Asbestos
2008-12-28, 02:26 PM
Before Martial Power came out, this article was pretty cool... after Martial Power came out, it became awesome.
Anyway, I was thinking of some fun things that could be done with it.
Rogue + Bolas= Martial Controller. Rogues already seem to minor in controller, adding in a thrown weapon that immobilizes/knocks people prone? Awesome.
Rogue+Whip+Rattling stuff=Defender. Or, at the very least, a pretty good substitute for one. An off-hand reach weapon that causes those hit to take a -2 to hit a chosen ally... plus rattling them for another -2 to hit? That's a -4 to hit a chosen ally and you don't have to be adjacent because its a reach weapon. Combine this with the feat from the same article that let's you push the target of your Disheartening Strike attack and you're playing D pretty well. The whip specific powers are nothing to sneeze at either.
The downside to a rogue using a whip/bola is that you can't sneak attack with them.
Tempest Fighter + Whips = Crazy. Whips are off-hand weapons with reach and dagger damage/proficiency bonuses. A Tempest Fighter with whips does an extra 2 damage with them thanks to their class feature if they are wearing chainmail or lighter armor. Dual Strike can now hit enemies that aren't next to the fighter (which still marks them) and Funneling Flurry can be used to slide enemies next to the fighter. Oh, and that -2 to hit a chosen ally? That's still there. I wonder if you could pick two allies if both attacks from Dual Strike connected? The whip specific powers seem less awesome here since they're dex and not str based, except for the whip utility power. It lets you make OAs against enemies that provoke within reach, seems perfect for this build.
I was fooling around with the idea of a TWF ranger/Tempest Fighter with a net, but not sure how great it would be.
Anyway, anyone else see any other potential for awesome in this article? The feats that boost the at-will attacks seem pretty cool, but are many of them really worth it? Also, the non-arena feats, anyone see anything particularly useful in there?
Anyway, I was thinking of some fun things that could be done with it.
Rogue + Bolas= Martial Controller. Rogues already seem to minor in controller, adding in a thrown weapon that immobilizes/knocks people prone? Awesome.
Rogue+Whip+Rattling stuff=Defender. Or, at the very least, a pretty good substitute for one. An off-hand reach weapon that causes those hit to take a -2 to hit a chosen ally... plus rattling them for another -2 to hit? That's a -4 to hit a chosen ally and you don't have to be adjacent because its a reach weapon. Combine this with the feat from the same article that let's you push the target of your Disheartening Strike attack and you're playing D pretty well. The whip specific powers are nothing to sneeze at either.
The downside to a rogue using a whip/bola is that you can't sneak attack with them.
Tempest Fighter + Whips = Crazy. Whips are off-hand weapons with reach and dagger damage/proficiency bonuses. A Tempest Fighter with whips does an extra 2 damage with them thanks to their class feature if they are wearing chainmail or lighter armor. Dual Strike can now hit enemies that aren't next to the fighter (which still marks them) and Funneling Flurry can be used to slide enemies next to the fighter. Oh, and that -2 to hit a chosen ally? That's still there. I wonder if you could pick two allies if both attacks from Dual Strike connected? The whip specific powers seem less awesome here since they're dex and not str based, except for the whip utility power. It lets you make OAs against enemies that provoke within reach, seems perfect for this build.
I was fooling around with the idea of a TWF ranger/Tempest Fighter with a net, but not sure how great it would be.
Anyway, anyone else see any other potential for awesome in this article? The feats that boost the at-will attacks seem pretty cool, but are many of them really worth it? Also, the non-arena feats, anyone see anything particularly useful in there?