I really would like to see builds that don't rely on CA and/or charging,especially with mounts.
Co-author on AoA 2-3 and 4-1.
You have 2 options: calculate dpr per Target and we can handwave flurry's 3 Target limit, or you can convert to single Target dpr, as found in my first post. For flurry assume 2 targets. It's not too far from 3
You have 2 options: calculate dpr per Target and we can handwave flurry's 3 Target limit, or you can convert to single Target dpr, as found in my first post. For flurry assume 2 targets. It's not too far from 3So, do you mean that I should assume I will be attacking two targets, and that there won't be a third to get with Flurry of Blows? (My Flurry of Blows will damage up to three targets when I hit with an attack once per round.)
5e houserules and tweaks.
Celestial Link Evoking Radiance into Creation
A Party Without Music is Lame: A Bard
Level Dip Guide
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.
"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
Chance to Hit:1-.05(15-11-1)=.85(.05 crit chance)
Damage:d10(Greatspear)+d10(Suprising charge)+5(Str)+3(Str)+1(Spear Expertise)=11+9=20(29 crit)
Level 1 Human Slayer,with a greatspear.His feats are Suprising Charge and Spear Expertise.He has a 20 in Str and a 16 in Dex by taking huge penalties in other scores( D
Dex 16 is possible,you have to have an 8,a 9,and an 8.
I haven't played a lot of 4e and I'm building an artificer and have a quick question. I know this isn't the place for that, but if I'm right, I have a suggestion for a high DPR character. What I want to know is can`an artificer stack multiple sigils onto one weapon. If so then a 30th level artificer/battlemind hybrid with Battle Engineer and God mind could stack Icebound, Hellfire, Lightning and the engineer's Sigils all onto one glaive, use battlemind's Blinding Barrage at-will and add on damage with heavy blade opportunity and polearm gamble. I'm also not sure about this but God Mind gives you back all your sigils so I would assume I could reapply the sigils to the weapon, but I'm not sure if they would stack with themselves. If that doesn't work, then Godmind gives you the ability to use the combo two fights in a row without resting. If I'm right about all this, and I doubt I am I figured around 1100 damage doable at will. Sure you can't do all of it in one turn, it would take several just to activate all of the sigils, but the damage output would be impressive.
I have a level 16 daily nova build that I want to submit for consideration. Some of the math is beyond me (expected value of Headsman's Chop from Bruttal Barrage and when to start counting frost damage, for example) so I may be off. It solidly beats the other Bruttal Barrage build and I'm fairly certain that it beats the Ranger/Pit Fighter. Hybrid Battlemind|Artificer/Soaring BladeBrutal Barrage:+24 vs. AC, +26 on subsequent hits with combat advantage from Wintertouched.Damage:37+2d8 per hit, +5 from frost vulnerability after the first hit, +5 once the target is prone (when hit twice by Brutal Barrage)(7 con mod, 7 from Soaring Blade, 2 from Shocking Flame, 2 from Frozen Whetstone, 7 from Icebound Sigil, 12 from Lightning Sigil +2d8 from Promise of Storm)Critical Hit: 19-20 crit range from Melegaunt's Darkblade, 53+4d6 from weapon, +1d6 from Executioner's Bracers, +2d10 from Soaring Blade.Attacks: 124 from Augment 1 Bruttal Barrage.4 from Augment 1 Bruttal Barrage on Action Point4 from Rain of Hammers Ki Focus item daily power.Bonus damage: 5 from Centered Flurry of Blows. Sequence:Starting AdjacentSet up round: Apply Frozen Whetstone, activate Icebound Sigil, activate Lightning Sigil.Attack Round, Acctivate Promise of Storm, attack with Bruttal Barrage augment 1, action point, attack with bruttal barrage augment 1, activate Rain of Hammers Ki Focus daily power (Minor action, make an at-will attack against a target you hit this turn, which is safe to assume with 8 attacks) to make anothr augment 1 Bruttal Barrage I get 557.7 damage nova but that's without Headsman's Chop damage.Bruttal Artificer====== Created Using Wizards of the Coast D&D Character Builder ======level 16Genasi, Battlemind|Artificer, Soaring BladeHybrid Artificer: Hybrid Artificer WillHybrid Talent: Battlemind Armor ProficiencyPsionic Augmentation (Hybrid): Hybrid Power Point OptionElemental Manifestation: StormsoulFINAL ABILITY SCORESStr 9, Con 24, Dex 15, Int 13, Wis 16, Cha 11.STARTING ABILITY SCORESStr 8, Con 18, Dex 13, Int 10, Wis 13, Cha 10.AC: 35 Fort: 29 Reflex: 28 Will: 29HP: 112 Surges: 14 Surge Value: 28TRAINED SKILLSPerception +16, Endurance +20, Arcana +14, Acrobatics +16UNTRAINED SKILLSBluff +8, Diplomacy +8, Dungeoneering +11, Heal +11, History +9, Insight +11, Intimidate +8, Nature +13, Religion +9, Stealth +8, Streetwise +8, Thievery +8, Athletics +5FEATSLevel 1: Hybrid TalentLevel 2: WintertouchedLevel 4: Headsman's ChopLevel 6: Heavy Blade ExpertiseLevel 8: Superior WillLevel 10: Elemental Echo (retrained to Monastic Disciple at Level 11)Level 11: Shocking FlameLevel 12: Lasting FrostLevel 14: Superior ReflexesLevel 16: Armor Specialization (Scale)POWERSHybrid at-will 1: Magic WeaponHybrid at-will 1: Bull's StrengthMonastic Disciple: Centered Flurry of BlowsPsionic Defense (Hybrid): Blurred StepHybrid daily 1: Icebound SigilHybrid utility 2: Dimension SlideHybrid at-will 3: Lodestone Lure (replaces Bull's Strength)Hybrid encounter 3: Burning WeaponsHybrid daily 5: Empathic FeedbackHybrid utility 6: Energy ConversionHybrid at-will/encounter 7: Forceful ReversalHybrid daily 9: Iron TombHybrid utility 10: Slick ConcoctionHybrid at-will/encounter 13: Brutal Barrage (replaces Lodestone Lure)Hybrid daily 15: Lightning Sigil (replaces Iron Tomb)Hybrid utility 16: Mind of EnduranceITEMSCloak of Distortion +3, Summoned Wyrmscale Armor +4, Heavy Shield, Melegaunt's Darkblade Longsword +4, Executioner's Bracers (heroic tier), Rain of Hammers Ki Focus +1, Frozen Whetstone (heroic tier) (100)====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Does promise of storm say damage rolls or does it apply to static damage?
I think I have a new King for Level 12. 84.0 DPR - Arrow (level 12) - [1, 6, 8]
how is he taking a bunch of rogue powers that require a crossbow without MCing or Hybriding rogue.
erdana, Arial, Helvetica, sans-serif">Daily Ranger level 12 nova. Bugbear Two-Blade Ranger/Snow Tiger
Show+attack bonuses come from:+6 half level+6 strength+3 proficiency (children born out of wedlock)+2 enhancement+2 expertise feat+1 prime shot (from a feat)+2 Begin the Hunt (power, when roll init)+2 mount= +24I'll list the damage bonuses momentarily. Here's the set-up round.When init is rolled: Begin the Hunt (+2 to attack rolls, quarry the target, and + 2 to init)Hunter's Privilege (if my init is higher than anyone else's, I get +3 dmg on my quarry. This is crap, but it was a way to get +3 dmg, so why not?)My set-up round:Minor action: bloody myself with a weaponMinor action: gain the use of the genasi powerMinor action: use the genasi power.Okay, damage bonuses are as follows: +dmg from:+2d8 promise of storms (genasi soul armor)+1d6 bloodied (Battlecrazed bastard sword)+1d10 weapon+2 enhancement+6 strength+2 weapon focus+2 Iron Armbands+2 mount+2 lancing gloves+5 called shot=2d8+1d6+1d10+21 (or 39 avg and 53 max)after the first 2 attacks:+5 if prone+1+4 Lashing Leavesonly get these once:1d6 HQ+3 HQ+2 Ruby Scabbard (actually get +1 twice, but simplified it for the dmg list)Crits are +2d6Note: If my controller and leader are too lazy to either move me or move the monster next to me, just use Attacks on the Run first. That will decrease damage by 9.5 points. My attack order:Lashing LeavesOff-Hand StrikeRuffling StingAP: Melee basic attack (paragon path feature)Attacks on the RunEverything hits on a 2, crits on a 20. Lashing Leaves does 2 attacks. We forego one First: (1d10+2d8+1d6+21+1d6+3+1) = 46.5.95*46.5= 44.175.05*70=3.541.85+3.5 = 47.675 first attack avg.Second: same as first, except no 1d6+3 and it can miss on a 2..9*40 = 36.05*61=3.0536+3.05 = 39.05Now we have +5 dmg due to Headsmans Chop and +5 due to Lashing Leaves. Ruby Scabbard and HQ are now gone. We also have CA in case the monster has higher than normal AC. /shrugOff-Hand Strike (and all future attacks except Attacks on the run which is 3d10): 1d10+2d8+1d6+29 (47 avg and 68 avg crit).9*47=42.3.05*68=3.442.3+3.4 = 45.7Ditto for Ruffling StingDitto for MBAAttacks on the Run: 3d10+2d8+1d6+29 (52.2 avg and 88 avg crit).9*58 = 52.2.05*88 = 4.4avg hit:56.6Two attacks = 56.6*2 = 113.2 Total average damage with a one-round set-up nova: 337.025erdana, Arial, Helvetica, sans-serif; font-size:12px">I ran into the problem of not knowing how to handle oversized. Does it make bastard swords 1d12 instead or does it let me use a fullblade in 1-hand? I'm guessing the former. Since I didn't know, I just used the basic 1d10 bastard sword to avoid confusion.Because I forgot to include a list, items include:ShowBattlecrazed Bastard Sword +2 (2 of them), Lancing Gloves, Rage Drake, Iron Armbands of Power, Genasi Soul Hide Armor +2, Ruby Scabbard (2)
====== Created Using Wizards of the Coast D&D Character Builder ======
Arrow (DPR), level 12
Human, Fighter/Ranger, Huntmaster
Hybrid Ranger Option: Hybrid Ranger Fortitude
Hybrid Talent Option: Ranger Combat Talent
Ranger Combat Talent Option: Prime Shot (Hybrid)
Human Power Selection Option: Heroic Effort
Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES
STR 11, CON 11, DEX 23, INT 11, WIS 17, CHA 10
STARTING ABILITY SCORES
STR 10, CON 10, DEX 18, INT 10, WIS 14, CHA 9
AC: 22 Fort: 19 Ref: 23 Will: 20
HP: 91 Surges: 7 Surge Value: 22
Acrobatics +17, Athletics +13, Dungeoneering +14, Perception +14, Stealth +17
Arcana +6, Bluff +6, Diplomacy +6, Endurance +6, Heal +9, History +6, Insight +9, Intimidate +6, Nature +9, Religion +6, Streetwise +6, Thievery +12
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Fighter Attack: Combat Challenge
Hunter's Quarry Power: Hunter's Quarry
Fighter Attack 1: Weapon Master's Strike
Ranger Attack 1: Twin Strike
Ranger Attack 1: Two-Fanged Strike
Ranger Attack 1: Skirmishing Stance
Fighter Utility 2: Battle Fury Stance
Ranger Utility 2: Begin the Hunt
Fighter Attack 3: Rain of Blows
Ranger Attack 3: Disruptive Strike
Fighter Attack 5: Nimble Bladestorm
Ranger Attack 9: Attacks on the Run
Fighter Utility 10: Fighter's Grit
Huntmaster Attack 11: Crimson Spear Strike
Huntmaster Utility 12: Brace for the Charge
Level 1: Weapon Proficiency (Greatbow)
Level 1: Hunting Spear Student
Level 4: Hybrid Talent
Level 6: Bow Expertise
Level 10: Wintertouched
Level 11: Called Shot
Level 11: Sly Hunter
Level 12: Lasting Frost
Level 12: Silvery Glow
Prime Shot Greatbow +3 x1
Bracers of Archery (heroic tier) x1
Siberys Shard of Merciless Cold (paragon tier)
Gloves of Ice (paragon tier) x1
Frozen Whetstone (heroic tier) x 32
====== End ======
Also I made a level 12 Nova variation of Arrow for those that were curious if the build had nova potential
[Nova 458 average damage] Arrow (nova), level 12, [1,6,8]
Attack and Damage Math
+24 to hit +6 Level +6 Dex +2 Prof +3 Enhance +2 Expertise +1 Prime Shot +2 CA +2 Power Bonus from Begin the Hunt +62 Damage +5.5 Long Bow +3 Enhance +3 Silvery Glow +5 Lasting Frost +2 Bracers +3 Syberys Shard +2 Gloves +2 Whetstone +10.5 Lightning Arrows +4 Battle Fury Stance +5 Called Shot +2 Bow Expertise
Arrow (Nova), level 12
Revenant, Ranger/Fighter, Cloaked Sniper
Choose your Race in Life: Genasi
STR 11, CON 16, DEX 22, INT 11, WIS 18, CHA 9
STR 10, CON 13, DEX 17, INT 10, WIS 15, CHA 8
AC: 22 Fort: 21 Ref: 22 Will: 20
HP: 84 Surges: 10 Surge Value: 21
Acrobatics +17, Dungeoneering +15, Perception +15, Stealth +17, Thievery +17
Arcana +6, Athletics +6, Bluff +5, Diplomacy +5, Endurance +11, Heal +10, History +6, Insight +10, Intimidate +7, Nature +10, Religion +6, Streetwise +5
Revenant Utility: Dark Reaping
Genasi Racial Power: Promise of Storm
Fighter Attack 1: Brash Strike
Fighter Attack 1: Bell Ringer
Thievery Utility 2: Fast Hands
Rogue Attack 7: Snap Shot
Cloaked Sniper Attack 11: Sudden Bolt
Cloaked Sniper Utility 12: Unseen Shot
Level 1: Sneak of Shadows
Level 2: Bow Expertise
Level 4: Silvery Glow
Level 6: Hybrid Talent
Level 8: Past Soul
Level 10: Novice Power
Flaming Crossbow +1
Quick Longbow +3 x1
Lightning Arrow +3
Frozen Whetstone (heroic tier)
Level 30 Stormsoul Genasi Barbarian|Fighter MC Rogue MC Avenger, Traveller's Harlequin, Planeshaper using a rending execution axe
Prep Round:Standard: Hunting Lion RageMinor: Goad of BloodMinor: Promise of Storm
Nova Round:Free: Belt of Titan StrengthFree: Oath of EnmityMinor: Raise the StakesStandard: Harrying Assault, which gives an mba which we turn into any encounter powerFree (after 1st hit): Savage GrowlNo Actions: Hurricane of Blades (from Harrying Assault), 1st crit gives an mba from rending and an mba from rampage (the only free action attack of the turn). As there are 4 attacks from Hurricane of blows and we have a crit percentage of 0.36, we get one crit on average, which spawns 2 more hurricanes of blades (planeshaper gives us a second and it recharges when we crit from epic resurgence). As soon as one of the hurricanes is complete we can recharge it with the daily power from torc of power (on a 4+ with a torc of power +6). If there is ever a stage that we can't use hurricane of blades, then we use storm of blades and when that is used up we use Devastating Strike.Minor: Salve of Power to recharge hurricane of bladesAP Standard: Irresistible Ardor. This is the turning point of the nova. It is only a single attack and it must crit in order for us to continue. To this end we have to maximize the chance of it critting; we crit on 17s (thanks to raise the stakes) rolling twice (thanks to oath of enmity) and we take as many reroll powers as possible. Before the encounter started we rolled our dice of auspicious fortune (which give us 3 shots at a 17+) and we get two shots from the original roll. We then take combat surge to give a reroll (oath of enmity lets us reroll both dice) as well as a stone of earth, a stone of storms and stone of fire (each of which grants us a reroll thanks to shocking flame). This effectively gives us 13 shots to roll a 17+, which makes it extremely likely. Any reroll powers not used up can be used to go crit fishing later.No Actions: See above. Hurricane of blades has been recharged twice more, thanks to the salve of power and Irresistible Ardor, any additional crits, produce more Devastating Strikes and these can crit again to produce more, using any reroll powers left over (seeing as we hit on a 2+ rolling twice, there is only a negligible chance of missing [I didn't miss in all 10 iterations] and thus rerolling hits to try and crit is not an issue).In total this nova should produce, Hurricane of Blades 6 times, Storm of Blades Once, Harrying Assault Once and an indeterminate number of Devastating Strikes.To hit: 15[lvl]+9[str]+2[prof]+3[exp]+6[enh]+1[fighter]+2[elemental barbarian]+2[CA]+2[hunting lion rage] = +42 vs AC (+44 after a crit)
Static damage: 9[str]+6[enh]+3[focus]+3[deadly rage]+8[shocking flame]+5[shard]+6[frozen whetstone]+6[IAoP]+10[belt of titan strength] = +56 (+2 after a crit)
Dice: 1d12r3[W]+3d8r2[Promise of Storm]+1d8r2[savage growl] - all dice rolled twice[ring of the radiant storm] and all 1s rerolled[gauntlets of destruction] = Max(2d12r3+4d8r2,2d12r3,4d8r2)
Hurricane of Blades = +42 vs AC, Max(2d12r3+4d8r2,2d12r3,4d8r2)+56 repeated 3 more times
HoB 1st Crit = 112+Max(3d12r3+1d10r2+5d6r2,3d12r3+1d10r2+5d6r2) and two melee basic attacks (which become melee at-wills or encounters due to goad of blood).
Hurricane of Blades (after crit) = +44 vs AC, Max(2d12r3+4d8r2,2d12r3,4d8r2)+70 repeated 3 more times
HoB subsequent Crits = 114+Max(3d12r3+1d10r2+5d6r2,3d12r3+1d10r2+5d6r2) and one melee basic attack (which becomes a melee at-wills or encounters due to goad of blood).
Storm of Blades in the same just 1d12+2 less and only repeated 2 more times (hitting on a 2 so 1/400 chance of missing and not getting subsequent attacks)
Devastating Strike = +42 vs AC (+44 after a crit), Max(2d12r3+7d8r2,2d12r3+7d8r2)+58
DS Crit = 136+Max(3d12r3+1d10r2+5d6r2,3d12r3+1d10r2+5d6r2) and one melee basic attack (which becomes a melee at-wills or encounters due to goad of blood).
Average = 4936.2Highest iteration = 6115Lowest iteration = 2167
155 crits382 attacksCrit % = 0.406Average crit % without rerolls or dice of auspicious fortune ought to be 0.36 so this is about right.
I would like to thank Damon_Tor, as this is a modification of his GraveDigger (mainly the use of Oath of Enmity and Raise the Stakes).