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DiscipleofBob
2009-02-14, 03:00 PM
In 3.5, you could pull off some pretty crazy stuff with either the right build, the right circumstances, or both.

In 4e, at least from my experience, it seems the best tricks are those that require 2 or more to pull off, like purposely provoking opportunity attacks from enemies so the fighter gets a free attack, only something a little more flashy.

Here's one:

Tiefling Swordmage and a Wizard teaming up. The Wizard stands in the back, lets loose a Flaming Sphere while the Tiefling charges forward and marks enemies. Anytime someone tries to get past her, the Tiefling uses Lightning Lure while standing next to the giant fireball to pull enemies within range, making them take fire damage round after round while the Tiefling easily soaks it.

Share some of the awesome stunts you've pulled off with your buddies in 4e.

TheOOB
2009-02-14, 03:14 PM
Have a cleric cast consecrated ground. Have a fighter stand in the middle and use Rain of Steel. Then through a combination of area effects attacks from the fighter marking opponents, and push effects from allies(thunderwave comes to mind), keep all the enemies in the painful no attack roll death zone.

Alternatively a very simple strategy involves a rogue who didn't get a sneak attack in their last action(or a TWF ranger who didn't get to use their quarry damage), and a warlord with commander's strike, which gives the striker another attack and another chance to use their once per round damage ability.

Oracle_Hunter
2009-02-14, 04:27 PM
Divine Oracle with Symbol of Victory + someone with high crit damage

Cast "Prophecy of Doom" on your Crit guy. After he hits, trigger Symbol of Victory to give him a free AP. Repeat 1/day.

For bonus synergy, have your Crit Guy also have a power activated on a critical hit (say, a Rogue with Surprise Knockdown or Press the Advantage); then have a third member who has a power that activates when someone else crits (say, someone with Channel Divinity).

Seriously, Prophecy is one of the reasons Divine Oracle is good to the point of overpowered.

herrhauptmann
2009-02-14, 04:42 PM
I like that Rain of Steel idea TheOOB. What level power is Rain of steel?

I'm in an LFR game, and I'll start recording the different combos that give the DM heart attacks. Like a brute that gets overrun as well as a 'push 1 as a minor'.
Attempts a push on the dwarf, wait no, that doesn't work, dwarves get pushed less by 1 square.
Attempts an overrun on the dwarf so he can get away from the fighters mark and attack someone squishier. No, dwarf AOOs and stops the movement, in the same instant, the warforged fighter gets an AOO (he hadn't gotten into flanking yet) he hits, and because he attacked after the dwarf, the brute is now marked by someone else. So brute couldn't even spend an action point to try to get away.
Poor DM, as written, that module sucked when used against a party of defenders and leaders. (2 fighters, 1 swordmage, 1 bard). And almost every fight worked out that way because of where the monsters were placed, and what their abilities were.

its_all_ogre
2009-02-14, 04:42 PM
most of mine involve warlords as they are just the class for this kind of thing.

hammer and anvil: attacks reflex, tag up with the fighter and you hit them for 1w+str then the fighter hits them for 1w+str +warlords cha AND gets an additional mark out of it.

warlord opening shove at will charge enemy str vs ref push them a square to end next to fighter who makes melee basic attack and extra mark

obviously loads of warlord powers give extra attacks, best given to fighter for extra marks and occasionally to rogue if they missed on a SA attack so they still get the extra damage.

minotaur fighter(ok this is a solo trick to be fair) charge headbutt action point to use bellringer on the now prone target: using an axe you still do str mod damage and they are prone AND dazed ;-)

in my group a twf ranger has m/c fighter for the ability to make a basic attack on on adjacent enemy who attacks someone other than you. so fighter marks enemy and ranger moves in and stabs them. enemy has choice of attacking ranger(fighter gets interrupt attack) or attack fighter(then ranger gets interrupt attack)!

warlock frigid darkness grants CA againstfoe for all pcs, rogue with superior crossbow (+3 d10) thunks ridiculous damage into the foe.

GoodbyeSoberDay
2009-02-14, 08:01 PM
One that comes to mind is a wizard that casts a persisted zone such as stinking cloud or wall of fire while the rest of the party uses pushing/pulling moves such as thunderwave, trick strike, tide of iron, command, thundertusk boar strike, etc. to move one enemy through the zone repeatedly, each time taking considerable automatic damage from the zone.

TheOOB
2009-02-15, 10:29 PM
You can do a lesser version of the wall of fire trick with a wizards cloud of daggers. Cloud of daggers is one of the best at-wills in the game. It does wisdom extra damage with no attack roll if the target doesn't move before the start of their next turn, it can be used to push enemies through for extra damage, it helps control the battlefield, and it pretty much ignores cover.

As far as combos, anything involving a warlord and a rogue is pure awesome(those classes work great together).

Burley
2009-02-16, 10:37 AM
This is a great one for groups with Rogues, who find it difficult to get combat advantage.

Either a Dwarven or Eladrin fighter, with their racial weapon feat. Take Polearm Momentum and have a reach weapon. Use Footwork Lure to slide an enemy 2 squares and knock it prone. Also, I've found that At-Will level 2 Utility is really, really more useful that I though it'd be. Flanking is so easy now.

AgentPaper
2009-02-16, 12:25 PM
Half-elf Paladin/Halfling Rogue combo works disgustingly well. Paladin gets 20 charisma, high constitution, and uses enfeebling strike as much as possible. Rogue gets 18 dexterity and charisma, and uses Riposte strike, or sly flourish if the enemy just stops attacking him at all. (which is highly likely with this setup) Pick up two-weapon defense or light shield proficiency, as well as defensive mobility, possibly hide proficiency. Make sure the paladin focuses one stuff to buff up his defense as high as possible, while the rogue focuses more on damage.

Proceed to laugh at your enemies as they either foolishly try to attack the rogue, prompting a quick riposte, and 8 damage from the divine challenge, or attack the well-defended paladin wile the rogue happily sneak attacks the monster into oblivion. At level 1, the paladin has an AC of 20, meaning the enemy has to roll 22 or higher to hit because of enfeebling strike. The rogue has an AC of 17, (2 leather, 4 dex, 1 TWD or light shield) which means the enemy has to roll 19 or higher with enfeebling strike. Against opportunity attacks, the rogue's AC is 23, which means the enemy has to roll a 25 with enfeebling strike. You can safely walk around the battlefield at your leisure to get into flanking position, so sneak attack is no issue to get.

At paragon, the rogue takes the Shadow Assassin path, and now every time an enemy misses him in melee he takes dex mod damage. Considering he should be buffing dex and cha as much as possible, this means they will be taking 5-6 damage each time, which is nothing to sniff at, especially against enemies that make multiple attacks. Any enemy with even animal intelligence will indeed learn that taking an opportunity attack is indeed a, "Bad Idea, Friend". :smallamused:

Aron Times
2009-02-16, 12:43 PM
The DotA Earthshaker's Fissure spell deals a lot of damage, but its main use is to cut off escape or to divide the enemy force. Turning a 5 on 5 battle into a 5 on 3 and a 5 on 2 turns the tide heavily in the Earthshaker's team's favor.

You can use wall spells to do the same in 4E. They are particularly powerful in dungeons (i.e. confined spaces). And with forced movement effects, you can keep the enemy force divided even after they risk crossing the wall (like Wall of Fire).

Another DotA tactic that works in 4E is chain-disabling. In DotA, one player initiates the battle by firing a disable (usually a stun). His teammate waits for the status effect to wear off before firing his own, and so on, basically maximizing the amount of time that the enemy is disabled.

This is pretty easy to do in 4E since many status effects last until the end of the attacker's next turn. With these powers, you simply use them one after the other, in turn order.

It gets trickier with save ends effects. When using such powers, you wait until the effect ends before you use the next power. This works because saving throws are made at the end of a combatant's turn. Thus, if he's stunned, he still won't get to act on his turn even if he saves.

Artanis
2009-02-16, 01:36 PM
My Ranger had a Thunderburst Longbow. The next person in the init order was a Wizard who had taken Scorching Burst.

By the time we were done, there were ten fewer enemies, with only half the dead ones being minions :smallbiggrin: