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Miscibility Table: A 4e Hybrid Handbook(by MwaO)
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<blockquote data-quote="MwaO" data-source="post: 6703460" data-attributes="member: 12749"><p><strong>Cursed Mixtures</strong></p><p></p><p><strong><span style="color: #800080">Striker|Striker: </span></strong><span style="color: #800080"><span style="color: #000000">While there are builds where this works well, many strikers lose either irreplaceable defenses or damage by hybriding. And with some builds, it gets dinged twice. An example of this is the Rogue|Assassin. It might look like they get to build up shrouds, but with each hit, they're losing:</span></span></p><p><span style="color: #800080"><span style="color: #000000">+Cha to damage, a +1 to hit, Riders on both sets of powers, the ability to go insubstantial, the ability to teleport from creature to creature, and the bonus to defenses vs OAs.</span></span></p><p><span style="color: #800080"><span style="color: #000000"></span></span></p><p><span style="color: #800080"><span style="color: #000000">In combo with the controller-like hit points and surges of Assassin, that lack of defenses is a really big deal...</span></span></p><p><span style="color: #800080"><span style="color: #000000"></span></span></p><p><span style="color: #800080"><span style="color: #000000">Monk, Ranger and to a lesser extent Sorcerer and Avenger managed to mostly avoid this fate. Warlock, Rogue, and Assassin, classes that everyone agreed were massively overpowered, got whacked hard with the nerf bat...</span></span></p><p><span style="color: #800080"><span style="color: #000000"></span></span></p><p><span style="color: #800080"><span style="color: #000000"><strong>Controller|Controller: </strong>Not as bad as Striker|Striker. The big issue is mainly that Controllers tend to have a good selection of powers, so they're generally losing a class feature in exchange for larger selection. Which they don't need.</span></span></p><p><span style="color: #800080"><span style="color: #000000"></span></span></p><p><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #800080">Ranged|Melee:</span> </strong>It sounds good in theory to be able to make ranged attacks and melee attacks, but a lot of people overinvest in them without gaining synergy. This can turn particularly nasty when the character can't use one of the powers and therefore sucks. An example of this is the ranged specialist who then hybrids into another class for toughness and some melee options. He's now significantly worse at his original role(ranged specialist) for something that doesn't generally benefit him all that much - he runs out of ranged encounters much faster and once he does, he doesn't have the range of at-wills to use.</span></span></p><p><span style="color: #800080"><span style="color: #000000"></span></span></p><p><span style="color: #800080"><span style="color: #000000">The exceptions to this are as follows:</span></span></p><p><span style="color: #800080"><span style="color: #000000">The class is that good. Ranger as an example. Who cares if you're stuck with Twin Strike as your only at-will after you run out of ranged encounter powers?</span></span></p><p><span style="color: #800080"><span style="color: #000000"></span></span></p><p><span style="color: #800080"><span style="color: #000000">There is some form of unusual synergy that happens that regardless of whether or not one class is ranged or melee, it adds something to the other class. A Paladin as an example, can easily add Divine Challenge and significant AC to a ranged build. Paladin is really only dependent on Charisma. So a Sorcerer|Paladin with Mighty Challenge and Str/Cha can easily overcome the lack of riders. Doing 20 points of Divine Challenge damage in Epic will get your Blazing Starfall noticed.</span></span></p><p><span style="color: #800080"><span style="color: #000000"></span></span></p><p><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #800080">Things to Avoid</span></strong></span></span></p><p><span style="color: #800080"><span style="color: #000000">2 primary stats of the same defense.</span></span></p><p><span style="color: #800080"><span style="color: #000000">Primary stats are the dump stat of the other class. Especially if one of the classes has a strong secondary, such as Sorcerer, Monk, etc...strong secondary stats can be identified usually because the stat has an influence on every single combat round as opposed to once an encounter.</span></span></p><p><span style="color: #800080"><span style="color: #000000">Neither use armor and the primaries aren't Dex or Int or the special defensive stat. Double negative points if the build wants to melee.</span></span></p><p><span style="color: #800080"><span style="color: #000000">Both classes want their hands full for different reasons.</span></span></p><p><span style="color: #800080"><span style="color: #000000">Paragon Hybrid option. This really is about either doing one of two things: breaking the game or being suboptimal. There's a reason why Half-Elf builds for paragon multiclassing aren't especially popular on CharOp and they gain much of the same kind of things from doing it and even more flexibility. i.e. not very good.</span></span>[/B]</p></blockquote><p></p>
[QUOTE="MwaO, post: 6703460, member: 12749"] [b]Cursed Mixtures[/b] [B][COLOR=#800080]Striker|Striker: [COLOR=#000000][/COLOR][/COLOR][/B][COLOR=#800080][COLOR=#000000]While there are builds where this works well, many strikers lose either irreplaceable defenses or damage by hybriding. And with some builds, it gets dinged twice. An example of this is the Rogue|Assassin. It might look like they get to build up shrouds, but with each hit, they're losing: +Cha to damage, a +1 to hit, Riders on both sets of powers, the ability to go insubstantial, the ability to teleport from creature to creature, and the bonus to defenses vs OAs. In combo with the controller-like hit points and surges of Assassin, that lack of defenses is a really big deal... Monk, Ranger and to a lesser extent Sorcerer and Avenger managed to mostly avoid this fate. Warlock, Rogue, and Assassin, classes that everyone agreed were massively overpowered, got whacked hard with the nerf bat... [B]Controller|Controller: [/B]Not as bad as Striker|Striker. The big issue is mainly that Controllers tend to have a good selection of powers, so they're generally losing a class feature in exchange for larger selection. Which they don't need. [B][COLOR=#800080]Ranged|Melee:[/COLOR] [/B]It sounds good in theory to be able to make ranged attacks and melee attacks, but a lot of people overinvest in them without gaining synergy. This can turn particularly nasty when the character can't use one of the powers and therefore sucks. An example of this is the ranged specialist who then hybrids into another class for toughness and some melee options. He's now significantly worse at his original role(ranged specialist) for something that doesn't generally benefit him all that much - he runs out of ranged encounters much faster and once he does, he doesn't have the range of at-wills to use. The exceptions to this are as follows: The class is that good. Ranger as an example. Who cares if you're stuck with Twin Strike as your only at-will after you run out of ranged encounter powers? There is some form of unusual synergy that happens that regardless of whether or not one class is ranged or melee, it adds something to the other class. A Paladin as an example, can easily add Divine Challenge and significant AC to a ranged build. Paladin is really only dependent on Charisma. So a Sorcerer|Paladin with Mighty Challenge and Str/Cha can easily overcome the lack of riders. Doing 20 points of Divine Challenge damage in Epic will get your Blazing Starfall noticed. [B][COLOR=#800080]Things to Avoid[/COLOR][/B] 2 primary stats of the same defense. Primary stats are the dump stat of the other class. Especially if one of the classes has a strong secondary, such as Sorcerer, Monk, etc...strong secondary stats can be identified usually because the stat has an influence on every single combat round as opposed to once an encounter. Neither use armor and the primaries aren't Dex or Int or the special defensive stat. Double negative points if the build wants to melee. Both classes want their hands full for different reasons. Paragon Hybrid option. This really is about either doing one of two things: breaking the game or being suboptimal. There's a reason why Half-Elf builds for paragon multiclassing aren't especially popular on CharOp and they gain much of the same kind of things from doing it and even more flexibility. i.e. not very good.[/COLOR][/COLOR][/B] [/QUOTE]
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