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General Tabletop Discussion
*Pathfinder & Starfinder
The best Power in MP is....Warlord Utility 6 Power.
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<blockquote data-quote="kerbarian" data-source="post: 4571749" data-attributes="member: 40393"><p>As was mentioned, Guileful Switch can combo with Divine Miracle (demigod epic destiny) for infinite actions if you have two demigod warlords. I was thinking about how to get that to go off immediately, for a guaranteed win in every encounter (you get infinite actions as soon as anyone in the party gets to act, and then pile on the initiative powers/items [1]).</p><p></p><p>The difficulty is burning through all your encounter powers fast enough, so that Divine Miracle can start refreshing Guileful Switch. It turns out that all you need is a Mage's Weapon (and multiclassing into an arcane class to pick up an arcane encounter power).</p><p></p><p>Say you have a party with two demigod warlords. Each has four encounter attack powers, plus Guileful Switch. We'll call the Warlords Alys and Bhob. Alys has the highest initiative.</p><p></p><p>Alys uses her 1st encounter attack power, then Guileful Switch to activate Bhob.</p><p>Bhob uses his 1st encounter attack power, then Guileful Switch to activate Alys.</p><p>Alys uses her 2nd encounter attack power, then Mage's Weapon (consuming her 3rd encounter attack power and recovering Guileful Switch), then Guileful Switch to activate Bhob.</p><p>Bhob does the same thing as Alys, activating Alys again.</p><p>Alys uses her 4th encounter attack power, triggering Divine Miracle to recover Guileful Switch, then Guileful Switch to activate Bhob (again triggering Divine Miracle to recover Guileful Switch).</p><p>Bhob does the same thing as Alys, activating Alys again.</p><p></p><p>Now they both have only Guileful Switch left as an encounter power, so they can recover it as soon as it's used and never run out. They just got infinite actions as soon as the first of them was able to act.</p><p></p><p>A couple disclaimers:</p><p></p><p>1) I'm not suggesting that any DM would allow this to work -- I just enjoy the exercise of trying to break the game via the RAW.</p><p></p><p>2) I suspect that the intended effect of the Mage's Weapon encounter power was "You can expend an arcane encounter <strong>attack</strong> power to regain the use of a martial encounter <strong>attack</strong> power you know of up to the same level," which would kill this combo. As written, the Mage's Weapon is pretty badly broken on its own, since it would let you trade an arcane encounter utility power for a martial encounter attack power.</p><p></p><p>I haven't seen any errata/clarification about Mage's Weapon -- has there been one that I missed?</p><p></p><p></p><p>[1] [sblock]For initiative, go with an Eladrin warlord with starting dex 18 and int 18, always boost those two stats, and take the Spiral Tactician paragon path. That allows static initiative boosts of: +15 for level, +9 dex mod, +4 from Improved Initiative, +5 from Eye of Awareness, and +9 from Combat Leader with the Combat Commander feat. Spiral Timing then lets the warlords reroll each other's initiatives with an additional +9 bonus.</p><p></p><p>So that's a total +51 bonus to initiative, and the highest initiative in the MM is a +31 -- even on an initiative roll of 1, both warlords beat the maximum possible initiative roll of any creature in the MM.</p><p></p><p>And of course they would be wearing Assassinbane Armor so there's never an enemy surprise round.[/sblock]</p></blockquote><p></p>
[QUOTE="kerbarian, post: 4571749, member: 40393"] As was mentioned, Guileful Switch can combo with Divine Miracle (demigod epic destiny) for infinite actions if you have two demigod warlords. I was thinking about how to get that to go off immediately, for a guaranteed win in every encounter (you get infinite actions as soon as anyone in the party gets to act, and then pile on the initiative powers/items [1]). The difficulty is burning through all your encounter powers fast enough, so that Divine Miracle can start refreshing Guileful Switch. It turns out that all you need is a Mage's Weapon (and multiclassing into an arcane class to pick up an arcane encounter power). Say you have a party with two demigod warlords. Each has four encounter attack powers, plus Guileful Switch. We'll call the Warlords Alys and Bhob. Alys has the highest initiative. Alys uses her 1st encounter attack power, then Guileful Switch to activate Bhob. Bhob uses his 1st encounter attack power, then Guileful Switch to activate Alys. Alys uses her 2nd encounter attack power, then Mage's Weapon (consuming her 3rd encounter attack power and recovering Guileful Switch), then Guileful Switch to activate Bhob. Bhob does the same thing as Alys, activating Alys again. Alys uses her 4th encounter attack power, triggering Divine Miracle to recover Guileful Switch, then Guileful Switch to activate Bhob (again triggering Divine Miracle to recover Guileful Switch). Bhob does the same thing as Alys, activating Alys again. Now they both have only Guileful Switch left as an encounter power, so they can recover it as soon as it's used and never run out. They just got infinite actions as soon as the first of them was able to act. A couple disclaimers: 1) I'm not suggesting that any DM would allow this to work -- I just enjoy the exercise of trying to break the game via the RAW. 2) I suspect that the intended effect of the Mage's Weapon encounter power was "You can expend an arcane encounter [b]attack[/b] power to regain the use of a martial encounter [b]attack[/b] power you know of up to the same level," which would kill this combo. As written, the Mage's Weapon is pretty badly broken on its own, since it would let you trade an arcane encounter utility power for a martial encounter attack power. I haven't seen any errata/clarification about Mage's Weapon -- has there been one that I missed? [1] [sblock]For initiative, go with an Eladrin warlord with starting dex 18 and int 18, always boost those two stats, and take the Spiral Tactician paragon path. That allows static initiative boosts of: +15 for level, +9 dex mod, +4 from Improved Initiative, +5 from Eye of Awareness, and +9 from Combat Leader with the Combat Commander feat. Spiral Timing then lets the warlords reroll each other's initiatives with an additional +9 bonus. So that's a total +51 bonus to initiative, and the highest initiative in the MM is a +31 -- even on an initiative roll of 1, both warlords beat the maximum possible initiative roll of any creature in the MM. And of course they would be wearing Assassinbane Armor so there's never an enemy surprise round.[/sblock] [/QUOTE]
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The best Power in MP is....Warlord Utility 6 Power.
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