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  • File : 1265231726.jpg-(168 KB, 510x680, Iku Lightning Triangle.jpg)
    168 KB 4e Character Builds: The Three Winds of Thought (Level 14) Anonymous 02/03/10(Wed)16:15 No.7907530  
    I consider the battlemind to be the least mechanically effective of the five defenders, and from what I gather on the CharOp board, this sentiment is shared by many. A defender class with Constitution as its primary ability score would show much promise, but a close inspection reveals that its defender features, Battlemind's Demand, Blurred Step, and Mind Spike, establish the class as embarrassingly slick (that is, non-sticky) and relatively incompetent for its role.

    Though the battlemind wields a swordmage-esque mark in the form of Battlemind's Demand, perhaps even mimicking Double Aegis with a power point spent, swordmage tactics cannot be applied due to the class's abysmal stickiness, forcing the battlemind to remain adjacent to the marked enemy. An enemy shifting away from a fighter to charge an ally or perform a ranged/area attack against the fighter receives a melee basic attack as thanks, but all the battlemind can do with Blurred Step is shift along with it, or perhaps not if difficult terrain is present, not attacking due to her opportunity action having been devoured. Mind Spike *might* inflict more damage than a typical melee basic attack (one benefiting from the ubiquitous Iron Armbands of Power and whatnot) when it works, but since it requires the enemy to deal damage, enemies shall go unpunished for attacking an ally half of the time, especially with the -2 penalty to attack rolls from marking. Actually receiving a chance to use Mind Spike shall occur less often than is proper for a defender due to the slickness outlined above. Mind Spike is an immediate reaction rather than an interrupt as well, preventing it from potentially felling the enemy before its attack is resolved.
    >> Anonymous 02/03/10(Wed)16:16 No.7907541
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    Consider what each of the other defender classes receive in addition to their basic marking features. Fighters receive either Combat Superiority or Combat Agility for effective opportunity attacks and either Fighter Weapon Talent, Battlerager Vigor, or Tempest Technique, each of which provide major benefits; paladins are gifted with plate armor proficiency, Channel Divinity, and either Lay on Hands, Ardent Vow, or Virtue's Touch; wardens are possessing of the highest base hit points out of any class, Font of Life for shrugging off (save ends) effects, and an upgrade to their second wind; and swordmages admittedly receive nothing but Swordbond and Intelligence being an all-encompassing determinator of attack bonus, damage bonus, AC, and Reflex. Battle Resilience battleminds receive an encounter feature that might not even be of use if the triggering attack misses, and while Speed of Thought battleminds receive a useful encounter feature to use at the beginning of a battle, its one-off usefulness cannot compare to the class features of other defenders.

    The at-will and daily attack powers of the battlemind are far too conditional to be as useful as the powers of other classes. Of the five at-will powers of levels 1 and 3 in the debut article, for example, all of them are significantly more situational than simple, yet effective, at-will powers such as Brash Strike, Footwork Lure, Tide of Iron, Enfeebling Strike, Holy Strike, Earth Shield Strike, Thorn Strike, Weight of Earth, and Sword Burst. The stance-based daily attack powers of the class are highly ill-wrought, as opportunity attacks are by no means frequent enough to justify basing such daily attack powers on them. A few exceptions do exist, such as the Lightning Rush, Psionic Speed, Brutal Barrage, and Brilliant Recovery at-will powers, and the Intellect Sunder and Psychic Hammer daily powers, but the ratio of effective attacks to conditional chaff is unacceptably low.
    >> Anonymous 02/03/10(Wed)16:17 No.7907551
    No thanks.
    >> Anonymous 02/03/10(Wed)16:19 No.7907571
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    The at-will and daily attack powers of the battlemind are far too conditional to be as useful as the powers of other classes. Of the five at-will powers of levels 1 and 3 in the debut article, for example, all of them are significantly more situational than simple, yet effective, at-will powers such as Brash Strike, Footwork Lure, Tide of Iron, Enfeebling Strike, Holy Strike, Earth Shield Strike, Thorn Strike, Weight of Earth, and Sword Burst. The stance-based daily attack powers of the class are highly ill-wrought, as opportunity attacks are by no means frequent enough to justify basing such daily attack powers on them. A few exceptions do exist, such as the Lightning Rush, Psionic Speed, Brutal Barrage, and Brilliant Recovery at-will powers, and the Intellect Sunder and Psychic Hammer daily powers, but the ratio of effective attacks to conditional chaff is unacceptably low.

    As a final factor of insult to injury, the battlemind does not even receive a Constitution-based melee basic attack, making Melee Training a nigh-mandatory tax feat for the class.

    All this said, there are hints of a resplendent, argent lining to the dark, gloomy cloud that is the battlemind. While the class's ability to be a defender is deplorable, it is not as though it is wholly incapable of doing so. After all, the shift-and-charge tactic denies certain enemies (elite and solo monsters, mostly) their ability to perform multiattacks, and it may prove unviable when conjurations, zones, and the threatened squares of other allies block the path. As well, Blurred Step and Mind Spike suffice when it comes to protecting nearby allies, such as an ardent, assassin, ranger, rogue or sorcerer who accompanies a battlemind into the thick of melee.
    >> Anonymous 02/03/10(Wed)16:20 No.7907589
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    Moreover, I believe that, for a paragon-tier battlemind, in the Lightning Rush and Brutal Barrage at-will powers lie the path to psionic victory. The 2-point augment of the former is an out-of-turn attack that can even trigger off a melee or close attack that includes you as a target, and we all know how potent such attacks are. It transfers the enemy's attack onto you to boot. Brutal Barrage may not benefit from bonuses to damage rolls, but it is nonetheless a triple attack that, with a starting Constitution score of 18+2, can easily outdamage a typical 1[W] + Constitution modifier damage melee attack. Options such as the Daggermaster, the Student of Caiphon, the Steel Ego, Two-Weapon Opening, the Bloodiron Weapon, the Jagged Weapon, the Radiant Weapon, the Rending Weapon, and the Ring of Giants (the superior version of the War Ring) can capitalize upon this. Consider a half-elf battlemind/rogue/Daggermaster with a duad of daggers and a 18-20 critical range who spawns a free Eldritch Strike whenever she lands a critical hit, or a battlemind/Steel Ego with a Jagged Fullblade and a 19-20 critical range who regains 1 power point whenever she scores a critical hit. A Frost Weapon, Lasting Frost, and Wintertouched would synergize nicely with this power too. Brutal Barrage also knocks the enemy prone if at least two of its attacks hit, greatly improving the stickiness of a battlemind.
    >> Anonymous 02/03/10(Wed)16:21 No.7907605
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    The true potential of Lightning Rush and Brutal Barrage can be found in the combination of the Lightning Weapon, Rushing Cleats, the Mark of Storm, and the Lyrandar Wind-Rider. Lightning Rush is an immediate interrupt, and if an enemy were to be slid 2 squares away from both you and the triggering ally before its melee or close attack was resolved, it would find itself out of range, its attack negated. This is very potent for an out-of-turn attack. Meanwhile, the Storm Adept path feature grants a bonus to damage rather than a bonus to damage rolls, and so each individual hit of Brutal Barrage benefits from it, turning it into an at-will attack that deals six times your Constitution modifier in lightning damage. The Cutthroat and Cutthroat Novice feats can replace the Wind Burst encounter power with Sudden Retaliation, which translates into a Rattling, out-of-turn Brutal Barrage that inflicts an additional +1[W] damage on each hit. A battlemind can rely primarily on these powers alone to carry herself throughout any given battle.

    The build below is a demonstration of the effectiveness of a battlemind/cutthroat/Lyrandar Wind-Rider. It is burdened by several weaknesses, however. Firstly, lightning resistance or variable resistance absolutely ruins the efficacy of the character, as it does for any other Lyrandar Wind-Rider build. Secondly, it hinges upon the Mark of Storm, and so if dragonmarks are not allowed by the Dungeon Master, this build is impossible. Thirdly, if a Lightning Weapon cannot be acquired, the build similarly fails altogether. Fourthly, and perhaps most damningly, Lightning Rush and Brutal Barrage are level 7 and 13 powers respectively. A character starting at any level lower than 13 cannot make full use of the build.

    In any case, do enjoy the below.
    >> Anonymous 02/03/10(Wed)16:22 No.7907615
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    Level: 14
    Race: Half-Elf, Player's Handbook, pages 42-43
    Dilettante: Eldritch Strike, Player's Handbook Heroes, Series One
    Class: Battlemind, Dragon Magazine #384, pages 5-8
    Psionic Study: Speed of Thought, Dragon Magazine #384, page 7
    Paragon Path: Lyrandar Wind-Rider, Eberron Player's Guide, page 72

    Ability Scores:
    Level 1: Strength 8, Constitution 18+2, Dexterity 11, Intelligence 10, Wisdom 10, Charisma 14+2
    Level 4: Strength 8, Constitution 19+2, Dexterity 11, Intelligence 10, Wisdom 10, Charisma 15+2
    Level 8: Strength 8, Constitution 20+2, Dexterity 11, Intelligence 10, Wisdom 10, Charisma 16+2
    Level 11: Strength 9, Constitution 21+2, Dexterity 12, Intelligence 11, Wisdom 11, Charisma 17+2
    Level 14: Strength 9, Constitution 22+2, Dexterity 12, Intelligence 11, Wisdom 11, Charisma 18+2

    Feats:
    Level 1: Melee Training (Constitution), Player's Handbook 2, page 187
    Level 2: Weapon Proficiency (Triple Flail), Player's Handbook, page 201
    Level 4: Weapon Expertise (Flails), Player's Handbook 2, page 190
    Level 6: Mark of Storm, Eberron Player's Guide, page 91
    Level 8: Weapon Focus (Flails), Player's Handbook, page 201
    Level 10: Cutthroat, Dragon Magazine #373, page 14
    Level 11: Cutthroat Novice, Dragon Magazine #373, page 14
    Level 11 (replaces Melee Training [Constitution]): Versatile Master, Player's Handbook 2, page 193
    Level 12: Paragon Defenses, Player's Handbook 2, page 191
    Level 14: Toughness, Player's Handbook, page 201
    >> Anonymous 02/03/10(Wed)16:23 No.7907627
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    At-Will Attack Powers:
    Level 1: Twisted Eye, Dragon Magazine #384, page 9
    Level 1: Whirling Defense, Dragon Magazine #384, page 9
    Level 3: Spectral Legion, Dragon Magazine #384, page 10
    Level 7 (replaces Whirling Defense): Lightning Rush, Dragon Magazine #384, page 11
    Level 11: Eldritch Strike, Player's Handbook Heroes, Series One
    Level 13 (replaces Twisted Eye): Brutal Barrage, Dragon Magazine #384, page 12
    Power Points: 7

    Encounter Attack Powers:
    Level 11: Sudden Retaliation, Dragon Magazine #373, page 14

    Daily Attack Powers:
    Level 1: Allies to Enemies, Dragon Magazine #384, Player's Handbook 3 Debut, Battlemind
    Level 5: Nightmare Vortex, Dragon Magazine #384, Player's Handbook 3 Debut, Battlemind
    Level 9: Intellect Hammer, Dragon Magazine #384, page 12

    Utility Powers:
    Level 2: Telepathic Challenge, Dragon Magazine #384, page 10
    Level 6: Winged Weapon, Dragon Magazine #384, page 11
    Level 10: Snap Out of It, Dragon Magazine #379, page 12
    Level 12: Zephyr Wings, Eberron Player's Guide, page 72
    >> Anonymous 02/03/10(Wed)16:24 No.7907641
         File1265232298.png-(1.67 MB, 1919x1919, Iku Lightning Orbs.png)
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    Equipment:
    Main Hand: Lightning Triple Flail +3 (Level 15, Free), Player's Handbook, page 235
    Main Shard: Eberron Shard of Lightning +3 (Level 12, Free), Eberron Player's Guide, page 112
    Off-Hand: Heavy Shield (Level 0, Free)
    Armor: Eldritch Serpent Wyvernscale +3 (Level 14, Free), Dragon Magazine #366, page 16
    Neck: Amulet of Protection +3 (Level 11, 9,000 gp), Player's Handbook, page 249
    Arms: Iron Armbands of Power +2 (Levle 6, 1,800 gp), Adventurer's Vault, page 117
    Feet: Rushing Cleats (Level 7, 2,600 gp), Adventurer's Vault, page 130
    Grandmaster Training: Davros Elden's Defensive Step (Level 7, 2,600 gp), Dungeon Master's Guide 2, page 145
    Wondrous: Bag of Holding (Level 5, 1,000 gp), Player's Handbook, page 253
    Loose Change: 0 gp

    Miscellany:
    Initiative: +8 (7 half level + 1 Dexterity modifier)
    Size: Medium
    Speed: 6 squares (Eldritch Serpent Wyvernscale +3)
    Vision: Low-light
    Passive Insight: 19 (10 base + 7 half level + 0 Wisdom modifier + 2 racial)
    Passive Perception: 17 (10 base + 7 half level + 0 Wisdom modifier)
    Trained Skills: Bluff, Diplomacy (+2 racial), Intimidate, Stealth
    Languages: Common, choice of one other
    Special (Mark of Storm): You gain a +1 bonus to speed when flying.
    Special (Wind-Rider Action): When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn.
    Special (Group Diplomacy): You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

    Hit Points:
    Hit Points: 127 (93 battlemind + 24 Constitution score + 10 Toughness)
    Bloodied: 63
    Healing Surge Value: 31
    Healing Surges per Day: 16 (9 battlemind + 7 Constitution modifier)
    >> Anonymous 02/03/10(Wed)16:26 No.7907656
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    Defenses:
    AC: 31 (10 base + 7 half level + 3 enhancement + 9 wyvernscale + 2 heavy shield)
    Fortitude: 27 (10 base + 7 half level + 3 enhancement + 7 Constitution modifier)
    Reflex: 24 (10 base + 7 half level + 3 enhancement + 1 Dexterity modifier + 1 Paragon Defenses + 2 heavy shield)
    Will: 27 (10 base + 7 half level + 3 enhancement + 5 Charisma modifier + 2 class)
    Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.

    Attacks:
    Attack Bonus (Lightning): +22 (7 half level + 3 enhancement + 7 Constitution modifier + 1 Weapon Expertise + 3 proficiency + 1 Storm Adept)
    Damage Bonus (Melee, Lightning): +24 (3 enhancement + 7 Constitution modifier + 2 Weapon Focus + 7 Constitution modifier [Storm Adept]) + 3 Eberron Shard of Lightning + 2 Iron Armbands of Power)
    Damage Bonus (Close/Ranged, Lightning): +22 (3 enhancement + 7 Constitution modifier + 2 Weapon Focus + 7 Constitution modifier [Storm Adept]) + 3 Eberron Shard of Lightning)
    Damage (Brutal Barrage, Lightning): 14 (7 Constitution modifier + 7 Constitution modifier [Storm Adept])
    Damage per [W]: 1d10 (Lightning Triple Flail +3)
    Extra Critical Damage: +3d6 lightning (Lightning Triple Flail +3)
    Special (Lightning Triple Flail +3, Mark of Storm, Rushing Cleats): When you hit an enemy with a weapon power, you can slide that enemy 2 squares.
    >> Anonymous 02/03/10(Wed)16:27 No.7907668
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    >> Anonymous 02/03/10(Wed)16:28 No.7907675
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    Item Powers:
    Lightning Weapon (At-Will ✦ Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
    Davros Elden's Defensive Step (Encounter): Minor Action. You shift 2 squares and gain a +1 item bonus to AC and Reflex until the end of your next turn.
    Lightning Weapon (Daily ✦ Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 2d6 lightning damage.
    Eldritch Serpent Wyvernscale +3 (Daily): Minor Action. Until the end of your next turn, you gain a bonus to damage rolls equal to this armor's enhancement bonus (+3) on attacks with the arcane keyword (Eldritch Strike).

    Powers:

    At-Will Battlemind Feature: Battlemind's Demand, Dragon Magazine #384, page 8
    Minor Action * Close burst 3 * Target: One creature in burst * Augmentable, Psionic
    Effect: You mark the target until you use this power again or until the end of the encounter.
    Augment 1: Target: One or two creatures in burst.

    At-Will Battlemind Feature: Blurred Step, Dragon Magazine #384, page 8
    Opportunity Action * Personal * Trigger: An adjacent enemy marked by you shifts * Psionic
    Effect: You shift 1 square and gain a +1 item bonus to AC and Reflex until the end of your next turn.
    >> Anonymous 02/03/10(Wed)16:28 No.7907683
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    At-Will Battlemind Feature: Mind Spike, Dragon Magazine #384, page 8
    Immediate Reaction * Melee 1 * Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target * Target: The triggering enemy
    Effect: The target takes force and psychic damage equal to the damage its attack dealt to your ally.

    At-Will Attack Power: Eldritch Strike, Player's Handbook Heroes, Series One
    Standard Action * Melee 1 * Target: One creature * Arcane, Lightning, Weapon
    Attack: +22 vs. AC
    Hit: 1d10+24 lightning damage, and you slide the target 3 squares.
    Special: This power counts as a melee basic attack.

    At-Will Attack Power: Spectral Legion, Dragon Magazine #384, page 10
    Standard Action * Melee 1 * Target: One creature * Augmentable, Lightning, Psionic, Weapon
    Attack: +22 vs. AC
    Hit: 1d10+24 lightning damage, and you slide the target 2 squares. Until the end of your next turn, the target grants combat advantage to your allies while they are adjacent to it.
    Augment 1: Hit: As above, and the target takes a -5 penalty to the attack rolls of melee attacks and close attacks until the end of your next turn.
    Augment 2: Hit: 2d10+24 lightning damage, and you slide the target 2 squares. Until the end of your next turn, the target is immobilized, and it grants combat advantage to your allies while they are adjacent to it.
    >> Anonymous 02/03/10(Wed)16:29 No.7907696
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    At-Will Attack Power: Lightning Rush, Dragon Magazine #384, page 11
    Immediate Interrupt * Melee 1 * Trigger: An enemy within 5 squares of you targets an ally with an attack * Target: The triggering enemy * Augmentable, Lightning, Psionic, Weapon
    Attack: +22 vs. AC
    Hit: 1d10+24 lightning damage, and you slide the target 2 squares.
    Effect: You don't get your normal standard action on your next turn.
    Augment 1: As above, and the target takes a -5 penalty to the triggering attack roll.
    Augment 2: Hit: 2d10+24 lightning damage, you slide the target 2 squares, and you become the target of the triggering attack. Effect: You get your normal standard action on your next turn.

    At-Will Attack Power: Brutal Barrage, Dragon Magazine #384, page 12
    Standard Action * Melee 1 * Target: One creature * Augmentable, Lightning, Psionic, Weapon
    Attack: +22 vs. AC. Make the attack three times.
    Hit: 14 lightning damage, and you slide the target 2 squares.
    Effect: If you hit the target two or more times, it falls prone.
    Augment 1: Attack: +22 vs. AC. Make the attack four times.
    Augment 4: Attack: +22 vs. AC. Make the attack four times. Hit: 19 lightning damage, and you slide the target 2 squares.
    >> Anonymous 02/03/10(Wed)16:30 No.7907700
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    Encounter Attack Power: Sudden Retaliation (Brutal Barrage), Dragon Magazine #373, page 14
    Immediate Interrupt * Melee 1 * Trigger: You or an ally is attacked by a creature * Target: The triggering creature * Lightning, Psionic, Rattling, Weapon
    Attack: +22 vs. AC. Make the attack three times.
    Hit: 1d10+14 lightning damage, and you slide the target 2 squares.
    Effect: If you hit the target two or more times, it falls prone.

    Encounter Battlemind Feature: Speed of Thought, Dragon Magazine #384, page 8
    Free Action * Personal * Trigger: You roll initiative * Psionic
    Effect: You move 8 squares.
    Special: You can use this power even if you're surprised.

    Encounter Utility Power: Telepathic Challenge, Dragon Magazine #384, page 10
    Minor Action * Close burst 2 * Target: Each enemy in burst * Psionic
    Effect: You mark each target until the end of your next turn.

    Encounter Utility Power: Winged Weapon, Dragon Magazine #384, page 11
    Minor Action * Personal * Psionic
    Effect: Choose a weapon you are holding. The next melee attack you make with that weapon before the end of your next turn becomes a ranged attack with a range of 10. The weapon returns to your hand after you make that attack.
    >> Anonymous 02/03/10(Wed)16:32 No.7907721
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    Encounter Utility Power: Snap Out of It, Dragon Magazine #379, page 12
    Minor Action * Melee touch * Target: One ally subject to a dazing, dominating, or stunning effect that a save can end
    Effect: The target makes a saving throw against the effect.

    Daily Utility Power: Zephyr Wings, Eberron Player's Guide, page 72
    Minor Action * Personal
    Effect: You gain a fly speed equal to your speed until the end of your next turn.
    Sustain Minor: The effect persists.

    Daily Attack Power: Allies to Enemies, Dragon Magazine #384, page 9
    Standard Action * Melee 1 * Target: One creature * Charm, Lightnimg, Psionic, Psychic, Weapon
    Attack: +22 vs. AC
    Hit: 2d10+24 lightning and psychic damage, you slide the target 2 squares, and the target makes a melee basic attack as a free action against a creature of your choice.
    Miss: Half damage.
    >> Anonymous 02/03/10(Wed)16:32 No.7907725
    >>7907668
    >>7907551
    same faggot
    >> Anonymous 02/03/10(Wed)16:32 No.7907727
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    Daily Attack Power: Nightmare Vortex, Dragon Magazine #384, page 10
    Standard Action * Close burst 1 * Target: Each enemy you can see in burst * Fear, Lightning, Psionic, Weapon
    Attack: +22 vs. AC
    Hit: 1d10+22 lightning damage, and you slide the target 3 squares.
    Miss: Half damage.
    Effect: Until the end of the encounter, whenever an enemy starts its turn within 3 squares of you, you can slide the target 1 square as a free action.

    Daily Attack Power: Intellect Hammer, Dragon Magazine #384, page 12
    Standard Action * Melee 1 * Target: One creature * Lightning, Psionic, Weapon
    Attack: +22 vs. AC
    Hit: 1d10+24 lightning damage, you slide the target 2 squares, and the target is dazed until the end of your next turn. In addition, you regain 2 power points.
    Miss: Half damage. In addition, you regain 1 power point.

    That is all.
    >> Anonymous 02/03/10(Wed)16:33 No.7907735
    Good read, as always.
    >> Anonymous 02/03/10(Wed)16:35 No.7907755
    Go hang out with your friends on the Char Op board. This is just useless spam.
    >> Anonymous 02/03/10(Wed)16:37 No.7907768
    >>7907755
    >I'm the arbiter of what goes on /tg/!
    No you're not.
    >> Anonymous 02/03/10(Wed)16:38 No.7907786
    >>7907768
    Neither are you. Hurr.
    >> Anonymous 02/03/10(Wed)16:38 No.7907798
    Stop it people, don't start another shitstorm. Just enjoy the content or ignore it.
    >> Anonymous 02/03/10(Wed)16:39 No.7907807
    >>7907696

    What the fuck is with the anatomy of that picture? It looks like both her legs are coming out of the right side of her ribcage
    >> Anonymous 02/03/10(Wed)16:41 No.7907832
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    look at this wall of text
    Where did it come from?
    Where is your parents, wall of text?
    >> Anonymous 02/03/10(Wed)16:49 No.7907926
    >>7907807
    It was an accident in 'Nam.
    >> Anonymous 02/03/10(Wed)16:52 No.7907964
    >>7907786
    He doesn't scream and throw shit. You do.
    >> Anonymous 02/03/10(Wed)17:27 No.7908343
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    How senseless of me. I had forgotten to provide the following link to you all, my small gift to you for today:
    http://rapidshare.com/files/345515943/Dragon_384_Players_Handbook_3_Debut_The_Battlemind.pdf
    http://www.mediafire.com/download.php?vi4nnzgq3mt
    >> Anonymous 02/03/10(Wed)17:34 No.7908440
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    touhoubro, I know this is a defender thread, and I already asked in a previous thread, but it died, could you help me with the build for a level 7 bow using elf cleric?

    Multiclassing is out of the question, as the player refuses to use it (not a houserule but you might consider it like that), the group consists of an ES warden, melee ranger, ranged ranger, tactical warlord and the seldarine wanna be cleric. Since we have two leaders, we don't need either to be heavy healers, but boosting their healing doesn't hurt at all.

    thanks for any advice you might have.
    >> Anonymous 02/03/10(Wed)17:49 No.7908610
    >>7908440
    Start a new thread for that.
    >> Anonymous 02/03/10(Wed)18:52 No.7909456
    How does this compare to a striker fighter? Like one that uses Brash Strike?
    >> Anonymous 02/03/10(Wed)21:20 No.7912058
    OH BOY IT'S THIS SHIT AGAIN.

    I CAN'T WAIT TO WATCH SAGEFAGS ARGUE WITH TOUHOUFAG WHILE EVERYONE IGNORES WHATEVER THE THREAD WAS SUPPOSE TO BE ABOUT.
    >> Anonymous 02/03/10(Wed)21:24 No.7912108
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    >>7909456

    Let us compare a level 14 battlemind/Lyrandar Wind-Rider with Constitution 22+2, Weapon Proficiency (Triple Flail), Weapon Expertise (Flails), a Lightning Triple Flail +3, an Eberron Shard of Lightning +3, and Iron Armbands of Power +2 to a level 14 Weapon Talent fighter/Lyrandar Wind-Rider with Strength 22+2, Constitution 18+2, Weapon Proficiency (Mordenkrad), Weapon Expertise (Hammers), Weapon Focus (Hammers), Hammer Rhythm, a Lightning Mordenkrad +3, an Eberron Shard of Lightning +3, and Iron Armbands of Power +2. The battlemind shall use Brutal Barrage, whereas the fighter shall resort to Brash Strike. Their target is a level 14 monster with an average AC value for its level, that is, 14 + 14 = AC 28.

    Battlemind, Brutal Barrage:
    Attack Bonus: +22 (7 half level + 3 enhancement + 7 Constitution modifier + 1 Weapon Expertise + 3 proficiency + 1 Storm Adept)
    Regular Damage: 14 (7 Constitution modifier + 7 Constitution modifier [Storm Adept])
    Critical Damage: 3d6+14 (3d6 Lightning Triple Flail) + 7 Constitution modifier + 7 Constitution modifier [Storm Adept])
    Average Regular Damage: 14
    Average Critical Damage: 24.5
    Average Regular Hit Chance vs. Level 14 Monster: 70%
    Average Critical Hit Chance vs. Level 14 Monster: 5%
    Average Overall Damage vs. Level 14 Monster: 33.075 (3 * 14 * 0.7 + 3 * 24.5 * 0.05)
    >> Anonymous 02/03/10(Wed)21:25 No.7912117
    thanks for posting
    >> Anonymous 02/03/10(Wed)21:25 No.7912132
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    >> Anonymous 02/03/10(Wed)21:27 No.7912152
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    Fighter, Brash Strike:
    Attack Bonus: +24 (7 half level + 3 enhancement + 7 Strength modifier + 1 Weapon Expertise + 2 proficiency + 1 Fighter Weapon Talent + 2 Brash Strike + 1 Storm Adept)
    Regular Damage: 2d6+27, Brutal 1 (2d6, Brutal 1 mordenkrad + 3 enhancement + 7 Strength modifier + 2 Weapon Focus + 3 Eberron Shard of Lightning + 2 Iron Armbands of Power + 5 Constitution modifier [Storm Adept] + 5 Constitution modifier [Brash Strike])
    Critical Damage: 3d6+39 (3d6 Lightning Mordenkrad + 12 mordenkrad + 3 enhancement + 7 Strength modifier + 2 Weapon Focus + 3 Eberron Shard of Lightning + 2 Iron Armbands of Power + 5 Constitution modifier [Storm Adept] + 5 Constitution modifier [Brash Strike])
    Average Regular Damage: 35
    Average Critical Damage: 49.5
    Miss Damage: 5 (Constitution modifier [Hammer Rhythm])
    Average Regular Hit Chance vs. Level 14 Monster: 80%
    Average Critical Chance vs. Level 14 Monster: 5%
    Average Overall Damage vs. Level 14 Monster: 31.225 (35 * 0.8 + 49.5 * 0.05 + 5 * 0.15)

    It would appear that the battlemind is the superior choice when it comes to at-will damage per round. Keep in mind that Brutal Barrage can potentially knock a single enemy prone and can be used to remove three minions from the battle, and that the fighter above is not using a heavy shield and causes herself to grant combat advantage as she attacks with Brash Strike. This may not amend the battlemind's shameful slickness, nor does it aid non-Lyrandar-Wind-Rider battleminds, but it does offer something special for the class at the paragon tier.
    >> Anonymous 02/03/10(Wed)21:49 No.7912509
    Why is the Quick Battlemind based off Con and Cha? Shouldn't it use Dex or Int for quickness and agility?
    >> Anonymous 02/03/10(Wed)22:42 No.7913375
    >>7912509
    They need a mental stat for their, you know, mental theme. They didn't want it to be Con/Int because they weren't going to include githyanki in the PHB3.
    >> Anonymous 02/03/10(Wed)23:13 No.7913754
    Battlemind at the moment is lacking, but evidently the alternate Battlemind Build will have a lot of polymorph abilities to increase strength, reach, defenses and such. Currently, they have a beyond kickass marking counter, but meh everything else.
    >> Anonymous 02/03/10(Wed)23:18 No.7913797
    I guess I imagined the Battlemind to be something else. Figured they would be CON based because of the Wilden article, but this is just a wimpy fighter with power points.
    >> Anonymous 02/03/10(Wed)23:32 No.7913950
    >>7913754
    We've already seen it, and it wasn't that good.
    >> Anonymous 02/03/10(Wed)23:33 No.7913952
    Oh no! Not mechanically effective means you aren't allowed to play one without a CharOp-sanctioned "build"! Thank you for saving me from the pain of having to come up with my own character concept that I could actually roleplay.
    >> Anonymous 02/03/10(Wed)23:35 No.7913982
    >>7907798
    >enjoy the content
    What content? That's WALL OF TEXT spam for especially retarded 4fags.
    >> Anonymous 02/03/10(Wed)23:39 No.7914024
    I think the Battlemind could really use Blurred Step as a free action and Mind Spike as a close burst 10 power. Those alone would make it so much better.
    >> Anonymous 02/03/10(Wed)23:40 No.7914027
    Touhoufag, why do you post the exact text of all the powers and the numbers and shit?
    >> Anonymous 02/03/10(Wed)23:40 No.7914037
    >>7914024
    >Mind Spike as a close burst 10 power
    That would be WAY too good.
    >> Anonymous 02/03/10(Wed)23:46 No.7914092
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    >>7914024
    >>7914037

    The immediate reaction of the Swordmage Aegis is a close burst 10. I do not believe that these homebrew amendations would overpower the battlemind. Instead, they would elevate the class into a solid, competent defender.

    >>7914027

    This was a build that I felt required calculated power descriptions to do it justice, particularly in the case of Lightning Rush, Brutal Barrage, and Sudden Retaliation (Brutal Barrage).
    >> Anonymous 02/03/10(Wed)23:48 No.7914120
    >>7914027
    Because he's an idiot savant level asspie. Yes, WotC did sue. No, it didn't get through, he's underage.
    >> Anonymous 02/03/10(Wed)23:53 No.7914167
    As soon as I saw the Battlemind / fightbrain / psionicdefenderthing preview, I came here to look for reactions, thoughts and analysis.

    Well, I sure got an analysis and a half. Thanks Touhou!
    >> Anonymous 02/03/10(Wed)23:55 No.7914174
    >>7914167
    >I sure got two 4fag spam threads and a half
    FTFY
    >> Anonymous 02/03/10(Wed)23:55 No.7914178
    >>7914092
    >The immediate reaction of the Swordmage Aegis is a close burst 10.
    "Take a melee basic attack"
    vs.
    "Take as much damage as you did."
    BIG difference.
    >> Anonymous 02/04/10(Thu)00:00 No.7914241
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    >>7914174
    >> Anonymous 02/04/10(Thu)00:01 No.7914260
    I love you, Touhou.
    >> Anonymous 02/04/10(Thu)00:03 No.7914300
    >>7914178
    I'm pretty sure that Aegis of Shielding is just as good as Mind Spike.
    >> Anonymous 02/04/10(Thu)00:34 No.7914734
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    New and in-progress game design: Archive it! (Then add to 1d4chan)
    New fluff with multiple contributers (not just a file dump): Archive it! (Then add to 1d4chan)
    Intelligent, engaging and entertaining discussions: Archive it!
    Image dumps of any kind: Do NOT archive
    Rapefic, monstergirl discussion, or anything particularly creepy that smacks of basement-dwelling social pariah: Do not archive
    Troll threads, bawwthreads and sagefests: Do not archive
    Boring roleplay threads ("hi guise im eldrad arent i a dick lawl"): Do not archive
    Shit threads ("LOL EPIC HIVEMIND!"): Do not archive, for the love of God-Emperor

    Touhoufag threads fall in the category of filedump. DO NOT ARCHIVE. He dumps the files on file hosters anyway, if asked.
    >> Anonymous 02/04/10(Thu)00:36 No.7914753
    don't mind me, just saving some touhou images.
    >> Anonymous 02/04/10(Thu)00:39 No.7914794
    How do these threads keep coming back?
    >> Anonymous 02/04/10(Thu)00:39 No.7914806
    >Intelligent, engaging and entertaining discussions: Archive it!

    Snap, you fail viking
    >> Anonymous 02/04/10(Thu)00:41 No.7914842
    >>7914806
    >intelligent
    Surely, my good Sir, you're a paragon and prime example.
    >engaging
    Of course, if you're retarded.
    >entertaining
    BWAHAHAHAHAHAHA ...no. Faggot.
    >> Anonymous 02/04/10(Thu)00:43 No.7914865
    >>7914842
    >Intelligent
    >Insulting viking
    >Engaging
    >Someone IS posting his dislike quite a lot, seems engaged to me.
    >Entertaining
    >I'm laughing at you a lot.
    >> Anonymous 02/04/10(Thu)00:44 No.7914886
    >>7907589
    >Consider a half-elf battlemind/rogue/Daggermaster with a duad of daggers and a 18-20 critical range who spawns a free Eldritch Strike whenever she lands a critical hit

    If you don't mind, I'd like to see how you'd stat this out.
    >> Anonymous 02/04/10(Thu)01:20 No.7915371
    >>7914886
    Dex 13 would be a pain and you couldn't swap out the encounter power of the PP.
    >> Anonymous 02/04/10(Thu)02:55 No.7916439
    >>7913952
    i think you have it backwards: rollplayers don't need touhoufag's critiques or counsel, the roleplayers do in that they can enjoy their roleplaying while not being a liability to themselves and their party while in combat.

    if your character concept is impacted by combat-crunch optimization, your doin it wrong.
    >> Anonymous 02/04/10(Thu)04:31 No.7917554
    > you couldn't swap out the encounter power of the PP
    Reserve Maneuver feat
    >> Anonymous 02/04/10(Thu)06:39 No.7918562
    >>7917554
    Battleminds have no encounter attack powers to swap in. You can't go with Cutthroat because you're MCed to rogue unless you're from Windrise, which is faggotry.
    >> Anonymous 02/04/10(Thu)06:47 No.7918608
    Good Touhoufag, I'm somewhat interested in trying out DnD. When/if I do, I would like to attempt to play this concept:

    A Paladin with Multiple Personality Disorder that flipflops across the entire allignment table. For example; Lawful Good in the beginning, but suddenly degrading into Chaotic Evil, then back to Lawful Good, then True Neutral a bit later, then maybe Chaotic Good, then Lawful evil... Something of that sort.

    Obviously this would have a profound effect on his abilities, so I wish to ask you this: Can you engineer a character build that would fit a psychotic Paladin and still make him a contributing member of the party?
    >> Anonymous 02/04/10(Thu)06:54 No.7918660
    >>7918608
    Maybe ask someone else? I don't think 3.5 is his specialty.
    >> Anonymous 02/04/10(Thu)06:56 No.7918669
    >>7918608
    Paladin in 3.5 is Lawful Good. Always. Not LG = not Paladin.
    >> Anonymous 02/04/10(Thu)07:00 No.7918699
    >>7918669

    Yes, I know this. If he falls from Lawful Good, then he may become a Blackguard. That fact is tempting me into adding "delusional" to the list, in that he will always see himself as a Paladin, even when he's not. Well, for 3.5e, anyway.

    Thing is, I'm not sure how drastic alignment shifts work with 4e variant Paladins. Do they fall? Get smited by their chosen god? Are they adopted by a new god?
    >> Anonymous 02/04/10(Thu)07:43 No.7918916
    bump
    >> Anonymous 02/04/10(Thu)07:47 No.7918934
    >>7918699
    Devils are proof that divine power cannot be revoked, but other followers of the god may attack the paladin. Or might not.

    plenty of paladin powers with a "dark" theme like Frost of Letherna
    >> Anonymous 02/04/10(Thu)07:47 No.7918935
    >>7918699
    Your character is not a paladin. Ever. Doesn't matter if one of his personnalities think he is.
    Try a chameleon.
    >> Anonymous 02/04/10(Thu)10:15 No.7920004
    >>7907571
    Maybe it's just me, but I don't think I've seen the shift and charge used. But maybe that's because I've only played with fighters, paladins, and swordmages.
    >> Anonymous 02/04/10(Thu)12:35 No.7920966
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    >>7912152

    >can be used to remove three minions from the battle

    My mistake; Brutal Barrage cannot do so as it has a Target line of "One creature."

    >>7913754

    Whether the powers of the Battle Resilience battlemind are effective or subpar has no bearing on the core of the class, its class features, not providing a satisfactory degree of stickiness as a defender.

    >>7914886

    I would begin with an ability score array of Strength 8, Constitution 18+2, Dexterity 13, Intelligence 10, Wisdom 10, Charisma 13+2 and end with ability scores of Strength 9, Constitution 22+2, Dexterity 14, Intelligence 11, Wisdom 11, Charisma 17+2 at level 14. Versatile Master (Eldritch Strike), Weapon Expertise (Light Blades), Weapon Focus (Light Blades), Sneak of Shadows, Two-Weapon Fighting, Two-Weapon Opening, Two-Weapon Defense, Devastating Critical, and Grim Promise would be the feats of the build. There would be no practical means by which to swap out the level 11 encounter power of the Daggermaster paragon path. Those would be the foundations of this type of battlemind.
    >> Anonymous 02/04/10(Thu)13:51 No.7921747
    >>7920004
    It'll happen a lot more with a battlemind and some wardens.
    >> Anonymous 02/04/10(Thu)14:39 No.7922300
    Shouldn't you try and get Hammer Rhythm in here if your Con is that high?
    >> Anonymous 02/04/10(Thu)14:39 No.7922310
    >>7922300
    IIRC Hammer Rhythm also has a STR req.
    >> Anonymous 02/04/10(Thu)14:41 No.7922333
    >>7922310
    So drop some Cha and increase Str?
    >> Anonymous 02/04/10(Thu)14:42 No.7922335
    >>7922333
    Don't be silly.
    >> Anonymous 02/04/10(Thu)14:51 No.7922451
    Why does that build use flails, Touhou?
    >> Anonymous 02/04/10(Thu)15:23 No.7922856
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    >>7922300

    Level 1: Strength 13, Constitution 18+2, Dexterity 10, Intelligence 10, Wisdom 8, Charisma 13+2
    Level 4: Strength 13, Constitution 19+2, Dexterity 10, Intelligence 10, Wisdom 8, Charisma 14+2
    Level 8: Strength 14, Constitution 20+2, Dexterity 10, Intelligence 10, Wisdom 8, Charisma 14+2
    Level 11: Strength 15, Constitution 21+2, Dexterity 11, Intelligence 11, Wisdom 9, Charisma 15+2
    Level 14: Strength 15, Constitution 22+2, Dexterity 11, Intelligence 11, Wisdom 9, Charisma 16+2

    As you can surmise from this ability score progression, along with the fact that Paragon Defenses would have to be dropped in favor of Hammer Rhythm, the build must forgo 1 Fortitude, 2 Reflex, and 2 Will to gain Hammer Rhythm. The average damage dealt by Brutal Barrage would increase, yes, but I feel that it would not be worth the loss in non-AC defenses.

    >>7922451

    The current build favors any one-handed superior melee weapon with a +3 proficiency bonus, such as a bastard sword or a triple flail. The latter weapon was chosen for thematic purposes, synchronizing it with the title of the build and the triple attack nature of Brutal Barrage.



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