Harder than a Rock: The Fighter's Handbook (By lorduskblade)

Veep

First Post
Equipment: Reinforcing the Rock

Here, I'll be talking about what weapon and armor types work best for you. Magic gear is in the next post.

Weapons: Unleashing the Rock

Axes - Damage is the name of the game here; most of these weapons pack a big punch, especially on a critical. They also favor Constitution, which has the side effect of making you tougher. As icing, they come in all shapes and sizes, so you have plenty of options available to you.

Recommended Axes

Battleaxe (PHB) - Your basic one-handed Axe, it's a pretty good weapon, especially considering it's feat-free.

Execution Axe (AV) - Gives some reliability to the normally wild d12.

Greataxe (PHB) - 1d12 with high crit is pretty spiffy damage.

Gouge (DSCS) - The biggest base weapon damage you'll find, and that's worth something.

Handaxe (PHB)
- It's good to not have to resort to a specific weapon enhancement in order to have a Ranged option.

Khopesh (AV) - An Axe + Heavy Blade combination can work if planned out correctly, and the stats are pretty solid.

Waraxe (AV) - 1d12 one-handed? I'm game.


Bows - Don't bother.

Crossbows - Same as bows.

Flails - A pretty interesting weapon group, it has some rather high Dexterity requirements on some feats (like Weapon Mastery), but it can be a very powerful option thanks to that same feat support, plus the main feats you want are light on the stats.

Recommended Flails

Alhulak (DSCS) - Essentially the Flail equivalent of a Longsword, and as such a nice weapon for a Fighter.

Net (D 368) - This weapon offers some nice versatility and control options.

Scourge (AV) - This packs quite a bit of punch for an off-hand weapon.

Spiked Chain (PHB) - It has Reach and some decent damage, but not being a Polearm hurts its stock.

Triple-Headed Flail (AV) - Costs a feat, but it has Bastard Sword stats, along with Flail support. Nice.


Hammers - One of the classic Fighter weapon groups, its feat support's Constitution requirements have the secondary effect of making you a tougher character, and the effects of those feats themselves are very worth having.

Recommended Hammers

Craghammer (AV) - If you have the feat to spare, a reliability upgrade is great.

Maul (PHB) - A big damage weapon with good support sounds like a winning combination to me.

Mordenkrad (AV) - How about some reliability to go with that damage?

Throwing Hammer (PHB) - Rather unimpressive stats, but it's throwable, which makes up for a lot.

Warhammer (PHB) - Decent damage, and feat cost-free. A sweet default weapon to have.


Heavy Blades - Another classic Fighter weapon group, it offers accuracy and sturdy damage as its main perks, as well as relatively light Dexterity requirements for its pretty neat feat support.

Recommended Heavy Blades

Bastard Sword (PHB) - Nice damage and accuracy, but it costs a feat.

Drow Long Knife (EPG) - It costs a feat, but it's a Ranged option for Heavy Blades.

Fullblade (AV) - If you're going the two-hander route, you may as well go for broke and pick up the big damage option.

Longsword (PHB) - An excellent default weapon, a defensively oriented Shield Fighter is more than good with this.


Light Blades - While it may seem rather odd to see the stereotypical Fighter favoring a Light Blade, Tempests certainly use this group very well, and certain Brawlers or Shield Fighters (particularly Arena Fighters) could be persuaded to pick it up.

Recommended Light Blades

Dagger (PHB) - The damage is low, but such is the price to pay for a Ranged option.

Double Sword (AV) - Though it costs a feat, it offers a Tempest some welcome extra AC.

Rapier (PHB) - Longsword stats, only for a different weapon group. The higher Dexterity requirements make it a bit less accessible for some, but having Rain of Blows pack d8's without spending a feat is nice.

Short Sword (PHB) - A nice default weapon for Tempests.


Maces - While they're still mostly outclassed by Hammers, Maces have received some conditional but promising support of late. Plus, they can indulge in much of the Hammer's support as well.

Recommended Maces

Mace (PHB) - Not that far behind a Hammer in stats.

Singing Stick (DSCS) - While the stats may be kind of lame considering it costs a feat, it is the most accurate Mace you'll find.


Picks - Anything these can do, another weapon group can do better.

Polearms - An excellent weapon group for any Fighter, it offers the gift of reach, as well as some outstanding feat support.

Recommended Polearms

Glaive (PHB) - While the stats are at best unimpressive, this has the major perk of being able to partake in Polearm and Heavy Blade support.

Greatspear (AV) - It has the best stats of the bunch, and Polearm + Spear support make it the front-runner in this group.

Halberd (PHB) - While not the most intuitive option, certain characters (like those using Weapon Master's Strike) can use this weapon well.

Talenta Sharrash (EPG) - A nice way for the smaller ones (and even some larger ones who don't need or want the extra reach) to get in on the Polearm + Heavy Blade fun.


Spears - Very closely related to Polearms (even sharing some of their support), Spears trade juicy statistical numbers for an extra dose of control power, without having to give up the shield.

Recommended Spears

Javelin (PHB) - It has long range, but other Spears can be tossed already. It works as a Ranged option, though.

Trident (AV) - Solid damage, and the ability to be thrown. Decent enough.


Staffs - While there is feat support to make this option not a waste of time, that support will take feats you're probably better off spending somewhere else.

Unarmed - Basically a Brawler-only group, the Spiked Gauntlet or the Talid work pretty well here. Trash for everyone else, though.

Armor: Bracing the Rock


Cloth
- Don't do this to yourself.

Leather - Skill penalties are decidedly not as important as not getting hit.

Hide - The armor of choice for Tempests and any other Fighters who prize Dexterity highly, you can equal Plate if you invest enough into Dex and wear this armor.

Chainmail - Rather low AC, but it can work early on if combined with a shield or some other protection mechanism (such as a Battlerager's THP). That said, at later levels it's simply not good enough.

Scale - The default armor group for a Fighter, it's likely a keeper for anyone planning to invest moderately in Dexterity (which some weapon groups require), and it has the benefit of having no skill penalties (or speed penalties after Armor Specialization).

Plate - The biggest armor-based AC you can get, but it requires a bit of a Constitution focus. That's not a problem for quite a few Fighters, though.

Shields - You get them by default, and they provide a very welcome AC and Reflex boost, along with some very nice feat and power options. That said, there are many builds that can't use them.
 

log in or register to remove this ad

Veep

First Post
Magic Equipment: Enhancing the Rock

As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated Black or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available).

Armor

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 2+

Armor of Dwarven Vigor (Chain, Scale, Plate) (AV 2) - A sweet healing ability enhancement for Dwarves, and it's part of an item set as well.

Dwarven Armor (Chain, Scale, Plate) (PHB) - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK!


Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A pretty good choice
.

Level 3+

Armor of Exploits (Any) (AV) - Lets you make interesting combinations with allies who share your attack stat, or simply load an Encounter power for an extra use. Pretty cool.



Bestial Armor (Leather, Hide) (AV) - A free attack with a bonus after a charge. Solid enough.

Defensive Armor (Any) (PHB 3) - This property features a solid Daily defense-booster, which becomes meatier with power points (it's better if you have access to those).

Meliorating Armor (Chain, Scale, Plate) (AV) - This armor makes you tougher as the day wears on. Not bad, but rather party-dependent, because the party usually stops when somebody runs out of healing surges, so how much use you get out of this depends on who that person is.

Level 4+

Battle Harness (Cloth, Leather, Hide) (D 368) - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice.

Dazzling Plate (Plate) (AV 2) - A bonus vs. mental conditions, and an attack debuff. Pretty solid.

Salubrious Armor (Scale, Plate) (AV) - Adding in more AC when you regain HP can make you even harder to handle.

Serpentine Armor (Scale) - A small punishment ability that doesn't conflict with your Combat Challenge. Solid.

Verve Armor (Scale, Plate) (AV) - This armor basically says, "I get up from being down," once per day.



Level 5+

Agile Armor (Chain, Scale, Plate) (AV) - Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning.



Supporting Armor (Scale, Plate) (AV 2) - Helps you keep your wits about you, which is always good.

Level 7+


Marauder's Armor (Leather, Hide) (AV 2)
- Some solid defensive bonuses for charging about. Hardly bad.

Level 8+

Bloodiron Armor (Scale, Plate) (AV) - A very nice property for Fighters who favor bursts, this can give your AC a welcome boost against the target you're focusing on.

Level 9+

Magnetic Armor (Scale, Plate) (AV 2) - Have your enemies come to you, and stay there.

Solar Armor (Scale, Plate) (AV) - I'm not a friendly-fire supporter, but Laser Clerics' at-will damage is pretty piddly, so getting hit by your Cleric to trigger a Healing Surge may not be that bad an idea (and you might even get THP or a save in return for it if they hit you with Sacred Flame!).



Level 10+

Lifeblood Armor (Hide) (PHB 2) - If I’m reading this right, this grants you free THP just for using a short rest (which you will do; you want your Encounter powers back). Whoa.


Level 14+

Armor of Attraction (Scale, Plate) (AV) - Allows you to take even Ranged hits for your allies.

Armor of Dark Deeds (Leather, Hide) (AV 2) - Find yourself a way to attack with CA consistently, and this armor will reward you with a hefty defensive boost in concealment.

Level 15+

Trollskin Armor (Hide, Scale) (PHB) - Regen is always great to have.


Level 18+

Driftmetal Armor (Chain, Scale) (MOTP) - A smidge of elemental resistance, and an easy-to-use power that hands out an attack penalty. Solid.

Level 20+

Dragonscale Armor, Red (Scale) (AV) - Slaps on hefty ongoing damage, and immobilizes. Nice.

Spectral Plate (Plate) (AV 2) - Makes Heavy Armor feel light, and a solid mobility power to boot.

Level 23+

Armor of Enduring Health (Hide, Chain) (AV 2) - Dwarves especially like this armor, but being just Chain makes it a bit of a tougher sell.

Mind Armor (Scale, Plate) (AV 2) - Anything that protects you from mental effects is worth looking at.


Weapons

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 1+

Earth-Wrought Hammer (Hammer) - Cheap, and knocks prone on a critical. OK, I guess.

Level 2+

Farbond Spellblade (Heavy Blade, Light Blade) (AV 2) - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon.

Staggering Weapon (Axe, Flail, Hammer, Heavy Blade, Mace) (AV) - A nice way for people who have access to slides to swing their opponents across the battlefield.

Vicious (Any) (PHB) - Pretty basic, but d12 crit dice are nice to have.

Level 3+

Carnage (Axe, Heavy Blade, Mace) (DSCS) - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice).

Cunning (Any Melee) (AV) - If you like (save ends) effects, this is the weapon for you.



Foe Maker (Any Melee) (D 381) - Mass marking is always welcome for a Fighter.

Frost (Any) (PHB) - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance.


Frost Fury (Axe) (AV 2) - Pretty solid extra damage, and it has cold damage attached to it.

Inescapable (Any) (AV) - Buffs your attack bonus after a miss. Solid.

Luckblade (Heavy Blade, Light Blade) (AV) - Rerolls, which are great to have around.


Paired (Any One-Handed Melee) (AV) - Some pretty good economy for your weapons if you dual-wield.



Quick (Any) (AV) - Free basic attacks are fun.



Rhythm Blade (Light Blade) (AV 2) - Extra AC and Reflex for a Tempest is a pretty cool property to have.

Vanguard (Any Melee) (AV) - Bonuses to damage while charging, and a buffing power you probably won't use. OK, I guess.

Level 4+

Avalanche Hammer (Hammer) (AV 2) - Extra damage on a charge, and knocks prone on a critical. Surprisingly good.

Battlecrazed (Axe, Heavy Blade) (AV) - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice.

Firewind Blade (Heavy Blade) (HotEC) - If you can slap fire damage on your powers without taking up the magic weapon slot, this is about as good a weapon as the game has to offer.

Harmony Blade (Heavy Blade) (AV 2) - You essentially get Two-Weapon Opening for free for a Heavy Blade user. Decent.

Master’s Blade (Heavy Blade, Light Blade) (AV 2) - So let me get this straight. This buffs the attack rolls for your Melee Basic Attacks and At-Wills when you're in a Stance (which you should be all the time, considering how many you have available), AND it allows you to assume TWO stances at a time as a Daily?! Incredibly good for a Fighter.

Rending (Axe) (AV) - This turns an Axe crit into something genuinely fearsome.


Sunblade (Heavy Blade) (AV) - If you're going for a Radiant weapon, this is a nice way to get started.

Level 5+

Flaming (Any) (PHB) - This weapon is OK by itself, but it's great for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies.


Lightning (Any) (PHB) - Makes Mark of Storm users very happy.

Level 6+

Grasping (Polearm, Spear) (AV) - A property that can be nice for Fighters looking to keep their enemies at arm's reach.

Level 8+

Dread (Any) (AV) - Slaps out defensive penalties like it's nobody's business.
 Great for setting you or your Striker buddies up for something ridiculous.

Jolting Guard (Any Melee) (DSCS) - Slapping on an encounter weaken when your enemy misses with an action you likely weren't using that turn anyway is pretty decent.

Level 9+

Feyslaughter (Any) (AV) - The only truly safe to way elude a Fighter's grasp is teleportation; this weapon takes care of that flaw nicely.

Githyanki Silver Weapon (Heavy Blade) (MOTP) - Unexceptional by itself, but toss in Psychic Lock, and this makes all your powers come in with an additional -2 to hit debuff. Nasty.

Level 10+

Berserker (Axe, Heavy Blade) (PHB) - A damage bonus for a penalty to all defenses, but resist all might be worth it, especially because you get +2 to hit as well. Unfortunately it’s real expensive...

Level 12+

Jagged (Axe, Heavy Blade, Light Blade) (AV) - Improved crits come early are very good for certain stripes of Fighters.

Level 13+

Bloodiron (Any) (AV) - Your criticals are so nice, they damage twice.

Farslayer (Any Melee) (AV) - Extending your Melee Range to 5 for Basic Attacks is a solid benefit.

Thundergod (Any Melee) (AV) - +2d6 damage on charges at Epic. Solid enough.

Withering (Any Melee) (AV) - Slaps on AC penalties like it's going out of style. A beautiful setup for you and your allies.

Level 14+

Battlemaster's (Any) (AV) - An extra go with an Encounter power for an Item Daily? That's always a good deal.

Voidcrystal (Any Melee) (AV) - I'm usually not a big fan of weapons that only offer a Daily power over a plain old magic weapon, but this is good enough a Daily to merit being picked.

Level 15+

Blade of the Eldritch Knight (Heavy Blade) (AV 2) - I'm pretty sure you can find a situation when attacking with your normal powers at range 5 to be useful. A pretty nice choice.

Chill Wind (Heavy Blade) (D 386) - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent.

Radiant (Any) (AV) - Despite the rather high cost on this enchantment, it is one of the frontrunners on the Fighter wish list because it provides an item damage bonus that can apply to any attack made with the weapon and it allows the Fighter to participate in any elemental shenanigans. A prime pick.

Reaper’s Axe (Axe) (AV 2) - A free attack and shift when you drop an opponent. Solid.

Level 19+

Moradin's Weapon (Hammer) (AV) - A solid "shockwave" style of power. If you multiclassed into a Divine class, this is even better, because of economy purposes.

Level 23+

Death Mark (Any) (AV 2) - A nice way to be able to hop from dead mark to future mark efficiently.


Arms Slot Items

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 4

Counterstrike Guards (L4/14) (AV) - The ability to respond to an enemy attacking you is nice to have, especially on an Encounter basis.


Level 6

Foe Fending Shield (L6/16/26) (D 381) - A solid defensive item for you and your allies that can also impose a lingering mark.

Iron Armbands of Power (L6/16/26) (AV) - A very sweet damage bonus, though not quite as mandatory for you as it is for others (you have other ways of getting it, and it doesn't apply to all of your powers).

Level 8

Hammer Shield (AV 2) - A solid defensive benefit for Hammer + Shield users, and it's part of an item set.

Level 9

Recoil Shield (AV) - Knocking people prone for hitting you as an Immediate is interesting, though a bit tricky to use properly.

Level 10

Barrage Bracers (AV 2) - A bonus to attack when you score a hit. Serviceable.


Level 12

Shield of Deflection (L12/22) - Resistance against Ranged attacks is a pretty solid investment.

Level 14

Hypnotic Shield (AV) - A solid single-target daze control effect.

Level 15

Shield of Fellowship (AV 2) - Turn all the THP you generate into even more THP for your friends. An excellent alternate method of defense.


Level 19

Trollhide Braces (L19/29) (AV) - Regen is always a good thing to have on a Defender.

Level 27

Reflective Shield (L27) - An nice power which turns the tables on your opponent once per day. The best part is that since your opponent attacked you, your Immediate Action (normally reserved for Combat Challenge) is free.

Level 30

Shield of Ultimate Protection (AV 2) - Big protection, but it’s a capstone item.


Feet Slot Items

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 2

Acrobat Boots (AV) - Cheap, and they let you stand up as a minor action (a very useful property).

Level 6

Foe Chaser Boots (D 381) - These boots allow you to quickly close the distance against a fleeing opponent.

Level 7

Boots of the Fencing Master (AV) - A nice benefit for shifting about every turn, and a sweet entry power.

Rushing Cleats (AV) - More pushing or sliding? Don't mind if I do.

Level 8

Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense.



Level 9

Boots of Eagerness (AV) - Pretty cheap, and a nice action advantage power.


Level 10

Boots of Sand and Sea (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad.



Boots of the Mighty Charge (D 381) - An Encounter power on a charge is nice to have once a day.

Level 12

Battlestrider Greaves (PHB) - The cheapest speed boost available for heavy armor users.


Level 16

Survivor’s Boots (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something.

Level 18


Planestrider Boots (MOTP) - Encounter teleportation. Need I say more?

Level 22

Boots of Speed (AV) - +2 to speed and a decent power.



Level 24

Boots of Caiphon (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...

Zephyr Boots (AV) - If you're in light armor, this solves one of your major weaknesses in flying enemies. You probably want this.

Level 25

Sandals of Avandra (AV) - Expensive, but they allow you to move around pretty well.

Level 28

Boots of Teleportation (AV) - Get them if you can afford them. That is all.




Hands Slot Items

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 3

Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.

Level 4

Gauntlets of Blood (L4/14/24) (AV 2) - A sweet damage bonus against bloodied targets.

Level 5

Parry Gauntlets (AV) - If you like to second wind, you might want to pick this one up.

Level 8

Gauntlets of the Ram (PHB) - More push effects are always welcome for a control Fighter.


Level 10

Antipathy Gloves (AV) - A solid restraining power. Get something else fast, though; this power doesn't scale at all.

Dwarven Throwers (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.

Strikebacks (AV) - Some sweet role-reinforcement properties.

Level 11

Gloves of Ice (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.

Level 13

Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks.

Level 17

Gauntlets of Brutality (AV 2) - If you like knocking enemies prone (especially if you can keep them there), this is a quality item for you.

Level 18

Gauntlets of Destruction (PHB) - A superior version of Brutal 1. Sweet.



Level 22

Foe Caller Gauntlets (D 381) - In the words of Mortal Kombat's Scorpion, "GET OVER HERE!!!" A fantastic power.




Head Slot Items

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 4

Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone.



Helm of Opportunity (L4/14/24) (AV) - Helps you do your job better. Solid, if a bit plain.

Level 6

Horned Helm (L6/16/26) (PHB) - Extra d6's while charging. Nice.

Level 8

Coif of Mindiron (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will, but that's what you're most worried about anyway) as an ENCOUNTER POWER. Sexy.



Level 9

Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone!



Level 12

Charger's Headdress (AV 2) - Accuracy bonuses while charging are always appreciated.

Vortex Mask (D 381) - A decent pull effect against a marked (or soon-to-be-marked) target.

Level 14

Circlet of Arkhosia (L14/24) (PHR: DB) - Rolling saves twice for conditions that mess with your Defender capabilities is very nice to have.

Helm of Able Defense (AV 2) - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.

Level 15

Carcanet of Psychic Schism
(AV) - Slaps a penalty on you, but it sure beats being incapacitated.

Level 21

Coif of Focus (AV) - Comes by later in your career, and burns up a surge and your Immediate, but you negate daze and stun, and that's worth something.

Level 22

Helm of Ghostly Defense (PHB) - Helps you take the sting off your opponent’s hits.

Level 23

Eye of Awareness (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.




Neck Slot Items

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 2+

Badge of the Berserker (AV 2) - Cheap, and allows you to charge into any mess without having to worry about getting hammered coming in.

Cloak of Resistance (PHB) - Decent resistance for a turn.

Level 4+

Cloak of Distortion (AV) - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity.



Cloak of the Walking Wounded (AV) - Double second wind while bloodied is a nice way to get yourself back in a fight, especially for Dwarves. This is a touch weaker than the Amulet of Life, though, especially because the Amulet can trigger off any healing surge (not just second wind).

Level 5+

Amulet of Life (D 381) - Double-up healing every encounter? Fantastic.

Level 8+

Steadfast Amulet (AV) - This prevents daze or stun. 'Nuff said.



Level 9+

Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily.



Amulet of Vigor (AV 2) - A boost to your healing surge value is a good thing to have, as is the ability to pile on extra healing once per day.

Level 10+

Periapt of Cascading Health (D 369) - Ends one effect per encounter, no questions asked. Win.


Level 13+

Amulet of Scales (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.



Level 14+


Timeless Locket (AV 2) - Turn a Minor into a Standard, and it has a hefty initiative bonus as well? An excellent choice, even if the standard can't be used to attack.

Level 15+

Brooch of Vitality (AV) - More HP is nice to have, though this is a bit pricey.



Cloak of Displacement (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look.

Torc of Power Preservation (AV) - It retains Encounter powers when you use them. Need I really say more?

Level 30

Scarab of Invulnerability (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.


Rings

Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.

Level 13

Ring of Giants (D 378) - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy.

Level 14

Ring of Fury (D 366) - When you're bloodied, you let it be known.



Level 15

Ring of the Dragonborn Emperor (AV) - A nice damage bonus to close attacks, and a sweet way to respond when you get bloodied.

Level 16

Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow.



War Ring (AV) - Adds a little more 'oomph' into your criticals.

Level 17

Ring of the Radiant Storm (AV 2) - If you're planning on using a Radiant weapon, this is an excellent complement to that weapon's capabilities.

Level 18


Ring of Ramming (AV) - Hands you a bit more 'oomph' on those push effects. Nice.



Level 19

Foe Binder Ring (D 381) - Helps you defend your allies against area attacks, which is a nice expansion of your capabilities.


Level 20

Ring of Action Reversal (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.

Level 21

Ring of Heroic Insight (AV) - Allows you to buff yourself pretty well once per day.



Level 22

Blink Ring (AV) - Teleportation is nice to have.



Level 23

Greater Ring of Invisibility (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Especially mean with your marking ability.

Level 24

Golden Ring of Teros (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.

Level 26

Kartan's Void Ring (AV 2) - Expensive, and doesn't scale at all, but mass marking and the possibility of actually dealing some damage and gaining HP at-will is sweet.

Ring of Guarded Will (AV 2) - A nice bump to Will defense.

Level 27

Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...

Ring of Khirad (AV 2) - If invisible enemies are ruining your day, this ring provides a definitive (if expensive) solution.

Ring of the Phoenix (AV) - A pretty sweet revival ability.

Shadow Band (AV) - You can't really argue against +2 to all defenses as a static property...



Level 28

Ring of Elemental Mastery (MOTP) - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies.


Level 29

Ring of Free Time (L29) (AV 2) - Expensive, but resist all 5 is great on a Defender, as is an extra minor action every turn to pull off all those Utility powers simultaneously.

Level 30

Dauntless Champion’s Ring (AV 2) - For all you non-Demigods out there (you know who you are).

Nullifying Ring (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.




Waist Slot Items

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 8

Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.

Belt of Vim (L8/18/28) (AV) - Reinforces your strongest defense.



Level 10

Diamond Cincture (L10/20/30) (AV 2) - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty.

Level 11

Backbone Belt (AV) - If you second wind frequently (aka you are a Dwarf), this is a very nice item to have.

Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata.


Totemic Belt (AV) - Buffs for charging are nice to have.

Level 15

Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills.



Level 18

Belt of Mountain Endurance (D 365) - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A great item for you.

Cord of Foresight (AV) - Hooray for front-loaded hit points!

Level 19

Belt of Breaching (AV 2) - Healing when you score a kill. Solid.

Level 23

Belt of Vitality (AV) - Gets you up when you're down, and boosts Fortitude. Pretty cool.

Level 25

Belt of Titan Strength (PHB) - A strong Melee buff for one turn, and strong skill bonuses.



Level 28

Sash of Regeneration (AV 2) - Regen while bloodied is nice.


Miscellaneous Items

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Dragonshard Augments:

Level 2

Eberron Shard of Lightning (L2/12/22) (EPG) - A great incentive to wield Lightning weapons.

Khyber Shard of the Fiery Depth (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.

Siberys Shard of Merciless Cold (L2/12/22) (EPG) - Yet another reason to like Frost weapons.

Level 3

Siberys Shard of Radiance (L3/13/23) (EPG) - Another selling point for the Radiant weapon.

Wondrous Items:

Level 3

Demonskin Tattoo (L3/13/23) (AV 2) - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention.

Level 9

Backlash Tattoo (AV 2) - A nice reprisal effect when you get bloodied.

Battle Standard of the Hungry Blade (D 381) - The constant pull effect is well worth the standard action expended in planting it. With this, no one can escape you forever, so long as you are between them and the battle standard.

Level 11

Dice of Auspicious Fortune (D 381) - Gives you more chances to make the rolls you need to make.

Level 10

Salve of Power (AV) - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most characters, even Defenders.

Level 12

Foe Stone (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?

Stone of Earth (AV 2) - A no-questions-asked reroll for a Melee attack. Awesome.

Stone of Flame (AV 2) - Fire lovers want one of these around.

Stone of Light (AV 2) - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.

Stone of Spirit (AV 2) - If you're partaking in Psychic attack support, a reroll is good stuff.

Stone of Storms (AV 2) - If lightning and thunder are your elements of choice, this is good to have.

Level 16

Solitaire (Aquamarine) (AV) - Free attacks after a critical are nice.

Level 21

Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be.

Level 26

Solitaire (Violet) (AV) - Free AP’s after a crit are very nice to have, despite the high price tag.
 

Veep

First Post
Multiclassing: Expanding the Rock

Here are some notes on useful things your Fighter may want to pick up from other classes, such as feats, powers, Paragon Paths, and the occasional Epic Destiny. As is the norm, Black or higher synergies only here.

As for hybrids? While I'm usually not a fan of them, any other Defender class meshes well with Fighter, because Combat Challenge will trigger off of any sort of mark. Additionally, a Tempest|Ranger certainly starts out swinging, and a Weapon Talent Fighter|Barbarian can bring the charging pain. A Fighter dipping into Cleric, Runepriest, or Warlord could also be interesting.

Any Divine Class

While it's not a specific Multiclass path, I feel there are some options open to all Divine classes that merit mention here.

Paragon Paths

Morninglord (FRPG) - While the attack powers are likely of marginal use to you, the features enhance your potency with any source of Radiant damage (such as the highly prized Radiant weapon), and it can even help allies should they choose to follow your elemental example. A definitive option.


Assassin

While you won't find that much that you can poach off the class, it does offers access to the Ki Focus, which can be excellent for certain Fighter concepts.

Entry Feats

Shadow Initiate (D 382) - The two extra shrouds offer a smidge of extra damage every encounter, but the real catch is the access to the Ki Focus.


Avenger

While the power list has some parallels with yours (and keys off a secondary attribute), the real reason why you're here is the multiclass entry feat.

Entry Feats

Disciple of Divine Wrath (PHB 2) - Two turns of rolling everything twice every encounter can help your crucial blows, and that's always nice to have.


Barbarian

A nice pick for Fighters looking to improve on their personal damage (though you can find other kinds of tricks for durability or attracting attention here as well), a host of destructively powerful options await.

Entry Feats

Battle Berserker (HotFw) - While conditional, a hefty bonus to MBA damage can see use on a Fighter.

Berserker's Fury (PHB 2) - A free +2 to damage for a whole encounter in addition to the free skill? All right!


Powers

Oak Hammer Rage (L9, Daily - PHB 2) - A very nice power, adding prone to the end of every attack (or extra damage if the enemy is already prone) can be a very powerful control piece.

Rage of the Death Spirit (L9, Daily - PrP) - An excellent Rage power (which can stack with a Stance for even more chaos), this beauty starts out with a weakening attack, hands out mass marking every turn as a free action, and it gives you +2 to hit against a marked opponent as icing. A very tempting pick for a Fighter.

Stone Bear Rage (L9, Daily - PHB 2) - Some sizable resist all as a Daily is hardly bad.

Storm of Blades (L13, Encounter - PHB 2) - If you want single-target damage, this power brings plenty of it, and on an every-encounter basis to boot.

Desert Wind Rage (L19, Daily - PrP) - An autodamage effect in an area this large will attract plenty of attention, as well as deal with any troublesome minions or the like.

Winter Phoenix Rage (L19, Daily - PHB 2) - If you want to be insanely hard to kill, this is the power for you. Regeneration and an interrupt to pick you up should even that not be enough is a good combination to have.

Hurricane of Blades (L27, Encounter - PHB 2) - Downright horrific damage for an Encounter power.


Paragon Paths

Stonefire Rager (PrP) - Likely a better Path for you than for a Barbarian, this offers a decent batch of durability-oriented features and powers, along with some extra damage sprinkled in.

Winter Fury (PrP) - Gets you access to Permafrost without compromising your weapon choice, and immobilizing is something a Fighter definitely likes to do.


Bravo

While the power list this offers is extremely limited, the entry feat does offer a nice self-buff.

Entry Feats

Bravo (D 373) - A welcome bonus to hit and damage for two turns' worth of offense.


Cleric

A surprisingly effective MC option for a Fighter, this can actually offer a couple of cool options, especially ones involving radiant damage.

Entry Feats

Divine Healer (DP) - The feat itself won't blow you away - what will do that is the fact that you can swap Healer's Lore for the vastly superior Battle Cleric's Lore. If you're not wearing a Shield, this is the MC feat for you.

Initiate of the Faith (PHB) - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is very welcome on a Fighter.


Feats

Radiant Advantage (Epic Tier - DP) - While it does come in late, this presents a very viable alternative to the Permafrost combo on a Ranger, especially one who like Melee or Close attacks.


Paragon Paths

Battle Chaplain (DP) - An expansion of your marking capability is a very nice thing to have, and the AP feature isn't half bad, either. The powers aren't all that good, but they aren't all that bad.

Radiant Servant (PHB) - While an improved critical feature may not seem like all that and a bag of chips, getting it on all powers (as opposed to on all Melee powers, which is what Weapon Mastery will get you), and getting it a whole tier early can't be counted out.

Tactical Warpriest (PHB) - This Paragon Path offers a whole new way to mark, some extra AC and nova damage, and now that the powers can key off Strength, they can be pretty useful as well. A very good choice.


Monk

While you probably won't get much in the way of power-swap options here, the default package is good enough to make it an option worth taking.

Entry Feats

Master of the Fist (D 404) - Brawlers will be more than happy to pick this one up.

Monastic Disciple (PHB 3) - The Monk's Flurry of Blows power once per encounter is actually a pretty sweet deal for a Fighter, and access to Ki Foci isn't half bad, either.


Paladin

While I would make the argument that little is needed from the Paladin's power list, the entry feats are nice enough to make you think about putting down some points in Wisdom (which you already want) or Charisma.

Entry Feats

Soldier of the Faith (PHB) - Divine Challenge once per encounter supplies you with the ability to multimark by threat alone if you play it right, which has some potential.

Soldier of Virtue (DP) - Automatic condition removal once per day makes for a decent emergency button.


Feats

Group Defense (Heroic Tier - DP) - If you're a Half-Elf and took Paladin MC, there's little reason to not pick up this excellent Defender feat.


Paragon Paths

Champion of Order (PHB) - Double-tap mark punishment? Certain Justice? Yes, please.


Ranger

If you're interested in dual-wielding, this offers a host of very damaging options to get that done.

Entry Feats

Two-Blade Warrior (MP) - Oversized dual-wielding? That's a pretty neat boost from a MC feat.

Warrior of the Wild (PHB) - Some Quarry damage for two turns is a pretty nice benefit, especially because any setup can benefit from it.


Powers

Disruptive Strike (L3, Encounter - PHB) - It works regardless of what weapon combo you're wielding, can trigger off an attack against anybody, and it makes the triggering attack much more likely to miss. Excellent.

Attacks on the Run (L9, Daily - PHB) - Another weapon-independent power, it offers some hefty damage and a move as well.

Blade Cascade (L15, Daily - PHB) - While this does offer show-stopping amounts of damage, it's at the same level as one of your big-boy powers, which makes its stock dip a little.

Cruel Cage of Steel (L19, Daily - PHB) - A brutal triple-hitting power that has enhanced accuracy and the ability to stun. An excellent pickup.

Death Rend (L27, Encounter - PHB) - A double-up attack that stuns is a rare and beautiful occurrence.


Paragon Paths

Blade Dancer (MP) - This is probably as good as it gets for a dual-wielding Fighter that's looking to go defensive. A static bonus to AC (and damage), with ways to get conditional bonuses to it, plus an absolutely brutal Encounter power make this well worth the feat you pay up front.


Rogue

An option for those wielding the proper weapons, this has a few goodies to offer a Fighter, particularly a Tempest.

Entry Feats

Sneak of Shadows (PHB) - Though the damage bonus is conditional and you can only use it once (as opposed to most other Strikers, who let you use theirs twice), this can be a serviceable option.


Powers

Tumbling Strike (L17, Encounter - D 381) - Some sick mobility, and a decent attack, all as a minor action. A good pick if you have the Dexterity for it.


Warden

This path offers access to a Defender who synergizes very well with you, so there are plenty of goodies to find here.

Entry Feats

Defender of the Wild (PHB 2) - An entry feat that gives you mass marking as an Encounter power? Sweet.


Feats

Crippling Crush (Heroic Tier - PrP) - A sweet damage bonus for powers that mess with your opponent and if you have a Hammer (a scenario that is within your ability to create).

Maneuvering Attack (Paragon Tier - PrP) - This is mostly covered by what Deadly Draw does for you, but if you like to push or can't always yank an enemy adjacent, it's worth a look.

Sudden Roots (Heroic Tier - PHB 2) - Gives you slowing shenanigans on your OA's, which is nice to prevent further movement.


Powers

Form of Winter's Herald (L1, Daily - PHB 2) - Quite simply one of the strongest lockdown powers in the game, especially in your hands. An excellent option.

Form of the Oak Sentinel (L9, Daily - PHB 2) - Extra reach, and damage enemies who hit you. Very nice.


Warlock

While the power list itself has next to nothing for you, there are enough goodies that come from this Multiclass to make you think about investing the points in Charisma to be able to get it.

Entry Feats

Pact Initiate (PHB) - The feat per se doesn't offer much (the power will likely be weak), but having the pact opens up other doors.


Paragon Paths

Avernian Knight (MP 2) - Likely the reason you took the MC in the first place, this offers the ability to make Warlock powers useful by making your Melee weapon an implement, as well as a great additional punishment mechanism for a Fighter. Certainly a prime choice.
 

Veep

First Post
Tactics: How to Be a Rock

After some analysis and playtesting, I believe that the following guidelines are key to playing a successful Fighter.

1. Know how you rock.

Making a successful Fighter is a balancing act - you have a finite number of resources, and very distinct priorities in how to invest them. I would argue your primary priority is to establish yourself as a threat, so that enemies feel compelled to respond to you. You can achieve this by a variety of means, including controlling enemy positioning, debuffing, personal damage, and even the mere act of putting yourself between your enemies and your allies. Most successful Fighters will have a smattering of all these techniques, with a focus one or two of them.

Next, you have worry about resilience, because all the attention you're warranting will be counterproductive if the enemies actually succeed in downing you without expending massive amounts of their own resources. That means investment in game elements to make yourself even more durable should definitely be on your radar.

Last but not least, a Fighter relies on timing. In general, your goal is to make life as painless as possible for your party, and that usually works out when you seize the initiative and take the fight to your enemies before they realize they're in one. As such, I prize initiative and additional ways to interrupt enemy actions on a Fighter more than on other classes.

2. Be all you can be.

Now that we've covered the general priorities of what you're building for, we'll delve into the builds themselves. Fighters are a rather diverse class when it comes to their particulars (as befits a class with such a massive amount of feat support), so we'll discuss those individually:

Battlerager - Given the massive amounts of THP this build generates, it's no wonder that most strategies focus around exploiting them in some way. The first one to consider is to use them as ablative resistance, which can justify a move to a more damaging weapon in an effort to generate the necessary threat, though it does feature being rather vulnerable to status effects. An alternative strategy is to "turtle up", and focus on either hard lockdown using powers, or ways to get these THP to your allies.

Brawler - As could be surmised, it's all about the grabs for this build. However, what you do in order to make that work varies. A Net Brawler has two notable advantages in range and control-oriented weapon support (though it gets pretty feat-intensive), whereas a Heavy Blade wielder can eschew these things in favor of increased personal damage (as well as setting allies up for said damage as well).

Tempest - This build has increased access to damaging powers, though its At-Will damage won't be notably different from that of other Fighters. In general, it features a strong bias for the Light Blade and a more aggressive flavor of Fighter, featuring two weapons, slightly higher personal damage, and a bit of mobility over the traditional package.

Weapon Talent (Sword + Shield) - This build has three main flavors: you can go for a build that is damaging to either individual targets or groups (Heavy Blade being the preferred weapon), a single-target lockdown specialist with solid damage of its own against its victim (with a Flail), or a debuff-oriented mass control sort of build (the Hammer seems to work best here). All have their virtues.

Weapon Talent (Two-Handed Weapon) - Two main schools of thought here; the first is one that focuses on control (with a Polearm and its associated feats), and the other focuses on threat via damage dealing (with Gouges and Fullblades being the weapons of choice).

Weapon Talent (Two Weapons) - Very similar to the Tempest build in concept, rather different in execution. The reason for this difference is access to the depth and breadth of the Fighter weapon and armor catalog, which in turn makes choices such as scale armor and Heavy Blades (or even Flails) available.

3. Know when to ask for help.

You may be the guy with the best healing surges and HP in your party (most of the time), but you're not a Solo monster. What this means is that you should take MOST of the hits, not ALL of the hits. If you do, you'll be face-planting more often than not (even with a dedicated healer), and you won't be contributing much after that. Having other allies who can dart in and out of the Melee and take some of the pressure off you can go a long way in prolonging the group's overall encounters per day before an extended rest. Not only that, but having an ally who can go toe-to-toe with the Brutes and Soldiers for a while frees you up to chase and lock down more mobile enemies like Artillery, Lurkers, and Skirmishers.

4. Be a team player.

If the party Rogue needs you to flank an enemy, help him out (especially if he's the one who has to provoke the OA to do it, because that nets you a potential free attack too). If you have to take some heat off the enemy so the Wizard can nuke the area, that's OK. If you have to provoke an occasional OA for moving in to get the aforementioned flank or to help get an enemy off your Wizard, that's OK too; you're the one responsible for everyone getting out of the situation alive.

5. Apply force judiciously.

Having a good understanding of a given tactical situation can save your party more time and HP than any combo you (or anyone else) can cook up. Learn when to stick to your guns and fight conservative, and when to gamble more resources to end the encounter faster. You don't necessarily need ALL your Dailies to take out the BBEG, after all, but you probably will need SOME of them.

6. Balance specialization with versatility.

Fighters are not exactly varied with regards to what they do; you get in your enemies' faces and keep them off the fragile members of your party. Avoid being one-dimensional; your opponents will exploit your limitations if you are. However, remember to play to your strengths as well; wanting to be good at everything usually ends up with your being good at nothing and mediocre at everything.
 

Veep

First Post
Tips & Tricks: Twirling the Rock

Combo 1: Hammer Time

Piece 1: Any One-Handed Hammer
Piece 2: Footwork Lure (At-Will Attack Power, MP)
Piece 3: Forceful Opportunist (Heroic Tier Feat, D 378)
Piece 4: Shield Push (Heroic Tier Feat, PHB)
Piece 5: Hindering Shield (Paragon Tier Feat, D 385)
Piece 6: Overwhelming Impact (Epic Tier Feat, MP 2)
Piece 7 (optional, replaces Piece 3): Hammering Iron (Heroic Tier Feat, PHB 3)
Piece 8 (optional, replaces Piece 3 or Piece 7):
Knock-Back Swing (Epic Tier Feat, MP)

Sequence:

Standard, Opportunity, or Immediate Action - Attack with Tide of Iron, Opportunity Attack, or Combat Challenge Attack.

Description: A powerful action-denial combo, the way this works is by Hindering Shield adding a slow effect to every power with a push or a slide, and then Overwhelming Impact turning it into a daze effect, thus severely limiting what an opponent can do (and in the case of OA's and CC attacks, ending its turn outright). Piece 7 is an option for those Fighters who did not take Fighter Weapon Talent, whereas Piece 8 is a straight effectiveness upgrade.

Combo 2: Polearm Shenanigans

Piece 1: Greatspear (Two-Handed Superior Weapon, AV)

Piece 2:
Footwork Lure (At-Will Attack Power, MP)
Piece 3:
Swift Spear (Heroic Tier Feat, D 378)
Piece 4: Polearm Momentum (Heroic Tier Feat, MP)
Piece 5: Rushing Cleats (Feet Slot Item, AV)
Piece 6 (optional): Impaling Spear (Paragon Tier Feat, MP 2)
Piece 7 (optional): Polearm Gamble (Paragon Tier Feat, PHB)

Sequence:
Standard or Opportunity Action - Attack with Footwork Lure or Opportunity Attack.

Discussion: One of the classic combos in the Fighter's arsenal, this allows you to keep enemies where you want them fairly reliably through the combination of slides drawing them to you and Polearm Momentum knocking them prone, thanks to the Rushing Cleats turning the slides into 2-square events. The optional pieces add some more accuracy and range, respectively, to the ploy.

Combo 3: Headhunting

Piece 1: Any power that ends in a grab or the Grab action
Piece 2: Any One-Handed Axe or Heavy Blade
Piece 3: World Serpent's Grasp (Heroic Tier Feat, HotFK)
Piece 4:
Pin Down (Heroic Tier Feat, D 368)
Piece 5: Headsman's Chop (Heroic Tier Feat, PHB 3)
Piece 6 (optional): Gauntlets of Brutality (Hands Slot Item, AV 2)

Sequence:
Standard or Opportunity Action - Establish a grab via the Grab action or a power that ends in a grab.
Standard Action - Use the Knockdown Assault At-Will Attack Power.

Description: A combo to make an otherwise hard-to-get damage bonus accessible (especially for Brawlers), the Pin Down feat allows you to keep a grabbed opponent prone until he can escape the grab, Knockdown Assault provides you with an At-Will way of doing that, and Headsman's Chop takes advantage of it with a +5 damage bonus, while the enemy is immobilized and prone. The optional piece layers on even more damage.


Combo 4: Mind Games

Piece 1: Githyanki Silver Weapon (Weapon Property, Heavy Blade, MOTP)
Piece 2: Psychic Lock (Paragon Tier Feat, PHB)
Piece 3 (optional): Headband of Intellect (Head Slot Item, AV)

Sequence:
Free Action - Use the At-Will Power on the Githyanki Silver Weapon (turns all damage dealt by the weapon into psychic damage, adds the Psychic keyword to the attack).

Description: A neat elemental combo, this uses the Githyanki Silver Weapon and the Psychic Lock feat to hand out a -2 to hit debuff on the next attack roll of anyone hit by the weapon. Piece 3 also provides a nice attack bonus to make this all more accurate.


Combo 5: Permafrost

Piece 1: Wintertouched (Heroic Tier Feat, PHB)
Piece 2: Lasting Frost (Paragon Tier Feat, PHB)
Piece 3: Frost Weapon (Weapon Property, Any Weapon, PHB)
Piece 4 (optional): Siberys Shard of Merciless Cold (Dragonshard Augment, EPG)
Piece 5 (optional): Gloves of Ice (Hands Slot Item, AV 2)
Piece 6 (optional): Silvery Glow (Heroic Tier Feat, D 386)

Sequence:
Free Action - Use the At-Will Power on the Frost Weapon (turns all damage dealt by the weapon into cold damage, adds the Cold keyword to the attack).

Description: A nice and straightforward combo, Lasting Frost will combine with Frost Weapons to add cold vulnerability 5 to each hit, and Wintertouched gives you combat advantage as the cherry on top. This combo lasts so long as you keep hitting, and can be further enhanced by the optional pieces (which add more cold damage).

Combo 6: Superstorm

Piece 1: Deadly Draw (Heroic Tier Feat, PHB 3)
Piece 2: Mark of Storm (Heroic Tier Feat, EPG)
Piece 3: Lightning Weapon (Weapon Property, Any Weapon, PHB)
Piece 4 (optional): Eberron Shard of Lightning (Dragonshard Augment, EPG)

Sequence:
Free Action - Use the At-Will Power on the Lightning Weapon (turns all cold damage dealt by the weapon into lightning damage, adds the Lightning keyword to the attack).

Description: A rather interesting Melee combination, this involves using Mark of Storm and a Lightning weapon to constantly slide an enemy adjacent to you, which will in turn trigger Deadly Draw and hand you a permanent source of combat advantage, provided you keep hitting. The optional piece offers you some nice extra damage.

Combo 7: Grounded

Piece 1: Hindering Shield (Paragon Tier Feat, D 385)
Piece 2: World Serpent's Grasp (Heroic Tier Feat, HotFK)
Piece 3: Come and Get It (Level 7 Encounter Power, PHB)
Piece 4: Any Close Burst power
Piece 5 (optional, replaces Piece 3): Warrior's Urging (Level 23 Encounter Power, PHB)

Sequence:
Standard Action - Come and Get It (all enemies in range all pulled 2, then are slowed).
Action Point
Standard Action - Use any Close Burst power (all enemies hit by the second attack will be knocked prone, due to World Serpent's Grasp).

Description: A downright nasty combo, this enhances an already stellar power in Come and Get It by adding the ability to knock prone to its potential, thanks to Hindering Shield providing a slow effect you can then exploit by attacking any enemy affected by it again. The optional piece will get you a bit more pull range and damage.

Combo 8: Lashing Out


Piece 1: Flail Expertise (Heroic Tier Feat, MME)
Piece 2: Footwork Lure (Level 1 At-Will Power, MP)
Piece 3 (optional, replaces Piece 2): Lashing Flail (Paragon Tier Feat, MP 2)
Piece 4 (optional): Dragging Flail (Heroic Tier Feat, D 368)
Piece 5 (optional): Staggering Weapon (Weapon Property, Axe, Flail, Hammer, Heavy Blade, or Mace, AV)

Sequence:
Standard Action - Use Footwork Lure.
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Description: This combo makes knocking enemies prone At-Will quick and easy - just slide them, and Flail Expertise takes care of the rest. The optional pieces either provide a more universal method of doing this (even outside your turn, should get an OA or CC attack), as well as some extra tricks to do when you pull this off (slide on knockdown, and increase the distance of said slide).
 

Remove ads

Top