D&D 4E Mellored's Char-Op Builds

mellored

Legend
The Retaliator

Doing as much damage when hit as possible.

If she hits someone with hellish rebuke, and that creature makes a melee attack which (dazed, dominates, or deals psycic damage) and reduces her to 0 or fewer...
[sblock=The Retaliator deals...]
30 thunder (Stormhawk Vengeance)
8 fire (white lotus riposte)
17 (Quori Backlash)
2d6+14 fire (Hellish Rebuke)
10 force (Ring of circling fangs)
10 force (Ring of circling fangs)
10 force (Ring of circling fangs + Mummified hand)
10 force (Ring of circling fangs + Many finged gloves)
6 (Pact blade longsword)
6 (Pact blade wrist razor)
6 necrotic (Evil Eye Fetish)
1d10 (Iron of Spite)
+ a free attack (white lotus master riposte)
+7 fire and radiant for each (12) = 84 (Radiant One)
[/sblock]223.5 auto-damage (+ another hellish rebuke).

You can probably expect about 1/2 (e.g. 100) on average.

She also has no problems surviving an onslaught, can protect her allies (increasing her retaliation damage), and has decent non-retaliation damage and control.

[sblock=The Retaliator]Revenant Warlock|Battlemind / Avenging Haunt / Radiant One
Stats
Str 10, Con 16(+2), Dex 11(+2), Int 16, Wis 10, Cha 13

Feats:
1) Versatile Expertise (heavy blade)
2) Stormhawk Vengeance
4) White Lotus Riposte
6) Melee Training (Con)
8) Resilent Focus
10) Hybrid Talent (Shadow Walk)
11) Fierce Vitality @ 16 -> Death Scorned
12) White Lotus Master Riposte
14) Sickening Shadow
16) Sneak of the Shadows
18) Risky Shift
20) Quori Backlash
21) Ghostly Vitality
22) Longstep
24) Superior Will
26)
28)
30)

Powers:
Hellish Rebuke
Lightning Rush

Items: Evil Eye Fetish +6, Shadow Warlock Leather+6, Pact Blade Longsword+6, Pact Wrist Razor+6, Belt of Sonnilor Righteousness (epic), 4x Ring of Circling Fangs, Mummified Hand, Many Fingered Gloves, Iron of Spite[/sblock]

Any other ways to boost retaliation?
 

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mellored

Legend
Psilent Guardian

Warning:
This build will annoy your DM.


Thanks mad_jack for the pic.

He was the chief of his tribe, and his wife was prophetic (some mithral dragon connection).  She had visions which always came true, and the tribe prospered from it for a good while, including a non-aggression pact and some trading with a town.  But slowly over time the visions increased, she started slowly slipping into madness.  One day, she sent him off to find a staff.  Confused, and worried about her sanity, but still loving her, he went, if only to show his support.  When he got to where she said there was a staff as she had said, but there was also a note.  The note was from her, and said that if he ever wanted to see her again, he would hold on to the staff, and help some strangers.  Suddenly worried, he hurried back to his tribe, only to find the place empty.  There where signs of struggle, broken tents, weapons and blood lie on the ground.  There where boot marks from the larger races though he did not know which ones, or how many, as well as drag marks from claws he recognized.  He tried tracking them, but could not.  Having nothing left, he memorized the note, burnt it (as it said to do), and set off, following the directions on the note very carefully, and clutching the staff closely.  When he arrived at the time and place, he found the stranger's he was supposed to protect...

While playable as a highly mobile, but otherwise generic battlemind in heroic, this build is really kicks in at 11, and turns awesome at 16-18.

Combining lot's of shifting powers (blurred speed, shifty), Staff of the Traveler (teleport instead of shift), evermeet warlock (turn invisible when you teleport away), and high stealth (since your invisible), enemies will have no idea where your at.

Once you pick up your planestrider boots (and Mastery of Passage), you'll be shuffling allies around all over the place too. 

So your invisible, and hidden, adjacent to a marked enemy.  His options are..

1) Guess what square your in, and have very little chance to hit (-5 even if he guesses correctly, and you're still tough).
2) Move toward someone else, which provokes an OA, dazes, and he's done for his turn.
3) Shift toward someone else, which invokes blurred step, you then teleport next to your ally, then teleport him away.
4) Attack someone else, which is at -2, get's mind spiked, and possibly negates the attack anyways.

There's also lot's of good out of combat utility for being stealthy, good theivery, and being able to teleport allies around.

Shunting char-op's standard coloring scheme, I've divided things into 2 colors, Orange, are build requirements and Green, which aren't quite as neccicary, but are still probably a good idea.

Note: Kobold's don't have the same power anymore, so use the half-elf variant.

[sblock=Build]
Class: Battlemind - Blurred Speed adds some major mobility, and mind spike is not reliant on any outside factors.
Race: Kobold - stats, stealth, and Shifty (see below for Half-Elf Variant)
Background: Silent Hunter - For stealth
Paragon Path: Evermeet Warlock - For invisibility, and teleporting allies
Epic Destiny: Destined Scion (more accuracy), Thief of Legends (more stealth), Topaz Crusader (more defense), or Master of Moments(more shifting) are all prime options.

Starting Stats:
Str 14 Con 16 Dex 14 Int 10 Wis 8 Cha 13 - Con for attack, Dex for stealth, Str for Heavy Blade Opportunist, Cha for MC warlock, Int over Wis so the Evermet daily has an actual use (1 HP will get people concious).

Ending Stats:
Str 16 Con 28 Dex 26 Int 12 Wis 10 Cha 15 - Bump Con for attack, Dex for Stealth
[/sblock]

[sblock=Skills:]
Stealth: 42 - You automatically beat everyone's passive perception (except Vecna, which you beat on a 2, but she's got true sight so it doesn't matter)
Thievery: 30 - Enough for most traps, and if you fail, your tough and get a +2 racial defense bonus.
Endurance: 29 - The only Con based skill.
Bluff 22 - Cause it fits, RP wise, and you don't need athletics.
[/sblock]

[sblock=Feats:]
1: Weapon Proficency (Drow Long Knife)  - The only 1-handed Heavy Blade a small character can use.
2: Harrying Step - Now we have an off action teleport, though it might be overkill later
4: Versatile Expertise (heavy blade, staff) - Math Fix, or Heavy blade expertise.  Though you shouldn't cast or provoking OA's much.
6: Improved Defense - Math Fix, though strictly not neccicaray, since you'll be invisible.
8: Pact Initiate - A prereqstudent of malidiction works too, but i prefer thievery over damage.
10: Arcane Implement Proficiency (Staff) - A prereq, To be able to use the staff of the traveler.
11: Heavy Blade Opportunist - They move, they get dazed.
12: Arcane Familar (Arcane Wisp) - Boost stealth and teleports.
14: Secret Stride - We can teleport more then 2 at this time, so we don't want to loose stealth.
16: Skill Focus (Stealth) - To take our stealth over the top, we shouldn't be spotted.
18: Demands Reach - Keep tabs on more people.
20: Lure of Iron - By itself it's not much, but with prescient retaliation, we can negate attacks.
21: Rapid Mind Spike - Now you can use minds spike AND lightning rush.
22: Long Step - Teleport 3 (5 with rings) each shift.
24: Prescient Retaliation - This can negate attacks.
26: Devouring Demand - Annoy even more creatures
28: Superior Will - Powerful feat, even if you shouldn't get hit much (Topaz Crusader's don't need this)
30: Weapon Focus (heavy blade) - More damage is always good.
[/sblock]

[sblock=Powers:]
At-Will
1: Twisting Eye (replaced)- Provides us with early opportunity to hide.
1: World-Slipping Advance (replaced) - Provides us with an early teleport.
3: Lodestone Lure (replaced) - Keeps enemies away from allies, use it on OA's
7: Psionic Speed - Augment 1 will keep us invisible to alot of creatures
13: Intellect Snap - No augment, For OA's, possibly trade it up for Mind of Mirrors if you find you have extra Power Points.
17: Lightning Rush - Augment 2, just incase you don't have someone marked.

Utilities:  This many shifting powers may be overkill, however, you do want some.
2: Telepathic Challenge - Nice burst mark, for obvious reasons
6: Evade Explosion - Burst are a weakness, this helps alot.
10: Ghostly Jaunt - Invisible as an approach, plus a solid shift distance.
16: Instant Move - Free action movement, which let's us cover more ground.
22: Indomitable Manuver - Long range shift let's us close in our distant targets.
[/sblock]

[sblock=Items]
Staff of the Traveler +1 (lvl 3) - Just for the property so no need to get a higher level one, combo's with Feywild Wake and lot's of shift powers.
Sehanine's Mark of the Dark Moon (lvl 3) - Half damage is massive, but as a boon, it may be difficult to get.  Doesn't hurt to upgrade if you can.
Grayflower Perfume (lvl 10) - Currently, the only way to counter blindsight.
Eladrain Ring of Passage (lvl 14) - Teleport will be our main method of movement.
Planestrider boots (lvl 18) - Keeps us invisible to alot more people, and combo's with Blurred Step + Mastery of Passage to keep allies away from enemies.
Ring of Dimentional Escape (lvl 20) - This brings Shifty up to teleport 5 (Shift 1 + Longstep + Ring + Ring + wisp).
Many Fingerd (lvl 20) - You'll eventually have enough for 3 rings.
Piwafwi + 6 (lvl 27) - For the stealth boost, we should beat everything now.
Mummified Hand (lvl 27) - If you have enough money for 4 rings...
Ring of Windows (lvl 28) - Since where teleporting 4-8 times per turn, you could easily block off massive areas.  You need to work with your team though, as you could hinder more then help.
Rinf of Free Time (lvl 29) - Consider replacing the eladrain ring (you can't wear 5).
Feyslaughter Drow Long Knife +6 (lvl 29) - Covers one of the weaknesses.
Scorpion Carapace Dragonscale + 6 (lvl 29) - Covers another weakness.

There's still plenty of slot's open, and good things to go in them, like Iron Armbands of Power...
[/sblock]

[sblock=Weaknesses]
1) Special senses (truesight) - This is mostly countered by items, but even if your spotted, you're still a highly mobilie battlemind.
2) AOE's (auras) - No bonus to defense from being invisible.  There's a great boon for this, but again, your a Con based defender.  Taking the occasional hit isn't a show stopper.
3) Damage (yours) - You won't be doing much.  Even though your likely to get multiple attacks per turn.
4) Keeping track of stuff (meta-game) - A moderate amount of stuff to keep track of.  Who are you invisible to? Stealthed from? Have marked? Have dazed?
[/sblock]

In case you can't use a kobold, try [sblock jmcminn's half-elf alternitive]
Dillitante -> Falling Needle (monk)
Weapon proficency -> Versatile Master
Drow long knife -> longsword

The downside, loss of a little stealth, 1 Ref (dex, and racial).
The upside, d6->d8, 1 Will (Cha).

Othwerise you still have invisibiilty as a minor.
[/sblock]
 

mellored

Legend
Avenger|Runepriest / Hammer of Vengance

I put up 2 builds.  Both item independent.

Basics Tactic:
Oath, attack with word of exchange (protection) to make the target easier to hit and enable rune of vengeance (even if you miss).  The wait for an ally to hit, and smack it with overwhelming strike for a solid 2 attacks per turn.

Extras:
Painful oath adds to runepriest and avenger attacks (it's 1/turn, so it'll work on the reaction).
Supplement with avenger minor (not immediate) action attacks (fury's advance, soul forged hammering).
Runepriest powers will help allies hit your target (word of exchange, rune of the conquering sign).
You can heal adds more damage and primes your vengance rune (when you use a daily).
Warlord Friendly with a strong MBA.

Defiant Defender has massive defenses it uses at-will prone to keep enemies nearby.  This works best with a ranged heavy party where you can take point and allies can trigger your bonus from a distance.  If you have a melee ally, try to go right before him so you can hit, he can hit, then you can overwhelming strike prone, then he can shift away.

Also, when you are missed, you get +Wis for all your attacks.  Unload soulforge hammering, and fury's assault.

Defiant Defender
[sblock]
Race: Minotaur:  Minotaur and longtooth shifter both have +2 to Str and Wis.
Class: Hybrid, Avenger, Runepriest:  Basis of the build
Runepriest Option: Defiant Word: +Wis to damage when missed, no issue with hybrids, and works for all attacks that round
Background: Auspicious Birth:
Paragon Path: Hammer of Vengance: Provides us with a repeatable off action attack
Epic Destiny: Destined Scion: Hitting is good.

Starting Stats
Str 16 Con 11 Dex 13 Int 10 Wis 16 Cha 8

Final Stats
Str 28 Con 13 Dex 15 Int 12 Wis 28 Cha 10

Defenses:
AC: 47  Fort: 50 Ref: 44 Will: 51

Feats:
1: Hybrid Talent (Runepriest Armor Profiency): Very solid Scale + Shield
2: Flail Expertise:  Overwhelming strike prones.
4: Power of Skill: Our OA get's a double roll and prones.
6: 
8: Heavy Shield
10: Battle Awareness: Prereq, also Covers the times we won't have a Rune of Vengance
11: Painfull Oath: This has no hybrid issues, and will add to runepriest attacks as well
12: Superior Will
14: Superior Fortitude
16: Lightning Reflex (retrain to Superior Reflex at 21)
18: Ubiquitous Shield (retrain to Scale Specialization at 22)
20: Encouraging Shield
21: Slashing Storm: Highly likely to hit at least once, so make a nice zone for yourself.
22: Epic Fortitude
24: Epic Reflex
26: Epic Will
28: Mythic Senses
30: Stout Shield

At-Will:
Overwhelming Strike: Oath benifit on MBA, and provides some much needed positioing and control.
Word of Exchange: Used in protection, it helps our allies hit, which let's us hit again.

Equipment: Alhulak +6, Heavy Shield, Scale +6, Amulet of Protection +6
[/sblock]
Defiant DPR 69.28
[sblock]
Assuming 2 attacks per turn
Assuming Oath of emnitiy on Overwhelming Strike
Assuming Painfull Oath on both attacks
Assuming Word of Defiant, or slashing storms (they stack, but are both situational)
Assuming +2 to hit from CA, or word of exchange (they stack, but are both situational)

Word of Exchange:
39 vs AC,  (35% miss, 60% hit, 5% crit)
1d8 + 9(str) + 6 (enh) + Wis (9) + Wis (9) = 37.5
Crit: 8 + 9 + 6 + 9 + 9 + 6d6 (21) = 62

Overwhelming Strike:
39 vs AC roll twice (12.25% miss, 87.75% hit, 9.75% crit)
Overwhelming Strike: 2d8 + 9 (wis) + 6 (enh) + wis (9) + wis (9) = 42
Crit: 16 + 9 + 6 + 9 + 9 + 6d6(21) = 70

37.5 * .60 + 62 * .05 + 42 * .87.75 + 70 * .0975 = 69.28
[/sblock]

Serene Killer focuses more on damage.  Using Serene instead of defiant allows you to take something else for your hybrid talent.  In this case, censure of unity.  Better in melee heavy parties, this build is designed for everyone to group up on 1 target and decimate it.
Serene Killer
[sblock]
====== Created Using Wizards of the Coast D&D Character Builder ======
Killer Bee, level 30
Longtooth Shifter, Runepriest/Avenger, Hammer of Vengeance (PH3), Destined Scion
Runic Artistry Option: Serene Blade
Hybrid Avenger Option: Hybrid Avenger Reflex
Hybrid Talent Option: Avenger's Censure (Hybrid)
Avenger's Censure Option: Censure of Unity
Epic Heroism Option: Strength
Epic Heroism Option: Wisdom
Associate: Trained Young Owlbear
Auspicious Birth (Auspicious Birth Benefit)
Theme: Fey Beast Tamer

FINAL ABILITY SCORES
STR 28, CON 13, DEX 15, INT 10, WIS 28, CHA 12

STARTING ABILITY SCORES
STR 16, CON 11, DEX 13, INT 8, WIS 16, CHA 10

AC: 43 Fort: 43 Ref: 37 Will: 46
HP: 186 Surges: 8 Surge Value: 46

TRAINED SKILLS
UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Athletics +26, Bluff +16, Diplomacy +16, Dungeoneering +24, Endurance +18, Heal +24, History +15, Insight +24, Intimidate +16, Nature +24, Perception +24, Religion +15, Stealth +17, Streetwise +16, Thievery +17

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Longtooth Shifter Racial Power: Longtooth Shifting
Runepriest Feature: Rune of Mending
Avenger Feature: Oath of Enmity
Avenger Attack 1: Overwhelming Strike
Runepriest Attack 1: Word of Exchange
Runepriest Utility 2: Rune of the Final Effort
Avenger Utility 2: Loyal Sanction
Runepriest Attack 3: Fury's Advance.  Symbol of Wrath Reversed also a quality option.
Avenger Attack 5: Bond of Foresight  Opportunity action don't interfear.
Runepriest Utility 10: Protective Scroll
Hammer of Vengeance (PH3) Attack 11: Avenging Hammer Possibly replace with reserve manuver
Hammer of Vengeance (PH3) Utility 12: Shield of Vengeance
Avenger Utility 16: Summons to Duty  Helps ensure we have an ally nearby.
Avenger Attack 17: Soulforge Hammering
Runepriest Attack 19: Rune of Warding Light
Hammer of Vengeance (PH3) Attack 20: Vengeance's End
Runepriest Utility 22: Rune of the Hero's Resolve
Runepriest Attack 23: Rune of Rising Fury  Word of healing assault is also a quality option.
Runepriest Attack 25: Rune of the Conquering Sign
Destined Scion Utility 26: Epic Recovery
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Hybrid Talent
Level 2: Light Blade Expertise
Level 4: Unarmored Agility
Level 6: Improved Defenses
Level 8: Power of Skill
Level 10: Spiked Chain Training +3, light blade, dual, and with avenging resolve, it's a 1d12.
Level 11: Painful Oath
Level 12: Weapon Focus (Light blade)
Level 14: Avenging Resolution
Level 16: Divine Distraction Incentive to attack your target
Level 18: Two-Weapon Fighting
Level 20: Two-Weapon Opening
Level 21: Hand of Divine Guidance
Level 22: Righteous Focus More incentive to attack your target
Level 24: Epic Resurgence
Level 26: Divine Mastery
Level 28: Triumphant Attack
Level 30: Nimble Blade

ITEMS
Magic Dragoncloth Armor +6 x1
Amulet of Protection +6 x1
Magic Spiked chain +6 x1
====== End ======[/sblock]

Serene Killer Damage 103.4687
[sblock]
Assuming flanking (CA) with your owl bear.
Assuming 1 other ally is adjacent.
Not assuming triuphant attack or word of exchange.

40 vs AC.  (70%, 10% crit)
6.5 (2d4 + AR) + 9 (wis) + 6 (enh) + 3 (feat) + 1 (twf) + 3 (expertise) + 6 (unity) + 9 (PO) + 2 (owlbear) = 45.5

41 vs AC.  (93.75%, 19% crit)
13 (4d4 + AR) + 9 (wis) + 6 (enh) + 3 (feat) + 1 (twf) + 3 (expertise) + 6 (unity) + 9 (PO) + 2 (owlbear) +1 (con) = 53

Crit: 52- 9 (painful oath) = 43 * 96% (triumphant attack, i'm not recursing) = 41.28 + 3 (max dice) + 21 (6d6) = 65.28

45.5 * .7 + 65.28 * .1 = 38.378
53 * .93.75 + 65.28 * .19 = 62.0907
+3 (divine distraction)
= 103.4687
[/sblock]

KPR 0.564723106
[sblock]
Between soulforged hammering, fury's assualt, epic resurgence and divine mastery i'm just going to assume 1 extra attack per turn.

45.5 -9 (painful oath) = 
36.5 * .91 + 65.28 * .19
= 45.6182
+103.4687
= 149.0869 / 264
= 0.564723106
[/sblock]

Other thoughts:
Variants: Serene with Armor of Faith could make a nice balanced build.
Items: It's very easy to boost damage with some items.  Iron armbands of power is a given.  Frost is a classic.  Symbol of victory is an easy bonus.
Stats: You could drop Wis a bit since avengers reroll.  This can open up other races.
 

mellored

Legend
Chargdent Barrage

EDIT:  You can no longer take the Summon Celestial Steed power.  It doesn't hurt the core of this build (you can still "1-shot" bahamut), but you lost flight.  Still, you have have 4 feats (including your MC) the ED, and possibly even your PP to play with.

The setup:
5 charged optimized tieifling ardents, with trailblazing assault.

The trick...
1) Ardent 1 charges with trailblazing assault augment 2, if he hits (and he will)...
2) Ardent 2 charges with trailblazing assault augment 2, if he hits (and he will)...
3) Ardent 3 charges with trailblazing assault augment 2, if he hits (and he will)...
4) Ardent 4 charges with trailblazing assault augment 2, if he hits (and he will)...
5) Ardent 5 charges with trailblazing assault augment 2, if he hits (and he will)...
6) Goto 1
7) ????
8) Profit (e.g. Loot the corpses).

*Slide enemy 1 (mark of storms), shift 1 (boots of adept charging), slide adjacent ally 1 (tail slide), along with reach (greatspear), and a little tactical thinking ensures charge room for the next ally in the chain.

@ 1 With plenty of healing/surges, but meh damage, things will be slow, but with little risk.
@ 7, expect to have 1/3 of the creatures dead before it can act.
@ 13 When you pick up your thundergod weapon, expect it to jump to about 1/2.
@ 17 With 2 more PP, turn 2 becomes the mop-up faze.
@ 22, when you get your pegasus, you will know the meaning of overkill.

Another major advantage:
Since damage comes in chunks of 60 or so, can grant attacks at range "sight", and can charge flying 8 squares (10, since granted attacks can still hit on a 2 while running), this team works against any mix of solo/elite/normal/minions.

Weaknesses:
*Very small rooms/corridors without room to charge can be an issue.  But with plenty of surges/heals, you could grind trough it.
*Skills aren't diverse.  With 5 trained (6 with the util), so you should be ok on skill challenges, but traps will take there toll.


The build is nearly pure offense + init.  It should be rare for a creature to get a turn.  

[sblock=build]
Tiefling Ardent
Paragon Path: Lyrandar Wind-Rider
Epic Destiny: Harbringer of Doom

Str 12 Con 26 Dex 13 Int 10 Wis 12 Cha 30

Feats
Lvl 1: Weapon Proficency (Greatspear)
Lvl 2: Spear Expertise
Lvl 4: Imperious Majesty
Lvl 6: Improved Inititive -> Superior Inititive @ 21
Lvl 8: Weapon Focus
Lvl 10: Improved Defense
Lvl 11: Mark of Storms
Lvl 12: Tail slide
Lvl 14: Powerful Charge
Lvl 16: Rapid Assault
Lvl 18: Aggressive Advantage -> Improved Steed (Pegasus) @ 22
Lvl 20: Mounted Combat
Lvl 21: Soldier of Faith
Lvl 22: Utility Swap (Summon Celestial Steed)
Lvl 24: Aggressive Advantage
Lvl 26: Lucky Start
Lvl 28: Danger Sense
Lvl 30: Superior Will

Pwers:
Lvl 7: Trailblazing Assault

Daily:
Lvl 15: Coordinated Effort
Lvl 15: Aggressive Accompaniment
Lvl 29: Explosive Summons

Util:
2: Psionic Conduit
4: Summon Celestial Steed
16: Re-Form Mind

Items: Horned Helm (epic), Badge of the Beserker+6, Thundergod Greatspear+6, Boots of Adept Charging, Iron Armbands of Power (epic), Time Link Armor+6, Bridle of Rapid Action, not-completely-out-of-date-holy-symbol, a few re-roll items (stone of earth, dice of auspicious fortune, ect).[/sblock]

[sblock=DPR (turn 2+) = 51.12]
To Hit:
9 (cha) + 15 (lvl) + 3 (prof) + +3 (feat) + 6 (enh) + 1 (PP) + .9 (ED)* + 3 (pegusus charge) = 40.9 v AC. (84.9%)
chained hits get a +8 power bonus.
*You can re-roll a 1 once, which roughly equals .9

Damage:
1d10 (spear) + 2d6 (thundergod) + 3d6 (horned helm) + 9 (cha) + 7 (con) + 3 (expertise) + 3 (weapon focus) + 6 (item) + 2 (powerful charge) = 53
Crit's (72 + 6d12) = 109 - 53 = 56 @ .05 = 2.8  (Yes, really, crit's only add 2.8 DPR)
53+ 2.8 = 55.8
[/sblock]

[sblock encounter nova damage (turn 1): 2587.84]
40.9 + Aggressive Advantage = 42.9 + lucky start = (97.7%) and if you miss, you got 4 back up attackers.  
With +8 to hit, and harbringer of doom, each addional attack is 99.75%.
55.8 + rapid assault = 61.8 damage.

Each person can grant 7 charges, along with a final charge, it's 8 attacks @ 5 people, + 2 extra's from Psionic Conduit, which is 42 attacks.  I'm not going to calculate the chance of the chain stopping, since it's terribly low, and you could just start it again next turn.

61.8 * .977 + 61.8 * 41 * .9975  = 2587.8441
[/sblock]

[sblock=daily nova (turn 1) 4267.84]
Building off the encounter nova, we have 4*5 (20) more charges from Coordinated Effort, 5 more from action points, and 5 Aggressive Accompaniment.  Also, a reroll for everyone ensures everything hits.

25 more charges * 61.8 = 1545

AA damage =  2d10 (11) + Cha + 2d6 (7) = 27 * 5 = 135

1545 + 135 + 2587.84 = 4267.84
[/sblock]
 

mellored

Legend
Super Knight

Not a completely original idea.  I've seen a few people mention these tricks, but i'm combining everything and fleshing it out.

Basic ideas are
Revenant, for toughness (you got a large buffer from death).
Impaling Spear + Winter/Frost for accuracy (90%)
Eldrich Strike + Battering Shield + Polearm Momentum for stickiness (interupt movement with positioning and prone).
White Lotus Master Riposte for damage (bad idea to attack you either).

This is a completely item independent build.  This(x) is the build with optimium items.

[sblock=Fullbuild]====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Revenant, Fighter, Kensei, Unyielding Sentinel
Stalwart Guardian: Stalwart Guardian (Wisdom)
Eldritch Strike: Eldritch Strike Constitution
Choose your Race in Life: Half-Elf

FINAL ABILITY SCORES
Str 12, Con 30, Dex 18, Int 10, Wis 22, Cha 12.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 13, Int 8, Wis 13, Cha 10.

AC: 47 Fort: 46 Reflex: 38 Will: 40
HP: 219 Surges: 19 Surge Value: 54

TRAINED SKILLS

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +20, Endurance +23, Heal +20, History +15, Insight +20, Intimidate +18, Nature +20, Perception +20, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +12

FEATS
Level 1: Melee Training (Constitution) (retrained to Versatile Master at Level 11)
Level 2: Spear Expertise
Level 4: Toughness (retrain to Adept Dilettante at Level 16)
Level 6: Improved Defense
Level 8: Half-Elf Soul
Level 10: Battering Shield
Level 11: Polearm Momentum
Level 12: Fierce Vitality
Level 14: Impaling Spear
Level 16: Arcane Admixture
Level 18: Lasting Frost
Level 20: Wintertouched
Level 21: Ghostly Vitality
Level 22: White Lotus Riposte
Level 24: White Lotus Master Riposte
Level 26: Slashing Storm
Level 28: Resilent Focus
Level 30: Quickened Spellcasting

POWERS
Dilettante: Eldritch Strike
Knight Stance: Cleaving Assault
Knight Stance: Defend the Line
Knight Stance: Poised Assault
Knight Stance: Measured Cut

ITEMS
Magic Spear +6, Magic Godplate Armor +6, Heavy Shield, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]

[sblock=Variants]
Race: This works as a regular half-elf as well. While you loose a fair bit of toughness that way, you save some feats.  Better if you have good leader support.

Stats:  You want to start with 18 Con, and need 15 Wis/Dex by paragon.  This gives you some room to play.  Always boost Con (of course), and the others can be...
Dex: More Init and reflex
Wis: More Will and Slashing Storm damage
Int/Cha: 13 by paragon will allow you to take a better MC arcane feat (anything is better then Adept Dilitantte).  MC artificer for a heal is a good option, as is Pact Initiate for a 1/enounter ranged attack.

Items:  A few items would certainly help (full item load out here(x))
Frost Weapon could replace Arcane Admxiture, shift some feats down.
Rushing Cleats/controling weapon can replace Battering Shield, which means you can go 2-handed (greatspear), or just save a feat.
Bonus to saving throws would help keep you safe, and possibly replace (or stack) Resilent Focus.
Iron Armbands of Power/dragon shard, would add alot of damage (like 10 each).

Feats can be re-ordered or replaced somewhat:
Reserve Maneuver for Come and Get it will help keep get enemies close in the first place (even though you'll miss).
White Lotus feats can be taken before frost feats, this will increase you damage earlier, but may encourage enemies to run.
Disciple of Death can replace Resilient Focus, depending on how things go.
Hindering Shield will help keep people close.
Greatspear is a nice option, allowing you hit on a 2 and giving you a damage boost.  You'd need a slide booster though.[/sblock]
 

mellored

Legend
Super Knight (cont)

General Play:  Super Knight plays like most other knights, so tactics are very straight forward.  Rush in and get yourself surrounded.  Super Knight is just tougher, and more difficult to get away from.

[sblock=Heroic:]
Revenant, Fighter
Eldritch Strike: Eldritch Strike Constitution
Choose your Race in Life: Half-Elf

STARTING ABILITY SCORES
Str 10, Con 18, Dex 13, Int 8, Wis 13, Cha 10.
Increase Con every time, one point into Dex to round it off, and the rest into Wis

FEATS
Level 1: Melee Training (Constitution) Needed in heroic to hit things
Level 2: Spear Expertise Accuracy feat tax, though we may charge on occasion
Level 4: Toughness This is really an open slot for now
Level 6: Improved Defense feat tax
Level 8: Half-Elf Soul Eldritch Strike will soon to be the main attack
Level 10: Battering Shield Slide booster for eldritch strike
[/sblock]
Super Knight, with 20 AC and 20 Con and the ability to go below 0 for a turn, starts very tough and can very easily tank.  It's not very sticky yet, but even a weakened MBA is still a threat, and should get the job done.  You can use a longsword for boosted accuracy, but make sure you have a nice spear when you hit 11.

[sblock=Paragon:]
Paragon Path: Kensei Mostly for the accuracy boost, but there are other good PP's (like Iron Vanguard) out there as well.

Level 11: Melee Training -> Versatile Master Our new MBA, we now slide, as well as doing full Con damage
Level 11: Polearm Momentum Combined with Battering Shield, Eldritch Strike now knocks prone
Level 12: Fierce Vitality Gives us alot more room to take damage
Level 14: Impaling Spear Attacking reflex is about a +2 to hit
Level 16: Toughness -> Adept Dilettante A prereq.
Level 16: Arcane Admixture Eldritch strike now does cold damage
Level 18: Lasting Frost Eldrtich strike now applies vulnerability, adding some damage.
Level 20: Wintertouched Eldritch strike now gives us CA, making us more accurate
[/sblock]As soon as we hit 11, we become much more sticky, as we slide enemies around ouselves and keep people down.  We also become a fair bit harder to kill, being able to stay up longer.  We then continue to boost our accuracy till we hit on a 3 to make it even harder to escape.

[sblock=Epic:]
Epic Destiny: Unyielding Sentinel Con boosts accuracy, Unbreakable helps status effects (and death saves), are the big draws, but the other features are hardly wasted.

Level 21: Ghostly Vitality Big boost to survivability
Level 22: White Lotus Riposte A solid damage boost
Level 24: White Lotus Master Riposte A huge damage boost
Level 26: Slashing Storm Small AOE damage
Level 28: Resilent Focus Shake off effects easier, also boost death saves
Level 30: Quickened Spellcasting Everyone can use a minor action attack
[/sblock]
Ghostly Vitality boost surviveability.  Resilent Focus + Unbreakable + Spirit of War prevent most status effects (87.75% at the start of your turn).  All that's left is damage, which we can make into something respectable.

[sblock=[b]75.34 DPR[/b]]
Assuming CA (winterfrost/prone)
Assuming Vuln (winterfrost)
Assuming Poised Assault stance (To hit is importaint).
Assuming 2 attacks (WLMR, or Defender's Aura).
NOT assuming WLR (slightly too conditional, though 10+5 vuln * .9  = 15 more damage).

Attack: 10 Con + 15 lvl + 2 prof + 6 enh + 1 talent + 3 feat + 1 kensei + 1 stance + 2 CA = 41.
41 vs 44 (ref) = 85% hit, 5% crit
Damage: 2d8 (9) Weapon + 10 Con + 6 enh + 3 Weapon Mastery + 4 Kensei + 5 Vuln = 37
Crit:  16 + 10 + 6 + 3 + 4 + 5 + 6d6 (21) = 65
Per hit: 37 * .85 + 65 * .05 = 34.7
Slashing storm: 1 - .1 * .1 * 6 = 5.94
Total: 33.7 * 2 attacks + 5.94 = 75.34
[/sblock]

Comments welcome.
 

mellored

Legend
Super Duper Knight

Super Duper Knight.
Very similar to super knight(x), but with items.

95% chanced to hit + slide 2 + prone means people don't escape, Revenant means you don't die, and White Lotus Master Riposte + Defender's Aura means you attack 2x per turn so your a striker as well as a defender.

fullbuild
[sblock]
====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Revenant, Fighter, Kensei, Destined Scion
Epic Heroism: (Constitution, Wisdom)
Eldritch Strike: Eldritch Strike Constitution
Choose your Race in Life: Half-Elf

FINAL ABILITY SCORES
Str 12, Con 30, Dex 18, Int 10, Wis 21, Cha 13.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 13, Int 8, Wis 13, Cha 10.

AC: 45 Fort: 46 Reflex: 36 Will: 41
HP: 219 Surges: 19 Surge Value: 54

FEATS
Level 1: Melee Training (Constitution) (retrained to Versatile Master at Level 11)
Level 2: Superior Weapon (Gouge)
Level 4: Spear Expertise
Level 6: Improved Defense
Level 8: Half-Elf Soul
Level 10: Toughness (retrain to Bardic Dilettante at Level 21)
Level 11: Polearm Momentum
Level 12: Fierce Vitality
Level 14: Impaling Spear
Level 16: Lasting Frost
Level 18: Wintertouched
Level 20: Weapon Focus (Spear) (retrain to White Lotus Riposte at Level 22)
Level 21: Ghostly Vitality
Level 22: White Lotus Master Riposte
Level 24: Diciple of Death
Level 26: Diciple of Freedom
Level 28: Quickened Spellcasting
Level 30: Slashing Storm

POWERS
Dilettante: Eldritch Strike
Knight Stance: Cleaving Assault
Knight Stance: Poised Assault

ITEMS:
Weapon -> Frost Fury Gouge (28 -> pick 31)
Armor -> Verve armor (29 -> pick 30)
Neck -> Periapt of Recovery (28 -> pick 29)
Arm -> Bracers of Mighty Striking (22 -> 325,000)
Feat -> Rushing Cleats (7 -> 2,600)
Hands -> Many Finger Gloves (20 -> 125,000) + Ring of Circling Fangs (20 -> 125,000)
Belt -> Belt of Sonnlinor Righteousness (26 -> 1,125,000)
Ring -> Ring of Circling Fangs (20 -> 125,000)
Ring2 -> Ring of Circling Fangs (20 -> 125,000)
Head -> Essence of the Wisp (21 ->225,000)
Wonderous -> Siberys Shard of Merciless Cold (22 -> 325,00)
Total = 2,276,600 (123,600 left)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

DPR=176.8375
[sblock]
Assuming Poised Assault stance.
Assuming your bloodied (you can still stand below 0, and have reisist 30, so it's not a strech)
Assuming you hit once (quicken spellcasting covers for the turn you miss).
Assuming they attack you (Defender's Aura prevents them from escaping, since you'll slide them and prone them).

Attack: 10 Con + 15 lvl + 2 prof + 6 enh + 1 talent + 3 feat + 1 kensei + 1 stance + 2 CA + 1 Epic Combatant = 42.
42 vs 44 (ref) = 90% hit, 5% crit, 5% miss

Damage Hit: 4d6 brutal 1 (16) Weapon + 10 Con + 6 enh + 3 Weapon Mastery + 4 Kensei + 5 Vuln + 6 Bracers + 5 Shard + 10 FF = 65

Damage Crit:  24 + 10 + 6 + 3 + 4 + 5 + 6 + 5 + 10 + 6d10 (33) = 106

Damage Per hit: 65 * .9 + 106 * .05 = 63.8

Slashing storm: (1 - .05 * .05) * 5 = 4.9875
WLR: 1-.05 * (10 Con + 5 Vuln) = 14.25
Ring of Circling Fangs (10) * 3 = 30

Total: 63.8 * 2 attacks + 4.9875 + 14.25 + 30= 176.8375
[/sblock]
 

mellored

Legend
Mora the unkillable avenger

  
She's been sitting in my revenant handbook for a while, and i've gotten a few request to see her fleshed out.  Comments welcome.
Full Build
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 30
Revenant, Avenger, Horizon Walker, Raven Consort
Avenger's Censure: Censure of Pursuit
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Crossbow)
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 12, Con 17, Dex 24, Int 12, Wis 26, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.

AC: 42 Fort: 35 Reflex: 39 Will: 42
HP: 208 Surges: 10 Surge Value: 60

TRAINED SKILLS
Religion +21, Acrobatics +27, Perception +28, Stealth +27, Athletics +21

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +23, Endurance +20, Heal +23, History +16, Insight +23, Intimidate +17, Nature +23, Streetwise +15, Thievery +22

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Unarmored Agility (retrained to Fierce Vitality at Level 11)
Level 4: Melee Training (Wisdom)
Level 6: Warrior of the Wild
Level 8: Avenging Resolution
Level 10: Versatile Expertise
Level 11: Painful Oath
Level 12: Disciple of Death (retrained to Resilent Focus at Level 16)
Level 14: Improved Defense
Level 16: Superior Will
Level 18: Weapon Focus (Heavy Blade)
Level 20: Reserve Maneuver
Level 21: Ghostly Vitality
Level 22: Hand of Divine Guidance
Level 24: Diciple of Death
Level 26: Slashing Storm
Level 28: Epic Resurgence
Level 30: Divine Mastery

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Reserve Maneuver: Fury's Advance
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Avenger's Resolve (retrained to Holy Blessing at Level 7)
Avenger encounter 3: Fury's Advance
Avenger daily 5: Bond of Foresight
Avenger utility 6: Deliverance of Faith (retrained to Agile Recovery at Level 12)
Avenger encounter 7: Relentless Stride
Avenger daily 9: Blade of Repulsion
Avenger utility 10: Leading Step
Avenger encounter 13: Inexorable Pursuit (replaces Angelic Alacrity)
Avenger daily 15: Aspect of Fury (replaces Aspect of Might)
Avenger utility 16: Refire the Forge
Avenger encounter 17: Soulforge Hammering (replaces Fury's Advance)
Avenger daily 19: Blade of Astral Hosts (replaces Blade of Repulsion)
Avenger utility 22: Twin Step
Avenger encounter 23: Vengeful Parry (replaces Inexorable Pursuit)
Avenger daily 25: Aspect of Death (replaces Aspect of Fury)
Avenger daily 29: Final Oath (replaces Blade of Astral Hosts)

ITEMS
Symbol of Victory +2, Battlecrazed Fullblade +6, Bloodthread Mindpatterned Armor +6, Belt of Sonnlinor Righteousness (epic tier), Iron Armbands of Power (epic tier), Dual Arrow +6 (2), Bolt of Transit +6 (2), Amulet of Protection +6 Death Song Ring (paragon tier), Ring of Circling Fangs (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]

She starts out slightly tougher then your usual avenger, but there's not much special in heroic.

lvl 1 Snapshot
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 1
Revenant, Avenger
Avenger's Censure: Censure of Pursuit
Choose your Race in Life: Shadar-kai

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

STARTING ABILITY SCORES
Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.

AC: 16 Fort: 12 Reflex: 14 Will: 15
HP: 27 Surges: 8 Surge Value: 6

TRAINED SKILLS
Religion +5, Acrobatics +8, Perception +9, Stealth +8

UNTRAINED SKILLS
Arcana, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +3, Heal +4, History, Insight +4, Intimidate +1, Nature +4, Streetwise -1, Thievery +3, Athletics

FEATS
Level 1: Weapon Proficiency (Fullblade)

POWERS
Avenger at-will 1: Bond of Pursuit
Avenger at-will 1: Overwhelming Strike
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might

ITEMS
Fullblade, Crossbow, Crossbow Bolts (20)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
Revenant (shadar-kai): For unkillability and death stuff.
Avenger (persuit): Wis based for death saves, and a striker with defender leanings, being invulerable means you should try and take some hits.
Raven Queen: Prereq for a few things, including the ED.
18 Wis: Pricy to buy an 18, but we want to maximize our offense, we're going to use other stuff to take hits.  Boost every time.
16 Dex: Our AC, riders, and initive.  Boost every time.
13 Con: The last few points go here, making us slightly tougher
The rest of the stats don't matter, i choose 8 Cha just for RP reasons (she's here to collect souls, not to chat).

Skills
Religion: Required, but she only really cares about her queen
Perception: She doesn't want people to hide from death
Acrobatics: She is the balances between life and death.
Stealth: Death has a way of sneaking up on you.

Feat
Fullblade: Damage boost, It's my personal preference to start with the correct weapon.  Prevents switching issues later.

Powers:
Overwhelming Strike: The At-Will of choice.  She'll be using this alot.
Bond of Persuit: This is really an open slot.
Angelic Alacrity: A solid movement boost helps her reach her target and keep her oath.
Aspect of Might: Good damage and nice versitile bonuses for the rest of the enounter.

Tactics:
Starting off she isn't unkillable, but she does have better then average toughness and a solid attack.
Save her second wind for when she's below 0, but don't hover around it too much.
Use a crossbow for ranged backup, but don't upgrade it, use the magic ammo instead (she'll probably only use it 1-2 time a level).

lvl 5 Snapshot
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 5
Revenant, Avenger
Avenger's Censure: Censure of Pursuit
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 10, Con 13, Dex 17, Int 10, Wis 19, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.

AC: 21 Fort: 14 Reflex: 16 Will: 17
HP: 51 Surges: 8 Surge Value: 12

TRAINED SKILLS
Religion +7, Acrobatics +10, Perception +11, Stealth +10

UNTRAINED SKILLS
Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +6, Endurance +5, Heal +6, History +2, Insight +6, Intimidate +3, Nature +6, Streetwise +1, Thievery +5, Athletics +2

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Unarmored Agility
Level 4: Melee Training (Wisdom)

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Refocus Enmity
Avenger encounter 3: Fury's Advance
Avenger daily 5: Menacing Presence

ITEMS
Battlecrazed Fullblade +1, Bloodthread Cloth Armor (Basic Clothing) +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
2: Unarmored Agility: we're not unkillable yet, so more defense for now.
Avenger's Resolve: resist 5 is alot at this level.  Retrain to Holy Blessing later.
3: Fury's Advance: Minor action, good for nova and movement.
4: Melee Training (Wisdom): Helps us hit things when they move away and we can charge.
5: Bond of Forsight: It's either a stun, or a multi-attack (save ends).

Items:
Bloodthread armor (lvl 4): This is the armor she going to keep.
Battlecrazed Fullblade (lvl 5): This is the weapon she's going to stick with, extra damage is always good.

Tactics:
With Bloodthread and Batlecrazed, she's gain a very nice boost to while bloodied, and with the revenant she generally won't heal untill she's below 0.  Depending on your group (leaders and defenders), consider starting battles bloodied at this point. 
You still want to save your second wind till your below 0.
Consider waiting to use Avenger's Resolve till when she's bloodied, but don't wait to long.
Oath + Angelic Alacrity + Fury's Advance make a pretty nice first turn combo (stealth should get you close enough).

6-10
[sblock]
6: Diliverance of Faith: Use this when your first bloodied
Warrior of the Wild (Athletics): Qualifies us for our PP, helps us get around, and gives us a damage boost.
7:Relentless Stride: A nice out of turn damage.
Holy Blessing (retrained from avenger's resolve):  Helps keep her oath up.
8: Avenging Resolution: More damage, It works for all damage including the d6 from battlecrazed.
9: Blade of Repulsion: Good for fighting in a small area.
10: Versatile Expertise (Fullblade, crossbow): +1 isn't a huge deal, but it'll be +2 soon.
Leading Step: Reposition yourself and an enemy.

Items:
Iron Armbands of power (lvl 6): Damage, as simple as you can get.
Belt of Sonnlinor Rightousness (lvl 6): Lot's of resist here, but you can wait a few level before picking it up.
Symbol of Victory (lvl 9): Get it for the daily power, don't worry about upgrading it.
Bolt of Transit (lvl 8): It's cheaper to get a few (say 2-3) magic bolts then a crossbow, these have nice utility.
Dual Arrow (lvl 10): Rolling 2x makes these bolts usefull a level or 2 down, keeps the avenger feel, and still cheaper then a new crossbow.

She's picked up a fair amount of damage, and Deliverance of Faith will allow you to start battles bloodied.
If your taking alot of punishment, keep avenger's resolve for a few more levels.
Turn 1 should still be Oath + Angelic Alacrity + Fury's Advance
When you finish you first target, holy blessing + relentless stride will get you to your next.
[/sblock] 
 
 

mellored

Legend
Mora (cont)

In paragon, she no longer fears death, but it's still uncomfortable.

11-15
[sblock]
Horizon Walker: Chosen for it's lvl 16 feature, but it's other features are pretty nice as well.  The attack powers are fairly weak, but make good backup.

11: Fierce Vitality (replaces Unarmored Agility): AC attacks generally do just damage, and we can handle that pretty well.
Painfull Oath : Big damage boost
Shadowfell Sight: Darkvision makes stealth alot easier
Wanderer's Action: Nice boon here, since it's a ture move action, you can downgrade it to a minor.
Worldly Strike: You won't use this every encounter, but it's an upgrade to our RBA.  Use magic bolts.
12: Diciple of Death: Total +7 to DST, you have to be unlucky to drop.
Fey Strider: Nice long range teleport
Deliverance of Faith (retrained to Agile Recovery at Level 12): With healing taken care of, this helps our actoin economy.
13: Inexorable Pursuit (replaces Angelic Alacrity): A direct upgrade
14: Improved Defenses: She'll be able to handle damage, but not still don't like status effects.
15: Aspect of Fury (replaces Aspect of Might): Enounter long damage buff.  Great for minion encounters.

Items:
Continue to upgrade what you already have.
If your DM allows, get a few more symbols of victory (3 should be enough for most days).

Tactics:
Remember your AP can give you an extra minor as well (for fury's advance/oath).
She is significantly tougher, being able to stay below 0 for a while.
Save your second wind till she's failed a DST or is near negitive bloodied.
Painfull Oath is once per turn, so while it won't add to fury's assault, it does to relentless stride.
[/sblock]

16-20
[sblock]
16: Astral Infusion: Huge bonus to DST, and more healing.
Resiliant Focus (replaces Disiple of Death): Total of +4 to all saves, and +10 to death saves.
Superior Will: Helps keep us in action
Refire the Forge: Once per day "i win" button.
17: Soulforge Hammering (replaces Fury's Advance): A nice multi-attack, but it takes minors.
18: Weapon Focus (Heavy Blade): Damage, but good with multi-attacks.
19: Blade of Astral Hosts (replaces Blade of Repulsion): A dialy movement + multi-attack, no oath on the bust.
20: Elemental Chaos Strike: Our ranged new backup, use magic bolts with it.
Reserve Manuver (Fury's Advance): She shouldn't need a ranged attack more then 1/day.

Items:
Upgrade (don't forget the armbands/belt).
Death Song Ring (lvl 19): She'll be making a fair amount of DST, might as well as add a Close burst 3 auto-damage while she's at it.
Ring of Circling Fangs (lvl 20): She'll be bloodied, and she'll have a creature adjacent.

Tactics:
At this point, she has trouble dying, so she really should rush head long into danger. 
Fey stride provides an excellent way to reach the back row targets.
Oath (minor) + Inexporable Persuit (standard) + AP + Soulforged Hammering (AP standard) + Soulforged Hammering (AP move) + Fury's Assault (move) makes for a great opening nova.
[/sblock]

In epic, death is her friend, it's comforting.
21
[sblock]
Raven Consort: Chosen for it's level 24 feature, which is when we truely become unkillable.

21: Quickened Corpus: A few more HP doesn't hurt
Ghostly Vitality: You no longer loose actions for being below 0.

Being below 0 no longer cost actions, minor action attack away.
Between insubstantial, and the belt, Mora will take very little damage.
She'll probably be able to go most fights without healing.
She'll still want to spend a surge after every fight.
[/sblock]

22-25
[sblock]
22: Twin Step: More teleporting
Hand of Divine Guidance: Crits are fun.
23: Vengeful Parry (replaces Inexorable Pursuit): With 2 teleports, we don't need an approach power.
24: Diciple of Death: Totals +14 to Death saves.
Cycle of Life: Surge free healing, with a bonus to defenses and death saves.
25: Aspect of Death (replaces Aspect of Fury): Just a high W attack.

Tactics:
There's should be no reason for you to spend a surge again.

Items:
Again, just upgrades.

Tactics:
After level 24, beat she should beat herself up every morning, to get the blood flowing.
There are 2 way she can still die.
1) Massive damage (80+), while at 1 HP, can drop her straight to negitive bloodied.  This is most likely going to come in the form of DM falling rocks.
2) Bad luck on Death Saving throws (possible to fail 2, but not 3), falling unconcious, and then getting a CDG'd party on her face.
[/sblock]

26-30
[sblock]
26: Slashing Storm: Grind up some minions, or just add some damage
Vitality Eternal: Helps cover her only real weakness
27: None: Nothing's better then what she already has.
28: Epic Resurgance: Cause a crit will happen, recharge soulforged hammering.
29: Final Oath (replaces Blade of Astral Hosts): Huge damage and gives the enemy incentive to attack you.
30: Divine Resurgence: Cause action points happen.  Recharge soulforged hammering.
Death's Compainion: You get pet for killing things.

Items:
Final Upgrades

Tactics:
Slashing Storm + Minions + Death's Compainion = Your own army
Use Soulforged hammering early so you can recharge it.
She can still die from masive (100) damage while above 0.
She can still fail 1 death save (+17 to the first save, +19 to the second), but every other turn she's  below 0 she'll heal.
[/sblock]

At-Will DPR: 77.520625
Actual Expected DPR (using encounter powers): 117.95625

*Does not count any litch allies.
 

mellored

Legend
swordburst maximus

At-Will: 
Friendly Burst 3 within 2, slide 2, and prone.
Unfriendly Blast 5 within 2, push 3, slide 2, and prone.
35 vs Ref/Fort + a 1/turn reroll + borrowed confidence gives you decent accuracy.
Arcane Mutterings + mass arcana + Paragon of Learning = easy win for many skills.

General Tactics:
Mark someone, then shove them next to an ally (with a nice OA).  Reduce their damage if they hit them.
Your not squishy, but your not a tank.  Protect allies via your interupts, not your body.
Play as a short ranged caster (you can hit 5 / 7 squares away).
Don't stand next to an enemy without reason (i.e. better position for the burst).
Keep ranged enemies more then 5 squares away.
Plan your actions carefully, you have alot of minors/immidiates.
If you don't have an ally (or 2) with a nice OA, this build looses alot.
Allies may enjoy some forced movement on occasion (agile oppertunist).  It will hurt them though.

Encounter:
Surprising Transport and Dimentional Vortex can negate attacks.
Steal Time helps vs solo's, or elites, without affecting your total attacks.  (sage pre-roll ensures you don't waste it).
Chaos Shard let's you get a free target in.

Daily:
Ball lighting gives you ranged burst 2, that slides and prones as a minor.
Rolling thunder, slide 2 and prones anyone who leaves the square (slide out and back, so they have to crawl out).
Furious Immolation:  Pulls toward an area and prones.
Death's Resurgence gives you an "oh 
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" button.
Burning Transformation let's you take some heat
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. for an encounter.

Extras:  If you can sqeeze them in...
Reserve Manuver (Fanning the flames -> echoes of sword magic)
Superior Will (daze hurts your interupts).
Arcane Admixture (for burst 3 aegis)

This build really kicks in at paragon, but is functional in heroic.

build
[sblock]
====== Created Using Wizards of the Coast D&D Character Builder ======
Swordburst Maximus, level 30
Eladrin, Wizard/Swordmage, Master of Flame, Sage of Ages
Swordmage Aegis (Hybrid) Option: Aegis of Shielding
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Arcane Admixture Damage Type: Arcane Admixture Thunder
Spellscarred, Harper, House Vadalis
Tower Graduate (+2 to Arcana)
Theme: Order Adept

FINAL ABILITY SCORES
STR 12, CON 18, DEX 16, INT 28, WIS 16, CHA 10

STARTING ABILITY SCORES
STR 10, CON 12, DEX 11, INT 18, WIS 13, CHA 8
 AC: 43 Fort: 41 Ref: 43 Will: 44 (+2 with trick active)
HP: 175 Surges: 11 Surge Value: 43

TRAINED SKILLS
Arcana +54, Dungeoneering +29, Heal +23, History +37, Religion +35

UNTRAINED SKILLS
Acrobatics +18, Athletics +16, Bluff +15, Diplomacy +15, Endurance +19, Insight +18, Intimidate +15, Nature +24,
erception +18, Stealth +18, Streetwise +15, Thievery +18

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Eladrin Racial Power: Fey Step 
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Swordmage Feature: Aegis of Shielding
Wizard Attack 1: Thunderwave
Swordmage Attack 1: Sword Burst 
Wizard Attack 1: Rolling Thunder
Arcana Utility 2: Arcane Mutterings
Wizard Utility 2: Arcane Insight 
Swordmage Attack 3: Dimensional Vortex
Swordmage Utility 6: Armathor's Step
Wizard Utility 10: Repelling Shield
Master of Flame Attack 11: Fanning the Flames
Master of Flame Utility 12: Burning Transformation
Wizard Attack 15: Ball Lightning
Swordmage Utility 16: Borrowed Confidence
Swordmage Attack 17: Surprising Transposition
Swordmage Attack 19: Death's Resurgence
Master of Flame Attack 20: Furious Immolation
Sage of Ages Utility 26: Trick of Knowledge
Wizard Attack 27: Steal Time

FEATS
Level 1: Mark of Storm
Level 2: Warwizard Expertise
Level 4: Unarmored Agility
Level 6: Improved Defenses
Level 11: Arcane Reach
Level 11: Wrathful Warrior
Level 12: Polearm Momentum
Level 12: Resounding Thunder
Level 14: Arcane Admixture
Level 16: Coordinated Explosion
Level 18: Greater Aegis of Shielding
Level 21: Rapid Aegis Reaction
Level 21: Total Aegis
Level 22: Strength Through Challenge
Level 24: Arcane Familiar
Level 26: Skill Focus (Arcana)
Level 28: Quickened Spellcasting
Level 30: Epic Resurgence

ITEMS
Master's Wand of Magic Missile +1
Rushing Cleats x1
Belt of Vim (epic tier) x1
Runic Mindpatterned Armor +6 x1
Cloak of Distortion +6 x1
Glaive of Summer +6 x1
Khyber Shard of the Fiery Depth (epic tier)
====== End ======

[/sblock]

DPR:
7 (2d6) + 9 (int) + 6 (enh) + 3 (item) + 5 (shard) = 30
36 vs ref/fort = hit on a 6
.7 * 3.824 (burst 3) + (0.521 from sage of ages) = 3.1978 hits per turn 
30 * 3.1978 = 95.934
 
 

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