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Author Topic: How to optimize in 4.0  (Read 1697 times)

Measure Zero

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How to optimize in 4.0
« on: July 11, 2008, 02:10:00 PM »
Here is how optimization works in 4.0: it doesn't.  As long as you do something reasonable, you won't be that far off from the best possible when it comes to making your character.  There are a few broken combinations, but they are way broken and it's obvious how to nerf them so that they are fair.  Here is how to make a good character: a bad character won't be that far behind, as long as the character's primary attack stat is okay.

1) Pick a role that you want to fill, and come up with a rough character concept.
2) Pick a class that goes along with that role and concept.
3) Look over the feats that you will eventually want to take.  Note the ability score prerequisites for each.  Paladins, Fighters, Warlords, and to a certain extent Wizards need to be careful here.
4) Set your ability scores, making sure that you have at least a 16 in your primary attack score and that you will eventually qualify for the feats you want (weapon and armor specialization are the most exacting).  Choose a race that help you here: +2 to your primary attack ability is ideal, but there are other factors.  Human is always a good choice.
5) Pick your powers/exploits so that they work with your weapon/ability score setup.  Chose reasonable feats.  Durable, Toughness, and Improved Initiative are all good, as are the appropriate focus-type feats.
6) Pick starting equipment.  Just take the most effective stuff that your class lets you use.


Race rank by class

Cleric
1) Elf
2) Dwarf, Human
3) Dragonborn

Fighter
1) Dragonborn
2) Human
3) Elf, Halfling, Dwarf

Paladin
1) Dragonborn
2) Dwarf
3) Human, Elf

Ranger
1) Elf
2) Human
3) Dwarf, Eladrin

Rogue
1) Halfling
2) Elf
3) Eladrin, Human

Warlock
1) Tiefling, Half-elf
2) Human
3) Halfling, Dragonborn

Warlord
1) Dragonborn
2) Human
3) Eladrin, Tiefling

Wizard
1) Human
2) Elf, Eladrin
3) Tiefling

Note: this ranking is according to my opinion, and with each class, what works with one race may not work with another.  This is especially true for the Fighter and Paladin classes, where choice of weapon and play style need to be considered together.

Multiclassing:
If you want to do it, pick a second class that has some synergy with your primary class.  A rogue multiclassing as a warlock with a pact blade makes sense both thematically and in terms of game mechanics, while a paladin multiclassing as a wizard does not.

Character builds you may not have thought of:
Lu Bu: An Elf Fighter who runs around with a glaive, pushing around anyone who comes near him.
John Henry: A Dragonborn Fighter with a maul, who just pounds people.  A one-trick pony.
Abrams: A Dwarf Fighter with a warhammer and shield, focused on defense.
Hexhammer: A Half-Elf Warlock/Fighter, who curses as he smashes.
Lite Brite: An Elf Cleric who zaps foes with holy light.
The Controller: An Elf Wizard with high Wisdom, an orb, etc.

kenada

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Re: How to optimize in 4.0
« Reply #1 on: July 11, 2008, 05:10:32 PM »
Eladrin Paladins didn’t even make the list.  :batman:

Mendin

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Re: How to optimize in 4.0
« Reply #2 on: July 16, 2008, 05:19:09 PM »
How to optimize in 4.0, using the Munchkining definition of optimization, though primarily targetted at Solos and Elites (aka the Bosses):

Be a Control Wizard, Orb Mastery, and pick up some Orbs of Inevitable Continuance, perhaps Quick Draw at higher levels so you can rapidly swap between them to use their Daily powers. Done right, a control Orbizard can keep Solos/Elites almost completely locked down.

A build focusing on the Level 15 Ranger skill Blade Cascade (Keep attacking until you miss, basically) to be able to oneshot almost anything and everything. I've seen Rogue/Rangers, pure Rangers, and Warlock/Rangers.

In epic levels, a Demigod (for the regeneration) plus some sort of Damage Per Turn to you (negated by regen) and the opponent spell and/or lockdown (Cleric's Seal of Binding, Warlock's Doom of Delban)

Measure Zero

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Re: How to optimize in 4.0
« Reply #3 on: July 16, 2008, 05:53:47 PM »
How to optimize in 4.0, using the Munchkining definition of optimization, though primarily targetted at Solos and Elites (aka the Bosses):

Be a Control Wizard, Orb Mastery, and pick up some Orbs of Inevitable Continuance, perhaps Quick Draw at higher levels so you can rapidly swap between them to use their Daily powers. Done right, a control Orbizard can keep Solos/Elites almost completely locked down.

A build focusing on the Level 15 Ranger skill Blade Cascade (Keep attacking until you miss, basically) to be able to oneshot almost anything and everything. I've seen Rogue/Rangers, pure Rangers, and Warlock/Rangers.

In epic levels, a Demigod (for the regeneration) plus some sort of Damage Per Turn to you (negated by regen) and the opponent spell and/or lockdown (Cleric's Seal of Binding, Warlock's Doom of Delban)
Other than the multiple orb thing, I don't think that the first one is so bad; solos are pretty bad to use as-is, and elites will always have buddies around.  Illusions and focused fire would stop it fairly simply.

Blade Cascade isn't even very good unless the character is built towards using it.  It's easy enough to foil if it gets stupid, too.

The demigod cleric thing is funny because it does such little damage, and like one guy attacking the cleric for two rounds is enough to stop it.  It's not overpowered, just strange.

Measure Zero

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Re: How to optimize in 4.0
« Reply #4 on: July 17, 2008, 10:12:02 AM »
By the way, I'm not encouraging anyone to use these semi-broken combos.  I'm just saying that I know how to keep the game challenging with them around, without making arbitrary rules changes.

Eldmor

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Re: How to optimize in 4.0
« Reply #5 on: July 17, 2008, 12:25:36 PM »
How to optimize in 4.0, using the Munchkining definition of optimization, though primarily targetted at Solos and Elites (aka the Bosses):

Be a Control Wizard, Orb Mastery, and pick up some Orbs of Inevitable Continuance, perhaps Quick Draw at higher levels so you can rapidly swap between them to use their Daily powers. Done right, a control Orbizard can keep Solos/Elites almost completely locked down.
Except you have a limited use of Daily item powers that is directly tied to your level. You only have one per tier, and you gain one extra per milestone you've attained in the day. This mechanic was made to discourage having multiples of items and six-shooting them, a cheesy and verisimilitude-breaking method in 3.5e.

Blade Cascade on average deals less damage then the other Lv15 OMFG nuke powers. (Assuming average to-hit and enemy AC.)

Demigod is all about the two +2 ability scores. Insanely huge with no +ability items in the game and anyone being able to get entry into the Destiny.