DPR King Candidates 3.0

borg286

Explorer
ironsky said:
I was playing around with a bugbear rogue and noticed while doing so some long-dead builds.

I think my Pyromancers went extinct on the distinction of whetstones being "when hit by this weapon" and I'm using the daggers as implements. If whetstones apply to implement attacks, my paragon and epic pyromancers are still valid. If not, they're all gone.

halfbond's avenger/daggermasters don't work anymore after the daggermaster change.

heRaw's level 12 daggermaster doesn't entirely work since a) he's violated the accepted item limits for level 12 (has 2 level 13 items) and it was made before the bloodiron nerf to attacks from the weapon only.

Here's a replacement. It's not on the level of langeweile's bugbear rogue, but since he's not perma-hidden, he's far less likely to be utterly nerfed by your DM ni some way. Also, daggermaster!

Outlaw theme for the free daze.

CB
Rawr, level 12
Bugbear, Rogue, Daggermaster
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Background: Occupation - Criminal (+2 to Stealth)

FINAL ABILITY SCORES
Str 20, Con 12, Dex 22, Int 9, Wis 15, Cha 11.

STARTING ABILITY SCORES
Str 15, Con 11, Dex 17, Int 8, Wis 14, Cha 10.


AC: 27 Fort: 23 Reflex: 27 Will: 20
HP: 79 Surges: 7 Surge Value: 19

TRAINED SKILLS
Stealth +23, Thievery +17, Perception +13, Insight +13, Acrobatics +17, Athletics +16, Religion +10

UNTRAINED SKILLS
Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +8, Endurance +7, Heal +8, History +5, Intimidate +10, Nature +8, Streetwise +8

FEATS
Level 1: Backstabber
Level 2: Wintertouched
Level 4: Light Blade Expertise
Level 6: Two-Weapon Fighting
Level 8: Nimble Blade
Level 10: Silvery Glow
Level 11: Two-Weapon Opening
Level 12: Lasting Frost

POWERS
Rogue at-will 1: Deft Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Blinding Barrage
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Low Slash
Rogue daily 5: Bloodbath
Rogue utility 6: Chameleon
Rogue encounter 7: Shadow Boxer
Rogue daily 9: Knockout
Rogue utility 10: Shadow Stride

ITEMS
Iron Armbands of Power (heroic tier), Frost Dagger +3, Siberys Shard of Merciless Cold (heroic tier) (2), Gloves of Ice (paragon tier), Feytouched Drowmesh +3, Frost Dagger +2, Camouflaged Clothing, Footpads, Elven Cloak +2


First DPR number is the initial attack, 2nd is with Riposte if the enemy takes it.


DPR 49.15/92.8
Riposte Strike: +24 vs AC 27
.1(0) + .75(3.5+25+13.5+5) + .15(10.5+59+ohMBA(23.15)) = 49.15

Oh MBA: .2(0) + .65(3.5+23) +.15(10.5+29) = 23.15

Riposte Interrupt: .15(0) + .65(3.5+13.5+29) + .15(10.5+58+23.15) = 43.65

Main Hand to hit: +23 (+6 dex +6 level + 3 prof + 3 enh +1 rogue +2 feat +3 CA)
Damage: +25 (+6 dex + 3 enh +1 TWF +2 IAoP +1 shard +2 gloves of ICE + 3 Silvery Glow +2 LBE +5 Cold Vuln)

Off-hand MBA to hit: +21 (+5 str +6 level + 3 prof + 2 enh +1 rogue +2 feat +3 CA)
Damage: +23 (+5 str + 2 enh +1 TWF +2 IAoP +1 shard +2 gloves of ICE + 3 Silvery Glow +2 LBE +5 Cold Vuln)

Riposte to hit: +22 (+5 str +6 level + 3 prof + 3 enh +1 rogue +2 feat +3 CA)
Damage: +24 (+5 str + 3 enh +1 TWF +2 IAoP +1 shard +2 gloves of ICE + 3 Silvery Glow +2 LBE +5 Cold Vuln)


In actual play, I'd probably replace Nimble Blade with Disciple of Divine Wrath for two rounds of 2d20 18-20 crit range and to avoid the dreaded 1 while using Knockout. I'd get Nimble Blade back and get Superior Will for the next to feats.
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borg286

Explorer
Damon_Tor said:
If you guys could check my math that'd be awesome, but I think it's correct.

Level: 11
DPR: 45.73
Cheese Used: 618@

Build

====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Half-Orc, Fighter|Ranger, Kensei
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Tempest Technique
Kensei Focus: Kensei Focus Short sword
Background: Occupation - Mariner (+2 to Acrobatics)

FINAL ABILITY SCORES
Str 23, Con 12, Dex 19, Int 11, Wis 11, Cha 9.

STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 10, Wis 10, Cha 8.


AC: 25 Fort: 25 Reflex: 23 Will: 17
HP: 75 Surges: 8 Surge Value: 18

TRAINED SKILLS
Athletics +15, Endurance +12, Perception +10, Acrobatics +15

UNTRAINED SKILLS
Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +5, Heal +5, History +5, Insight +5, Intimidate +6, Nature +5, Religion +5, Stealth +8, Streetwise +4, Thievery +8

FEATS
Level 1: Hybrid Talent
Level 2: Weapon Focus (Light Blade)
Level 4: Weapon Expertise (Light Blade)
Level 6: Two-Weapon Fighting
Level 8: Swift Blade Style
Level 10: Wintertouched
Level 11: Lasting Frost

POWERS
Hybrid Fighter at-will 1: Dual Strike
Hybrid Ranger at-will 1: Twin Strike
Hybrid encounter 1: Two-Fanged Strike
Hybrid daily 1: Villain's Menace
Hybrid utility 2: Hunter's Privilege
Hybrid encounter 3: Parry and Riposte
Hybrid daily 5: Two-Wolf Pounce
Hybrid utility 6: Battle Awareness
Hybrid encounter 7: Claws of the Griffon
Hybrid daily 9: Dire Bear Maul
Hybrid utility 10: Strength From Pain

ITEMS
Siberys Shard of Merciless Cold (heroic tier) (2), Frost Short sword +2 (2), Gloves of Ice (paragon tier), Iron Armbands of Power (heroic tier), Predator's Hide Hide Armor +2, Cloak of Resistance +2, Belt of Vim (heroic tier), Casque of Tactics (heroic tier), Boots of the Fencing Master (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Twin Strike: 2 Attacks, +21 vs AC with CA (85% vs AC 25)

Attack Bonus Breakdown

+6 Strength Modifier
+5 half your level
+3 proficiency bonus
+2 enhancement bonus
+1 bonus - Tempest Technique
+1 bonus - Weapon Expertise (Light Blade)
+1 bonus - Kensei focus Short Sword
+2 bonus - Combat Advanatage (from Wintertouched)

Main Hand: 1d6+17 Cold Damage (20.5 Avg)

Damage Bonus Breakdown

+2 Enhancement Bonus
+2 Bonus - Tempest Technique
+2 Feat Bonus - Weapon Focus (Light Blade)
+1 Bonus - Two-Weapon Fighting
+2 Item Bonus - Iron Armbands of Power (heroic tier)
+1 Bonus - Siberys Shard of Merciless Cold
+2 Bonus - Gloves of Ice
+5 Vulnerable 5 cold - Lasting Frost

Main Hand Critical: 2d6+23 Cold Damage (30 avg)
Off Hand: 1d6+16 Cold Damage (19.5 Avg)

Damage Bonus Breakdown

+2 Enhancement Bonus
+2 Bonus - Tempest Technique
+2 Feat Bonus - Weapon Focus (Light Blade)
+2 Item Bonus - Iron Armbands of Power (heroic tier)
+1 Bonus - Siberys Shard of Merciless Cold
+2 Bonus - Gloves of Ice
+5 Vulnerable 5 cold - Lasting Frost

Off Hand Critical: 2d6+22 Cold Damage (29 avg)
Hunter's Quarry: 2d6 cold damage (7 avg, 1 attack must hit)
Swift Blade Style: 4 damage (Both attacks must hit)

Main hand + Off Hand + Main Crit + Off Crit + Swift Blade Style + Quarry + Quarry Crit

(0.80)*(20.5) + (0.80)*(19.5) + (0.05)*(30) + (0.05)*(29) + (0.85)*(0.85)*(4) + (0.96)*(7) + (0.0975)*(12) = 45.73
saving
 

borg286

Explorer
lordduskblade said:
I actually threw a quick build together with your guidelines in mind, langeweile, and I think you may have sold it a bit short: I'm coming up with a bit more damage.

Dwarf Battlemind

Dwarf Battlemind/Son of Mercy/Demigod:
L1 – Str 14, Con 18, Dex 13, Int 8, Wis 16, Cha 10
L4 – Str 14, Con 19, Dex 13, Int 8, Wis 17, Cha 10
L8 – Str 14, Con 20, Dex 13, Int 8, Wis 18, Cha 10
L11 – Str 15, Con 21, Dex 14, Int 9, Wis 19, Cha 11
L14 – Str 15, Con 22, Dex 14, Int 9, Wis 20, Cha 11
L18 – Str 15, Con 23, Dex 14, Int 9, Wis 21, Cha 11
L21 – Str 16, Con 26, Dex 15, Int 10, Wis 24, Cha 12
L24 – Str 16, Con 27, Dex 15, Int 10, Wis 25, Cha 12
L28 – Str 16, Con 28, Dex 15, Int 10, Wis 26, Cha 12

Feats:
L1 – Melee Training (Constitution)
L2 – Dwarven Weapon Training
L4 – Weapon Expertise (Hammers)
L6 – Defender of the Wild (Perception)
L8 – Crippling Crush
L10 – Wintertouched
L11 – Lasting Frost
L12 – Hammer Rhythm
L14 – Armor Proficiency (Plate)
L16 – Dwarven Durability
L18 – Improved Initiative
L20 – Paragon Defenses
L21 – Devouring Demand
L21 – Robust Defenses (replaces Paragon Defenses)
L22 – Armor Specialization (Plate)
L22 – Superior Initiative (replaces Improved Initiative)
L24 – Rapid Mind Spike
L26 – Prescient Retaliation
L28 – Epic Reflexes
L30 – Epic Fortitude

AC: 48 --> 10 base, +15 levels, +14 armor, +6 enhancement, +2 shield, +1 feat
Fort: 48 --> 10 base, +15 levels, +9 ability (Constitution), +6 enhancement, +4 Epic Fortitude, +2 feat, +2 item
Ref: 41 --> 10 base, +15 levels, +2 ability (Dexterity), +6 enhancement, +2 feat, +2 shield, +4 Epic Reflexes
Will: 45 --> 10 base, +15 levels, +8 ability (Wisdom), +6 enhancement, +2 class, +2 feat, +2 item

HP: 217 --> 15 base, +174 levels, +28 ability (Constitution)
Bloodied: 108 HP or less
Healing Surges: 20 --> 9 base, +9 ability (Constitution), +2 Dwarven Durability
Healing Surge Value: 63 HP

Initiative: +30 --> +2 ability (Dexterity), +15 levels, +8 feat, +5 item

Magic Items (Expected GP = 14,625,000):
L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Frost Craghammer (PHB)
L28 (2,125,000 gp): +6 Frost Throwing Hammer (PHB)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Dwarven Godplate Armor (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L18 (85,000 gp): Planestrider Boots (MOTP)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 13,271,200 gp

Attack Bonus Sources:
+15 (Level)
+9 (Constitution)
+6 enhancement (+6 Weapon)
+3 feat (Weapon Expertise)
+2 (Combat Advantage)
+2 (Proficiency)
Total: +37

Damage Bonus Sources:
+9 (Constitution)
+9 (Crippling Crush)
+8 (Lawbreaker’s Doom)
+6 enhancement (+6 Weapon)
+6 item (Iron Armbands of Power)
+5 (Lasting Frost)
+5 (Siberys Shard of Merciless Cold)
+4 (Gloves of Ice)
+2 feat (Dwarven Weapon Training)

Brutal Barrage: +37 vs. AC with CA
Hit: 31 cold damage
Critical: 6d6+43 cold damage
Miss: 9 damage

Brilliant Recovery: +37 vs. AC with CA
Hit: 2d10 (brutal 2) + 54 cold damage
Critical: 6d6+86 cold damage
Miss: 9 damage

DPR: (3)*(0.65)*(31) + (3)*(0.05)*(64) + (3)*(0.30)*(9) + (1-[1-0.30]3)*(2)*([0.65]*[67] + [0.05]*[107] + [0.30]*[9]) = 145.95 DPR

DPR (1 PP expended): (4)*(0.65)*(31) + (4)*(0.05)*(64) + (4)*(0.30)*(9) + (1-[1-0.30]4)*(2)*([0.65]*[67] + [0.05]*[107] + [0.30]*[9]) = 182.62 DPR

DPR (1 PP expended, after milestone): (4)*(0.65)*(31) + (4)*(0.05)*(64) + (4)*(0.30)*(9) + (1-[1-0.30]4)*(3)*([0.65]*[67] + [0.05]*[107] + [0.30]*[9]) = 221.83 DPR


Suffice to say, very impressive, and likely worthy of its own thread, wouldn't you agree?

As for Radiant, I don't think it'll generate much more single target oomph this will; going for Morninglord and Radiant Advantage results in less damage than this (though it is markedly less feat-intensive, there's not all that many damage options for something that doesn't have a damage roll), and Headsman's Chop is kind of situational here (two or more BB attacks have to hit for that to happen, and giving up on Hammer Rhythm means you're likely treading water or worse on the DPR front).
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borg286

Explorer
kilpatds said:
Not posted anywhere. Just a generic Valenar Half-Elf Morninglord Eternal Seeker. TO material, only good against tofu. The main trick I'd missed is the Queen's Gift item set, and the ring. (160.65 at 30th, 65.97 at 16th, 269@)

Show

Half-Elf Avenger(/Fighter)/Morninglord/Eternal Seeker

Str 16 (+1+1+1+1+1+1 +1+1) = 24
Con 11+2 ( +1 +1 ) = 15
Dex 13 ( +1 +1 ) = 15
Int 8 ( +1 +1 ) = 10
Wis 16 (+1+1+1+1+1+1 +1+1) = 24
Cha 10+2 ( +1 +1 ) = 14

Feats 1 Versatile Expertise
2 Valenar Weapon Training
4 Power Attack
6 Battle Awareness
8 Unarmored Agility (retrained to Armor Prof: Leather at 14)
10 IaoF (retrained to Painful Oath at level 11)
11 Versatile Master
12 MC Util Swap (battlefury) (Retrained to Armor Spec(Scale) @ 24)
14 Armor Prof(Chainmail)
16 Pervasive Light
18 TBD (Retrained to TWF @ 26)
20 TBD (Retrained to Slashing Storm at 20)
21 Hand of Divine Guidance
22 Punishing Radiance
24 Armor Prof(scale)
26 TWO
28 Font of Radiance
30 NAD Booster

Equipment
+6 Bloodiron Double Scimitar
Radiant Dragonshard (Epic)
Ring of the Radiant Storm (Gifts for the Queen)
Crown of the Brilliant Sun
Spark Slippers
Epic IAoP
Ring of Giants x2
Manyfingered Glove

Rules notes:
Gifts of the Queen's damage bonus triggers (clearly) on radiant damage
rolls from Radiant POWERS. Thanks to Painful Oath, Twin Strike has
the radiant keyword, even though only one attack will do radiant damage.
Same for the Radiant Dragonshard (but less clear there).

------------------------------------
--
-- Level 30 (160.65)
--
------------------------------------
Ring of Radiant Storm:
2d6 = 8.37
6d10 = 42.16
6d10+3d6 = 55.16

To Hit:
+15 Level
+ 7 Str
+ 6 Magic
+ 3 Expertise
+ 2 Prof
- 2 Power Attack
--------
+31 (target 44)
64% chance w/ oath.
19% chance to crit

Damage
+ 9 Power Attack (stout double weapon)
+ 6 Enhancement
+ 6 Iron Armbands (Item)
+ 6 Battlefury Stance
+ 5 Radiant Dragonshard
+ 4 Valenar Weapon Training
+ 3 Gifts of the Queen
--------
+39

Every Crit
+6d10 (Bloodiron)
+6d10 (Next round, pulled out as a separate damage roll)
+3d6 (High Crit)
+12 (Ring of Giants)
+12 (Ring of Giants)
-----------
=(+6d10+3d6+24)+6d10
=79.16 + 42.16
-----------
=121.32

BA (with vulnerability)
0.64 * (8.37 + 39 + 10 + 7) + 0.19*(12-8.37+121.32)
=64.9373

Crit (1/turn)
+10+10 (Font of Radiance and Vulnerability)
+64.9373 (Basic Attack)
--------
84.9373

Twin Strike, starting cold
2*(0.64 * (8.37 + 39) + 0.19*(12-8.37+121.32))
108.1145

Twin Strike, starting hot
2*(0.64 * (8.37 + 39 + 10) + 0.19*(12-8.37+121.32))
120.9146

Chance of hitting at all on the last round: 1-0.6^4 = 87.04%

Twin Strike DPR
0.8704 * 120.9147 + 0.1296 * 108.1145
119.25579408

Chance of critting at all on this round: 1-0.9^4: 34.39%
Crit 1/round damage
.3439 * 84.9373
29.20993747

Chance of hitting at all on this round: 87.04%
+7 (Painful Oath. Attack already pinged Vulnerability)
+7 (Slashing Storm)
0.8704 * 14 = 12.1856

DPR:
119.25579408 + 29.20993747 + 12.1856
160.65133155

------------------------------------
--
-- Level 16 (65.97)
--
------------------------------------
Equipment
+3 Jagged Double Scimitar
Radiant Dragonshard (Paragon)
Paragon IAoP
Ring of Giants x1

Ring of Radiant Storm:
1d6 = 4.47
2d6 = 8.37

To Hit:
+ 8 Level
+ 5 Str
+ 3 Magic
+ 2 Expertise
+ 2 Prof
- 2 Power Attack
--------
+18 (target 30)
69.75% chance w/ oath.
19% chance to crit

Damage
+ 6 Power Attack (stout double weapon)
+ 3 Enhancement
+ 4 Iron Armbands (Item)
+ 4 Battlefury Stance
+ 3 Radiant Dragonshard
+ 3 Valenar Weapon Training
--------
+23

Every Crit
+2d6 (High Crit)
+6 (Ring of Giants)
-----------
= 8.37 + 6 = 14.37
= 14.37

Crit (1/turn)
+10 (Jagged, assume makes first save)
--------
=10

Twin Strike, starting cold
2*(0.6975 * (4.47 + 23) + 0.19*(6-4.47+14.37))
= 44.36265

Twin Strike, starting hot
2*(0.6975 * (4.47 + 23 + 10) + 0.19*(6-4.47+14.37))
= 58.31265

Chance of hitting at all on the last round: 1-0.45^4 = 95.899375/4.100625

Twin Strike DPR
0.95899375 * 58.31265 + .04100625 * 44.36265
= 57.740612813

Chance of critting at all on this round: 1-0.9^4: 34.39%
Crit 1/round damage
.3439 * 10
=3.439

Chance of hitting at all on this round: 97.44%
+5 (Painful Oath)
.95899375 * 5 = 4.79496875

DPR:
= 57.740612813 + 3.439 + 4.79496875
= 65.974581563
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borg286

Explorer
styrx said:
15.1 DPR(50%Ch) Eldritch Defender

Submission: King of Lvl 1
Revision: 1.1
Class/Race: Hybrid Human Paladin/Warlock
Powers: Eldritch Strike (to charge or not to charge...)
Feats: Deadly Draw, White Lotus Riposte
Setup: No Setup-Round, Minor Divine Challenge, Minor Warlock's Curse, Standard Charge
Attack: First round charge, then hit and slide, hit and slide, hit and slide... and everytime if possible charge (I assume 50/50 chance)
Intention: No charge necessary after first round, no setup round without damage, no wait for shifting, CA guaranteed, additional damage guaranteed (WLR (see rev. 1.1), DC)
Based on: My own character I'm playing already for a while (current lvl 9)


Revisions

1.1 Deadly Draw and WLR counts only on hit. I assumed 50/50 for DC or WLR Damage


Math

Large Maul Eldritch Strike (Melee Basic Attack, 50% Charging):
Hit (+8.9 vs AC 15): 5 (Charisma) + 2 (Prof.) + 0.7*2 (Deadly Draw) + 0.5 (50% Charge) = 70% crit 5%
DPH: 7 crit 10 (Large Maul) + 5 (Charisma) + 2.5 (50% DC) + 0.7*2.5 (50% WLR) + 3.5 (Curse Damage) = 19.75 crit 25.25
DPR: (.7)(19.75) + (.05)(25.25) = 15.0875
saving
 

borg286

Explorer
Denubis said:
I really like the throw&stab idea, so I built a replacement. Meet Gogo.

Gogo, daugter of Charles Lee. A non-charging, non-CAing competent striker. Kinda insane though.

Assumptions: We're targeting 2 creatures, necessarily bouncing (literally) back and forth between them. We are in aspect of the dancing serpent until we need to escape from a flank from the two creatures. While pack wolf is in all ways better, it is difficult to calculate the odds of amount of adjacent party members.

This build does not charge nor does it need combat advantage. Combat advantage ovbiously helps though. Aspect of the Cunning fox is another excellent option if your party doesn't routinely flank, though it offers slightly less damage capabilities, it allows for what amounts to a focused fire with the ranged attack and dual weapon attack.

Manticore's fury, being annoying, will be adjusted by the probability of the setup attack hitting. I'd love a more reliable +damage feat there. It, however, feels less unreliable than gauntlets of blood. And I refuse to not provide armor or neck slot as part of the item loadout.

For simplicity, a standard round goes like: Shift 1 (or evac because flanked, and call down wizard's area burst 1's) T&S against target 1, MBA&DWA against target 2. Swap targets and repeat next round. There is significant agnosticism with regards to target selection, so long as they are either isolated from their fellows (not hard at all) or being ganked by the party (not hard at all).

Axe mastery contributes an increase of .23 to the average damage of each attack. Just astonishing. ::sigh::

Throw and Stab: +11 v. AC 1d10 (reroll 1) +6 +2*.70 55% accuracy .50*(5.73+6+2*.70)+.05*(10+6+2*.70+3.5*2) = 7.78

MBA +13+1 v. AC 1d10 (reroll 1) +13+1 +2*.55 (+1 atk/damage from stance) 70% accuracy .65*(5.73+14+2*.55)+.05*(10+14+2*.55+3.5*2) = 15.13

DWA (+13 v. AC)*(+14 v. AC) 1d10 (reroll 1) +13 45% accuracy due to MBA hitting. .40*(5.73+13)+.05*(10+13+3.5*2) = 8.99

31.90 damage total contributed to the encounter every round.


With cunning stalker replacing manticore's fury, it should provide 34.63 DPR instead. Though I'm not sure if that triggers the "CA" tag. (The intent is to show a plain-jane candidate. These numbers are the total contribution over 2 targets, so it's "suboptimal" in the pure-striker sphere, but should fufill the striker's role in combat.


Flavorwise I've got an impossible time visualizing this, but movement-wise it maps really well to Gogo of Kill Bill flame and her meteor hammer. Thus, gogo, daughter of Charles Lee (the errataed build that this is no longer valid for).

Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Gogo, level 6
Human, Scout
Two-Weapon Style: Spinning Axe Mastery
Ranger Wilderness Knacks: Ambush Expertise
Ranger Wilderness Knacks: Mountain Guide
Level 4 Wilderness Knack: Wilderness Tracker
Armor of Adaptable Resistance +1: Armor of Adaptable Resistance +1 (Fire)
Human Power Selection: Bonus At-Will Power
Background: Cat Burglar (Cat Burglar Benefit)

FINAL ABILITY SCORESStr 16, Con 11, Dex 20, Int 10, Wis 12, Cha 8.
STARTING ABILITY SCORESStr 15, Con 11, Dex 17, Int 10, Wis 12, Cha 8.

AC: 22 Fort: 19 Reflex: 21 Will: 16HP: 48 Surges: 7 Surge Value: 12
TRAINED SKILLSThievery +13, Dungeoneering +9, Athletics +11, Acrobatics +12, Stealth +12, Perception +9
UNTRAINED SKILLSArcana +3, Bluff +2, Diplomacy +2, Endurance +2, Heal +4, History +3, Insight +4, Intimidate +2, Nature +4, Religion +3, Streetwise +2

FEATS
Human: Weapon Proficiency (Double axe)
Level 1: Axe Expertise
Level 2: Weapon Focus (Axe)
Level 4: Two-Weapon Fighting
Level 6: Manticore's Fury

POWERS Bonus At-Will Power: Throw and Stab
Scout aspect of the wild (scout) 1: Aspect of the Dancing Serpent
Scout aspect of the wild (scout) 1: Aspect of the Pack Wolf
Level 2 Scout Utility Power: Invigorating Stride
Level 6 Scout Utility Power: Serpentine Dodge

ITEMS

Iron Armbands of Power (heroic tier), Hide Armor of Adaptable Resistance +1, Amulet of Life +1, Dwarven Thrower Double axe +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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borg286

Explorer
rtrnofdmax said:
Frostbow of Sehanine
Continuing my need to make wonky builds, I created a fully functional Striker/Leader using the normal Twin Strike and Frost-Tech, but with Artificer and Cleric buffs built in. Through Hybridization, you get your two leader heals, some party supporting utilities and all the Twin Strike uber damage your DM can take.

(Disclaimer: This is a paragon build. This also requires a minor amount of setup.)

(Disclaimer 2: This build also assumes the new Half-Elf will be +2 Cha, and +2 to Wis or Con. The point buy will be messed up given that the Character builder does not yet have this data. If HElves end up being +2 Con and +2 to Wis or Cha, this build gets a small boost.)

Build

====== Created Using Wizards of the Coast D&D Character Builder ======
level 12
Half-Elf, Cleric|Artificer, Half-Elf Polymath
Hybrid Artificer: Hybrid Artificer Fortitude
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Holy Symbol)

FINAL ABILITY SCORES
Str 10, Con 17, Dex 11, Int 16, Wis 21, Cha 13.

STARTING ABILITY SCORES
Str 9, Con 13, Dex 10, Int 14, Wis 18, Cha 10.


AC: 23 Fort: 22 Reflex: 21 Will: 24
HP: 84 Surges: 9 Surge Value: 21

TRAINED SKILLS
Arcana +14, Religion +14, Perception +16, Insight +18, Dungeoneering +16

UNTRAINED SKILLS
Acrobatics +6, Bluff +7, Diplomacy +9, Endurance +9, Heal +11, History +9, Intimidate +7, Nature +11, Stealth +6, Streetwise +7, Thievery +6, Athletics +6

FEATS
Level 1: Moonbow Dedicate
Level 2: Adept Dilettante
Level 4: Silvery Glow
Level 6: Versatile Expertise
Level 8: Impending Victory
Level 10: Wintertouched
Level 11: Versatile Master
Level 12: Lasting Frost

POWERS
Dilettante: Twin Strike
Hybrid at-will 1: Sacred Flame
Hybrid at-will 1: Magic Weapon
Hybrid encounter 1: Exacting Utterance
Hybrid daily 1: Icebound Sigil
Hybrid utility 2: Bless
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Weapon of the Gods
Hybrid utility 6: Energy Conversion
Hybrid encounter 7: Price of Violence
Hybrid daily 9: Radiant Sigil
Hybrid utility 10: Sigil of Luck

ITEMS
Gloves of Ice (paragon tier), Frost Shortbow +3, Siberys Shard of Merciless Cold (paragon tier), Bracers of Archery (heroic tier), Magic Leather Armor +2, Amulet of Protection +2, Frozen Whetstone (heroic tier) (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



The fun and unique part of this build comes from the three separate Daily weapon augments that add 3+ damage and some amount to hit. These calcs also assume you are using a Frozen Whetstone to add some more damage. You can drop these if you have other item dailies since you still get the frost keyword from your weapon. Standard setup is minor for a weapon augment and move->minor for the Frozen Whetstone. If you want to go nova, it will take two rounds for all three weapon augments and a whetstone.

Assumptions:
1) CA from Wintertouched is active.
2) At least one weapon augment and whetstone have been applied (see breakdown below).


DPR Calcs










































Attack Bonus
Damage
Weapon 3 Weapon 4.5
Level 6 Enh 3
Stat 5 Bracers 2
Expertise 1 Lasting Frost 5
Prof 2 Shard 3
CA 2 Gloves 2


Moonbow 3


Whetstone 2

19
24.5





Base DPR 2*0.75*24.5+2*0.05*(28+10.5) = 40.6
vs. Bloodied 2*0.8*24.5+2*0.05*(28+10.5) = 42.85

Sigil of Luck gives +1 to hit and +3 Con damage:





w/ Sigil of Luck 2*0.8*(24.5+3)+2*0.05*(31+10.5) = 48.15
vs. Bloodied 2*0.85*(24.5+3)+2*0.05*(31+10.5) = 50.9

Weapon of the Gods gives 1d6 damage and imposes a -2 AC penalty. This effective +2 to hit is factored in:





w/ WotG 2*0.85*28+2*0.05*(34+10.5) = 52.05
vs. Bloodied 2*0.9*28+2*0.05*(34+10.5) = 54.85

Frostbound Sigil gives +3 damage:





w/ Icebound Sigil 2*0.75*(24.5+3)+2*0.05*(31+10.5) = 45.4
vs. Bloodied 2*0.8*(24.5+3)+2*0.05*(31+10.5) = 48.15

If you use all three weapon augments, you pull close to the lead for one encounter a day:





Fully Buffed 2*0.9*(24.5+3+3.5+3)+2*0.05*(40+10.5) = 66.25
vs. Bloodied 2*0.9*(24.5+3+3.5+3)+2*0.05*(40+10.5) = 66.25


Hope you like the build and feel free to offer suggestions on how to go even higher. I could probably get a +4 on Con based buffs if I give up on ever hitting with an Artificer power.
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borg286

Explorer
Jay_Ibero_911 said:
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Halfling, Paladin (Blackguard)/Assassin (Executioner), Master of the Forge
Vice: Vice of Fury
Hybrid Paladin (Blackguard) Option: Hybrid Blackguard Fortitude
Guild Attacks (Hybrid) Option: Red Scales (Hybrid)
Hybrid Assassin (Executioner) Option: Hybrid Executioner Fortitude
Hybrid Talent Option: Paladin Armor Proficiency
Associate: Trained Young Owlbear
Auspicious Birth (Auspicious Birth Benefit)
Theme: Fey Beast Tamer

FINAL ABILITY SCORES
STR 14, CON 18, DEX 13, INT 9, WIS 11, CHA 22

STARTING ABILITY SCORES
STR 13, CON 15, DEX 10, INT 8, WIS 10, CHA 17


AC: 30 Fort: 23 Ref: 20 Will: 23
HP: 85 Surges: 12 Surge Value: 23

TRAINED SKILLS
Religion +9

UNTRAINED SKILLS
Acrobatics +4, Arcana +4, Athletics +3, Bluff +11, Diplomacy +11, Dungeoneering +5, Endurance +5, Heal +5, History +4, Insight +5, Intimidate +11, Nature +5, Perception +5, Stealth +2, Streetwise +11, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Halfling Racial Power: Second Chance
Paladin Attack: Dread Smite
Assassin Attack: Assassin's Strike
Runepriest Feature: Rune of Mending
: Dread Smite (Additional Use)
Paladin Attack 1: Virtuous Strike
Runepriest Utility 10: Rune of the Astral Winds
Master of the Forge Attack 11: Call of Iron

FEATS
Level 1: Spear Expertise
Level 2: Silvery Glow
Level 4: Scrappy
Level 6: Student of Divine Runes
Level 8: Hybrid Talent
Level 10: Acolyte Power
Level 11: Impaling Spear

ITEMS
Unbroken Lance Lance +3 x1
Bracers of Mighty Striking (heroic tier) x1
Lancing Gloves x1
Riding Boots
Summoned Gith Plate Armor +3 x1
Heavy Shield x1
Impenetrable Barding (heroic tier)
Amulet of Vigor +2 x1
Belt of Vigor (heroic tier) x1
====== End ======


Here's what I came up with for that. You end up with the same +18 vs. Reflex but for 2d10+2d8+31 with virtuous strike at 11th. Plus you get the option of real encounters and dailies. So probably better off in the long run. Same number of surges but 10 less HP, but better overall defenses. Less mobility using the owlbear instead of the fey panther plus give up CA immunity. Might be a better PP for it but Master of the Forge still provides well rounded bonuses.
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borg286

Explorer
ironsky said:
I have a new DPR cantidate: The Radiant Blackguard:

RadBlack 12
Radiant Blackguard, level 12
Human, Blackguard, Adroit Explorer
Ambitious Effort: Ambitious Effort New Power
Human Power Selection: Bonus At-Will Power

FINAL ABILITY SCORES
Str 11, Con 19, Dex 11, Int 9, Wis 11, Cha 23.

STARTING ABILITY SCORES
Str 10, Con 16, Dex 10, Int 8, Wis 10, Cha 18.


AC: 31 Fort: 26 Reflex: 24 Will: 28
HP: 100 Surges: 14 Surge Value: 25

TRAINED SKILLS
Arcana +5, Bluff +17, Intimidate +17, Perception +11, Athletics +7, Endurance +11

UNTRAINED SKILLS
Acrobatics +2, Diplomacy +12, Dungeoneering +6, Heal +6, History +5, Insight +8, Nature +6, Religion +5, Stealth +2, Streetwise +12, Thievery +2

FEATS
Human: Power of the Sun
Level 1: Deva Heritage
Level 2: Radiant Recovery
Level 4: Weapon Focus (Light Blade)
Level 6: Improved Defenses
Level 8: Cunning Stalker
Level 10: Resourceful Leader
Level 11: Deft Blade
Level 12: Light Blade Expertise

POWERS
Ambitious Effort New Power: Mocking Smite
Bonus At-Will Power: Virtuous Strike
Blackguard daily 5: Majestic Halo
Blackguard utility 6: Wrath of the Gods
Blackguard daily 9: Glorious Charge
Blackguard utility 10: Spirit of the Virtuous Charger

ITEMS
Heavy Shield, Summoned Gith Plate Armor +3, Iron Armbands of Power (heroic tier), Gauntlets of Blood (heroic tier), Horned Helm (heroic tier), Vanguard Rapier +3, Siberys Shard of Radiance (paragon tier), Badge of the Berserker +2, Boots of Adept Charging (heroic tier), Ruby Scabbard (heroic tier)


The key to this build is Radiant Recovery giving him 4 THP that he can burn to fuel Dark Menace. He also has 2 minor action encounter powers that grant him THP (and defense buffs to keep them) so he can do it again if he gets hit(average enemy his level needs 14+ to hit his AC). If you have an ally that can grant THP at-will, it gives you extra insurance as well.


Virtuous Strike DPR 39.63/44.38
He can get CA on his own by charging a lone enemy(ignoring OAs to do so) which should be doable the majority of the time. If he's charging an enemy he hit last round, they'll have vulnerable 5 radiant and his DPR goes up 4.75.

Virtuous Strike Charge: Level 12 enemy Reflex: 24
To hit: +23 vs Ref (+6 CHA +6 level +3 prof +3 enh +2 expertise +1 charge +2 CA)
Average Damage, hit(CA, Charge): 1d8 Rapier+1d8 Vanguard +1d6 Helm + 6 Cha + 3 Enh + 2 WF + 2 IABP + 3 Shard + 6 Dark Menace + 6 Spirit of Vice) = 40.5
Average Damage, Crit: 3d8+50 = 63.5
.05(0) + .9 (40.5) + .05(63.5) = 39.63 (or 44.38 if he's hitting the same target - which may be difficult even with Boots of Adept Charging, especially since he's trying to hold onto temps).


His encounter 1-round nova is kinda fun though:

Nova
Minor: Vice's Reward: 10 THP, +2 defenses.
AP(we get 1 for each of the first 3 encounters thanks to Adroid Explorer, also gain resist 10): Charge lone/flanked/dazed enemy
Free: Dread Smite: 10 auto cold and necrotic damage, 5 ongoing cold and necrotic if he hits.
Free: Mocking Smite: 6 auto psychic and radiant damage and invisible if he hits.
Free: Dark Menace: 6 damage negated by resist for +6 damage on next attack
Attack: Virtuous Strike: Hit on a 2, 2d8+1d6+29(ruby scabbard too!) + 5 ongoing + 5 radiant vulnerable + invisible +2 to saves + 4 THP + shift 1 away.
Free: Vanguard weapon to give allies +1 to hit and +6 damage for a round(if the AP to do it, +5 more for Warlord MC).
Standard: Charge another target (is there an easy way to increase shift 1 to 2?)
Free: Dark Menace: 6 damage negated by resist for +6 damage on next attack
Attack: Virtuous Strike: As above without smites, but with +5 damage from radiant vulnerability

Assuming we don't roll 1s (90% likely) that's 4d8+2d6+73 cold, necrotic, psychic, and radiant damage + 5 ongoing and we have +2 defenses, invisibility, +2 to saves, 10 THP and DR 10.

His Daily Nova is the same, just drop Wrath of the Gods and Spirit of the Virtuous Charge before hand for two more helpings of CHA damage on each attack(5xCha total) yielding the above +24 damage between the two hits.


There's probably ways of improving it more (a mount or something) but I dislike mounts since every game I've been in where my character had one, it either couldn't fit into the dungeon or died within a session or two of me getting it...

For a couple more feats, you could probably go Magic Domain to make it Arcane, Arcane Admixture and add cold to it... I'll worry about that later. Tired.
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borg286

Explorer
Mengu74 said:
Here is a level 12 3x3 candidate. I didn't use frost cheese because I'm really not sure how to ensure hitting the same set of enemies over and over with blasts to upkeep the vulnerability. Also didn't go Daggermaster, as I expect there will be a nerf in May, and didn't want the build to go in the nerf bin in one week.

I was mainly trying to break the 30 barrier, so I get a competitive 60 against two targets. I'm also providing a couple extra conditional DPR values, vs fresh targets and vs bloodied targets, mostly for kicks.

30.55 DPR (3x3) Tiefling Sorcerer Essence Mage (12), by Mengu74 (@)

Tiefling
Sorcerer Essence Mage 12

Cha 22, Str 18, Int 14, Dex 13

Feats:
Superior Implement (Incendiary Dagger)
Versatile Expertise (Light Blade)
Arcane Initiate
Hellfire Arcanist
Hellfire Blood
Destructive Wizardry
Arcane Admixture (cold, Burning Spray)
Dual Implement Spellcaster

Powers:
Burning Spray

Items:
Bloodthirsty Dagger +3
Challenge-Seeking Dagger +3
Khyber Shard of Fiery Depth (paragon tier)
Gloves of Ice (paragon tier)
Executioner's Bracers (heroic tier)

Assumption: You hit more than one creature in the area.

Burning Spray
Attack: +18 vs Reflex (+6 charisma +6 level +1 expertise +3 enhancement +1 superior implement +1 Hellfire Blood)
Damage: 1d8+1d6(PP)+31 damage (+6 charisma +6 Draconic Power +3 enhancement +3 dual implement +3 superior Implement +3 feat +3 shard +1 hellfire +3 destructive wizardry)
Crit: +3d10 (weapon) + 1d6 (bracers)

DPR = 0.70*39+0.05*65 = 30.55 (3x3)

[sblock =Some conditional DPR's]vs. Fresh targets:

Burning Spray
Attack: +18 vs Reflex (+6 charisma +6 level +1 expertise +3 enhancement +1 superior implement +1 Hellfire Blood)
Damage: 1d8+3d6(PP)+31 damage (+6 charisma +6 Draconic Power +3 enhancement +3 dual implement +3 superior Implement +3 feat +3 shard +1 hellfire +3 destructive wizardry)
Crit: +1d6 (bracers)

DPR = 0.70*46+0.05*60.5 = 35.225 (3x3)

vs. Bloodied targets:

Burning Spray
Attack: +20 vs Reflex (+6 charisma +6 level +1 expertise +3 enhancement +1 superior implement +1 Hellfire Blood +1 Blood Hunt +1 Bloodthirsty)
Damage: 1d8+1d6(PP)+34 damage (+6 charisma +6 Draconic Power +3 enhancement +3 dual implement +3 superior Implement +3 feat +3 shard +1 hellfire +3 destructive wizardry +3 bloodthirsty)
Crit: +3d10 (weapon) + 1d6 (bracers)

DPR = 0.80*42+0.05*68 = 37.0 (3x3)[/sblock]
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