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Three Step Role Handbook(by MwaO) - 4e
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<blockquote data-quote="MwaO" data-source="post: 6703442" data-attributes="member: 12749"><p><strong>Controller Steps</strong></p><p></p><ul> <li data-xf-list-type="ul">Options has control or adds control to an existing power</li> <li data-xf-list-type="ul">Options makes it easier to land control or keep control working</li> <li data-xf-list-type="ul">Generally the trickiest area as control is typically based on powers, Wizards have bad paragon path options, yet in Epic Wizards have the strongest option for re-using a Daily power.</li> <li data-xf-list-type="ul">Get proficiency with Wands, have an Int-score, and poach as many Wizard powers as you can</li> </ul><p></p><p>MC Cleric(Any), Novice Power(Cause Fear, Deadly Lure or Remorse), Paragon Path: Messenger of Peace</p><p>MC Invoker(Acolyte of Divine Secrets, Hand of Radiance), Novice Power(Thunder of Justice), Paragon Path: Flame of Hope</p><p></p><p><span style="color: #00CCFF"><strong>Cleric </strong></span>initial entry feat isn't that great, though if your DM allows Healing Lore to be turned into Battle Cleric's Lore, well, that can help. Where Cleric gets good is in Messenger of Peace. Assuming you have one strong control power from your class, Cause Fear or Deadly Lure can both be nasty options in the right build. U12 is incredible - have a stunned until EoNT? Well, continue it as a minor every encounter.</p><p><span style="color: #0000FF"><strong>Invoker</strong></span> is again about Flame of Hope allowing anyone with a strong secondary in Int and a 13-14 Wisdom to hit with Thunder of Judgment. However, to a large degree, that's all it is. Not a lot of strong control here unless you enter in with control available to you from your class.</p><p><span style="color: #0000FF"><strong>Wizard</strong></span> is really about the incredible control options available. Dark Gathering or Prismatic Burst are great e13 choices and there are a host of daily powers that could justify something particularly in Epic with the ability to convert APs into recharging your Daily powers. Planeshifter is a decent Paragon Path option - the E11 is an incredible encounter power and an extra move action on an AP is always helpful, but the rest of the path is very subjective in value.</p><p><strong>Druid</strong> has a couple of interesting entry feats and Charm Beast is an easy power swap. Eagle's Splendor and Serpent's Cunning could make doing this worthwhile, but that's basically the end of it. In Epic, Primal Resurgence can make things interesting, because one ought to be able to make two uses of an Epic Druid Daily power - Writhing Henge could make that happen. Or going Pack Lord, getting Primal Resurgence and Primal Summoning Expertise - that's 3 uses of Druid Daily Summoning powers where you can get Standard Action attacks out of a minor action, plus an additional extra attack on an AP. That could be attack everything in a close burst 10 with Writing Henge 4 times in an AP round. Unfortunately, sucks to be you until Epic. Still, dominate as an encounter that dazes on a miss is an interesting fast choice and if you're already there for one of the two U6s, could be worthwhile.</p><p><span style="color: #800080"><strong>Psion</strong></span> is quite tricky. Dreamwalker can be an awesome Paragon Path, but you need a way of augmenting powers to keep bringing the 'die when sneezed on' Dreamform back in combat. Battlemind or Ardent are likely the easiest ways to make it work simply due to the power point issues.</p></blockquote><p></p>
[QUOTE="MwaO, post: 6703442, member: 12749"] [b]Controller Steps[/b] [LIST] [*]Options has control or adds control to an existing power [*]Options makes it easier to land control or keep control working [*]Generally the trickiest area as control is typically based on powers, Wizards have bad paragon path options, yet in Epic Wizards have the strongest option for re-using a Daily power. [*]Get proficiency with Wands, have an Int-score, and poach as many Wizard powers as you can [/LIST] MC Cleric(Any), Novice Power(Cause Fear, Deadly Lure or Remorse), Paragon Path: Messenger of Peace MC Invoker(Acolyte of Divine Secrets, Hand of Radiance), Novice Power(Thunder of Justice), Paragon Path: Flame of Hope [COLOR=#00CCFF][B]Cleric [/B][/COLOR]initial entry feat isn't that great, though if your DM allows Healing Lore to be turned into Battle Cleric's Lore, well, that can help. Where Cleric gets good is in Messenger of Peace. Assuming you have one strong control power from your class, Cause Fear or Deadly Lure can both be nasty options in the right build. U12 is incredible - have a stunned until EoNT? Well, continue it as a minor every encounter. [COLOR=#0000FF][B]Invoker[/B][/COLOR] is again about Flame of Hope allowing anyone with a strong secondary in Int and a 13-14 Wisdom to hit with Thunder of Judgment. However, to a large degree, that's all it is. Not a lot of strong control here unless you enter in with control available to you from your class. [COLOR=#0000FF][B]Wizard[/B][/COLOR] is really about the incredible control options available. Dark Gathering or Prismatic Burst are great e13 choices and there are a host of daily powers that could justify something particularly in Epic with the ability to convert APs into recharging your Daily powers. Planeshifter is a decent Paragon Path option - the E11 is an incredible encounter power and an extra move action on an AP is always helpful, but the rest of the path is very subjective in value. [B]Druid[/B] has a couple of interesting entry feats and Charm Beast is an easy power swap. Eagle's Splendor and Serpent's Cunning could make doing this worthwhile, but that's basically the end of it. In Epic, Primal Resurgence can make things interesting, because one ought to be able to make two uses of an Epic Druid Daily power - Writhing Henge could make that happen. Or going Pack Lord, getting Primal Resurgence and Primal Summoning Expertise - that's 3 uses of Druid Daily Summoning powers where you can get Standard Action attacks out of a minor action, plus an additional extra attack on an AP. That could be attack everything in a close burst 10 with Writing Henge 4 times in an AP round. Unfortunately, sucks to be you until Epic. Still, dominate as an encounter that dazes on a miss is an interesting fast choice and if you're already there for one of the two U6s, could be worthwhile. [COLOR=#800080][B]Psion[/B][/COLOR] is quite tricky. Dreamwalker can be an awesome Paragon Path, but you need a way of augmenting powers to keep bringing the 'die when sneezed on' Dreamform back in combat. Battlemind or Ardent are likely the easiest ways to make it work simply due to the power point issues. [/QUOTE]
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