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Radiant Avenger/Student of Caiphon advice
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<blockquote data-quote="Iron Sky" data-source="post: 4906480" data-attributes="member: 60965"><p>I've been playing an Avenger with PA for about 4 levels of heroic and I've come to the conclusion that it's not worth having. On average, about once an encounter, even with my Oath, PA has turned a hit into a miss. That's losing 1 or 2d12+16 damage (23-31 average damage) and whatever rider the power has, which is not worth it since it'll take 7-10 hits with PA to make up for the damage alone, much less the rider AND ignoring any Censure bonus damage that was missed.</p><p></p><p>At Paragon, it goes up to +6, but even then I'm not entirely convinced. If I bump my Avenger up to level 11, off the top of my head he goes up to about 1 or 2d12+21(28-36 average) which means I need to hit 4-6 times with PA on to make up for the damage of the miss it causes, ignoring the rider that is likely lost as well.</p><p></p><p>If you have a regular supply of hit bonuses given by your Leader, you might miss less than I have in my experience, but even then, paying for a 13 just to get PA would be <em>very</em> hard for me to justify.</p><p></p><p>I'd replace it with Melee Training(Wisdom) and put the extra ability points in Wis or Int (with spares in Con).</p><p></p><p>Here's the Avenger SoC that I made a few months ago, if you're interested. He's probably less "OP" than he was when I first created him (pre-Divine Power), but might be useful? He's also much "cheesier" since he's half-elf for Twin Strike...</p><p></p><p>---</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Lord Priest Syphos the Terrible, level 16</p><p>Half-Elf, Avenger, Student of Caiphon</p><p>Avenger's Censure: Censure of Pursuit</p><p>Pact Initiate: Pact Initiate (star pact)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 20, Con 13, Dex 14, Int 9, Wis 20, Cha 14.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11.</p><p></p><p></p><p>AC: 33 Fort: 28 Reflex: 28 Will: 28</p><p>HP: 117 Surges: 8 Surge Value: 29</p><p></p><p>TRAINED SKILLS</p><p>Religion +12, Athletics +18, Stealth +15, Perception +18, Bluff +15</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +10, Arcana +7, Diplomacy +12, Dungeoneering +13, Endurance +9, Heal +13, History +7, Insight +15, Intimidate +11, Nature +13, Streetwise +10, Thievery +10</p><p></p><p>FEATS</p><p>Level 1: Weapon Proficiency (Double axe)</p><p>Level 2: Armor Proficiency (Leather)</p><p>Level 4: Weapon Focus (Axe)</p><p>Level 6: Weapon Expertise (Axe)</p><p>Level 8: Improved Armor of Faith</p><p>Level 10: Two-Weapon Fighting</p><p>Level 11: Pact Initiate</p><p>Level 12: Versatile Master</p><p>Level 14: Two-Weapon Opening</p><p>Level 16: Two-Weapon Defense</p><p></p><p>POWERS</p><p>Avenger at-will 1: Radiant Vengeance</p><p>Avenger at-will 1: Bond of Pursuit</p><p>Dilettante: Twin Strike</p><p>Avenger encounter 1: Whirlwind Charge</p><p>Avenger daily 1: Aspect of Might</p><p>Avenger utility 2: Distracting Flare</p><p>Avenger encounter 3: Sequestering Strike</p><p>Avenger daily 5: Executioner's Cloak</p><p>Avenger utility 6: Aspect of Agility</p><p>Avenger encounter 7: Inexorable Pursuit</p><p>Avenger daily 9: Temple of Shadow</p><p>Avenger utility 10: Channel Endurance</p><p>Avenger encounter 13: Sequestering Word (replaces Whirlwind Charge)</p><p>Avenger daily 15: Aspect of Fury (replaces Executioner's Cloak)</p><p>Avenger utility 16: Winds of the Astral Sea</p><p></p><p>ITEMS</p><p>Radiant Double axe +3, Boots of the Fencing Master (heroic tier), Solitaire (Cinnabar) (heroic tier), Amulet of Protection +4, Feytouched Snakeskin Armor +4, Magic Holy Symbol +3, Rod of Time Distortion +2, Viper Belt (heroic tier), Diamond Bracers (heroic tier), Skull Mask (heroic tier), Hedge Wizard's Gloves (heroic tier), Quickcurse Rod +1</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4906480, member: 60965"] I've been playing an Avenger with PA for about 4 levels of heroic and I've come to the conclusion that it's not worth having. On average, about once an encounter, even with my Oath, PA has turned a hit into a miss. That's losing 1 or 2d12+16 damage (23-31 average damage) and whatever rider the power has, which is not worth it since it'll take 7-10 hits with PA to make up for the damage alone, much less the rider AND ignoring any Censure bonus damage that was missed. At Paragon, it goes up to +6, but even then I'm not entirely convinced. If I bump my Avenger up to level 11, off the top of my head he goes up to about 1 or 2d12+21(28-36 average) which means I need to hit 4-6 times with PA on to make up for the damage of the miss it causes, ignoring the rider that is likely lost as well. If you have a regular supply of hit bonuses given by your Leader, you might miss less than I have in my experience, but even then, paying for a 13 just to get PA would be [I]very[/I] hard for me to justify. I'd replace it with Melee Training(Wisdom) and put the extra ability points in Wis or Int (with spares in Con). Here's the Avenger SoC that I made a few months ago, if you're interested. He's probably less "OP" than he was when I first created him (pre-Divine Power), but might be useful? He's also much "cheesier" since he's half-elf for Twin Strike... --- ====== Created Using Wizards of the Coast D&D Character Builder ====== Lord Priest Syphos the Terrible, level 16 Half-Elf, Avenger, Student of Caiphon Avenger's Censure: Censure of Pursuit Pact Initiate: Pact Initiate (star pact) FINAL ABILITY SCORES Str 20, Con 13, Dex 14, Int 9, Wis 20, Cha 14. STARTING ABILITY SCORES Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11. AC: 33 Fort: 28 Reflex: 28 Will: 28 HP: 117 Surges: 8 Surge Value: 29 TRAINED SKILLS Religion +12, Athletics +18, Stealth +15, Perception +18, Bluff +15 UNTRAINED SKILLS Acrobatics +10, Arcana +7, Diplomacy +12, Dungeoneering +13, Endurance +9, Heal +13, History +7, Insight +15, Intimidate +11, Nature +13, Streetwise +10, Thievery +10 FEATS Level 1: Weapon Proficiency (Double axe) Level 2: Armor Proficiency (Leather) Level 4: Weapon Focus (Axe) Level 6: Weapon Expertise (Axe) Level 8: Improved Armor of Faith Level 10: Two-Weapon Fighting Level 11: Pact Initiate Level 12: Versatile Master Level 14: Two-Weapon Opening Level 16: Two-Weapon Defense POWERS Avenger at-will 1: Radiant Vengeance Avenger at-will 1: Bond of Pursuit Dilettante: Twin Strike Avenger encounter 1: Whirlwind Charge Avenger daily 1: Aspect of Might Avenger utility 2: Distracting Flare Avenger encounter 3: Sequestering Strike Avenger daily 5: Executioner's Cloak Avenger utility 6: Aspect of Agility Avenger encounter 7: Inexorable Pursuit Avenger daily 9: Temple of Shadow Avenger utility 10: Channel Endurance Avenger encounter 13: Sequestering Word (replaces Whirlwind Charge) Avenger daily 15: Aspect of Fury (replaces Executioner's Cloak) Avenger utility 16: Winds of the Astral Sea ITEMS Radiant Double axe +3, Boots of the Fencing Master (heroic tier), Solitaire (Cinnabar) (heroic tier), Amulet of Protection +4, Feytouched Snakeskin Armor +4, Magic Holy Symbol +3, Rod of Time Distortion +2, Viper Belt (heroic tier), Diamond Bracers (heroic tier), Skull Mask (heroic tier), Hedge Wizard's Gloves (heroic tier), Quickcurse Rod +1 [/QUOTE]
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