| Sgt.Sunshine |
Hello all, it's me again.
Here I am asking for help for all of you helpful fellow once more. You see currently I'm making a character for a level 10 Mythic Tier 2 campaign. After some decision making I've decided to go back to a fighter which I retired sometime before. He's a half-orc, and used a falchion. While initially I was using mercurial's whirlwind crit attacking build, I was wondering if mythic has opened up any new possibilities.
It seems to be the case that mythic vital strike fixed vital strike to make it worth while. With the issue of losing iterative attacks being not that big of a deal since damage is multiplied by the number of weapon damage dice.
"multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.
Extra damage from sources that wouldn't norma"
I'm assuming it works as follows:
Because greater vital strike (mythic) allows you to roll your damage dice four times any applicable damage mods are multipled by four. Essentially allow you to make four attacks in one swing?
If this is the case then vital strike seems alright for straight damage, maybe add some trip feats. Is this correct, and if so might it be better to go this route? The alternative being going the crit build and taking mythic features and feats to improve on such, such as the feature that stops regen, fast healing, and on crits removes DR for a round.
For some more background knowledge the party size is 5-6 including myself. We seem to have good crowd control from our magic usually.
| nate lange RPG Superstar 2012 Top 32 |
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.
actually, this is a very poorly worded feat that would result in a massive bonus for a build like yours... "multiply the [appropriate bonuses] by the number of... dice you roll- so if you're wielding a 1d10 or 1d12 weapon, this would function a lot like a crit with a x4 weapon (assuming you have all 3 VS feats)- but if you're using a falchion (first, its only a x2 weapon; more importantly...) your base damage is 2d4- meaning your vital strike does 8d4... you're rolling 8 damage dice... i'm sure its not RAI, but RAW you'd gain 8 times your Str bonus, 8 times power attack, 8 times weapon training (etc) when you use this feat. that's outrageous (and way better than most crit options)
| Sgt.Sunshine |
The wording there is extremely vague though. I thought it was interpreted as dice referring to groups of dice, as in the standard weapon dice you roll. If that's not the case I'm pretty sure that's the way my DM will houserule it. Modifying your Damage modifier by 8 is pretty silly and will probably lead to silly things I think.
Still I guess that is the difference between the two builds. One deals high damage in single hits without needing to crit. So good single target damage. The other focuses on criticals and the ability to lunge whirlwind for slapping crit AoEs on everyone.
edit: I was also wondering, for the spellcasting ability on legendary weapons, what would be a good spell selection? It seems I can either cast a level 5 once, 2 levels 1s 2 times a day, or various other arrays. Is this ability simply outclassed by Foe-biting and such if you have a wizard or something other caster in the party in terms of utility?
| XMorsX |
edit: I was also wondering, for the spellcasting ability on legendary weapons, what would be a good spell selection? It seems I can either cast a level 5 once, 2 levels 1s 2 times a day, or various other arrays. Is this ability simply outclassed by Foe-biting and such if you have a wizard or something other caster in the party in terms of utility?
Spell Turning is a 5th lvl spell on the Summoner spell list. Also, in the same list, Haste is a 2nd lvl spell.