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An Example Character, Levels 1-30

Mengu said:
This tells me there is a very nice and gradual lengthening of combat as you level through the tiers.

Hmm... I don't think the hit yourself test works as well in 4th edition as it does in others.

A better comparison might be his attack bonus vs. a few monster types of the appropriate levels (say, minion, soldier [typically best defenses], and an elite soldier).

Though I suspect you'll get a pretty similar conclusion.
 

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Majoru Oakheart said:
One other thing to note is that his basic attacks chance to 2[w] for the 30th level version.
Ah, I was wondering if this was true or not, but I couldn't find an actual definition of the basic attack.
 

Spatula said:
Ah, I was wondering if this was true or not, but I couldn't find an actual definition of the basic attack.

I think I saw a writeup for a Basic Attack as an At-Will power somewhere in the combat chapter. Look for the tell-tale green highlighting. Although I hadn't realized they went up to 2[W] as well.

So I'll be. Epic Characters are apparently made of win!
 

Question -- in the level 30 version, does the weapon's +6 bonus stack with the +6 damage to basic attacks from his bracers? If so, I think his basic attack damage is a tad low....
 

Stormtalon said:
Question -- in the level 30 version, does the weapon's +6 bonus stack with the +6 damage to basic attacks from his bracers? If so, I think his basic attack damage is a tad low....
Can you tell it was late at night when I was doing the lvl 30 equipment... :) You're right, weapon damage is (still) an enhancement bonus, the bracers give an item bonus, and the belt (when activated) is a power bonus. Interestingly, that makes the basic attack a valid contender for your action when you've run out of cool powers... not that a demigod can run out of powers with the Divine Miracle thing.
 

Wow, that was more work than I thought.

Just gonna use the exact same format as the first poster to keep things consistent for the readers. Using 16,16,12,11,11,8 point buy. This might not be everyone's ideal build, but I liked it. Oh, and I didn't really get all that intense on my item selection.

Also, recall that Cursed enemies suffer +3d6 damage, and since you can curse two per round as a minor action, they should mostly be cursed!

H. P. Lovecraft, Half-Elf Warlock (Doomsayer, Demigod) 30[/b]
"When the void stares back at me, I spit in its face."
Code:
STR 14 +2	HP 180		bloodied 90
CON 28 +9	surge 45	per day 15
DEX 10 +0	AC 45	Fort 41, Refl 35, Will 42
INT 13 +1	
WIS 13 +1	Init +19	Move 6
CHA 28 +9
Skills: Arcana +21, Bluff +29, Intimidate +29, Streetwise +29

Feats: Imp. Fate of the Void (total +2 to any roll after cursed foe dies.)
Action Surge (+3 to action point rolls)
Improved Initiative (+4 initiative)
Human Perseverance (+1 saves)
Twofold Curse (Curse effects two nearest foes)
Armor Prof. Hide
Armor Prof. Chain
Armor Prof. Scale
Armor Specialization: Scale (+1 AC, remove move penalty)
Lasting Cold (Cold dmg gives "Cold Vuln:5" to foe)
Wintertouched (Combat advantage when using Cold vs Cold vuln foe)
Psychic Lock (-2 to foe attack roll after using Psy. dmg)
Burning Blizzard (+3 cold/acid dmg)
Ritual Casting
Great Fortitude (+2 fort)
Lightning Reflexes (+2 reflex)
Iron Will (+2 will)
Devastating Critical (+1d10 crit)

Race: You all know this stuff.

Class: Curse (Curses two nearest foes, +3d6 dmg/hit), Star Pact Boon(+2 to any roll for the next round per Cursed foe that dies, cumulative), Prime Shot (+1 hit if no one else closer than you), Shadow Walk (concealed if move 3 squares)

Paragon: doomsayer's action (all cursed foes take 3d6 when u spend an action point), doomsayer's proclamation (all foes must roll two saves and take worse roll vs your fear effects), doomsayer's oath (when bloodied, +2 to attack rolls with fear)

Destiny: divine recovery (gain 90 hp when brought to 0 hp 1st time each day), divine miracle (regain one encounter power after using last encounter power)

At-will Attacks: :ranged: Eldritch Blast: +30vsRef, 2d10+21 dmg
:ranged: Dire Radiance: +30vsFort, 2d6+15 radiant dmg deals damage again if opponent moves closer on his turn

Encounter Powers: :ranged: Coldfire Vortex: +30vsFort, 2d10+18 cold dmg + secondary attack on all adjacent targets, 1d10+19 cold
:ranged: Fates Entwined (paragon): +30vsWill, 2d8+15 psychic dmg, until end of next turn target takes half dmg of any you take.
:ranged: Strands of Fate: +30vsRef, 1d8+15 dmg, gains Vuln 11 to all attacks until end of your next turn.
:ranged: Dark Transport: +30vsWill, 4d10+15 dmg; swap places with target and teleport up to 4 squares.

Daily Powers: :area: Tendrils of Thuban: Burst 1 +30vsFort, 4d10+18 cold dmg, immobilize (Save ends); Sustain Minor: attack all in area for 1d10+18 cold dmg, immobilize (Save ends)
:ranged: Long Fall into Darkness (paragon): +30vsWill, 4d8+15 psychic damage, stunned and prone; miss: half damage and dazed.
:ranged: Thirteen Baleful Stars: +30vsWill, 5d10+15 fire/psychic dmg and target is stunned; miss: half damage and dazed.
:ranged: Doom of Delban: +30vsFort, 5d10+18 cold dmg; miss: half damage. Sustain STANDARD, make another attack with this spell, adding a d10 for every time it has hit. The caster takes 2d10 dmg each time they sustain this spell.

Utility Powers:
Dark One's Own Luck: reroll any roll you choose (daily, interrupt)
Shield of Shades: reduce damage of any 1 attack to 0 (daily, interrupt)
Entropic Ward: All foes must reroll hits on you for one turn, +1 to any of your rolls next turn for each reroll, cumulative (encounter, minor)
Infuriating Elusiveness: teleport 4 squares, invisible until end of next turn (encounter, move)
Accursed Shroud (paragon): Curses foe; the foe targeted by this Curse must reroll all successful attack rolls for the duration of the encounter. (Daily, Standard)
Divine Regeneration (destiny): gain regen 28 (daily, minor)

Equipment: rod of reaving +6 (+6d8 on crit, 6 auto damage to any foe you curse), barkskin elderscale armor +6, amulet of false life +6 (daily minor: when bloodied, gain 45 temp hp), Ioun Stone of Truesight(darkvision, +6 perception/insight; daily minor: see invis), bracers of perfect shot(+6 dmg on basic range attacks), shadowfell gloves (daily: +3d6 necrotic to any spell), belt of iron skin (daily minor: +15 resist all weapons), winged boots (daily move: fly speed=normal speed til end of turn), ring of protection (+1 saves, daily interrupt: +2 one defense; +milestone use), ring of regeneration (+3 healing surge value, daily minor: regain 1 surge; +milestone use)
 


I'd like to add to the OP's comment that feat selection is a bit grim through Paragon/Epic. Gonna need more splatbooks for that no-question.

Also, Doom of Delban is completely insane as a Demi-god. Let me give you an example.

First round: Move, Minor: Curse, Standard: Tendrils of Thuban. Lets assume it hits. Perhaps you even use Dark One's Own Luck to ensure it does. Target is immob. and cold vuln.

Action point. +6 to hit with Doom of Delban (Combat adv. vs cold vuln! +action surge). +36 vs Fort is pretty grim. Hey, +37 if you're the closest target. 5d10+23 damage. (Cold vuln+cold dmg).

Second Turn: Sustain Tendrils(minor), Sustain Doom(standard), and hey, use your move action to activate your 28/round regen for the encounter. If Doom hits, which it probably will at even +32, 6d10+3d6+23 damage, and you take 2d10. Nothing the regen can't handle. Actually, if both the Tendrils and Doom hit, and the Doom crits, you can hypothetically do what... up to 33+149ish damage? 180ish aint bad. And you can sustain Doom of Delban every round for the entire battle, switching targets with it while it gets more and more insane, +1d10 each time you hit.
 

Hmm... so warlocks, especially star pact warlocks, are kind of anti-defenders. A paladin/warlock looks like it has some very interesting possibilities.
 

As a note on the OP's comment about why anyone would take anything other than a Dwarven defender (though I don't have a copy of the rules, just going by what I've seen so far from the pregens) I do have an answer: Speed.

Yes, the Dwarven defender rocks at his job. No question. But he has one weakness for the DM to exploit, he can be pulled out of position to expose his squishier teammates (most of which he is relying upon for damage output) to the opposition's striker types. Once the rest of the party are dead, disabled or neutralized, the entirety of the opposition forces can concentrate on bringing him down.

A speed-build defender (an Eladrin, for example) will be able to get where s/he is needed on the battlefield in order to control the flow of combat and save everyone else from horrible molestation while still remaining tough enough to do their core job.
 

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