Post by Zyraen on May 8, 2012 10:52:17 GMT -5
CHARACTER BUILDING TIPS
Some people know exactly what they want, from a cool Anime Character to bring to life, to which Powerful At Wills they have in mind.
However, if you're like most of us (including myself), you might appreciate having a few starting points to create a Character.
The following need not be adhered to, its just here for easy reference and jogging your mind. The points are separate and not in any order of importance.
To clarify as to which is the Main and Rider stat for each Class you have, after your Class please include mention, with the Main stat in CAPS. eg. Rogue (DEX-Cha), Wizard (INT-Con), etc
1. POWERS
1a) At Wills
At lv 4-6, your At Wills still come from your Base Class so that's a good way to go. Many At Wills work well with a different role,
eg. Bard's Vicious Mockery used to Mark Enemies when defending creates a -2 against the Bard and -4 against others.
eg. Rogue's Riposte Strike used to Mark Enemies when defending makes it a lose-lose situation for the target.
1b) Encounter Powers
Alternatively you can build off Encounter powers you like. They can come from a single class
eg. Use Power Versatility( Encounter) to re-gain Two Fanged Strike by swapping your higher level power
You can also mix and match different Encounter powers from 2 different Classes.
2. ROLES & SELECTION
2) Role(s) (less Controllers)
If you cannot decide on favourite Powers or can't decide the Role to go with them, consider what Role you'd like.
If there's more than 1 Role, you can use a feat to swap between them. Role-swapping Leaders are exceptionally versatile for emergencies in the first Round, but affects their long term viability
Please be reminded that you need NOT Multiclass to have a different Role. Multiclass is primarily for access to more Powers.
2a) When to Role-Swap
Players who play multiple main Roles should consider when they wish to Role Swap. This is especially so for Leaders, and possibly for Defenders as well.
Note that a party can play very successfully without any full-time Defender. In every Encounter, there is almost always a point in time after which a pure Defender who does not do much damage sees his Defender utility decrease Dramatically.
For this reason, Defender->Striker is a natural Role-Swap to take, but arguably so is Leader->Defender ; spend a heal to help out for the first 3 rounds, and then proceed to use your other Heal as required.
In general if a battle is tough, by the 3rd round (or even before that) a Heal should be required. In contrast, its very unlikely that anyone, even someone who drops in the first round, would have died by the 3rd round
2b) Controllers interacting with Roles
Controller Powers provide their own use, but also can be used to enhance the Roles in certain situations.
- Leaders that use Controller powers, notably Controller At Wills, are very versatile, able to grant Attack / Damage bonuses to Allies, sometimes even while weakening the Enemy. This makes them much more useful after running out of Heals.
- Strikers can use Controller powers to deal damage to up to 2 Enemies without further Feat investment. This is situational at best, but useful.
- Defenders can use Controller powers to mark multiple enemies. This is fairly situational and will likely not come up often.
- Controller Daily Powers can apply the above effects without their Riders being reduced in effect.
3. EFFECTIVE MULTICLASSING
As mentioned earlier, you do not need to Multiclass to gain Multiple Roles. So why Multiclass? Using Class Versatility, it becomes easier to Multiclass without gimping the second Class, especially regards the Attack.
Certain Classes lend themselves slightly better to Multiclass into, though a Character typically can Multiclass into a large array of Classes by investing Class Versatility Twice (instead of Once).
To keep Class Versatility to be a one-time Feat with absolutely no loss in Attack between the Classes, first...
1) Determine your Base Class
2) Pick a Multiclass such that
EITHER : your Multiclass' Main Stat (the one in CAPs) is one of the Rider Stats of your Base Class
OR : your Base Class' Main Stat (the one in CAPs) is one of the Rider Stats of your Multiclass
3) This Stat will be your Primary Stat
4) Use Class Versatility to change the Class that does not use your Primary Stat to attack, such that it now uses that Stat to attack.
In this way, you will end up with Powers from both Classes that are equally Accurate in hitting
If Riders for both Classes are your Sec Stat, they are entirely equally Effective as well. That is what might be considered a "Perfect" fit
Note that because PHB1 Cleric, Ranger, Paladin, Warlock have 2 Main Stats, they're quite ideal for Multiclassing one way or another.
In fact, PHB1 Cleric is "Perfect" for both PHB1 Paladin and PHB1 Ranger, without requiring Class Versatility even once.
eg. Cleric (STR-Wis), Ranger (STR-Wis) --> Class Versatility not needed
eg. Paladin (STR-Int), Cleric (STR, Int) --> Class Versatility not needed
eg. Paladin (WIS-Int), Cleric (WIS, Int) --> Class Versatility not needed
4. DEFENSES, FEATS, FEATURES
Some Players, especially Defenders, aim to raise their AC very high through Feats. The feat support is there but a little different from previous.
Since there are no more "cloth-only" Classes, Unarmored Agility has dropped a lot in value, which is the intention since it often felt like a Feat Tax.
Many previous "cloth-only" Classes can also now use Class Versatility to "shift" their Class Powers to use DEX or INT, without sacrificing Choice in Class Features (a DEX Sorcerer can still be Dragon Magic now), or use Primary Defence to "shift" their non-Heavy-Armor Stat Bonus to use their Pri Stat.
- The most obvious Class Feature bonus that applies in this situation would be Swordmage Warding. Especially since you can now wield a Light Blade as an implement and through "In Your Face" gain immunity from OAs that should be incurred by Ranged Attacks. Unless you are a Swordmage, it usually costs 2 Feats (Multiclass Swordmage followed by Multiclass Defences)
Edit : Swordmage Warding has been "nerfed" so that the +3 AC bonus is conditional on the Character in a Defender Role, on top of other restrictions. You still get the +1 AC however
- Lesser examples are Warlock's Shadow Walk and Barbarian Agility.
- Proficiency (Hide) is also now widely available and can be used to easily boost another +1 AC.
- Feats like Hafted Defence, Two Weapon Defence, and Superior Weapon Proficiency (Light Blades) for Parrying Dagger can also be used.
5. STATS & FEATS
Build on the stats that you like, the Skills you want to Excel in.
eg. A CHA Rogue might feel his damage is gimped compared to a Brutal Scoundrel Rogue, can simply set CHA as his Rider, and his Brutal Scoundrel will key off that Stat. His triggered Riposte Strike can also key off CHA.
You can also use Skill Versatility to use a different Stat for that Skill.
EXAMPLE BUILDS
The rest of the thread for example builds.
They may exclude Race, Skills, Equipment.
Feel free to post your own Builds as Well.
Some people know exactly what they want, from a cool Anime Character to bring to life, to which Powerful At Wills they have in mind.
However, if you're like most of us (including myself), you might appreciate having a few starting points to create a Character.
The following need not be adhered to, its just here for easy reference and jogging your mind. The points are separate and not in any order of importance.
To clarify as to which is the Main and Rider stat for each Class you have, after your Class please include mention, with the Main stat in CAPS. eg. Rogue (DEX-Cha), Wizard (INT-Con), etc
1. POWERS
1a) At Wills
At lv 4-6, your At Wills still come from your Base Class so that's a good way to go. Many At Wills work well with a different role,
eg. Bard's Vicious Mockery used to Mark Enemies when defending creates a -2 against the Bard and -4 against others.
eg. Rogue's Riposte Strike used to Mark Enemies when defending makes it a lose-lose situation for the target.
1b) Encounter Powers
Alternatively you can build off Encounter powers you like. They can come from a single class
eg. Use Power Versatility( Encounter) to re-gain Two Fanged Strike by swapping your higher level power
You can also mix and match different Encounter powers from 2 different Classes.
2. ROLES & SELECTION
2) Role(s) (less Controllers)
If you cannot decide on favourite Powers or can't decide the Role to go with them, consider what Role you'd like.
If there's more than 1 Role, you can use a feat to swap between them. Role-swapping Leaders are exceptionally versatile for emergencies in the first Round, but affects their long term viability
Please be reminded that you need NOT Multiclass to have a different Role. Multiclass is primarily for access to more Powers.
2a) When to Role-Swap
Players who play multiple main Roles should consider when they wish to Role Swap. This is especially so for Leaders, and possibly for Defenders as well.
Note that a party can play very successfully without any full-time Defender. In every Encounter, there is almost always a point in time after which a pure Defender who does not do much damage sees his Defender utility decrease Dramatically.
For this reason, Defender->Striker is a natural Role-Swap to take, but arguably so is Leader->Defender ; spend a heal to help out for the first 3 rounds, and then proceed to use your other Heal as required.
In general if a battle is tough, by the 3rd round (or even before that) a Heal should be required. In contrast, its very unlikely that anyone, even someone who drops in the first round, would have died by the 3rd round
2b) Controllers interacting with Roles
Controller Powers provide their own use, but also can be used to enhance the Roles in certain situations.
- Leaders that use Controller powers, notably Controller At Wills, are very versatile, able to grant Attack / Damage bonuses to Allies, sometimes even while weakening the Enemy. This makes them much more useful after running out of Heals.
- Strikers can use Controller powers to deal damage to up to 2 Enemies without further Feat investment. This is situational at best, but useful.
- Defenders can use Controller powers to mark multiple enemies. This is fairly situational and will likely not come up often.
- Controller Daily Powers can apply the above effects without their Riders being reduced in effect.
3. EFFECTIVE MULTICLASSING
As mentioned earlier, you do not need to Multiclass to gain Multiple Roles. So why Multiclass? Using Class Versatility, it becomes easier to Multiclass without gimping the second Class, especially regards the Attack.
Certain Classes lend themselves slightly better to Multiclass into, though a Character typically can Multiclass into a large array of Classes by investing Class Versatility Twice (instead of Once).
To keep Class Versatility to be a one-time Feat with absolutely no loss in Attack between the Classes, first...
1) Determine your Base Class
2) Pick a Multiclass such that
EITHER : your Multiclass' Main Stat (the one in CAPs) is one of the Rider Stats of your Base Class
OR : your Base Class' Main Stat (the one in CAPs) is one of the Rider Stats of your Multiclass
3) This Stat will be your Primary Stat
4) Use Class Versatility to change the Class that does not use your Primary Stat to attack, such that it now uses that Stat to attack.
In this way, you will end up with Powers from both Classes that are equally Accurate in hitting
If Riders for both Classes are your Sec Stat, they are entirely equally Effective as well. That is what might be considered a "Perfect" fit
Note that because PHB1 Cleric, Ranger, Paladin, Warlock have 2 Main Stats, they're quite ideal for Multiclassing one way or another.
In fact, PHB1 Cleric is "Perfect" for both PHB1 Paladin and PHB1 Ranger, without requiring Class Versatility even once.
eg. Cleric (STR-Wis), Ranger (STR-Wis) --> Class Versatility not needed
eg. Paladin (STR-Int), Cleric (STR, Int) --> Class Versatility not needed
eg. Paladin (WIS-Int), Cleric (WIS, Int) --> Class Versatility not needed
4. DEFENSES, FEATS, FEATURES
Some Players, especially Defenders, aim to raise their AC very high through Feats. The feat support is there but a little different from previous.
Since there are no more "cloth-only" Classes, Unarmored Agility has dropped a lot in value, which is the intention since it often felt like a Feat Tax.
Many previous "cloth-only" Classes can also now use Class Versatility to "shift" their Class Powers to use DEX or INT, without sacrificing Choice in Class Features (a DEX Sorcerer can still be Dragon Magic now), or use Primary Defence to "shift" their non-Heavy-Armor Stat Bonus to use their Pri Stat.
- The most obvious Class Feature bonus that applies in this situation would be Swordmage Warding. Especially since you can now wield a Light Blade as an implement and through "In Your Face" gain immunity from OAs that should be incurred by Ranged Attacks. Unless you are a Swordmage, it usually costs 2 Feats (Multiclass Swordmage followed by Multiclass Defences)
Edit : Swordmage Warding has been "nerfed" so that the +3 AC bonus is conditional on the Character in a Defender Role, on top of other restrictions. You still get the +1 AC however
- Lesser examples are Warlock's Shadow Walk and Barbarian Agility.
- Proficiency (Hide) is also now widely available and can be used to easily boost another +1 AC.
- Feats like Hafted Defence, Two Weapon Defence, and Superior Weapon Proficiency (Light Blades) for Parrying Dagger can also be used.
5. STATS & FEATS
Build on the stats that you like, the Skills you want to Excel in.
eg. A CHA Rogue might feel his damage is gimped compared to a Brutal Scoundrel Rogue, can simply set CHA as his Rider, and his Brutal Scoundrel will key off that Stat. His triggered Riposte Strike can also key off CHA.
You can also use Skill Versatility to use a different Stat for that Skill.
EXAMPLE BUILDS
The rest of the thread for example builds.
They may exclude Race, Skills, Equipment.
Feel free to post your own Builds as Well.