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D&D Older Editions
Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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<blockquote data-quote="Shawna Logue" data-source="post: 7235913" data-attributes="member: 6910219"><p>Thought I'd add that the Vengeful Weapon is great for Aegis of Assault swordmages. When an enemy hits a bloodied ally, as a free action (which means it can be used prior to your Aegis of Assault interrupt), you get a plus 2 to hit and a plus 3d10 to damage <em>until the end of your next turn.</em> Did I mention it's an <em>encounter</em> power?</p><p></p><p>I honestly think it's the quintessential aegis of assault weapon. Your enemy hits your bloodied ally, you immediately teleport and knock the crap out of them with a plus 2 to attack and a plus 3d10 to damage. On your turn, you still have those bonuses, so you use your Headband of Intellect's minor action power to gain a plus 4 on top of the plus 2 you've already got, use an action point, and wreck the heck out of your enemies. If it's a solo, you do it with with two dailies that get a plus 6 to attack and a plus 3d10 <em>each</em> to damage. By the end of it, you've likely dealt 9d10 extra damage. And, substituting encounters for dailies in most battles, you can do it <em>every fight</em>. I really enjoy this guide and I've used it often, but I think that's one of the few things this guide missed.</p></blockquote><p></p>
[QUOTE="Shawna Logue, post: 7235913, member: 6910219"] Thought I'd add that the Vengeful Weapon is great for Aegis of Assault swordmages. When an enemy hits a bloodied ally, as a free action (which means it can be used prior to your Aegis of Assault interrupt), you get a plus 2 to hit and a plus 3d10 to damage [I]until the end of your next turn.[/I] Did I mention it's an [I]encounter[/I] power? I honestly think it's the quintessential aegis of assault weapon. Your enemy hits your bloodied ally, you immediately teleport and knock the crap out of them with a plus 2 to attack and a plus 3d10 to damage. On your turn, you still have those bonuses, so you use your Headband of Intellect's minor action power to gain a plus 4 on top of the plus 2 you've already got, use an action point, and wreck the heck out of your enemies. If it's a solo, you do it with with two dailies that get a plus 6 to attack and a plus 3d10 [I]each[/I] to damage. By the end of it, you've likely dealt 9d10 extra damage. And, substituting encounters for dailies in most battles, you can do it [I]every fight[/I]. I really enjoy this guide and I've used it often, but I think that's one of the few things this guide missed. [/QUOTE]
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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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