D&D 4E Mellored's Char-Op Builds

mellored

Legend
These are all higher level builds, at least paragon. There's not a lot of char-op that can happen at lower levels.


Also, many of these are over the top and should mostly be for theory op, not actual play.

Use responsibly.
  • F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken but can be foiled by doors.
  • Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.
  • Elven Critters: Crit op with crit generation. 5 of these will end anything. Broken.
  • King Fisher: Optimized net user. Not OP or broken
  • Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
  • Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.
  • Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
  • Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
  • Chargeburgler: with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
  • Void Defender: Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
  • Scry and Die: Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
  • Indestructible: Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.
  • Sir Robin (Bravely Charge Away): He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
  • Death's Gatekeeper: A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
  • Domination and Death: Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
  • Battlemind Mc Prone-Daze: Protecting your allies by keeping enemies away. Quite powerful.
  • The Retaliator: Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
  • Psilent Guardian: Protect your allies, while being invisible. Overpowered, possibly broken.
  • Rune of Vengance: Do lot's of damage while boosting your teams. Strong to slightly overpowered.
  • Charedent Barrage: A charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
  • Super Knight: A tough, sticky, high damage knight. Strong.
  • Super Duper Knight: Basically the same as super knight with optimized items, making it far more broken.
  • Mora the unkillable avenger: My first char. Solid damage, while being extremely resilient. Overpowered, but not broken.
  • Swordburst Maximus: At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
  • Charging Wizard: Because charge optimization works for any class. Overpowered.

Note that i'm not active in 4e anymore. Comments are still welcome, but don't expect response.
Feel free to copy/modify them,
 
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mellored

Legend
F111-Interdictor

This build take up to 5 allies deep into enemy lines (as in, past the guards, up the stairs, and into the throne room), release a small nova (~1 standard. Elite/Solo possible with party op), and then get's out.

In the same turn.


Starts around level 19, when you get the Offerings of Celestian item set. Nearly all of the build is items, so you can tack it on to any class.

F-111
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Transit, level 30
Revenant, Monk/Warlord, Zephyr Warchief, Master of Moments
Monastic Tradition (Hybrid) Option: Centered Breath (Hybrid)
Hybrid Monk Option: Hybrid Monk Fortitude
Warlord Leadership Option: Combat Leader (Hybrid)
Hybrid Warlord Option: Hybrid Warlord Will
Choose your Race in Life: Eladrin
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Chevalier

FINAL ABILITY SCORES
STR 12, CON 14, DEX 26, INT 10, WIS 14, CHA 26

STARTING ABILITY SCORES
STR 10, CON 12, DEX 16, INT 8, WIS 12, CHA 16

AC: 40 Fort: 34 Ref: 41 Will: 47
HP: 183 Surges: 9 Surge Value: 45

TRAINED SKILLS
Insight +22, Stealth +28, Thievery +28

UNTRAINED SKILLS
Acrobatics +25, Arcana +15, Athletics +16, Bluff +23, Diplomacy +25, Dungeoneering +17, Endurance +19, Heal +17, History +15, Intimidate +27, Nature +17, Perception +19, Religion +15, Streetwise +23

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Revenant Utility: Dark Reaping
Monk Feature: Centered Flurry of Blows
Warlord Feature: Inspiring Word
Thievery Utility 2: Fast Hands
Zephyr Warchief Attack 11: Scouring Strike
Zephyr Warchief Utility 12: Desert Glide
Insight Utility 16: Insightful Riposte
Warlord Attack 17: Hail of Steel
Zephyr Warchief Attack 20: One Thousand Cuts
Master of Moments Utility 26: Freeze Time

FEATS
Level 1: Twilight Adept
Level 2: Mark of Passage
Level 4: Risky Shift
Level 6: Fluid Motion
Level 8: Bloodied Fleetness
Level 10: Desert Moon Student
Level 11: Combat Commander
Level 12: Death Scorned
Level 14: Disciple of Death
Level 16: Superior Will
Level 18: Staff Expertise
Level 20: Death's Quickening
Level 21: Ghostly Vitality
Level 22: Long Step
Level 24: Eerie Resurgence
Level 26: Spring Step
Level 28: Superior Initiative
Level 30: Alertness

ITEMS
Mooncloth Robes Mindpatterned Armor +6 x1
Accurate staff of the Far Wanderer +6 x1
Star-Strewn Scarf +6 x1
Gloves of the Wandering Star x1
Sun Sphere x1
Boots of Caiphon x1
Accurate staff of the Traveler +6 x1
Eladrin Ring of Passage x2
Quickening Waters
Horreb Ritual Cube
Bracers of Mental Might x1
====== End ======[/sblock]
Jet Propulsion (per turn): 108 squares
[sblock]
Revenant cheeze (5 minors)
Master of Moments (1 more minor)
Boots of Caiphon (minor to shift your speed)
Staff of the Traveler (shift -> teleport)
Offerings of Celestian Set (teleport self -> teleport allies)
and stacks of speed (base 11)/shift boosters(3)/teleport boosters(4)
= 6 * 18 = 108 squares.[/sblock]
Afterburner ~272 squares (per surge, the ride get's bumpy)
[sblock]
Teleport diagonally 2 squares up (and your allies 1 square up)
Fall take 1d10 damage (1/2) and land prone.*
Eerie Resurgence to stand as a free action.
Spring Step to shift 1->teleport.
(91 negitive bloodied-6 to be on the safe side)/2.5 damage per drop = 34 teleports * 8 squares = 272 extra squares.

Note that after burners can stall (1 * insubstantial = .5 = 0 falling damage = not prone), so use them first.
If your low on minor's, (and your allies don't mind a few small drops) consider droping 20 feat. This will elimitate the chance of a 1, but will deal more damage, and thus, slow you down.

Beware of immidiate action attacks/hazards/aura's/ect. Your very vulnerable this way.
[/sblock]

108+272 = 380 squares (190 in and out).

Extra Tank: By starting at full HP, you can add (183 / 5.5 * 8) ~ 266 squares. However, you have to be careful about action economy, as you will be dazed when you hit 0.

Mid Flight Refuel: Using a minor (or an ally's readied action) to heal yourself can net you ((45+6d6) / 5.5 + 272) ~350 more squares of the afterburners. Though it a tricky maneuver to match up your action economy, you greatly increase your chance of stalling too many times. And you are likely to loose your nova.

Assisted Takeoff: Grab some THP the turn before you launch. (Rub Some Dirt On It ~ 40 squares).

Payload:
4 Readied Actions: Allies prime themselves to unleash their attacks for when they arrive.
1 warlord enabler: Free: Drop a staff -> Standard: Hail of steel or Death from Two Sides (via bracer's of mental might)-> Fast Hands (Pick up the staff).
Optional 1: Daily, and/or AP.
Optional 2: Spend other actions to attack/buff (knight's move -> allies low slash).

*If your DM rules that you surprised them. Your party should has a big init booster. So you could stick around long enough for them to do a true nova before fleeing.

Voidcrystal Abduction:
(from Antillious)
Teleport in, hit with a voidcrystal weapon (you or an ally), use the daily, teleport out, and put the target in a safe location (say... in a cage or in a Gorgonblood Mortar tower).

Bonus points if you remain hidden (Shadow Steel Roll + Shadow Band) the entire time.
 
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mellored

Legend
F111-Interdictor (cont)

Variants:The above is built for full speed, but it's easy enough to trade speed for nova.

Races:  You pretty much need to be a revenant for the actions as well as eerie resurgence.
Being a non-eladrain cost you 2 speed (80 squares)
Mul + Inexhaustible Resources gives you quite a bit of THP to burn adding ~50 squares.

Stats:  13 Wis for Diciple of Death, and 13 for Dex MC rogue.  Combat Commander goes off of Cha, but isn't necessarily needed.  The rest is availible.

Items:  Since you need the item set, the boots, and the staff to pull this off, you don't have much play.  However a party of 5 doesn't need the full set.  So you could easily trade 1 of the set items (probably the weapon).
Mummified Hand + Eladrain Ring: +80 squares.  (expensive)
Mithrendain Steel Weapon: +40 squares.
Staff of the traveler (2-handed): Not needing Implement proficiency opens up your base classes.
Horned Ring:  While you loose speed, you can possibly take a shorter route, which may be further.
Ring of Free Time: gives you less distance, and makes taking fall damage much harder.

Feats: Revenant action cheese takes a few.
Fluid motion is least speed boosting feat, affecting your crusing speed by 16.
MC rogue + Risky would be next to drop, since it's a 2 feat combo, and would open up your multiclass.
Toughness can add several (~25) squares to the afterburner.

Powers: Fast hands is needed if you want to attack.  Otherwise, it's wide open.  Some THP before liftoff can let you get further.

PP:  Taken purely for the +to shift.
Battle Captian with cry havoc is a top contender,
Flamebrow Commander/Horizon Walker will save your theme and a feat or 2.

Theme: If you get an extra +1 to death saves...
Samurai or Ironwroght, or any other "nova".
Avoid Fey Beast tamers, as it's quite costly to carry more.

ED: Loosing Master of Moments is loosing 18 squares of movement.
Prince of Hell: Can net you ALOT of damage, just make sure your allies have some fire resist.

Monk: Add only a little speed (fluid motion->fleet footed for 6 squares), but they have staff implement proficiency, possibly some shift powers.
Warlord: Adds +1 shift with it's PP, let's you be lazy (allowing you to function while putting so much into speed), as well as nova and inititive.
Rogue: Risky shift is the main attraction.  Base Rogue have good shift powers though, so starting rogue isn't a bad idea.

A few other ideas...
  Psion|Rogue/Monk with forced opportunity.
  Cleric|Monk/Rogue with Valorous Charge.
  Bard/Monk/Rogue with Surge of Valor.  (multiclass mastery keeps feats the same).

2 of these can teleport eachother forever.
 

mellored

Legend
Thought Switch

Originally purposed by svendj, it's the psion's turn to join the switch party.  This is a high level build (kicks in at 17), but functions at lower levels spamming dishearten and lazylording it up.  (svendj's Mindswitch(x), works better at lower levels, this one works better at high level).

This build depends on your allies having a good Opportunity Attack.  But having a a good melee basic attacks and agile opportunist would make it even better.

On turn 1, Allies will gain:
Positioning: Shift 7, Slide 1, Enemy slid 9
Lots of Attacks:
*Opportunity action: OA
*Free action: OA (+to hit/damage)
*Immediate action: MBA.  (with agile opportunist).
*Free action (2 allies): MBA.
Accuracy: +7 for some OA's.  1 reroll for an OA.  1 free floating roll.
Damage: +7 for some OA's.  +2 always.  +9 Damage vs 1 enemy.
 
Totaling (with 4 allies) = 14 attacks, and 208 max bonus damage.
And +9 to everyone's initive.

Build:
[sblock]
Fey Beast Tamer (owl bear)
Psion|Warlord/Time Bender/Sage of Ages.
20 Int, 16 Cha, and 10+ Wis.
Tielfing (Secrets of Belial -> Opportunity Seized), +Int/Cha (pixie) race, or revenant (+cheeze).

Feats:  *arn't necessarily needed.
1) Hybrid Talent (inspiring)
2) Expertise Tax (staff or orb are both good, dagger is also possible)
4) Defense Tax (or superior will and lightning reflexes)
6) Superior Implement (Crystal Orb, or Accurate)
8) Superior Relexes.
10) Imperious Majesty
11) Combat Commander
12) Vistani Heritage
14) *Tail Slide, to trigger more agile opportunist.
16) Skill Power (insightful riposte).
18) *Controlling Advantage
20) MC Arcane (for sage of ages).
21) *Superior Initiative (may be overkill)
22) Vistani Foresight
24) Secrets of Belial -> Opportunity Seized
...

Powers:
2: Inspired Belligerence
6: Reorient The Axis
10 (6): Opportunity Seized
16: Insightful Riposte
17: Forced Opportunity
22: Forceful Repositioning
23: Sudden Control
27: A Plan Comes Together

Items:
Ring of Free time.
Helm of Exemplary Defense / Helm of Battle.
Violet Solitaire.
Arcane boosters.
Initiative boosters (Weapon of Speed).
Rerolls (Irrefutable armor, luckblade dagger).
Mount.
[/sblock]

Alternates:
Forceful Repositioning: needs your allies to play along (agile opportunist), if they don't drop this.
   -> Knights Move.  Not just for repositioning.  Since it's a full move action, you could say...  give the avenger a chance to oath, a rogue a chance to low slash, or a defender a chance to mark (which you can trigger).
   -> Hidden Opportunity.  1/day crit isn't a bad. 
Timebender
  ->Battle Captain, +2 to hit for everyone.  You do loose your extra die though.
   + halistar clone theme, another way to get an extra move action.
  ->Flame of Hope, better vs solo's.
 

*Vistani Foresight and the Violet Solitaire (+lot's of rerolls) give you get 5 combat's with AP's.

Your accuacy is 15 (lvl) + 9 (int) + 6 (enh) + 3 (feat) + 2 (CA) +2 (trick) + 1 (superior) = 38.
38 vs 42 = hit on a 4.
Best 2 out of 5 rolls,  +3, insightful riposte, +1 AP.
~ 99.9%.
 

mellored

Legend
Thought Switch (cont)

Since most of the attacks are OA's, your allies can boost it game breakingly high:

Some OA boosts
[sblock]Heavy Blade Opportunist (twin-strike is a good one)
Word of Diminishment (runepriest)
Yakuza (theme)
Helm of Opportunity
Internalize the Basic Kata
Weapon of Great Opportunity
Ardent: Mantle of Elation
Formation Fighting
Weaponmaster (Combat Superiority, and it's bonuses/feats)
*Two-Weapon Flurry  *Note that Forced Oppertunity 4 gives a free action, so it won't stack.
Numerous "can be used as an OA" powers and feats.Numerous MBA booters (thief, slayer, eldrich strike cheese).
And of course, normal damage boosts, like frost cheese and iron armbands of power.

[/sblock]

 But running with a moderate assumption that you have 4 allies that can deal 0.2 KPR with a melee basic attack...
(or .14 KPR + agile oppertunist).
 
On turn 1 you can...

Kill 2 Standards
[sblock]
Minor: Trick of Knowlage, boost your accuracy.
Move:  Reorient the Axis to position everyone
Standard: Forced Oppertunity 4, boosted OA's.  Blooding standard 1.
Move: (time bender) Forceful Repositioning, agile oppertunist for everyone.  Killing standard 1.
Minor: (ring of free time) Inspired Belligerence, for +Cha damage vs standard 2.
AP: Sudden Control standard 2 into position, (improvised) RBA to provoke an OA.  Blooding standard 2.
Free: A Plan Comes Together, 2 more MBA's.  Killing standard 2.
[/sblock]
Kill an  Elite
[sblock]
Minor: Trick of Knowlage, boost your accuracy.
Move:  Reorient the Axis to position everyone
Minor: (ring of free time) Inspired Belligerence, for +Cha damage.
Standard: Forced Oppertunity 4, boosted OA's.
Move: (time bender) Forceful Repositioning, agile oppertunist for everyone.  Bloodying Elite.
AP: Sudden Control, (improvised) RBA itself, provoking an OA.
Free: A Plan Comes Together, 2 more MBA's.  Killing Elite.
[/sblock]
Bloody a Solo
[sblock]
Minor: Trick of Knowlage, boost your accuracy.
Move:  Reorient the Axis to position everyone
Minor: (ring of free time) Inspired Belligerence, for +Cha damage.
Standard: Forced Oppertunity 4, boosted OA's.
Move: (time bender) Forceful Repositioning, agile oppertunist for everyone.  Bloodying Elite.
AP: Sudden Control 6 dominating.
Free: A Plan Comes Together, 2 more MBA's.
Enemy: RBA itself (or run), provoking an OA.  Blooding Solo.
[/sblock] 
And then your party goes.
 

mellored

Legend
Elven Critters

This build is meant to run in groups with itself.  Optimized MBA, crits, and attack granting.

[sblock=build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Crystal Critter, level 30
Wood Elf, Avenger/Warlord, Ardent Champion, Destined Scion
Hybrid Avenger Option: Hybrid Avenger Fortitude
Warlord Leadership Option: Battlefront Leader (Hybrid)
Hybrid Warlord Option: Hybrid Warlord Fortitude
Hybrid Talent Option: Avenger's Censure (Hybrid)
Avenger's Censure Option: Censure of Pursuit
Epic Heroism Option: Dexterity
Epic Heroism Option: Wisdom

FINAL ABILITY SCORES
STR 12, CON 13, DEX 26, INT 12, WIS 30, CHA 10

STARTING ABILITY SCORES
STR 10, CON 11, DEX 14, INT 10, WIS 18, CHA 8

AC: 42 Fort: 37 Ref: 42 Will: 46
HP: 171 Surges: 8 Surge Value: 42

TRAINED SKILLS
Acrobatics +29, Heal +31, Perception +39, Stealth +29

UNTRAINED SKILLS
Arcana +16, Athletics +16, Bluff +15, Diplomacy +15, Dungeoneering +25, Endurance +16, History +16, Insight +25, Intimidate +15, Nature +27, Religion +16, Streetwise +15, Thievery +23

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Avenger Feature: Oath of Enmity
Warlord Feature: Inspiring Word
Warlord Feature: Battlefront Shift
Avenger Attack 1: Overwhelming Strike
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Powerful Warning
Warlord Utility 2: Knight's Move
Avenger Utility 2: Loyal Sanction
Warlord Utility 10: Tactical Orders
Ardent Champion Attack 11: Fanatical Flurry
Ardent Champion Utility 12: Battle Rapture
Warlord Attack 13: Impromptu Attack
Warlord Attack 15: War Master's Assault
Avenger Utility 16: Summons to Duty
Avenger Attack 17: Soulforge Hammering
Ardent Champion Attack 20: Irresistible Ardor
Warlord Utility 22: Rush of Battle
Warlord Attack 25: Warlord's Resurgence
Destined Scion Utility 26: Epic Recovery
Cleric Attack 27: Doom of the Unworthy
Avenger Attack 29: Fiery Vengeance
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Power of Skill
Level 2: Unarmored Agility
Level 4: Improved Defenses
Level 6: Weapon Proficiency (Gouge)
Level 8: Two-Handed Weapon Expertise
Level 10: Hybrid Talent
Level 11: Painful Oath
Level 12: Reserve Maneuver
Level 14: Impaling Spear
Level 16: Weapon Focus (Spear)
Level 18: Mark of Healing
Level 21: Vengeful Declaration
Level 21: Epic Resurgence
Level 22: Hand of Divine Guidance
Level 24: Divine Healer
Level 26: Novice Power
Level 28: Punishing Radiance
Level 30: Font of Radiance

ITEMS
Rending Gouge +6 x1
Cloak of Distortion +6 x1
Robe of Eyes Dragoncloth Armor +6 x1
Zephyr Boots x1
Symbol of Victory +2 x1
Iron Armbands of Power (epic tier) x1
====== End ======

[/sblock]

Wood Elf gives us the stats, as well as the ability to ignore difficult terrain durring shifts.  Elven accuracy is certainly a quality power, but for this group, going first is better.  We also take reactive stealth, since group awareness isn't useful.

We start with commander's strike -> overwhelming strike for a solid damage attacks.  
The encounter is powerful warning, which will let us shift away from the attacker, likely negating even a crit.  Which helps with out low-ish defenses.
The daily is a encounter long damage boost.  Use it and have everyone grant attacks to you.
We also stay safe with a heal per person.

2 Loyal Sanctions adds quite a bit of damage at this level.  We even have a little nova with Loyal Sanctions -> Direct the Strike (x4).  We switch this out for Holy Blessing later, when minors become tight, and out of turn kills become more common.

5 Sent of victory is the only warlord daily that's remotely useful here.  Conditional, but potentially can win 1/2 an encounter by itself.

6 We add knights move -> fury's assault to the loyal sanctions target.

7 We get Vengeance is Mine.  So more off action attacks.  Note that someone can use powerful warning on you at the same time for a tripple hit.

9, Aspect of might-> storm father's favor.  Since minions are a major weakness of this build, we get auto-damage.

10 Tactical Orders adds alot of mobility.

13, everyone picks up death from 2 sides, so we crit alot.  Note that this is a NO action, so we still have our free action open.  Thanks to reserve manuver, we don't give up any of our previous powers.  (the PP's encounter isn't great anyways).

15: Aspect of Might -> Warmaster's Assault, +2 damage doesn't mean much anymore, but everyone attacking at once does.

16: Summons To Duty ensures you always have someone to use DF2S's with.
And we also get a free attack per crit.

17 upgrades vengence is mine for impromput attack, which has an easier trigger.  Enemies arn't neccicaraly going to get a turn.

19: Sent of victory-> Warlord's Recovery.  Getting an extra 2 uses of DF2S (one for you, one for an ally) is a win.

21: The ED is simply to-hit and damage.  Vengeful Declaration is higly importaint, since we need all the minors we can get, as well as having a good chance of getting a kill or 2 between turns.

22: Rush of Battle is a daily attack power in a utility slot.

23: trade fury's assault to soulforged hammering.  Note that you get a minor action attack per turn.  Thus, say hi to all the other knight's moves.

25: Warlord's Recovery -> Warlords resurgence.  Straight upgrade.

27: Trade out Death From Two Sides for Doom of the Unworthy.  With the PP, each of an allies attacks is a double 10, which is a crit, which generates an MBA from rending, which is also a crit.... so infinite damage.*

29: Storm Father's -> firey vengeance.  Minion clearing + surgeless healing.

Items:  I'm trying and keep it item light so i won't add a radiant shard and dice of auspicious fortune, but...
*Rending, since it's a no-action attack on a crit.
Cloak of Distortion: Ranged attackers are major weakness
Robe of Eyes: Blocks a nasty effect, as well as a bonus to perception/initiative.
Zephyr Boots:  We have alot of movement, but we need a way to get flyers.
Symbol of Victory +2: Cause crits.
Enshrouding Candle: Might let us stealth.

* If your DM houserules rending weapon to be a free action (which is perfectly reasonable), change impromptu attack for a plan comes together for better action economy.  Change to a frost gouge, and pick up the standard cold package.  Possibly grab Punisher of the Gods as well.
 

mellored

Legend
Elven Critters (cont)

DPR, nova round, ect...

MBA 
37 vs Ref (roll twice) = 0.9375
4d6b1 (16) + 25 damage
+10 1/turn

= 47.8125

Crit: 0.2225% 
Damage: 8 + 6d6 + 2*(MBA - painful oath) ~ 104.643
~+23.2830675

Total ~ 71  So we meet baseline striker without any at-will.  (it's actually higher, since you can crit on a crit).

Nova...

Roll inititive
Free: Battlefront shift (x5) into position.
P1) Oath, Soulforged Hammering, Soulforged Hammering (minor)
P2) Oath, Knights Move (P1), DF2S (P1)
    P1, SH (minor), MBA (DF2S), MBA (PP), MBA (rending).
P3) Oath, Knights Move (P1), DF2S (P2)
    P1, SH (minor)
    P2, MBA (DF2S), MBA (PP), MBA (rending).
P4) Oath, Knights Move (P1), DF2S (P3)
    P1, SH (minor)
    P3, MBA (DF2S), MBA (PP), MBA (rending).
P5) Oath, Knights Move (P1), DF2S (P4)
    P1, SH (minor)
    P4, MBA (DF2S), MBA (PP), MBA (rending).

So round 1 is up to 22 attacks * 71 damage + (3d6+40)*4 crits = 1768.  +~ 170 extra from radiant vuln.

And come level 27...

Battlefrost shift x5
P1) Doom of the unworthy
P2) Doom of the unworthy (target 2), Tactical Shift, knight's move (P1-> infinite rending).
P3) Doom of the unworthy (target 3), Tactical Shift, knight's move (P2-> infinite rending).
P4) Doom of the unworthy (target 4), tactical shift, knight's move (P3-> infinite rending).
P5) Doom of the unworthy (target 4), tactical shift, knight's move (P4-> infinite rending).
   Powerful warning -> infinite rending (target 1).

Up to 5 kills before the enemy can move.

T2: Everyone crit and recovered doom of the unworthy, so we should have a few more infinite damage attacks.
 

mellored

Legend
King Fisher

King Fisher has Single target lockdown, with a side of damage.

Net snare is a wonder power that grabs+prones (with expertise).
Add dragging flail and we slide as well.

So.. at-will prone-grab-slide.  Which is basically a stun against any melee enemy.  For ranged enemies, prone-grab them at your feat, and threaten with an OA.  Prone+shift with an MBA, repel charge, and mobile warrior should keep us at a safe distance most of the time.  Ranged-grab if needed.  Reach and close attackers are a weakness.

Avenger as a base means high accuracy.  Foamgather Warrior, Cunning Stalker, Kensei, and Destined Scion for even more.   +41 (roll twice)= 96%.  With heroic effort (+4) and Brawling Warrior (+1) it should be extremely rare that we miss, even with non-oath attacks.

And of course... lot's of off action attacks (and extra action points) to keep our striker quota up.  Even with low-ish damage, (~35 per hit), it will still be well into striker territory (~100 DPR), just not the DPR kings.

Item independent.  Though i grabbed a few good ones.  Rushing cleats helps with reach enemies.  The second net is there because the net is occupied when it's grabbing someone.  And as many symbol of victory's we can get our hands on.

[sblock=build] ====== Created Using Wizards of the Coast D&D Character Builder ======
King Fisher, level 30
Human, Avenger, Kensei, Destined Scion
Avenger's Censure Option: Censure of Pursuit
Kensei Focus Option: Kensei Focus Net
Epic Heroism Option: Wisdom
Epic Heroism Option: Dexterity
Human Power Selection Option: Heroic Effort
Impiltur (Impiltur Benefit)
Theme: Guardian

FINAL ABILITY SCORES
STR 12, CON 13, DEX 24, INT 10, WIS 30, CHA 12

STARTING ABILITY SCORES
STR 10, CON 11, DEX 14, INT 8, WIS 18, CHA 10

AC: 44 Fort: 37 Ref: 43 Will: 48
HP: 218 Surges: 8 Surge Value: 54

TRAINED SKILLS
Acrobatics +28, Athletics +22, Endurance +23, Perception +33, Religion +21, Stealth +28

UNTRAINED SKILLS
Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +25, Heal +25, History +15, Insight +27, Intimidate +16, Nature +25, Streetwise +16, Thievery +22

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Feat Attack: Net Snare
Human Racial Power: Heroic Effort
Avenger Feature: Abjure Undead
Avenger Feature: Divine Guidance
Avenger Feature: Oath of Enmity
Feat Utility: Deft Diver
Avenger Attack 1: Overwhelming Strike
Acrobatics Utility 2: Agile Recovery
Avenger Attack 3: Relentless Stride
Avenger Attack 5: Bond of Foresight
Perception Utility 6: Guided Shot
Human Utility 10: Flush with Success
Kensei Attack 11: Masterstroke
Kensei Utility 12: Ultimate Parry
Avenger Attack 15: Zealous Onslaught
Avenger Utility 16: Refire the Forge
Avenger Attack 17: Vengeful Parry
Avenger Attack 17: Soulforge Hammering
Avenger Attack 19: Vengeful Recovery
Kensei Attack 20: Weaponsoul Dance
Avenger Utility 22: Refuge of Piety
Destined Scion Utility 26: Epic Recovery
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Foamgather Warrior
Level 1: Foamgather Heritage
Level 2: Flail Expertise
Level 4: Brawling Warrior
Level 6: Dragging Flail
Level 8: Unarmored Agility
Level 10: Power of Skill
Level 11: Painful Oath
Level 12: Weapon Focus (Flail)
Level 14: Avenging Spirit
Level 16: Improved Defenses
Level 18: Cunning Stalker
Level 20: Repel Charge
Level 21: Mobile Warrior
Level 22: Hand of Divine Guidance
Level 24: Reserve Manuver
Level 26: Divine Mastery
Level 28: Epic Resurgence
Level 30: Vengeful Declaration

ITEMS
Feyslaughter Net +6 x1
Rushing Cleats x1
Amulet of Protection +6 x1
Iron Armbands of Power (epic tier) x1
Magic Dragoncloth Armor +6 x1
Symbol of Victory +2 x1
Distance Net +6 x1
====== End ======[/sblock]
 

mellored

Legend
Boominator

Booming blade can be abused, you just need a way to make the enemy move on it's turn.  (and use the somewhat dubious "per square" reading).

Praetor Legate let's you do that automatically.   (thanks Armisael & erachima)  So we effectively have twin-strike.
With controlling advantage, we can bring it back.
And since it's arcane, we can use WLMR + mark of storms to ensure it's triggered at least 3 times (assuming ally's stay out of range).
Add prone, to help encourage them attacking us, so it's either 4x damage, or 3x and stun.
Staggering flail + rushing cleats adds 7 more to the riposte...

I threw this on a elementalist base (+Con damage).  Though a (persuit?) avenger might do just as well.  Sage of Ages for accuracy, though destined scion might be better (saves a few feats).

[sblock=build] ====== Created Using Wizards of the Coast D&D Character Builder ======
Boomer, level 30
Half-Elf, Sorcerer (Elementalist), Praetor Legate, Sage of Ages
Elemental Specialty Option: Earth Elementalist
Earth Elementalist Option: Thunder
Arcane Admixture Damage Type: Arcane Admixture Lightning
Half-Elf Power Selection Option: Dilettante
Arcane Sentinel (+2 to Arcana)
Theme: Templar

FINAL ABILITY SCORES
STR 12, CON 24, DEX 13, INT 26, WIS 10, CHA 14

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 18, WIS 8, CHA 10

AC: 42 Fort: 41 Ref: 42 Will: 40
HP: 181 Surges: 13 Surge Value: 45

TRAINED SKILLS
Arcana +48

UNTRAINED SKILLS
Acrobatics +16, Athletics +16, Bluff +17, Diplomacy +19, Dungeoneering +21, Endurance +22, Heal +15, History +31, Insight +17, Intimidate +17, Nature +21, Perception +15, Religion +29, Stealth +16, Streetwise +17, Thievery +16

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Templar Feature: Templar's Fist
Sorcerer Attack: Elemental Bolt
Sorcerer Attack: Elemental Escalation (Earth)
Swordmage Attack 1: Booming Blade
Sorcerer Utility 2: Unseen Aid
Praetor Legate Attack 11: Obsidian Javelin
Praetor Legate Utility 12: Dustwalk
Praetor Legate Attack 20: Dictator's Judgment
Sage of Ages Utility 26: Trick of Knowledge

FEATS
Level 1: Flail Expertise
Level 2: Skill Focus (Arcana)
Level 4: Arcane Familiar
Level 6: Disciple of Lore
Level 8: Mark of Storm
Level 10: White Lotus Riposte
Level 11: Awakened Potential (Psion)
Level 12: White Lotus Master Riposte
Level 14: White Lotus Enervation
Level 16: Arcane Admixture
Level 18: Oncoming Storm
Level 20: Versatile Master
Level 21: Controlling Advantage
Level 22: Quickened Spellcasting
Level 24: Weapon Proficiency (Triple-headed flail)
Level 26: Lightning Soul
Level 28: Improved Defenses
Level 30: Unarmored Agility

ITEMS
Runic Mindpatterned Armor +6 x1
Staggering Triple-headed flail +6 x1
Rushing Cleats x1
Iron Armbands of Power (epic tier) x1
Amulet of Protection +6 x1
====== End ====== [/sblock]

The build isn't tweaked (missing a lot of possible items), and feats aren't even close to being in order.
 

mellored

Legend
Very Distracting Warlock

Built to impose as much attack penalty as possible.  

Mostly focused around Dizzying Mace + dazing, which gives -10 to hit.
Tack on Psychic lock for -2 more
rattling -2 (encounter powers only).
= -12 (14 with encounter powers) to hit (and dazed).

And a conditional -2 to all cursed targets when your boon triggers.

This can be done 4 times with encounter powers, 1 with eldrich blast (+theme power), and 1+pact boons with Hand of Blight.

+40 to hit (below 0), 42 with CA (though dazed), maby 1 more from prime shot, as well as an encounter reroll.

So we shouldn't miss much, but the enemy will.

Damage is weak, since you'll often be sacrificing your curse bonus, and warlocks arn't top dealers anyways.
[sblock=build]

====== Created Using Wizards of the Coast D&D Character Builder ======
Scary, level 30
Revenant, Warlock, Nightmare Weaver, Destined Scion
Eldritch Pact Option: Sorcerer-King Pact
Eldritch Blast Option: Eldritch Blast Constitution
Twofold Pact Option: Star Pact
Epic Heroism Option: Constitution
Epic Heroism Option: Dexterity
Choose your Race in Life: Deva
Theme: Outlaw

FINAL ABILITY SCORES
STR 12, CON 30, DEX 26, INT 12, WIS 10, CHA 13

STARTING ABILITY SCORES
STR 10, CON 18, DEX 14, INT 10, WIS 8, CHA 11

AC: 44 Fort: 40 Ref: 40 Will: 32
HP: 187 Surges: 16 Surge Value: 46

TRAINED SKILLS
Intimidate +25

UNTRAINED SKILLS
Acrobatics +23, Arcana +16, Athletics +16, Bluff +16, Diplomacy +16, Dungeoneering +15, Endurance +27, Heal +15, History +16, Insight +15, Nature +15, Perception +15, Religion +16, Stealth +23, Streetwise +20, Thievery +23

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Outlaw Attack: Surprise Strike
Revenant Utility: Dark Reaping
Warlock's Curse  Power: Warlock's Curse
Warlock Attack 1: Eldritch Blast
Warlock Attack 1: Hand of Blight
Warlock Attack 1: Dire Radiance
Warlock Pact Boon 1: Fate of the Void
Warlock Utility 2: Spectral Fade
Warlock Attack 3: Fortune Binding
Intimidate Utility 6: Demoralize Foe
Warlock Attack 7: Sorcerer-King's Decree
Warlock Attack 9: Feast of Souls
Warlock Utility 10: Troublesome Aid of Caiphon
Nightmare Weaver Attack 11: Painful Delusion
Nightmare Weaver Utility 12: Dread Disappearance
Warlock Attack 13: Break the Will
Warlock Attack 15: Caution of Dispater
Warlock Utility 16: Offering of Blood
Warlock Attack 17: Despair of Zhudun
Nightmare Weaver Attack 20: Nightmare Stalker
Warlock Utility 22: Entropic Ward
Warlock Attack 25: Word of the Sorcerer-King
Destined Scion Utility 26: Epic Recovery
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Rod Expertise
Level 2: Superior Implement Training (Accurate rod)
Level 4: Potent Rebirth
Level 6: Restless Dead
Level 8: Dual Implement Spellcaster
Level 10: Wrathful Warrior
Level 11: Dizzying Mace
Level 12: Psychic Lock
Level 14: Tyrian Bureaucrat
Level 16: Tyrian Ascendant
Level 18: Protective Hex
Level 20: Bloodied Boon
Level 21: Mind-Numbing Curse
Level 22: Quickened Spellcasting
Level 24: Twofold Pact
Level 26: Veil of Waking Dreams
Level 28: Ghostly Vitality
Level 30: Reserve Maneuver

ITEMS
Accurate rod of Office +6
Accurate rod of Smiting +6
Life Charm +5
Armor of Dark Majesty +5
====== End ======
 [/sblock]
The feat's aren't neccicaraly in the best order.

PEACH.
 

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