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<blockquote data-quote="mellored" data-source="post: 6707571" data-attributes="member: 6801209"><p><strong>Mora (cont)</strong></p><p></p><p>In paragon, she no longer fears death, but it's still uncomfortable.</p><p></p><p><strong>11-15</strong></p><p>[sblock]</p><p>Horizon Walker: Chosen for it's lvl 16 feature, but it's other features are pretty nice as well. The attack powers are fairly weak, but make good backup.</p><p></p><p><strong>11</strong>: Fierce Vitality (replaces Unarmored Agility): AC attacks generally do just damage, and we can handle that pretty well.</p><p>Painfull Oath : Big damage boost</p><p>Shadowfell Sight: Darkvision makes stealth alot easier</p><p>Wanderer's Action: Nice boon here, since it's a ture move action, you can downgrade it to a minor.</p><p>Worldly Strike: You won't use this every encounter, but it's an upgrade to our RBA. Use magic bolts.</p><p><strong>12</strong>: Diciple of Death: Total +7 to DST, you have to be unlucky to drop.</p><p>Fey Strider: Nice long range teleport</p><p>Deliverance of Faith (retrained to Agile Recovery at Level 12): With healing taken care of, this helps our actoin economy.</p><p><strong>13</strong>: Inexorable Pursuit (replaces Angelic Alacrity): A direct upgrade</p><p><strong>14</strong>: Improved Defenses: She'll be able to handle damage, but not still don't like status effects.</p><p><strong>15</strong>: Aspect of Fury (replaces Aspect of Might): Enounter long damage buff. Great for minion encounters.</p><p></p><p>Items:</p><p>Continue to upgrade what you already have.</p><p>If your DM allows, get a few more symbols of victory (3 should be enough for most days).</p><p></p><p>Tactics:</p><p>Remember your AP can give you an extra minor as well (for fury's advance/oath).</p><p>She is significantly tougher, being able to stay below 0 for a while.</p><p>Save your second wind till she's failed a DST or is near negitive bloodied.</p><p>Painfull Oath is once per turn, so while it won't add to fury's assault, it does to relentless stride.</p><p>[/sblock]</p><p></p><p><strong>16-20</strong></p><p>[sblock]</p><p><strong>16</strong>: Astral Infusion: Huge bonus to DST, and more healing.</p><p>Resiliant Focus (replaces Disiple of Death): Total of +4 to all saves, and +10 to death saves.</p><p>Superior Will: Helps keep us in action</p><p>Refire the Forge: Once per day "i win" button.</p><p><strong>17</strong>: Soulforge Hammering (replaces Fury's Advance): A nice multi-attack, but it takes minors.</p><p><strong>18</strong>: Weapon Focus (Heavy Blade): Damage, but good with multi-attacks.</p><p><strong>19</strong>: Blade of Astral Hosts (replaces Blade of Repulsion): A dialy movement + multi-attack, no oath on the bust.</p><p><strong>20</strong>: Elemental Chaos Strike: Our ranged new backup, use magic bolts with it.</p><p>Reserve Manuver (Fury's Advance): She shouldn't need a ranged attack more then 1/day.</p><p></p><p>Items:</p><p>Upgrade (don't forget the armbands/belt).</p><p>Death Song Ring (lvl 19): She'll be making a fair amount of DST, might as well as add a Close burst 3 auto-damage while she's at it.</p><p>Ring of Circling Fangs (lvl 20): She'll be bloodied, and she'll have a creature adjacent.</p><p></p><p>Tactics:</p><p>At this point, she has trouble dying, so she really should rush head long into danger. </p><p>Fey stride provides an excellent way to reach the back row targets.</p><p>Oath (minor) + Inexporable Persuit (standard) + AP + Soulforged Hammering (AP standard) + Soulforged Hammering (AP move) + Fury's Assault (move) makes for a great opening nova.</p><p>[/sblock]</p><p></p><p>In epic, death is her friend, it's comforting.</p><p><strong>21</strong></p><p>[sblock]</p><p>Raven Consort: Chosen for it's level 24 feature, which is when we truely become unkillable.</p><p></p><p><strong>21</strong>: Quickened Corpus: A few more HP doesn't hurt</p><p>Ghostly Vitality: You no longer loose actions for being below 0.</p><p></p><p>Being below 0 no longer cost actions, minor action attack away.</p><p>Between insubstantial, and the belt, Mora will take very little damage.</p><p>She'll probably be able to go most fights without healing.</p><p>She'll still want to spend a surge after every fight.</p><p>[/sblock]</p><p></p><p><strong>22-25</strong></p><p>[sblock]</p><p><strong>22</strong>: Twin Step: More teleporting</p><p>Hand of Divine Guidance: Crits are fun.</p><p><strong>23</strong>: Vengeful Parry (replaces Inexorable Pursuit): With 2 teleports, we don't need an approach power.</p><p><strong>24</strong>: Diciple of Death: Totals +14 to Death saves.</p><p>Cycle of Life: Surge free healing, with a bonus to defenses and death saves.</p><p><strong>25</strong>: Aspect of Death (replaces Aspect of Fury): Just a high W attack.</p><p></p><p>Tactics:</p><p>There's should be no reason for you to spend a surge again.</p><p></p><p>Items:</p><p>Again, just upgrades.</p><p></p><p>Tactics:</p><p>After level 24, beat she should beat herself up every morning, to get the blood flowing.</p><p>There are 2 way she can still die.</p><p>1) Massive damage (80+), while at 1 HP, can drop her straight to negitive bloodied. This is most likely going to come in the form of DM falling rocks.</p><p>2) Bad luck on Death Saving throws (possible to fail 2, but not 3), falling unconcious, and then getting a CDG'd party on her face.</p><p>[/sblock]</p><p></p><p><strong>26-30</strong></p><p>[sblock]</p><p><strong>26</strong>: Slashing Storm: Grind up some minions, or just add some damage</p><p>Vitality Eternal: Helps cover her only real weakness</p><p><strong>27</strong>: None: Nothing's better then what she already has.</p><p><strong>28</strong>: Epic Resurgance: Cause a crit will happen, recharge soulforged hammering.</p><p><strong>29</strong>: Final Oath (replaces Blade of Astral Hosts): Huge damage and gives the enemy incentive to attack you.</p><p><strong>30</strong>: Divine Resurgence: Cause action points happen. Recharge soulforged hammering.</p><p>Death's Compainion: You get pet for killing things.</p><p></p><p>Items:</p><p>Final Upgrades</p><p></p><p>Tactics:</p><p>Slashing Storm + Minions + Death's Compainion = Your own army</p><p>Use Soulforged hammering early so you can recharge it.</p><p>She can still die from masive (100) damage while above 0.</p><p>She can still fail 1 death save (+17 to the first save, +19 to the second), but every other turn she's below 0 she'll heal.</p><p>[/sblock]</p><p></p><p>At-Will DPR: 77.520625</p><p>Actual Expected DPR (using encounter powers): 117.95625</p><p></p><p>*Does not count any litch allies.</p></blockquote><p></p>
[QUOTE="mellored, post: 6707571, member: 6801209"] [b]Mora (cont)[/b] In paragon, she no longer fears death, but it's still uncomfortable. [b]11-15[/b] [sblock] Horizon Walker: Chosen for it's lvl 16 feature, but it's other features are pretty nice as well. The attack powers are fairly weak, but make good backup. [b]11[/b]: Fierce Vitality (replaces Unarmored Agility): AC attacks generally do just damage, and we can handle that pretty well. Painfull Oath : Big damage boost Shadowfell Sight: Darkvision makes stealth alot easier Wanderer's Action: Nice boon here, since it's a ture move action, you can downgrade it to a minor. Worldly Strike: You won't use this every encounter, but it's an upgrade to our RBA. Use magic bolts. [b]12[/b]: Diciple of Death: Total +7 to DST, you have to be unlucky to drop. Fey Strider: Nice long range teleport Deliverance of Faith (retrained to Agile Recovery at Level 12): With healing taken care of, this helps our actoin economy. [b]13[/b]: Inexorable Pursuit (replaces Angelic Alacrity): A direct upgrade [b]14[/b]: Improved Defenses: She'll be able to handle damage, but not still don't like status effects. [b]15[/b]: Aspect of Fury (replaces Aspect of Might): Enounter long damage buff. Great for minion encounters. Items: Continue to upgrade what you already have. If your DM allows, get a few more symbols of victory (3 should be enough for most days). Tactics: Remember your AP can give you an extra minor as well (for fury's advance/oath). She is significantly tougher, being able to stay below 0 for a while. Save your second wind till she's failed a DST or is near negitive bloodied. Painfull Oath is once per turn, so while it won't add to fury's assault, it does to relentless stride. [/sblock] [b]16-20[/b] [sblock] [b]16[/b]: Astral Infusion: Huge bonus to DST, and more healing. Resiliant Focus (replaces Disiple of Death): Total of +4 to all saves, and +10 to death saves. Superior Will: Helps keep us in action Refire the Forge: Once per day "i win" button. [b]17[/b]: Soulforge Hammering (replaces Fury's Advance): A nice multi-attack, but it takes minors. [b]18[/b]: Weapon Focus (Heavy Blade): Damage, but good with multi-attacks. [b]19[/b]: Blade of Astral Hosts (replaces Blade of Repulsion): A dialy movement + multi-attack, no oath on the bust. [b]20[/b]: Elemental Chaos Strike: Our ranged new backup, use magic bolts with it. Reserve Manuver (Fury's Advance): She shouldn't need a ranged attack more then 1/day. Items: Upgrade (don't forget the armbands/belt). Death Song Ring (lvl 19): She'll be making a fair amount of DST, might as well as add a Close burst 3 auto-damage while she's at it. Ring of Circling Fangs (lvl 20): She'll be bloodied, and she'll have a creature adjacent. Tactics: At this point, she has trouble dying, so she really should rush head long into danger. Fey stride provides an excellent way to reach the back row targets. Oath (minor) + Inexporable Persuit (standard) + AP + Soulforged Hammering (AP standard) + Soulforged Hammering (AP move) + Fury's Assault (move) makes for a great opening nova. [/sblock] In epic, death is her friend, it's comforting. [b]21[/b] [sblock] Raven Consort: Chosen for it's level 24 feature, which is when we truely become unkillable. [b]21[/b]: Quickened Corpus: A few more HP doesn't hurt Ghostly Vitality: You no longer loose actions for being below 0. Being below 0 no longer cost actions, minor action attack away. Between insubstantial, and the belt, Mora will take very little damage. She'll probably be able to go most fights without healing. She'll still want to spend a surge after every fight. [/sblock] [b]22-25[/b] [sblock] [b]22[/b]: Twin Step: More teleporting Hand of Divine Guidance: Crits are fun. [b]23[/b]: Vengeful Parry (replaces Inexorable Pursuit): With 2 teleports, we don't need an approach power. [b]24[/b]: Diciple of Death: Totals +14 to Death saves. Cycle of Life: Surge free healing, with a bonus to defenses and death saves. [b]25[/b]: Aspect of Death (replaces Aspect of Fury): Just a high W attack. Tactics: There's should be no reason for you to spend a surge again. Items: Again, just upgrades. Tactics: After level 24, beat she should beat herself up every morning, to get the blood flowing. There are 2 way she can still die. 1) Massive damage (80+), while at 1 HP, can drop her straight to negitive bloodied. This is most likely going to come in the form of DM falling rocks. 2) Bad luck on Death Saving throws (possible to fail 2, but not 3), falling unconcious, and then getting a CDG'd party on her face. [/sblock] [b]26-30[/b] [sblock] [b]26[/b]: Slashing Storm: Grind up some minions, or just add some damage Vitality Eternal: Helps cover her only real weakness [b]27[/b]: None: Nothing's better then what she already has. [b]28[/b]: Epic Resurgance: Cause a crit will happen, recharge soulforged hammering. [b]29[/b]: Final Oath (replaces Blade of Astral Hosts): Huge damage and gives the enemy incentive to attack you. [b]30[/b]: Divine Resurgence: Cause action points happen. Recharge soulforged hammering. Death's Compainion: You get pet for killing things. Items: Final Upgrades Tactics: Slashing Storm + Minions + Death's Compainion = Your own army Use Soulforged hammering early so you can recharge it. She can still die from masive (100) damage while above 0. She can still fail 1 death save (+17 to the first save, +19 to the second), but every other turn she's below 0 she'll heal. [/sblock] At-Will DPR: 77.520625 Actual Expected DPR (using encounter powers): 117.95625 *Does not count any litch allies. [/QUOTE]
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