Arcane Slasher (410 DPR)

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Update: RIP Arcane Slasher

Update: created Shift Slasher, worth over 1k dpr before errata(900+ after)



Arcane Slasher


The Arcane Slasher is based around the Paragon Path feature Slashing Wake of the Warlock's Feytouched PP and the similar feature of the Long Night Scion, both of which which deal auto-damage to all squares surrounding a square they teleport away from.  Like the feycharger, there are a number of possible combinations that can take advantage of this, but I have chosen Swordmage|Warlock for a number of reasons, not least of which is the Con synergy between classes and large number of teleport powers both possess (plus I just love swordmages).
I have manipulated these to create a build using a minimum of cheesy mechanics, which yields 549.072 dpr all day and 584.072 dpr after reaching a milestone.

I owe a debt of gratitude to Saturno for the Apocalypse Twins, the discussion of which ignited my interest in Slashing Wake, to Nelphine for being my first exposure to the Long Night Scion, and to borg285 for pointing out the synergy between the Radiant One and Radiant Advantage, which provided the key to unlocking the full damage potential of teleportation.  A nod to Nifft for the first exploitation of Slashing Wake with Infinite Minion Bamfing. Also to SongNSilence for picking up the Feycharger version where I've not had the will to work on it.  Thank you to Nox_noctis for making me reevaluate the shadowrift blade and for pointing out bloodied boon, which together allowed the build to surpass all standing dpr builds, including the current feychargers.  Thank you to SongNSilence, borg285 and all others who have been helpful sources of criticism.
Also a tip of my hat to Auspex7, who beat me to the punch by throwing up his Catch-22 build a day before I finished the Slasher.

Arcane Slasher cheese-free variant

One of the biggest advantages of the Arcane Slasher is the fact that it need not rely on Windrise Ports, Salves of Power, Roundabout Charge/Eladrin Swordmage advance, or Fey Charge in general, yet remains nearly competitive with Fey Chargers in terms of single target DPR, and meanwhile adds a lot of AOE potential with the repeated trigger of Slashing Wake (Winter Winds).

Build
====== Created Using Wizards of the Coast D&D Character Builder ======

Arcane Slasher, level 30


Githyanki, Swordmage|Warlock, Long Night Scion, Radiant One


Background: Tarmalune (regional)
Swordmage Aegis (Hybrid): Aegis of Assault


Eldritch Strike: Eldritch Strike Constitution


Eldritch Pact (Hybrid): Infernal Pact (Hybrid)


Hybrid Warlock: Hybrid Warlock Will


Hybrid Talent: Swordmage Warding


Arcane Admixture Damage Type: Arcane Admixture Cold


 


FINAL ABILITY SCORES


Str 12, Con 28, Dex 12, Int 24, Wis 13, Cha 10.


 


STARTING ABILITY SCORES


Str 10, Con 18, Dex 10, Int 14, Wis 11, Cha 8.


 


 


AC: 44 Fort: 40 Reflex: 38 Will: 35


HP: 186 Surges: 16 Surge Value: 46


 


TRAINED SKILLS


Endurance +28, Arcana +28, Athletics +21, Religion +28


 


UNTRAINED SKILLS


Acrobatics +16, Bluff +15, Diplomacy +15, Dungeoneering +17, Heal +17, History +25, Insight +17, Nature +17, Perception +17, Stealth +16, Streetwise +15, Thievery +16


 


FEATS


Level 1: Hybrid Talent


Level 2: Weapon Proficiency (Fullblade)


Level 4: Focused Expertise (Fullblade)


Level 6: Weapon Focus (Heavy Blade)


Level 8: White Lotus Riposte


Level 10: White Lotus Enervation


Level 11: Twofold Pact(fey)


Level 12: White Lotus Master Riposte


Level 14: Arcane Admixture


Level 16: Lasting Frost


Level 18: Mark of Finding


Level 20: Arcane Familiar(claw/hand)


Level 21: Student of the Sword


Level 22: Acolyte Power (Martial Supremacy)


Level 24: Darren Gambler


Level 26: [open]


Level 28: Charging Aegis


Level 30: [open]


 


POWERS


Hybrid at-will 1: Sword Burst


Hybrid at-will 1: Eldritch Strike


Hybrid encounter 1: Vampiric Embrace


Hybrid daily 1: Armor of Agathys


Hybrid utility 2: Eyes of the Spider Queen


Hybrid encounter 3: Blazing Lunge


Hybrid daily 5: Energy Theft


Hybrid utility 6: Armathor's Step


Hybrid encounter 7: Infernal Moon Curse


Hybrid daily 9: Glamor Blade


Hybrid utility 10: Ethereal Sidestep


Hybrid encounter 13: Coldfire Vortex (replaces Infernal Moon Curse)


Hybrid daily 15: Caution of Dispater (replaces Energy Theft)


Hybrid utility 16: Shield of Besieged Tower


Hybrid encounter 17: Necromantic Disruption (replaces Vampiric Embrace)


Hybrid daily 19: Bane Blade (replaces Caution of Dispater)


Hybrid utility 22: Giant's Might --> Martial Supremacy


Hybrid encounter 23: Spiteful Darts (replaces Blazing Lunge)


Hybrid daily 25: Quicksilver Blade (replaces Glamor Blade)


Hybrid encounter 27: Dimensional Charge (replaces Coldfire Vortex)


Hybrid daily 29: Silver Lightning Assault (replaces Bane Blade)


 


ITEMS


Main Weapon: Subtle Bastard Sword +6


Offhand weapon: Shadowrift Dagger +3
Feet: Planestrider Boots (paragon tier)


Ring 1: Eladrin Ring of Passage (paragon tier)


Ring 2: Ring of Free Time (epic tier)


Armor: Shadow Warlock Starleather Armor +6


Divine symbol: Symbol of Divine Light +4


Arms: Iron Armbands of Power (epic tier)


Hands: Gloves of Ice (epic tier)


Divine Boon: Pelor's Sun Blessing (level 3)


Head: Horned Helm (epic tier)


Waist: Belt of Breaching (paragon tier)


Neck: Cloak of Translocation +6


Dragonshard: Siberys Shard of Merciless Cold (epic tier)


Sheathed: Bastard Sword of the Eldritch Knight
Rod of Corruption +1


Rod of Starlight +5


Incisive Dagger +2


Dancing Bastard Sword +4 (5)


Quickcurse Rod +1 (10)


Tattoo of Vengeance (paragon tier)



Assumption: we hit on the first round with something.  We need it to trigger frost vulnerability.


All attacks and mbas are made with Eldritch Strike unless otherwise noted.


To Hit and Damage

To Hit

Charge


15 + 9(con) + 6(enh) + 3(prof) + 3(focused exp) + 2(ca) +1(wle) + 1(charge) =40


Crit chance: .051


Hit chance: .929


 


MBA


40 - 1(charge) =39


Crit chance: .0519


Hit chance: .9106


 


Dancing Weapon


15+9(con)+4(enh)+3(prof)+3(foc exp)+2(ca)+1(wle) =37


Crit chance: .0544


Hit chance: .8581



 


Damage

Charge


No radiant vuln:  2d12 + 1d10(ankhmon) + 9(con) +7(radiant one) + 6(enh) + 3(wf) + 6(radwpn) + 4(gloves of ice) + 5(shard) + 5(lasting frost) + 3d6(helm) = 74


Crit, no vuln: 24(fullblade)+10(ankhmon) +9+7+6+3+6+4+5+5+18(helm)+6d6(radiant weapon) +3d12(high crit)=137.5


 


With radiant vuln: 74 + 9(pelor) + 5(starlight) =88


Crit with vuln: 137.5+9+5=151.5


 


MBA


No radiant vuln:  74(charge) -10.5(helm)=63.5


Crit, no vuln: 137.5-18(helm)=119.5


 


With radiant vuln: 63.5+9(pelor)+5(starlight)=77.5


Crit with vuln: 119.5+9+5=133.5


 


Dancing


No radiant vuln: 58.5(mba) -2(enh) -6(radiant weapon)=50.5


Crit, no vuln: 114.5-2-6=106.5


 


With radiant vuln: 77.5(mba) -2(enh) -6(radiant weapon)=69.5


Crit with vuln: 133.5-2-6=125.5


 


Winter Winds (slashing wake)


No radiant vuln: 9(con) + 7(radiant one) + 5(frost)=21


With radiant vuln: 9(con) + 7(radiant one) + 9(pelor) + 5(frost) + 5(starlight)=35


 


White Lotus Riposte


No radiant vuln:  9(con) + 7(radiant one) + 5(frost)=21


With radiant vuln:  9(con) + 7(radiant one) + 9(pelor) + 5(frost) + 5(starlight)=35



 


DPR

Pre-Milestone


.051*(147.5+35+70)+.929*(86+70)=157.8015


.0519*(137+35+70)+.9106*(75.5+70)=145.0521


.0544*(129+35+70)+.8581*(67.5+70)=130.7184


35+35+35=105


157.8015+145.0521+130.7184+10.5+105=549.072
 


Post-Milestone


.051*(147.5+35+70)+.929*(86+70)=157.8015


.0519*(137+35+70)+.9106*(75.5+70)=145.0521


.0544*(129+35+70)+.8581*(67.5+70)=130.7184


35+35+35+35=140


157.8015+145.0521+130.7184+10.5+140=584.072




The Plan:
Round 1:
1. Draw Quickcurse Rod, curse all minions in sight.
2. Stow the rod, draw our subtle bastard sword (or incisive dagger, depending).
3. Activate Martial Supremacy
4. Pop Armathor's Step, attack the target.  Do what we must, just HIT.  This is needed to add our lasting frost damage.
Round 2+:
Free action: Draw Quickcurse Rod and Rod of Starlight, curse uncursed minions and our chosen target(giving them radiant vulnerability).
Free action: Stow the rods, draw our incisive dagger.
Move: Ethereal Sidestep.  Split into two, each half ending adjacent to target, which will focus the full might of our slashing wake.  Pre-milestone, end the teleport away from the target.
Minor: Activate or sustain our dancing bastard sword.
Minor(after a milestone): Teleport via eldritch panoply doing a slash and taking us away from the target.
Free action: stow our dagger, draw our subtle bastard sword and shadowrift dagger.
Standard: Charge.  On a hit, trigger the shadowrift teleport and split it for 2 slashes.  On a crit, trigger shadowrift and exultant shadow step for 3 slashes.  Take 5 damage which is resisted by our ring.
Dancing MBA(after a milestone): let the dancing weapon have its mba.  Trigger slashes as per our charge.
Enemy's turn: The enemy is in a double bind: attack you and take a Riposte+Master Riposte, or try to attack someone else and take an Assault+Slash.  Moving away will be hard as he is slowed from Winter Winds, and Attacking someone else is at a -3 penalty,  not to mention he'll probably be eating an OA in the process.  If he tries to shift the Mark of Finding will let us keep pace with him. DPR assumes he will try to attack SOMEONE.  If he does not, it becomes a form of control, and he is effectively out of the fight as long as he refuses to take his licks, and is still taking heavy dpr from us.  Again, trigger teleports as per our charge.

Build Highlights:
-We need to make sure we move 3 squares in a turn, a trivial exercise as long as we are teleporting.  This will grant us Shadow Walk concealment, which will give us CA against our curse targets.
-Quickcurse Rods + Rod of Starlight can be drawn/stowed for free by our hand familiar, and allow us to throw up radiant vulnerability on our targets.
-Bloodied Boon will give us a free teleport and wipe our mark when our target is first bloodied, allowing us to throw up another 2 rounds of vulnerability.
-Fey pact as our Twofold curse is a strategic decision to access Misty Step, despite the uselessness of eyebite to a build that dumps cha.  If you prefer the temp hp from infernal, it is available.  You probably shouldn't though, as every misty step is another 1-2 slashes.  If you'd rather, once a minion dies you can take a little time to go Nightcrawler on any remaining minions and bamf them all at once.  While not the focus of the build, this enables the Arcane Slasher to murder entire armies, as long as they contain a large enough percentage of minions.  More a curiosity than anything, I don't recommend trying it more than once lest your DM ban slashing wake entirely.
-The Shadowrift blade in our offhand allows us to trigger a split teleport off any hit we make, which is invaluable for the slasher.  As we are using a +3 version, the damage it deals to us is only 5, which is absorbed by the Ring of Free Time.
-Exultant Shadow Step triggers a slash every time we crit.

The rest of the build is fairly straightforward.


Arcane Slasher with some cheese, 774.6656/813.6656 dpr
This build adds some cheese in the interests of theoretical optimization:
-Replace Tarmalune with Windrise Ports
-Take Cleric MC as our second multiclass
-Use the recently revived interpretation of damage adding keywords to get the radiant keyword on our powers with Radiant One.
-Tie our Quickcurse rods and shortswords to our armor, so we don't need to stow them...just grab them.  Which our battle harness lets us grab as a free action.
build

====== Created Using Wizards of the Coast D&D Character Builder ======


level 30


Githyanki, Swordmage|Warlock, Long Night Scion, Radiant One


Swordmage Aegis (Hybrid): Aegis of Assault


Eldritch Strike: Eldritch Strike Constitution


Eldritch Pact (Hybrid): Infernal Pact (Hybrid)


Hybrid Warlock: Hybrid Warlock Will


Twofold Pact: Fey Pact


Arcane Admixture Damage Type: Arcane Admixture Cold


Arcane Admixture Power: Eldritch Strike


Background: Windrise Ports (Windrise Ports Benefit)


 


FINAL ABILITY SCORES


Str 12, Con 26, Dex 15, Int 26, Wis 13, Cha 10.


 


STARTING ABILITY SCORES


Str 10, Con 16, Dex 13, Int 16, Wis 11, Cha 8.


 


 


AC: 42 Fort: 39 Reflex: 41 Will: 35


HP: 184 Surges: 15 Surge Value: 46


 


TRAINED SKILLS


Athletics +21, Endurance +28, Arcana +28, Religion +28


 


UNTRAINED SKILLS


Acrobatics +17, Bluff +15, Diplomacy +15, Dungeoneering +16, Heal +16, History +25, Insight +16, Intimidate +15, Nature +16, Perception +16, Stealth +17, Streetwise +15, Thievery +17


 


FEATS


Level 1: Deva Heritage


Level 2: Radiant Recovery


Level 4: Focused Expertise (Longsword)


Level 6: White Lotus Evasion


Level 8: White Lotus Riposte


Level 10: Two-Weapon Fighting


Level 11: Twofold Pact


Level 12: Vicious Advantage


Level 14: Nimble Blade


Level 16: White Lotus Master Riposte


Level 18: Bloodied Boon


Level 20: Lasting Frost


Level 21: Charging Aegis


Level 22: Brawling Warrior


Level 24: Acolyte Power


Level 26: Arcane Admixture


Level 28: Two-Weapon Opening


Level 30: Initiate of the Faith


 


POWERS


Hybrid at-will 1: Sword Burst


Hybrid at-will 1: Eldritch Strike


Hybrid utility 6: Armathor's Step


Hybrid utility 10: Ethereal Sidestep


Hybrid utility 16: Aegis of Lost Souls


Hybrid utility 22: Giant's Might


 


ITEMS


Shadowrift Blade Short sword +3, Shadowrift Blade Short sword +6, Siberys Shard of Merciless Cold (epic tier) (2), Charger's Headdress (paragon tier), Fleece of Renewal +6, Gloves of Ice (epic tier), Iron Armbands of Power (epic tier), Eladrin Ring of Passage (paragon tier), Ring of Free Time (epic tier), Belt of Breaching (paragon tier), Blade of the Eldritch Knight Longsword +3, Swordwing Armor of Dark Deeds +6, Planestrider Boots (paragon tier), Symbol of Divine Light +4, Tattoo of Vengeance (epic tier), Pelor's Sun Blessing (level 3), Battle Harness Swordwing Armor +6


====== Copy to Clipboard and Press the Import Button on the Summary Tab ======erdana, Arial, Helvetica, sans-serif; font-size:12px">


hit and damage

hit calculations
Charge:

15+8(con)+6(enh)+3(exp)+3(prof)+1(nb)+1(charge)+2(ram)+2(ca)+1(wle)=42


Hit: (1-(.1*.1))-(.05+.05*.1*.1)=0.9395


Crit: .05+.05*.1*.1=0.0505


Mba:


42-3(charge)=39


Hit: (1-(.25*.25))-(.05+.05*.25*.25)=0.8844


Crit: .05+.05*.25*.25=0.0531


Dancing weapon:


39-2(enh)=37


Hit: (1-(.35*.35))-(.05+.05*.35*.35)=0.8214


Crit: .05+.05*.35*.35=0.0561


Offhand mba:


37-1(enh)=36


Hit: (1-(.4*.4))-(.05+.05*.4*.4)=0.782


Crit: .05+.05*.4*.4=0.058


Damage calculations

Mainhand:


7+8(con)+6(enh)+6(arm)+4(glove)+5(frost)+5(shard)+8(starborn)+5(starlight)+8(pelor)+5(symbol)


7+8+6+6+4+5+5+8+5+8+5=67


12+8+6+6+4+5+5+8+5+8+5+21=93


 


Offhand:


67-3(enh)=64


93-3(enh)=90


 


Dancing Weapon:


67-2(enh)=65


93-2(enh)=91


 


Slash/Riposte:


8(int/con)+8(starborn)+8(pelor)+5(starlight)+5(symbol)+5(frost)=39


Dpr calculations

Before a milestone:
3*39 +.0505*(4*39 +93 +.058*(4*39 +90) +.782*(4*39 +64)) +.9395*(4*39 +67) +.0531*(4*39 +93 +.058*(4*39 +90) +.782*(4*39 +64)) +.8844*(4*39 +67) +.0561*(4*39 +91 +.058*(4*39 +90) +.782*(4*39 +64)) +.8214*(4*39 +65)=774.6656

After a milestone: 4*39 +.0505*(4*39 +93 +.058*(4*39 +90) +.782*(4*39 +64)) +.9395*(4*39 +67) +.0531*(4*39 +93 +.058*(4*39 +90) +.782*(4*39 +64)) +.8844*(4*39 +67) +.0561*(4*39 +91 +.058*(4*39 +90) +.782*(4*39 +64)) +.8214*(4*39 +65)=813.6656
Total DPR= 774.6656/813.6656




Arcane Slasher, Level 16

build

====== Created Using Wizards of the Coast D&D Character Builder ======


arcane slasher level 16, level 16


Githyanki, Swordmage|Warlock, Long Night Scion


Swordmage Aegis (Hybrid): Aegis of Assault


Eldritch Pact (Hybrid): Infernal Pact (Hybrid)


Eldritch Strike: Eldritch Strike Constitution


Hybrid Warlock: Hybrid Warlock Will


Hybrid Talent: Swordmage Warding


Twofold Pact: Fey Pact


Arcane Admixture Damage Type: Arcane Admixture Cold


Arcane Admixture Power: Eldritch Strike


 


FINAL ABILITY SCORES


Str 11, Con 24, Dex 11, Int 20, Wis 12, Cha 9.


 


STARTING ABILITY SCORES


Str 10, Con 18, Dex 10, Int 14, Wis 11, Cha 8.


 


 


AC: 30 Fort: 28 Reflex: 26 Will: 25


HP: 112 Surges: 14 Surge Value: 28


 


TRAINED SKILLS


Athletics +13, Endurance +20, Arcana +18


 


UNTRAINED SKILLS


Acrobatics +9, Bluff +7, Diplomacy +7, Dungeoneering +9, Heal +9, History +16, Insight +9, Intimidate +7, Nature +9, Perception +9, Religion +14, Stealth +9, Streetwise +7, Thievery +9


 


FEATS


Level 1: Hybrid Talent


Level 2: Bloodied Boon


Level 4: Focused Expertise (Longsword)


Level 6: White Lotus Riposte


Level 8: Arcane Familiar


Level 10: Weapon Focus (Heavy Blade) (retrained to Arcane Admixture at Level 11)


Level 11: Twofold Pact


Level 12: Weapon Focus (heavy blades)


Level 14: Lasting Frost


Level 16: White Lotus Master Riposte


 


POWERS


Hybrid at-will 1: Eldritch Strike


Hybrid at-will 1: Sword Burst


Hybrid utility 6: Armathor's Step


Hybrid utility 10: Ethereal Sidestep


 


ITEMS


Quickcurse Rod +1 (10)


Rod of Starlight +2


Incisive Dagger +2


Gloves of Ice (paragon tier)


Shadowrift  Dagger +3


Radiant Longsword +3


Shadow Warlock Leather Armor +3


Planestrider Boots (paragon tier)


Iron Armbands of Power (heroic tier)


Charger's Headdress (paragon tier)


Fleece of Renewal +3


Eladrin Ring of Passage (paragon tier)


Ring of Giants (paragon tier)


Belt of Blood (heroic tier)


Pelor's Sun Blessing (level 3)


====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



DPR

Charge Hit


8+7(con)+3(enh)+1(headdress)+1(ram)+3(prof)+2(expertise)+1(charge)+2(ca)


8+7+3+1+1+3+2+1+2=28


Crit: .05  Hit: .85


 


MBA hit


8+7+3+3+2+2=25


Crit: .05 Hit: .7


 


Melee damage


1d8+7(con)+3(enh)+3(radiant)+2(armbands)+2(gloves)+5(frost)+7(pelor)+5(starlight)+2(weapon focus)=


4.5+7+3+3+2+2+5+7+5+2=40.5


Crit: 8+7+3+3+2+2+5+7+5+2+10.5(crit)+6(ring)=60.5


 


Slash damage


7(con)+5(frost)=12


Riposte damage


7+5+7+5=24


 


DPR


.05*(60.5+24)+.85*(40.5+24)+.05*(60.5+24)+.7*(40.5+24)=108.425


12+12+12=36


108.425+36=144.425 if he does not attack us.


144.425+24=168.425 if he does attack us.


 




Feycharger Slasher

Yes, I have been playing around a bit with switching race to eladrin and trying for a feycharger variant.  I think in the end it would add some dpr, but because the double esa application requires multiclassing in both fighter and rogue, it won't ever be a full feycharger build.  Meanwhile, SongNSilence has added some elements of the Slasher to his Arcane Feycharger, though the build remains more feycharger than arcane slasher.

Additions with Potential:
-We are getting feat-starved.  There are a number of great feats that will benefit the build, including(but not limited to):
   -
Dual Implement Spellcaster(currently +3 to damage rolls, +4 if we spring for a +4 shadowrift blade)
   -
Cursed Spells (currently +7 dpr)
  
Finding ways to swap out current feats without losing their benefits would let us tag on these or others
-Taking windrise ports for cleric MC+Symbol of Divine Light is now a very large benefit.  With full vulnerability and a larger number of teleports from the Shadowrift Blade, that's a boost of 59/64 dpr.  If you can find room for the MC feat, that is.

Standing Issues:
***There has arisen an issue with my chosen method of applying radiant vulnerability, as Warlock's Curse can not be simply re-applied.  Alternative suggestions that don't involve Morninglord would be welcome.
-Itemization.  I may be a bit(maybe a lot) over on the wealth cap.
-
Level contraction.  The build operates at lower levels, but I am not sure how well.  Fortunately, the build can operate fairly well as a simple swordmage|warlock prior to picking up the necessary stuff.
-We are still looking for an alternative means to apply radiant vulnerability, as we currently have to hold off on applying our curse so that we can get our vulnerability bonuses on the important 2nd and 3rd rounds.
-This is way too much damage.  Something in this build is doomed, but it's hard to say what.  My money is on the Dancing Weapons as part of the "using multiple copies of an item" issue.

Please Critique the build, lend me your thoughts, and give any suggestions you might have! 

Updates:
Obsolete Updates
Radiant Bastard Sword --> Subtle Bastard Sword
Relentless Curse --> Pervasive Light
Mark of Passage --> Wintertouched
Battle harness --> Armor of dark deeds
Cloak of Translocation --> Eldritch Medallion
Swapped out Bastard Swords for Fullblades.
Removed several non-dpr specific feats, many of which are still open

Siberys Shard of Radiance --> Siberys Shard of Merciless Cold
Robust Defenses --> Arcane Familiar (hand or rakshasa claw)
Belt of Vim --> Belt of Breaching
One point of dex over to wisdom
Picked up more quickcurse rods,  added a rod of corruption
added an incisive dagger +2
 
*Stripped down the build and then built it back up based on the loss of minor action teleport powers.
Some highlights:
Added 3-5 Dancing Fullblade +4
Added the Mark of Finding to solidify the Catch-22

Armor of dark deeds-->Shadow Warlock armor
Eldritch Medallion-->Cloak of Translocation
Added a Blade of the Eldritch Knight +3, sheathed to get set bonus
Switched the Fighter MC to the new Wis-req feat from MP2, letting us keep the stat reallocation for both builds. 
Moved points out of Str and Int, and bumped Con.  The loss from Int damage is offset mainly by gain in Con, and the added con improves accuracy and adds some damage from Pelor's Blessing.

Added the Tarmalune Background
Added Darren Gambler feat
Switched back to Bastard Swords
Picked up a Shadowrift Dagger +3 for our offhand
Added Bloodied Boon (February Dragon)
Added Exultant Shadow Step (February Dragon)
Based on Bloodied Boon, started counting DPR based on full radiant vulnerability.

Added a level 16 version.


Radiant Weapon --> Subtle Weapon
Ankhmon's Bracers --> Iron Armbands of Power

Noted some dpr discrepancies to be dealt with later:
-Winter Winds keys off Int, while my calculations seem to be assuming it keys off Con.  Will be dealt with.
-Iron Armbands changes dpr slightly.
-Need to recalculate crit damage, I may have inadvertently left the high crit damage in there from fullblades.  A possible mitigator would be to take Wicked Blade.
After using the radiant weapon are you actually doing any cold damage?  Admittedly your power may still have the cold keyword but that isn't sufficient to take advantage of any cold vulnerability.

I got around this by adding a whetstone but I was never happy with it as it was a daily item power.
After using the radiant weapon are you actually doing any cold damage?  Admittedly your power may still have the cold keyword but that isn't sufficient to take advantage of any cold vulnerability.

I got around this by adding a whetstone but I was never happy with it as it was a daily item power.


I have seen it taken both ways:  if the radiant weapon simply adds a damage type (ie, "damage you deal is radiant damage" doesn't mean it's no longer frost), then it's not a problem.

If it is otherwise, then yes I'll be looking for a workaround.  Maybe some means to give Eldritch Strike the radiant keyword, then take a frost weapon and use Pervasive Light to make up for losing the Radiant Weapon's property? 
Maybe by using a crusader's weapon somehow - only half the damage is radiant!  But it would be questionable whether it would add the radiant keyword.
Looking at the frozen whetstone in the compendium, it's listed as a straight consumable, it wouldn't use a daily item power.  And since it's an encounter-long buff, it's fairly economical too (far more than the brightleaf the Slasher already lives off of) 
I believe its text from AV that they count against your daily item usage.  I've not been able to find it in the compendium but I'd imagine its under some generic text for whetstone that isn't included in the individual item descriptions.
Wow, nice build ! You will need another way to get radiant vulnerability however, since reagents don't work with at-will powers anymore (last entry of AV errata)... Also, siberys shard of radiance only affects damage rolls with radiant attacks (-> no effect on slashing wake & white lotus riposte, they have no damage roll)


Yes, I have been playing around a bit with switching race to eladrin and trying for a feycharger variant.  I think in the end it would add some dpr, but because the double esa application requires multiclassing in both fighter and rogue, it won't ever be a full feycharger build.



The standard arcane feycharger is a warlock|swordmage (mc fighter&rogue), so i don't really see why it shouldn't work somehow (fey gambit would be the substitute of radiant advantage)... If you don't plan to do one yourself, i could try to get one working in the feycharger thread

I believe its text from AV that they count against your daily item usage.  I've not been able to find it in the compendium but I'd imagine its under some generic text for whetstone that isn't included in the individual item descriptions.


Yes, its part the whetstone description on page 189.


A Radiant Weapon is fine, you deal both radiant and cold damage.

You can not use a Brightleaf with At-Will powers. You don't get to add the bonus for Vulnerable Radiant or for Pelor's Sun Blessing. -18 damage for each teleport and each attack.

Ethereal Stride is an Encounter Power. You may have meant Ethereal Sidestep. Both are Move actions, not minor actions. You lose 2 teleports. You also do not get the 2 teleports for your milestone as a result.

You could use Eldritch Panoply to get 1 teleport back.

You can not add modifiers to Winter Winds or White Lotus Riposte as they are not attacks and have no damage rolls. You don't add the bonus from the Siberys Shard of Radiance. -5 damage per teleport.


Assuming you have combat advantage. Your DPR from Slashing Wake is at most 21 x3. Without a way to give Vulnerable Radiant, your DPR drops by 13.5 per attack. At most your At-Will DPR is 210.
I believe its text from AV that they count against your daily item usage.  I've not been able to find it in the compendium but I'd imagine its under some generic text for whetstone that isn't included in the individual item descriptions.


That's what I get for not going back and scrutinizing the text itself.  Curse you, incomplete compendium!!!!
Still, I don't think I will need the whetstone, but it's good to keep in mind.  Maybe if I'm not using Salves of Power, I can afford some other daily item uses?...

Wow, nice build ! You will need another way to get radiant vulnerability however, since reagents don't work with at-will powers anymore (last entry of AV errata)...


And that is why we pay attention to errata from books that don't normally concern us (I don't make a lot of item-dependent builds).
We still have the Rod of Starlight+Curse combo, though that means I will need a better curse delivery system, maybe enough Quickcurse rods to last the fight?  I never paid close attention to the offhand implement properties debate, if Staff of Ruin works in the offhand, does that mean my Rod of Starlight will, too?  Even if it does, that will drop the dpr slightly (the rod only gives vulnerability equal to its enhancement, which is 4 for the cheaper version).  Taking an entire minor action to curse every round would be unappealing, but maybe necessary.  That would drop dpr by 78 per round, versus the 97.95/133.75 it would lose by abandoning vulnerability entirely.
Is there another means of giving getting radiant vulnerability that I haven't explored?  Even if it's only a minimal amount, it will still probably be worth it.
Regardless, this makes relentless curse more valuable now than it was.


Also, siberys shard of radiance only affects damage rolls with radiant attacks (-> no effect on slashing wake & white lotus riposte, they have no damage roll)


Good catch, thank you.  That entry was supposed to be just the Symbol of Divine Light anyway, the shard was in no way included in the original calculations.  Edited.

The standard arcane feycharger is a warlock|swordmage (mc fighter&rogue), so i don't really see why it shouldn't work somehow (fey gambit would be the substitute of radiant advantage)... If you don't plan to do one yourself, i could try to get one working in the feycharger thread.


The issue is that the keystone of the build is the interaction between Radiant One (which requires that you have combat advantage to deal your extra damage) and Radiant Advantage (grants combat advantage when you deal radiant damage).  The catch is that Radiant Advantage is a cleric feat, which means that even with Windrise Ports I can only grab fighter OR rogue MC, but not both.  Now, it's possible you could add elements of the Slasher to a Feycharger, but it would be more adding slashing wake to a charger, which you've already speculated on.


A Radiant Weapon is fine, you deal both radiant and cold damage.

You can not use a Brightleaf with At-Will powers. You don't get to add the bonus for Vulnerable Radiant or for Pelor's Sun Blessing. -18 damage for each teleport and each attack.

Ethereal Stride is an Encounter Power. You may have meant Ethereal Sidestep. Both are Move actions, not minor actions. You lose 2 teleports. You also do not get the 2 teleports for your milestone as a result.

You could use Eldritch Panoply to get 1 teleport back.

You can not add modifiers to Winter Winds or White Lotus Riposte as they are not attacks and have no damage rolls. You don't add the bonus from the Siberys Shard of Radiance. -5 damage per teleport.


Assuming you have combat advantage. Your DPR from Slashing Wake is at most 21 x3. Without a way to give Vulnerable Radiant, your DPR drops by 13.5 per attack. At most your At-Will DPR is 210.


Responses in order:
1.That's a relief
2.Noted, looking for a workaround, it would be better to burn a minor to curse than to lose that 18 per.
3a. Yes, Ethereal sidestep.  Good catch.
3b. I was always under the impression that you can convert a minor action to a move action(which is what I was banking on).
4.  The panoply may be necessary if I am wrong about the action conversion.  Which extra item should I take if I do(already have the ring of free time)?
5. SongNSilence got to it first, but good catch.  It's supposed to be the Symbol of Divine Light, not the Shard of Radiance that is adding that +5 (still dependent on vulnerability, though).

Note that even without vulnerability, 170/210 is still top-tier damage, which is nice given that the build avoids the worst cheese offenders such as Windrise Ports and Salves of Power.  Though if we end up using offhand implements to make up for the vulnerability, that may muddy the more powerful build a bit.

Edit: I just checked action conversion, you are correct.  Replace the Belt of Vim with a Belt of Breaching and the Cloak of Translocation with an Eldritch Medallion to correct the problem(yuk), though now we're still looking for a way to use the Ring of Free Time minor after milestones.  Quicksilver Blade works one encounter per day, not good enough.  At least the Belt of Breaching is more thematic.


We still have the Rod of Starlight+Curse combo, though that means I will need a better curse delivery system, maybe enough Quickcurse rods to last the fight?  I never paid close attention to the offhand implement properties debate, if Staff of Ruin works in the offhand, does that mean my Rod of Starlight will, too? 


The whole discussion is only relevant for powers with the implement keyword. Warlock's curse has no implement keyword, so the outcome of the offhand implement debate doesn't affect you - both the power and the property are usable.


 Taking an entire minor action to curse every round would be unappealing, but maybe necessary.


You cannot do much with the minor action anyway (only move->minor works, not the other way around). But if you want to keep your minor actions, you could get a hand familiar for free action draws/stows.


Is there another means of giving getting radiant vulnerability that I haven't explored?  Even if it's only a minimal amount, it will still probably be worth it.


You could be a paladin|swordmage(MC Warlock&cleric) and take power of the sun. However, virtuous strike won't work with white lotus master riposte in this case. If you use some dancing weapon, you can use standard action sword burst (for white lotus riposte) and minor action for dancing virtuous strike (for 8 points of vulnerability). You won't get much out of pelors blessing (con isn't secondary anymore), but otherwise it could work.

Edit: you could also just keep the original build and use your encounter powers with brightleaf. 4 encounter powers means 8 rounds edit: 4 rounds of combat using brightleaf. Considering most encounters are 6-8 rounds, this in combination with the rods might work just fine.


The whole discussion is only relevant for powers with the implement keyword. Warlock's curse has no implement keyword, so the outcome of the offhand implement debate doesn't affect you - both the power and the property are usable.
You cannot do much with the minor action anyway (only move->minor works, not the other way around). But if you want to keep your minor actions, you could get a hand familiar for free action draws/stows.

You could be a paladin|swordmage(MC Warlock&cleric) and take power of the sun. However, virtuous strike won't work with white lotus master riposte in this case. If you use some dancing weapon, you can use standard action sword burst (for white lotus riposte) and minor action for dancing virtuous strike (for 8 points of vulnerability). You won't get much out of pelors blessing (con isn't secondary anymore), but otherwise it could work.


I think the Quickcurse rod+Rod of Starlight combo will be sufficient to maintain DPR, though unless I take the +5 rod instead of the +4 I will be losing some dpr.
As far as free actions/stows, the Battle Harness allows me to draw/unstow items as a free action.  What stops me from just tying a cord to each rod and dropping them as a free action when I am done with them?

I think swapping the hybrid will be unnecessary, as the rods appear to have largely resolved the vulnerability issue.
However, Dancing weapons may be the solution to the post-milestone issue.  So I have a couple questions regarding the dancing weapon:  it states it makes its attack as though I were the one wielding it.  Does that mean I get all the bonuses to attack that I currently get, or does it have to make the attack using its own enhancement/properties?  If the latter is true, wouldn't you be getting a lower attack bonus on your dancing katar attacks in your Arcane Feycharger build than your other mbas (such doesn't seem to be the case from my quick look at your calculations)? 

I think the Quickcurse rod+Rod of Starlight combo will be sufficient to maintain DPR, though unless I take the +5 rod instead of the +4 I will be losing some dpr.
As far as free actions/stows, the Battle Harness allows me to draw/unstow items as a free action.  What stops me from just tying a cord to each rod and dropping them as a free action when I am done with them?


Sure, i was just thinking if you want to use both rods, you need both your hands free, so you need to put your weapon away. If its just the starlight rod, the armor is sufficient, but you need to use the normal minor action for cursing.


I think swapping the hybrid will be unnecessary, as the rods appear to have largely resolved the vulnerability issue.
However, Dancing weapons may be the solution to the post-milestone issue.  So I have a couple questions regarding the dancing weapon:  it states it makes its attack as though I were the one wielding it.  Does that mean I get all the bonuses to attack that I currently get, or does it have to make the attack using its own enhancement/properties?  If the latter is true, wouldn't you be getting a lower attack bonus on your dancing katar attacks in your Arcane Feycharger build than your other mbas (such doesn't seem to be the case from my quick look at your calculations)? 


Yes, the latter is true. Thats why the dancing weapons contribute relatively low damage (just 4dX instead of 6dX on crits, no bloodiron enchantment etc). The -2 to hit doesn't hurt the Arcane Feycharger build, since the dancing weapon is the last (non-)action on the turn (and every previous attack adds stacking +1 to hit).

Btw, i added a long night scion/radiant one feycharger, its here. The radiant bonus isn't as impressive (no symbol, lower int value), but combined with the feycharger mechanic it still adds up to 529 DPR. 



Btw, i added a long night scion/radiant one feycharger, its here. The radiant bonus isn't as impressive (no symbol, lower int value), but combined with the feycharger mechanic it still adds up to 529 DPR. 


I actually toyed with the idea of waiting to post my Slasher until I could construct a feycharger version so that I could claim credit for that top DPR, but I don't think I would have done as good a job as you have ;)

Btw, i added a long night scion/radiant one feycharger, its here. The radiant bonus isn't as impressive (no symbol, lower int value), but combined with the feycharger mechanic it still adds up to 529 DPR. 


I actually toyed with the idea of waiting to post my Slasher until I could construct a feycharger version so that I could claim credit for that top DPR, but I don't think I would have done as good a job as you have ;)



Thanks & sorry, i thought you had abandoned that idea. I guess the feycharger mechanic probably won't live for long anyway (then again, i thought the same 6 months ago ^^), so every non-feycharger high-dpr build is a very good thing.

Thanks & sorry, i thought you had abandoned that idea. I guess the feycharger mechanic probably won't live for long anyway (then again, i thought the same 6 months ago ^^), so every non-feycharger high-dpr build is a very good thing.


Quite right, and dealing high dpr without feycharger was one of the motivations behind the build in the first place.  Keeping to the lower boundary of cheese makes the Arcane Slasher less likely to get nerfed.

My plans for the Arcane Slasher from this point are this:
1. Finish polishing the basic build, which will always remain at the low-exploit end.
2. Expand variant builds into various layers of cheese, starting with Windrise Ports/Salves of Power/Bless Weapon
3. Produce a feycharger variation that retains Radiant Advantage for CA.  This is distinguished from the Long Night Arcane Feycharger in that it does not make an effort to get roundabout charge, but instead simply attempts to use Fey Charge+ESA for a single mba dpr boost.


Another note about the Slasher: obviously the real dpr happens when you pick a single target, but if you do decide to pinball around the encounter, using an AoE radiant power for the first round would let you start seeding CA and heavy damage (quickcurse will ensure everyone has radiant vulnerability) all across the map.  This means that the Slasher shines not only in encounters with a number of heavies, but in swarm-style encounters as well.  Slashing Wake is any minion's nightmare, and Misty Step will ensure that you can trigger the old bamphing trick.

Another note about the Slasher: obviously the real dpr happens when you pick a single target, but if you do decide to pinball around the encounter, using an AoE radiant power for the first round would let you start seeding CA and heavy damage (quickcurse will ensure everyone has radiant vulnerability) all across the map.  This means that the Slasher shines not only in encounters with a number of heavies, but in swarm-style encounters as well.  Slashing Wake is any minion's nightmare, and Misty Step will ensure that you can trigger the old bamphing trick.



Yes, i can see it: The arcane slasher is arriving at the Battle of the Pelennor Fields. Thousands upon thousands of orcs (mostly minions) are gathered, and the future of humankind looks bleak 

First Round:
free: quickcurse some of them, draw rod of corruption
move: split etheral sidestep -> some of them die (lets say 5) -> get 5x misty step (transfer one to use rod of corruption for a 5x5 square curse, use 4 steps) -> lots of others die -> more corruption & misty steps etc.
minor: Shout "Hey Witchking, what happened to your army ?"
standard: Plant Standard of Gondor on Pelennor Fields



(you still need help to kill off the leaders, but the army is gone after using one move action)
You don't need Robust Defenses, it overlaps entirely with Greater Swordmage Warding. See if you can do anything with that extra feat.
You don't need Robust Defenses, it overlaps entirely with Greater Swordmage Warding. See if you can do anything with that extra feat.

Good catch.
The immediate need is for a free-action weapon swap, so that feat would probably best be used to grab a hand familiar. 
Updated the build fully, important changes are noted in the second post.

It should now be completely consistent and functional.

The most important changes:
-Quickcurse Rods+Rod of Starlight+Hand familiar have entirely taken over the vulnerability application.

-Radiant Weapon has been replaced with a Subtle Weapon to take advantage of Pervasive Light, which allows us to add radiant vulnerability damage again when we hit with a power that does not deal radiant damage.  As Starborn applies its damage after dealing damage, I read Pervasive Light as activating before Starborn, and so it functions properly.

-Dancing Weapons have been added to replace the extra post-milestone slashes.  It's not a full recovery, but is still pretty good.  It also has the virtue of making us more likely to succeed on our efforts to apply wintertouched when we change targets.

As a result of the changes, pre-milestone dpr has increased and post-milestone dpr has decreased.


Yes, i can see it: The arcane slasher is arriving at the Battle of the Pelennor Fields. Thousands upon thousands of orcs (mostly minions) are gathered, and the future of humankind looks bleak 

First Round:
free: quickcurse some of them, draw rod of corruption
move: split etheral sidestep -> some of them die (lets say 5) -> get 5x misty step (transfer one to use rod of corruption for a 5x5 square curse, use 4 steps) -> lots of others die -> more corruption & misty steps etc.
minor: Shout "Hey Witchking, what happened to your army ?"
standard: Plant Standard of Gondor on Pelennor Fields



(you still need help to kill off the leaders, but the army is gone after using one move action)



Actually, the leaders are dead too.  The size of their army is what kills them.  Here, let's look at how it plays out.

Assume 10,000 basic (minion) troops.  The number of them does not really matter, it actually scales better as the number goes up, so I'm going conservative to demonstrate a point.  Assume for every 100 minion troops, there is a non-minion: be it a Mummikin, some kind of general or leader, a troll, what have you.

Assume you kill on average 3 minions per Misty Step.  This is conservative- it should be very easy to produce much higher numbers, but going this conservatively allows for gaps between formations, general travel, and other difficulties associated with moving between "segements".

For each 100 troop + 1 non-minion "segment", the minions fall in 34 jumps.  That leaves 64 jumps left to deal with the non-minion.  Assuming 700 HP for the non-minion, due to lack of CA, you're dealing 26 damage per slashing wake.  That's 28 jumps to take said non-minion down, leaving you 36 left.  100 such segments leaves 3,600 jumps for the Unique and Elite monsters.  Let's assume there are 10 "solo" level monsters, with 1,200 HP.  That's 50 jumps to take each of them out, or 500 jumps used there.  That leaves 3,100 jumps to take out the Witch King, or 80,600 damage.  I know this character is neither female, a hobbit, or using a sword specifically designed to kill him, but somehow I think the Witch King is still dead.


Yes, i can see it: The arcane slasher is arriving at the Battle of the Pelennor Fields. Thousands upon thousands of orcs (mostly minions) are gathered, and the future of humankind looks bleak 

First Round:
free: quickcurse some of them, draw rod of corruption
move: split etheral sidestep -> some of them die (lets say 5) -> get 5x misty step (transfer one to use rod of corruption for a 5x5 square curse, use 4 steps) -> lots of others die -> more corruption & misty steps etc.
minor: Shout "Hey Witchking, what happened to your army ?"
standard: Plant Standard of Gondor on Pelennor Fields



(you still need help to kill off the leaders, but the army is gone after using one move action)



Actually, the leaders are dead too.  The size of their army is what kills them.  Here, let's look at how it plays out.

Assume 10,000 basic (minion) troops.  The number of them does not really matter, it actually scales better as the number goes up, so I'm going conservative to demonstrate a point.  Assume for every 100 minion troops, there is a non-minion: be it a Mummikin, some kind of general or leader, a troll, what have you.

Assume you kill on average 3 minions per Misty Step.  This is conservative- it should be very easy to produce much higher numbers, but going this conservatively allows for gaps between formations, general travel, and other difficulties associated with moving between "segements".

For each 100 troop + 1 non-minion "segment", the minions fall in 34 jumps.  That leaves 64 jumps left to deal with the non-minion.  Assuming 700 HP for the non-minion, due to lack of CA, you're dealing 26 damage per slashing wake.  That's 28 jumps to take said non-minion down, leaving you 36 left.  100 such segments leaves 3,600 jumps for the Unique and Elite monsters.  Let's assume there are 10 "solo" level monsters, with 1,200 HP.  That's 50 jumps to take each of them out, or 500 jumps used there.  That leaves 3,100 jumps to take out the Witch King, or 80,600 damage.  I know this character is neither female, a hobbit, or using a sword specifically designed to kill him, but somehow I think the Witch King is still dead.


3100 jumps, at 4 squares per jump...that's 20 feet...that's about 11.74 miles of teleportation.  Even if the Witch King is in the air, you can teleport up, circle him until he dies and maybe still have enough teleport distance left to get back to Minas Tirith in time to save Faramir.

If it helps, we can make sure the character is a woman so we don't fall prey to any "resist male damage 30" special properties.

3100 jumps, at 4 squares per jump...that's 20 feet...that's about 11.74 miles of teleportation.  Even if the Witch King is in the air, you can teleport up, circle him until he dies and maybe still have enough teleport distance left to get back to Minas Tirith in time to save Faramir.

If it helps, we can make sure the character is a woman so we don't fall prey to any "resist male damage 30" special properties.



Heh, you are right, the bigger the army, the worse the Witch King and his Nazgul are off... Good thing, so we won't have Belkar's Problem

Edit: Also, nice build update ! I noticed you are still using minor actions for etheral stride, probably a leftover from a previous version ?

@GMBeaulac I kinda forgot all those extra unused jumps you get, guess we just found the fastest way to destory an army (using a surprise round move action) ^^.  
He's using eldritch panalopy to repeat the teleport with a minor action.  Pretty nice.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Uhm...

WOW.

Even after all of the snags, catches, adjustments, revelations, etc... you're left with a ****ton of damage every turn.

Huge kudos to you, sir!
He's using eldritch panalopy to repeat the teleport with a minor action.  Pretty nice.



All right, thanks. Hm, if i read it right, you cannot repeat the teleport power, you just get a minor action teleport from the set (also quite good, but it's no power-> no split with planestrider boots...)
All right, I've posted up the updated builds, and I've done most of the calculations, but I've hit a snag.

The adjustments and compensations I've made are starting to make the situation very complex:

The basic build, which excludes windrise ports (and thus does not MC fighter) works like this:
Round 1:
Minor: Pop armathor's step, with a slash
Move: Slash+Slash
Standard: Charge, +2 from Armathor's, use an auspicious dice result if necessary
Enemy's turn:  Catch-22(riposte or aegis)

Except that for 4/5 encounters, we can instead:
Minor: Activate dancing weapon
Move: Slash+slash
Standard: Charge, dice as needed
Dancing weapon: mba
Enemy's turn: catch-22

And for 3/5 encounters, we can:
Free: activate Ring of Free Time
Minor: Activate Dancing weapon
Minor: pop Armathor's Step, slash
Move: Slash+slash
Standard: Charge, +2 from Armathor's, dice
Dancing weapon: mba
Enemy's turn: catch-22

But this is just for the first turn in an encounter.  Whenever we have to switch targets, the process repeats except that we no longer have Armathor's step available.

Additionally, after the first round on any given target, we only have 2 rounds with full radiant vulnerability before the damage bumps back down, and unlike the Long Night Feycharger we don't do quite enough DPR to assume we killed our target.

In the end, the build ends up varying over the 5 assumed encounters:
1.  No dancing weapon, no extra minor action
2.  Dancing weapon, no extra minor
3.  Dancing weapon, extra minor
4.  Dancing weapon, extra minor
5.  Dancing weapon, extra minor
(the reason for the missing dancing weapon is so that I can have a use of Auspicious Dice each day)

So to my questions:
1.  How can I compensate for inaccuracy when I have to switch targets after the first?  How many targets should I assume I have to move to during a combat?
2.  Should my dpr calculations account for how many times I switch targets, or should I just count the dpr I do to a single target?
3.  How many rounds should I assume I run through without radiant vulnerability, and should I calculate DPR based on the average of (Vulnerable rounds + Non-vulnerable rounds) ?
4.  Previously I was using an XXX/YYY dpr report to differentiate between dpr before a milestone and after.  Now I have a separate dpr number for each pre-milestone encounter and one for all 3 post-milestone encounters.  Should I report all three,  XXX/YYY/ZZZ style, or is that too much?
5.  Should I forget the Auspicious Dice and just take another Dancing Weapon?
6.  Should my on-target DPR numbers include the setup round?  Or is it standard to ignore the setup round?

Regarding #6, it interests me that up to a point, DPR versus a single target is largely able to assume a setup round because the time on-target is long enough that the setup round doesn't greatly impact the overall dpr, and what is interesting is the sustained dpr afterward.
*However, once DPR starts to exceed 200 and range up to the 500+ of the feychargers, suddenly you are killing your target after as few as 3 rounds on target!  This means that if the setup round deals significantly less than the subsequent rounds, your average dpr per target is actually less than the sustained dpr, as your encounter dpr would include more instances of switching targets.

This is more important when setup isn't just activating an encounter-long stance or effect, but starts to dip into target-specific setup, like applying vulnerability and combat advantage.

Maybe we should bring this up in the DPR Kings? 
First off, terrific build.  It's given me a lot to think about regarding my Paladin|Swordmage I'm building for LFR.

Secondly, how are you using Rod of Corruption with a hybrid Warlock that lacks a pact boon?  You'd have to give up Swordmage Warding to get the bonuses of a pact boon, I'm sure.
First off, terrific build.  It's given me a lot to think about regarding my Paladin|Swordmage I'm building for LFR.

Secondly, how are you using Rod of Corruption with a hybrid Warlock that lacks a pact boon?  You'd have to give up Swordmage Warding to get the bonuses of a pact boon, I'm sure.



He has Two Fold Pact, which gives him the pact boon for the second pact.
First off, terrific build.  It's given me a lot to think about regarding my Paladin|Swordmage I'm building for LFR.

Secondly, how are you using Rod of Corruption with a hybrid Warlock that lacks a pact boon?  You'd have to give up Swordmage Warding to get the bonuses of a pact boon, I'm sure.


Regarding the Paladin|Swordmage: it's an interesting combination, and though there's not a lot of stat synergy it should be possible to MC warlock to get Ethereal Sidestep.  Paladin has an at-will usable as an mba, which can be modified by the Power of the Sun feat to allow it to apply radiant vulnerability, which would bypass the need for Quickcurse+Starlight rods.  I've been thinking about a Paladin version for that reason, though my priorities lie with finishing the expanded versions of the basic build.

As far as the Pact Boon, the Twofold Pact feat grants a second pact, including the pact boon and at-will of that pact, while only requiring the Eldritch Pact class feature, for which hybrid pact grants.

edit: ninja'd!

Actually, looking back over the feat, the wording "you gain the at-will spell and pact boon of both pacts" implies that taking twofold pact as a hybrid would both grant you the boon/at-will for your new pact AND your original pact.  I wonder if they are aware of that.
Regardless, at the very least Twofold Pact allows me to use Misty Step and the Rod of Corruption.  Though to be frank, I only have the Rod of Corruption in the emergency that I run out of Quickcurse Rods(7 should be plenty, but you never know...).

Edit: also, I haven't dedicated my hybrid talent yet, as having a fullblade makes Swordmage warding a little problematic.  I suppose it would still be worth it, as the hand familiar would let me swap my sword in and out any time I need it, but it would feel like overusing the familiar. 
Wow, I hadn't noticed that.  RAW, that is quite a powerful feat. *jots down notes*

As for the Paladin|Swordmage, the point is to use Power of Arcana instead of Power of the Sun to augment Virtuous Strike (the mba).  After its initial use (assuming its use every turn, which is likely) it's also a +1 to hit with arcane powers. 
Paladins bring the cheese-tastic Bless Weapon making use of quickcurse+starlight, but primarily the build creates a decent defender; it has 6hp/lvl, and is the only defender so far that has both good Ref and Will defenses.  Those are the NADs that are targetted by the worst conditions like dominate and stun.

That way, the Aegis of Assault + White Lotus Master Riposte catch-22 is easier to survive if the target goes after me.

I'm not out to make a DPR-topping striker, but instead to make a defender that pulls his own weight.  The best part about a Paladin|Swordmage, however, is being able to play Changeling. 
You can't start with the infernal pact (hybrid) and choose the Long Night Scion PP. Twofold Pact kicks in after you choose the PP, preventing its choice.

You must start with fey pact (hybrid) and choose fey pact again for you Twofold Pact (is it possible? CB says it is, still...).


Perhaps an easier way of getting CA against your enemies is retraining Hybrid Talent to get Shadow Walk and use a Shadow Warlock Armor. It has a property that when you have concealment from your Shadow Walk, any cursed enemies grant you CA.

This can even exclude the need to go cleric multiclass.
Instead of the Eldritch Medallion, you could get a Blade of the Eldritch Knight +3 that you keep sheathed.  Sheathed weapons count as being worn for item set bonuses.
You can't start with the infernal pact (hybrid) and choose the Long Night Scion PP. Twofold Pact kicks in after you choose the PP, preventing its choice.

You must start with fey pact (hybrid) and choose fey pact again for you Twofold Pact (is it possible? CB says it is, still...).




CB considers taking Twofold Pact(fey pact) at 11 to be good enough to allow access.  That's good enough for me, though I certainly wouldn't be terribly off-put if I had to use Twofold Pact to double-up (all I'd lose is the riders on some of the con-based encounters and dailies).

Perhaps an easier way of getting CA against your enemies is retraining Hybrid Talent to get Shadow Walk and use a Shadow Warlock Armor. It has a property that when you have concealment from your Shadow Walk, any cursed enemies grant you CA.

This can even exclude the need to go cleric multiclass.


That's a good thought.  That could give access to Martial Supremacy to the non-windrise build, which would be just bully.
However, I wouldn't call that necessarily "easier," as all radiant advantage needs is to deal radiant damage to the target.  After the first round(where I just need to hit), the slash+radiant one does all the work.  The fact that all my comrades gain CA against the target too is just icing.

...okay, having looked at it again, it looks like it might actually be a good idea to keep both radiant advantage AND go shadow walk+shadow warlock armor.  Assuming teleports count for shadow walk movement, we will be gaining concealment every turn(making Armor of Dark Deeds obsolete), and then have ca for our first attack AND be able to apply Radiant One damage on all our cursed enemies that we happen to catch in our slashes.  That would make it a tactical decision whether to curse an enemy at the beginning or whether to save the curse for to make them a primary target later.

Instead of the Eldritch Medallion, you could get a Blade of the Eldritch Knight +3 that you keep sheathed.  Sheathed weapons count as being worn for item set bonuses.


I definitely did not know that.  That means we can switch back to a cloak of translocation, which is a definite positive.  Unless there is a better neck item, but I can't think of any.

 
What sort of DPR are you looking at now? You said 410 at the beginning but that went down, and now it's higher again.

Why are we worrying about CA? If an ally hits with an attack, the enemy will grant combat advantage due to frost. Your dex isn't maxed so you'll probably have an ally go before you and give you CA throughout the encounter.

Have we solved that radiant vulnerability problem yet?
What sort of DPR are you looking at now? You said 410 at the beginning but that went down, and now it's higher again.

Why are we worrying about CA? If an ally hits with an attack, the enemy will grant combat advantage due to frost. Your dex isn't maxed so you'll probably have an ally go before you and give you CA throughout the encounter.

Have we solved that radiant vulnerability problem yet?


Well, the reasons for having CA are varied(in particular, Radiant One depends on it), but as for getting it, CA is a quirky thing.  If the feat or power states that the enemy grants ca, that's one thing.  But Wintertouched for example only allows you to gain ca for yourself against the target, and only by hitting with a cold power.  Radiant Advantage has the unusual benefit of granting your allies combat advantage against any enemy you deal radiant damage to.

As far as allies, they would have to be using frost in order for it to be as easy as you say, and I haven't actually taken Wintertouched.
Besides, one of the point of a singleton dpr build is to create a self-contained unit that can run its own damage production without any assumptions about party makeup.

If you are interested in synergy based on multiple characters working together, Borg has set up The Brothers Grimm, a dpr challenge based on character damage-dealing pairs.

As for DPR, that will depend on what assumptions I can or can not make.  Also, my calculations are off due to the most recent changes I am making, so it'll be a bit before I can give you any new numbers.  Not sure I can get it done tonight even.

As it stands, we can get Radiant vulnerability for 2 rounds on the target after the first attack (we can actually get it earlier, but it would be wasteful to pop the curse for the first attack).  Depending on dpr, that should work out to about half the rounds on the target, so I think I may do my dpr calculations assuming 2 rounds with vulnerability on and 2 rounds with it off.

Also, if we take a Champion's Ring we can apply encounter-long vulnerability to any solo encounter we come across after our first milestone.  "No dude, we can't take take him on until we've fought a couple more battles!" 

Unfortunately, it's looking unlikely that the basic build will be able to reach 410 dpr without adding some feycharging in.  We'll see how close I can get, though. 
Without the cleric MC can you still use the holy symbol?

BTW I'm planning on ripping a lot of this build.  I'm doing a defender/controller/striker build using battle standards (tide and hungry blade) for stickiness and control, revenant for survivability and this build for dpr.

It has the added benefit that it will have multiple adjacent enemies to rip into with the slashing wake. 
Without the cleric MC can you still use the holy symbol?

BTW I'm planning on ripping a lot of this build.  I'm doing a defender/controller/striker build using battle standards (tide and hungry blade) for stickiness and control, revenant for survivability and this build for dpr.

It has the added benefit that it will have multiple adjacent enemies to rip into with the slashing wake. 


Yikes!!  That's kind of a big deal!

It won't be a problem on the Windrise version, but the basic version kind of needs that symbol...


Also, you are very welcome to take what concepts you want from the build.  I am glad that this proof-of-concept has been potent/useful enough to warrant multiple quality builds taking from it.


Edit: I am trying to figure whether the dpr loss from losing the Symbol of Divine Light is greater or less than the gain from Martial Supremacy.
Losing the symbol loses:
5 damage per slash on a vulnerable turn
5 damage on the catch-22 autodamage in a vulnerable turn
5 damage per attack on a vulnerable turn, which is 5*(hitrate*critrate) per attack.  That is 2 attacks for 1/4 encounters, 3 attacks for the rest.

Taking Martial Supremacy gains:
Greater hit rate and crit rate on all attacks. 
I personally prefer the auto-damage options because when you're playing an optimized build the DM typically throws harder to hit stuff at you.  Auto-damage is prefered.  I took out a suicide encounter with 80% of the damage comming from my wizard and his ice wall and flaming sphere.  Knowing that we had to roll a 19 to hit the BBEG attacking him was not a priority, simply waiting him out with my sphere on his tail.  I'm just hoping my DM doesn't think to attack the sphere.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
What sort of DPR are you looking at now? You said 410 at the beginning but that went down, and now it's higher again.

Why are we worrying about CA? If an ally hits with an attack, the enemy will grant combat advantage due to frost. Your dex isn't maxed so you'll probably have an ally go before you and give you CA throughout the encounter.

Have we solved that radiant vulnerability problem yet?


Well, the reasons for having CA are varied(in particular, Radiant One depends on it), but as for getting it, CA is a quirky thing.  If the feat or power states that the enemy grants ca, that's one thing.  But Wintertouched for example only allows you to gain ca for yourself against the target, and only by hitting with a cold power.


Nonono, lasting frost gives the target cold vuln for the duration, and your wintertouched gives you CA.

So as long as an ally hits with an attack, then it has cold vuln. And as long as it has cold vuln, you get CA.