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General Tabletop Discussion
Character Builds & Optimization
Need Some Optimization Advice for My Hybrid
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<blockquote data-quote="jbear" data-source="post: 5178492" data-attributes="member: 75065"><p>Your lvl 5 Rage effect is useless to you, as you don't have a rage feature to trigger it, being a hybrid and choosin paladin armour as your hybrid talent. If it's a good burst effect rage you want, well you don't get much better than Rage of the Crimson Hurricanes, man this even makes Monks jealous when it comes to spreading damage!</p><p> </p><p>Personally I agree that having taken paladin armour a high DEX is wasted. you can shore up REF with a feat later on. I'm going to leave it at scale, I don't like penalties to my abilities, but that is an inconsequential detail.</p><p> </p><p>WIS, and hence my racial preference (not to mention regeneration and the tasty damage boost), will make you a crack scout with high perception and give your paladin powers a decent effect. A shifter is visually VERY similar to Half Orcs nowadays as well. I have chosen Holy Strike as my at will and taken the Domain of Luck feat. So 1[w] Radiant Damage + str + wis and crit on 19-20. </p><p> </p><p>Personally I'd take an executioner's axe over a mordenkrad, then take Thunder Hawk Rage at lvl 5 (knock prone as free action) and somehow fit Headsman's Chop into the build (let's say lose hammer rythm): +5 dmg vs prone targets with an axe. Also the lvl 9 rage I have chosen makes all your melee attacks knock prone, and extra damage to prone targets... these two together, jeesh! </p><p> </p><p>And multiclassing into Avenger, apart from making you less of a retard on religious matters despite your humilliating intelligence (which makes sense to your class), gives you two rounds of double attack dice rolls. That can be a MASSIVE advantage!!! Twice the chance to crit... twice the chance to land your daily or encounter powers, every single encounter!!!</p><p>Mighty Challenge makes your Divine Challenge do decent damage when ignored as opposed to dealing 0 dmg... might need to check that dealing 0 dmg is still dealing dmg with your dm. I'd be bummed if he disallowed it after investing a feat to make your challenge work properly.</p><p> </p><p>I would be loathe to choose any other lvl 2 utility over Bless Weapon. Seriously. +1 ATQ, +1d6 Radiant damge to ALL your attacks! The entire encounter! And against undead who are vulnerable to radiant it is crit city! I don't think anything can rival it.</p><p> </p><p>Brutal Slam and Divine Pursuit give you 2 great encounter powers that allow you both to isolate an enemy or make the most of other pcs hazardous zones or terrain features with some nice push effects.</p><p> </p><p>Benediction lets you play leader healing 1/encounter. Which kind of makes up a little for the absence of lay on hands!</p><p> </p><p>Change Backgroud if you want, if it's too 'cheesy' for your DM, only 4 HP difference anyway.</p><p>Take Forest and bump perception by +2.</p><p> </p><p>Bear Warrior (very resilient! And PUSH 6 on a crit!!! ) or Moonstalker (you knock prone ALOT potentially to really take advantage of the extra damage) are solid PPs. I don't like that Ancestral Warrior keys off CHA... </p><p> </p><p>I think the build is brutal. I'd play it in a heart beat. Check it out, see what you think (and keep in mind the executioner's axe! chop chop chop!):</p><p> </p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>The Judge, level 11</p><p>Longtooth Shifter, Barbarian|Paladin</p><p>Hybrid Paladin: Hybrid Paladin Reflex</p><p>Hybrid Talent: Paladin Armor Proficiency</p><p>Background: Auspicious Birth (Auspicious Birth Benefit)</p><p>FINAL ABILITY SCORES</p><p>Str 22, Con 18, Dex 11, Int 9, Wis 16, Cha 11.</p><p>STARTING ABILITY SCORES</p><p>Str 17, Con 15, Dex 10, Int 8, Wis 13, Cha 10.</p><p> </p><p>AC: 27 Fort: 24 Reflex: 18 Will: 20</p><p>HP: 97 Surges: 13 Surge Value: 24</p><p>TRAINED SKILLS</p><p>Endurance +16, Perception +13, Athletics +18, Religion +9</p><p>UNTRAINED SKILLS</p><p>Acrobatics +7, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +8, Heal +8, History +4, Insight +8, Intimidate +5, Nature +8, Stealth +5, Streetwise +5, Thievery +5</p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Weapon Proficiency (Mordenkrad)</p><p>Level 4: Mighty Challenge</p><p>Level 6: Power of Luck</p><p>Level 8: Disciple of Divine Wrath</p><p>Level 10: Weapon Expertise (Hammer)</p><p>Level 11: Hammer Rhythm</p><p>POWERS</p><p>Hybrid at-will 1: Holy Strike</p><p>Hybrid at-will 1: Howling Strike</p><p>Hybrid encounter 1: Divine Pursuit</p><p>Hybrid daily 1: Blood of the Mighty</p><p>Hybrid utility 2: Bless Weapon</p><p>Hybrid encounter 3: Brutal Slam</p><p>Hybrid daily 5: Rage of the Crimson Hurricane</p><p>Hybrid utility 6: Run Rampant</p><p>Hybrid encounter 7: Curtain of Steel</p><p>Hybrid daily 9: Oak Hammer Rage</p><p>Hybrid utility 10: Benediction</p><p>ITEMS</p><p>Horned Helm (heroic tier), Magic Mordenkrad +3, Magic Wyvernscale Armor +3, Cape of the Mountebank +2, Iron Armbands of Power (heroic tier), Giantkind Gloves (heroic tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p></blockquote><p></p>
[QUOTE="jbear, post: 5178492, member: 75065"] Your lvl 5 Rage effect is useless to you, as you don't have a rage feature to trigger it, being a hybrid and choosin paladin armour as your hybrid talent. If it's a good burst effect rage you want, well you don't get much better than Rage of the Crimson Hurricanes, man this even makes Monks jealous when it comes to spreading damage! Personally I agree that having taken paladin armour a high DEX is wasted. you can shore up REF with a feat later on. I'm going to leave it at scale, I don't like penalties to my abilities, but that is an inconsequential detail. WIS, and hence my racial preference (not to mention regeneration and the tasty damage boost), will make you a crack scout with high perception and give your paladin powers a decent effect. A shifter is visually VERY similar to Half Orcs nowadays as well. I have chosen Holy Strike as my at will and taken the Domain of Luck feat. So 1[w] Radiant Damage + str + wis and crit on 19-20. Personally I'd take an executioner's axe over a mordenkrad, then take Thunder Hawk Rage at lvl 5 (knock prone as free action) and somehow fit Headsman's Chop into the build (let's say lose hammer rythm): +5 dmg vs prone targets with an axe. Also the lvl 9 rage I have chosen makes all your melee attacks knock prone, and extra damage to prone targets... these two together, jeesh! And multiclassing into Avenger, apart from making you less of a retard on religious matters despite your humilliating intelligence (which makes sense to your class), gives you two rounds of double attack dice rolls. That can be a MASSIVE advantage!!! Twice the chance to crit... twice the chance to land your daily or encounter powers, every single encounter!!! Mighty Challenge makes your Divine Challenge do decent damage when ignored as opposed to dealing 0 dmg... might need to check that dealing 0 dmg is still dealing dmg with your dm. I'd be bummed if he disallowed it after investing a feat to make your challenge work properly. I would be loathe to choose any other lvl 2 utility over Bless Weapon. Seriously. +1 ATQ, +1d6 Radiant damge to ALL your attacks! The entire encounter! And against undead who are vulnerable to radiant it is crit city! I don't think anything can rival it. Brutal Slam and Divine Pursuit give you 2 great encounter powers that allow you both to isolate an enemy or make the most of other pcs hazardous zones or terrain features with some nice push effects. Benediction lets you play leader healing 1/encounter. Which kind of makes up a little for the absence of lay on hands! Change Backgroud if you want, if it's too 'cheesy' for your DM, only 4 HP difference anyway. Take Forest and bump perception by +2. Bear Warrior (very resilient! And PUSH 6 on a crit!!! ) or Moonstalker (you knock prone ALOT potentially to really take advantage of the extra damage) are solid PPs. I don't like that Ancestral Warrior keys off CHA... I think the build is brutal. I'd play it in a heart beat. Check it out, see what you think (and keep in mind the executioner's axe! chop chop chop!): ====== Created Using Wizards of the Coast D&D Character Builder ====== The Judge, level 11 Longtooth Shifter, Barbarian|Paladin Hybrid Paladin: Hybrid Paladin Reflex Hybrid Talent: Paladin Armor Proficiency Background: Auspicious Birth (Auspicious Birth Benefit) FINAL ABILITY SCORES Str 22, Con 18, Dex 11, Int 9, Wis 16, Cha 11. STARTING ABILITY SCORES Str 17, Con 15, Dex 10, Int 8, Wis 13, Cha 10. AC: 27 Fort: 24 Reflex: 18 Will: 20 HP: 97 Surges: 13 Surge Value: 24 TRAINED SKILLS Endurance +16, Perception +13, Athletics +18, Religion +9 UNTRAINED SKILLS Acrobatics +7, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +8, Heal +8, History +4, Insight +8, Intimidate +5, Nature +8, Stealth +5, Streetwise +5, Thievery +5 FEATS Level 1: Hybrid Talent Level 2: Weapon Proficiency (Mordenkrad) Level 4: Mighty Challenge Level 6: Power of Luck Level 8: Disciple of Divine Wrath Level 10: Weapon Expertise (Hammer) Level 11: Hammer Rhythm POWERS Hybrid at-will 1: Holy Strike Hybrid at-will 1: Howling Strike Hybrid encounter 1: Divine Pursuit Hybrid daily 1: Blood of the Mighty Hybrid utility 2: Bless Weapon Hybrid encounter 3: Brutal Slam Hybrid daily 5: Rage of the Crimson Hurricane Hybrid utility 6: Run Rampant Hybrid encounter 7: Curtain of Steel Hybrid daily 9: Oak Hammer Rage Hybrid utility 10: Benediction ITEMS Horned Helm (heroic tier), Magic Mordenkrad +3, Magic Wyvernscale Armor +3, Cape of the Mountebank +2, Iron Armbands of Power (heroic tier), Giantkind Gloves (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/QUOTE]
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