Here we go with levels 22-30, again... Browser refreshed AT THE VERY END OF WRITING ALL THIS FIVE MINUTES AGO. Anyway, let's finish this up.
Level 22
Feat: Robust Defenses- Kinda silly not to take this. Gotta keep your NADs high. ...
Utility Power: Rush of Battle- Basic attacks for minor actions (not limited to only once per turn) for all your allies for a full round. Awesome. Even without the rider effect that the resourceful warlord would get, this power is far to strong to pass on.
Level 23
Encounter Power: Drop Warlord's Favor, pick up Sudden Assault- Finally have enough encouter powers to drop Warlord's Favor. While Warlord's Favor may have given a bonus to an ally for a whole round, Sudden Assault has the rare ability to hand out a Standard Action, with Intelligence Modifier to the Attack roll of course (+8 right now). An ally receiving a +8 attack bonus for an attack, probably with CA, will most likely hit on a 1, or very very close to it. This power is practically giving an auto hit for any power! You even get a basic attack with the power. This power is great!
Level 24
Stat bump: Strength and Intelligence, just to try something new.
Feat: Martial Mastery- Regain any martial encounter power when you use an Action Point. Very nice. Unlike some builds though, I will definitely be retraining this when we get Divine Miracle.
Level 25
Daily: Drop Iron Dragon Charge, pick up Relentless Assault: Dropping Iron Dragon Charge was tough, because I think it's really strong, and I love the flavor it adds to the build. However, Relentless Assault is incredible. For the rest of the encounter, whenever any ally or yourself lands a crit, everyone (including you for once) gets to make a basic attack. Some people don't like relying on crits, but the math is changing at these levels. Let me throw a simple calculation out there. If you are in a party of 5 where each character has a 19-20 crit range, an entire round provides a 41 percent chance of a crit. Using that number (which is low), over 5 rounds, there should be 2.05 crits, which means 10.25 free basic attacks. Pair this up with Rush of Battle to make your crit chances sky rocket! Multi attackers in the party will also push the numbers up quite a bit. Rangers, Avengers, Sorcerors and wizards (to name the obvious) will make this power a non choice.
Honorable mention: Precision Stance- Some players do not like to rely on critting. Maybe your party doesn't have the Weapon Mastery feats or something. Precision Stance allows you to give an ally a reroll with your int mod as a bonus to a missed attack once a round. Relentless Assault is very strong, but there is a lot to say for reliability and control.
Level 26
Epic Destiny Utility: Waxing Fortune- At the start of your turn, this power gives you a +1 attack bonus for each bloodied creature within ten squares of you. This lasts the whole encounter, but it isn't a stance. We as a Taclord need as many attack bonus' as we can get. Many of our powers don't do squat for our allies if we miss.
Feat: Saving Inspiration- You can ditch the extra dice of healing on your inspiring word to instead grant a saving throw. Probably should have taken this sooner, but oh well. Honestly, don't depend on the taclord to bail you out of everything. Taclord's can buidl themselves optimally in a party with another leader (or a hybrid leader or paladin) or that is self sufficient and/or can take care of themselves. Remember, dead enemies don't deal damage. That's called preventative healing (I think).
Level 27
Encounter Power: Drop Surprise Attack, pick up Brutal Setup- Wow! Really? This power is too good. I would pick this if it were a daily. You get to shift 3 before the attack, and then you get to hit 2 enemies. You deal 2W and daze on a hit, but that's not the important part. On a hit, you allow all allies to add your Intelligence Modifier to attack rolls against any dazed (grants auto CA too!) enemies for the rest of the encounter. As I said, you do need to hit for that ability to work, but the bright side is you have two attacks here, and you just need to land one! If you didn't take Thunderous Fury before, you should probably retrain to it now.
Level 28
Stat bump: Last one. Lets stick with strength and intelligence just for consistancy.
Feat: Epic Reflexes- Our Reflex is even better now.
Level 29: Drop Lead the Attack, pick up Perfect Front- Finally letting go of Lead the Attack. It's a very strong power, but it is finally outclassed at Epic tier. Tough choice at this level (duh). Perfect Front is amazing though! Rerolling is something that works like an attack bonus, but can do so much more. This is a stance, so it's gonna give us and any ally within two squares of us the ability to roll our attacks twice. At this level, our attack bonus' are gonna allow well built characters to hit on anything but a 1, or very close to it. A reroll is going to do 3 important things for us
1. Increase Accuracy (given)
2. Double chance of crit 19 percent chance for an attack roll to crit with a 19-20 range
3. Rolling a one now only has a .25% chance (1 in 400!)
Honorable Mention: Stand Invincible- Lacks the raw power of Perfect Front, but it is a 7W hit (nothing to laugh at) and provides an incredible defense bonus. Not the optimal choice, but still not a bad one.
Level 30
Divine Miracle- Too good? This build isn't really built to abuse this feature, but it still feels like it is, lol.
Feat: Epic Fortitude- Screw Will. It's gonna suck anyway. This makes our AC, Reflex and Fortitude all pretty high. 3 outta 4 ain't bad, eh?
Retrain (feat): Swap Martial Mastery for Feywild Protection- Martial Mastery isn't useless with Divine Miracle, but I'd rather have Feywild Protection. +2 to all defenses whenever we Fey Step is pretty good. Remember, we can play cheap now with Divine Miracle. Use up all your encounter powers and you can Fey step every turn, attack with an encounter power, and get feystep back again. You can even Fey Step and then Fey Charge (to spam Eladrin Swordmage Advance).
Ok, so that's it. Done (again). Here's what we look like with +6 Magic Items
====== Created Using Wizards of the Coast D&D Character Builder ======
Chase, level 30
Eladrin, Warlord, Spiral Tactician, Chosen
Build: Tactical Warlord
Commanding Presence: Tactical Presence
Student of the Sword: Student of One-Handed Weapons
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Intelligence
Background: Windrise Ports (Windrise Ports Benefit)
FINAL ABILITY SCORES
Str 26, Con 13, Dex 17, Int 28, Wis 10, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 16, Wis 8, Cha 10.
AC: 48 Fort: 46 Reflex: 48 Will: 36
HP: 170 Surges: 8 Surge Value: 42
TRAINED SKILLS
Religion +29, Intimidate +21, Endurance +18, History +31, Athletics +25, Heal +20, Arcana +31
UNTRAINED SKILLS
Acrobatics +15, Bluff +16, Diplomacy +16, Dungeoneering +15, Insight +15, Nature +15, Perception +15, Stealth +15, Streetwise +16, Thievery +15
FEATS
Level 1: Tactical Inspiration (retrained to Fey Tactics at Level 11)
Level 2: Shield Proficiency (Heavy)
Level 4: Weapon Expertise (Heavy Blade)
Level 6: Weapon Proficiency (Bastard sword)
Level 8: Student of the Sword
Level 10: Blade Initiate
Level 11: Fey Charge
Level 12: Eladrin Swordmage Advance
Level 14: Combat Commander
Level 16: Weapon Focus (Heavy Blade)
Level 18: Tactical Assault
Level 20: Shield Specialization
Level 21: Heavy Blade Mastery
Level 22: Robust Defenses
Level 24: Martial Mastery (retrained to Feywild Protection at Level 30)
Level 26: Saving Inspiration
Level 28: Epic Reflexes
Level 30: Epic Fortitude
POWERS
Warlord at-will 1: Inevitable Wave
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Steel Monsoon
Warlord daily 5: Stand the Fallen
Warlord utility 6: Dragon's Tenacity
Warlord encounter 7: Surprise Attack
Warlord daily 9: Iron Dragon Charge
Warlord utility 10: Defensive Rally
Warlord encounter 13: Beat Them Into the Ground (replaces Steel Monsoon)
Warlord daily 15: Anticipate Attack (replaces Stand the Fallen)
Warlord utility 16: Warlord's Banner
Warlord encounter 17: Thunderous Fury (replaces Beat Them Into the Ground)
Warlord daily 19: Victory Surge (replaces Anticipate Attack)
Warlord utility 22: Rush of Battle
Warlord encounter 23: Sudden Assault (replaces Warlord's Favor)
Warlord daily 25: Relentless Assault (replaces Iron Dragon Charge)
Warlord encounter 27: Brutal Setup (replaces Surprise Attack)
Warlord daily 29: Perfect Front (replaces Lead the Attack)
ITEMS
Adventurer's Kit, Climber's Kit, Heavy Shield, Magic Elderhide Armor +6, Amulet of Protection +6, Magic Bastard sword +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Well, that's about it for this guy. Pretty soon I'll add magic items that I think are beneficial and/or borderline necessary for this build. I think I may try another character soon.
Thanks to anyone who read this. I really do enjoy criticism and discussion, so please feel free to comment.
