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Where did my options go? - The New Paradigm
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<blockquote data-quote="Lizard" data-source="post: 4288755" data-attributes="member: 1054"><p>Not really, no. The presence of "builds" really keeps me from looking, too. I mean, there it is, all spelled out for you. Why bother poring over the powers looking for Cool Stuff when someone's done all the work?</p><p></p><p>I've been trying to build an Eladrin fighter (wizard). My main choice is "Take Arcane Initiate at level 1 or take it at level 2", with the other choice being "Take Eladrin Soldier at Level 1 or Level 2". I originally wanted to go Greatsword/no shield, but the advantages of Eladrin Soldier make that really sub-optimal, or so it seems. With one Feat and no skill points, my total choices are pretty limited. There just aren't very many interesting choices to make at first level, or so it seems. The main advantage 4e has in that area is that you can multiclass from level 1, and of the two builds I've tried, that one looks more interesting.</p><p></p><p>Here's what I ended up with.</p><p>Avaliar, Eladrin Fighter (Wizard)</p><p>Hit Points: 29 Bloodied 14 Healing Surge 7</p><p>Surges: 11</p><p>Defenses:AC 19 Will 12 Fort 15 Reflex 14</p><p>Init:+1</p><p>Str: 16(+3)</p><p>Dex: 12(+1)</p><p>Con: 14(+2)</p><p>Int: 15(+2)</p><p>Wis: 12(+1)</p><p>Cha: 11(+0)</p><p></p><p>Endurance +7, Heal +6, Athletics+8, Arcana +9, History +9</p><p>Feat:Arcane Initiate</p><p></p><p>Weapon Talent: 1-handed weapons</p><p></p><p>Equipment: Scale Armor, Longsword, Longbow, Heavy Shield</p><p> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> +6 vs AC 1d8+3</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> +3 vs AC 1d10</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> AW Cleave +6 1d8+3, 3 to adjacent target</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" />AW Sure Strike +8, 1d8</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" />E Passing Attack +6 vs AC, 1d8, secondary +8 vs. AC, 1d8</p><p> <img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> E Scorching Burst, +2 vs. Reflex, 1d6+1 damage</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> D Villain's Menace +6 vs AC, 2d8+3, +2 to hit/+4 damage against target till end of encounter, on miss, +1 attack/+2 damage</p><p></p><p>About the only thing I find really heartening is that his Will defense sucks. Yes, I find this heartening, because I like characters to have strengths and weaknesses, and having defenses which vary by more than 1-2 points means there's some actual mechanical impact to your choices.</p><p></p><p>I see him using cleave, scorching burst, and passing strike to clear out the rabble, then hit the big bad with Villain's menace. </p><p></p><p>I dunno. It's not a BAD character, I just didn't feel I had very many choices that weren't deliberately self-screwing. Once I decided I wanted to recreate a classic Elf F/MU, the rest of the decisions seemed made for me.</p><p></p><p>What other builds are viable -- not just possible, but actually GOOD? Is there any reason to forego Eladrin Soldier? How would you do a Greatsword wielder?</p><p></p><p>I need to make a few more characters to see if I start finding any interesting and unexpected combos.</p><p></p><p>EDIT: Fixed will defense, took training in History (Eladrin Education). (Damn, but Eladrin are cool beans. Almost worth the price of admission to 4e. This is what elves SHOULD be, not poncy little traipse-around-the-woods tree huggers.) (Fey step is still annoying from a world building perspective, but I've decided that there's ways to make it work, mostly involving hot pokers.)</p></blockquote><p></p>
[QUOTE="Lizard, post: 4288755, member: 1054"] Not really, no. The presence of "builds" really keeps me from looking, too. I mean, there it is, all spelled out for you. Why bother poring over the powers looking for Cool Stuff when someone's done all the work? I've been trying to build an Eladrin fighter (wizard). My main choice is "Take Arcane Initiate at level 1 or take it at level 2", with the other choice being "Take Eladrin Soldier at Level 1 or Level 2". I originally wanted to go Greatsword/no shield, but the advantages of Eladrin Soldier make that really sub-optimal, or so it seems. With one Feat and no skill points, my total choices are pretty limited. There just aren't very many interesting choices to make at first level, or so it seems. The main advantage 4e has in that area is that you can multiclass from level 1, and of the two builds I've tried, that one looks more interesting. Here's what I ended up with. Avaliar, Eladrin Fighter (Wizard) Hit Points: 29 Bloodied 14 Healing Surge 7 Surges: 11 Defenses:AC 19 Will 12 Fort 15 Reflex 14 Init:+1 Str: 16(+3) Dex: 12(+1) Con: 14(+2) Int: 15(+2) Wis: 12(+1) Cha: 11(+0) Endurance +7, Heal +6, Athletics+8, Arcana +9, History +9 Feat:Arcane Initiate Weapon Talent: 1-handed weapons Equipment: Scale Armor, Longsword, Longbow, Heavy Shield :bmelee: +6 vs AC 1d8+3 :ranged: +3 vs AC 1d10 :melee: AW Cleave +6 1d8+3, 3 to adjacent target :melee:AW Sure Strike +8, 1d8 :melee:E Passing Attack +6 vs AC, 1d8, secondary +8 vs. AC, 1d8 :area: E Scorching Burst, +2 vs. Reflex, 1d6+1 damage :melee: D Villain's Menace +6 vs AC, 2d8+3, +2 to hit/+4 damage against target till end of encounter, on miss, +1 attack/+2 damage About the only thing I find really heartening is that his Will defense sucks. Yes, I find this heartening, because I like characters to have strengths and weaknesses, and having defenses which vary by more than 1-2 points means there's some actual mechanical impact to your choices. I see him using cleave, scorching burst, and passing strike to clear out the rabble, then hit the big bad with Villain's menace. I dunno. It's not a BAD character, I just didn't feel I had very many choices that weren't deliberately self-screwing. Once I decided I wanted to recreate a classic Elf F/MU, the rest of the decisions seemed made for me. What other builds are viable -- not just possible, but actually GOOD? Is there any reason to forego Eladrin Soldier? How would you do a Greatsword wielder? I need to make a few more characters to see if I start finding any interesting and unexpected combos. EDIT: Fixed will defense, took training in History (Eladrin Education). (Damn, but Eladrin are cool beans. Almost worth the price of admission to 4e. This is what elves SHOULD be, not poncy little traipse-around-the-woods tree huggers.) (Fey step is still annoying from a world building perspective, but I've decided that there's ways to make it work, mostly involving hot pokers.) [/QUOTE]
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