I play Dungeons and Dragons on the weekend with some close friends and family and we just started using 4th Edition and they’ve been reading the books non-stop to see if they can get ahead of the game and be the best of the group..
I was wondering if anybody knew of a few under-handed setups or character configurations that are unnaturally strong.
Currently the group is at level 7, so make or suggest a character build to that level.
thus far in our sessions nothing has proven unnatural or strong in an unfair / upset game balance sense. the PCs are all of equal power and seem to have equal importance - though if they use their skills well they can do even better than average.
So far I haven’t been able to find anything either, I’m currently a 7th level Dragonborn Fighter that has a majority of offensive powers, (2w, 3w, etc) that are really powerful and it brings me above the rest of the PC’s in the group pretty fast when I’m doing 40+ damage in one round, (Action points, 2d12 weapon) and it makes me happy.. but I want more..
The only trick I have personally found is Paragon teir related for Rogues. Focus on cold things with a Frost weapon, the cold feat and the cold power (sorry, but I can’t remember the names) for basically perma Combat Advantage.
I can. First off, I misspoke. It’s two feats (one Paragon tier, one Heroic) and a weapon. Get a Frost Weapon, Take the feat Lasting Frost, and the feat Wintertouched.
Free action power to change weapon damage dealt to cold via weapon, Vulnerable 5 to cold via feat, combat advantage for cold vulnerability via feat.
In general, I would guess that rangers wielding dual bastard swords are pretty powerful.
The laser-cleric build is pretty good too. I was planning on a Cleric/Wizard multiclass that uses Int and Wis as main stats. This build would leave out strength powers completely.
I’ve run into a problem with my fellow companions on the suggestion of Everlasting Frost and Wintertouched…
They’re saying that the weapon isn’t enough to have perma-cold damage because the powers I’d be using with the weapon don’t have the cold keyword in them so it doesn’t apply.
Somebody please combat them and lay down the DND laws and show them the previous poster was correct!
You have to use powers to activate the item. The power turns all the weapon damage to cold. The cold damages the enemy. The enemy is damaged by a power.
Does that mean feats like Astral Fire apply to flaming weapons? That’s sort of silly. I really don’t think that’s what the rules are intending; honestly, my argument is a stretch.
Astral Fire specifically says “Powers” so I’m sure that at least RAW doesn’t support that. The power used with the weapon would have to have the cold descriptor. I’m with your companions on this one. Just because the weapon does cold damage does not make the power that uses that weapon have the Cold descriptor.
Unless you can find something that indicates otherwise, I’d rule the exact text as written. But then, I took a turn as Agimimnon too. (I think No Int did as well?)
The loophole outlines the fact that the power used to activate the cold damage has the Cold keyword. If you’re dealing damage with that Cold’d sword, then technically that Cold keyword power is dealing damage. I doubt it’s a big deal balance wise, but I just don’t see the designers intending for an entire feat tree (albeit only 2 feats long) to be able to subsist entirely on magical weapons. Straight up RAW, I think the wording indicates that a frost weapon will trigger these feats.