Paul
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Post by Paul on Aug 31, 2010 15:55:54 GMT -6
Range = 24 squares
Init = Rage = 19 Rory = 28
First round = Rory = Resist Force = 33 / +5 to Fort / Force Point Spent for +5 to Ref Move 6 squares closer
Distance = 18 Squares
Rage = Shoot with rifle = 32 Deflect = 33 – Deflected Move 6 squares
Distance = 12 Squares
2nd Round
Rory = Maintain Resist Force = Swift Free (per errata) = Surge = 37 Moving 6 squares Move Action = 6 squares Attack = 45 Block = 33 = Fail Damage = 40 (-1 CT)
Rage = Swift Dark Rage = 41 (nat 20 – restoring Dark Rage) Attack = 31 = Miss Last swift for 1/3 CT
3rd Round Maintain Resist Force = Swift Swift = battle strike = 34 Force Point spent to make double attack standard per assault First attack = 44 Block = 37 / force point spent = 6 + 37 = 43 = Failed Damage = 54 (-1 CT) 2nd Attack = 46 Block = 23 = failed Damage = 56 (-1 CT)
Total Damage = 150 in 3 rounds vs 0.
I don’t think it is worth continuing.
I don't know what you would have done difference. I used a fair distance away. You might have kept moving away from Rory but your powers do not have extended ranges.
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Bob
Troll Level 3
Posts: 812
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Post by Bob on Sept 1, 2010 5:07:47 GMT -6
Rage moves up a condition track everytime he uses a second wind, and he gets to use second wind twice instead of just once. He also gets a free melee attack when he is hit by a melee attack simply by spending a force point. (This is not riptose, this can be used melee attacks that Rage doesnt block or fails to block)- Djem So
Rage also has Levitate. He also has a power that lets him get back a light-side power. He also has 1 surge.
Not to mention Rage is strong in the force so using a force point allows another d8 to be rolled. He probably would of used a force point on the 31 roll.
I really don't this this is a fair played effort by Rage. He went right into Rorys trap. Rage has LOADS of other things he could of done instead.
I do however think rage needs another point on STR at level 20 and fast surge so he can take a second wind as a free action. Therefore I altered JUST my level 20 sheet. I'll keep dual weapon mastery up until level 20, then ill drop that feat for fast surge.
Also the sheet I printed has a +15 but Rage actually has a +22 to attack rolls. (The sheet didnt update right away for some reason) If I add an extra STR instead of INT or CON at level 20 rage is at +23 with the long handle at level 20.
I forgot to go to Modify weapons on the weapons page.
rage should be using force points because he is strong in the force and he should be using leviate and surge to keep distance from Rory. If he DOES get into melee he should be using DARK rage, Riptose, and Djem So the talent that gives him a attack whenever he is hit by a melee attack IF RAGE spends a force point. Plus he should be spending force points on his attack rolls.
He should also be using MOVE object to keep Rory away, and possibly using his force powers at mid range rather then the rifle.
But.....
If you think about it rage has two scout levels. Which is GREAT because initiative can be rolled as perception but that's about it. The scout levels do very little to help with combat.
I guess Rage is just not a class built to go head to head with Rory.
Rage: HP 216 +1 condition track when using second wind Can catch second wind twice per day.
17 str 16 dex 11 con 11 int 14 wis 14 cha fort 33 reflex 36 will 35
Long handle saber Attack +23 damage 2d10 +20 with two hands.
Stop double posting.[/i][/u]
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Paul
Administrator
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Post by Paul on Sept 1, 2010 12:38:12 GMT -6
You are doing many things wrong. First Rage moves up a condition track everytime he uses a second wind, and he gets to use second wind twice instead of just once. He also gets a free melee attack when he is hit by a melee attack simply by spending a force point. (This is not riptose, this can be used melee attacks that Rage doesnt block or fails to block)- Djem So You can only catch one second wind per encounter without having the Unstoppable Combatant feat. Tough as nails lets you do two per day not two per encounter. Rage also has Levitate. He also has a power that lets him get back a light-side power. He also has 1 surge. So? You do realize you only have one light side power "Force Light" and that doesn't affect rory because he is a light sider. One surge gets you closer (what rory wants) or further away. Rory has multiple surges to close the gap. Not to mention Rage is strong in the force so using a force point allows another d8 to be rolled. He probably would of used a force point on the 31 roll. I am fully aware that rage uses D8s, even if you used a fp Rory could still block. So I rolled the dice anyway, you got a +6 or 37. Rory's block = 38 I really don't this this is a fair played effort by Rage. He went right into Rorys trap. Rage has LOADS of other things he could of done instead. Could have is different then working. The best chance rage has is to levitate and shoot at Rory. But I can negate that with ease with extended move object and serenity. Yes Rory would give up a free blaster shot, but with serenity and extended move object Rage would not be able to levitate out of range in time. Yes Rage could rebuke, but serenity states that the next roll is done at a natural 20, so Rory's move object is 42, which leaves Rage with two options, roll his own crit or get a high enough roll and spend a force point. Rory then proceedes to slams Rage into the ground right at his feet. That leaves Rage with two options, levitate again, or move away. Both would provoke an attack of opporunity. If rage does move away, Rory does the same thing. Sernity, gets shot, then crits on move object. Your force powers are a mute point simply because they are damage powers and you'd need to get close enough to use them. With extended move object you get into Rory's range before you get into your own, Rory then moves you in and starts hacking away at you. I do however think rage needs another point on STR at level 20 and fast surge so he can take a second wind as a free action. Therefore I altered JUST my level 20 sheet. I'll keep dual weapon mastery up until level 20, then ill drop that feat for fast surge. Also the sheet I printed has a +15 but Rage actually has a +22 to attack rolls. (The sheet didnt update right away for some reason) If I add an extra STR instead of INT or CON at level 20 rage is at +23 with the long handle at level 20. I forgot to go to Modify weapons on the weapons page. rage should be using force points because he is strong in the force and he should be using leviate and surge to keep distance from Rory. If he DOES get into melee he should be using DARK rage, Riptose, and Djem So the talent that gives him a attack whenever he is hit by a melee attack IF RAGE spends a force point. Plus he should be spending force points on his attack rolls. He should also be using MOVE object to keep Rory away, and possibly using his force powers at mid range rather then the rifle. You do realize that you can only use ONE force point per turn? If you get enough distance Rory just goes into full defense and you need to get a 43 or better to hit him. Your blaster is at a +22 you'd need a crit or better to hit him, and Rory still gets to deflect.
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Bob
Troll Level 3
Posts: 812
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Post by Bob on Sept 1, 2010 13:07:55 GMT -6
also, I have a talisman that sabby gave me. What do they do again?
Honestly I dont think this build is very good for dueling. My goal was to make a versatile build that could not easily beat, but at least hold his own against many enemy types.
I don't know if I succeeded at this build very well.
Rory is probably the best swordsman in the universe at this point (level 20), and Rage is a multitalented Jedi, who is fighting a duelist who by build is WAAAAYYY out of his leauge. At level 20, Rory should be able to out Melee ANY Jedi. That's tough to beat. If Rage was to fight Sabby he would fight a Magican Wayy out of his League. Sabby's force powers would rival even the darkest sith or yoda himself at this point.
Rage at level 20 is talented at many things...but a master at none. Maybe I just didnt go about this very smartly.
If Rage were to fight Kahn or Kel he would go up against a powerful gunsman.
I wanted Rage to have about a 25% chance of beating any character at level 20. Right now he has like a 5% chance of beating Rory.
Rory has a weakness against long range attacks. Sabby has a weakness against melee. Rage has no weakness, but his strengths are not strong enough to make him a very formidable opponent.
I need help.
Rage SHOULD lose to Rory and Sabby as Rory and Sabby are specialized. But i want to increase his chances somehow....
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Paul
Administrator
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Post by Paul on Sept 1, 2010 13:23:15 GMT -6
you are just a well rounded char with a few selection changes you could do better.
I will look at it in depth
Per Level: At Lvl 9 you took a soldier class: Feats = Dual Weapon Mastery I Deadeye
Lvl 10 = Knight Improved Dark Rage
Lvl 11 = Knight Redirect Shot
lvl 12 = Jedi Master +1 Str / Dex Force Training = Battle Strike +1 / Levitate +1 / Rebuke +1 Riposte
lvl 13 = Knight Improved Battle Strike
At this point you are a different version of Rory.
Completly different build idea: I'm going to try an idea that I'm calling the support Jedi. We have a force wizard in Sabby, and a saber expert with Rory, why not create a build that is going to make your allies better.
I'm going to give it a try and post it.
I think I have an outdated Rage: Here are the changes for level 8 for the support Rage:
Force powers = -1 Kinetic Combat / +1 Dark Rage
Talents = -1 Twin Weapon Style / +1 Djem So You've always been able to retrain your scout talent. I never said you couldn't. -1 Watchful Step / +1 Evasion.
LvL 9 = Knight Improved Dark Rage or Force Point Recovery Dual Weapon Mastery I (Taking advantage of your prior scout levels you REALLY need DWM)
LvL 10 = knight Direct
LvL 11 = knight Force Point Recovery or Improved Dark Rage
Lvl 12 = master +1 Dex / +1 Wis Force training = +1 Battle Strike / +2 Obscure Force Focus
lvl 13 = jedi Battle Meditation
lvl 14 = jedi Force Training = +1 Rebuke / +1 Move Object / +1 Obscure
Lvl 15 = Jedi master Dual Weapon Mastery II Distant Power
lvl 16 = jedi master +1 dex / +1 Wis
These classes can be done in any order, the bread and butter of this build are three things. Dual Weapon Mastery (blaster and saber combat), Direct (spend a standard action and pick an ally, that ally returns a force power to their suite), and obscure (make an enemy attack at -5 and possibly attack another ally). You still wouldn't be over the top awesome in combat (lets face it you never were) but it gives you about the same combat options and lets you help out others.
Of course some of those just jedi levels might work out better if you took knight levels so you could take force techniques like improved energy resistance or force, shield, etc etc. Those improved techs allow you to use those powers on others, put those and distant power force secret and that would be a nice char.
Essentially you need dual weapon masteries, direct, distant power, and force powers/techs that help others.
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