expertise is the better choice.

How exactly the rules for pact blades or DIS apply have yet to be definitively answered at this point, so I'd say consult your GM for now :).
 

I've played a Paragon Fey Hexblade a few times so far...my advice/comments might not be incredibly helpful but some of them are based on RPGA experience. Some of which went badly and made me wish I'd had a few of these feats. My gang doesn't mind snagging non-Essential feats on an Essential toon, something forum browsing says isn't kosher in all games. That said, some random cool stuff I snaggged:

1. Inescapable Force (Paragon Tier): Your Eldritch Bolt is the 1st "Force" damage attack that does real damage and that you're forced to take. (Wizard's Magic Missile is the other, but that's another thing). This Feat means you not only ignore Insubstantial damage reduction & you do an additional d10. While situational, it means you have an at-will that nukes insubstantial Ghost encounters. Which happen. And are a pain.

2. Arcane Admixture (Paragon Tier): Choose your At-Will Basic that you'll be using forever. Add another Damage Type to it. This removes the pain of doing only Cold Damage when fighting an Ice Titan or only Radiant when you're stabbing an.....angel? Whatever, you get my point. Remember the Hexblade doesn't ignore resistances like the Sorcerer PLUS you're saddled with doing one damage type (Cold or Radiant) most of the time.

3. Starfire Womb (Heroic Tier) Now admittedly this only works if your Fey Hexblade is from the Dragon Article "Lady of the White Well". You didn't specify which kind of Fey Hexblade but, well, yeah. The Fey Lady marriage pact is pretty classy because your at-will does Radiant Damage. This feat? Every time you hit you can make a save. Considering how focused the damage type of a Hexblade can be, feats that zero in on that angle can pay out. Which reminds me.....

3a: Lasting Frost (Paragon Tier): Hit an enemy with cold damage & they gain Vulnerable Cold 5. Again, it's Paragon but if you're Fey & doing cold damage almost every round.....

4a. Weirdness:
Multiclass Rogue Madness. Honestly you'll be wielding a Light or Heavy Blade with a Fey Pact, so I did a little diving into multiclassing Martial to get some of the feats linked to those classes & specific weapons. Wicked Blade gives my Pact Weapon the High Crit option, for instance. Duelist Panache adds Charisma to Acrobatics & Athletics, something that fit my concept. Long story short, just skimming some Martial options can pay off with punch or fluff, depending.

4b. Arcane Implement Focus: I'm not doing this trick but dear god several of my friends are, to mixed cheatery results. I say cheatery because dear GOD it feels wrong. With the feat you choose another Implement from another Arcane Class, say Heavy Blade (Swordmage) or Daggers (Sorcerer). Remember, your Pact Weapon is ALSO your Implement for the purposes of, well, everything. Sure, now you're Light Blade Pact Weapon also Counts as a Heavy Blade...but the key here is the items. Here are a two I've seen used.
Incisive Dagger: Increases every Teleport by Enhancement Bonus
Blade of Eldritch Knight: Standard Melee attack range becomes 5. Is part of the Eldritch Panopy set (meant for Swordmages) but both the Belt & Arm slot work fine & are all about teleportation madness.

....So there you go. Some of my rambling plus me reporting stuff that I feel might not be kosher but since all the cool kids are doing it, I share.
-Jared
 

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