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Stupid PMC tricksUse PMC to trade an unused at will for a class feature. The "you can trade at-wills" clause doesn't specify either "1st level" or "attack".
Cool tricks include picking up the Scout's Dual Weapon Attack feature, or a monk's striker class feature.
Discovered by erachima in the form of Mia
Suggested House Rule: "At 11th level, you can choose to replace one of your 1st level at-will attack powers with a 1st level at-will attack power from your second class."
Ethereal Sidestep + Evermeet Warlock = Infinite InvisibilityEthereal Sidestep + Evermeet Warlock. Works best with a melee character multiclassed or hybrid-ed with Warlock. Every round you teleport one square (or more if you have items), and become invisible to all the monsters that were adjacent to you. As an at-will ability.
Large MultiattackThis is a LARGE section. Some of these elements may be overpowered separately, in particular, large to-hit bonuses. The combination together certainly is.
Make lots and lots of attacks in one round, hit many times, do tons of damage each attack, and kill things. For a traditional "static" large multiattack to be problematic, you need all three elements to combine:
Multi-attack powersThe basic approach is to have many attacks in a round, so multi-attack powers are the bread-and-butter of this combination. Here are many of the problamatic multi-attack powers, and some of the other approaches people have found to get the same effect:
Of course, if you can get multiple attacks at will, you can probably build something that will exceed your DMs expectations of power levels.
Action RecyclingAnd in a spike turn, it's nice to have extra actions you can use to fuel more multi-attack powers.
Known sources of extra actions
Large bonuses to hitTo help a large multiattack spike turn, the attack bonuses have to last for someone's entire turn, so I'm not listing any bonuses that just last one attack.
Suggested House Rule: No clean suggestions. Applying modifiers to a damage roll only once per turn might work, but is a large change that would need extensive play testing.
Fixed By: The November 2009 Errata nerfed Bloodclaw and Reckless, which took out a large source of static damage. That helped. The May 2010 nerf to Follow-up Blow turned it into a pure DPR power and really killed most expressions of this technique. Kulkor Arms Master was nerfed in March 2012. The July 2010 update only allows one free action attack per turn, which limits the crit-fishing aspects. Various nerfs to the larger multi-attack powers also hurt this overall apporach. It still can be nasty.
Large Damage BonusesWe're still in the "Large Multiattack" section. Once you've got many attacks, you'll want to apply as much damage to each of them as possible. Some known sources of damage bonuses include:
Excessive DefensesTake a party that's kept up with the defensive feat taxes. Further, have each member take the Epic feat for their strong defense to push it up to the "basically non-hittable" region. Now have the bard use Mantle of Unity. Team monster can't hit for a round. Refresh that somehow, and team monster can't hit fur the combat.
Take a party that's kept up with the defensive feat taxes, and used the Epic feat to patch their weak defense so there are no gaping holes. Have the cleric pop Valorous Charge. Now, besides the epic damage output that comes from granting everyone free attacks, you have a party that can't be hit for a round. And once you recharge it (via Divine Mastery) you have a party that can't be hit for the combat.
Broom Builds: Polearm Gamble, Polearm Momentum, Heavy Blade Opportunity, Pushing At-Will, and Controlling WeaponEveryone approaching you ends up prone 2 squares away, unable to attack you. ( Source)
The December 2009 errata limited some of this, by making Polearm Gamble not apply when people shift into position next to you.
Suggested House Rule: Allow a short charge/Lunge: All penalties from charging, no benefits from charging, but no minimum distance requirement.
Massive Damage ReductionMany effects can dramatically reduce the amount of damage PCs take. Here's a list of a few:
Paladin's Hospitaler paragon path: Hospitaler's Blessing: Heal any ally that is hit or missed by a marked enemy with no action required. Mitigates a huge amount of damage from solos or elites and others if a paladin is able to mark more than one enemy. Completely inhibits the threat from monsters that get free-action attacks like beholders or hydras.
Swordmage's Reaper's Challenge: Automatically weakens a target until the end of an encounter if it does not hit the Swordmage. Swordmages can easily stay away from any melee hitting monster and thus keep it weakened indefinitely. Inhibits elites and solos very badly.
Swordmage's Radiant Shield: Makes allies insubstantial for a round but can be used multiple rounds with various encounter recovery effects. Mixed with Reaper's Challenge, a swordmage can keep a single target weakened and a party insubstantial for up to two rounds.
Iron To Glass (Cleric Daily 5): Target takes -4 to damage until end of encounter that worsens on each hit. It has no save. This will render a melee-focused solo impotent.
Moment of Glory (Cleric Daily 1): Gives party resist 5 with sustain minor. Dramatically reduces heroic-tier damage. Monster damage updates since MM3 help but this still stops a lot.
Certain Justice (Paladin Champion of Order paragon 11 power): Target marked by you is weakened and dazed until it is not marked by you. Can completely remove solo effectiveness.
Suggested house rule: Give solos a way to shake off or ignore status effects and penetrate resistances.
Stun LockSome number of targets don't get their first 5,6 turns. Missing with Blood Mage's Destructive Salutation, push the effect out another turn with an orb, spamming encounter stun attacks, etc.
Need link to the thread that focused on missing with DS.
Unhittable PCStack items, class features, feats, and anything else to push relevant defenses so high at-level monsters can't hit them on a 20.
Specific Single PowersI'm not actually convinced that these powers are actually overpowered. But they do get a lot of play for certain builds, and are certainly not weak. Consider this a listing of nerf-bait.
Control ZonesMost of these can be handled by the monsters readying actions to charge/move, so that they get to act between the save at the end of their turn and you reapplying the condition during your turn.
(All known were fixed by the May 2010 update, but I'm sure I missed some)
Defensive buffsConsecrated Ground(Cleric Daily 5): Any fallen allies automatically gain consciousness as soon as their turn starts. The HP count isn't a lot, but since it starts at zero, it can get very annoying to the DM very quickly.
DebuffsIron to Glass. No save. Target either really really sucks or Sucks until death depending on the intial D20 roll. Either way, kills any creature w/o some sort of effect shedding mechanic.