Building Two Characters with Synergy

Just a point - a rogue will gain CA plenty with a warlord, simply because warlords are a melee fighter and able to flank. So don't think you need any conditions or whatnot to grant CA - standing in melee is good enough.
 

log in or register to remove this ad

The wife and I are playing this season of Encounters. Unfortunately 1 of the DMs was MIA and instead of playing I took over DM duties so I didn't get to see our two synergistic builds in action.

Wife, Elf Hunter (Ranger) with a Longbow (duh!).
Me, Elf Sentinel (Druid of Spring).

We have meshed our wilderness knacks and skills, I get in close, she stays at range... we are both very mobile.

However, I think the real fun is the send my wolf animal companion into a bunch of enemies (aura 1 granting CA to all enemies) and then having the wife rapid shot the lot...

We will see how it works out...
 

I am really new to the 4e system. I understand a lot of the basics, but my wife and I are looking to start playing with the RPGA, at least to meet new gamers if nothing else. Since we will always be playing together, we want to build a pair of characters that have some synergy. I am looking for recommendations on builds that work well together. To me it doesn't look like there is a huge difference between casters and non-casters in this edition of the game, but I still like things like wizards and sorcerers as a concept, plus I want to be able to do rituals. My wife likes controlling things and enjoys things like charm spells and such.

Anyone can do ritual magic - it just requires Int 13 and a feat. Int 13/Wis 13 and Int 13/Cha 13 open the door to getting it as a multiclass feat for better rituals; bardic multiclass is seriously nice.

Probably the best synergy, as has been mentioned, is between the Essentials Martial classes and the Warlord - the Warlord gives up its relatively lackluster at will attacks to give the essentials guys extra attacks. But I'm going to add a suggestion to the list:

You: Warlord, probably tactical, with high int and wis and multiclassed into wizard for your ritual casting (and again for storm pillar as a combat spell - that thing isn't always useful but when it is, nothing else will do).

Her: Hexblade, Int 13 or 14, with the Bardic Ritualist feat. Gives her a wide range of options for social spells and some very nasty melee basic attacks you should be able to exploit by having her attack, along with some control options.

Both of you are ritual casters with some combat magic, and work together on the melee line. You heal - and grant her attacks (your encounter 1 should be Powerful Warning). Possibly in addition to your own if you take Brash Assault as an at will. She debuffs and damages. And charms and summons - you are better at general rituals, but nothing beats her social rituals (her attack stat would be charisma, and warlocks have some nice utility powers).

If you're set on a wizard, that goes well with anything, but not outstandingly. Also they are dependent on the battleline in front of them as they are extremely squishy (by 4e standards anyway). The synergy between wizard and rogue won't seriously get rolling until at least 3rd level.
 

If you want to keep a bit more of the wizard feel you might like to play a Hybrid Warlord/Wizard. You can have very high INT & drop STR & take warlord powers that let you ally attack so you do not miss the STR (the so called "lazy" warlord). It is more complex but should be easy to grow into as you start at 1st level.

Giving out attacks to a rogue works best with an essentials thief or PHB brutal scoundrel - other rogues tend to have poor basic attacks.
 

Oh, I very much like this. Could you tell me in which books these options are located?

Expert Sneak: Martial Power 2, paragon tier, rogue only
Vicious Advantage: Players Handbook 3 (Note: I've gotten great use from Vicious Advantage with a Defend the Line-using Knight.)

Saeviomagy's point about a Rogue teamed with a Warlord having CA all the time from flanking is valid, though CA is so important to a rogue that it's worth having at least one backup means to get it for that one turn when the Warlord gets pushed away, can't flank because Stunned, etc. (I recommend Cunning Sneak from HotFL -- unless the DM floods the map with minions, you will get CA from Cunning Sneak an amazing percentage of the time.)
 

An Enchanter Mage and Rogue (or Thief) combo is nicely murder-tastic. Right out of the gate the Mage has an at-will that causes an enemy to grant combat advantage (Phantasmal Assault) and encounter and daily power options that daze or knock enemies prone (or unconscious!).

The Rogue doesn't even need to get close to an enemy that's just granting combat advantage in order to deal sneak attack damage. This combo deals with both frontline grunts and artillery units equally well. You're also protected from minion-swarm tactics.
 

Remove ads

Top