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<blockquote data-quote="mellored" data-source="post: 6707561" data-attributes="member: 6801209"><p><strong>Chargdent Barrage</strong></p><p></p><p><strong>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.</strong></p><p></p><p>The setup:</p><p>5 charged optimized tieifling ardents, with trailblazing assault.</p><p></p><p>The trick...</p><p>1) Ardent 1 charges with trailblazing assault augment 2, if he hits (and he will)...</p><p>2) Ardent 2 charges with trailblazing assault augment 2, if he hits (and he will)...</p><p>3) Ardent 3 charges with trailblazing assault augment 2, if he hits (and he will)...</p><p>4) Ardent 4 charges with trailblazing assault augment 2, if he hits (and he will)...</p><p>5) Ardent 5 charges with trailblazing assault augment 2, if he hits (and he will)...</p><p>6) Goto 1</p><p>7) ????</p><p>8) Profit (e.g. Loot the corpses).</p><p></p><p>*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.</p><p></p><p>@ 1 With plenty of healing/surges, but meh damage, things will be slow, but with little risk.</p><p>@ 7, expect to have 1/3 of the creatures dead before it can act.</p><p>@ 13 When you pick up your thundergod weapon, expect it to jump to about 1/2.</p><p>@ 17 With 2 more PP, turn 2 becomes the mop-up faze.</p><p>@ 22, when you get your pegasus, you will know the meaning of overkill.</p><p></p><p>Another major advantage:</p><p>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.</p><p></p><p>Weaknesses:</p><p>*Very small rooms/corridors without room to charge can be an issue. But with plenty of surges/heals, you could grind trough it.</p><p>*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.</p><p></p><p></p><p>The build is nearly pure offense + init. It should be rare for a creature to get a turn. </p><p></p><p>[sblock=build]</p><p>Tiefling Ardent</p><p>Paragon Path: Lyrandar Wind-Rider</p><p>Epic Destiny: Harbringer of Doom</p><p></p><p>Str 12 Con 26 Dex 13 Int 10 Wis 12 Cha 30</p><p></p><p>Feats</p><p>Lvl 1: Weapon Proficency (Greatspear)</p><p>Lvl 2: Spear Expertise</p><p>Lvl 4: Imperious Majesty</p><p>Lvl 6: Improved Inititive -> Superior Inititive @ 21</p><p>Lvl 8: Weapon Focus</p><p>Lvl 10: Improved Defense</p><p>Lvl 11: Mark of Storms</p><p>Lvl 12: Tail slide</p><p>Lvl 14: Powerful Charge</p><p>Lvl 16: Rapid Assault</p><p>Lvl 18: Aggressive Advantage -> Improved Steed (Pegasus) @ 22</p><p>Lvl 20: Mounted Combat</p><p>Lvl 21: Soldier of Faith</p><p>Lvl 22: Utility Swap (Summon Celestial Steed)</p><p>Lvl 24: Aggressive Advantage</p><p>Lvl 26: Lucky Start</p><p>Lvl 28: Danger Sense</p><p>Lvl 30: Superior Will</p><p></p><p>Pwers:</p><p>Lvl 7: Trailblazing Assault</p><p></p><p>Daily:</p><p>Lvl 15: Coordinated Effort</p><p>Lvl 15: Aggressive Accompaniment</p><p>Lvl 29: Explosive Summons</p><p></p><p>Util:</p><p>2: Psionic Conduit</p><p>4: Summon Celestial Steed</p><p>16: Re-Form Mind</p><p></p><p>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]</p><p></p><p>[sblock=DPR (turn 2+) = 51.12]</p><p>To Hit:</p><p>9 (cha) + 15 (lvl) + 3 (prof) + +3 (feat) + 6 (enh) + 1 (PP) + .9 (ED)* + 3 (pegusus charge) = 40.9 v AC. (84.9%)</p><p>chained hits get a +8 power bonus.</p><p>*You can re-roll a 1 once, which roughly equals .9</p><p></p><p>Damage:</p><p>1d10 (spear) + 2d6 (thundergod) + 3d6 (horned helm) + 9 (cha) + 7 (con) + 3 (expertise) + 3 (weapon focus) + 6 (item) + 2 (powerful charge) = 53</p><p>Crit's (72 + 6d12) = 109 - 53 = 56 @ .05 = 2.8 (Yes, really, crit's only add 2.8 DPR)</p><p>53+ 2.8 = 55.8</p><p>[/sblock]</p><p></p><p>[sblock encounter nova damage (turn 1): 2587.84]</p><p>40.9 + Aggressive Advantage = 42.9 + lucky start = (97.7%) and if you miss, you got 4 back up attackers. </p><p>With +8 to hit, and harbringer of doom, each addional attack is 99.75%.</p><p>55.8 + rapid assault = 61.8 damage.</p><p></p><p>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.</p><p></p><p>61.8 * .977 + 61.8 * 41 * .9975 = 2587.8441</p><p>[/sblock]</p><p></p><p>[sblock=daily nova (turn 1) 4267.84]</p><p>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.</p><p></p><p>25 more charges * 61.8 = 1545</p><p></p><p>AA damage = 2d10 (11) + Cha + 2d6 (7) = 27 * 5 = 135</p><p></p><p>1545 + 135 + 2587.84 = 4267.84</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6707561, member: 6801209"] [b]Chargdent Barrage[/b] [b]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.[/b] 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] [/QUOTE]
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