You actually need to roll one attack/damage roll for each creature it's targeting.
Also you need to specify targets and in this case where you want to slide each creature to. I think it's safe to say you probably missed whichever the first one was that you targeted. Considering your position you probably went for "Skeleton" first, so roll another attack for Skeleton1 and specify where you want to slide it if you do hit. I would recommend B18, that way everyone can still see/target it without penalties.
Edit: Also, I didn't notice that that power only did 1d6, not 1d6+something. Looking at the other controller's area attack at-will powers, it seems oddly unfair. Alas, it hasn't been erratad.
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
If the power wasn't severely underpowered compared to other area attacks that would still have been like 5 damage which would be meaningful. I really just don't understand why they felt the need to enforce on Druids "no, you're a close range controller" like that. If options are provided they should be fair ones.
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
I hope he ends up killing the one we've really beaten up (Skeleton1).
Vesth, do you mind if I look for some Druid non-beast at-will powers in dragon magazines that Matthias could have his druid take to replace the amazingly sub-par one he has now next level? I normally wouldn't ask since you expressed your opinions against normally getting things from those but....man, it basically does damage in name only and it's the only at-will he has while not in beast form.
Also, what happens if Tar-Kan uses Overwhelming Strike on something he's not adjacent to? Does it just slide the target as close as it can to that spot? (I'm also a little sad I misinterpreted Oath of Enmity before. I thought it was in melee range, not adjacent. That kinda makes the spiked chain a lot less worth it than I thought it would be and I feel bad about that.)
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
If you are using a reach weapon and there is one square between you and your target you do not slide it at all. When forced movement has a specified destination (in this case the square you left) and the target can not reach this destination (in this case beacuse the power specifies that it only slides 1 square) then the forced movement is negated (PHB2, p219).
This could be solved by using a staggering weapon or wearing rushing cleats, both of which increase the sliding distance so that the destination square can be reached.
Some other relevant points:
•With Overwhelming Strike you can decide not to shift, but then you can not slide the target either
•With Overwhelming Strike you can decide only to shift and not slide the target
•With reach you should be careful as an avenger because your oath does not work when not adjacent
•With reach you should be careful as an avenger because without the feat Barreling Charge you can not end your charge adjacent
In which case, you may want to get another weapon soon
Yeah. That's what I meant basically about the weapon. Do you suppose you might do Penguinator a favor and not punish him for my mistake? I was thinking letting him choose a different weapon (Falchion would seem to match his preferences and wouldn't change anything that's happened so far) and pick a different feat?
Edit 2: Alternately he could take superior weapon training in Fullblade (which is apparently pretty well recommended).
Edit 3: Actually, this is not enough of a problem to try and fix while Penguinator is gone. We can wait till he gets back and let him make choices himself. The only question is if you'll let him do it before we next level up and if he can not lose any money in the transition from one weapon to the other.
Edit: Heh, this was tricky to find but...I finally found written out details of Grasping Tide. (Which technically isn't a Dragon Magazine power at all. It apparently came with a set of miniatures. The point is, it's the only normal at-will aoe druids have.) http://www.turboimagehost.com/p/7606857/front.jpg.html
I'm just writing down the details here in case that image vanishes or something.
Spoiler
Grasping Tide
At-Will ✦ Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage. Until the end of your turn, if the target leaves the burst's area of effect, you can use an opportunity action to make a secondary attack against it.
Increase Damage to 2d6 + Wisdom modifier at 21st level.
Secondary Attack: Wisdom vs Reflex
Hit: You knock the target prone.
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
Vesth, for some reason the latest maps aren't working for me.
@the Grimmace: I don't think you need to move or have any minor actions that need using in this situation so...probably just attack. May I suggest the one we've dealt more damage to? In case you can't see the latest map too, you can't really get in melee range of it and shout of triumph might not be the best tactical move this round (it might be pretty good next round though). Stirring should probably isn't a good idea either (it's really best used on some kind of Elite or Solo monster or at very least a Brute because they have more HP). So yeah, my suggestion here is that you viciously mock the skeleton, hopefully to death. Um....riiiiiiight. I really hope you RP that one.
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
I can see it fine now too. It wouldn't load last night though. I'm just going to assume that had something to do with where you were hosting the image.
Edit: Oh, and I guess Ligo does need to move, though he doesn't have to move more than 1 square north if he doesn't want to.
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
I can move one sqare north and then I'll be able to use the attack, right? Then I'll go move. (Although I haven't figured out how I want to mock the skeletons...) And then I roll 1d20 +4 for attack, and 1d6 +4 for damage...right?
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Should Chee attack skeleton or try ti finish off skeleton1? Would think hitting skeleton with something would be more helpful to us in the long run, as skeleton1 is mostly killed with any attack that hits for any good amount of damage (don't know for sure though).
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Well, you get another feat next level. Fullblade is pretty nice though. Anyway, I'm not sure but, I'm assuming if you make that choice Vesth would let you swap the feat proficiency before the next level? It would be silly if you chose Fullblade and he gave it to you but, didn't let you use it till next level. I don't know if he'll let you swap the feat immediately if you go with Falchion though. *shrug*
Edit: Answering &we... hmmm. On the one hand, killing it now would make sure it doesn't get to attack again. On the other hand not killing it now means we're basically leaving if for Stroop to use an aoe on. Which...looking at where enemies are located we really might want to do. This will involve Tar-Kan on his turn attacking then retreating a space so Stroop can step into where he was standing and do a close blast and not have to hit us with it. I don't think there's a wrong answer here really (and even if Skeleton 1 gets killed we might want to consider that plan).
Edit 2: I'm kinda amazed Skeleton1 is still alive up.
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
Yay more temp hp! Too bad I couldn't double shift and still attack. Of course then I'd be in Stroop's blast anyway.
Edit: My suggested action order would be Tar-Kan, Stroop, then Malus. That way Tar-Kan-can move back and let Stroop get into good blast position and Malus can deal some decent damage to targets we know will need it. But, really the important thing is that nobody but Stroop attacks Skeleton1 or the Decrepit skeletons.
Edit 2: Nothing to see here!
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Quote:
Originally Posted by Murska
I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.