I have been thinking about a 4e build for a while now. It's sort of a version of the 3e tripster.
Polearm momentum let's you knock someone prone if you push them 2 squares or more. Between mark of storms, gloves of the ram, and shield push there are many ways to get there. Spitting Cobra stance let's you get a ranged opportunity attack against anyone who moves closer than five squares. Salves of Power pretty much let you use that every fight. Javelins and tratnyrs are spears you can throw. Oh yeah, and fighters get their wis mod on all opportunity attacks.
Put it all together, and you have a fighter who can completely stop melee attacking. Anyone who comes near him takes an opportunity attack, which will hit because of his opportunity attack bonus, and then is slid two places and knocked prone. That should make melee combat an impossible strategy for the enemy.
The only problem I have is running out of spears. Is the returning enchantment anywhere in 3e? I can go with quick draw and a bunch of regular javelins but that really hurts the accuracy.
4e build thought....
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Username17
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Lago PARANOIA
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Spitting Cobra Stance got errata'd to an immediate action, so the combo doesn't work anymore.
However, a similar (and some would argue better) way to do it would be to get a Wizard with a fighter multiclass or hybrid, snag yourself Arcane Implement Proficiency: Heavy Blade and then use a glaive. You go INT/WIS and definitely snag Thunderwave. You also stack all of the push-boosting items and effects. You want these feats:
Polearm Momentum: Natch.
Enlarge Spell: Kickass Wizard spell, makes your spells bigger.
Resounding Thunder: Enlarges the area of Thunderwave.
White Lotus Riposte/White Lotus Master Riposte: Any enemy that attacks you after you attack them with a melee attack you get to use an arcane At-Will at them... which is going to be Thunderwave.
Hmm. Actually, you've just given me an idea for a new Power Build. It's not entirely original, no, but the Thunderglaive is in bad need of an update.
However, a similar (and some would argue better) way to do it would be to get a Wizard with a fighter multiclass or hybrid, snag yourself Arcane Implement Proficiency: Heavy Blade and then use a glaive. You go INT/WIS and definitely snag Thunderwave. You also stack all of the push-boosting items and effects. You want these feats:
Polearm Momentum: Natch.
Enlarge Spell: Kickass Wizard spell, makes your spells bigger.
Resounding Thunder: Enlarges the area of Thunderwave.
White Lotus Riposte/White Lotus Master Riposte: Any enemy that attacks you after you attack them with a melee attack you get to use an arcane At-Will at them... which is going to be Thunderwave.
Hmm. Actually, you've just given me an idea for a new Power Build. It's not entirely original, no, but the Thunderglaive is in bad need of an update.
Last edited by Lago PARANOIA on Sat Dec 05, 2009 3:02 pm, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
I thought I remembered hearing that, but I could not find it anywhere. All I can find in the book was weird text about how light weapons do less damage but can sometimes be thrown multiple times.FrankTrollman wrote:All thrown weapons have the returning property in 4e. It's very silly looking.
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They seriously nerfed Spilitting Cobra Stance? That was like the one thing making being an archer ranger somewhat within striking distance of melee DPS. And it was actually good for the game, because it gave you a reason to not do your archery from 20-25 spaces back. This pretty much means all the archers are going to buy hippogriffs or get the prestige path flying mount and plink away from total safety.
I thought I remembered hearing that, but I could not find it anywhere. All I can find in the book was weird text about how light weapons do less damage but can sometimes be thrown multiple times.FrankTrollman wrote:All thrown weapons have the returning property in 4e. It's very silly looking.
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They seriously nerfed Spilitting Cobra Stance? That was like the one thing making being an archer ranger somewhat within striking distance of melee DPS. And it was actually good for the game, because it gave you a reason to not do your archery from 20-25 spaces back. This pretty much means all the archers are going to buy hippogriffs or get the prestige path flying mount and plink away from total safety.
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Lago PARANOIA
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Ranged Archers still do more damage than anyone but melee rangers/anyone doing some odd build like Feychargers so I'm not too worried.shau wrote: They seriously nerfed Spilitting Cobra Stance? That was like the one thing making being an archer ranger somewhat within striking distance of melee DPS.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Lago PARANOIA
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??
Archer Ranger have multi-attacks so they're always going to be in the top tier of damage dealers. Ranger/rogues can by level 17 (or 23 for straight rangers) have three encounter attack powers where they can make three attack rolls against one target in one round--as opposed to melee rangers who can get them by level 7. But that's better than everyone else.
Wizards blow sorcerers and warlocks out of the water so what chance do they have against a ranger archer?
Archer Ranger have multi-attacks so they're always going to be in the top tier of damage dealers. Ranger/rogues can by level 17 (or 23 for straight rangers) have three encounter attack powers where they can make three attack rolls against one target in one round--as opposed to melee rangers who can get them by level 7. But that's better than everyone else.
Wizards blow sorcerers and warlocks out of the water so what chance do they have against a ranger archer?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.