Modularity: A Guide to CO Tricks and Tactics

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*Disclaimer: I realize there are other avenues that this information can go to, such as the Wiki and the Handbook of the Broken, but frankly I wanted to differentiate this from the HotB and I prefer threads to the wiki.  It is still possible that this will all get moved elsewhere.




Modularity




A General guide to CO Tricks and Tactics






The purpose of this guide is to compile simple synopses of as many CO tricks as possible.  By tricks I mean the little modules that we plug in to various builds like Frost vulnerability, Radiant abuse, Polearm momentum builds, Feycharging, etc.

How I hope this will work: players who feel they understand a particular trick well enough type a synopsis of a particular trick, and I copy and paste it into this guide.  I reserve the right to edit any of the modules according to information that comes from my own research or suggestions in this thread.

Other aspects of trick listings I hope to include:
--Links to important threads and builds involving or highlighting the module.
--Some indication of debates that revolve around the module, including cheesiness(how likely is it that a DM will nerf the module?) and sketchy interpretations.  Possibly with links to those debates.
--Examples of prominent builds that use the module.
--Separating modules into categories.  What those categories are may need some discussion.

Modules will generally take this form:
Trick name
*Title*, aka *other title*
The Trick
*Synopsis of the trick.  This is primarily the bare bones of the mechanic.*

Expansions
*Methods to expand the trick.*

Trick Synergy
*Reference to other tricks which work well in conjunction with this.*

Links
*Links to builds and discussions*

Cheese ratings
*Issues that make usage in real games difficult*

Other important notes
*Other important notes*

Credit to *author of synopsis* for the initial synopsis


Glossary
CA: Combat Advantage.
WLR: White Lotus Riposte
WLMR: White Lotus Master Riposte
PG: Polearm Gamble
ED: Epic Destiny
PP: Paragon Path
DPR: Damage per round, a metric for average expected damage
Nova: the damage that a character can expect in a short period of time by expending resources(such as action points and dailies)
Cheese: the level of risk you have that your DM might sack your combo.  Cheese factor can come either through sketchy rules, reputation or just being very powerful.


I will start with a couple modules of my own.  I welcome suggestions for changes I can make.

Frost
Frost, aka Permafrost, Frostcheese, Lasting Frost, Frost Vulnerability, a damage module
The Trick
1. The paragon feat Lasting Frost inflicts vulnerability 5 cold until the end your next turn on a creature you hit with a cold attack.
2. Find some means to ensure your attacks are cold attacks.  Common methods include: using cold powers, dragonbreath manipulation, arcane admixture and frost weapons.
2. Keep dealing cold damage, this is worth 5 extra damage every time you do.

Expansions
*Wintertouched(heroic feat) grants you CA on cold attacks against creatures vulnerable to cold.  This makes it easier to keep hitting with Lasting Frost attacks, which lets you keep CA...
*Parties with frost attacks can all get the bonuses from a single player with Lasting Frost.
* L12/22 Siberys shard of merciless cold adds a +3/+5 untyped damage bonus to cold attacks
* L11/L21 gloves of ice add a +2/+4 untyped damage bonus to cold attacks
*Winterfury(barbarian PP), Icewrought Sentinel(warden PP) and Winter Sovereign(ED) all have cold-themed abilities.

Trick Synergy
--Arcane Slashers benefit: the Long Night Scion(warlock PP) feature Winter Winds deals cold damage when you teleport.  It is one of the few means of increasing your slash damage, and generally the easiest.
--Any method of dealing cold damage benefits.  All you need is a small rider of cold damage and you're golden.
--Any means of dealing multiattacks benefits from cold vulnerability, and helps keep it active.  It is as good for damage as any static modifier.

Links
*Links to builds and discussions*

Cheese ratings
Frost abuse suffers from a common perception of cheesiness.  Some of this is gone now that it's officially confirmed, but the moniker "frostcheese" has stuck.  Some DMs will ban it outright.

Other important notes
Frost weapons have been errataed to remove previous keywords on powers.  This means it's more difficult to stack Frost abuse with other damage types.

Credit to AlphatheGreat for the initial synopsis


Arcane Slashing (Nerfed)
Arcane Slashers, a damage/aoe module.
Teleport damage sources were all nerfed to work only 1/turn, with the exception of Prince of Hell's l30 feature.
The Trick
1. The Feytouched(warlock PP) feature Slashing Wake deals intmod untyped damage to all enemies adjacent to any square you leave by teleporting.  The Long Night Scion(warlock PP) feature Winter Winds does the same, but is lvl16, deals cold damage and slows those enemies.  A teleport/slashing wake is known as a "slash."
2. From this point, there are two objectives: a)teleport more, and b)improve our slash damage.

Expansions
1. The Radiant One ED deals intmod extra radiant and fire damage when you deal damage.  This applies to slashes.  Now our slashes benefit from radiant vulnerability.
2. Ethereal Sidestep is an at-will warlock utility that teleports as a move action.
3. Planestrider boots split teleportation powers into 2 smaller teleports, which doubles our slashes from each such power.
4. The Eldritch Panoply set bonus 1 lets us teleport on a minor action after using a teleport power.
5. Shadowrift Blades grant a teleport(split with boots) when we hit a target, in exchange for taking damage.  5 damage for the offhand +3 blade is easily offset by a Ring of Free Time(resist 5 all).  Dual wielding is possible, but exposes a lot more damage.
6.  The Staff of the Traveller(phb3) lets us teleport when we would shift.  Such builds can be called Shift Slashers

Trick Synergy
--Radiant Abuse will improve our slashes.
--Frost Abuse will also improve our slashes.
--Many arcane slashers are hybrid Warlock|Swordmages, and thus can benefit from catch-22 setups with White Lotus Master Riposte and Aegis of Assault.  Aegis of Assault can be split, giving a damage match with White Lotus Riposte.
--Dancing Weapons give a higher chance of applying frost abuse, let us trigger shadowrift blades more, and let us use the Ring of Free Time's post-milestone benefit(extra minor action each round).
--Eldritch Strike is a warlock at-will usable as an mba, and so we can benefit from charging, and any arcane benefits like arcane admixture.
--Feycharging meshes almost perfectly with Slashing.

Links
Arcane Slasher by AlphatheGreat
Nightcrawler, a Shift Slasher by AlphatheGreat

Cheese ratings
*The basic mechanic of the slasher is very difficult to challenge.  Slashing Wake and Radiant One are both very well-defined and rarely challenged mechanics.  Radiant One is Dragon material, though, as is Long Night Scion.  Hybrids are often needed to reach the build's full potential, which can cause some sticking points with DMs as well.
*A slasher's biggest challenge is finding a consistent way to apply radiant vulnerability.  Some of these methods are sketchier than others.  Which you use determines a lot about the build, and about how acceptable it will be to your DM.
*Getting multiple attacks is often one of the most important means of increasing a Slasher's damage, and can involve all sorts of modules that DMs will challenge(like catch-22s or spending all your daily item usages on Dancing Weapons to have one active all the time)

Other important notes
*Other important notes*

Credit to AlphatheGreat for the initial synopsis


Crit Fishing
Crit Fishinga damage module
The Trick
1. Find some source of improved crit range (several feats, PPs, or powers offer expanded crit ranges).
     a. Student of Caiphon works for locks.
     b. Daggermaster is a popular option (especially for sorcerers).
     c. Raise the Stakes (rogue power) works if crit-fishing for a small window.
     d. Chosen of Erathis' Anthem of Progress works fantastically for one encounter/day.
     e.  This is not a comprehensive list...
2. Find some means to effectively reroll attacks.  Rerolls are important because combined with expanded crit range, they greatly increase critical range.
     a. Averger's Oath of Enmity
     b. Sorcerous Flux feat (assuming you hit multiple targets, the roll swap is effectively a reroll).
     c. Sage of Ages lvl 24 ability (works as a reroll 1x/turn).
     d. Again not comprehensive...
3. Stack effects that proc on a crit.

Expansions
--There are several ways to gain extra attacks on a crit (Ruthless spellfury, Rending Weapon, Two weapon opening just to name a few).  note: you now only get 1 free action attack per turn.  Some crit-activated attacks are free actions, some are not.  Make sure you know which are which.
--Storm Sorcerers in particular benefit from crit fishing as Fury of the Storm maximizes extra damage dice they get from crits.
--Dice of Auspicious Fortune are very abusable with this combo when you have "rest days."

Links
Example build: Storm Sorcerer (not up to date, but give the general idea).

Cheese ratings
Potentially broken when used to generate near guaranteed crits, but the concept itself is simply a way to increase DPR (and crit related effects).

Credit to Gabrion for the initial synopsis





Damage Catch 22
Catch 22
 Note: White Lotus Master Riposte no longer works if the target is marked.  This doesn't eliminate the damage catch-22, but it does limit it.
The Trick
1. Arcane at-will attack, preferably one that can be used as a melee basic attack
2. Aegis of Assault or some mark which is enforced with an attack or lots of damage near that of your arcane attack which can be administered/sustained outside of your arcane attack
3. White lotus Riposte + White lotus master riposte

Expansions
Power of Arcane semi-controversially makes associated powers arcane
Charging Aegis(swordmage epic feat) allows you to mark on a charge, eliminating the need to stop to mark your target.
*Eldritch Strike+White Lotus Master Riposte+Deadly Draw+Boots of the Adept Charger(or Avalanche Boots)+Polearm Gamble will likewise accomplish the "hit me and hurt" half of the catch-22.  Eldritch Strike your opponent, sliding them to get CA.  Then shift back one.  If they come after you, polearm gamble triggers and you hit them again.  WLMR may not be needed in this case.

Trick Synergy
*Any build that gets increasing returns off hitting, like the Arcane Slasher, will benefit from the Catch-22
*Arcane Slashers, Feychargers, and any Assault Swordmage build can see impressive dpr numbers come from this.
*Frost Abuse. Because of the arcane at-will requirement, White Lotus Master Riposte will always work with Arcane Admixture to add cold to the attack.


Cheese ratings
Many DM's won't like the catch 22

Other important notes
*Need to be within 2 to mark with aegis.  Monster dies and you must be near your next target to ensure it. 
*There are other means of ensuring a catch-22, like Hellish Rebuke.  If/when they get added, I will remove this note  -Alpha

Credit to borg285 for the initial synopsis



Dragon Breath Recharging
Dragon Breath Recharginga minor action encounter attack power recharge module
The Trick
1. The Ancient Soul feat allows players to recharge their Dragon Breath power when they take damage of the same type as their Dragon Breath.
     *Note: There are other ways to recharge Dragon Breath, but this is the most reliable.
2. Their are several ways to self-inflict elemental damage.
     a. Lightning Strike does DEX mod lightning dmg to a secondary target (questionable if this works because of targeting rules though).
     b. Skull-taker's Rage power works if used with a weapon that grants the appropriate elemental key word.
     c. Delbanian Vambraces (lvl 23 item) work for Cold Breath
     d. Including one's self in the AoE may work (and may kill you).

Expansions
--Ninefold Master makes Dragon Breath an arcane power belonging to all of your arcane classes and Arcane Sword's capstone makes a swordmage encounter attack power an at-will power (read: Dragon Breath is now an at-will, minor action attack power).
--The Dragon Breath power has a fair bit of support through feats, items, etc.

Links
Example build:

Cheese ratings
--Used with the Swordmage Capstone this combo is broken, but then again it only functions as a lvl 30 build.
--Use of Lightning Strike is (as noted above) debatable.
--In general, pretty cheesy as it gives a free AoE attack as a minor action at least 1x/round, on top of whatever standard action the character would normally take.

Credit to Gabrion for the initial synopsis


Polearm Cheese
Polearm Cheese


The Trick
-Paragon level, fighter class (base or via MC), 15 wis and 15 dex


-At-will push/pull/slide of 2 (usually achieved by getting a push/slide of 1 and wearing rushing cleats) using a polearm or spear.




-Polearm Momentum feat




Result: ability to forced-move and prone at will




Methods
The real trick to this is getting the at-will forced movement.  Viable ways to achieve this include:


- being a half-elf and taking Eldritch Strike as your dilletente power (popular for chaladins)




- Mark of Storms and some way to use lightning or thunder powers at-will




- being a half-elf or a barbarian and taking pressing strike




- being a predator druid (alfsair spear) with Savage Rend and/or thorn strike




- taking the warden PP that lets you slide on primal powers with the frost keyword, and taking a frost at-will




- taking the Ardent PP that lets you slide on powers with the fear keyword, and acquiring a fear at-will




- there is an epic-level feat (17 con requirement) that allows you to push 1 with opportunity attacks with axes whether you hit or miss (you'd be using a halberd in this case)




Expansions
- If the at-will that you use is a melee weapon at-will, then wielding a glaive and having 15 str will mean that you can take Heavy Blade Opportunity and do this on opportunity attacks.


- If the at-will is an MBA, you can use it on opportunity attacks, charges, and other granted MBAs.  This gives additional control to the party attack-granter (if any) and is really quite useful with the fighter CC or the Polearm Master mark-punishment path feature.  Note that immediate interrupt mark-punisments can actually prevent the enemy from making the attack that triggered the punishment.




- If either of the previous two is true, and you have 15 str, you can take Polearm Gamble, allowing you to do this on enemies who move adjacent to you.  It also synergizes well with any sources of threatening reach you might have.  The Polearm Gamble version works *particularly* well with the epic-level feat, though by this point you have to have at least 15 in str/wis/dex and 17 in con, so it's a bit MAD




- any version that uses this as an opportunity attack/punishment attack will benefit in the obvious ways from opportunity attack and punishment attack optimization.




- For those using Mark of Storms or the Warden PP, it is entirely possible to construct your character so that *all* attacks are of the appropriate element, which means that you get to stack the slide/knockdown on everything you do.




- Even for those not using MoS/the Warden PP, any additional powers that you pick up along the way that push/pull/slide will be augmented appropriately.




- There are MAD issues, but the Iron Vanguard fighter PP deals additional damage equal to your con mod every time you push, slide or knock down an enemy.  Draconic Arrogance (Dragonborn feat) deals additional damage equal to your str whenever you push or knock down an enemy.




--If you can slide on a basic attack(as with Eldritch Strike), polearm gamble can stop enemies without reach from moving adjacent without shifting or teleporting; any hit with an OA as they approach will leave them prone and nonadjacent.




--Rushing Cleats can be used to boost pushes and slides from close or melee attacks.




--Ring of the Ram and Ramming Gauntlets can boost pushes.




--Spear Push will boost a push from a spear or polearm.







Trick Synergy
- As always, knocking prone synergizes well with the dazed condition.


- The heavy forced movement aspect of the builds that take advantage of this synergize well with zones, area attack powers, and damaging terrain.  The knockdown can make it harder to leave - particularly if you can use the PG trick to block off exits.




- The forced movement + knockdown works well with sources of difficult terrain, the slow condition, and things like gloves of antipathy - when used properly together they can render melee enemies unable to actually reach any targets for a round or so.




- Prone is an easy source of melee CA, and there are a number of items and builds that do additional damage with CA.  This will not be of use to you so much, but can be of great help to your allies.




- The warden PP gets the obvious cold synergies.  The MoS version (often casters with Arcane Implement Proficiency: Heavy Blade and area effect powers) get the obvious thunder synergies.




- For Chaladins, this synergizes *extremely* well with the Polearm Master double-punishment trick (divine challenge an enemy and stand near him.  If he attacks a friend, you get your DC autodamage and your Polearm Master punishment attack)







Cheese ratings
--Some DMs will object to using implements to trigger the feat.


--Some DMs might not allow things like the slide from Mark of Storms to count as part of the power, treating it as a different effect that did not come from a polearm attack




--The power of the combo appears cheesy, but remember that it comes at a cost, dominating a large number of feat choices and making for a very MAD build.  Threatening reach makes it worse, but has limited availability.  Nevertheless, some DMs will have a knee-jerk "nerf!" reaction.




Other important notes
Only slides from an attack with the weapon count; slides that do not come from an attack will not.



Credit to Sanityfaerie and ChaosMage for the initial synopsis





Triggered Action Denial
Triggered Action Denial
A defense-oriented trick for Fighters
The Trick

Cause an enemy to lose his action by moving him based on immediate interrupts and opportunity attacks.  Most of these techniques work with the fighter class through the Combat Challenge class feature, for denying attacks, and the Combat Superiority feature, for going beyond stopping movement on opportunity attacks.  There are a few ways to get this:
  • Lashing Flail (Combat Challenge and Opportunity Attacks)

  • Mark of Storm and Lightning Weapon (Combat Challenge and Opportunity Attacks)

  • Shield Push (Combat Challenge)

  • Forceful Opportunist (Opportunity Attacks, requires Fighter Weapon Talent)

  • Swift Spear (Opportunity Attacks)

  • Heavy Blade Opportunity and attacks that push or slide (Opportunity Attacks)

  • Goad of Blood and at-wills that push or slide (Combat Challenge and Opportunity Attacks)

  • Savage Rend (Combat Challenge And Opportunity Attacks; requires multiclass Druid, hybrid Druid, or Half-elf dilettante)

  • Knock-Back Swing (Opportunity Attacks)

  • Battle Awareness feat power (like Combat Challenge, 1/encounter)


Expansions
                                
  • Staggering weapons extend slides by a considerable amount.

  • Rushing Cleats and Ring of Ramming extend pushes.

  • The Whip, Spiked Chain, and Triple-Headed Flail are Superior flails that grant a +3 proficiency bonus.

  • The Devoted Challenge feat gives dwarves an excellent bonus to their Combat Challenge melee basic attack.

  • The Polearm Master feature Longarm Grip grants melee basic attacks on those who violate marks within reach.  This applies to the main-hand end of a Spiked Chain, since it bears the Stout property.

  • The Chain Ward feat power and the Reaching Stance paragon path power from Polearm Master let you negate and slide with reach against opportunity attacks.


Trick Synergy
                                
  • Polearm Abuse, if you're using a Polearm for your weapon

  • Lightning/Thunder Twinking, with the Mark of Storm


Links

No builds that I know of.  A Dwarf weapon talent flail fighter with Devoted Challenge, Lashing Flail, Weapon Proficiency (Triple-Headed Flail), Armor Proficiency (Plate), a heavy shield, and the Pit Fighter paragon path would be a fine fighter indeed.  One could combine this with Staggering Challenge to put an opponent in a very bad position.
Cheese ratings
                                
  • Reach on monsters can be a real issue.  The denial doesn't happen if you can't move the opponent out of reach of your ally.  Rushing Cleats and Staggering weapons can extend the slide, if necessary.

  • You need to position yourself well such that your mark can be enforced with the denial, and you need to push or slide creatures in to an appropriate position.  For instance, if you enforce your mark on a shift, you need to position the opponent so that they cannot charge your ally without retribution.

  • If you consistently deny attacks to your DM, he won't bother attacking anyone but you.  On one hand, this means you're doing your job.  On the other hand, make sure your defenses are good enough to take the abuse.

  • The two methods for movement on both combat challenge and opportunity attacks have some trade-offs:                                    
    • Lashing Flail                                    
      • Advantage: works for both Combat Challenge and Opportunity Attacks

      • Disadvantage: doesn't work until paragon

      • Disadvantage: you have to use a flail, which otherwise doesn't have a lot of support


    • Mark of Storm and Lightning Weapon                                    
      • Advantage: works for both Combat Challenge and Opportunity Attacks

      • Advantage: synergizes with Lightning/Thunder Twinking

      • Disadvantage: requires a Dragonmark feat, so you need DM approval or the Eberron setting and it excludes taking the Mark of Warding feat

      • Disadvantage: requires an expensive weapon




Other important notes

This list is not exhaustive. 

Credit to Bargle0 for the initial synopsis




Radiant Cheese
Radiant Cheese, aka Radiant Mafia
The Trick
This is the combination of radiant vulnerability, feats and items that augment radiant damage, and a source of constant radiant damage.  This works best when many part members have sources of radiant damage (thus the "Mafia"), but a single character can use it as well.

Expansions
*For classes that don't have enough radiant powers, you need a weaplement that converts or adds radiant damage.  These include the Crusader's Weapon, Sunblade, Brilliant Energy Weapon, and Radiant Weapon.  The Sun Disk of Pelor also works (e.g. for hybrids).
*The Radiant Weapon does extra damage with radiant damage.
*The Crusader's Weapon converts only half of the damage to radiant, allowing you to use another damage-type module (such as frostcheese) in addition.
*The most popular ways of adding radiant vulnerability are: Channel Divinity: Solar Enemy, Power of the Sun, and Morninglord.
*The following improve radiant attacks: Radiant Servant, Student of Caiphon, Nimbus of Light, Clinging Radiance, Invoker's Blaze, Radiant Vessel, Punishing Radiance, Radiant Advantage, Font of Radiance, Radiant Power, Torm's Radiance, Astral Holy Symbol, Ring of the Radiant Storm
*Pervasive light allows you to exploit radiant vulnerability even when not doing radiant damage, again allowing you to use another damage-type module.





Credit to MindWandererB for the initial synopsis



Familiar Mounts

Have you always wanted to ride off into the sunset on your faithful Gelatinous Cube, or fly around on the severed hand from the Adams Family? Now you can!

The Trick

Doing so isn't hard - just take the Familiar Mount ritual. It's cheap and casts fast. For best results, pick a familiar with a special movement mode, such as flying.


Expansions

- Wizards who take the utility power Familiar Harrier and equip their familiar with a Nightmare Saddle gain a teleport speed of 10.
- For non-Wizards, the feat Space Bending Familiar gives you a teleport speed of 2 when combined with Nightmare Saddle.
- Taking the Active Familiar feat nearly doubles your mobility.
- Giving your familiar a Charm of Protection keeps it safe longer and doesn't take up the same item slot as Nightmare Saddle.
- Especially good familiars are Specter, who does not provoke OAs, and Gelatinous Cube, who has permanent invisibility, keeping him in the rodeo for much longer than your average familiar.


Trick Synergy

Familiar Mounts can be easily incorporated into any Arcane build that has a few feats to spare.




Cheese Rating

These options combine in an obvious and predictable way. They're incredibly fun without being overpowered. I don't see any DM banning this.


Other Important Notes

- Familiar Mounts increase your mobility, but if they die you're SoL for the rest of the encounter.
- Non Arcane classes can use this trick by MCing into an arcane class and picking up Ritual Caster if they don't already have it.

Credit to Ytterbium_Dragon for the initial synopsis


FeyCharger - Nerfed
Fey Charge
Fey charge was errataed to no longer work with Eladrin Swordmage advance.  The feat is still usable for its original purpose: getting a rechargeable teleport as part of your charge.
The Trick
Charge via Fey Charge, using various feats/features/powers that assume Fey Step is an encounter power (most noteably and almost required, Eladrin Swordmage Advance).  Hit (required), keep Fey Step via Fey Charge, and repeat next turn
Expansions
 
  • Planestrider Boots, to split your teleport in half and hopefully proc ESA a second time.

  • Round About Charge, for easier charging

  • Other general At-Will optimization, cause you'll take lots of them

  • Potions of Clarity, Sage of Ages and Martial Supremacy to not ever miss (because then Fey Step is expended and the ride ends)


Trick Synergy
 
  • Arcane Slashing (you teleport a lot...)

  • Catch-22 (you're already a swordmage)

  • Charging (You charge every turn)

  • Critfishing (3-4 attacks a turn, so crits will happen.  But the charge has to hit, so don't tank accuracy)

  • Frost Abuse (CA helps to hit, 3-4 attacks amplify static damage)

  • Radiant Mafia

  • more



Cheese ratings
Rather non-cheesy for something that enables 1k-DPR builds.  Expect to be nerfed though, if not by your DM, then by future updates.

other notes
Used with discretion, feycharging is often a great answer to bumping the damage of a swordmage in paragon.  Don't give the DM a reason to hate you, and your party will love you.

Credit to kilpatds for the initial synopsis


Charging
 
The Trick
Charge.  The +1 to hit is always good, and then through stacking feats and Equipment, your basic at-will can be competitive with encounter powers.
Expansions
 
  • Equipment                  
    • Vanguard Weapon (+1d8 on charges, cheesy usage in off-hand)

    • Avalanche Hammer (+1[W] on charges)

    • Horned Helm (+tier d6 bonus damage on charges)

    • Badge of the Berserker (neck slot, charging no longer provokes OAs)

    • Boots of Adept Charging (shift 1 after a charge helps reduce foe's options)

    • Lancing Gloves

    • Impaling Spear (further help accuracy with all the basic attacks you make)


  • Powers                  
    • Eldritch Strike (slide 1 helps reduce foe's options, counts as a basic attack for everything)

    • Howling Strike (bonus damage on charge)

    • Maurader's Rush (bonus damage on charge)

    • Throw and Stab (bonus attack before charge)


  • Feats                  
    • Surprising Charge (+1[W] if charge with CA)

    • Fey Charge (...)

    • Powerful Charge

    • Mounted Combat (nice heroic mounts found in the heroic section in the DPR king candidates)

    • Barreling Charge

    • Roundabout Charge

    • Draconic Arrogance: like Iron Vanguard, but keyed off strength



Trick Synergy
 
  • Catch-22 (Good MBA required)

  • Feycharging

  • Broom Builds (prone foes have even less options)

  • Frost Cheese (Surprising Charge works especially well with constant CA)


Cheese ratings
The only cheesy bit listed here is wielding a Vanguard Weapon in your off hand.
Other important notes
It can be rather equipment dependent.

Credit to borg285 for the initial writeup




Sub-Zero Fighting

The Trick

A revenant with fierce vitality, or a barbarian with enduring rage won't fall unconscious below zero hitpoints. Make sure to autosucceed the death save (life charm to take 10, or PP/item combination to get to 20 to use a healing surge). This effectively adds +50% hitpoints, but the real benefits lie in the expanisons...

Expansion

Below zero benefits:
revenant(shadar kai) + deathless warrior: reduce damage by 5+conmod
revenant + ghostly vitality: gain insubstantial
=> combine with ring of free time, assuming con 28
effective DR: 38

addon: rogue with cunning sneak and sehaines mark of dark moon
effective DR: 76

and anything that makes you even tougher (battlerager, swarm druid...)

Undying
ED: Raven consort:  get the effects of a healing surge without spending one by rolling 20+ on death save (easy with PP and some items)
=> enemies must reduce you below negative bloodied, breaking a DR of 76, in one turn - otherwise, you return to positive + HS value.

[sblockTrick Synergy]
Anything that works with bloodied or triggers off below 0.


Cheese ratings

No weird RAW interpritations

Other Info

It's still possible to die by going negative bloodied.

[/sblock]

Mark of Sliding
Lightning Slide, Mark of Storms
The Trick
Mark of Storms Feat+ either/or Genasi/Shocking Flames feat or Lighting weapon +(optional) Rushing Cleats or Battering Shield

Expansions
Turns all of your melee attacks or weapon implement attacks into slide attacks. Take advantage of zones, conjurations, and terrain features. Also has great synergies with slowing or Immobilizing attacks.

Trick Synergy
-Great synergy with Polearm Trick, especially polearm momentum/gamble. Hit them before they get to you and slide them away and prone. Use with cleats to obtain slide 2.
-Also good synergy with any bonus OAs, especially if you have Hindering shield and Battering shield to slide away and slow. If you are Warden...well you can also get turn the slow from hindering into daze to leave them both moved away and dazed, paired well with
-Don't forget Ebberron Shard of lighting, also Take advantage of PPs and Destinies that enjoy usage of slide or lighting damage

Links
Links to builds and discussions

Cheese ratings
It's not crazy broken but still same issue as frost cheese where you are very dependent on lightning damage. Also Need to ask DM about using Dragonmarks outside of an Ebberon Campaign, without the Mark of Storms, trick falls apart. 

Other important notes
Mark of Storms only activates on lighting attacks, cleats only activates on closed/melee attacks

Credit to Jeff Yuen



At-Will Auto Stun

The Trick
Master's Surge (acadamy master PP) + Archspell (Archmage ED) + Visions of Wrath (Wizard 29).  Have low Int (13 @ 21 for MC wizard) and cast bare handed.  You should then only hit on a natrual 20.  When you miss, the enemies will then be stunned (save ends) and you don't expend your power.

Expansions
Sorcerer can make good use of the PP and ED till lvl 30.  Add a few re-roll powers and daily recharge (Archmage has 2 recharges) in case you roll a 20.

Trick Synergy
Spell Focus or other save end penalties can also be usefull for letting you do other attacks.  A high init would esnure the enemey doesn't get any turn.

Cheese ratings
Not letting enemies have a turn can really take the fun out of things.

Other important notes
Only works at lvl 30

Discovered by mellored
Perma-Concealment & mid-Battlefield Hiding
Perma-Concealment & mid-Battlefield Hiding - let's you even hide in your your allies' shadows.

Synopsis
If you play a stealth centered character, you want to make your you always can hide. The problem is that you cannot always rely on a favourable battlefield for that.

But there is one source of full cover (at least three line of sight blocking corners) you always have - your allies. The problem is while you can hide behind a creature, you cannot stay hidden behind one... as long as you don't have other ways of maintaining at least cover or concealment.
Also having permanent concealment is cool, because it gives you +2 vs melee and ranged attacks.


Expansion
The most commonly known ways to get cover is the Warlock's Shadow Walk or certain items like the high level Ring of Shadows.
One way is open to everybody, thogh... You first have to get an Enshrouding Candle (level 7 Woundrous Item) to wear, say as a Necklace - that turns every square within 2 into dim light. Now you MC (or Hybrid or are) into Assassin and pick up Drawn Shadows as feat at Paragon - congratulations, you have permanent concealment now ! The best is Shadow Step let's to teleport right there, in case you're tangled up in melee, and the MC Assassin feat also gives you training in stealth.
At last you might want to pick up an item to boost your stealth - there are plenty of item bonuses, and Assassin's Armor lets you roll twice for stealth. You also might want to pick up Skill Focus or Secret Stride if you rely heavily on stealth.

Synergies
-- If you're hidden mobs will have hard time targetting you !
-- You also get easy CA... even for melee attacks if they include a movement part, like the Rogue's Deft Strike or the common charge.
-- Certain Paragon Paths Darkstrider or Champion of the Vigil and some other features rely on you being hidden.

Links
-- none --

Cheese Rating
Medium.
The stealth rules are explicit that cover from creatures only doesn't help at staying stealthed, but doesn't forbid stealthing in their full cover itself - but your DM might not draw such a fine distinction...

Other Notes
Don't try that as Plate wearing Dwarven Fighter...

Credit to langeweile for the initial synopsis


  Any suggestions are welcome, as well as synopses for other modules.

 

For now, this post will include some miscellaneous instructions and helps to make this smoother for everyone.

Here is the synopsis general framework, so you can quote for it:
Trick name
Title, aka other title
 
The Trick
Synopsis of the trick.  This is primarily the bare bones of the mechanic.

Expansions
Methods to expand the trick.

Trick Synergy
Reference to other tricks which work well in conjunction with this.

Links
Links to builds and discussions

Cheese ratings
Issues that make usage in real games difficult

Other important notes
Other important notes

Credit to author of synopsis for the initial synopsis[/sblock] 

If two people post a synopsis of the same module, it is up to us, the CO, to work out which we prefer.  The two could agree on a joint version that incorporates the elements of both, and if they are sufficiently similar I may just decide to combine the two and give both credit anyway.  This isn't a popularity contest, it's a collaborative effort.  Nevertheless, I do want to make sure the writers get credit rather than me(insofar as I am just an editor of the modules I don't write).

To request a change to a particular module, please preface it like so:

For {module x} please {change, add, etc}
and then explain what it is you want changed.

That way I can catch requests by skimming when I don't have enough time to scrutinize the discussion.
With that in mind, please do not make requests that are still up for debate, as it could cause confusion or ill-will.
 
Hi Aplha, this might be a very good guide   allowing people to add concrete tricks to their builds without relying on premade PCs.

Will delete the post if you need the space, also, dont forget the dragonshard & gloves in the frost abuse as expansions.
Vagrant player in Mexico City.
Charging (1+)
Pros:
----Usable with most builds for good DPR
----Can start working from level 1
----+1 to attack
----use your move action for something else.
Cons:
----requires a good MBA(can convert an at-will, Power of skill, Reaper's touch)
----Ends your turn after the charge

Expansions
-Mounted Combat(3+) (nice heroic mounts found in the heroic section in the DPR king candidates )
-Vanguard Weapon(3+) (+1d8 on charges, Cheesy usage in off-hand
-Avalanche Hammer(4+) (+1[w] on charges with weapon)
-Badge of the berzerker(2+)(neck slot: no provoking when charging) 
-Eldritch Strike(1+)(slide 1 helps reduce foe's options)
-Boots of Adept Charging(2+)(shift 1 after charge also helps reduce foe's options)
-Throw and Stab(1+)(requires nich weapons but getting an extra attack is pure gold)
-Howling Strike(1+)(Barbarians love to charge and this is mostly what they use)

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?
Throw and Stab ranger at-will. You throw your weapon at the enemy and then you charge said enemy. Add to above for more lovely charge abuse, possible abuse of it's own.
Take a look at my Handbook: The Pet Store: A Familiar Keeper's Handbook Nacht: "Vecna can do ANYTHING given preptime. He's like an undead lich god Batman."
Crit Fishing
Crit Fishing, a damage module
The Trick
1. Find some source of improved crit range (several feats, PPs, or powers offer expanded crit ranges).
     a. Student of Caiphon works for locks.
     b. Daggermaster is a popular option (especially for sorcerers).
     c. Raise the Stakes (rogue power) works if crit-fishing for a small window.
     d. Chosen of Erathis' Anthem of Progress works fantastically for one encounter/day.
     e.  This is not a comprehensive list...
2. Find some means to effectively reroll attacks.  Rerolls are important because combined with expanded crit range, they greatly increase critical range.
     a. Averger's Oath of Enmity
     b. Sorcerous Flux feat (assuming you hit multiple targets, the roll swap is effectively a reroll).
     c. Sage of Ages lvl 24 ability (works as a reroll 1x/turn).
     d. Again not comprehensive...
3. Stack effects that proc on a crit.

Expansions
--There are several ways to gain extra attacks on a crit (Ruthless spellfury, Rending Weapon, Two weapon opening just to name a few).
--Storm Sorcerers in particular benefit from crit fishing as Fury of the Storm maximizes extra damage dice they get from crits.
--Dice of Auspicious Fortune are very abusable with this combo when you have "rest days."

Links
Example build: Storm Sorcerer (not up to date, but give the general idea).

Cheese ratings
Potentially broken when used to generate near guaranteed crits, but the concept itself is simply a way to increase DPR (and crit related effects).

Credit to Gabrion for the initial synopsis

For charge:

-Boots of the Mighty Charege(10+)(daily lets you use an encounter on a charge! also adds speed)
-Bestial Armour(3+)(daily that grants you a MBA after a charge with a +2 hit)
-Obsidian Steed(5+)(+5 damage bonus when charging, doesn't require a feat)
-Charger's Headress(12+)(+1 hit on charge, and teleport charge daily)
-Frots Charger Bracers(13+)(5 cold damage to enemies adjacent to your charge target, good synergy with frost vulnerability)
-Aspect of the Ram ITEM SET(10-18+)(Non remarkable items besides charger's headress which is worse than the horned helm, but the 2 item bonus is +1 hit on charge and the 4 is give a saving trow to allies on a successful charge, 2 item bonus attainable to any class and probably worth it, 4 item needs the use of a totem so it seems druid restricted, might be good depending on the party)


This might require quite a long list of class specific feats.
Vagrant player in Mexico City.
Add in Dual arrows for bow/xbow/sling users, but mention that they are only cheap enough(+2 version) to spam in early paragon.
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?

Flail Action Denial
Flail Action Denial
The Trick

  1. You need a fighter with the Combat Challenge class feature.

  2. Use a flail.

  3. The paragon feat Lashing Flail allows you to slide a target when you make a melee basic attack.

  4. Combat Challenge grants melee basic attacks as an interrupt, so you can slide an opponent when you enforce your mark and connect.  If you slide your opponent far enough away, they can no longer target your ally and their action is wasted.

  5. This also synergizes with opportunity attacks, since it can wreck an opponent's ability to move.


Expansions

  • Staggering weapons extend the slides by a considerable amount.

  • The Whip, Spiked Chain, and Triple-Headed Flail are Superior weapons that grant a +3 proficiency bonus.

  • The Devoted Challenge feat gives dwarves an excellent bonus to their Combat Challenge melee basic attack.

  • The Polearm Master feature Longarm Grip grants melee basic attacks on those who violate marks within reach.  This applies to the main-hand end of a Spiked Chain, since it bears the Stout property.

  • The Chain Ward feat power and the Reaching Stance paragon path power from Polearm Master let you negate and slide with reach against opportunity attacks.




Links

No builds that I know of.  A Dwarf weapon talent flail fighter with Devoted Challenge, Lashing Flail, Weapon Proficiency (Triple-Headed Flail), Armor Proficiency (Plate), and the Pit Fighter paragon path would be a fine fighter indeed.  One could combine this with Staggering Challenge to put an opponent in a very bad position.

Cheese ratings

  • Reach on monsters can be a real issue.  The denial doesn't happen if you can't move the opponent out of reach of your ally.  Rushing Cleats and Staggering weapons can extend the slide, if necessary.

  • You need to position yourself well such that your mark can be enforced with the denial, and you need to slide creatures in to an appropriate position.  For instance, if you enforce your mark on a shift, you need to position the opponent so that they cannot charge your ally without retribution.




Credit to Bargle0 for the initial synopsis


I killed Aleena.

Catch 22
Catch 22
The Trick
Arcane at-will attack, preferably one that can be used as a melee basic attack
Aegis of Assault or some mark which is enforced with an attack or lots of damage near that of your arcane attack which can be administered/sustained outside of your arcane attack
White lotus Riposte + White lotus master riposte

Expansions
Power of Arcane semi-controversially makes associated powers arcane



Cheese ratings
Many DM's won't like the catch 22

Other important notes
Need to be within 2 to mark with aegis.  Monster dies and you must be near your next target to ensure it. 




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?
someone should compile the dragon breath stuff while we still have it.
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?
FeyCharger
The Trick
Charge via Fey Charge, using various feats/features/powers that assume Fey Step is an encounter power (most noteably and almost required, Eladrin Swordmage Advance).  Hit (required), keep Fey Step via Fey Charge, and repeat next turn
Expansions

  • Planestriker Boots, to split your teleport in half and hopefully proc ESA a second time.

  • Round About Charge, for easier charging

  • Other general Basic Attack optimization, cause you'll take lots of them

  • Potions of Clarity, Sage of Ages, and Impaling Spear+Barreling Charge or Deft Blade to not ever miss (because then Fey Step is expended and the ride ends)

  • Ways of regaining Racial Encounter powers, for when you do miss.


Trick Synergy

  • Arcane Slashing (you teleport a lot...)

  • Catch-22 (you're already a swordmage)

  • Charging (You charge every turn)

  • Critfishing (3-4 attacks a turn, so crits will happen.  But the charge has to hit, so don't tank accuracy)

  • Front Cheese (CA helps to hit, 3-4 attacks amplify static damage)

  • Radiant Mafia

  • more


Cheese ratings
Rather non-cheesy for something that enables 1k-DPR builds.
Other Notes
Since the cheese level is rather low, used without much enhancement it may not scare off a DM.  Use all the enhancements though, and expect falling rocks.  Future updates may break the combo, probably by targeting either Fey Charge or Eladrin Swordmage Advance.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Dragon Breath Rechargin
Dragon Breath Rechargin, a minor action encounter attack power recharge module
The Trick
1. The Ancient Soul feat allows players to recharge their Dragon Breath power when they take damage of the same type as their Dragon Breath.
     *Note: There are other ways to recharge Dragon Breath, but this is the most reliable.
2. Their are several ways to self-inflict elemental damage.
     a. Lightning Strike does DEX mod lightning dmg to a secondary target (questionable if this works because of targeting rules though).
     b. Skull-taker's Rage power works if used with a weapon that grants the appropriate elemental key word.
     c. Delbanian Vambraces (lvl 23 item) work for Cold Breath
     d. Including one's self in the AoE may work (and may kill you).

Expansions
--Ninefold Master makes Dragon Breath an arcane power belonging to all of your arcane classes and Arcane Sword's capstone makes a swordmage encounter attack power an at-will power (read: Dragon Breath is now an at-will, minor action attack power).
--The Dragon Breath power has a fair bit of support through feats, items, etc.

Links
Example build:

Cheese ratings
--Used with the Swordmage Capstone this combo is broken, but then again it only functions as a lvl 30 build.
--Use of Lightning Strike is (as noted above) debatable.
--In general, pretty cheesy as it gives a free AoE attack as a minor action at least 1x/round, on top of whatever standard action the character would normally take.

Credit to Gabrion for the initial synopsis


Polearm Abuse
*Polearm Abuse*, aka *Polearm Momentum*
The Trick
Take the Polearm Momentum feat, requiring fighter, 15 dex, and 15 wis.  Use a polearm or spear and either take a large number of powers that slide or push or take something that makes all powers slide or push; make sure each slide or push is at least 2 squares.  Every attack will knock your oppenent prone.

Expansions
--This can be applied to implement powers if you can use either a spear (such as an Alfsair Spear) or polearm (such as a glaive and the ability to use heavy blades as implements, normally or through Arcane Implement Proficiency) as implements.
--The Mark of Storms and a consistant source of lightning or thunder attacks (such as through a lightning weapon) insures a slide on every attack.
--The warlock power Eldritch Strike provides an at-will slide that can be used on a charge or basic attack.
--If you can slide on a basic attack, polearm gamble can stop enemies without reach from moving adjacent without shifting or teleporting; any hit with an OA as they approach will leave them prone and nonadjacent.
--Rushing Cleats can be used to boost pushes and slides from close or melee attacks.
--Ring of the Ram and Ramming Gauntlets can boost pushes.
--Spear Push will boost a push from a spear or polearm.

Trick Synergy
Draconic Arrogance and Iron Vangaurd can booth add damage to pushes and knocking prone, based on str and con respectively.  Both can be taken to provide a large damage boost to every attack.


Cheese ratings
--Some DMs will object to using implements to trigger the feat.
--Some DMs might not allow things like the slide from Mark of Storms to count as part of the power, treating it as a different effect that did not come from a polearm attack.

Other important notes
Only slides from an attack with the weapon count; slides that do not come from an attack will not.

Credit to ChaosMage for the initial synopsis
First - on the crit-fishing side, Dice of Auspicious Fortune no longer care about rest days - their rerolls expire on extended rest.  Crit fishing also benefits significantly from multiattacks and from things that deal additional crit damage (high crit, bloodiron daggers, etc)

Second - no discussion of charging is complete without the Horned Helm (bonus damage on charges).  Additionally, in order to make charge optimization actually work, you have to ensure that you can continue to charge.  Things like being able to shift/teleport 2 as a move action (or shift as a minor) are really valuable in order to keep the trick up and running.

Finally, the ever-famous
Polearm Cheese
Polearm Cheese
The Trick
Paragon level, fighter class (base or via MC), 15 wis and 15 dex
At-will push/pull/slide of 2 (usually achieved by getting a push/slide of 1 and wearing rushing cleats) using a polearm or spear.
Polearm Momentum feat

Result: ability to forced-move and prone at will

Methods
The real trick to this is getting the at-will forced movement.  Viable ways to achieve this include:
- being a half-elf and taking Eldritch Strike as your dilletente power (popular for chaladins)
- Mark of Storms and some way to use lightning or thunder powers at-will
- being a half-elf or a barbarian and taking pressing strike
- being a predator druid (alfsair spear) with Savage Rend and/or thorn strike
- taking the warden PP that lets you slide on primal powers with the frost keyword, and taking a frost at-will
- taking the Ardent PP that lets you slide on powers with the fear keyword, and acquiring a fear at-will
- there is an epic-level feat (17 con requirement) that allows you to push 1 with opportunity attacks with axes whether you hit or miss (you'd be using a halberd in this case)


Expansions
- If the at-will that you use is a melee weapon at-will, then wielding a glaive and having 15 str will mean that you can take Heavy Blade Opportunity and do this on opportunity attacks.
- If the at-will is an MBA, you can use it on opportunity attacks, charges, and other granted MBAs.  This gives additional control to the party attack-granter (if any) and is really quite useful with the fighter CC or the Polearm Master mark-punishment path feature.  Note that immediate interrupt mark-punisments can actually prevent the enemy from making the attack that triggered the punishment.
- If either of the above is true, and you have 15 str, you can take Polearm Gamble, allowing you to do this on enemies who move adjacent to you.  It also synergizes well with any sources of threatening reach you might have.  The Polearm Gamble version works *particularly* well with the epic-level feat, though by this point you have to have at least 15 in str/wis/dex and 17 in con, so it's a bit MAD
- any version that uses this as an opportunity attack/punishment attack will benefit in the obvious ways from opportunity attack and punishment attack optimization.
- For those using Mark of Storms or the Warden PP, it is entirely possible to construct your character so that *all* attacks are of the appropriate element, which means that you get to stack the slide/knockdown on everything you do.
- Even for those not using MoS/the Warden PP, any additional powers that you pick up along the way that push/pull/slide will be augmented appropriately.
- There are MAD issues, but the Iron Vanguard fighter PP deals additional damage equal to your con mod every time you push, slide or knock down an enemy.  Draconic Arrogance (Dragonborn feat) deals additional damage equal to your str whenever you push or knock down an enemy.


Trick Synergy
- As always, knocking prone synergizes well with the dazed condition.
- The heavy forced movement aspect of the builds that take advantage of this synergize well with zones, area attack powers, and damaging terrain.  The knockdown can make it harder to leave - particularly if you can use the PG trick to block off exits.
- The forced movement + knockdown works well with sources of difficult terrain, the slow condition, and things like gloves of antipathy - when used properly together they can render melee enemies unable to actually reach any targets for a round or so.
- Prone is an easy source of melee CA, and there are a number of items and builds that do additional damage with CA.  This will not be of use to you so much, but can be of great help to your allies.
- The warden PP gets the obvious cold synergies.  The MoS version (often casters with Arcane Implement Proficiency: Heavy Blade and area effect powers) get the obvious thunder synergies.
- For Chaladins, this synergizes *extremely* well with the Polearm Master double-punishment trick (divine challenge an enemy and stand near him.  If he attacks a friend, you get your DC autodamage and your Polearm Master punishment attack)

Cheese ratings
Actually not as cheesy as it looks, assuming no MoS.  The major scary cheese comes in with PG and threateing reach, but threatening reach is limited availability.  (If using a polearm, is only available from PP, which means once per encounter or one encoutner per day, depending on which PP you pick).  Additionally, paragon enemies tend to either have reach or be functional both at range and in melee, limiting the denial aspects of the build. It can be quite strong, but it requires a fair bit of MAD and multiple feats to really shine no matter who uses it.  The worst aspect of it is that it *can* render certain kinds of enemies largely ineffectual, which means that the DM is going to have to design encounters around the character to a degree.

Credit to Sanityfaerie for the initial synopsis


Edit: Huh.  Partially ninjaed.  So what do we do now?
First - on the crit-fishing side, Dice of Auspicious Fortune no longer care about rest days - their rerolls expire on extended rest. 



Is there a reason a character has to take an extended rest once they get rolls they like from the dice?
First - on the crit-fishing side, Dice of Auspicious Fortune no longer care about rest days - their rerolls expire on extended rest. 



Is there a reason a character has to take an extended rest once they get rolls they like from the dice?



I suppose that if you could convince your DM to let you remain awake for three days straight without ill effects... isn't there something about this in the Endurance rules or something?
First - on the crit-fishing side, Dice of Auspicious Fortune no longer care about rest days - their rerolls expire on extended rest. 



Is there a reason a character has to take an extended rest once they get rolls they like from the dice?



I suppose that if you could convince your DM to let you remain awake for three days straight without ill effects... isn't there something about this in the Endurance rules or something?


I belive Muls have a racial ability that let's them not sleep.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Added the complete modules that aren't duplicates.

When two people post a synopsis for the same module, we have some options.
1. We can work out which of the two is better.
2. We can produce a joint version, giving credit to both authors.
3. We can include both under a single sub-heading.
What are your preferences?

I updated the second post to include some instructions that will make things a little easier, as well as a better copy of the example format to make it easier to grab by quoting.

If the thread gets too unwieldy, I may have to restart with more reserved posts, but I don't think that'll happen anytime soon.   I don't know what the character limit is for a post, though.
For Frostcheese please add:
* L12/22 Siberys shard of merciless cold adds a +3/+5 untyped damage bonus to cold attacks
* L11/L21 gloves of ice add a +2/+4 untyped damage bonus to cold attacks

It's not just the vulnerability 5 that's the problem with frostcheese, it's also that cold is the easiest energy type to find untyped damage bonuses you can add.

First - on the crit-fishing side, Dice of Auspicious Fortune no longer care about rest days - their rerolls expire on extended rest. 



Is there a reason a character has to take an extended rest once they get rolls they like from the dice?



I suppose that if you could convince your DM to let you remain awake for three days straight without ill effects... isn't there something about this in the Endurance rules or something?



Except you can sleep 5 hours at a time.  It may be cheesy to store up the rolls, but that was the point...

/derail

Added the complete modules that aren't duplicates.

When two people post a synopsis for the same module, we have some options.
1. We can work out which of the two is better.
2. We can produce a joint version, giving credit to both authors.
3. We can include both under a single sub-heading.
What are your preferences?

I updated the second post to include some instructions that will make things a little easier, as well as a better copy of the example format to make it easier to grab by quoting.

If the thread gets too unwieldy, I may have to restart with more reserved posts, but I don't think that'll happen anytime soon.   I don't know what the character limit is for a post, though.


I think a joint version would be best, since we both included some details the other didn't.  I think using option 3 would just mean that people would have to read through the same trick twice looking for which things were mentioned in one that weren't in the other.
Before we get too far into things, am I going to want more posts than the two I have?
Before we get too far into things, am I going to want more posts than the two I have?



Likely. Also, I'd arrange them a bit more - likely one general category for ones that work with nearly everybody, then the rest by power source or something.

Also, has anyone brought up twinking out swordburst or thunder twinking in general?
Before we get too far into things, am I going to want more posts than the two I have?



Likely. Also, I'd arrange them a bit more - likely one general category for ones that work with nearly everybody, then the rest by power source or something.

Also, has anyone brought up twinking out swordburst or thunder twinking in general?



Organization in general for this topic could get messy.  At first I was going to recommend some sort of tier based organization, but really a lot of tricks aren't tier specific - rather they have different levels of usability at different tiers.

In the end I think this is going to end up being a long list that will simply be the sort of thing that readers have to browse.  Honestly I like that though - there are several things listed already that I've always sort of understood, but I understand better now that the skeleton mechanics have been posted.

On that last note, I encourage people to make these as simple as possible, including only the necessary components (at least in the first section).  Yes there may be a million was to trick out frostcheese, but the idea (unless I missed my mark) is to give the base components for each trick, not spell out how to squeeze every advantage out of it. 
For Flail Action Denial:  This trick doesn't just work with a flail; there are several other ways to add forced movement to an MBA.  Shield Push covers Combat Challenges, and Forceful Opportunist, Swift Spear, or Heavy Blade Opportunity + Shield Push or Footwork Lure cover opp attacks.  I would change the name (Triggered Forced Movement?) and add the above options, as well as a synergy with Polearm Abuse.

Speaking of which, for Polearm Momentum, a list of at-will push or slide attacks would be useful.


Radiant Cheese
Radiant Cheese, aka Radiant Mafia
The Trick
This is the combination of radiant vulnerability, feats and items that augment radiant damage, and a source of constant radiant damage.  This works best when many part members have sources of radiant damage (thus the "Mafia"), but a single character can use it as well.

Expansions
*For classes that don't have enough radiant powers, you need a weaplement that converts or adds radiant damage.  These include the Crusader's Weapon, Sunblade, Brilliant Energy Weapon, and Radiant Weapon.  The Sun Disk of Pelor also works (e.g. for hybrids).
*The Radiant Weapon does extra damage with radiant damage.
*The Crusader's Weapon converts only half of the damage to radiant, allowing you to use another damage-type module (such as frostcheese) in addition.
*The most popular ways of adding radiant vulnerability are: Channel Divinity: Solar Enemy, Power of the Sun, and Morninglord.
*The following improve radiant attacks: Radiant Servant, Student of Caiphon, Nimbus of Light, Clinging Radiance, Invoker's Blaze, Radiant Vessel, Punishing Radiance, Radiant Advantage, Font of Radiance, Radiant Power, Torm's Radiance, Astral Holy Symbol, Ring of the Radiant Storm
*Pervasive light allows you to exploit radiant vulnerability even when not doing radiant damage, again allowing you to use another damage-type module.
*The Symbol of Divine Light increases radiant vulnerability.





Credit to MindWandererB for the initial synopsis

"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book  
The Core Coliseum: test out your 4e builds and fight to the death.


Likely. Also, I'd arrange them a bit more - likely one general category for ones that work with nearly everybody, then the rest by power source or something.


I was thinking arranging by module objective would be helpful.  The damage category would dwarf the others though, I think.
I like your idea of arranging by who can use it, though.  More user-friendly that way.


Also, has anyone brought up twinking out swordburst or thunder twinking in general?


I made a list in my notes of different modules I could think of that need to be written up, and swordburst was on it.  I'll post it up after work.

Also, I am in the middle of merging ChaosMage and SanityFaerie's polearm writeups.  I will try to finish that tonight after work, too.
I think it would be helpful to note the tier and/or level the trick usually comes together somewhere near the top or in the title. Most often you can discern it through the details, but if someone is playing in the Heroic tier and wants to see what's relevant in that tier, they may not want to read through the details of every trick.
For Flail Action Denial:  This trick doesn't just work with a flail; there are several other ways to add forced movement to an MBA.  Shield Push covers Combat Challenges, and Forceful Opportunist, Swift Spear, or Heavy Blade Opportunity + Shield Push or Footwork Lure cover opp attacks.  I would change the name (Triggered Forced Movement?) and add the above options, as well as a synergy with Polearm Abuse.



Truth.  I will write up a more extensive entry a little later.
I killed Aleena.
For Flail Action Denial please change it to the following:

Triggered Action Denial
Triggered Action Denial
A defense-oriented trick for Fighters
The Trick

Cause an enemy to lose his action by moving him based on immediate interrupts and opportunity attacks.  Most of these techniques work with the fighter class through the Combat Challenge class feature, for denying attacks, and the Combat Superiority feature, for going beyond stopping movement on opportunity attacks.  There are a few ways to get this:

  • Lashing Flail (Combat Challenge and Opportunity Attacks)

  • Mark of Storm and Lightning Weapon (Combat Challenge and Opportunity Attacks)

  • Shield Push (Combat Challenge)

  • Forceful Opportunist (Opportunity Attacks, requires Fighter Weapon Talent)

  • Swift Spear (Opportunity Attacks)

  • Heavy Blade Opportunity and attacks that push or slide (Opportunity Attacks)

  • Goad of Blood and at-wills that push or slide (Combat Challenge and Opportunity Attacks)

  • Savage Rend (Combat Challenge And Opportunity Attacks; requires multiclass Druid, hybrid Druid, or Half-elf dilettante)

  • Knock-Back Swing (Opportunity Attacks)

  • Battle Awareness feat power (like Combat Challenge, 1/encounter)


Expansions

  • Staggering weapons extend slides by a considerable amount.

  • Rushing Cleats and Ring of Ramming extend pushes.

  • The Whip, Spiked Chain, and Triple-Headed Flail are Superior flails that grant a +3 proficiency bonus.

  • The Devoted Challenge feat gives dwarves an excellent bonus to their Combat Challenge melee basic attack.

  • The Polearm Master feature Longarm Grip grants melee basic attacks on those who violate marks within reach.  This applies to the main-hand end of a Spiked Chain, since it bears the Stout property.

  • The Chain Ward feat power and the Reaching Stance paragon path power from Polearm Master let you negate and slide with reach against opportunity attacks.


Trick Synergy

  • Polearm Abuse, if you're using a Polearm for your weapon

  • Lightning/Thunder Twinking, with the Mark of Storm


Links

No builds that I know of.  A Dwarf weapon talent flail fighter with Devoted Challenge, Lashing Flail, Weapon Proficiency (Triple-Headed Flail), Armor Proficiency (Plate), a heavy shield, and the Pit Fighter paragon path would be a fine fighter indeed.  One could combine this with Staggering Challenge to put an opponent in a very bad position.
Cheese ratings

  • Reach on monsters can be a real issue.  The denial doesn't happen if you can't move the opponent out of reach of your ally.  Rushing Cleats and Staggering weapons can extend the slide, if necessary.

  • You need to position yourself well such that your mark can be enforced with the denial, and you need to push or slide creatures in to an appropriate position.  For instance, if you enforce your mark on a shift, you need to position the opponent so that they cannot charge your ally without retribution.

  • If you consistently deny attacks to your DM, he won't bother attacking anyone but you.  On one hand, this means you're doing your job.  On the other hand, make sure your defenses are good enough to take the abuse.

  • The two methods for movement on both combat challenge and opportunity attacks have some trade-offs:
    • Lashing Flail
      • Advantage: works for both Combat Challenge and Opportunity Attacks

      • Disadvantage: doesn't work until paragon

      • Disadvantage: you have to use a flail, which otherwise doesn't have a lot of support


    • Mark of Storm and Lightning Weapon
      • Advantage: works for both Combat Challenge and Opportunity Attacks

      • Advantage: synergizes with Lightning/Thunder Twinking

      • Disadvantage: requires a Dragonmark feat, so you need DM approval or the Eberron setting and it excludes taking the Mark of Warding feat

      • Disadvantage: requires an expensive weapon




Other important notes

This list is not exhaustive. 

Credit to Bargle0 for the initial synopsis
I killed Aleena.

Not contributing at all, but i feel the need to express this.


The "Catch 22" trick is not a catch 22 situation. its more of a "Damned if you do, Damned if you dont"

Bargle0, the formatting on your latest version is too much for the forum to handle Tongue out

It wouldn't let me copy the text directly, so
I tried washing it in notepad(it lost all line breaks), washing it in wordpad(it did that crazy words-on-top-of-words thing that sometimes happens), and washing it in OneNote(which is what you see now, with some of the coding showing for some bizarre reason). 
Bargle0, the formatting on your latest version is too much for the forum to handle Tongue out

It wouldn't let me copy the text directly, so
I tried washing it in notepad(it lost all line breaks), washing it in wordpad(it did that crazy words-on-top-of-words thing that sometimes happens), and washing it in OneNote(which is what you see now, with some of the coding showing for some bizarre reason). 



Yeah, I did not anticipate that problem when I was formatting my entry.  Furthermore, trying to enclose it in a
 block so you can directly cut and paste really screws up the forum.  The forum strikes another blow against readable formatting 
I killed Aleena.

Not contributing at all, but i feel the need to express this.


The "Catch 22" trick is not a catch 22 situation. its more of a "Damned if you do, Damned if you dont"



I had always associated the lose-lose situation as also being called a catch-22, but it seems I and much of the rest of us have been wrong in this.  Catch-22 is more of a situation where one needs something, and the only way of getting it is by getting out of the situation where he needs the goal.
We should call it hereafter a lose-lose tactic. 
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?

It would just be a whole lot easier if I were more proficient with html.  Oh well.

Posted a synthesized version of ChaosMage and SanityFairy's polearm synopsis.  I hope I did both justice, you two have very different posting styles.  I like that ChaosMage's is quick and to the point, but SanityFairy's was more comprehensive and self-referencing.  If you are dissatisfied, feel free to point out things you'd like changed.

Edit: fixed Bargle0's Triggered Action Denial synopsis by copying the html over directly.  *shakes fist at forum in defiance.* 


Not contributing at all, but i feel the need to express this.


The "Catch 22" trick is not a catch 22 situation. its more of a "Damned if you do, Damned if you dont"



I had always associated the lose-lose situation as also being called a catch-22, but it seems I and much of the rest of us have been wrong in this.  Catch-22 is more of a situation where one needs something, and the only way of getting it is by getting out of the situation where he needs the goal.
We should call it hereafter a lose-lose tactic


Catch-22 is so catchy though!  Also, we've been using it a fair amount already around the forums.  Maybe leaving catch-22 as a secondary title?

Not contributing at all, but i feel the need to express this.


The "Catch 22" trick is not a catch 22 situation. its more of a "Damned if you do, Damned if you dont"



I had always associated the lose-lose situation as also being called a catch-22, but it seems I and much of the rest of us have been wrong in this.  Catch-22 is more of a situation where one needs something, and the only way of getting it is by getting out of the situation where he needs the goal.
We should call it hereafter a lose-lose tactic


Catch-22 is so catchy though!  Also, we've been using it a fair amount already around the forums.  Maybe leaving catch-22 as a secondary title?



Our use of the term is correct in most cases I've seen.  Usually it is the case that we impose a condition on a monster where they are going to take damage.  Naturally they want to avoid this.  It becomes a catch-22 when they take a course of action to avoid damage that ends up causing damage.

Re: Catch-22: I personally consider Hellish Rebuke to be an augmentation of Catch-22 (since it's also an arcane at-will) as well as a variant.  Warlock|Swordmages love this one.

@Alpha: Did you not see my entry?  You added Triggered Action Denial, which was posted later....

"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book  
The Core Coliseum: test out your 4e builds and fight to the death.


@Alpha: Did you not see my entry?  You added Triggered Action Denial, which was posted later....


Whoops, I did notice it, but in my rush to get out the door it slipped my mind.  Thank you for reminding me.
I got Triggered Action denial because it was posted after my previous checkup, and because it was an update to a previously added module.

Especially embarrassing as radiant is the module I value most highly.  It is now added.
With respect to my version of the polearm cheese trick - do whatever.  I no longer have the ergs to much care one way or the other.
Add in Dual arrows for bow/xbow/sling users, but mention that they are only cheap enough(+2 version) to spam in early paragon.



huh? I thought they are only cheap enough to spam in late paragon and epic (since a +2 dual arrow have approximate accuracy equating to a +6, since a double roll typically yields a +4 increase in accuracy) U could effectively SPAM them all the way to oblivion, and miss out on that +4 enhancement bonus, but effectively double ur crit chance per attack.
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