Yeah, that's what I was thinking about. Huren has the Dex to do ranged combat but no powers for it, Calder's got one at-will that's ranged 10 or melee, and the wizard is all ranged. I can swap Hand of Blight for a Con MBA, but that takes out any real ranged power he has.
We have two battleminds, a class known for lacking a good MBA.
Can either of the Leaders pick up some ranged powers?
Do we need to have ranged powers? Two Defenders, Two Strikers, Two Leaders, and a Controller is a pretty solid party. We won't be the stickiest of groups, but hopefully with two people throwing out heals we can spread the damage around.
It wouldn't be too hard I think to pick up a Ranged power since Warlords can use Str for those attacks. But your call. Van's defenses are plenty high for melee. And I counted Calder as a Defender and a Striker, since he can do both at once, the Defender mechanic not requiring Battlemind powers.
But don't doubt Dark Sun's lethality. All my characters took Toughness for a reason. I would not be surprised if we have a least one person in the negatives before level 4, if not flat out dead. The world is just as likely to kill you as any monster.
Considering the only ranged strikers belong to the Arcane source, one that's skirmished on this world, it makes some sense that we are melee heavy.
That's good to know. I still want group input on the warlock at-will I picked, both would work thematically. I picked hand of blight because it's the Dark Sun warlock power, and range options (free CA doesn't hurt either.) Eldritch Strike gives someone an MBA for the warlord to exploit, and makes Calder a good deal stickier.
On the note of going ranged, I think it'd be best if I stick to what I've got thus far. Ranged Ardents are a different beast and I kind of picked a leader who can wade in there. I'd rather have the ability to wade into combat and die along side those I'm helping Granted, you better cover me I do plan on focusing though on things that'll allow us to handle the mob mentality (swapping positions with people, granting movement, etc).
I did change one power on my sheet - got rid of Scion of Stone (the elemental priest one) for another that'll help close combat (Sympathetic Agony). Main reason? I had no idea Scion of Stone was a daily and not an encounter power....and it doesn't seem that amazing for once a day. If ya want me to change it back that's fine, just didn't realize it was a daily.
EVE:Online - Mr Noah
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Don't worry. Calder's had his eyes opened to the suffering of the people. He has the ability to protect, so he has the responsibility to do so. He would rather kill something faster than throw himself in front of a blow. So, he'll cover you, but expose yourself and you'll get hit.
I plan on him picking out the second largest threat and downing it, going to the third, fourth, and so on. Let the pure Battlemind handle number 1, and the Wizard can work his way up the threat scale.
Edit: Yes, but the tattoos don't have to be as complicated as the picture. Part of it's to hide the scars, part war paint. Only other two things, can you make the hair even bigger, and add the wrist razor? He's always armed to some extend. And having the mohawk and kama be spiny are visually appealing. Mohawk bangs sticking out from under a hood.
No, just bigger hair. If he wore a hood, his hair would stick out under it. Big hair. If it laid flat, it would cover his head like normal. Except he's been scalped on both sides, so he doesn't have hair on the sides.
He keeps it stiff by soaking it in the blood of his enemies.
Divine poop, you people work fast. I had my busiest day yet at my current workplace. Didn't have two minutes for checking the games. Heck, most of the day was spent catching up from "that thing I started ten minutes ago before the next person interrupted needing help RIGHTNOW".
It was fun. In a sort of demented and sweaty way.
Okay, colors ... How's this look? Yeah, I guess Green is about right.
The conversation so far has been too much for my sleep-deprived brain, though I'll go back over it tomorrow. My TL;DR comments: Eveve's spirit OA simply gives an ally an RBA (yay, more confusion about basic attacks!), and she might know just about anybody already. She's provided a lot of cheap or free mundane healing recently, including (e.g.) for rebels, and some of the locals vouch for her moral character because she's been an honest worker migrating around the area for a couple decades.
More later. *yawn* --->
Originally Posted by Tegu8788
I would not be surprised if we have a least one person in the negatives before level 4, if not flat out dead.
Hell, I wouldn't be surprised if everyone had been in the negatives a couple times before the fourth fight.
So we have five people trained in Insight ... nice, we are gonna understand the hell out of social situations. And since not a single character has Bluff or Diplomacy trained, we are gonna understand that we're pissing off everyone around us Also four people trained in Endurance and three in Nature. That's handy for outdoor survival.
Meltheim, if you have no objection, I'm going to switch Eveve's Dex and Str scores. I just can't see her being more graceful than she is strong. I'm also going to go back to a Mythweavers sheet, because I find them easier to use.
Eveve won't be wielding her shield while she walks around. That means most of the time she won't take a skill penalty to Endurance -- it would only apply for Endurance checks made during fights or situations where she has to be ready at a moment's notice.
Need a ruling, please. The battlemind feature Persistent Harrier triggers on "An enemy hits or misses you with an attack for the first time during an encounter." The phrasing is imprecise -- it could mean either the first time THAT enemy hits/misses me, or the first time ANYONE does.
So let's say we're fighting a skeletal ogre and a bunch of skeleton archers. The ogre goes first and attacks me, but I'd rather use Persistent Harrier on the archers (so I can teleport to 'em and mess with their ranged attacks, and besides, Calder already marked the ogre). If I don't use the power against the ogre, can I save it for the archers?
It is a power you can choose to use the first time an enemy hits or misses, whether it is the first enemy to hit/miss or the 10th enemy. It just has to be a reaction to their first hit/miss against you
Does our rogue have a good way to get CA regularly?
Us battleminds can move around pretty easily for defenders, so we can both help with flanking. Aside from that ...
I have spirit's prey once per encounter. If an enemy moves away from my spirit, I can let Huren make a RBA with CA. Could let someone else do it, too, but Huren offers the best average damage output. He'd need to have a dagger ready to throw or a bolt ready to shoot, though.
If I hit with a fully-augmented twisted eye, the target is blinded, and that imposes CA. I probably won't do that often, though, because I want to keep power points available to make my OAs better (using a less-augmented twisted eye). Maybe after third level, when I get more pp. If I survive that long. My theme power also imposes CA on a hit.
In the process of looking up spirit's prey, I found out why it's okay for multiclass shaman to get an encounter healing power -- in addition to the extra feat cost, they have to use a standard action to call the spirit before using the heal. Ouch. I'll try to have the spirit in action ahead of time if it looks like trouble ahead. Won't help in an ambush, though, which is when we'd need it most.
EDIT: Huh. The spirit summons utility power implies that a companion doesn't go away at the end of an encounter, unlike basically every other power. If that's true, I'd just keep the spirit around all the time.
That was my impression, when I first made a Ranger|Cleric/Shaman for a friend, that while it takes "longer" to summon the spirit, it never actually has to go away. If it's killed it's a problem, but other than that, permanent spirit companions are a go.
I ask, because the at-will choice I think comes down to whether granting CA is more important or having a strong MBA. I'm thinking, if we have enough ways to help the rogue get his extra damage, I'll switch to Eldritch Strike, focusing on melee, and giving our Warlord someone to work with.
I'm thinking, if we have enough ways to help the rogue get his extra damage, I'll switch to Eldritch Strike, focusing on melee, and giving our Warlord someone to work with.
The Playgrounders keep saying that a rogue never has trouble getting CA. There are lots of things that impose it, including many rogue feats and powers. I haven't paid enough attention during play to notice, but I bet it's true ... these folks are usually right, if maybe a little overdramatic I think it'd round out the party better (and make for a stickier, more bad@$$ Templar) to go with eldritch strike.