Exploding Garrmondo Weiner Interactive Swiss Army Penis

Exploding Garrmondo Weiner Interactive Swiss Army Penis (http://www.gamingforce.org/forums/index.php)
-   Pang's Violence Basement (http://www.gamingforce.org/forums/forumdisplay.php?f=13)
-   -   [DnD] D&D Arena Signups and Discussion (http://www.gamingforce.org/forums/showthread.php?t=40346)

Zergrinch Jul 19, 2010 12:16 PM

I keep forgetting there's a difference between moving through enemies and through friends. :(

So, erm...

Yeah, you're screwed :tpg:

P.S. if you want to drop that grenade, I'm totally going to let you do it without the OAs.

Sarag Jul 19, 2010 12:24 PM

Reverted.

Zephyrin Jul 19, 2010 02:35 PM

Not that I've been following it, but it's been three months and nobody has died. I thought the idea of this was to kill people really fast.

Fluffykitten McGrundlepuss Jul 19, 2010 05:38 PM

To be fair, that's mainly because me and lurker are slow at posting. I can't see us lasting much longer the way things are going but credit to Zerg, we've been fucked by poor playing choices and bad rolling rather than overly unfair encounters. I've certainyl enjoyed playing so far. If we survive long enough to get a chariot for our wolf it'll be the best adventure ever.

Sarag Jul 19, 2010 07:37 PM

I'm just frustrated because I don't really know what I'm doing, tbqh. If Pang were playing my character he'd have made these four fights his bitch. :(

Zergrinch Jul 19, 2010 08:17 PM

Eh, you're supposed to be killing monsters while not getting killed yourself. Best way to do that is to carefully ration your resources. Because this is a party of two with a fixed four fights per day, healing surges are your most precious resource, as you know by now.

Your dailies are always stronger than your encounters, which are in turn stronger than your at-wills. If throwing a daily at Fight #2 will save me a healing surge or two, I'd do it. I'd also do my darnednest best to use up encounters, before falling back to at-wills.

I'd also spend the Action Point early in the fight. It's kind of like an Encounter power for all intents and purposes.

Also, don't forget your item powers. For example, Ivory has a magic crossbow that attacks as a minor once per day. His spear also has an interesting trigger that gives a free attack.

As the brawn of the group, it is Ebony's job to single out a particular enemy, and deal horrendous amounts of damage to it with his quarry ability. All his powers are geared towards this end - he's not built to deal light damage to multiple enemies. Why do you think I use minions so much? Pang has also tricked him out with extra mobility - so he can run circles around his enemies.

Sarag Jul 19, 2010 08:54 PM

I've been trying to do that! But some of my encounters seem perfectly worthless, and I have one encounter power (that triggers when Ivory is attacked) that I thought only works if I'm near the guy who's attacking him. But Hurling Charge, honestly, I don't get it. Why is it so much better than Throw and Stab? I can still convert my charge with that one!

Zergrinch Jul 19, 2010 08:58 PM

After the errata, the difference will be clearer. Currently, hurling charge has two advantages over throw and stab:

1. More damage: 1d6+6 instead of 1d6+2
2. Auto-quarry if you hit. Which means you theoretically save a minor

After this fight, we change throw and stab to its current official form, so you cannot substitute Marauder's Rush for the melee basic attack. Mechanically the stab part becomes a little weaker - 1d6+6 instead of 1d6+8.

You DO need to be within 7 squares of Ivory's attacker to use Avenging Charge. (But Ivory should be staying within Healing Word range from you anyway).

But hey, it's an immediate interrupt, so you get to attack out of turn. Rangers are good with squeezing out attacks when it ain't their turn (Avenging Charge, Disruptive Strike, Snarling Wolf Stance...), as well as attacks that hit multiple times (Throw and Stab, Twin Strike...).

Sarag Jul 19, 2010 09:01 PM

See, I interpreted it as basically requiring that I quarry the opponent before using that attack on him.

Zergrinch Jul 19, 2010 09:30 PM

There are powers that do need you to quarry before you can use them (i.e. Shadow Wasp Strike) but fortunately this one gives you a free quarry.

Fluffykitten McGrundlepuss Jul 20, 2010 04:05 AM

I can never remember if you have to beat a target's defence score or equal it. With modifiers my Astral Seal roll was 15, equalling the archer's reflex.

Either way, lurks you need to get up and attack Archer A to get some hp back. You don't even need to hit it, just attack it.

Zergrinch Jul 20, 2010 04:07 AM

Equalling it is a hit.

So yeah. Ebony is now awake and it is his turn to go. He's prone and bloodied (HP recovery amounts to 11+5+5 = 21, 2 HP shy of being un-bloodied).

Fluffykitten McGrundlepuss Jul 22, 2010 03:25 PM

Lurker, I hope you don't mind I changed your post to attack Archer A, since that gets you some hp back.

Sarag Jul 22, 2010 04:00 PM

Oh shit I forgot about that. Yes!

Fluffykitten McGrundlepuss Jul 23, 2010 05:48 AM

When you attack again, try to come at him from the opposite side to me for the flanking bonus. I'm standing directly to the west of him now.

Zergrinch Jul 23, 2010 10:46 AM

I am guessing you (but not Lurker) have Character Builder, so here's a list of stuff Lurker might like to get:

Recommended Feats (choose 1):
  1. Defensive Mobility: +2 to AC against opportunity attacks
  2. Durable: increases number of healing surges by 2
  3. Elsir Hammer Student [Lesser Style]: +2 perception; Throw and Stab targets Reflex instead of AC (usually lower by 2)
  4. Escape Artist: Escape a grab as a minor action; +2 Acrobatics
  5. Lethal Hunter: Quarry damage increases to 1d8
  6. Prime Shot: +1 attack rolls if you are the closer than allies to the enemy
  7. Toughness: Gain 5 additional HP
  8. Weapon Expertise [Axe / Light blade]: +1 attack rolls for attacks made with [Handaxe / Short Sword]
  9. Weapon Focus: Axe: +1 damage rolls for attacks made with your Handaxe
Recommended Level 6 Utility powers (choose 1):
  1. Battle Runner (daily, minor, stance): Until stance ends, run speed increases by 2 (to 11) and you don't grant combat advantage from running.
  2. Death Threat (encounter, free action): You bring down your quarry, and fix your hunter eyes on another foe
  3. Serpentine Dodge (encounter, move action): When adjacent to at least 2 enemies, shift 3 squares and gain power bonus to all defenses equal to number of adjacent enemies before the shift
  4. Tumbling Dodge (encounter, immediate interrupt): You deftly tumble away from a strike
Recommended Items (as much as your budget allows - you can own as many items as you wish, but only one item can be equipped per slot at a time):
  1. Iron Armbands of Power (1,800 GP, arm slot): +2 item bonus to melee damage rolls
  2. Gloves of Piercing (680 GP, hand slot): daily minor; until end of encounter, your attacks ignore resistance of 10 or lower
  3. Flaying Gloves (840 GP, hand slot): daily free; if you hit with a short sword attack while having combat advantage, attack deals 5 ongoing damage.
  4. Gauntlets of Blood (840 GP, hand slot): +2 damage rolls against bloodied targets (more situational damage, please don't choose this :3:)
  5. Gloves of Recovery (1,000 GP, hand slot): daily free; when you miss any melee attack, make a basic melee attack against the same enemy
  6. Goggles of Aura Sight (1,000 GP, head slot): encounter minor; scan target within 10 squares for current and total HP, any disease of poison conditions on the target, and disease and poison conditions it can inflict
  7. Horned Helm (1,800 GP, head slot): charge attacks deal +1d6 damage
  8. Badge of the Berserker (2,600 GP, neck slot): +2 Fort Ref Will; charging does not provoke OA
  9. Cloak of Distortion (4,200 GP, neck slot): +2 Fort Ref Will; +2 defense against ranged attacks from over 5 squares away
  10. Amulet of Vigor (4,200 GP, neck slot): +2 Fort Ref Will and healing surge value increases by 1; daily free: when you spend a healing surge, you receive healing as if you spent another.
  11. Belt of Lucky Strike (3,400 GP, waist slot): daily free; when you miss any melee attack, make a basic melee attack against the same enemy
P.S. Shin: You can buy also equipment for the wolf. A "chariot" is basically a wagon and will cost you 20 GP, though I doubt you'd want to buy one while on the lam since it's too easily destroyed :D.

The unmovable stubborn Jul 23, 2010 10:52 AM

Get the armbands, lurks, it's like pressing a bright red "I win" button

And when you press the button a little robot arm comes out of the machine and gives you a thumbs up

Sarag Jul 23, 2010 11:27 AM

SHIN GIMME SOME MONEY SO I CAN BUY THE ARMBANDS :(

Zergrinch Jul 23, 2010 11:29 AM

Armbands of Power is perhaps the best accessory Ebony can buy at this stage. Why else would I list it first, Pang? :)

Subtle hint for Lurker to check enemies for lewt next time

Fluffykitten McGrundlepuss Jul 23, 2010 04:33 PM

Take all the cash you want mate. All I want is a chariot with spikey wheels.

I don't actually have the character builder yet but I'm happy to get it if you point me in the right direction.

I sincerely hope the rules for chariot mounted combat are hilariously complicated.

Additional Spam:
I'm guessing it's in Pang's thread, don't be so lazy, Shin.

Zergrinch Jul 23, 2010 07:06 PM

There are no rules whatsoever for chariot mounted combat.* There are complicated rules for flying mounts but why needlessly complicate things by adding an extra dimension to combat? :tpg:

If you're short on cash but really want to buy stuffs, do note that we have 100% resale value in effect here (so if you don't like the spear, that's 2,600 GP right there). Gotta have you both tricked out and optimized at all levels so there's no excuse for failure! Buying and using consumables will result in permanent wealth loss.

* Taking the Mounted combat however, will result in you having a nasty bite attack and an easy way to maintain combat advantage, as long as you keep the wolf alive.

Recommended Powers: Spirit of Healing (daily), Stream of Life (daily), Cure Serious wounds (daily) - all give you surge-free healing
Recommended Feats: Battle Healer, Pacifist Healer, Durable, Toughness, Versatile Expertise
Recommended Items: You can save cash by getting a weapon that doubles as an implement and then selling the symbol (e.g. disrupting weapon, crusader's weapon); you can upgrade your magic finemail armor into something more useful; Healer's Brooch, Iron Armbands of Power.

Fluffykitten McGrundlepuss Jul 24, 2010 06:27 PM

So there's no actual link to the full version of the character builder, could you PM me the details?

The unmovable stubborn Jul 24, 2010 06:30 PM

You have to install the demo first, and then apply the July patch to that.

Fluffykitten McGrundlepuss Jul 24, 2010 06:42 PM

Ah, I see. I'll get on that tomorrow then. And yeah, sell that spear thing, I don't see myself using it ever.

Zergrinch Jul 24, 2010 07:01 PM

In that case, 2,600 GP has been added to your funds. In aggregate, both of you can spend 8,345 GP on anything you want.

But it boosts your melee basic attack from to +8, 1d8+4 damage. It hits rather nastily on a crit, and has a daily power which gives Ebony a free attack that will surely be triggered!


All times are GMT -5. The time now is 08:26 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2026, vBulletin Solutions, Inc.