Oh Blaster should probably be armed with a club. A great big club with rusty nails in it.
You mean a morning star? Do those exist in 4e?
Oh Blaster should probably be armed with a club. A great big club with rusty nails in it.
You mean a morning star? Do those exist in 4e?
Ruthless Ruffian
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power or rogue paragon path power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.
Interesting! I'd say you had a friend with a particularly good rogue build who is good at figuring out how to use it; the artful dodgers are typically in the middle of the pack for rogues, even.That's odd, I would have put rogues ahead of barbarians based the current campaign I'm in.
Also a very good point: rogues - again, in my experience - tend to do lower damage per hit but can be built with much higher accuracy. When you only miss on 1s and 2s your total damage does tend to go up.Jhaelen said:I think you also have to look at accuracy.
Actually, I was. I'd put barbarians first by a mile (no... two miles), then sorcs and rangers, and then rogues are toward the middle. So this is a nice, if small, boost. (They're still ahead of warlocks, though.)
At the same time, you're comparing specific at-wills while charging - which sounds like his forte, and you guys are doing pretty well to pull off so many charges.
In my experience, barbarians do more damage to more targets (especially whirling ones) and thus more overall damage. Plus their encounters and dailies tend to do more.
Maybe you just need to pull out the big guns more often?![]()