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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: 5179148" data-attributes="member: 75065"><p>Ok just reread the hybrid barbarian rampage feature. And of course you are correct, it does exist. It keys off you landing a critical hit. Which makes Holy Strike and the Luck domain even more interesting for you. Your Build as is with tweaks, let's say.</p><p> </p><p>Mini factor is important and valid. I wouldn't elimnae a shifter however.. do we really have a clear mental image of the visual difference between a half orc and a shifter? Seriously? Initiative is great. I'm not dissing your build. <strong>At all.</strong><em> I thought you just wanted to hear a few options to pimp it out a </em>bit. </p><p> </p><p>I am in the same camp as you in so far as not seeing the superiority of Hammer rythm. I put it in the build upon public opinion, nothing more... well, apart from a lack of time to properly study other paragon options (never reached nor played in that league yet, snif snif... level 6, over half way!!!!) I think i'd build towards a bonus for hitting as opposed to missing build. and crits, well even better. The double roll plus high crit weapon + pimped holy strike lean towards that big time. I'd consider other feats upon reaching paragon level... pity about the mini eliminating the possibility of an axe, but fair game. Any chance of your DM reflavouring a mordenkrad with the mechanics of an executioner's axe. I mean if the inspiration is merely the aspect of a mini... a minor issue at best?</p><p> </p><p>I'm sorry you lost me on the 'leery of powers that rely on enemies being adjacent to ou at the start of your turn' bit. You're going to have to tell me which ones you mean. As far as I know none of the powers I have posted rely on such a thing. If you knock someone prone and they decide to stand up and shift away forgoing their attack, well that means youre defending like a beast! But nonetheless, none of the afore metioned powers require enemies adjacent to you at the start of your turn. enemies can shift away, sure, but when your turn comes you can shift next to them and nothing has changed. having to rely on scoring a critical to key the effect of you daily power is very optimistic even with holy strike, avenger MC and luck domain. Needless to say your build as is.</p><p> </p><p>I know I'm probably stating the obvious, but the regeneration feature of the Longtooth Shifter makes you far more resilient than a Half Orc and most other races in general. As soon as you are bloodied 2 HP back every turn. Plus you will have more HP via my stat distribution. Virtue is great insofar as it is per encounter, minor action pro active boost to HP. Does it rival Bless Weapon? Depends greatly on how ofen your DM allows you to rest fully and the make up of the rest of your group. No leader? I'll back you up on virtue all the way (even it it tears my soul to leave Bless Weapon behind). Leader in the house? Let him/her do their jobs. meanwhile assure that you can distract your enemy away from your leader et als (squishies) and hurry your enemies to their death as swiftly and assuredly as possible. Which is basically spelt B-L-E-S-S-W-E-A-P-O-N.</p><p> </p><p>Great, so if your challenge does 2 + car dmg then youre obviously beginning your campaign at paragon level, avoiding the question of 0 dmg dealt dealing dmg and keying off the bonus from mighty challenge. making it very viable indeed. </p><p> </p><p>Quashing Valiant Rush and dismissing Benediction is a valid solution. If you can't make it to a valid location with a move action and then a charge (taking into account your +2 movement twice a day for an entire encounter with Howling Strike when you charge whilst raging... well that is a total of 12 squares ... 60 feet. That's either a huge room or your constantly fighting on a plane. And movement + charge is 10 squares (+2 when raging but limited to howling strike) vs move and charge which is 10 squares ... ok so you are limited to howling Strike. But that is why you took howling strike. that's why it's awesome. Move + move + atk... is what you ain with valiant rush 1/encounter... except you already do that at will. So Valiant rush is redundant. fine, you can valiant rush and then charge and move 15 ... that's only three more than you can reach when doing the same raging (at least 2/day)... ditch it! No questions asked!</p><p> </p><p>Again though, your original buid as is is totally competent. Can you hit even harder. Yes. But the difference is situational and it doesn't fit the mini you have selected. So who cares? You're going to be kick arse either way!!!</p></blockquote><p></p>
[QUOTE="jbear, post: 5179148, member: 75065"] Ok just reread the hybrid barbarian rampage feature. And of course you are correct, it does exist. It keys off you landing a critical hit. Which makes Holy Strike and the Luck domain even more interesting for you. Your Build as is with tweaks, let's say. Mini factor is important and valid. I wouldn't elimnae a shifter however.. do we really have a clear mental image of the visual difference between a half orc and a shifter? Seriously? Initiative is great. I'm not dissing your build. [B]At all.[/B][I] I thought you just wanted to hear a few options to pimp it out a [/I]bit. I am in the same camp as you in so far as not seeing the superiority of Hammer rythm. I put it in the build upon public opinion, nothing more... well, apart from a lack of time to properly study other paragon options (never reached nor played in that league yet, snif snif... level 6, over half way!!!!) I think i'd build towards a bonus for hitting as opposed to missing build. and crits, well even better. The double roll plus high crit weapon + pimped holy strike lean towards that big time. I'd consider other feats upon reaching paragon level... pity about the mini eliminating the possibility of an axe, but fair game. Any chance of your DM reflavouring a mordenkrad with the mechanics of an executioner's axe. I mean if the inspiration is merely the aspect of a mini... a minor issue at best? I'm sorry you lost me on the 'leery of powers that rely on enemies being adjacent to ou at the start of your turn' bit. You're going to have to tell me which ones you mean. As far as I know none of the powers I have posted rely on such a thing. If you knock someone prone and they decide to stand up and shift away forgoing their attack, well that means youre defending like a beast! But nonetheless, none of the afore metioned powers require enemies adjacent to you at the start of your turn. enemies can shift away, sure, but when your turn comes you can shift next to them and nothing has changed. having to rely on scoring a critical to key the effect of you daily power is very optimistic even with holy strike, avenger MC and luck domain. Needless to say your build as is. I know I'm probably stating the obvious, but the regeneration feature of the Longtooth Shifter makes you far more resilient than a Half Orc and most other races in general. As soon as you are bloodied 2 HP back every turn. Plus you will have more HP via my stat distribution. Virtue is great insofar as it is per encounter, minor action pro active boost to HP. Does it rival Bless Weapon? Depends greatly on how ofen your DM allows you to rest fully and the make up of the rest of your group. No leader? I'll back you up on virtue all the way (even it it tears my soul to leave Bless Weapon behind). Leader in the house? Let him/her do their jobs. meanwhile assure that you can distract your enemy away from your leader et als (squishies) and hurry your enemies to their death as swiftly and assuredly as possible. Which is basically spelt B-L-E-S-S-W-E-A-P-O-N. Great, so if your challenge does 2 + car dmg then youre obviously beginning your campaign at paragon level, avoiding the question of 0 dmg dealt dealing dmg and keying off the bonus from mighty challenge. making it very viable indeed. Quashing Valiant Rush and dismissing Benediction is a valid solution. If you can't make it to a valid location with a move action and then a charge (taking into account your +2 movement twice a day for an entire encounter with Howling Strike when you charge whilst raging... well that is a total of 12 squares ... 60 feet. That's either a huge room or your constantly fighting on a plane. And movement + charge is 10 squares (+2 when raging but limited to howling strike) vs move and charge which is 10 squares ... ok so you are limited to howling Strike. But that is why you took howling strike. that's why it's awesome. Move + move + atk... is what you ain with valiant rush 1/encounter... except you already do that at will. So Valiant rush is redundant. fine, you can valiant rush and then charge and move 15 ... that's only three more than you can reach when doing the same raging (at least 2/day)... ditch it! No questions asked! Again though, your original buid as is is totally competent. Can you hit even harder. Yes. But the difference is situational and it doesn't fit the mini you have selected. So who cares? You're going to be kick arse either way!!! [/QUOTE]
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