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Miscibility Table: A 4e Hybrid Handbook(by MwaO)
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<blockquote data-quote="masteraleph" data-source="post: 6953343" data-attributes="member: 6694750"><p>In addition to MwaO's suggestions:</p><p></p><p>Race- I'd add Dragonborn to the list. You can either add a Sanction to your breath or, if you go Dragonfear, there's a utility and a feat that can both add dazing if you hit.</p><p></p><p>If you're not MCing Fighter, then Wis 12 doesn't necessarily make sense. Fighter as noted is nice, Sorcerer can potentially be nice. Wizard for a weird Petrify/Brutal Barrage Paragon tier build, but your DM may smack you over the head for it.</p><p></p><p>In terms of PPs- Champion of Order with a Fighter MC and maces can be ridiculous, but only take it if a) your party apart from you does good damage and b) your DM won't pull their hair out over hit penalties. You take Dizzying Mace (and probably proficiency in Singing Stick), and make sure to get a pair of Bracers of Mental Might. You can use your Battlemind mark on an enemy, hit them with the E11, and they're Dazed/Weakened/Marked/-Con mod to hit/end never. Intellect Snap at 13 lets you apply Dazed/-Con mod to hit at will. But that all does virtually no damage, so make sure your DM is ok with it. That combo works better with hybrid Paladin than Cavalier, because Challenge is nice with Champion of Order.</p><p></p><p>Blackstone Guardian on a Tiefling who MCs Wizard and takes Wizard's Wrath lets you use the E11 on an enemy, preferably with Ironwrought or Ghost of the Past's double roll, petrifying them, then use Wizard's Wrath and Brutal Barrage Augment 1 to pull off 4 automatic crits. Combine with a high crit weapon and crit boosters for that to kill them in round 1, any time you have an AP. Alternatively, any race can work that, though somewhat less effectively, by MCing Monk and taking Water Splitting Stone- you won't get full damage on the first BB attack, but you can thereafter.</p><p></p><p>Mithral Arm is actually not a bad choice on a Dragonborn, though slightly inferior to some of these others. The main appeal here is that you can get a level 7 Encounter power of your choice, either Price of Cowardice or keep Valorous Strike. Because you have that, you can now have 3 Battlemind at-wills, which gives you more options and power points. Having a Teleport Speed at 16 is nice too; even though it's very low, anything that lets you move a set number of squares, like Speed of Thought, can let you teleport that distance instead. The crit feature at 11 could also be nice; you're a Dragonborn who is CON primary so you already have a ridiculous number of surges at a ridiculous HP value, and getting to occasionally regain HP is just a little icing on the cake.</p><p></p><p>Infernal Eye is also inferior but not bad; the AP feature can be nice, especially on a single target Daily or Encounter power. The extra power points are nice; the E11 isn't very good but can be Reserve Maneuvered (unlike with Mithral Arm, which actually grants you the encounter power, Reserve Maneuver does not let you have three Battlemind At Wills). The F16 is nice as well, since your CHA mod at that point should be 6. And it stacks nicely with Invincible Mind (see EDs below) if you want to have ridiculous initiative.</p><p></p><p>EDs-</p><p>As noted otherwise, Topaz Crusader is really, really nice. Do note that it doesn't protect against Stunned, so Superior Will and, if you're a tiefling, Dispater's Iron Discipline are still nice. Master of Moments can be good, but the problem is that you don't have a ton of minor actions you want to use, and Speed of Thought is already putting you in the middle of the action without using a move action, AND there's a Battlemind U16 that gives you a free move as well. Basically, MoM is amazing on a |Warlock, but not as much for a Paladin|Battlemind.</p><p></p><p>Invincible Mind is not as good, but has a lot of charms; you don't get a stat bonus, but a +2 bonus to weapon attack rolls is 1 better than you'd be getting from Topaz Crusader's stat boost, and a +10 to initiative checks is obviously amazing (combine with Imperious Majesty and other Initiative Boosters to go first, always). The F24 is useful if you end up in a grindy combat; make sure that your non-Lightning Rush power is useful unaugmented.</p></blockquote><p></p>
[QUOTE="masteraleph, post: 6953343, member: 6694750"] In addition to MwaO's suggestions: Race- I'd add Dragonborn to the list. You can either add a Sanction to your breath or, if you go Dragonfear, there's a utility and a feat that can both add dazing if you hit. If you're not MCing Fighter, then Wis 12 doesn't necessarily make sense. Fighter as noted is nice, Sorcerer can potentially be nice. Wizard for a weird Petrify/Brutal Barrage Paragon tier build, but your DM may smack you over the head for it. In terms of PPs- Champion of Order with a Fighter MC and maces can be ridiculous, but only take it if a) your party apart from you does good damage and b) your DM won't pull their hair out over hit penalties. You take Dizzying Mace (and probably proficiency in Singing Stick), and make sure to get a pair of Bracers of Mental Might. You can use your Battlemind mark on an enemy, hit them with the E11, and they're Dazed/Weakened/Marked/-Con mod to hit/end never. Intellect Snap at 13 lets you apply Dazed/-Con mod to hit at will. But that all does virtually no damage, so make sure your DM is ok with it. That combo works better with hybrid Paladin than Cavalier, because Challenge is nice with Champion of Order. Blackstone Guardian on a Tiefling who MCs Wizard and takes Wizard's Wrath lets you use the E11 on an enemy, preferably with Ironwrought or Ghost of the Past's double roll, petrifying them, then use Wizard's Wrath and Brutal Barrage Augment 1 to pull off 4 automatic crits. Combine with a high crit weapon and crit boosters for that to kill them in round 1, any time you have an AP. Alternatively, any race can work that, though somewhat less effectively, by MCing Monk and taking Water Splitting Stone- you won't get full damage on the first BB attack, but you can thereafter. Mithral Arm is actually not a bad choice on a Dragonborn, though slightly inferior to some of these others. The main appeal here is that you can get a level 7 Encounter power of your choice, either Price of Cowardice or keep Valorous Strike. Because you have that, you can now have 3 Battlemind at-wills, which gives you more options and power points. Having a Teleport Speed at 16 is nice too; even though it's very low, anything that lets you move a set number of squares, like Speed of Thought, can let you teleport that distance instead. The crit feature at 11 could also be nice; you're a Dragonborn who is CON primary so you already have a ridiculous number of surges at a ridiculous HP value, and getting to occasionally regain HP is just a little icing on the cake. Infernal Eye is also inferior but not bad; the AP feature can be nice, especially on a single target Daily or Encounter power. The extra power points are nice; the E11 isn't very good but can be Reserve Maneuvered (unlike with Mithral Arm, which actually grants you the encounter power, Reserve Maneuver does not let you have three Battlemind At Wills). The F16 is nice as well, since your CHA mod at that point should be 6. And it stacks nicely with Invincible Mind (see EDs below) if you want to have ridiculous initiative. EDs- As noted otherwise, Topaz Crusader is really, really nice. Do note that it doesn't protect against Stunned, so Superior Will and, if you're a tiefling, Dispater's Iron Discipline are still nice. Master of Moments can be good, but the problem is that you don't have a ton of minor actions you want to use, and Speed of Thought is already putting you in the middle of the action without using a move action, AND there's a Battlemind U16 that gives you a free move as well. Basically, MoM is amazing on a |Warlock, but not as much for a Paladin|Battlemind. Invincible Mind is not as good, but has a lot of charms; you don't get a stat bonus, but a +2 bonus to weapon attack rolls is 1 better than you'd be getting from Topaz Crusader's stat boost, and a +10 to initiative checks is obviously amazing (combine with Imperious Majesty and other Initiative Boosters to go first, always). The F24 is useful if you end up in a grindy combat; make sure that your non-Lightning Rush power is useful unaugmented. [/QUOTE]
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