A few more things I'd like to see for the dwarf if any of them are easy to do.
1. Expertise instead of DWT or Toughness
2. Plate Armor instead of DWT or Toughness
3. Durable instead of DWT or Toughness
4. Bravo instead of DWT or Toughness
5. Brash Strike instead of Reaping Strike (+2 attack, +3 damage, -2 defenses)
I've changed the builds to use the first array Mengu suggested (except where otherwise stated) and I ran the Expertise, Plate Armor, and Durable sims. I've also improved the fidelity of the model a lot, as you can see if you look at the character sheets. This shouldn't change the results, but it makes it easier for me to try alternate builds and it lays the groundwork for more enhancements in the future.
A couple of interesting things about these results. First, feats seem to be an important part of the balance of the game. I think they're the "nudge" button WoTC pushes to get everything closely balanced. That theory's supported by the way WoTC releases feats--they seem to use them to patch holes in particular race/class/build/playstyle combinations, which explains some of the highly-specific feats out there.
The problem with this approach is that it seems like it makes it easier to create a sub-par character: to patch the holes, you have to figure out which feats (out of over 1500!) are designed for your build and playstyle. The Character Builder helps, but does it help enough?
One thing that surprised me was that the imbalance shown in the baseline builds (with no feats) goes away even if both characters select the same feat. Compare the baseline runs to the Expertise and Plate Armor runs.
(It's possible I made a mistake somewhere. It'd be good to double-check the character sheets.)
The exception to this is the Durable feat. It's just not that useful in the one-on-one scenario we're testing. Survivability is pretty much the same with or without that feat. I don't think it's necessarily the feat that's the problem, though--our scenario is limited in how it triggers healing surges, and the dwarves just don't run out that easily.
Here are the results:
[sblock=PCs
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
[sblock=Greatweapon Baseline-No Feat-Array1]
Code:
Level 1 Greatweapon Baseline-No Feat-Array1:
HP: 31; AC: 17; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
Two-Handed Weapon Talent: +1 bonus to attack rolls (Maul is two-handed).
Items:
Main hand: Maul
Two-handed weapon
Damage: 2d6
Proficient: +2
Group(s): Hammer
Off-hand: Not Applicable
Armor: Scale Armor
AC Bonus: +7
Feats:
Powers:
Brute Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit: 6d6+4 damage
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 4d6+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d6+4 damage
Miss: 4 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Guardian Baseline-No Feat-Array1]
Code:
Level 1 Guardian Baseline-No Feat-Array1:
HP: 31; AC: 19; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
One-Handed Weapon Talent: +1 bonus to attack rolls (Warhammer is one-handed).
Items:
Main hand: Warhammer
One-handed weapon
Damage: 1d10
Proficient: +2
Group(s): Hammer
Off-hand: Heavy Shield
AC Bonus: +2
Armor: Scale Armor
AC Bonus: +7
Feats:
Powers:
Comeback Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit:
2d10+4 damage
Spend a healing surge
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d10+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 1d10+4 damage
Miss: 2 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Greatweapon Baseline-No Feat-Array2]
Code:
Level 1 Greatweapon Baseline-No Feat-Array2:
HP: 33; AC: 17; Surges: 13; Action Points: 1
Str: 16(+3); Con: 18(+4); Dex: 11(+0); Int: 8(-1); Wis: 15(+2); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [16, 16, 11, 8, 13, 10] => [16, 18, 11, 8, 15, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 33 (15 class + 18 con + 6 per level gained)
Base Surges: 13 (9 class + 4 con)
Two-Handed Weapon Talent: +1 bonus to attack rolls (Maul is two-handed).
Items:
Main hand: Maul
Two-handed weapon
Damage: 2d6
Proficient: +2
Group(s): Hammer
Off-hand: Not Applicable
Armor: Scale Armor
AC Bonus: +7
Feats:
Powers:
Brute Strike:
Daily * Reliable
Standard Action
Attack: 1d20+6 vs. AC
Hit: 6d6+3 damage
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+6 vs. AC
Hit: 4d6+3 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+6 vs. AC
Hit: 2d6+3 damage
Miss: 3 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 8 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Guardian Baseline-No Feat-Array2]
Code:
Level 1 Guardian Baseline-No Feat-Array2:
HP: 33; AC: 19; Surges: 13; Action Points: 1
Str: 16(+3); Con: 18(+4); Dex: 11(+0); Int: 8(-1); Wis: 15(+2); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [16, 16, 11, 8, 13, 10] => [16, 18, 11, 8, 15, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 33 (15 class + 18 con + 6 per level gained)
Base Surges: 13 (9 class + 4 con)
One-Handed Weapon Talent: +1 bonus to attack rolls (Warhammer is one-handed).
Items:
Main hand: Warhammer
One-handed weapon
Damage: 1d10
Proficient: +2
Group(s): Hammer
Off-hand: Heavy Shield
AC Bonus: +2
Armor: Scale Armor
AC Bonus: +7
Feats:
Powers:
Comeback Strike:
Daily * Reliable
Standard Action
Attack: 1d20+6 vs. AC
Hit:
2d10+3 damage
Spend a healing surge
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+6 vs. AC
Hit: 2d10+3 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+6 vs. AC
Hit: 1d10+3 damage
Miss: 1 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 8 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Greatweapon Baseline-No Feat-Array3]
Code:
Level 1 Greatweapon Baseline-No Feat-Array3:
HP: 31; AC: 17; Surges: 12; Action Points: 1
Str: 16(+3); Con: 16(+3); Dex: 13(+1); Int: 8(-1); Wis: 16(+3); Cha: 10(+0)
Initiative Bonus: +1
Race: Dwarf
Ability Scores: [16, 14, 13, 8, 14, 10] => [16, 16, 13, 8, 16, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
Two-Handed Weapon Talent: +1 bonus to attack rolls (Maul is two-handed).
Items:
Main hand: Maul
Two-handed weapon
Damage: 2d6
Proficient: +2
Group(s): Hammer
Off-hand: Not Applicable
Armor: Scale Armor
AC Bonus: +7
Feats:
Powers:
Brute Strike:
Daily * Reliable
Standard Action
Attack: 1d20+6 vs. AC
Hit: 6d6+3 damage
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+6 vs. AC
Hit: 4d6+3 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+6 vs. AC
Hit: 2d6+3 damage
Miss: 3 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Guardian Baseline-No Feat-Array3]
Code:
Level 1 Guardian Baseline-No Feat-Array3:
HP: 31; AC: 19; Surges: 12; Action Points: 1
Str: 16(+3); Con: 16(+3); Dex: 13(+1); Int: 8(-1); Wis: 16(+3); Cha: 10(+0)
Initiative Bonus: +1
Race: Dwarf
Ability Scores: [16, 14, 13, 8, 14, 10] => [16, 16, 13, 8, 16, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
One-Handed Weapon Talent: +1 bonus to attack rolls (Warhammer is one-handed).
Items:
Main hand: Warhammer
One-handed weapon
Damage: 1d10
Proficient: +2
Group(s): Hammer
Off-hand: Heavy Shield
AC Bonus: +2
Armor: Scale Armor
AC Bonus: +7
Feats:
Powers:
Comeback Strike:
Daily * Reliable
Standard Action
Attack: 1d20+6 vs. AC
Hit:
2d10+3 damage
Spend a healing surge
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+6 vs. AC
Hit: 2d10+3 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+6 vs. AC
Hit: 1d10+3 damage
Miss: 1 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Greatweapon With DWT]
Code:
Level 1 Greatweapon With DWT:
HP: 31; AC: 17; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
Two-Handed Weapon Talent: +1 bonus to attack rolls (Mordencrad is two-handed).
Items:
Main hand: Mordencrad
Two-handed weapon
Damage: 2d6[brutal 1]
Proficient: +2
Group(s): Hammer
Off-hand: Not Applicable
Armor: Scale Armor
AC Bonus: +7
Feats:
Dwarven Weapon Training: +2 bonus to damage rolls (Mordencrad is in Hammer group).
Powers:
Brute Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit: 6d6[brutal 1]+6 damage
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 4d6[brutal 1]+6 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d6[brutal 1]+6 damage
Miss: 4 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Guardian With Toughness]
Code:
Level 1 Guardian With Toughness:
HP: 36; AC: 19; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
One-Handed Weapon Talent: +1 bonus to attack rolls (Warhammer is one-handed).
Items:
Main hand: Warhammer
One-handed weapon
Damage: 1d10
Proficient: +2
Group(s): Hammer
Off-hand: Heavy Shield
AC Bonus: +2
Armor: Scale Armor
AC Bonus: +7
Feats:
Toughness: Increase hp by 5.
Powers:
Comeback Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit:
2d10+4 damage
Spend a healing surge
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d10+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 1d10+4 damage
Miss: 2 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 9 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Greatweapon With Expertise]
Code:
Level 1 Greatweapon With Expertise:
HP: 31; AC: 17; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
Two-Handed Weapon Talent: +1 bonus to attack rolls (Maul is two-handed).
Items:
Main hand: Maul
Two-handed weapon
Damage: 2d6
Proficient: +2
Group(s): Hammer
Off-hand: Not Applicable
Armor: Scale Armor
AC Bonus: +7
Feats:
Weapon Expertise (Hammer): +1 bonus to attack rolls (Maul is in Hammer group).
Powers:
Brute Strike:
Daily * Reliable
Standard Action
Attack: 1d20+8 vs. AC
Hit: 6d6+4 damage
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+8 vs. AC
Hit: 4d6+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+8 vs. AC
Hit: 2d6+4 damage
Miss: 4 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Guardian With Expertise]
Code:
Level 1 Guardian With Expertise:
HP: 31; AC: 19; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
One-Handed Weapon Talent: +1 bonus to attack rolls (Warhammer is one-handed).
Items:
Main hand: Warhammer
One-handed weapon
Damage: 1d10
Proficient: +2
Group(s): Hammer
Off-hand: Heavy Shield
AC Bonus: +2
Armor: Scale Armor
AC Bonus: +7
Feats:
Weapon Expertise (Hammer): +1 bonus to attack rolls (Warhammer is in Hammer group).
Powers:
Comeback Strike:
Daily * Reliable
Standard Action
Attack: 1d20+8 vs. AC
Hit:
2d10+4 damage
Spend a healing surge
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+8 vs. AC
Hit: 2d10+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+8 vs. AC
Hit: 1d10+4 damage
Miss: 2 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Greatweapon With Plate Armor]
Code:
Level 1 Greatweapon With Plate Armor:
HP: 31; AC: 18; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
Two-Handed Weapon Talent: +1 bonus to attack rolls (Maul is two-handed).
Items:
Main hand: Maul
Two-handed weapon
Damage: 2d6
Proficient: +2
Group(s): Hammer
Off-hand: Not Applicable
Armor: Plate Armor
AC Bonus: +8
Feats:
Powers:
Brute Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit: 6d6+4 damage
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 4d6+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d6+4 damage
Miss: 4 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Guardian With Plate Armor]
Code:
Level 1 Guardian With Plate Armor:
HP: 31; AC: 20; Surges: 12; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
One-Handed Weapon Talent: +1 bonus to attack rolls (Warhammer is one-handed).
Items:
Main hand: Warhammer
One-handed weapon
Damage: 1d10
Proficient: +2
Group(s): Hammer
Off-hand: Heavy Shield
AC Bonus: +2
Armor: Plate Armor
AC Bonus: +8
Feats:
Powers:
Comeback Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit:
2d10+4 damage
Spend a healing surge
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d10+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 1d10+4 damage
Miss: 2 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Greatweapon With Durable]
Code:
Level 1 Greatweapon With Durable:
HP: 31; AC: 17; Surges: 14; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
Two-Handed Weapon Talent: +1 bonus to attack rolls (Maul is two-handed).
Items:
Main hand: Maul
Two-handed weapon
Damage: 2d6
Proficient: +2
Group(s): Hammer
Off-hand: Not Applicable
Armor: Scale Armor
AC Bonus: +7
Feats:
Durable: Increase healing surges by 2.
Powers:
Brute Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit: 6d6+4 damage
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 4d6+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d6+4 damage
Miss: 4 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[sblock=Guardian With Durable]
Code:
Level 1 Guardian With Durable:
HP: 31; AC: 19; Surges: 14; Action Points: 1
Str: 18(+4); Con: 16(+3); Dex: 10(+0); Int: 8(-1); Wis: 13(+1); Cha: 10(+0)
Initiative Bonus: +0
Race: Dwarf
Ability Scores: [18, 14, 10, 8, 11, 10] => [18, 16, 10, 8, 13, 10]
Dwarven Resilience: Use Second Wind as minor action.
Class: Fighter
Base HP: 31 (15 class + 16 con + 6 per level gained)
Base Surges: 12 (9 class + 3 con)
One-Handed Weapon Talent: +1 bonus to attack rolls (Warhammer is one-handed).
Items:
Main hand: Warhammer
One-handed weapon
Damage: 1d10
Proficient: +2
Group(s): Hammer
Off-hand: Heavy Shield
AC Bonus: +2
Armor: Scale Armor
AC Bonus: +7
Feats:
Durable: Increase healing surges by 2.
Powers:
Comeback Strike:
Daily * Reliable
Standard Action
Attack: 1d20+7 vs. AC
Hit:
2d10+4 damage
Spend a healing surge
Steel Serpent Strike:
Encounter
Standard Action
Attack: 1d20+7 vs. AC
Hit: 2d10+4 damage
Reaping Strike:
At-Will
Standard Action
Attack: 1d20+7 vs. AC
Hit: 1d10+4 damage
Miss: 2 damage
Combat Actions:
Spend Action Point:
Encounter
Free Action
Effect: Spend an action point and gain a standard action.
Second Wind:
Encounter
Minor Action
Effect:
Spend a healing surge and regain 7 hit points.
Gain a +2 defense bonus until end of next turn.
[/sblock]
[/sblock]
Code:
Greatweapon Baseline-No Feat-Array1:
Level+0: 58.8% +/- 3.1%
Level+1: 18.6% +/- 2.4%
Level+2: 1.3% +/- 0.7%
Level+3: 0.0% +/- 0.0%
Guardian Baseline-No Feat-Array1:
Level+0: 50.6% +/- 3.1%
Level+1: 10.6% +/- 1.9%
Level+2: 0.6% +/- 0.5%
Level+3: 0.0% +/- 0.0%
Greatweapon Baseline-No Feat-Array2:
Level+0: 52.3% +/- 3.1%
Level+1: 12.7% +/- 2.1%
Level+2: 0.9% +/- 0.6%
Level+3: 0.0% +/- 0.0%
Guardian Baseline-No Feat-Array2:
Level+0: 39.8% +/- 3.0%
Level+1: 6.5% +/- 1.5%
Level+2: 0.0% +/- 0.0%
Greatweapon Baseline-No Feat-Array3:
Level+0: 41.8% +/- 3.1%
Level+1: 5.9% +/- 1.5%
Level+2: 0.2% +/- 0.3%
Level+3: 0.0% +/- 0.0%
Guardian Baseline-No Feat-Array3:
Level+0: 26.9% +/- 2.7%
Level+1: 1.3% +/- 0.7%
Level+2: 0.0% +/- 0.0%
Greatweapon With DWT:
Level+0: 74.5% +/- 2.7%
Level+1: 37.2% +/- 3.0%
Level+2: 7.2% +/- 1.6%
Level+3: 0.1% +/- 0.2%
Level+4: 0.0% +/- 0.0%
Guardian With Toughness:
Level+0: 77.5% +/- 2.6%
Level+1: 30.2% +/- 2.8%
Level+2: 3.0% +/- 1.1%
Level+3: 0.0% +/- 0.0%
Greatweapon With Expertise:
Level+0: 65.7% +/- 2.9%
Level+1: 21.0% +/- 2.5%
Level+2: 3.3% +/- 1.1%
Level+3: 0.0% +/- 0.0%
Guardian With Expertise:
Level+0: 60.9% +/- 3.0%
Level+1: 15.3% +/- 2.2%
Level+2: 0.8% +/- 0.6%
Level+3: 0.0% +/- 0.0%
Greatweapon With Plate Armor:
Level+0: 67.4% +/- 2.9%
Level+1: 25.8% +/- 2.7%
Level+2: 3.3% +/- 1.1%
Level+3: 0.0% +/- 0.0%
Guardian With Plate Armor:
Level+0: 63.6% +/- 3.0%
Level+1: 18.4% +/- 2.4%
Level+2: 1.2% +/- 0.7%
Level+3: 0.0% +/- 0.0%
Greatweapon With Durable:
Level+0: 64.3% +/- 3.0%
Level+1: 21.5% +/- 2.5%
Level+2: 2.4% +/- 0.9%
Level+3: 0.0% +/- 0.0%
Guardian With Durable:
Level+0: 56.3% +/- 3.1%
Level+1: 16.3% +/- 2.3%
Level+2: 0.5% +/- 0.4%
Level+3: 0.0% +/- 0.0%