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New Group - 4 edition - Would like some imput
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6140107" data-attributes="member: 82106"><p>Right, well, the Wand IMHO is a perfectly good implement. The nice thing about it is Wand Mastery lets you stick an attack, and if you are carrying a high DEX it means a very nice once-per-encounter bonus of +3! That really puts your daily power up there in a much more likely to work category, especially if you have a nice daily AoE! The staff and the orb are also both quite nice, and being more WIS/CON oriented do give you better defenses. </p><p></p><p>As for 'weaplements' there are a few reasons to want to get into that jazz. They aren't quite as super as they were back when Weapon Focus added to ANY attack made with a weapon (even if the attack was an implement power, this was patched a while back). However, there are still a number of weapons which make good implements. The main one is the Subtle Weapon, which can be put on a dagger and provides dual wielders with a nice damage bonus. There are also some shenanigans that can be gotten up to with staff and Staff Expertise, etc. Defensive Weapon, Rhythm Blade, etc are also useful implements for some builds. Also if you get into some more tricky builds that mix weapon and implement powers its handy to only need one magic item to fill both niches and not need to worry about switching back and forth. A wizard with for instance one or two melee powers from class/race/theme could benefit from using a staff or spending a feat on getting implement proficiency with a dagger or long sword (both are swordmage implements). A fighter could also specialize in using the staff, which can be a pretty effective build, and then pick up a wizard or warlock power somewhere and cast it through his existing quarter staff (which can be used as a staff implement even though it may be carrying a weapon enchantment). </p><p></p><p></p><p></p><p>Yeah, Avenger has been a perennial favorite at many tables. It sounds kind of wonky when you read it, like "what exactly is this thing?" but in play it can capture a surprising number of different character concepts pretty well. Its always worth a look, though it lacks most of the healy sort of paladin stuff (but does have an undead 'turning' CD power, which is nice, makes a very good undead hunter).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6140107, member: 82106"] Right, well, the Wand IMHO is a perfectly good implement. The nice thing about it is Wand Mastery lets you stick an attack, and if you are carrying a high DEX it means a very nice once-per-encounter bonus of +3! That really puts your daily power up there in a much more likely to work category, especially if you have a nice daily AoE! The staff and the orb are also both quite nice, and being more WIS/CON oriented do give you better defenses. As for 'weaplements' there are a few reasons to want to get into that jazz. They aren't quite as super as they were back when Weapon Focus added to ANY attack made with a weapon (even if the attack was an implement power, this was patched a while back). However, there are still a number of weapons which make good implements. The main one is the Subtle Weapon, which can be put on a dagger and provides dual wielders with a nice damage bonus. There are also some shenanigans that can be gotten up to with staff and Staff Expertise, etc. Defensive Weapon, Rhythm Blade, etc are also useful implements for some builds. Also if you get into some more tricky builds that mix weapon and implement powers its handy to only need one magic item to fill both niches and not need to worry about switching back and forth. A wizard with for instance one or two melee powers from class/race/theme could benefit from using a staff or spending a feat on getting implement proficiency with a dagger or long sword (both are swordmage implements). A fighter could also specialize in using the staff, which can be a pretty effective build, and then pick up a wizard or warlock power somewhere and cast it through his existing quarter staff (which can be used as a staff implement even though it may be carrying a weapon enchantment). Yeah, Avenger has been a perennial favorite at many tables. It sounds kind of wonky when you read it, like "what exactly is this thing?" but in play it can capture a surprising number of different character concepts pretty well. Its always worth a look, though it lacks most of the healy sort of paladin stuff (but does have an undead 'turning' CD power, which is nice, makes a very good undead hunter). [/QUOTE]
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