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Dismissive Strike Ping Pong

The wizard puts down a Cloud of Daggers (or some other damage zone) within 5 of the target. The ardent moves attacks the target with the augment 6 version of Dismissive Strike, teleports the target into the damage zone on a hit and leaves a zone behind as an effect. We'll call this zone A. The ardent then moves over to the target, Action points and attacks with the augment 6 version of Dismissive Strike a second time, teleporting it into zone A on a hit (and starting this sequence a bit early) and leaving behind a zone as an effect, referred to as zone B.

Assuming the second attack missed, the target starts its turn, gets teleported from zone A into zone B. Nothing happens, but oh wait... it entered zone B, it now gets teleported into zone A (and the cloud of daggers). Oh, it entered zone A... repeat. Infinite damage as long as the damage zone is greater than the monster's resistance, hitting optional.

Suggested House Rule: Make the teleport an opportunity action.
Suggested DM Rules Lawyering: Say that damage zones are Hindering Terrain, and thus the teleport offers a save as if the Feb 2010 update. This nerfs forced movement rather badly though.

Golden Rending

Be an Avenger/Ardent Champion//Lord of Fate with a Rending Weapon. Use Golden Mean. Hit on a 10. Take ten on both rolls, crit via Ardent Champion, use the weapon's crit property to repeat. Apply damage until target is dead.

Alternately, a cleric ally with Doom of the Unworthy(D400) should do the same trick as an encounter power.

Found by: mellored
Suggested House Rule: Turn Rending Weapon's crit effect into a free action. Ardent Champion's free MBA on crit feature is already a free action, and thus can't recurse.Suggested DM Rule Lawyering: Claim that setting the result to 10 wasn't a roll, and thus didn't trigger Ardent Champion's feature.

Heavy Blade Two-Weapon Flurrying Opportunity of Death

Wield a heavy blade in each hand (Drow Throwing Knife if you're not a Two Weapon Ranger). Have the Two Weapon Flurry feat, and the Heavy Blade Opportunity Feat, and know Twin Strike as an At-Will power.

Monster provokes Opportunity Attack. Use Twin Strike to make it... if you hit (likely, two attacks), then you get an opportunity attack with your off-hand. Instead, use HBO to sub in Twin Strike, at a -5 penalty. Hit, repeat. The penalty shouldn't grow, because it's from one element and thus doesn't stack... so as long as you can keep hitting at a -5 penalty, you'll keep attacking.

Spectral Assailants Ping Pong

Another Ping-Pong. Set the target up between two damage zones. Hit with Spectral Assailants (D388). When he takes damage (like from the zone, at the start of his turn), slide 1, into the other zone. When he takes damage from the other zone, slide 1 back. Repeat.

Found by Erleni
Suggested House Rule: The easiest solution is to trigger the slide from the target being hit. The 1/turn limit on free action attacks will prevent any zones with attacks from triggering multiple times.

Final Sucking

Set up the ability to suck with Frenzied Berserker's daily power Final Confrontation (Melee Training: Int should help). Use a lightning weapon, and have the Lightning Arc feat. Pick up a Stalwart Belt.

Now, stand within 10 squares of your target, and attack yourself with Final Confrontation. If you set up your AC and to-hit just right, you only hit yourself on a 20 (which still hits). Since you were just crit, gain 2*Con-mod temp HP to adsorb the pain. Since you crit, use Lightning Arc to turn it into a normal hit, but then do the damage to someone near by. Continue.

Found by danyc

This power has to ignore the general rule about number of free action attacks per turn to function at all, thus that restriction does not contain the power.

Suggested Rules Lawyering: Since you turned the Crit into a normal hit, it doesn't trigger the belt: therefore you take your normal damage, such that it is.
Suggested House Rule: Chuck the player out.

Scion of Renewal and the Apocalypse

Martial Power includes a feat Avenging Spirit that gives you an action point when an ally drops. That's not usually a breakable thing, because you can still only spend one action point an encounter.

But a Warmaster can spend any number of action points an encounter, as the level 30 capstone. So let's do some additional optimization here.

Scion of Renewal (D385) and Everflame Guardian both get an Action Point feature to surgelessly heal an ally when you spend an Action Point. Ok, now we're healing the ally that dropped. Warmaster already gave an ally a free action when you spent an action point. So now, when an ally drops, on your turn you spend an AP, heal the ally, give a free action to another ally, and have a free action for yourself.

That's kinda nifty, but not broken. How do we break it? Well, use your standard to attack (and drop) your ally, of course. Autodamate, like from Magic Missile ought to do the trick. Or in Dark Sun, you can use Defiling Action to get autodamage on as many allies as will fit around you, while infinitely attacking.

Found by mellored

Suggested Rules Lawyering: Clear case of Bag of Rats outside of Dark Sun.

Beastmaster Lich

Pair 'Porters

Two evermeet warlocks start next to each other. One teleports away (to the other side of his friend), and teleports his buddy next to him. His buddy then goes "oh, wait. I was just teleported. That means I teleported. That means I can move my buddy next to me. Hey buddy, teleport to the other side of me." Repeat.

Given infinite movement, and invisibility to all creatures you want to be invisible to, including each other.

Found by Mellored
Suggested House Rule: Change the trigger to "When you teleport yourself 10 squares or less"