What's broken/overpowered? What's weak?

Fascinating, how feats and trade-offs that were crap in 3e are considered too good in 4e....

what's better, -1 to hit for +1.5 damage on an attack, or -2 for +3.5 damage on an attack? You'd think the answer would be obvious, except it apparently isn't. -2/+3.5 is the base trade-off for monkey grip, universally derided as a horrible, horrible feat in 3.5e. -1/+1.5 is the trade-off between greatsword and war maul in 4e.

Dwarven weapon training is hardly broken. At first level it's good, but by the time you get to late hero levels and you are flinging around 3[w] attacks multiple times per encounter, that +2 damage barely shows up between massive magic, strength and assorted other bonuses. It's a great feat, but you'll probably still see dwarves lugging around longswords, especially if weapon powers for them are substantially different from those of axes/hammers.
 

log in or register to remove this ad

So, was I've been playing around with warlock as a way to convert my 3.5 sneaky bard, and was planning to multiclass into rogue. Than I realized this combo is disturbing. At first level, once per encounter I am adding 3d6 to any blade attack I make. That's not bad. After I fully multiclass and get sneak attack at will though....scary. At 21+, I am adding 8d6 every time I can sneak attack and have a minor action available to throw a curse beforehand (easy enough to do), not to mention if I am using a power to stack on more damage. Warlock rogue is just a damage monster. Than again, I am giving up all my feats before 10 to do this...
 

Mengu said:
Durable: One of the best Defender feats IMO.
It gives you extra healing surges, not extra second winds. It helps you stay out in the dungeon longer, that's all--and if others have to rest before you do, it ends up not being helpful at all.
Mengu said:
Dwarven Weapon Training: No brainer feat that pretty much dictates what weapon a dwarf should use, don't like it.
Hardly. The fact that it doesn't stack with Weapon Focus makes it a good choice at Heroic tier, a decent choice at Paragon tier, and a poor choice at Epic tier. You take it early and retrain it out later.
Mengu said:
Far Shot: Does not seem feat worthy, needs another bonus.
I dunno. I like it. Very handy for sniper rogues.
Mengu said:
Wintertouched: Perfect feat for the fire elemental slayer rogue? I don't get this one.
That's a combo feat--you use another feat to inflict cold vulnerability, giving you +2 to hit even if you're not a rogue.
 


CrimsonNeko said:
So, was I've been playing around with warlock as a way to convert my 3.5 sneaky bard, and was planning to multiclass into rogue. Than I realized this combo is disturbing. At first level, once per encounter I am adding 3d6 to any blade attack I make. That's not bad. After I fully multiclass and get sneak attack at will though....scary. At 21+, I am adding 8d6 every time I can sneak attack and have a minor action available to throw a curse beforehand (easy enough to do), not to mention if I am using a power to stack on more damage. Warlock rogue is just a damage monster. Than again, I am giving up all my feats before 10 to do this...
I'm not entirely certain that paragon multiclassing works that way. All it ever mentions is gaining powers, not class features. Sneak attack is not a power, it is a rider effect on an attack. To emphasize: I do not think that you can ever sneak attack more than once per encounter by multiclassing into rogue.
 


Puggins said:
Fascinating, how feats and trade-offs that were crap in 3e are considered too good in 4e....

what's better, -1 to hit for +1.5 damage on an attack, or -2 for +3.5 damage on an attack? You'd think the answer would be obvious, except it apparently isn't. -2/+3.5 is the base trade-off for monkey grip, universally derided as a horrible, horrible feat in 3.5e. -1/+1.5 is the trade-off between greatsword and war maul in 4e.

In 3.5 Power Attack was king, you took one feat and got as much of an attack penalty as you desired for +2 damage each time. You could even get feats that turned that into +3. Monkey grip was mocked because it was essentially a less efficient Power Attack that you could never turn off.

now Power attack is -2/+2 (or +3 for 2H) Which means that getting -1/+1.5 is at least comparable to Power Attack, and you get this damage multiplied by powers when you deal 3W, which means sometimes you're getting -1/+4.5 (which still beats Power Attack, even at Epic).
 

MindWanderer said:
It gives you extra healing surges, not extra second winds. It helps you stay out in the dungeon longer, that's all--and if others have to rest before you do, it ends up not being helpful at all.
I realize that. In KotSF the dwarf fighter seems to always be the one who runs out of surges. Hence my gut reaction to pick up those extra surges. Also at higher levels characters don't gain more surges, so this is really a great choice for a fighter, especially one with no shield or platemail.


MindWanderer said:
Hardly. The fact that it doesn't stack with Weapon Focus makes it a good choice at Heroic tier, a decent choice at Paragon tier, and a poor choice at Epic tier. You take it early and retrain it out later.
Did not realize that. The retraining is probably a good idea.
 

Sashi said:
and you get this damage multiplied by powers when you deal 3W,
Is this feat specifically saying this? I was under the impression that any static bonus (Str, Enchantment, Power Attack) do not get multiplicated, only the base dice of the weapon.
 

Mirtek said:
Is this feat specifically saying this? I was under the impression that any static bonus (Str, Enchantment, Power Attack) do not get multiplicated, only the base dice of the weapon.

The "this damage" in this case is that of using a maul (2d6) over a greatsword (1d10).
 

Remove ads

Top