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General Tabletop Discussion
Character Builds & Optimization
The EN World "Build A Ridiculously Complicated Character for D&D 4e" thread.
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<blockquote data-quote="Ryujin" data-source="post: 5358743" data-attributes="member: 27897"><p>My last character was fairly complex, by that measure. It was an Eladrin Fey/Darklock with Bard multiclass, with the Bard Paragon Path Grave Caller. It was heavily dependant upon the action economy. Curse requires a minor action to place on a target. A Rod of Corruption is used to spread the curse, which meant that cursing and dropping a minion was the optimal tactic. Grave caller's "Dirge on Inescapable Doom" (aka Deathmark) requires a minor action to place on the target giving two dice to roll for hits with encounter and daily powers, and damage on a miss. Shadow Warlock Armour makes up for the less than optimal stat build, to give combat advantage against cursed enemies, but only so long as the warlock moved 3 or more squares. An at-will teleport 5 took care of that.</p><p></p><p>By best mechanics on the third turn I could cut loose with Cursebite, action point, and hit with Cursegrind for major damage to most of the opponents on the field, with guaranteed minimum 3d6+(2xCHA) damage to one opponent. Get dazed and everything went to hell.</p></blockquote><p></p>
[QUOTE="Ryujin, post: 5358743, member: 27897"] My last character was fairly complex, by that measure. It was an Eladrin Fey/Darklock with Bard multiclass, with the Bard Paragon Path Grave Caller. It was heavily dependant upon the action economy. Curse requires a minor action to place on a target. A Rod of Corruption is used to spread the curse, which meant that cursing and dropping a minion was the optimal tactic. Grave caller's "Dirge on Inescapable Doom" (aka Deathmark) requires a minor action to place on the target giving two dice to roll for hits with encounter and daily powers, and damage on a miss. Shadow Warlock Armour makes up for the less than optimal stat build, to give combat advantage against cursed enemies, but only so long as the warlock moved 3 or more squares. An at-will teleport 5 took care of that. By best mechanics on the third turn I could cut loose with Cursebite, action point, and hit with Cursegrind for major damage to most of the opponents on the field, with guaranteed minimum 3d6+(2xCHA) damage to one opponent. Get dazed and everything went to hell. [/QUOTE]
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