1/19/2024 0 Comments Thw warblade buildFighter.įighter covers all of the rogue's melee weaknesses (although still stuck in light armor): d10 hd, full BAB, and dual-wielding for damage or spiked chain usage for causing my dm to pull his hair out with combat expertise based feat chains, combat reflexes and reach. Also if something's grappling in my black tentacle field I can sneak attack with impunity.Īlternatively I could make a melee-focused rogue, in which case the the issue becomes ToB vs. On the other hand, it would be great fun to conjure black tentacle fields and solid fog without worrying about running out of spell slots, not to mention the continuous dispelling being a pain in the butt for opposing casters. I could be arcane-sneaky and gestalt with something like warlock, but the warlock doesn't get iterative attacks at ranged and doesn't dual wield in melee, halving the damage output of sneak attack. The problem I'm having is how exactly to do it. The problem is, I'd also like to dish out bucketfulls of damage while doing so. So the only obvious remaining role (taking the gestalt skill economy into consideration) is that of the sneaky bastard, which probably means rogue (possibly scout but atm I'm thinking rogue). I know one of our players is thinking of some weird warblade/dwarven defender combo (I've always objected to the DD on the basis that you can't force the opponents to walk up to you and beat on you, and you have issues stopping opponents from running around you and beating on the party in open terrain), we may have someone coming in who likes clerics, and hopefully a first time player who will probably play a blasty wizard. Starting level fourish, depending on how things go this could go for a long time. Most books are allowed (dragon compendium maybe, magazine probably not, 3rd party 99% no but I can ask, online Wizards stuff maybe), there may be some house rules to get extra feats but I'm not counting on it, we've never used flaws, and the point buy will probably be 29. The campaign also suddenly went from single-class to gestalt. I haven't actually gotten to game for a couple years and am looking for playing and build advice. Sorry for the wall of text ^^".So this campaign that has been in the "we'd like to do it but no-one really has time" stage has suddenly become much more viable. Darkline kit, Devastator sidearm, Arcum Warblade are good solid choices. Lastly for your gear I don't like plasma (tried) with this build. The thinking is I'd rather have less templars in the field but heavily buffed killing machines. Took me two turns to burn THAT big narv (with quite a few 0dmg crit bug). I like neptunes for control and defense (5supress rest in ow and platform).īuffed (inspiration, charge and battle stim) everybody has got +90 dmg. Usually my spearhead team is cap, pal, plasmadier, scout (5scan+relic, 8crippling rest in piercing). Eng force field is awesome, soldier's charge is mandatory and defensive stand isn't too shabby. Now as for your squad since your cap'n is using buff your squad should too ! Special mention to pal battle stimulants (heal, +50 dmg! and for 1ap). If you plan on using Honing focus looks very appealing (universal crit dmg), don't know what to remove though. Quick for some accu for your ranged attack + range def. Only good if you've got lot of sp to spare.Īs for attributes/skills I go for quickness, toughness and willpower / warrior, evasion, whatever. But anyway I reckon would be overkill, too much time setting up (4ap) and 12 heat per shot. You could also go with Honing, same thinking although there's currently a bug with crits (very low dmg) so couldn't try it out. I like grenades when facing xenos and shelgeroth and I love blade wave (especially for the +pen) against narvs. Sure it's a pain to keep up, after all it's a 2 ap cast (prolonged deployment helps, a lot).įor the leftovers talent point, you have got lots of options. Meaning with a mere one point investment you can use an attack effectively (even nades and counter attack). It gives you +accu and +damage (42 not too shabby) for ALL talents. That's were Warrior's Wrath come and saves the day. That would mean spreading your points too thinly. Catch is, you have to use lot of different talents. On the other hand having a gun give the cap'n great offensive versatility. Cap'n has got good toughness and amazing armor selection (wish for a heavy high end armor for heat red though, and not that -2, deflec is too low). I always dismissed it, thinking the cap'n would be too squishy. Currently playing sword and pistol and it's actualy very good.
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