looking for advice on what to play

Post/Author/DateTimePost
#1

Varen_Thaemert

Nov 04, 2014 4:21:09

Hi I'm looking for advice on what to play. Currently I'm in a situation where I have lost a few chars in quick succession. I personally don't like the idea of resurrection and believe it should only be under a few circumstances ie your a great holy hero that sacrifices him self to defeat a great evil ect not some adventurer had a nasty accedent .

 

The party I'm in is as follows:

Long tooth shifter warden (wild blood)

Elf cleric mc shaman (bows and heavy on heals )

Elf rogue with a greatbow

Dragonborn dragon sorcerer

Vampire paladin hybrid

 

I have tried the following and through bad desicion making or just building too squishy or focused to heavy on one thing. Brutal scoundrel rogue Fighter|ranger spear user Vampire|sorcerer And a wizard (cold specialist) And as a result I am paranoid about dieing again nobody else tends to die just me though I often out strip the damage of everybody else so its probably my own fault.

 

I thought about playing a archer bard or a polearm warlord but I fear the warlord will die and the bard will not be of too much use since the cleric is about as healing focused without being a pacifist.I don't want to play lazy as I find it boring not to get stuck in and pull my weight as appose to stand back and yell at people. I also do not wish to play as a controller as I also find them mecanicly boring (mostly because they don't have any round by round dicisions to make . defenders have marks ,leaders have there heals and buffs, and strikers have there striker features.) Any help and then input would be greatly appreciated . sorry if my spelling ect is bad

#2

CCS

Nov 04, 2014 5:57:00
If your the one always dying.... play smarter. Also jack your AC/defenses as high as possible. Not taking damage is key to not dying. And if your foes can't hurt you? Then you can afford to leave your damage mediocre. (Though after defense you'll want to pursue to-hit bonuses). DEFENSE > TO HIT > DAMAGE
#3

Varen_Thaemert

Nov 04, 2014 6:15:07
True I always make sure I'm accurate and damaging . and try and get my defences as High as I can but I seem to always end up with a hole somewhere. It may be I'm trying to min max too much and often foget to add escape mechanisms . Still trying to get a char that synchronizes with this party baffles me.
#4

baldhermit

Nov 04, 2014 8:13:44

Rough reading,

 

Getting high defenses actually makes you more likely to die, because that means you are putting less effort into killing things that can harm you,

 

 

Over at Charop I am sure they'd be happy to help you make a well functioning character.

(Reply to #4)

Varen_Thaemert

baldhermit wrote:
#6

Zathris

Nov 04, 2014 10:45:02

Spear Fighter|Ranger? So Spear Fighter with fewer powers then? Because you can't even use a Spear for Ranger powers unless you're throwing it, and intentionally playing a split main-stat when you could just be str main is just dumb.

 

High defenses is really only a bad thing when you're investing in doing so with feats, powers, and weaponry. Some builds, like a Ranger|Fighter hybrid, or poorly made Wizard, or Vampires, are just going to have low defenses/survivability inherently, which is one of many reasons they make bad characters in general.

 

Probably doesn't help that the party appears to have no Controller and is making horrid build choices (Bow Cleric, Greatbow Rogue, Half Vampire anything) so likely has no functional Defender, no functional Leader, and not enough functional Strikers.

 

Play a Deva Maladiction Invoker.

(Reply to #6)

Varen_Thaemert

Zathris wrote:
#8

Zathris

Nov 04, 2014 21:52:18

Wardens are not all that effective defenders unless they are optimized around 2nd winding, which a Shifter simply cannot do. Half Paladin certainly isn't a worthwhile Defender. The exception to this is if the DM is stupid and just obeys marks.

 

"Has a Bow" Cleric, likewise isn't a leader. By not contributing meaningfully to damage/control, he actually make it *harder* for you to survive because the DM would likely have fewer monsters per encounter if the Cleric wasn't there. Basically, this guy is useless.

 

Anyway, the great thing about Invokers is that they have decent defenses, great damage, secondary leader stuff (some heals, thp, and monster debuffing) ontop of top tier control. I only suggest Maladiction because your party lacks an Int based knowledge check guy.

#9

Varen_Thaemert

Nov 05, 2014 4:51:16
Thanks for the help again zathris. I know its the optimal solution yours always is but I don't think I can bring my self to play a controller. I realise they probably do far more for the party than I give them credit for .it's just out of the four times I've tried in the past none of them have held my interest both conceptually and I've never had fun as one. But apart from adding a leader its the only option I've got so looks like I'm playing it
#10

Krusk

Nov 06, 2014 15:15:31

What have you played in the past that has died and what type of character do you traditionally enjoy?

 

Someone with a bow / ranged spells is usually impossible/hard to kill. 

(Reply to #10)

Varen_Thaemert

Krusk wrote:
#12

Zathris

Nov 07, 2014 3:19:30

What about a wrathvoker did you not find fun? They're literally the most well-rounded character.

(Reply to #12)

Varen_Thaemert

To be honest it didn't really do anything but it was made along time ago So chances are i built it wrong and it was only lv 5 . it was warforged (which is bad) it was ph2 only and the powers didn't seem to do anything . err I can't rember the power list exactly but I know I had divine bolts and vanguards lightning , thunder of judgement and I have no clue on the other powers. Chances are I also didn't have fun on it because we also had a wizard and a fey lock meaning I didn't actually do too much because everything was crippled before I got a turn. And I missed a lot and I do rember getting stuck in melee as well (I don't think we had a defender it was one of those everybody make chars then show up deals)

It is probably worth giving them a second try.

And our cleric did mention something about going radiant mafia so I assume he is going morning lord so it would go well with that

#14

Krusk

Nov 08, 2014 8:36:27

A dwarven Str-Paladin is always fun, effective and hard to feel useless. Does decent damage, has decent defenses, and has a solid ammount of buffs.

#15

Tsulia

Nov 09, 2014 14:25:12

I'm a little overly partial to a Pixie; if played right can avoid or make things harder for the enemy to hit and generally find you. Roleplay fun and bonuses to both Stealth and DEX in general. Not sure the nature or CHA boosts will help much when it comes to surviving hits; but an altitude 1 tiny flier can always be fun - side that with the ability to shrink stuff or make allies fly at the cost of your movement, utility wise can be amusing.

 

Otherwise, if people get in the way or you're not living long enough I'd look at racial options that either let you get out of dodge (Eldarin teleports) or tougher resists (Genasi) or already dead (Revenant) - play something you enjoy and play a little more tactically.

 

You've already gone over the 3 strikes and out, it seems. Dying 4 times with no one else having kicked the bucket; I would seriously start looking at what you've done to potentially have the party want you dead - I might be over thinking the situation, happens. But if you're the only one dying, I'd look at that. When number 5 joins the party make it a point that you'd like to keep this one for at least 2 further character deaths that aren't your own.

Deal break it with the GM... as it sounds way unfair you're the only reroller.
Or ask for some goodies that help you survive. No one enjoys pointless restarts.

#16

Seth_Ulrik

Nov 10, 2014 2:47:41
Can I interest you in a fine melee Ranger/Cleric hybrid multiclass Spiked Chain follower of Amaunator?
#17

Varen_Thaemert

Nov 10, 2014 7:08:08

tbh the dieing is my fault i know that im a bit overzelous and the last char the vampire died because i got stuck between a couple of mobs that did two attacks when u shift out. ive actually rolled a new char a warlord/cleric hybrid after a duscusson with our cleric who did ask for a hand as the incoming damage is far above what healing he has. so i rolled one that can help out while increasing the partys damage out put. im not sure what paragon path i would pick. when we get there i always try and plan long term.

 

Show

====== Created Using Wizards of the Coast D&D Character Builder ======
EZEKIEL, level 8
Human, Warlord/Cleric
Warlord Leadership Option: Combat Leader (Hybrid)
Hybrid Warlord Option: Hybrid Warlord Fortitude
Hybrid Cleric Option: Battle Cleric's Lore
Hybrid Talent Option: Commanding Presence (Hybrid)
Commanding Presence (Hybrid) Option: Inspiring Presence (Hybrid)
Human Power Selection Option: Bonus At-Will Power
Auspicious Birth (Auspicious Birth Benefit)
 
FINAL ABILITY SCORES
STR 20, CON 12, DEX 11, INT 13, WIS 10, CHA 16
 
STARTING ABILITY SCORES
STR 16, CON 12, DEX 11, INT 13, WIS 10, CHA 14
 
 
AC: 26 Fort: 24 Ref: 19 Will: 22
HP: 67 Surges: 8 Surge Value: 16
 
TRAINED SKILLS
Athletics +14, Diplomacy +12, History +10, Intimidate +12
 
UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +7, Dungeoneering +4, Endurance +5, Heal +4, Insight +4, Nature +4, Perception +4, Religion +5, Stealth +4, Streetwise +7, Thievery +4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warlord Feature: Inspiring Word
Cleric Utility: Healing Word
Warlord Attack 1: Direct the Strike
Cleric Attack 1: Recovery Strike
Warlord Attack 1: Viper's Strike
Warlord Attack 1: Seize the Upper Hand
Warlord Attack 1: Lead by Example
Cleric Attack 1: Mighty Hew
Cleric Utility 2: Divine Aid
Cleric Attack 5: Hallowed Advance
Warlord Utility 6: Stand Tough
Warlord Attack 7: Together We Survive
 
FEATS
Level 1: Improved Initiative
Level 1: Hybrid Talent
Level 2: Two-Handed Weapon Expertise
Level 4: Improved Defenses
Level 6: Mark of Healing
Level 8: Weapon Proficiency (Fullblade)
 
ITEMS
Ravenclaw Warblade Fullblade +2 x1
Black Iron Scale Armor +2 x1
Healer's Brooch +2 x1
====== End ======

#18

Seth_Ulrik

Nov 11, 2014 3:25:47
I would be more than happy to give you a general rundown.

It plays as a striker with some self and emergency healing if the need arises. Scale armor plus the battle cleric bonus makes you a tough nut on AC while strength and wisdom primary stats give you excellent to hit and 2/3 NADs. Your power selection is key, interupts, multi attacks, and off turn actions. The chain isn't integral, and that would free up multiclassing. Amaunator is needed for the radiant cheese in Morninglord.

If you'd like a further breakdown I can provide one later on today when I am not posting via phone.
(Reply to #18)

Varen_Thaemert

Seth_Ulrik wrote:
#20

Seth_Ulrik

Nov 11, 2014 5:34:04
Certainly seems like it! I've yet to get it in a campaign myself. Give me a few hours and I can get it up here (I lack the awesome home internet). If you'ou do like it and play it, I would LOVE to hear how it goes
#21

Seth_Ulrik

Nov 11, 2014 14:03:38

Ok, this is the build up to level 11. It doesn't really take off until level 16 when it gains access to the Morninglord's radiant vulnerability. I've only included the basic +3 armor and the first level radiant weapon. 

 

 

====== Created Using Wizards of the Coast D&D Character Builder ======
Quinn, level 11
Human, Cleric/Ranger, Morninglord
Hybrid Cleric Option: Battle Cleric's Lore
Hybrid Ranger Option: Hybrid Ranger Reflex
Human Power Selection Option: Heroic Effort
Occupation - Farmer (+2 to Endurance)
Theme: Ghost of the Past
 
FINAL ABILITY SCORES
STR 21, CON 11, DEX 14, INT 11, WIS 19, CHA 10
 
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 10, WIS 16, CHA 9
 
 
AC: 29 Fort: 21 Ref: 19 Will: 24
HP: 73 Surges: 6 Surge Value: 18
 
TRAINED SKILLS
Acrobatics +12, Athletics +15, History +10, Insight +14, Nature +14, Perception +14
 
UNTRAINED SKILLS
Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +9, Endurance +7, Heal +9, Intimidate +5, Religion +5, Stealth +7, Streetwise +5, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ghost of the Past Utility: Guidance of the Past
Human Racial Power: Heroic Effort
Cleric Utility: Healing Word
Hunter's Quarry  Power: Hunter's Quarry
Cleric Attack 1: Brand of the Sun
Ranger Attack 1: Twin Strike
Ranger Attack 1: Fox's Cunning
Ranger Attack 1: Jaws of the Wolf
Ranger Utility 2: Invigorating Stride
Cleric Attack 3: Death Surge
Ranger Attack 3: Disruptive Strike
Cleric Attack 5: Weapon of the Gods
Ranger Attack 5: Snarling Wolf Stance
Cleric Utility 6: Bastion of Health
Ranger Utility 10: Resume the Hunt
Morninglord Attack 11: Pure Glow
 
FEATS
Level 1: Improved Initiative
Level 1: Spiked Chain Training
Level 2: Light Blade Expertise
Level 4: Cunning Stalker
Level 6: Battlewise
Level 10: Two-Weapon Fighting
Level 11: Superior Will
 
ITEMS
Radiant Spiked chain +3 x1
Magic Scale Armor +3 x1
====== End ======

 

 

 

Ghost of the Past is always a useful theme thanks to granting rerolls.

The Spiked Chain can be swapped for a rapier/dagger or dual rapiers with the Hybrid Talent -> Ranger Combat.

The powers are all there for the utility of them. Off-action attacks, free actions, extra damage, etc.

Amaunator is required to open up the Morninglord Paragon Path.

 

I also have the full-version (up to level 30) if you'd like to see the feat progression/power progression

Again, this is only up to level 11 but is playable from level one upward.

(Reply to #21)

Varen_Thaemert

Seth_Ulrik wrote:
#23

thespaceinvader

Nov 12, 2014 3:02:00

Seth_Ulrik wrote: