Orcus Porkus
First Post
The objective:
A true fighter/warlord who can push (Opening Shove) OR slide (Footwork Lure) enemies at-will, knocks them prone with both attacks utilizing Polearm Momentum, enjoys Polearm Gamble (opportunity attack when enemies come adjacent) and also converts those opportunity attacks into at-will attacks by utilizing Heavy Blade Opportunity, which allows him to push or slide + prone. The circle closes.
This leads to a battlefield controlling defender/leader, who knocks enemies prone and moves them where his allies need them with CA. Sometimes pushing a target 2 squares with Opening Shove is not possible or not a good idea, so Footwork Lure comes in, which puts the target in your square and knocks it prone if it was 2 squares away before the attack.
The only way to do this (as far as I know) is to start as fighter, so you get the
Footwork Lure Fighter at-will combined with Fluttering Leaf Style feat which allows you to shift 2 squares and then slide the target to your old square and knock it prone (Polearm Momentum).
and then to do paragon multiclassing into warlord, for
Opening Shove (Warlord at-will) which pushes the target 1 square and allows an ally to attack it.
With the right items you can push the target a good number of squares (at least 2, and preferrably where it can be attacked by an ally), and knock it prone as usual. With the build below you can push +1 (opening shove) +1 (controlling weapon, which also allows to convert the push to slide once per encounter - nice!), +1 (gauntlets of the ram), +1 (Rushing Cleats) - Total: 4 squares. Future items are Ring of Ramming (level 18) and perhaps there is more I haven't seen yet.
With these two at-will options at your disposal, I think it's possible to always do something interesting in terms of battlefield control and making life really hard for monsters. On top of it, you mark the enemies left and right. A marked monster who is not adjacent is facing a tragic decision: Either he comes adjacent to attack me, which triggers the whole shabang and sends him flying, or he attacks someone else with a penalty.
The bonus on opportunity attack rolls is +4 (Wisdom), +2 (Blade Opportunist), +1 (Helm of Opportunity).
Combat Reflexes had to go for Fluttering Leaf Style. +7 on Opportunity Attacks is sweet, it results in a +26 attack roll with the controlling glaive.
Depending on your party, you can snatch some really nice healing and other leader powers along the way.
A nice action combo is:
Come and get it: Pull enemies closer, attack
Action Point: Staggering Spin, attack them again, and push them back to allies, knock them prone. All those allies can now attack the targets. All those targets are marked
In Level 16 you might want to take Uncanny Dodge to offset the CA from Polearm Gamble.
And yes, with Draconic Arrogance I can always deal damage when I do this... uh uh but I hate Dragonborn
====== Created Using Wizards of the Coast D&DI Character Builder ======
(updated with optimized power selection)
Elf Fighter Warlord, level 14
Elf, Fighter, Paragon Multiclassing
Fighter Talents: Two-handed Weapon Talent
FINAL ABILITY SCORES
Str 22, Con 12, Dex 16, Int 9, Wis 18, Cha 11.
Starting Ability Scores
Str 18, Con 11, Dex 12, Int 8, Wis 13, Cha 10.
AC: 29 Fort: 28 Reflex: 23 Will: 24
HP: 105 Surges: 10 Surge Value: 26
TRAINED SKILLS
Heal, Endurance, Athletics, Diplomacy.
FEATS
1: Blade Opportunist
2: Combat Reflexes (retrained to Fluttering Leaf Style at Level 8)
4: Student of Battle
6: Novice Power
8: Polearm Momentum
10: Adept Power
11: Acolyte Power
12: Polearm Gamble
14: Heavy Blade Opportunity
POWERS
1, At-Will: Reaping Strike (retrained to Opening Shove at Paragon Multiclassing, level 11)
1, At-Will: Footwork Lure
1, Encounter: Passing Attack (replaced at level 13 with Scattering Swing)
The only useful level 1 encounter power
1, Daily: Villain's Menace (retrained to Lead the Attack at Adept Power)
Lead the Attack is like Villain's Menace but better, because allies get +1 on the attack roll too.
2, Utility: Pass Forward
Unbelievably good for this build. It's an at-will move action that allows you to sneak into position, for example to set up Footwork Lure, or Come and Get it with the maximum number of targets, or opening shove so the target falls prone in front of the striker, etc.
3, Encounter: Sweeping Blow
Excellent burst power with accuracy bonus
5, Daily: Hounding Longarm
Really nice. It starts with pushing the target, so with polearm momentum you knock him prone. Then you follow him around and punish him with reach until he is dead.
6, Utility: Settling the Score
Nice daily, gives you a +2 against one enemy for the encounter
7, Encounter: Come and Get It
I like to combine this power with Action Point and Scattering Swings. You can do either power first. Best combo is pushing them out with scattering wings, knock them prone, and then calling them back in, hitting them one more time.
9, Daily: Jackal Strike
I like it mostly because it's a free action.
10, Utility: Defensive Resurgence (retrained to Polearm Vault at Acolyte Power)
The only level 10 utility that doesn't suck.
11, Encounter: Lion's Roar (Paragon Multiclassing)
Damage plus healing = useful
12, Utility: Rousing Words (Paragon Multiclassing)
a healing power
13, Encounter: Scattering Swing (replaces Passing Attack)
Top Notch burst pushing power.
ITEMS
Controlling Glaive +3, Agile Wyvernscale Armor +3, Steadfast Amulet +3, Rushing Cleats (heroic tier), Gauntlets of the Ram (heroic tier), Helm of Opportunity (heroic tier), Baldric of Tactical Positioning (heroic tier), Iron Armbands of Power (heroic tier), Escape Tattoo (heroic tier)
Future Feats (sorted by priority)
Armor Specialization Scale (+1 to AC and speed penalty removed)
Daunting Challenge (-3 instead of -2 attack penalty from Combat Challenge)
Wild Elf Luck (+1d4 on elven accuracy)
Elven Precision (+2 on reroll)
Opportunistic Accuracy (elven accuracy not wasted on miss with OA)
Uncanny dodge (CA +2 bonus denied)
Spear Push (+1 to push effect)
Reckless Attacker (free attack after crit)
Lightning Reflexes (+2 to Ref)
Iron Will (+2 to Will)
Combat Reflexes (+1 to OA)
Improved Initiative (+4 to initiative)
Fleet-Footed (+1 on speed)
Martial Freedom (+5 to saving throws against slowed/immobilized)
Devastating Critical (+1d10 on crit)
Weapon Focus (Heavy Blade) - +1 to damage
Lend Might (+1 on granted attacks)
A true fighter/warlord who can push (Opening Shove) OR slide (Footwork Lure) enemies at-will, knocks them prone with both attacks utilizing Polearm Momentum, enjoys Polearm Gamble (opportunity attack when enemies come adjacent) and also converts those opportunity attacks into at-will attacks by utilizing Heavy Blade Opportunity, which allows him to push or slide + prone. The circle closes.
This leads to a battlefield controlling defender/leader, who knocks enemies prone and moves them where his allies need them with CA. Sometimes pushing a target 2 squares with Opening Shove is not possible or not a good idea, so Footwork Lure comes in, which puts the target in your square and knocks it prone if it was 2 squares away before the attack.
The only way to do this (as far as I know) is to start as fighter, so you get the
Footwork Lure Fighter at-will combined with Fluttering Leaf Style feat which allows you to shift 2 squares and then slide the target to your old square and knock it prone (Polearm Momentum).
and then to do paragon multiclassing into warlord, for
Opening Shove (Warlord at-will) which pushes the target 1 square and allows an ally to attack it.
With the right items you can push the target a good number of squares (at least 2, and preferrably where it can be attacked by an ally), and knock it prone as usual. With the build below you can push +1 (opening shove) +1 (controlling weapon, which also allows to convert the push to slide once per encounter - nice!), +1 (gauntlets of the ram), +1 (Rushing Cleats) - Total: 4 squares. Future items are Ring of Ramming (level 18) and perhaps there is more I haven't seen yet.
With these two at-will options at your disposal, I think it's possible to always do something interesting in terms of battlefield control and making life really hard for monsters. On top of it, you mark the enemies left and right. A marked monster who is not adjacent is facing a tragic decision: Either he comes adjacent to attack me, which triggers the whole shabang and sends him flying, or he attacks someone else with a penalty.
The bonus on opportunity attack rolls is +4 (Wisdom), +2 (Blade Opportunist), +1 (Helm of Opportunity).
Combat Reflexes had to go for Fluttering Leaf Style. +7 on Opportunity Attacks is sweet, it results in a +26 attack roll with the controlling glaive.
Depending on your party, you can snatch some really nice healing and other leader powers along the way.
A nice action combo is:
Come and get it: Pull enemies closer, attack
Action Point: Staggering Spin, attack them again, and push them back to allies, knock them prone. All those allies can now attack the targets. All those targets are marked

In Level 16 you might want to take Uncanny Dodge to offset the CA from Polearm Gamble.
And yes, with Draconic Arrogance I can always deal damage when I do this... uh uh but I hate Dragonborn

====== Created Using Wizards of the Coast D&DI Character Builder ======
(updated with optimized power selection)
Elf Fighter Warlord, level 14
Elf, Fighter, Paragon Multiclassing
Fighter Talents: Two-handed Weapon Talent
FINAL ABILITY SCORES
Str 22, Con 12, Dex 16, Int 9, Wis 18, Cha 11.
Starting Ability Scores
Str 18, Con 11, Dex 12, Int 8, Wis 13, Cha 10.
AC: 29 Fort: 28 Reflex: 23 Will: 24
HP: 105 Surges: 10 Surge Value: 26
TRAINED SKILLS
Heal, Endurance, Athletics, Diplomacy.
FEATS
1: Blade Opportunist
2: Combat Reflexes (retrained to Fluttering Leaf Style at Level 8)
4: Student of Battle
6: Novice Power
8: Polearm Momentum
10: Adept Power
11: Acolyte Power
12: Polearm Gamble
14: Heavy Blade Opportunity
POWERS
1, At-Will: Reaping Strike (retrained to Opening Shove at Paragon Multiclassing, level 11)
1, At-Will: Footwork Lure
1, Encounter: Passing Attack (replaced at level 13 with Scattering Swing)
The only useful level 1 encounter power
1, Daily: Villain's Menace (retrained to Lead the Attack at Adept Power)
Lead the Attack is like Villain's Menace but better, because allies get +1 on the attack roll too.
2, Utility: Pass Forward
Unbelievably good for this build. It's an at-will move action that allows you to sneak into position, for example to set up Footwork Lure, or Come and Get it with the maximum number of targets, or opening shove so the target falls prone in front of the striker, etc.
3, Encounter: Sweeping Blow
Excellent burst power with accuracy bonus
5, Daily: Hounding Longarm
Really nice. It starts with pushing the target, so with polearm momentum you knock him prone. Then you follow him around and punish him with reach until he is dead.
6, Utility: Settling the Score
Nice daily, gives you a +2 against one enemy for the encounter
7, Encounter: Come and Get It
I like to combine this power with Action Point and Scattering Swings. You can do either power first. Best combo is pushing them out with scattering wings, knock them prone, and then calling them back in, hitting them one more time.
9, Daily: Jackal Strike
I like it mostly because it's a free action.
10, Utility: Defensive Resurgence (retrained to Polearm Vault at Acolyte Power)
The only level 10 utility that doesn't suck.
11, Encounter: Lion's Roar (Paragon Multiclassing)
Damage plus healing = useful
12, Utility: Rousing Words (Paragon Multiclassing)
a healing power
13, Encounter: Scattering Swing (replaces Passing Attack)
Top Notch burst pushing power.
ITEMS
Controlling Glaive +3, Agile Wyvernscale Armor +3, Steadfast Amulet +3, Rushing Cleats (heroic tier), Gauntlets of the Ram (heroic tier), Helm of Opportunity (heroic tier), Baldric of Tactical Positioning (heroic tier), Iron Armbands of Power (heroic tier), Escape Tattoo (heroic tier)
Future Feats (sorted by priority)
Armor Specialization Scale (+1 to AC and speed penalty removed)
Daunting Challenge (-3 instead of -2 attack penalty from Combat Challenge)
Wild Elf Luck (+1d4 on elven accuracy)
Elven Precision (+2 on reroll)
Opportunistic Accuracy (elven accuracy not wasted on miss with OA)
Uncanny dodge (CA +2 bonus denied)
Spear Push (+1 to push effect)
Reckless Attacker (free attack after crit)
Lightning Reflexes (+2 to Ref)
Iron Will (+2 to Will)
Combat Reflexes (+1 to OA)
Improved Initiative (+4 to initiative)
Fleet-Footed (+1 on speed)
Martial Freedom (+5 to saving throws against slowed/immobilized)
Devastating Critical (+1d10 on crit)
Weapon Focus (Heavy Blade) - +1 to damage
Lend Might (+1 on granted attacks)
Last edited: