The Gravedigger- Battlemind/Steel Ego/Eternal Seeker: Nigh Infinite Damage, Nigh Invulnerable

16 posts / 0 new
Last post
Daily Nova Damage: Nigh Infinite
Encounter Nova Damage (With Action Point): 349.24
Encounter Nova Damage (Without Action Point): 251.3
At-Will Damage per Round (Milestone Reached): 95.02
At-Will Damage per Round (No Milestone): 63.53

Note that he's not equipped for at-will or encounter DPR.  A striker build could easily be put together using this combination of powers: I hadn't realized how nice of a selection of at-will powers Battleminds have!

This is an evolution of the concept of nigh-infinite damage via crit recursion started by the Slayer and perfected in Gigantor (1/day) and the Woodsman (1/Encounter).  All three builds were kept from this lofty goal by the latest errata to free action attacks, which caused Two-Weapon Opening to no longer be a viable means for infinite recursion.  The parts of their corpses which remained relevant were harvested for The Gravedigger.

Ultimately, the combo for infinite damage is simple enough: Goad of Blood + Brutal Barrage + a Rending Weapon + Raise the Stakes.  That in mind, there's plenty of room in the build for something else fun, so why not Nigh Invulnerability as well?  These parts were ripped directly from The Thing, so credit is due over there.  I harvested the relevant bits via Eternal Seeker rather than full-on Raven Consort.  I guess The Gravedigger and the Queen have an "open relationship".

Aside from his gimmicks, the Gravedigger is a highly playable battlemind at all levels of play, and while he gets nigh-infinite damage against only one guy per day, he crit-fishes extremely well every encounter, and can easily make 7 or 8 attacks every round at-will between Brutal Barrage and Brilliant Recovery.  He is also highly mobile, taking advantage of the Quick Battlemind's extra speed and maneuverability.

EDIT: Replaced Abjure the Chosen with Raise the Stakes.  The 18-20 crit range was not high enough to get our desired results. (Thanks to Dedekine for finding this error.)

The Build
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Revenant, Battlemind, Steel Ego, Eternal Seeker
Build: Quick Battlemind
Psionic Study: Speed of Thought
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Seeking Destiny: Cycle of Life
Choose your Race in Life: Shadar-kai
Background: Occupation - Military (+2 to Athletics)

FINAL ABILITY SCORES
Str 12, Con 28, Dex 14, Int 10, Wis 13, Cha 22.

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


AC: 46 Fort: 40 Reflex: 35 Will: 39
HP: 232 Surges: 18 Surge Value: 58

TRAINED SKILLS
Endurance +29, Athletics +21, Bluff +26, Religion +20

UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Diplomacy +21, Dungeoneering +16, Heal +16, History +15, Insight +16, Intimidate +23, Nature +16, Perception +16, Stealth +15, Streetwise +21, Thievery +15

FEATS
Level 1: Versatile Expertise
Level 2: Weapon Focus (Axe)
Level 4: Toughness
Level 6: Death's Blessing
Level 8: Restless Dead
Level 10: Unfailing Vigor
Level 11: Fierce Vitality
Level 12: Resilience of Death
Level 14: Weapon Proficiency (Waraxe)
Level 16: Improved Speed of Thought
Level 18: Death Scorned
Level 20: Melee Training (Constitution)
Level 21: Disciple of Divine Wrath
Level 22: Deathless Warrior
Level 24: Ghostly Vitality
Level 26: Vengeful Declaration
Level 28: Eerie Resurgence
Level 30: Hand of Divine Guidance

POWERS
Battlemind at-will 1: Bull's Strength
Battlemind at-will 1: Whirling Defense
Seeker's Lore: Raise the Stakes
Battlemind daily 1: Allies to Enemies
Battlemind utility 2: Telepathic Challenge
Battlemind at-will 3: Mist Weapon
Battlemind daily 5: Nightmare Vortex
Battlemind utility 6: Stag's Leap
Battlemind at-will 7: Lightning Rush (replaces Bull's Strength)
Battlemind daily 9: Intellect Hammer
Battlemind utility 10: Reactive Surge
Battlemind at-will 13: Brutal Barrage (replaces Whirling Defense)
Battlemind daily 15: Mind Blade (replaces Allies to Enemies)
Battlemind utility 16: Sudden Rush
Battlemind at-will 17: Dazzling Assault (replaces Mist Weapon)
Battlemind daily 19: Aspect of Stolen Identity (replaces Nightmare Vortex)
Battlemind utility 22: Indomitable Maneuver
Battlemind at-will 23: Might of the Ogre (replaces Dazzling Assault)
Battlemind daily 25: Goad of Blood (replaces Intellect Hammer)
Battlemind at-will 27: Brilliant Recovery (replaces Might of the Ogre)
Battlemind daily 29: Haste Sigil (replaces Aspect of Stolen Identity)

ITEMS
Rending Waraxe +6, Belt of Sonnlinor Righteousness (epic tier), Verve Elderscale Armor +6, Periapt of Recovery +6, Ring of Free Time (epic tier) (2), Heavy Shield, Fortune's Nod (heroic tier), Potion of Spirit (level 30) (6)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The Brutality
Show

The Gravedigger's 1/day nova round:

Minor: Goad of Blood
Free: Oath of Enmity
Minor: Raise the Stakes
Standard: Brutal Barrage Augment 1
Standard (Action Point): Brutal Barrage Augment 1
Minor: Brilliant Recovery
Minor: Brilliant Recovery

That's it, that's all there is to it.

The tactic is this: using the Oath reroll, if there's a crit obviously that's the roll we pick.  Otherwise, we pick the miss so we can qualify for Brilliant Recovery.  (we only need 1 miss though, so every roll after we'd take the hit)

Each crit triggers our Rending Waraxe (not a free action).  Because of Goad of Blood, we can replace the Melee Basic triggered by the Rending Weapon with another Brutal Barrage.  Sadly, we can't augment it.

Each attack has a 36% chance to crit between Raise the Stakes (17-20 crit range) and Oath of Enmity (roll twice, chose either die.)  With 3 attacks spawning from every crit, each "generation" or crits is larger than the last: the "average" damage of this nova round is infinite... ie "Nigh Infinite" damage.

Math
Show


Brutal Barrage Vs AC 44
(While favoring misses over hits)
Crit: 36%
Hit: 16%
Miss: 48%
Average Damage:
(.36*30)+(.16*9)= 12.24

(While favoring hits over misses)
Crit: 36%
Hit: 48%
Miss: 16%
(.36*30)+(.48*9)=15.12

Damage per Crit: 30
Damage per Hit: 9
Damage per Miss: 0

The overall damage of the brutal barrage's hits is largely irrelevant, but I like to be thorough.  How

much damage each attack will do will be based on whether I continue to favor misses over hits, which is

entirely dependant on when I get the miss I need to use Brilliant Recovery later.  If the first attack

has a 64% chance to miss, then:

Chance to have had your miss:
Attack 1: 0
Attack 2: 48
Attack 3: 72.96
Attack 4: 85.9392
Attack 5: 92.688384
Attack 6: 96.19795968
Attack 7: 98.0229390336
Attack 8: 98.971928297472
Final: 99.46540271468544 (-Chance to NULL)

Total Average Damage dealt by Brutal Barrage 1 and 2:
(1*12.24)+(0*15.12)+
(.52*12.24)+(.48*15.12)+
(.2704*12.24)+(.7296*15.12)+
(.140608*12.24)+(.859392*15.12)+
((1-.92688384)*12.24)+(.92688384*15.12)+
((1-.9619795968)*12.24)+(.9619795968*15.12)+
((1-.980229390336)*12.24)+(.980229390336*15.12)+
((1-.98971928297472)*12.24)+(.98971928297472*15.12)=     114.9920758371188736

Encounter and At-Will Math

This is mostly just a dump of my notes.  If you want to try to make sense of it be my guest.

Encounter Nova


Free: Oath of Emity
Standard: Brutal Barrage Augment 4
Standard (Action Point): Brutal Barrage Augment 4
Minor: Brilliant Recovery Augment 2
Minor: Brilliant Recovery Augment 2
Minor: Brilliant Recovery Augment 2
Minor: Brilliant Recovery Augment 2



        Crit (.10)    Hit(.50)    Miss(.40)

Crit (.10)    .01        .05        .04

Hit (.50)    .05        .25        .20

Miss (.40)    .04        .20        .16

Crit: .10+.05+.04
Miss: .20+.16+.20=


Brutal Barrage AUG4 Vs AC 44
(While favoring misses over hits)
Crit: 19%
Hit: 25%
Miss: 56%
Average Damage:
(.19*36)+(.25*15)= 10.59

(While favoring hits over misses)
Crit: 19%
Hit: 65%
Miss: 16%
(.19*36)+(.65*15)= 16.59

Damage per Crit: 36
Damage per Hit: 15
Damage per Miss: 0

Chance to have had your miss:
Attack 1: 0
Attack 2: 1-.44=0.56
Attack 3: 1-.1936=0.8064
Attack 4: 1-.085184=0.914816
Attack 5: 1-.03748096=0.96251904
Attack 6: 1-.0164916224=0.9835083776
Attack 7: 1-.007256313856=0.992743686144
Attack 8: 1-.00319277809664=0.99680722190336
Total: 1-.0014048223625216=0.9985951776374784

Total Average Damage dealt by 2X Brutal Barrage AUG4:
(1*10.59)+(0*16.59)+
(.44*10.59)+(.56*16.59)+
(.1936*10.59)+(.8064*16.59)+
(.085184*10.59)+(.914816*16.59)+
(.03748096*10.59)+(.96251904*16.59)+
(.0164916224*10.59)+(.9835083776*16.59)+
(.007256313856*10.59)+(.992743686144*16.59)+
(.00319277809664*10.59)+(.99680722190336*16.59)=                 122.02076595388416

Chance to miss 1 attack: 99.86% (Brilliant Recovery NULL)








Brilliant Recovery AUG2 Vs Reflex 42
Crit: 19%
Hit: 72%
Miss: 9%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery AUG2:
(.19*63)+(.72*31)= 34.29
With chance to Null:
(34.29*.9986)=                         34.241994 * 4






1/Encounter Gen 1 Damage:
(34.241994*4)+122.02076595388416=                     258.98874195388416



Melee Basic Attack Vs AC 44
Crit: 19%
Hit: 65%
Miss: 16%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Melee Basic Attack:
(.19*63)+(.65*31)= 32.12

Average Spawns in Gen 2:
(8*.19)+(.9986*(4*.19))= 2.278936
Average Gen 2 Damage:
(2.278936*32.12)=                            73.19942432

Average Spawns in Gen 3:
(2.278936*.19)= 0.43299784
Average Gen 3 Damage:
(0.43299784*32.12)=                            13.9078906208

Average Spawns in Gen 4:
(0.43299784*.19)= 0.0822695896
Average Gen 4 Damage:
(0.0822695896*32.12)=                            2.642499217952

Average Spawns in Gen 5:
(0.0822695896*.19)= 0.015631222024
Average Gen 5 Damage:
(0.015631222024*32.12)=                            0.50207485141088


Total 1/Encounter Nova Damage with AP
258.98874195388416+
73.19942432+
13.9078906208+
2.642499217952+
0.50207485141088=                                349.24063096404704



Encounter Nova (NO AP)


Free: Oath of Emity
Standard: Brutal Barrage Augment 4
Minor: Brilliant Recovery Augment 6
Minor: Brilliant Recovery Augment 2
Minor: Brilliant Recovery Augment 2
Minor: Brilliant Recovery Augment 2



Brutal Barrage AUG4 Vs AC 44
(While favoring misses over hits)
Crit: 19%
Hit: 25%
Miss: 56%
Average Damage:
(.19*36)+(.25*15)= 10.59

(While favoring hits over misses)
Crit: 19%
Hit: 65%
Miss: 16%
(.19*36)+(.65*15)= 16.59

Damage per Crit: 36
Damage per Hit: 15
Damage per Miss: 0

Chance to have had your miss:
Attack 1: 0
Attack 2: 1-.44=0.56
Attack 3: 1-.1936=0.8064
Attack 4: 1-.085184=0.914816=
Total: 1-.03748096= 0.96251904


Total Average Damage dealt by Brutal Barrage AUG4:
(1*10.59)+(0*16.59)+
(.44*10.59)+(.56*16.59)+
(.1936*10.59)+(.8064*16.59)+
(.085184*10.59)+(.914816*16.59)=                56.047296

Chance to miss 1 attack: 96.25% (Brilliant Recovery NULL)




Brilliant Recovery AUG6 Vs AC 44
Crit: 19%
Hit: 65%
Miss: 16%

Damage per Crit: 75
Damage per Hit: 37.5
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery AUG2:
(.19*75)+(.65*37.5)= 38.625
With chance to Null:
(38.625*.9625)=                         37.1765625


Brilliant Recovery AUG2 Vs Reflex 42
Crit: 19%
Hit: 72%
Miss: 9%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery AUG2:
(.19*63)+(.72*31)= 34.29
With chance to Null:
(34.29*.9625)=                             33.004125 * 3







1/Encounter Gen 1 Damage:
(33.004125*3)+37.1765625+56.047296=                     192.2362335



Melee Basic Attack Vs AC 44
Crit: 19%
Hit: 65%
Miss: 16%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Melee Basic Attack:
(.19*63)+(.65*31)= 32.12

Average Spawns in Gen 2:
(4*.19)+(.9625*(4*.19))= 1.4915
Average Gen 2 Damage:
(1.4915*32.12)=                            47.90698

Average Spawns in Gen 3:
(1.4915*.19)= 0.283385
Average Gen 3 Damage:
(0.283385*32.12)=                        9.1023262    

Average Spawns in Gen 4:
(0.283385*.19)= 0.05384315
Average Gen 4 Damage:
(0.05384315*32.12)=                        1.729441978
                
Average Spawns in Gen 5:
(0.05384315*.19)= 0.0102301985
Average Gen 5 Damage:
(0.0102301985*32.12)=                        0.32859397582    

Total 1/Encounter Nova Damage with AP
192.2362335+
47.90698+
9.1023262+
1.729441978+
0.32859397582=                                251.30357565382













At Will Damage (Pre Milestone)

Pre milestone damage will be -2 minor actions due to the Rings of Free Time requiring a milestone to use their ability at will.

Me method: I will begin by calculating a "cold start" round, a round with zero power points.  From there, I will calulate the odds of getting at least 1 crit.

Then I will calulate the average damage of a turn with one power point to start off with.  The two averages will be weighted according to the odds of getting at least one crit, thus revealing the average at-will damage.


Standard: Brutal Barrage (Augment 1 when possible)
Minor: Brilliant Recovery
Minor: Brilliant Recovery


COLD START

Brutal Barrage Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%
Average Damage:
(.10*30)+(.50*9)= 7.5

Damage per Crit: 30
Damage per Hit: 9
Damage per Miss: 0

Total Average Damage dealt by Brutal Barrage:
7.5*3=                                22.5

Chance to miss 1 attack: 78.4% (Brilliant Recovery NULL)



Brilliant Recovery Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 51
Damage per Hit: 21.5
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery AUG2:
(.10*51)+(.50*21.5)= 15.85
With chance to Null:
(15.85*.784)=                             12.4264*2


Generation 1 Damage:
22.5+(12.4264*2)=                        47.3528




Melee Basic Attack Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Melee Basic Attack:
(.10*63)+(.50*31)= 21.8

Average Spawns in Gen 2:
(3*.10)+(.784*(2*.10))= 0.4568
Average Gen 2 Damage:
(0.4568*21.8)=                            9.95824


Average Spawns in Gen 3:
(.4568*.10)= 0.04568
Average Gen 2 Damage:
(0.04568*21.8)=                            0.995824

Coldstart Damage:
47.3528+9.95824+0.995824=                        58.306864


Chance of getting at least 1 crit off the cold start: 38.082635776%

90*.9*.9*(1-(.1*.784))*(1-(.1*.784))=61.9







HOT START

Brutal Barrage AUG1 Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%
Average Damage:
(.10*30)+(.50*9)= 7.5

Damage per Crit: 30
Damage per Hit: 9
Damage per Miss: 0

Total Average Damage dealt by Brutal Barrage:
7.5*4=                                30

Chance to miss 1 attack: 87.04% (Brilliant Recovery NULL)


Brilliant Recovery Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 51
Damage per Hit: 21.5
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery AUG2:
(.10*51)+(.50*21.5)= 15.85
With chance to Null:
(15.85*.8704)=                             13.79584*2


Generation 1 Damage:
30+(13.79584*2)=                        57.59168




Melee Basic Attack Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Melee Basic Attack:
(.10*63)+(.50*31)= 21.8

Average Spawns in Gen 2:
(4*.10)+(.8704*(2*.10))= 0.57408
Average Gen 2 Damage:
(0.57408*21.8)=                            12.514944


Average Spawns in Gen 3:
(.57408*.10)= 0.057408
Average Gen 2 Damage:
(0.057408*21.8)=                        1.2514944

Hotstart Damage:
57.59168+12.514944+1.2514944=                        71.3581184


Chance of getting at least 1 crit off the hotstart: 45.3

90*.9*.9*.9*(1-(.1*.8704))*(1-(.1*.8704))=54.685670040576



At-Will DPR (no MS):
(.4*71.3581184)+(.6*58.306864)=                    63.52736576






Standard: Brutal Barrage (Augment 1 when possible)
Minor: Brilliant Recovery
Minor: Brilliant Recovery
Minor: Brilliant Recovery
Minor: Brilliant Recovery


COLD START

Brutal Barrage Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%
Average Damage:
(.10*30)+(.50*9)= 7.5

Damage per Crit: 30
Damage per Hit: 9
Damage per Miss: 0

Total Average Damage dealt by Brutal Barrage:
7.5*3=                                22.5

Chance to miss 1 attack: 78.4% (Brilliant Recovery NULL)



Brilliant Recovery Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 51
Damage per Hit: 21.5
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery AUG2:
(.10*51)+(.50*21.5)= 15.85
With chance to Null:
(15.85*.784)=                             12.4264*4


Generation 1 Damage:
22.5+(12.4264*4)=                        72.2056




Melee Basic Attack Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Melee Basic Attack:
(.10*63)+(.50*31)= 21.8

Average Spawns in Gen 2:
(3*.10)+(.784*(4*.10))= 0.6136
Average Gen 2 Damage:
(0.6136*21.8)=                            13.37648


Average Spawns in Gen 3:
(.6136*.10)= 0.06136
Average Gen 2 Damage:
(0.06136*21.8)=                            1.337648

Coldstart Damage:
72.2056+13.37648+1.337648=                        86.919728


Chance of getting at least 1 crit off the cold start: 47.41069969207853056%

90*.9*.9*(1-(.1*.784))*(1-(.1*.784))*(1-(.1*.784))*(1-(.1*.784))=61.9







HOT START

Brutal Barrage AUG1 Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%
Average Damage:
(.10*30)+(.50*9)= 7.5

Damage per Crit: 30
Damage per Hit: 9
Damage per Miss: 0

Total Average Damage dealt by Brutal Barrage:
7.5*4=                                30

Chance to miss 1 attack: 87.04% (Brilliant Recovery NULL)


Brilliant Recovery Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 51
Damage per Hit: 21.5
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery AUG2:
(.10*51)+(.50*21.5)= 15.85
With chance to Null:
(15.85*.8704)=                             13.79584*4


Generation 1 Damage:
30+(13.79584*4)=                        85.18336




Melee Basic Attack Vs AC 44
Crit: 10%
Hit: 50%
Miss: 40%

Damage per Crit: 63
Damage per Hit: 31
Damage per Miss: 0

Total Average Damage dealt by Melee Basic Attack:
(.10*63)+(.50*31)= 21.8

Average Spawns in Gen 2:
(4*.10)+(.8704*(4*.10))= 0.74816
Average Gen 2 Damage:
(0.74816*21.8)=                            16.309888


Average Spawns in Gen 3:
(.74816*.10)= 0.074816
Average Gen 2 Damage:
(0.074816*21.8)=                        1.6309888

Hotstart Damage:
85.18336+16.309888+1.6309888=                        103.1242368


Chance of getting at least 1 crit off the hotstart: 54.4197148637897958621184

90*.9*.9*.9*(1-(.1*.8704))*(1-(.1*.8704))*(1-(.1*.8704))*(1-(.1*.8704))=45.5802851362102041378816



At-Will DPR (MS):
(.5*86.919728)+(.5*103.1242368)=                    95.0219824


Brilliant Recovery Vs AC 44
Crit: 36%
Hit: 48%
Miss: 16%

Damage per Crit: 51
Damage per Hit: 24.5
Damage per Miss: 0

Total Average Damage dealt by Brilliant Recovery:
(.36*51)+(.48*24.5)= 30.12
With chance to Null:
(30.12*.995)= 29.9694

Total Average Damage Delt in Generation 1:
(114.9920758371188736)+(2*29.9694)= 174.9308758371188736
Average Spawns in Generation 1:
(8*.36)+(.995*(2*.36))= 3.5964

Each Spawn creates 3 new attacks by triggering a new Brutal Barrage

Average Damage dealt by Generation 2:
(15.12*(3*3.5964))= 163.132704
Average Spawns in Generation 2:
(.36*(3*3.5964))= 3.884112

Average Damage dealt by Generation 3:
(15.12*(3*3.884112))= 176.18332032
Average Spawns in Generation 3:
(.36*(3*3.884112))= 4.19484096

Average Damage dealt by Generation 4:
(15.12*(3*4.19484096))= 190.2779859456
Average Spawns in Generation 4:
(.36*(3*4.19484096))= 4.5304282368

Each generation is growing larger than the last.  Nigh Infinite damage achieved.
The Badassery
Show

I recommend you visit here for info on the Gravedigger's immortality: he uses the same combination of effects as the Thing.  A brief summary:

Due to Unnatural Vitality and feats which enhance it's power, The Gravedigger doesn't fall unconscious and when he gets dropped below zero hitpoints.  In fact, because of Deathless Warrior, Ghostly Vitality, and the Belt of Sonnlinor Righteousness, he gets even tougher below zero gaining an effective Resit All: 44 and +2 to all defenses.  That's an amount of damage that virtually nothing in the game can overcome... and if somehow something does overcome it, he's also insubstantial... damage is cut in half.  He gets two death saving throw fails before he he actually begins to die.

Thankfully, he doesn't fail death saving throws.

From his feats and equipment, he has a permanent +7 to death saving throws.  A potions allows him to gain another +6 for an encounter, and a boon of his lets him add +2 to 1 roll per day.  He can spend a healing surge on a roll of 18-20.  If he rolls a 20 he regains surge-level HP without spending a surge.

The best part is his Epic Destiny feature, Cycle of Life.  Every time he makes a death saving throw he gains a +2 cumulative bonus to all his defenses and saving throws for the encounter. 

Worst case scenario: you can't stop rolling 1s and your boon has been uses.  So with even if that first save is a 1 on the die for a result of 14, he gets a +2 bonus to the next one.  Even if the one after that rolls a 1 for a result of 16 he'll still be okay (as he hasn't failed any of them yet)  The next 1 that rolls around gets you a result of 18... bam!  Healing surge time!.  Any subsequent death saves will automatically roll a 20 for a surge-free heal.

And the whole time he stays standing there alert with resistance to all damage which is nearly impossible to overcome.  He would come out of this ordeal with absurd defenses and save bonuses to boot.
Q&A
Show

How can you use Rending Weapon more than once?  I thought Free Action attacks were 1/turn now.
The melee basic attack triggered by the Rending Weapon isn't a free action, and in fact doesn't cost an action at all.  It's a part of the Rending Weapon's "crit" effects, so it's not even a weapon property.

How's his at-will DPR?  Encounter Nova?
I've updated the post to include this information.  It's higher than it should be for a defender who's equipped almost exclusively for immortality, but it's at optimized striker levels.  That said, it would be quite easy to optimize the Brutal Barrage/Brilliant Recovery combo to the point of at-will brokenness.  I'm investigating creating a build for this purpose next.
Small problem, I'm afraid.  From the Augmentable keyword definition:

At-Will Attack Powers: When a power or some other effect lets you use an at-will attack power, you can choose to use one of your augmentable at-will attack powers, but you must use it unaugmented. When a racial trait grants you an at-will attack power of your choice and you choose an augmentable at-will attack power, the power loses both the augmentable keyword and its augmentations.

 

So in other words, you can't use the Augment 1 Brutal Barrage in your crit-spawned attacks.  You can use it unaugmented, but that only gets you three attacks.   I haven't done the math properly, but back of the envelope calculations leads me to think that the infinite damage loop won't spawn now.  The first generation has seven attacks, of which you expect on average 2 to be critical hits.  But that only spawns 6 successor hits, not 8, so the average number of attacks will decrease with each generation, not increase.
Small problem, I'm afraid.  From the Augmentable keyword definition:

At-Will Attack Powers: When a power or some other effect lets you use an at-will attack power, you can choose to use one of your augmentable at-will attack powers, but you must use it unaugmented. When a racial trait grants you an at-will attack power of your choice and you choose an augmentable at-will attack power, the power loses both the augmentable keyword and its augmentations.

 

So in other words, you can't use the Augment 1 Brutal Barrage in your crit-spawned attacks.  You can use it unaugmented, but that only gets you three attacks.   I haven't done the math properly, but back of the envelope calculations leads me to think that the infinite damage loop won't spawn now.  The first generation has seven attacks, of which you expect on average 2 to be critical hits.  But that only spawns 6 successor hits, not 8, so the average number of attacks will decrease with each generation, not increase.



Good catch.  It means I need raise the stakes instead of Adjure the Chosen.  Still works... but now my math needs fixing.

*sigh*
Alright, math is accurate again.  Build changed up a bit and due to freeing up a standard action the daily nova is actually quite a bit stronger than before, with a much larger parent generation due to having two uses of Brutal Barrage instead of just one.
Okay, added in encoutner and at-will damage for the sake of completeness.
In the badassery section you mention the cycle of life, which you don't have.  Might want to look in my sig for ways to boost your DST.  Might have to switch off shadar-kai, but you'd still be invulnerable.

Edit: At worst, just take a life charm.

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.

In the badassery section you mention the cycle of life, which you don't have.  Might want to look in my sig for ways to boost your DST.  Might have to switch off shadar-kai, but you'd still be invulnerable.

Edit: At worst, just take a life charm.



He actually does have Cycle of Life.  He took it with the Seeking Destiny 30th-level feature of the Eternal Seeker.
The difference between madness and genius is determined only by degrees of success.
In the badassery section you mention the cycle of life, which you don't have.  Might want to look in my sig for ways to boost your DST.  Might have to switch off shadar-kai, but you'd still be invulnerable.

Edit: At worst, just take a life charm.



He actually does have Cycle of Life.  He took it with the Seeking Destiny 30th-level feature of the Eternal Seeker.


Wow, never thought of that...

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.

Eternal Seeker is one of those EDs that's been getting more and more powerful as the option-creep has been taking effect.  It's very often the answer to my "how can I get X?" problems in char-opping.
Embarassed ... but I thought psionics was "broken" ? !

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

Battleminds were pretty worthless defenders (before the latest errata) but apparently they've been great strikers all along.
Yeah, Brutal Barrage is very breakable.

Battleminds suffer from much the same problem as psions; they have a few very, very, very, very strong powers (Dishearten, Brutal Barrage, etc) that can completely overshadow all of their other options.
The difference between madness and genius is determined only by degrees of success.
I think WotC painted themselves into a corner with Psionic Augmentation.  They felt they had to create as much variation in all the at-will powers available to their new classes to keep interesting choices available and so we can an extreme example of options creep.  We have an at-will that does 3 attack rolls and an at-will minor action attack.
This build has been added to The Hall of Heroes thread.
I love this build but I can't figure out where you are getting the extra 2 minor actions from.
I love this build but I can't figure out where you are getting the extra 2 minor actions from.

answered my own question RINGS! btw any consideration to soulfangs or other damage taking effects.