Blender mk2.

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Original Credit goes to kergma.

But i figured i'd give his build the full revenant.
[sblock blender mk2]


====== Created Using Wizards of the Coast D&D Character Builder ======
Murderous Mind mk2, level 30
Revenant, Sorcerer/Battlemind, Lightning Fury, Invincible Mind
Sorcerous Power Option: Sorcerous Power Dexterity
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hybrid Talent Option: Soul of the Sorcerer
Soul of the Sorcerer Option: Storm Soul
Extra Manifestation Option: Earthsoul
Earthshock Option: Earthshock Strength
Extra Manifestation II Option: Stormsoul
Choose your Race in Life: Genasi
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
STR 10, CON 28, DEX 24, INT 12, WIS 13, CHA 12

STARTING ABILITY SCORES
STR 8, CON 18, DEX 14, INT 10, WIS 11, CHA 10


AC: 32 Fort: 39 Ref: 37 Will: 33
HP: 186 Surges: 16 Surge Value: 46

TRAINED SKILLS


UNTRAINED SKILLS
Acrobatics +22, Arcana +16, Athletics +15, Bluff +16, Diplomacy +16, Dungeoneering +16, Endurance +26, Heal +16, History +16, Insight +16, Intimidate +18, Nature +18, Perception +18, Religion +16, Stealth +22, Streetwise +16, Thievery +22

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Iron Wolf Warrior Attack: Iron Wolf Charge
Revenant Utility: Dark Reaping
Battlemind Feature: Battlemind's Demand
Genasi Racial Power: Earthshock
Genasi Racial Power: Promise of Storm
Sorcerer Power 3: Lightning Cuts
Lightning Fury Attack 11: Furious Bolts
Lightning Fury Utility 12: Lightning in the Blood
Battlemind Attack 13: Brutal Barrage
Lightning Fury Attack 20: Bolt of Power
Invincible Mind Utility 26: Indomitable Strategem
Battlemind Attack 27: Brilliant Recovery

FEATS
Level 1: Extra Manifestation
Level 2: Hybrid Talent
Level 4: Mark of Storm
Level 6: Beguiling Torment
Level 8: Wrathful Warrior
Level 10: Death's Quickening
Level 11: Hindering Shield
Level 12: Bludgeon Expertise
Level 14: Restless Dead
Level 16: Earthshock Master
Level 18: Critical Targeting
Level 20: Extra Manifestation II
Level 21: Overwhelming Impact
Level 22: Ghostly Vitality
Level 24: Deadly Draw
Level 26: Elemental Warrior
Level 28: Double Manifestation
Level 30: Shocking Flame

ITEMS
Dagger x1
Staggering Warhammer +6 x1
Life Charm +5 x1
Waistband of the Grappler (paragon tier) x1
Iron Armbands of Power (epic tier) x1
Rushing Cleats (heroic tier) x1
Ring of Free Time (epic tier) x1
Light Shield x1
Circlet of Arkhosia (epic tier) x1
Eberron Shard of Lightning (epic tier)
Gauntlets of Brutality (paragon tier) x1
====== End ======


[/sblock]

Ignore the massivly messed up feat order...
Note that the extra actions, and dual mainestation are both somewhat questionable.  But CS has approved both.

*First we drop below 0, save agaisnt daze with the Circlet of Arkhosia.  Convert our moves (standard + ghostly vitality) to minors (standard, death's quickending, ghostly vitality), for 1 standard and 5 minors (6 after a milestone).
*Then we attack with Brtual Barrage.  If all of them hit, we use Earthshock and miss with that (reliable, regain on a crit), and lightning cuts as a double backup.  We then spend all the minors on brillant recovery.  So that's 8 attacks, though once has to miss.
*Each hit is lightning (shocking flame), which triggers mark of storms (staggering weapon + rushing cleats + bludgeoning expertise).  Each hit also dazes (hindering shield + overwhelming impact), which allows us to spend a power point to slide them again.  The ED feeds us Power Points as needed.
*Now we slide them 18 squares (per hit) around ourselves, dealing 19 (2d6+7+5) each square.

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.

[sblock To Hit = 41;  .75]
15 lvl
9 Con
6 Ehn
3 feat
2 prof
2 ED
2 Restless dead
2 CA
-2 Waistband

aBR =
+2 target ref.
[/sblock]

[sblock earthshock to hit = 15:  .1]
15 lvl
6 base
0 Str
2 Restless dead
2 CA
-2 Wasteband
[/sblock]

[sblock BB damage = 13]
9 Con
4 Shocking Flame
[/sblock]

[sblock BR damage = 46]
6 1d10(b1)
9 Con
6 Enh
6 Armbands
5 Waist
5 Shard
4 Shocking Flame

aBR = 
+6
[/sblock]

[sblock crits + 1.2 / 1.4]
24 6d6(b1)
*4 max d10

= 1.2
*+0.2
[/sblock]
Assuming you start the battle below 0.

Slide: 16*19 = 342

aBB/BB: (.75*(13+342)+1.2) = 267.45
aBR (.85*(52+342)+1.6) = 336.5
BR: (.75*(46+342)+1.4) = 292.4
1-(.75^4) = 0.68.  (chance to miss with a  aBB, round 1 and 2)
1-(.75^3) = 0.58. (chance to miss with a BB).

8*30+24 = 264  (normalize)

KP2R.
aBB = 8 attacks * 267.45 = 2139.6
BR = 8.36 attacks * 292.4 = 2444.464
aBR = 1 attacks * 336.5 = 336.5
=  4920.564 / 264
18.6385

DPR..
BB = 3 * 267.45 = 802.35
BR = 4.58 * 292.4 = 1339.192
= 2141.542

KP5R
4920.564 + 2141.542 * 3
=  11345.19 / 264
42.974204545

KP10R
4920.564 + 2141.542 * 8
= 22052.9 / 264
83.533712121

Mean KPR
8.76

Yes... thats 8.76 standards per rounds.

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.

= 2180.5  DPR

2476 after a milestone.

I don't have Character Builder handy, but don't believe revenant qualifies for Shocking Flame (requires ability to manifest firesoul or stormsoul).

Sick, no sane DM would allow it unless game rules are inviolate.  Fun for theory craft I suppose...

= 2180.5  DPR

2476 after a milestone.

I don't have Character Builder handy, but don't believe revenant qualifies for Shocking Flame (requires ability to manifest firesoul or stormsoul).

Sick, no sane DM would allow it unless game rules are inviolate.  Fun for theory craft I suppose...

CS has said they can, if you take extra manifestation twice (so you have an "instead" manifestation).  Though it's definatly rules questionable and i've already made a note at the top.

And even so, a box of tempest whetstones could solve that the problem... though i just realised i forgot to add it into the DPR...  +11.9

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.

"Hey wizards! This is 2k DPR speaking. Yeah yeah I'm over that whole slasher incident. How's Perkins? Good good. Hey just calling to mention I'M BAAAAAAAAAACK!" :D

I've been wondering ever since I learned about Revenants and The Blender what would happen if the two were put together...the result is even better than I had thought.
For the low system mastery members of the audience (me), can someone please explain how this build is generating ~19 points of damage with every square of slide? Thanks in advance.
For the low system mastery members of the audience (me), can someone please explain how this build is generating ~19 points of damage with every square of slide? Thanks in advance.

The paragon path gives 2d8+Dex.

Plus the wasteband for another 5.

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.

For the low system mastery members of the audience (me), can someone please explain how this build is generating ~19 points of damage with every square of slide? Thanks in advance.

The paragon path gives 2d8+Dex.

Plus the wasteband for another 5.



This still qualifies as "zone abuse" in my book, and as such is never practical in any game I've played in.

That feature should be max 1/turn/source. 
For the low system mastery members of the audience (me), can someone please explain how this build is generating ~19 points of damage with every square of slide? Thanks in advance.

The paragon path gives 2d8+Dex.

Plus the wasteband for another 5.

This still qualifies as "zone abuse" in my book, and as such is never practical in any game I've played in.

That feature should be max 1/turn/source. 

I agree, but this is char-op.  So i'll allow it.
And besides, there should be a dizzy effect for going 117 squares in a circle.

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.

For the low system mastery members of the audience (me), can someone please explain how this build is generating ~19 points of damage with every square of slide? Thanks in advance.

The paragon path gives 2d8+Dex.

Plus the wasteband for another 5.

This still qualifies as "zone abuse" in my book, and as such is never practical in any game I've played in.

That feature should be max 1/turn/source. 

I agree, but this is char-op.  So i'll allow it.
And besides, there should be a dizzy effect for going 117 squares in a circle.




Yes, it it is a very nice char-op build (I didn't mean to discount this fact). Very dizzy certainly

Can you post the DPR if there is a 1/turn/source limit on "zone" or "zone-like" effects? 
Ah yes, Lightning Fury's 16th level feature, Lightning Field. Looks like something needs to get the Spark Slippers treatment, or a variation thereof. And while I'm thinking about it, so should the Monk at-will power Lion's Den, before someone figures out how to abuse it in a similar way.

Congrats on your nice (which is to say, utterly sick) update to the Blender build.
Ah yes, Lightning Fury's 16th level feature, Lightning Field. Looks like something needs to get the Spark Slippers treatment, or a variation thereof. And while I'm thinking about it, so should the Monk at-will power Lion's Den, before someone figures out how to abuse it in a similar way.

Congrats on your nice (which is to say, utterly sick) update to the Blender build.

Yea... doing this with cloud of daggers wouldn't have nearly the same effect...
16/2*14(wis)=112+44  *5(BR attack only, standard to miss with the cloud) = 780
See, only about 1/3 of the damage 



Yea, the revenant action economy needs fixed too...
Death's Quickening = Your not dazed.
Ghostly Vitality = Insubstantial.

Staggering could probably use a bit of a nerf too.  6 is huge, even if you don't zone it.

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.

Hi Mellored,

Very nice build, i like it. I wish more interested in lending to certain mechanisms of your build, potentially reusable in my own characters. Im trying first to understand the synergies between every feats and powers. Im not interested by the "questionnable"  aspect, but by a correct comprehension of your mecanisms first. Perhaps after i'll can use some of them in my personnals builds.

I will decompose steps by steps to simplify the reasonig :

"First we drop below 0, save agaisnt daze with the Circlet of Arkhosia."

My comprenhesion : when we drop below we are not daze anymore, so have move, standard and minor action.
So we have at this point 1 standard and 2 minors.

Correct?

"Convert our moves (standard + ghostly vitality) to minors (standard, death's quickending, ghostly vitality), for 1 standard and 5 minors (6 after a milestone)."

Ghostly vitality add a minor and a move action, so 2 minors actions.
Death's quickending add a minor.

So in total 1 standard and 5 minors. Correct?

A question about "6 minors actions after a milestone" : where does this sixth?

"Then we attack with Brtual Barrage."

One standard use.
You use Non augment or Augment 1 or Augment 4 version of Brutal Barrage? I suppose Augment 1, correct?

"If all of them hit, we use Earthshock and miss with that (reliable, regain on a crit), and lightning cuts as a double backup."

This is the most obscure part for me :
- why the condition "if all of them hit"? Earthshock : one minor action use. Correct?
- why we need miss with Earthshock?
- What do you mean by "(reliable, regain on a crit), and lightning cuts as a double backup."?  
 
"We then spend all the minors on brillant recovery.  So that's 8 attacks, though once has to miss."

Earthshock need one minor. In the more favorable case, we have still 5 minors. So where does come from 8 attaks?

Which augmented do you use of Brilliant Recovery? For the higher version (Brilliant Recovery (Augment 6)) we need 6 * 8 powers points. I think at level 30, the Blender version have 10 power points. Where do you find 6 * 8 powers points for 8 Brilliant Recovery (Augment 6) attacks?

"Each hit is lightning (shocking flame), which triggers mark of storms (staggering weapon + rushing cleats)."

shocking flame feat give +2 (+4 at epic) to melee damage when manifesting firesoul (type is fire) or stormsoul (type is lightning). I guess you use melee damage when manifesting stormsoul for lightning type?

"Each hit also dazes (hindering shield + overwhelming impact), which allows us to spend a power point to slide them again.  The ED feeds us Power Points as needed."

On the builder the hybrid class traits Battlemind\Sorcerer it appears that shields proficiencis are lost (light and heavy shield). Is it a bug from the builder? and what ED means?

"Now we slide them 16 squares (per hit) around ourselves, dealing 19 (2d6+7+5) each square."

Because 8 attaks + rushing deals 2 squares slide, Im correct?




Thank you in advance for the answers you can give me.

My comprenhesion : when we drop below we are not daze anymore, so have move, standard and minor action.
So we have at this point 1 standard and 2 minors.

Correct?

Yes

Ghostly vitality add a minor and a move action, so 2 minors actions.
Death's quickending add a minor.

So in total 1 standard and 5 minors. Correct?

Yes

A question about "6 minors actions after a milestone" : where does this sixth?

Ring of free time

"Then we attack with Brtual Barrage."

One standard use.
You use Non augment or Augment 1 or Augment 4 version of Brutal Barrage? I suppose Augment 1, correct?

Depends on how long the battle lasts.  But generally augment 1.
"If all of them hit, we use Earthshock and miss with that (reliable, regain on a crit), and lightning cuts as a double backup."

This is the most obscure part for me :
- why the condition "if all of them hit"? Earthshock : one minor action use. Correct?
- why we need miss with Earthshock?
- What do you mean by "(reliable, regain on a crit), and lightning cuts as a double backup."?  
 

Brilliant recovery requires that you miss.
If you hit with all 3-4 brutal barrage attacks, you use earthshock as a minor.  It has a 90% chance of missing, and is reliable, so it's not expended if you do.
If you do hit with earthshock, you can regain it if you crit.
Lightning cuts is another minor action attack that you can miss with.  In case you get "lucky" and hit alot.

"We then spend all the minors on brillant recovery.  So that's 8 attacks, though once has to miss."

Earthshock need one minor. In the more favorable case, we have still 5 minors. So where does come from 8 attaks?

3(4) brutal barrage, and 5 minors.  Probably not the most accurate statement.
Which augmented do you use of Brilliant Recovery? For the higher version (Brilliant Recovery (Augment 6)) we need 6 * 8 powers points. I think at level 30, the Blender version have 10 power points. Where do you find 6 * 8 powers points for 8 Brilliant Recovery (Augment 6) attacks?

Depends on how long the battle is.  But generally no augment, or augment 2.
"Each hit is lightning (shocking flame), which triggers mark of storms (staggering weapon + rushing cleats)."

shocking flame feat give +2 (+4 at epic) to melee damage when manifesting firesoul (type is fire) or stormsoul (type is lightning). I guess you use melee damage when manifesting stormsoul for lightning type?

Yes.  It is somewhat questionable if you can "manifest" as a revenant though.

"Each hit also dazes (hindering shield + overwhelming impact), which allows us to spend a power point to slide them again.  The ED feeds us Power Points as needed."

On the builder the hybrid class traits Battlemind\Sorcerer it appears that shields proficiencis are lost (light and heavy shield). Is it a bug from the builder? and what ED means?

You don't need proficency.   You don't get a shield bonus, but it still qualifies for hindering shield.
"Now we slide them 16 squares (per hit) around ourselves, dealing 19 (2d6+7+5) each square."

Because 8 attaks + rushing deals 2 squares slide, Im correct?

No.  Mark of stroms + Rushing cleats + Staggering weapon = 8 for hitting.  Then you use a Power Point to slide again, for another 1(base)+rushing cleats + staggernig weapon = 8.  8+8 = 16.

Though i just realised...  If i didn't factor in the Power points needed to slide.  Guess that means no Brillant Recovery augments....

*recalculating*

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.

How exactly does Waistband of the Grappler get you Brutal Barrage damage? It gives a bonus to damage rolls and grab attempts.
How exactly does Waistband of the Grappler get you Brutal Barrage damage? It gives a bonus to damage rolls and grab attempts.


True.

However, you can get some of that back, because Shocking Flame should be +4 damage at epic.

With the new DPR Kings v3, we don't get to just assume we have Triumphant Attack/Critical Targeting anymore (also, I think you have CT listed in your build but meant for it to be TA).

Also, the ED doesn't give out quite as many Power Points as you'd like...it only gives the PPs when you hit with an unaugmented attack, so that's gonna mess around with a lot of the calculations and bring dpr down by a good bit. I think after the first couple rounds you'll end up forced to use everything unaugmented if you want Beguiling Torment to always kick in.
How exactly does Waistband of the Grappler get you Brutal Barrage damage? It gives a bonus to damage rolls and grab attempts.

True.

However, you can get some of that back, because Shocking Flame should be +4 damage at epic.

With the new DPR Kings v3, we don't get to just assume we have Triumphant Attack/Critical Targeting anymore (also, I think you have CT listed in your build but meant for it to be TA).

Also, the ED doesn't give out quite as many Power Points as you'd like...it only gives the PPs when you hit with an unaugmented attack, so that's gonna mess around with a lot of the calculations and bring dpr down by a good bit. I think after the first couple rounds you'll end up forced to use everything unaugmented if you want Beguiling Torment to always kick in.

Yea...

I messed up a bit when going from DPR to KP5R.

So...  PP...

5-7 for round one.
3-5 for round 2.

Lucky rounds will have less PP, but they hit more anyways, and unlucky roudns will have enough for 2, but they can use the boost.  So i'll calculate 1 augmented BR on round 2.

After that, unaugmented->hit->gain PP-> slide with PP. 

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.

Any suggestiongs to replace Triumphant attack with?

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.

I don't see anything too great for this build, but I'd say either Hammer Rhythm (if you can afford to move some stats around to get 15 STR) or Headsman's Chop since BB knocks prone after 2 hits (if I calculated right, you have a 84.375% chance of knocking prone on an unaugmented BB, and a roughly 95% chance on an aBB).

I'm also not sure that Gauntlets of Destruction end up better than Gauntlets of Brutality.
I don't see anything too great for this build, but I'd say either Hammer Rhythm (if you can afford to move some stats around to get 15 STR) or Headsman's Chop since BB knocks prone after 2 hits (if I calculated right, you have a 84.375% chance of knocking prone on an unaugmented BB, and a roughly 95% chance on an aBB).

I'm also not sure that Gauntlets of Destruction end up better than Gauntlets of Brutality.

Yea.. i was thinking headmans chop myself.

And It's actually calculating for destruction.  I was just confusing the names, and assuming brutality gave you a pusod-brutal effect 

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.

Yea.. i was thinking headmans chop myself.

And It's actually calculating for destruction.  I was just confusing the names, and assuming brutality gave you a pusod-brutal effect 


You were actually right about the names. Gauntlets of Brutality let you destroy a prone enemy; Gauntlets of Destruction give you the brutal effect

But I think Brutality (+5 damage vs. prone) might end up better than Destruction (brutal effect)...they're not too far different though.

And I realized that you can't use Headsman's Chop, you're using a warhammer. Oops. So...Hammer Rhythm? Is there any reason you need DEX as high as it is? You can get to 15 STR just by changing dump stats and lowering DEX to 22.

EDIT: Oh yeah, Lightning Fury. Duh.

Well then maybe Weapon Focus is as good as you can really get. 
Gah, sorry, but I think the DPR is gonna take another hit...

I don't think Beguiling Torment can get the bonus from Staggering. Staggering applies to "a power with the weapon keyword," which BT isn't. It's also not a "close or melee attack" to benefit from Rushing Cleats. So that brings the slide-per-hit down to 9.
I think that's the usual situation with feats applying extra stuff to your attacks. IIRC feats and effects that permit you to o extra stuff with attacks count as part of the attack, unless they specifically require an extra action to activate (e.g. the Knight's stance Defend the Line is treated as the attack slowing, while Hammer Hands isn't).
I use the hammer package as an example, which is conveniently used here as well. Look at the chain of effects: you hit and do extra lightning damage. Mark of Storm adds a slide effect. It's not the attack that slides, like it would be with ES, but a feat. It is, however, counted as part of the attack - in fact, Hindering Shield then adds a slow effects onto your attacks, but it is only able to do it because of MoS, despite wording "whenever you pull, push or slide with an attack".
Then you're dazing. Overwhelming Impact turns your Slow into a Daze at the condition of using a hammer, performing a melee attack, and having that attack slow the enemy. Again, it's not a melee attack that slows the enemy, it's a feat, in this case Hindering Shield. Yet it works - the very idea of activating Beguiling Torment depends on the feat as being treated like part of the attack.
If you concede these first two points, then BT benefiting from Staggering is merely a logical conclusion. If you don't concede that feats which permits you to add extra effects on top of attacks are treated as part of the attacks, then you don't activate BT at all. Not only that, but OI ceases to function with HS, and HS with MoS. Which is one of the most largely spread and accepted combos in the whole 4E.
If you concede these first two points, then BT benefiting from Staggering is merely a logical conclusion. If you don't concede that feats which permits you to add extra effects on top of attacks are treated as part of the attacks, then you don't activate BT at all. Not only that, but OI ceases to function with HS, and HS with MoS. Which is one of the most largely spread and accepted combos in the whole 4E.


Well, based on the rules of the "augment" feats (Psionic Power pg. 130), it seems like they are supposed to be entirely separate effects when you use them. Which is the only reason why BT might possibly be able to benefit from Staggering as well; if the BT slide is part of the power (like the Mark of Storm slide), then you definitely only get to trigger Staggering once, because Staggering applies once per power. Similarly, Rushing Cleats increase the slide of "any close or melee attack," which means it only triggers once per attack. If BT is part of the attack, it can't trigger again.

So under either interpretation (BT is separate, or BT is part of the attack), you still can't add Staggering or Rushing Cleats a second time.

EDIT: I guess I can see the argument that you're not giving it a slide 2, you're giving it 2 slide 1's, and adding to "the number of squares the target slides" applies to each slide...hmm...this is a bit thorny in my mind, but I guess I can't say it's definitely wrong. I withdraw my objection.

EDIT 2: In that case, shouldn't each slide be 9 squares (1 MoS or BT, 6 staggering, 1 rushing cleats, 1 bludgeon expertise)? 
I didn't check Mello's math, but yes as far as I know. Slide 1 plus 8 squares from enhancers, twice (MoS and BT), totaling 18 per attack.
EDIT 2: In that case, shouldn't each slide be 9 squares (1 MoS or BT, 6 staggering, 1 rushing cleats, 1 bludgeon expertise)? 

So it should...

That adds a fair amout of unneccicary damage.

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.

Updated DPR.

Though honestly i don't feel like adding gauntlets of brutality.  I mean... 8 killer per round is enough.

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.

Just add it. It's not like someone's really gonna play a Blender in a real game, so you might as well max out the theory.
if you want to do the math...  go ahead.

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.

How is Circlet of Arkhosia enough to get rid of the daze?

Even ignoring the obvious intent that it should only apply to save ends effects (that's not RAW), from what I am seeing, a successful save does not actually end the effect. It only makes it not affect you on that turn (which means you need to make the save again at the beginning of every turn, so you'd need to get +9 to your saves vs. daze).

If it works that's great (I totally wanna copy it for my own builds ) but could you explain the argument you're using?
How is Circlet of Arkhosia enough to get rid of the daze?

Even ignoring the obvious intent that it should only apply to save ends effects (that's not RAW), from what I am seeing, a successful save does not actually end the effect. It only makes it not affect you on that turn (which means you need to make the save again at the beginning of every turn, so you'd need to get +9 to your saves vs. daze).

If it works that's great (I totally wanna copy it for my own builds ) but could you explain the argument you're using?

Gunna have to double check the wording (away from book) but i'm pretty sure it's the same as Superior Will.

So you just need to drop 0, save, and then start the battle.

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.

No, a little different.

Circlet:
When you are dazed or stunned, you can make a saving throw against one of those conditions at the start of your turn. If you save, you can act normally on your turn. If you fail, you can make another saving throw against the effect at the end of your turn.

(Epic tier version just adds "dominated" to the list)

Superior Will:
In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save.


Superior Will specifies that the effect ends; Circlet of Arkhosia just says that "you can act normally on your turn." 
Honestly, I've never seen the circlet save interpreted as not ending the condition.  The "act normally on your turn" part is just clarifying that the save happens before the stun/daze limits your actions for that turn.

A successful saving throw against a condition ends that condition. The RAW is in the definition of a "save." The wording in Superior Will is technically redundant, although it's more clearly worded.

At least, that's the argument I'd make.
A successful saving throw against a condition ends that condition. The RAW is in the definition of a "save."


A saving throw "is used to avoid or end certain effects" (RC 227). It wouldn't be crazy to refer to the Circlet save as "avoiding the effect for the next turn."

I think there's a RAW argument to be made that the Circlet's save will end an effect that's "save ends" (because that is the actual definition of what "save ends" means)...but for an effect that is not "save ends," it is not generally defined what effect a saving throw has - but we have specific instructions in the Circlet property that "you can act normally on your turn."

I'm really not sure how else to interpret it, since there is no general rule that says a saving throw ends an effect - it only ends a "save ends" effect.
So falling into a pit is "Save Ends"? Try reading the whole section on saving throws.
You do not get a saving throw to end "falling into a pit," you get a saving throw to avoid it in the first place. I guess you can call it "save avoids" if you like.

There is nothing in RC 227-228 (the section on saving throws) that says an effect always ends if you make a saving throw against it. It says that "save ends" effects end in that situation.

Good example: the "dying" condition does not end simply by succeeding (rolling a 10) on the saving throw.
Uh-huh. And it also defines what a succesful save it. And then you have SvG in the item. Are you dazed at the start of your turn? Yes. Make a save. Did you pass the save. Yes? Daze ends. Things do what they say they do.
It defines that a successful save is a 10+...where does it say that a successful save will end the effect?

Are you referring to the bottom of p227 ("and many effects last until the affected creature saves against them")? Because that is clearly not a rule ("many effects," not "all effects").

It does define what a successful save is on page 228, but again, it does not say anything about "when you save, the effect ends."

Then in the middle of p228, it specifically says
An effect that a save can end includes one of the following notations: "save ends," "save ends both," or "save ends all."

The daze that revenants get does not have any of those notations. Therefore, it does not generally end on a save against it (unless specifically told to, like Superior Will).

Circlet of Arkhosia does not say that the effect ends when you save against it; it says that "you can act normally on your turn," i.e. you ignore it for one turn only.
The quickest solution is probably Superior Will and a Coif of Focus. Save ends Daze, not questions asked, and a +5 bonus from your helm.
Coif of Focus is unnecessary (start the battle already dying). Problem with Superior Will is that it requires changing stats around (he has an open feat slot at least).

Switching to 16 CON, 16 DEX, 13 WIS shouldn't hurt too badly...the DEX boost increases the damage from all the sliding, but losing CON means a loss of accuracy.