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Headspin (Human Invoker|Cleric/Divine Oracle/Destined Scion) by Cazzeo

masteraleph

Explorer
Originally posted by Cazzeo:


Headspin
Human Cleric|Invoker/Divine Oracle/Destined Scion





Build Goal: Dizzying Mace is a feat that gives a penalty to attack rolls equal to your Constitution modifier to dazed targets. Because it does not specify weapon attacks, Dizzying Mace can be used with implement powers. The goal of this build is to load up on area effect dazing powers that confer massive attack penalties to your hapless victims. A secondary goal is to be a fully functional healer and a true hybrid, with 3-4 encounter heals, which the build achieves by level 13; it's the healing mixed in to the build that really raises it above a typical controller.


Race, Class, Theme, and Background
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Race: Human
The two best race choices are human and half-elf. While half-elf gives you +1 to the dizzying mace penalty vs. human, a melee basic attack that slides (Eldritch Strike dilettante), and Battle Awareness, human gains 2 effective feats (half-elf takes Versatile Master) and Heroic Effort. Heroic Effort for any invoker is phenomenal, as it almost always turns some daze+-X-to-hit attack from a miss into a hit in the first two rounds of the fight. Even at level 16, when Divine Oracle kicks in, Thunder of Judgment hits Fortitude, so heroic effort is still good. All other Wis/Con races, deva, and are decent choices as well.


Class: Cleric|Invoker
While pure invoker with an Ironscar Rod works ok for this concept, cleric|invoker is a much better choice. Picking up Battle Cleric's Lore solves all your AC problems, you get a healing word, you get the phenomenal Moment of Glory, and many of the cleric powers are just as good at dazing as the invoker ones. You really don't lose much from your controller side at all, and pick up tons of leader goodies.


Theme: Ooze Master
The two best themes are the controller-oriented Ooze Master and the leader-oriented Knight-Hospitaler. Both are great choices. The KH theme can save an ally from going unconscious. The ooze master theme can be quite strong (of course I am biased, since I wrote it!), since it can combine with World Serpent's Grasp to create dazed/prone/slowed situations. Take whichever one you need, depending if your theme is more leader or controller. Seer is also a decent choice, since it combos well with Favor of the Gods, as is Son of Alagondar, which gives you another daze. (The half-elf with Battle Awareness might like this theme).


Background: Missing Master
Backgrounds which give Perception as a class skill are very strong, since Wis/Con invokers generally lack good skills to choose from. And if you take the Wary Fighter feat later, it is nice to have both Perception and Insight trained.


Covenant Manifestation: As a hybrid invoker, we DO NOT get the riders on the powers. All we get is the manifestation. Since we're not really about doing damage, but more about control/leading, I feel preservation is the best manifestation to choose, since the slide works with Agile Opportunist.
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Level 1 Snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
level 1
Human, Cleric|Invoker
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Theme: Ooze Master


FINAL ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 18, Cha 10.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.


AC: 19 Fort: 15 Reflex: 12 Will: 16
HP: 27 Surges: 9 Surge Value: 6


TRAINED SKILLS
Heal +9, Perception +10, Insight +10, Religion +5


UNTRAINED SKILLS
Acrobatics -1, Arcana +0, Bluff, Diplomacy, Dungeoneering +4, Endurance +3, History +0, Intimidate, Nature +4, Stealth -1, Streetwise, Thievery -1, Athletics +1


FEATS
Human: Battlewise
Level 1: World Serpent's Grasp


POWERS
Theme Feature: Sudden Slime
Hybrid at-will 1: Fell Strike
Hybrid at-will 1: Hand of Radiance
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory


ITEMS
Scale Armor, Holy Symbol, Morningstar
====== Copy to Clipboard and Press the Import Button on the Summary Tab =====


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Level 1
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Feats: Battlewise, World Serpent's Grasp
Powers: Sudden Slime, Fell Strike, Hand of Radiance, Thunder of Judgment, Moment of Glory


Fell Strike and Brand of the Sun are both amazing at-wills, but we'll mostly use Hand of Radiance. For that reason, I prefer Sonnlinor's Hammer, which allows us to make use of Battle Awareness; since we don't take BA until lvl 4, though, we start with Fell Strike. (Half-elves will dilettante Eldritch Strike instead and likely choose Brand of the Sun). We take Battlewise right away at level 1, because our Dex is terrible. In addition, we take World Serpent's Grasp for the amazing combo Sudden Slime + ToJ.
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Level 2
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Powers: Divine Call
Feats: Mighty Crusader Expertise
Items: Onatar's Forge (Accurate Holy Symbol) +1


Divine Call is good because our ToJ doesn't push. So you can minor Sudden Slime, standard ToJ to daze/prone, then Divine Call to pull an ally adjacent to the dazed/prone enemy way for an effective stun. Onatar's Forge adds 4 damage to every round 1 ToJ, making it quite strong, and we'll use this until level 8, when we pick up a mace instead. Mighty Crusader Expertise keeps our ranged attacks from provoking.
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Level 3
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Powers: Death Surge
Items: Veteran's Armor +1


We pick up a nice immediate action attack, although Hymn of Resurgence would also be a reasonable choice (note that Hymn works with our Cov. Manifestation, whereas immediate powers do not). Our goal is to always try to be relatively close to a group of allies/monsters engaged in melee until this attack triggers. Don't hesitate to use Death Surge in round 1 even on one enemy if it gives some allies temps/attack bonuses. We also pick up Veteran's Armor to aid our AP turns.
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Level 4
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Abilities: +1 Wis, +1 Con
Feats: Battle Awareness
Retrain: Fell Strike to Sonnlinor's Hammer
Items: Cloak of Distortion +1
At this level, we pick up Battle Awareness and retrain Fell Strike to a Wis-based MBA to use with it. We also pick up a nice neck slot item to help with our defenses.
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Level 5
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Powers: Silent Malediction
Retrain: Battlewise to Wary Fighter
Items: Casque of Tactics


It is hard to beat stun save ends. We also pick up a Casque to fix someone's initiative 1/day, and we retrain Battlewise to Wary Fighter for improved skills.
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Level 6
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Powers: Celerity Jelly
Feats: Hybrid Talent (Favor of the Gods)
Items: Siberys Shard of the Mage
If your DM allows hybrids to take theme power swaps and you're an Ooze Master, you could consider Celerity Jelly at this level (the CB will allow this, and erachima argues by RAW that Healing Word is a utility and therefore you can take a theme swap here anyway... if your DM says no, though, take Stream of Life and retrain it to CJ at 10). The shard isn't useful yet, but we go ahead and pick it up for when we switch to a mace at 8. Favor of the Gods is a really strong encounter utility with anyone who attacks multiple times in a round (re: any competent striker), well worth using a feat for.
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Level 7
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Powers: Tide of the First Storm
Items: Veteran's Armor Drakescale +2


Tide of the First Storm is a surprisingly good choice, even with an Int modifier of 2. It combos well with Death Surge and World Serpent's Grasp to knock things prone in between turns 1 and 2, makes for nice action point turns with Tide+ToJ to daze/prone/slow. Rain of Blood would be strong, but we don't get the riders, so it's not.
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Level 8
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Abilities: +1 Wis, +1 Con
Feats: Superior Will
Items: Unforgettable Cudgel +2


The holy symbol has served us well until now, but it's time to start retooling the build for the upcoming Dizzying Mace assault. So we pick up the unforgettable cudgel and take superior will, since getting dazed sucks with all our minors.
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Level 9
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Powers: Fourfold Invocation of Doom
Items: Cloak of Distortion +2


While not much to look at right now, Fourfold Invocation of Doom will become disgusting once Dizzying Mace is attached to it.
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Level 10
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Powers: Word of Vigor
Feats: Improved Initiative
Items: Diamond Cincture


Word of Vigor can cover your healing needs, and is amazing with BCL, as it's not only a mass heal, but a mass buff as well. We also pick up Diamond Cincture for a nice Fort bonus and an extra heal. Whatever feat we take is just retrain bait at 11.
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Level 11 Snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Headspin, level 11
Human, Cleric|Invoker, Divine Oracle
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Character Theme: Knight-Hospitaler


FINAL ABILITY SCORES
Str 14, Con 19, Dex 9, Int 12, Wis 21, Cha 11.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.


AC: 27 Fort: 24 Reflex: 19 Will: 27
HP: 70 Surges: 10 Surge Value: 17


TRAINED SKILLS
Religion +11, Heal +15, Perception +16, Insight +16, Endurance +14


UNTRAINED SKILLS
Acrobatics +4, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +10, History +6, Intimidate +5, Nature +10, Stealth +4, Streetwise +5, Thievery +4, Athletics +7


FEATS
Human: World Serpent's Grasp
Level 1: Battlewise (retrain to Wary Fighter at 5)
Level 2: Mighty Crusader Expertise
Level 4: Battle Awareness
Level 6: Hybrid Talent (Favor of the Gods)
Level 8: Superior Will
Level 10: Improved Initiative (retrain to Reserve Maneuver at 11)
Level 11: Dizzying Mace


POWERS
Theme Feature: Sudden Slime
Channel Divinity (Hybrid Cleric): Favor of the Gods
Hybrid at-will 1: Sonnlinor's Hammer (retrained from Fell Strike at 4)
Hybrid at-will 1: Hand of Radiance
Reserve Maneuver: Astral Flare
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Silent Malediction
Hybrid utility 6: Celerity Jelly
Hybrid encounter 7: Tide of the First Storm
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor


ITEMS
Holy Symbol, Siberys Shard of the Mage (heroic tier), Casque of Tactics (heroic tier), Veteran's Drakescale Armor +2, Unforgettable Cudgel Morningstar +2, Cloak of Distortion +2, Diamond Cincture (heroic tier), Dice of Auspicious Fortune (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


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Level 11
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Paragon Path: Divine Oracle
Abilities: +1 to all
Feats: Dizzying Mace, Reserve Maneuver (retrained from II)
Items: Dice of Auspicious Fortune (RARE)


Divine Oracle is the best paragon path by far for our build, as it will allow double rolls on most of our dazing attacks and give an increased chance to crit. Our engine now fully kicks in with Dizzying Mace, and dazing powers become incredibly important. The Dice are rare, but this is your first rare, so hopefully you should be able to acquire them here.


The half-elf build would take Versatile Master at this level.
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Level 12
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Feats: Improved Defenses
Items: Veteran's Armor Wyvernscale +3


We improve our defenses this build, increasing our AC to 30.
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Level 13
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Powers: Remorse (replaces Death Surge)
Items: Unforgettable Cudgel Morningstar +3


Remorse is an incredible addition to our arsenal, as it is both an enabling power via vuln 10 damage and BCL and a daze+debuff control power. I prefer to swap out Death Surge here, as Tide of the First Storm is still worth keeping in case you want a big daze/prone AP turn 1.
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Level 14
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Abilities: +1 Wis, +1 Con
Feats: Thunder Hammer, Healer's Implement (retrained from Superior Will)
Items: Circlet of Arkhosia


Now that we have a Circlet of Arkhosia, we can ditch Superior Will. Thunder Hammer adds some nice imposition to our Fourfold Invocation and Silent Malediction. Healer's Implement is worth it now that we have three encounter heals (Remorse, Healing Word, Word of Vigor).
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Level 15
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Powers: Sacred Armistice (replaces Moment of Glory)
Items: Talisman of Terror +3


At this point, we have two fear-based dailies, so adding some more imposition seems stronger than upgrading Cloak of Distortion to +3. Sacred Armistice is an incredible daily, not only making it so creatures can't attack (a very hard condition to shake, even for solos), but also giving a substantial boost to one ally when you use healing word.
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Level 16
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Feats: Gambler's Word
Powers: Demand Justice
Items: Siberys Shard of the Mage (paragon)


Divine Oracle powers up! We now roll twice for all our Vs.Will attacks. With the improved chance to crit on Remorse, Astral Flare, and our forthcoming level 17 encounter power, Deadly Doubt, Gambler's Word becomes worth it, as we'll get another healing word quite often. There are many good options for utilities here (Demand Justice, Recall Ally, Shielding Word, Walls of Hestavar, Insightful Riposte). Recall Ally makes a nice combo with Word of the Gods, but we already have Divine Call. Despite being only level 6, I think Demand Justice is the best option here. On the item front, now is a good time to upgrade your Siberys Shard.
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Originally posted by Cazzeo:




Level 17
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Powers: Brilliant Revelation (replaces Tide of the First Storm)
Items: Talisman of Terror +4


Deadly Doubt doesn't get the Wrath rider, and it isn't clear it works with Dizzying Mace anyway, so we go with Brilliant Revelation instead. You could consider ditching WSG now that you no longer have Tide of the First Storm, but the build isn't particularly feat-starved, so no reason not to retain proning off Sudden Slime.
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Level 18
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Abilities: +1 Wis, +1 Con
Feats: Improved Initiative
Items: Unforgettable Cudgel Morningstar +4


At last, we retake this feat, even though we will retrain it at 21 and our level 20 feat at 22. The build has essentially run out of really good feats at these levels.
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Level 19
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Powers: None.
Items: Champion's Hauberk +4


Moment of Peace is essentially a trap, since it won't stop the annoying effects from monsters' attacks. Fourfold Invocation is just much better, since they take a -4 penalty to the saving throw, it hits the whole board, and the dazed can add some offense/CA also. So I wouldn't replace any dailies at this level. On the item-front, we upgrade to Champion's Hauberk in preparation for grabbing our 2nd Channel Divinity power at level 20, hoping that we have healing words to expend since we should crit and get them back with Gambler's Word.
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Level 20
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Feats: Creation Secret
Items: Symbol of Victory +4


Since we chose Onatar (Gond/equivalent/etc.), we can take Creation Secret to reuse various item dailies, such as Dice of Auspicious Fortune. I have not tried to optimize around item dailies at epic tier here; feel free to locate your own items with fantastic daily powers that could benefit from Creation Secret.
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Level 21 Snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Headspin, level 21
Human, Cleric|Invoker, Divine Oracle, Destined Scion
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Wisdom)
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Character Theme: Ooze Master


FINAL ABILITY SCORES
Str 15, Con 24, Dex 10, Int 13, Wis 26, Cha 12.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.


AC: 36 Fort: 38 Reflex: 29 Will: 37
HP: 115 Surges: 13 Surge Value: 28


TRAINED SKILLS
Religion +16, Heal +23, Perception +26, Insight +26, Endurance +22


UNTRAINED SKILLS
Acrobatics +10, Arcana +11, Bluff +11, Diplomacy +11, Dungeoneering +18, History +11, Intimidate +11, Nature +18, Stealth +10, Streetwise +11, Thievery +10, Athletics +12


FEATS
Human: World Serpent's Grasp
Level 1: Battlewise (retrain to Wary Fighter at 5)
Level 2: Mighty Crusader Expertise
Level 4: Battle Awareness
Level 6: Hybrid Talent (Favor of the Gods)
Level 8: Superior Will (retrain to Healer's Implement at 14)
Level 10: Improved Initiative (retrain to Reserve Maneuver at 11)
Level 11: Dizzying Mace
Level 12: Improved Defenses
Level 14: Thunder Hammer
Level 16: Gambler's Word
Level 18: Improved Initiative (retrain to Superior Initiative at Level 21)
Level 20: Creation Secret
Level 21: Supreme Healer


POWERS
Theme Feature: Sudden Slime
Channel Divinity (Hybrid Cleric): Favor of the Gods
Hybrid at-will 1: Sonnlinor's Hammer (retrained from Fell Strike at 4)
Hybrid at-will 1: Hand of Radiance
Reserve Maneuver: Astral Flare
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Silent Malediction
Hybrid utility 6: Stream of Life (retrained to Demand Justice at Level 10)
Hybrid encounter 7: Tide of the First Storm
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Remorse (replaces Death Surge)
Hybrid daily 15: Sacred Armistice (replaces Moment of Glory)
Hybrid utility 16: Demand Justice
Hybrid encounter 17: Brilliant Revelation (replaces Tide of the First Storm)


ITEMS
Casque of Tactics (heroic tier), Dice of Auspicious Fortune (paragon tier), Circlet of Arkhosia (paragon tier), Siberys Shard of the Mage (paragon tier), Champion's Hauberk Wyrmscale +4, Unforgettable Cudgel Morningstar +4, Talisman of Terror +4, Diamond Cincture (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


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Level 21
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Epic Destiny: Destined Scion
Feats: Supreme Healer, Superior Initiative (retrained from Improved Initiative)
Items: Diamond Cincture (paragon)


Again, Destined Scion seems like the only reasonable choice for this build. Supreme Healer is nice for letting our healing word heal two targets. We upgrade our Diamond Cincture to the paragon version also.
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Level 22
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Powers: Invoke Heroism
Feats: Glorious Channeler
Items: Talisman of Terror +5


Invoke Heroism is awesome, granting an extra standard. While Divine Mastery is incredible, we already have four dazing powers and don't particularly need to get any of them back. So I prioritize Glorious Channeler first to be able to use both Creation Secret and Favor of the Gods. Talisman of Terror increases to a -3 penalty at epic, so our Sacred Armistice and Fourfold Invo are even better.
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Level 23
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Powers: Word of Bewilderment
Items: Unforgettable Cudgel +5


As good as Dizzying Mace is, stun is better. Although Invoked Devastation would make this power stronger, I don't feel its worth taking that feat just for this one power. As this build heads into epic, it kind of transitions away from the Dizzying Mace towards more powerful control/enabling.
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Level 24
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Feats: Divine Mastery
Items: Greater Armor of Eyes Nagascale +5


Now that we do have an aoe stun, I feel this feat is worth taking. In addition, we grab the rare greater armor of eyes, which is possibly something we should have considered for our +4 armor slot, although Champion's was useful for a few levels before we got Glorious Channeler. Might be some other good armor here with a daily that we could reuse via Creation Secret, though.
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Level 25
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Powers: None.
Items: Siberys Shard of the Mage (epic)


This is another gray area. If your DM rules that the daze from Life Lanterns works with Dizzying Mace, then this is an excellent power. I think most DMs will find this sketchy, though, and it isn't clear even then that it would beat Fourfold Invocation, which is now giving a -5 penalty to saves (Talisman+Thunder Hammer). Again, Sacred Armistice is better due to a -3 to saves penalty (and can't attack is better control than weakened).
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Level 26-30
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Feats: Epic Reflex, Epic Fortitude, Epic Will
Powers: Valorous Charge (replaces Remorse), Word of the Gods (replaces Sacred Armistice)
Item: Zephyr Boots, +6 Cudgel, +6 Armor of Eyes, +6 Torc of Power Pres, Ring of Free Time


Valorous Charge is, sadly, better than Compel Action when you have good Con. Word of the Gods is amazing, although it isn't clear which power is worse: Fourfold or Sacred Armistice. I actually think Fourfold is better because of the bigger save penalty; you'll generally use it with an AP meaning two uses of Valorous Charge, so creatures can't hit the broadside of a barn with -16 to attack (+8 Con to defenses + -8 to attack) anyway.
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Level 30 Snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Headspin, level 30
Human, Cleric|Invoker, Divine Oracle, Destined Scion
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Wisdom)
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Character Theme: Ooze Master


FINAL ABILITY SCORES
Str 15, Con 26, Dex 10, Int 13, Wis 28, Cha 12.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.


AC: 46 Fort: 50 Reflex: 40 Will: 49
HP: 153 Surges: 14 Surge Value: 38


TRAINED SKILLS
Religion +21, Heal +29, Perception +38, Insight +32, Endurance +28


UNTRAINED SKILLS
Acrobatics +15, Arcana +16, Bluff +16, Diplomacy +16, Dungeoneering +24, History +16, Intimidate +16, Nature +24, Stealth +15, Streetwise +16, Thievery +15, Athletics +17


FEATS
Human: World Serpent's Grasp
Level 1: Battlewise (retrain to Wary Fighter at 5)
Level 2: Mighty Crusader Expertise
Level 4: Battle Awareness
Level 6: Hybrid Talent (Favor of the Gods)
Level 8: Superior Will (retrain to Healer's Implement at 14)
Level 10: Improved Initiative (retrain to Reserve Maneuver at 11)
Level 11: Dizzying Mace
Level 12: Improved Defenses
Level 14: Thunder Hammer
Level 16: Gambler's Word
Level 18: Improved Initiative (retrain to Superior Initiative at Level 21)
Level 20: Creation Secret
Level 21: Supreme Healer
Level 22: Glorious Channeler
Level 24: Divine Mastery
Level 26: Epic Reflexes
Level 28: Epic Fortitude
Level 30: Epic Will


POWERS
Theme Feature: Sudden Slime
Channel Divinity (Hybrid Cleric): Favor of the Gods
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Sonnlinor's Hammer (retrained from Fell Strike at 4)
Reserve Maneuver: Astral Flare
Reserve Maneuver: Thunder of Judgment (at 23+, Astral Flare before then)
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Silent Malediction
Hybrid utility 6: Celerity Jelly
Hybrid encounter 7: Tide of the First Storm
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Remorse (replaces Death Surge)
Hybrid daily 15: Sacred Armistice (replaces Moment of Glory)
Hybrid utility 16: Demand Justice
Hybrid encounter 17: Brilliant Revelation (replaces Tide of the First Storm)
Hybrid utility 22: Invoke Heroism
Hybrid encounter 23: Word of Bewilderment (replaces Thunder of Judgment)
Hybrid encounter 27: Valorous Charge (replaces Brilliant Revelation)
Hybrid daily 29: Word of the Gods (replaces Fourfold Invocation of Doom)


ITEMS
Dice of Auspicious Fortune (paragon tier), Diamond Cincture (paragon tier), Talisman of Terror +6, Greater Elderscale Armor of Eyes +6, Unforgettable Cudgel Morningstar +6, Torc of Power Preservation +6, Zephyr Boots (epic tier), Circlet of Arkhosia (epic tier), Ring of Free Time (epic tier), Siberys Shard of the Mage (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


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Acknowledgment: ElMoradin, who first explored this concept with Egre Gious, Daze Master, and zelink551, who endured many rocks while playtesting Headspin and came up with many good ideas for the build, and the Charop IRC for helpful suggestions




Originally posted by Cazzeo:


Fighter|Battle Cleric/Warlock Version


Dwarf Fighter|Cleric/Warlock/Ironstar Marauder/Destined Scion
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Headspin, Fighter Variant
Race: Dwarf
Class: Cleric|Fighter
Paragon Path: Ironstar Marauder
Epic Destiny: Destined Scion
Background: TBD
Theme: TBD


Hybrid Cleric Choice: Battle Cleric's Lore (assuming this is legal)
Pact Initiate: Dire Radiance (Con)
Destined Scion Choices: Strength, Constitution


Skills
Endurance +31, Athletics +29, Intimidate +22, Religion +21


Speed: 5
Initiative:+30 (+15 level +8 superior +1 dex +6 item)


Ability Scores
L30: Str 28, Con 28, Dex 13, Int 10, Wis 12, Cha 15
L1: Str 18, Con 18, Dex 11, Int 8, Wis 10, Cha 13


Defenses
HP: 185, Surge Value: 46, Surges per Day: 15
AC: 48 (10 +15 level, +14 armor, +2 shield, +6 enhance, +1 item)
Fort: 45 (10 +15 level, +6 item, +3 id, +9 con, +1 class, +1 item)
Ref: 39 (10 + 15 level, +6 item, +4 epic, +3 id, +1 dex)
Will: 41 (10 + 15 level, +6 item, +4 epic, +3 id, +1 class, +2 cha)


Feats
L1: Armor Proficiency (Plate)
L2: Versatile Expertise (Mace, Holy Symbol)
L4: Hybrid Talent (Fighter Weapon Talent)
L6: Pact Initiate
L8: Ironstar Student
L10: Adept Power
L11: Dizzying Mace
L12: Improved Defenses
L14: Thunder Hammer
L16: Mountain Thunder Student
L18: Mountain Thunder Rampart
L20: Gambler's Word
L21: Bludgeon Mastery
L22: Divine Mastery
L24: Martial Mastery
L26: Supreme Healer
L28: Epic Reflex
L30: Epic Will


Powers
Pact: Dire Radiance
AW: Righteous Brand
AW: Brash Assault
Enc1: Healing Strike
Dly1: Shield of the Gods
Util2: Glowering Threat
Enc3: Parry and Riposte (retrain to Words are Not Enough at 7)
Dly5: Rain of Steel
Util6: Stream of Life
Enc7: Come and Get It
Dly9: Divine Power (swap for Feast of Souls at 10)
Util10: Clearheaded
Enc11: Devastating Smash
Util12: Ironstar Stance
Enc13: Anvil of Doom (replaces Healing Strike)
Dly15: Sudden Opportunity (replaces Rain of Steel)
Util16: Shielding Word
Enc17: Violence Betrayed (replaces Words are Not Enough)
Dly19: Holy Wrath (replaces Shield of the Gods)
Dly20: Crushing Fury
Util22: Instant Getaway
Enc23: Warrior's Urging (replaces Come and Get It)
Dly25: Word of the Sorcerer-King (replaces Feast of Souls)
Dly26: Epic Recovery
Enc27: Cruel Reaper (replaces Anvil of Doom)
Dly29: Breath of the Stars (replaces Holy Wrath)
Dly30: Undeniable Victory


Items
Ironscar Rod +6, Dwarven Armor Godplate +6, Timeless Locket +6, Circlet of Arkhosia (Epic), Diamond Cincture (Paragon), Symbol of Sustenance +4, Rhythm Blade Dagger +1
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Imposing Dazed/Stunned Save Ends with -6 to Saves
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With Mountain Thunder Rampart, the level 16 Ironstar paragon path feature, and Thunder Hammer, all of our daze/stun save ends dailies are -6 to saves (assuming we can keep hitting the targets with a martial power each turn, open with action point Come and Get It/WU, use Cruel Reaper on next turn, etc.)


At level 29, we have 4 dailies (level 20 pp, level 25 warlock, level 29 cleric, level 15 fighter), every one of which stuns or imposes a daze+ -9 to all attacks with -6 to the saves. Add Curse Eye Tattoo for even more lockdown.
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Dizzying Mace Encounters
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This one isn't as heavy on the dizzying mace, but it's still brutal on Violence Betrayed, the dazing dailies, and not too bad on single target stuff like Devastating Smash. In order to give the Dizzying Mace a point, we added the imposition on dailies and all the mace feats to get it to -6.
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Defenses/Defendery Stuff
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Our defenses are a bit lower than a normal fighter, but we're imposing massive attack penalties, so we can afford to skimp on a lot of the defense stuff. (We also have cleric healing to fall back on).
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Originally posted by Cazzeo:


Reserved


Originally posted by Cazzeo:


Bump! This should be ready to look at, if anyone has any thoughts. Power selection is tricky... lots of good stuff between cleric and invoker.


I think I'm going to make a pure cleric version also just to see how it looks. With the new battle cleric goodies, AC won't be an issue. I'll have to peruse GO's guide a bit more since not totally familiar with clerics =)
 
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masteraleph

Explorer
Comments summary:

Not all of the items are correct- in particular, Cazzeo later noted that you can't have two holy symbols, so once it gets the Unforgettable Cudgel, any notations of holy symbols should be ignored. The build can't use Zephyr Boots, since it's in heavy armor (but could use Airstriders), and doesn't necessarily pick up a Talisman of Terror +6 (instead using the Torc of Power Preservation). Other than Dice of Auspicious Fortune, there aren't a lot of great Dailies on items in here (though ToPP is pretty good), and the build can potentially regain them, so that's worth looking into.

Many of the feats aren't vital, and could easily be substituted for other things.

A few people have noted that even though it's not as optimized, Morninglord could be a fun PP with a Crusader's Weapon.

Zathris noted that the themes aren't necessarily the most up to date.
 



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