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*Dungeons & Dragons
Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707808" data-attributes="member: 6793297"><p><span style="font-size: 18px"><p style="text-align: center"><strong>Tips & Tricks: Twirling the Rock</strong></p><p></span></p><p><span style="font-size: 18px"><strong><strong>Combo 1: Hammer Time</strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Any One-Handed Hammer</p><p><strong>Piece 2:</strong> Footwork Lure (At-Will Attack Power, MP)</p><p><strong>Piece 3:</strong> Forceful Opportunist (Heroic Tier Feat, D 378)</p><p><strong>Piece 4:</strong> Shield Push (Heroic Tier Feat, PHB)</p><p><strong>Piece 5:</strong> Hindering Shield (Paragon Tier Feat, D 385)</p><p><strong>Piece 6:</strong> Overwhelming Impact (Epic Tier Feat, MP 2)</p><p><strong>Piece 7 (optional, replaces Piece 3):</strong> Hammering Iron (Heroic Tier Feat, PHB 3)<strong></strong></p><p><strong>Piece 8 (optional, replaces Piece 3 or Piece 7):</strong> Knock-Back Swing (Epic Tier Feat, MP)</p><p><strong></strong></p><p><strong>Sequence:</strong></p><p>Standard, Opportunity, or Immediate Action - Attack with Tide of Iron, Opportunity Attack, or Combat Challenge Attack.</p><p></p><p><strong>Description:</strong> A powerful action-denial combo, the way this works is by Hindering Shield adding a slow effect to every power with a push or a slide, and then Overwhelming Impact turning it into a daze effect, thus severely limiting what an opponent can do (and in the case of OA's and CC attacks, ending its turn outright). Piece 7 is an option for those Fighters who did not take Fighter Weapon Talent, whereas Piece 8 is a straight effectiveness upgrade.</p><p></p><p><span style="font-size: 18px"><strong><strong>Combo 2: Polearm Shenanigans</strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Greatspear (Two-Handed Superior Weapon, AV)<strong></strong></p><p><strong></strong></p><p><strong>Piece 2:</strong> Footwork Lure (At-Will Attack Power, MP)<strong></strong></p><p><strong>Piece 3:</strong> Swift Spear (Heroic Tier Feat, D 378)<strong></strong></p><p><strong></strong><strong>Piece 4:</strong> Polearm Momentum (Heroic Tier Feat, MP)</p><p><strong>Piece 5:</strong> Rushing Cleats (Feet Slot Item, AV)</p><p><strong>Piece 6 (optional):</strong> Impaling Spear (Paragon Tier Feat, MP 2)</p><p><strong>Piece 7 (optional):</strong> Polearm Gamble (Paragon Tier Feat, PHB)</p><p></p><p><strong>Sequence:</strong></p><p>Standard or Opportunity Action - Attack with Footwork Lure or Opportunity Attack.</p><p></p><p><strong>Discussion:</strong> One of the classic combos in the Fighter's arsenal, this allows you to keep enemies where you want them fairly reliably through the combination of slides drawing them to you and Polearm Momentum knocking them prone, thanks to the Rushing Cleats turning the slides into 2-square events. The optional pieces add some more accuracy and range, respectively, to the ploy.</p><p></p><p><span style="font-size: 18px"><strong><strong>Combo 3: Headhunting</strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Any power that ends in a grab or the Grab action</p><p><strong>Piece 2:</strong> Any One-Handed Axe or Heavy Blade</p><p><strong>Piece 3:</strong> World Serpent's Grasp (Heroic Tier Feat, HotFK)<strong></strong></p><p><strong>Piece 4:</strong> Pin Down (Heroic Tier Feat, D 368)</p><p><strong>Piece 5:</strong> Headsman's Chop (Heroic Tier Feat, PHB 3)</p><p><strong>Piece 6 (optional):</strong> Gauntlets of Brutality (Hands Slot Item, AV 2)</p><p></p><p><strong>Sequence:</strong></p><p>Standard or Opportunity Action - Establish a grab via the Grab action or a power that ends in a grab.</p><p>Standard Action - Use the Knockdown Assault At-Will Attack Power.</p><p></p><p><strong>Description:</strong> A combo to make an otherwise hard-to-get damage bonus accessible (especially for Brawlers), the Pin Down feat allows you to keep a grabbed opponent prone until he can escape the grab, Knockdown Assault provides you with an At-Will way of doing that, and Headsman's Chop takes advantage of it with a +5 damage bonus, while the enemy is immobilized and prone. The optional piece layers on even more damage.</p><p></p><p></p><p><span style="font-size: 18px"><strong><strong>Combo 4: Mind Games</strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Githyanki Silver Weapon (Weapon Property, Heavy Blade, MOTP)</p><p><strong>Piece 2:</strong> Psychic Lock (Paragon Tier Feat, PHB)</p><p><strong>Piece 3 (optional):</strong> Headband of Intellect (Head Slot Item, AV)</p><p></p><p><strong>Sequence:</strong></p><p>Free Action - Use the At-Will Power on the Githyanki Silver Weapon (turns all damage dealt by the weapon into psychic damage, adds the Psychic keyword to the attack).</p><p></p><p><strong>Description:</strong> A neat elemental combo, this uses the Githyanki Silver Weapon and the Psychic Lock feat to hand out a -2 to hit debuff on the next attack roll of anyone hit by the weapon. Piece 3 also provides a nice attack bonus to make this all more accurate.</p><p></p><p></p><p><span style="font-size: 18px"><strong><strong>Combo 5: Permafrost</strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Wintertouched (Heroic Tier Feat, PHB)</p><p><strong>Piece 2:</strong> Lasting Frost (Paragon Tier Feat, PHB)</p><p><strong>Piece 3:</strong> Frost Weapon (Weapon Property, Any Weapon, PHB)</p><p><strong>Piece 4 (optional):</strong> Siberys Shard of Merciless Cold (Dragonshard Augment, EPG)</p><p><strong>Piece 5 (optional):</strong> Gloves of Ice (Hands Slot Item, AV 2)</p><p><strong>Piece 6 (optional):</strong> Silvery Glow (Heroic Tier Feat, D 386)</p><p></p><p><strong>Sequence:</strong></p><p>Free Action - Use the At-Will Power on the Frost Weapon (turns all damage dealt by the weapon into cold damage, adds the Cold keyword to the attack).</p><p></p><p><strong>Description:</strong> A nice and straightforward combo, Lasting Frost will combine with Frost Weapons to add cold vulnerability 5 to each hit, and Wintertouched gives you combat advantage as the cherry on top. This combo lasts so long as you keep hitting, and can be further enhanced by the optional pieces (which add more cold damage).</p><p></p><p><span style="font-size: 18px"><strong><strong>Combo 6: Superstorm</strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Deadly Draw (Heroic Tier Feat, PHB 3)</p><p><strong>Piece 2:</strong> Mark of Storm (Heroic Tier Feat, EPG)</p><p><strong>Piece 3:</strong> Lightning Weapon (Weapon Property, Any Weapon, PHB)</p><p><strong>Piece 4 (optional):</strong> Eberron Shard of Lightning (Dragonshard Augment, EPG)</p><p></p><p><strong>Sequence:</strong></p><p>Free Action - Use the At-Will Power on the Lightning Weapon (turns all cold damage dealt by the weapon into lightning damage, adds the Lightning keyword to the attack).</p><p></p><p><strong>Description:</strong> A rather interesting Melee combination, this involves using Mark of Storm and a Lightning weapon to constantly slide an enemy adjacent to you, which will in turn trigger Deadly Draw and hand you a permanent source of combat advantage, provided you keep hitting. The optional piece offers you some nice extra damage.</p><p></p><p><span style="font-size: 18px"><strong><strong>Combo 7: Grounded</strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Hindering Shield (Paragon Tier Feat, D 385)</p><p><strong>Piece 2:</strong> World Serpent's Grasp (Heroic Tier Feat, HotFK)</p><p><strong>Piece 3:</strong> Come and Get It (Level 7 Encounter Power, PHB)</p><p><strong>Piece 4:</strong> Any Close Burst power</p><p><strong>Piece 5 (optional, replaces Piece 3):</strong> Warrior's Urging (Level 23 Encounter Power, PHB)</p><p></p><p><strong>Sequence:</strong></p><p>Standard Action - Come and Get It (all enemies in range all pulled 2, then are slowed).</p><p>Action Point</p><p>Standard Action - Use any Close Burst power (all enemies hit by the second attack will be knocked prone, due to World Serpent's Grasp).</p><p></p><p><strong>Description:</strong> A downright nasty combo, this enhances an already stellar power in Come and Get It by adding the ability to knock prone to its potential, thanks to Hindering Shield providing a slow effect you can then exploit by attacking any enemy affected by it again. The optional piece will get you a bit more pull range and damage.</p><p></p><p><span style="font-size: 18px"><strong><strong>Combo 8: Lashing Out</strong></strong></span></p><p><span style="font-size: 18px"><strong><strong></strong></strong></span></p><p></p><p><strong>Piece 1:</strong> Flail Expertise (Heroic Tier Feat, MME)</p><p><strong>Piece 2:</strong> Footwork Lure (Level 1 At-Will Power, MP)</p><p><strong>Piece 3 (optional, replaces Piece 2):</strong> Lashing Flail (Paragon Tier Feat, MP 2)</p><p><strong>Piece 4 (optional):</strong> Dragging Flail (Heroic Tier Feat, D 368)</p><p><strong>Piece 5 (optional): </strong>Staggering Weapon (Weapon Property, Axe, Flail, Hammer, Heavy Blade, or Mace, AV)</p><p></p><p><strong>Sequence:</strong></p><p>Standard Action - Use Footwork Lure.</p><p>..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" /><strong>Description:</strong> This combo makes knocking enemies prone At-Will quick and easy - just slide them, and Flail Expertise takes care of the rest. The optional pieces either provide a more universal method of doing this (even outside your turn, should get an OA or CC attack), as well as some extra tricks to do when you pull this off (slide on knockdown, and increase the distance of said slide).</p></blockquote><p></p>
[QUOTE="Veep, post: 6707808, member: 6793297"] [SIZE=5][CENTER][b]Tips & Tricks: Twirling the Rock[/b][/CENTER][/SIZE] [Size=5][b][b]Combo 1: Hammer Time[/b][/b][/size] [b]Piece 1:[/b] Any One-Handed Hammer [b]Piece 2:[/b] Footwork Lure (At-Will Attack Power, MP) [b]Piece 3:[/b] Forceful Opportunist (Heroic Tier Feat, D 378) [b]Piece 4:[/b] Shield Push (Heroic Tier Feat, PHB) [b]Piece 5:[/b] Hindering Shield (Paragon Tier Feat, D 385) [b]Piece 6:[/b] Overwhelming Impact (Epic Tier Feat, MP 2) [b]Piece 7 (optional, replaces Piece 3):[/b] Hammering Iron (Heroic Tier Feat, PHB 3)[b] Piece 8 (optional, replaces Piece 3 or Piece 7):[/b] Knock-Back Swing (Epic Tier Feat, MP) [b] Sequence:[/b] Standard, Opportunity, or Immediate Action - Attack with Tide of Iron, Opportunity Attack, or Combat Challenge Attack. [b]Description:[/b] A powerful action-denial combo, the way this works is by Hindering Shield adding a slow effect to every power with a push or a slide, and then Overwhelming Impact turning it into a daze effect, thus severely limiting what an opponent can do (and in the case of OA's and CC attacks, ending its turn outright). Piece 7 is an option for those Fighters who did not take Fighter Weapon Talent, whereas Piece 8 is a straight effectiveness upgrade. [Size=5][b][b]Combo 2: Polearm Shenanigans[/b][/b][/size] [b]Piece 1:[/b] Greatspear (Two-Handed Superior Weapon, AV)[b] Piece 2:[/b] Footwork Lure (At-Will Attack Power, MP)[b] Piece 3:[/b] Swift Spear (Heroic Tier Feat, D 378)[b] [/b][b]Piece 4:[/b] Polearm Momentum (Heroic Tier Feat, MP) [b]Piece 5:[/b] Rushing Cleats (Feet Slot Item, AV) [b][/b][b]Piece 6 (optional):[/b] Impaling Spear (Paragon Tier Feat, MP 2) [b]Piece 7 (optional):[/b] Polearm Gamble (Paragon Tier Feat, PHB) [b][/b] [b]Sequence:[/b] Standard or Opportunity Action - Attack with Footwork Lure or Opportunity Attack. [b]Discussion:[/b] One of the classic combos in the Fighter's arsenal, this allows you to keep enemies where you want them fairly reliably through the combination of slides drawing them to you and Polearm Momentum knocking them prone, thanks to the Rushing Cleats turning the slides into 2-square events. The optional pieces add some more accuracy and range, respectively, to the ploy. [Size=5][b][b]Combo 3: Headhunting[/b][/b][/size] [b]Piece 1:[/b] Any power that ends in a grab or the Grab action [b]Piece 2:[/b] Any One-Handed Axe or Heavy Blade [b]Piece 3:[/b] World Serpent's Grasp (Heroic Tier Feat, HotFK)[b] Piece 4:[/b] Pin Down (Heroic Tier Feat, D 368) [b]Piece 5:[/b] Headsman's Chop (Heroic Tier Feat, PHB 3) [b]Piece 6 (optional):[/b] Gauntlets of Brutality (Hands Slot Item, AV 2) [b]Sequence:[/b] Standard or Opportunity Action - Establish a grab via the Grab action or a power that ends in a grab. Standard Action - Use the Knockdown Assault At-Will Attack Power. [b]Description:[/b] A combo to make an otherwise hard-to-get damage bonus accessible (especially for Brawlers), the Pin Down feat allows you to keep a grabbed opponent prone until he can escape the grab, Knockdown Assault provides you with an At-Will way of doing that, and Headsman's Chop takes advantage of it with a +5 damage bonus, while the enemy is immobilized and prone. The optional piece layers on even more damage. [b][/b] [Size=5][b][b]Combo 4: Mind Games[/b][/b][/size] [b]Piece 1:[/b] Githyanki Silver Weapon (Weapon Property, Heavy Blade, MOTP) [b]Piece 2:[/b] Psychic Lock (Paragon Tier Feat, PHB) [b]Piece 3 (optional):[/b] Headband of Intellect (Head Slot Item, AV) [b]Sequence:[/b] Free Action - Use the At-Will Power on the Githyanki Silver Weapon (turns all damage dealt by the weapon into psychic damage, adds the Psychic keyword to the attack). [b]Description:[/b] A neat elemental combo, this uses the Githyanki Silver Weapon and the Psychic Lock feat to hand out a -2 to hit debuff on the next attack roll of anyone hit by the weapon. Piece 3 also provides a nice attack bonus to make this all more accurate. [b][/b] [Size=5][b][b]Combo 5: Permafrost[/b][/b][/size] [b]Piece 1:[/b] Wintertouched (Heroic Tier Feat, PHB) [b]Piece 2:[/b] Lasting Frost (Paragon Tier Feat, PHB) [b]Piece 3:[/b] Frost Weapon (Weapon Property, Any Weapon, PHB) [b]Piece 4 (optional):[/b] Siberys Shard of Merciless Cold (Dragonshard Augment, EPG) [b]Piece 5 (optional):[/b] Gloves of Ice (Hands Slot Item, AV 2) [b]Piece 6 (optional):[/b] Silvery Glow (Heroic Tier Feat, D 386) [b]Sequence:[/b] Free Action - Use the At-Will Power on the Frost Weapon (turns all damage dealt by the weapon into cold damage, adds the Cold keyword to the attack). [b]Description:[/b] A nice and straightforward combo, Lasting Frost will combine with Frost Weapons to add cold vulnerability 5 to each hit, and Wintertouched gives you combat advantage as the cherry on top. This combo lasts so long as you keep hitting, and can be further enhanced by the optional pieces (which add more cold damage). [Size=5][b][b]Combo 6: Superstorm[/b][/b][/size] [b]Piece 1:[/b] Deadly Draw (Heroic Tier Feat, PHB 3) [b]Piece 2:[/b] Mark of Storm (Heroic Tier Feat, EPG) [b]Piece 3:[/b] Lightning Weapon (Weapon Property, Any Weapon, PHB) [b]Piece 4 (optional):[/b] Eberron Shard of Lightning (Dragonshard Augment, EPG) [b]Sequence:[/b] Free Action - Use the At-Will Power on the Lightning Weapon (turns all cold damage dealt by the weapon into lightning damage, adds the Lightning keyword to the attack). [b]Description:[/b] A rather interesting Melee combination, this involves using Mark of Storm and a Lightning weapon to constantly slide an enemy adjacent to you, which will in turn trigger Deadly Draw and hand you a permanent source of combat advantage, provided you keep hitting. The optional piece offers you some nice extra damage. [Size=5][b][b]Combo 7: Grounded[/b][/b][/size] [b]Piece 1:[/b] Hindering Shield (Paragon Tier Feat, D 385) [b]Piece 2:[/b] World Serpent's Grasp (Heroic Tier Feat, HotFK) [b]Piece 3:[/b] Come and Get It (Level 7 Encounter Power, PHB) [b][/b][b]Piece 4:[/b] Any Close Burst power [b][/b][b]Piece 5 (optional, replaces Piece 3):[/b] Warrior's Urging (Level 23 Encounter Power, PHB) [b]Sequence:[/b] Standard Action - Come and Get It (all enemies in range all pulled 2, then are slowed). Action Point Standard Action - Use any Close Burst power (all enemies hit by the second attack will be knocked prone, due to World Serpent's Grasp). [b]Description:[/b] A downright nasty combo, this enhances an already stellar power in Come and Get It by adding the ability to knock prone to its potential, thanks to Hindering Shield providing a slow effect you can then exploit by attacking any enemy affected by it again. The optional piece will get you a bit more pull range and damage. [Size=5][b][b]Combo 8: Lashing Out [/b][/b][/size] [b]Piece 1:[/b] Flail Expertise (Heroic Tier Feat, MME)[b][/b] [b]Piece 2:[/b] Footwork Lure (Level 1 At-Will Power, MP) [b][/b][b][/b][b]Piece 3 (optional, replaces Piece 2):[/b] Lashing Flail (Paragon Tier Feat, MP 2) [b][/b][b]Piece 4 (optional):[/b] Dragging Flail (Heroic Tier Feat, D 368) [b]Piece 5 (optional): [/b]Staggering Weapon (Weapon Property, Axe, Flail, Hammer, Heavy Blade, or Mace, AV) [b]Sequence:[/b] Standard Action - Use Footwork Lure. ..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />[b]Description:[/b] This combo makes knocking enemies prone At-Will quick and easy - just slide them, and Flail Expertise takes care of the rest. The optional pieces either provide a more universal method of doing this (even outside your turn, should get an OA or CC attack), as well as some extra tricks to do when you pull this off (slide on knockdown, and increase the distance of said slide). [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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