Crushing Vortex (Augment 6)This is a reading issue, straight up. "When a creature within the zone takes damage from an attack, each enemy within the zone takes force damage equal to your Constitution modifier." triggers itself recursively.
Suggested House Rule: "When a creature within the zone takes damage from an attack, you may deal Constitution modifier damage to each enemy within the zone as an opportunity action."
Reverb-pedal Action-PointA two-PC, level 30 combo. Have one PC with Praetor Legate PP and Warmaster ED. A Shaman who knows Nimble Spirit and can summon his spirit as a free action would be a very good candidate, as would a Warlord who has Martial Master and Death from Two Sides. The other PC needs to be a Guildmaster Thief, and should either hit-on-2s, or have really nasty crits.
The Praetor Legate spends an action point to grant the Guildmaster Thief an attack. On hit, the thief gets an Action Point, which he gives back to the Praetor. Rinse, Repeat until everything's dead.
Found by: RenZhe
Suggested House Rule: The campaign ends at level 29. Level 30 is just used for the Epilogue.
Forward-Thinking chargespamThe rules for augmentable powers are basically: "replace only the parts listed". So lets take Forward-Thinking Cut. You use the augment 1. That means that you now have a power with a Hit line, a special line (that's irrelevant here) and an Effect line. You do them in order, which means that the effect comes after the hit.
So that's "You start near a monster and use Forward Thinking Cut to attack it. Then you shift one (Long Shift? Staff and teleport tricks?) and charge something. And when you make the melee basic attack, you substitute in Forward-Thinking Cut. It doesn't say "unaugmented", so you use the "Augment 1" option.
Hey, you're next to a monster, you should totally attack it, then shift, then charge something. Repeat.
Found by: TBR
Suggested House Rule: Add an "Attack: none" to the Augment 1 section. The special would then let the base attack work. That's probably what was intended. To make it a great striker power, you would instead add "using this power, unagumented, in place of the charge's"
Golden RendingBe an Avenger/Ardent Champion//Lord of Fate with a Rending Weapon. Use Golden Mean. Hit on a 10. Take ten on both rolls, crit via Ardent Champion, use the weapon's crit property to repeat. Apply damage until target is dead.
Alternately, a cleric ally with Doom of the Unworthy(D400) should do the same trick as an encounter power.
Found by: mellored
Suggested House Rule: All granted attacks are free actions unless specified otherwise in the power (affecting Rending Weapon here. Ardent Champion's free MBA on crit feature is already a free action, and thus can't recurse.)
Suggested DM Rule Lawyering: Claim that setting the result to 10 wasn't a roll, and thus didn't trigger Ardent Champion's feature.
Revenge of the Big-WAncient Forebears' Rage: Any 1s or 2s are treated as maximum rolls instead.Vorpal Weapon: Any maximum rolls explode (add max to the damage, and reroll)Gauntlets of Destruction: Reroll any 1s.
Use a Falchion (2d4) as your base weapon, and you've got a good chance of rolling a silly-high damage roll. Use a Ring of Radiant Storm and Free Soul epic destiny to make it more reliable. Don't crit.
Level 29 only.
Suggested House Rule: Change Ancient Forebears' Rage to "Whenever you roll 1 or 2 on a damage die for a primal attack, you deal extra damage equal to the die's maximum result". That's a minor boost to a normally used level 29 daily power, but avoids the loop.
Final SuckingSet up the ability to suck with Frenzied Berserker's daily power Final Confrontation (Melee Training: Int should help). Use a lightning weapon, and have the Lightning Arc feat. Pick up a Stalwart Belt.
Now, stand within 10 squares of your target, and attack yourself with Final Confrontation. If you set up your AC and to-hit just right, you only hit yourself on a 20 (which still hits). Since you were just crit, gain 2*Con-mod temp HP to adsorb the pain. Since you crit, use Lightning Arc to turn it into a normal hit, but then do the damage to someone near by. Continue.
Found by danyc
This power has to ignore the general rule about number of free action attacks per turn to function at all, thus that restriction does not contain the power.
Suggested Rules Lawyering: Since you turned the Crit into a normal hit, it doesn't trigger the belt: therefore you take your normal damage, such that it is.
Suggested House Rule: Chuck the player out.
Knights of the RoxburyTake high-level fighters. Get some form of autodamage from a push: Iron Vanguard comes to mind, as does Draconic Arrogance. Use Goad of Blood to allow you to use any At-Will for your MBA. Use Opening Shove to ping the target next to your friend, who takes the granted MBA and subs in Opening Shove to send him back. Repeat, killing the target with autodamage from the pushing.
Found by ThatWasTotallyNinja
Suggested House Rule: All granted attacks are free actions unless specified otherwise in the power (affecting Opening Shove here.)
Scion of Renewal and the ApocalypseMartial Power includes a feat Avenging Spirit that gives you an action point when an ally drops. That's not usually a breakable thing, because you can still only spend one action point an encounter.
But a Warmaster can spend any number of action points an encounter, as the level 30 capstone. So let's do some additional optimization here.
Scion of Renewal (D385) and Everflame Guardian both get an Action Point feature to surgelessly heal an ally when you spend an Action Point. Ok, now we're healing the ally that dropped. Warmaster already gave an ally a free action when you spent an action point. So now, when an ally drops, on your turn you spend an AP, heal the ally, give a free action to another ally, and have a free action for yourself.
That's kinda nifty, but not broken. How do we break it? Well, use your standard to attack (and drop) your ally, of course. Autodamate, like from Magic Missile ought to do the trick. Or in Dark Sun, you can use Defiling Action to get autodamage on as many allies as will fit around you, while infinitely attacking.
Found by mellored
Suggested Rules Lawyering: Clear case of Bag of Rats outside of Dark Sun.
Spam of KingsThe Sword of Kings feature of Legendary Sovereign assumes that all weapon encounter attack powers have attack rolls. Power Strike (or some of the attack power Subs from the Iron Warrior theme) would beg to differ. You never attack: therefore you can't miss. So infinitely use one power on a hit.
(Note: the Slayer can only use Power Strike once per turn, so you need to get the power in some non-limited way to pull this off with Power Strike. Powerful Strike feat looks like it will work. (Epic) Iron Wolf's Bound also looks like it should work)
Found by ThatWasTotallyNinja and Reg06
Suggested House Rule: Choose one standard action encounter attack power you know that has the weapon keyword and a primary attack line.
Suggested Rules Lawyering: Mutter something about not knowing if the power was expended until after the resolution of the power, which is too late to use again on the same trigger.
Super-critical recursive criticalsIf you can cause one critical hit to create 21 attacks, odds are that one of those 21 attacks will be a critical. If that critical spawns another 21 attacks, then the odds are pretty good that your setup will "go critical" and never end. That's ... not going to happen. But if you increase your crit range, the target number of rolls drops.
Getting rerolls will have a similar effect, although not quite as potent. If each critical spawns a single attack with 21 rerolls, you'll probably get a few cycles in... but eventually you'll get unlucky and the cycle will die out.
Here's a table with some examples that would usually go supercritical. I only have currently legal examples of the 16/2/4 line.
For the generic case, you need the result of "n*(1-(1-c)^r)" to exceed 1, where n is the number of attacks, c is the chance of a crit per die, and r is the number of rerolls.
I had declared this whole class fixed when they added in the "1 free attack/turn" restriction, but since they never got around to declaring "Rending Weapon"'s attack a free action, it keeps popping back up.
Suggested House Rule: All granted attacks are free actions unless specified otherwise in the power (affecting Rending Weapon here.)
Suggested Rules Lawyering: Oath of Enmitys "this doesn't stack clause" applies.
Suggested Rules Lawyering: Don't allow someone to re-charge a power before it's finished.
Beastmaster LichBe a beastmaster ranger with the relevant epic destiny I'm forgetting at this instant. Eat your animal companion. Since you aren't dead, it can't die. Since it isn't dead, you can't die.
Pair 'PortersTwo evermeet warlocks start next to each other. One teleports away (to the other side of his friend), and teleports his buddy next to him. His buddy then goes "oh, wait. I was just teleported. That means I teleported. That means I can move my buddy next to me. Hey buddy, teleport to the other side of me." Repeat.
Gives infinite movement, and invisibility to all creatures you want to be invisible to, including each other. Add Prince of Hell at level 30 for autodamage when leaving, to add in infinite damage.
Alternately, in non-rarity games you can use the Offerings of Celestian item set (4 items) and keep your PP free.
Found by Mellored
Suggested House Rule: Change the trigger to "When you teleport yourself 10 squares or less"
War Wizard's Travel CompanyCreate a zone of autodamage without the 1/turn limit (Stardock also suggests Blazing Starfall), and use a close arcane attack of your choice through a staff. Via War Wizard's Staff, slide the target a completely undefined route through the damage-zone multiple times until it dies, finishing with the corpse ending up in a square adjacent to you.
Found by Mellored
Suggested House Rule: "you can slide one adjacent creature directly to a different square adjacent to you". And also rule all autodamage sources 1/turn.