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.
Spirited Away A Shaman Handbook
Shooting for the Moon: A Miniguide to Bow Clerics
Master of My Domain: A Miniguide to Warpriests
Ginzu Items: A Guide to Dual Purpose Implements & Weapons
Night at the Roxbury: Tricks for Parties With Multiple Defenders
Shaman Spirit Companion FAQ
This Party is Off the Hook! A Miniguide to Party Optimization
My Fun builds:
Exemplars of the Faith: A Cleric Build Handbook
Defender, Set Hammers to Stun: 8.5 Stuns an Encounter at level 23
Swampthing: Earthforger Lifespirit Warden Verdant Lord
St. Elmo's Fire: Satyr Monk/Chaladin, Challenge, Slide, and Shift!
Don't Come Around Here No More: A Catch 22 WorldSpeaker
Bear Trap: Polearm Momentum Protector Shaman Disciple of Winds
Boo The Ghostrager: Golaith Barbarian Ghostwalker
Raging Teleporter: Genasi Barbarian/Assault swordmage Ghostblade
I don't really participate in these sorts of threads much, but has anyone done much in the way of non striker/non hybrid striker top DPR builds? I find those more interesting than striker ones.
Have you considered twofold flinch + lighting fury + revenant? Should be pretty close to blender. Mabey better. Since you can focus accuracy a bit more (no need to miss), have room for more feats, and/or possibly another slide booster(s) from another class (psion's controlling advantage perhaps). +1 to slides just about make up for the lack of damage rolls.
Have you considered twofold flinch + lighting fury + revenant? Should be pretty close to blender. Mabey better. Since you can focus accuracy a bit more (no need to miss), have room for more feats, and/or possibly another slide booster(s) from another class (psion's controlling advantage perhaps). +1 to slides just about make up for the lack of damage rolls.I did consider this. It's hard to get Twofold Flinch at-will though. Mul Battle Slave + Legendary Sovereign was the only way I could get that part to work...which then rules out Lightning Fury.
There is an error in the DPR calculations of the twin striking monk at level 12 (community.wizards.com/go/thread/view/758...)The DPR of the second flurry is calculated based on the chance of an attack hitting, when the second flurry actually only occurs if BOTH twin strike attacks hit. The second flurry DPR should be 38.88 and not 43.2. Other numbers using that flurry dpr also need to be adjusted accordingly.Edit: nevermind the other thing I said, that's me just not looking at the weapon property.
Adding damage rolls to static damage powers (or even no damage powers) would destroy ALOT of things. Magic Missile / Brutal Barrage would certainly enjoy it.
Objection: Arena Battle Rhythm just says the target "takes damage," not necessarily that you're dealing it as part of the hit. If you're not dealing it, then you can't add Rending Tempest.Rebuttal: For starters, the rules generally treat "the target takes damage" due to your attack identically to "you deal damage to the target." But if you want to get more specific, just compare to the wording of Critical Hits on RC 217. It says that, on a crit, you do not deal damage as normal. "Instead, the target takes damage as if the maximum result had been rolled for damage." But then a moment later, it describes how extra damage (such as from a magic weapon's crit dice) will still add in, even though the wording is "the target takes damage." This is identical to what I'm doing with Arena Battle Rhythm + Rending Tempest.
When an attack score a critical hit against a target, the target takes the maximum damage possible from the attack. Don't make a damage roll. Instead, the target takes damage as if the maximum result had been rolled for damage. [etc.]
I kinf of agree with the results of "doesn't target allies" but the "targets allies" one gives me a decreasing result when I increase the size of the burst, I'm pretty sure a bigger explosion should hurt more people.
Check out lookup and vlookup
I kinf of agree with the results of "doesn't target allies" but the "targets allies" one gives me a decreasing result when I increase the size of the burst, I'm pretty sure a bigger explosion should hurt more people.After a certain point increased unfriendly burst size really does reduce the number of enemies you can hit because it's harder to fit in without hitting your allies.
Well now, am trying to calculate the effects of ongoing damage but I can't see how many turns I should fix for the monster to be still living.Obviously, with things like the master of flame f11 "double int ongoing fire on a crit" the monster should live less turns than with regular ongoing from a power.
Well now, am trying to calculate the effects of ongoing damage but I can't see how many turns I should fix for the monster to be still living.Obviously, with things like the master of flame f11 "double int ongoing fire on a crit" the monster should live less turns than with regular ongoing from a power.They should last for RPK (Rounds per Kill) = 1/KPR.I know they are interrelated, but it should be a good enough approximation.
...stuff...There are a number of other assumptions/simplifications made, but those are all generally contained in the Tactics section already.[/sblock]Single-target KPR: 14.65 (post-MS: 18.35)AoE KPR: 19.33 (post-MS: 24.22)I can't really see anything controversial in this build; the meat of the damage is from the fact that Conflagration Breath creates a damaging zone that was unaffected by the zone nerf, and overlapping zones each deal damage as normal, and DB can be recharged perpetually via Ancient Soul...all of that is pretty clearly established. The rest is just fluff for optimizing around that basic tactic.
The safest choice for a monster is to leave the zone. having to recreate the stacking zones each round nearly halves your KPR. Seeing that no monster could withstand 1 round I think you're fine. What about large monsters?
I've seen a bunch of dragonbreath spamming builds lately, so after a while I started to look into it in full detail. Combined it with some ideas from the Blender and some tactics, and it got pretty fun...Tags: Rev., noLFR, noD (kinda), AoE (optionally)Level 30 BuildInfernoRevenant (Dragonborn), Sorcerer|Shaman, Ninefold Master, Archspell (Doom of Chaos)Sorcerous Power (Dex), Companion Spirit (World Speaker Spirit)Ninefold Master resistance: LightningDragon Breath: Fire, ConstitutionTheme: Harper AgentBackground: Arcane Student Who Saw Too MuchFINAL ABILITY SCORESStr 12, Con 26, Dex 26, Int 13, Wis 15, Cha 10.STARTING ABILITY SCORESStr 10, Con 16, Dex 16, Int 11, Wis 13, Cha 10.AC: 41 Fort: 38 Reflex: 38 Will: 38Trained skill: ReligionFEATSLevel 1: Hybrid Talent (Dragon Soul Fire)Level 2: Dragonborn SoulLevel 4: Enlarged Dragon BreathLevel 6: Mark of StormLevel 8: Draconic SpellcastingLevel 10: Death's QuickeningLevel 11: Arcane Admixture (Dragon Breath, Lightning)Level 12: Cyclone SpiritLevel 14: Arcane ReachLevel 16: Burning BreathLevel 18: Ancient SoulLevel 21: Thundering BreathLevel 21: Ghostly VitalityLevel 22: Superior WillLevel 24: Conflagration BreathLevel 26: Disciplined TalentLevel 28: Sorcerous FluxLevel 30: Controlling AdvantagePOWERSEncounter: Dragon BreathUtility: Deliverance of Faith, Maiden's WakingDaily: Doom of ChaosITEMSArkhosian Scepter +6, Ring of Free Time (epic tier), Belt of Sonnlinor Righteousness (epic tier), Many-Fingered Gloves (paragon tier), Ring of the Radiant Storm (paragon tier), Life Charm +5, Eager Hero's Tattoo (epic tier), Rushing Cleats (heroic tier), Coif of Focus (epic tier), Ring of the Crimson Sun (paragon tier), Zaarani's Solitaire (heroic tier), Salve of Power (heroic tier), Stone of Flame (paragon tier), Ankhmon's Bracers (paragon tier), Totem of the Harrier's Claws +3, Harper Pin (heroic tier), Wyrmsilk Armor of Resistance +6 (thunder), Dice of Auspicious Fortune (paragon tier), Stone of Spirit (paragon tier)TacticsBefore the encounter, make sure you are at nonpositive HP and have your spirit companion conjured. Also, spend 4 healing surges right after ending an extended rest, so that each battle starts with at least 27 THP from the Eager Hero's Tattoo.First round: Use Doom of Chaos (choose fire), then spam Dragon Breath (you will have 6 minors: 5 from revenant cheese + 1 from the Ring of Free Time).Subsequent rounds: Use Dragon Breath 6 times (5 minors + 1 standard).Dragon Breath can use a square within 2 as its origin due to Arcane Reach. Also, it pushes Con mod squares when it hits due to Thundering Breath (though I'm only going to push 4), then slides 4 (Mark of Storm+Rushing Cleats+Cyclone Spirit+Controlling Advantage), and is a blast 5 due to Enlarged Dragon Breath. When it hits me, I recharge it via Ancient Soul, so I make sure to be in the blast. Diagram:O x x x x xx|E x x x x|F|x S x x x|x|F x x x x|F|x x x x x|x|F x x x x| O = origin square for blast, E = enemy, S = self, F = forced movement square (path that the push/slide follows)Each DB creates a zone (Conflagration Breath), so by using the forced movement in this way, the enemy enters the zone 4 times per hit (and takes the zone damage, which deals 20 damage due to Doom of Chaos giving vulnerable 10 fire). Also, the zones stack. Which means that, on the 6th DB of turn 2, there are 12 overlapping zones and the enemy takes damage from each one, i.e. 240 damage each time it enters, for 960 damage per hit.CA is gained for Controlling Advantage via the Totem of the Harrier's Claws and Burning Breath. I'm not sure where the SC needs to be to trigger Cyclone Spirit (should it be adjacent to the enemy's initial square, or the square that they start sliding from?), but wherever it's ruled that the SC needs to be, that's where I put it.Also, the first time a crit is scored (after the first round), I use Zaarani's Solitaire to do another slide and get a bunch more damage.With Sorcerous Flux, I make sure that I always get hit by DB (I can hit myself on a 2). If a 1 is rolled against both targets, I use an AP to DB again as a free action (this is the only thing APs are saved for). I can also reroll 1/day with the Ring of the Radiant Storm, and I can recover DB 1/day with the Salve of Power...but the APs should almost always be enough.Dice of Auspicious Fortune and the Stone of Spirit are used to ensure a miss with Doom of Chaos (anything other than a 20 will miss).If the SC is killed, then I need to use a minor action to bring it back (the damage is completely resisted, so it doesn't matter). That hurts DPR...but it also probably means that the enemy has not actually harmed the party at all, so it works out to practically a stun. As such, the enemy is unlikely to choose this.The enemy could move around, but the standard assumption for DPR calcs is that they do not. Also, the blast has pretty good range, so shifting is unlikely to get them far enough, and I'd just use the first DB to slide them back into position in the main zone. Worst case scenario, I throw rarity rules to the wind and buy 5 Rings of Personal Gravity (they're cheap) and use one each encounter to lock the enemy down.SurvivingTaking all these hits will hurt. It doesn't hurt that much...each attack is 3d6+29, and I have resist 30 and insubstantial, so expected damage is 4.5. But when it's 6 attacks per turn, that adds up quickly.First thing is the aforementioned Eager Hero's Tattoo. That soaks up all the damage from turn 1. Then there's more THP from the Ring of the Crimson Sun, giving me a good 6 more rounds of life...which is not enough. So at the end of that last round, trigger Ankhmon's Bracers on the second-to-last DB (reroll with Stone of Flame if necessary; must hit the enemy). This gives healing, which means we start at 0 when gaining the HP. Then on the last DB, I go back to negative (not too much damage though; I still have 15 resist from the armor + PP + Dragon Soul). I am dazed.On the next round, save vs. the daze via Superior Will (+5 from Coif of Focus, +1 from background). If it fails, reroll with a +2 via Harper Pin. If that fails, use Maiden's Walking to ignore the daze this turn, then save again at the beginning of the next one.That should be enough HP to get through 10 rounds. If not, there is also Deliverance of Faith to get a surge worth of THP (1/enc), and also Healing Spirit (1/enc) if I run into big trouble.Can never fail a death saving throw due to the Life Charm.CalculationsActual calculations are all done on this sheet in the DPR Kings spreadsheet. I won't bother writing it out here to explain, but I tried to make at least the attack and damage bonuses as transparent as possible.Calculations for the AoE were not done in depth at all because I don't think it's as interesting, and figuring out how Sorcerous Flux improves everything is complicated, and it's just generally a lot of work. So I assumed that the damage dealt to the secondary targets was 1/4 of my base damage (because they don't have the fire vulnerability, and they aren't necessarily positioned well to make the push damage them). I think if I did all the calculations it'd end up a little higher than that, but not by enough to make me care.Simplifications for the single target damage:1) I assume the very first DB was a hit, to cause OGD and create CA.2) I assume the enemy always has OGD on its turn (this only fails if every single DB missed on the last turn, and the enemy successfully saved against ODB last time).3) The damage added by the Ring of the Radiant Storm was approximated by simulating the dice rolls a million times.There are a number of other assumptions/simplifications made, but those are all generally contained in the Tactics section already.Single-target KPR: 14.65 (post-MS: 18.35)AoE KPR: 19.33 (post-MS: 24.22)I can't really see anything controversial in this build; the meat of the damage is from the fact that Conflagration Breath creates a damaging zone that was unaffected by the zone nerf, and overlapping zones each deal damage as normal, and DB can be recharged perpetually via Ancient Soul...all of that is pretty clearly established. The rest is just fluff for optimizing around that basic tactic.
Honestly i would consider doing that.For example. X is your first turn zone, and the moster moves to M.11111XXXXX1M111XXXXX11111XXSXX11111XXXXX11111XXXXXYou can side between 1 and X, still netting the zone damage. So only subtract the push/slides your first DB (after turn 1).
Few questions about this build.1) How are you getting your psion feats with no psion MC?2) Your resistances from the armor, PP and Dragonsoul. Armor gives you 15 thunder, PP gives you 20 lightning, and Dragonsoul gives 15 fire. You take the lowest one because your attack does all 3. You have 15 resist to those 3 elements, but you have 15 pierce fire from dragonsoul... how does that play out? Maybe since you pierce 15 fire, one of your resistances becomes 0, and thus you get 0 resistance for the entire attack.Do you pierce any of the 30 resist-all from the belt?3) I always thought that no zones could overlap... what is the zone nerf?
Honestly i would consider doing that.For example. X is your first turn zone, and the moster moves to M.11111XXXXX1M111XXXXX11111XXSXX11111XXXXX11111XXXXXYou can side between 1 and X, still netting the zone damage. So only subtract the push/slides your first DB (after turn 1).Well...there are a few options for getting around this, but I guess my hesitation is that most of the minor action DPR builds have a similar problem (your Blender being a notable exception due to dazing). But for the others, if the enemy shifts away after attacking each turn, then you lose 1 attack for following...yet this is ignored.
I may have missed it here but is there a standard assumption of how many charges a character will be able to make given x number of rounds?
====== Created Using Wizards of the Coast D&D Character Builder ======Lazy Blender, level 6Genasi, Psion/WizardDiscipline Focus (Hybrid) Option: Telekinesis Focus (Hybrid)Psionic Augmentation (Hybrid) Option: Hybrid Encounter PowerHybrid Talent Option: Expanded Discipline FocusElemental Manifestation Option: VoidsoulAssociate: Trained Young OwlbearLuruar (Luruar Benefit)Theme: Fey Beast TamerFINAL ABILITY SCORESSTR 18, CON 11, DEX 10, INT 20, WIS 11, CHA 8STARTING ABILITY SCORESSTR 16, CON 11, DEX 10, INT 17, WIS 10, CHA 8AC: 19 Fort: 18 Ref: 19 Will: 17HP: 42 Surges: 6 Surge Value: 10TRAINED SKILLSArcana +13, History +13, Religion +13UNTRAINED SKILLSAcrobatics +3, Athletics +7, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +5, Heal +3, Insight +3, Intimidate +2, Nature +5, Perception +3, Stealth +3, Streetwise +2, Thievery +3POWERSBasic Attack: Melee Basic AttackBasic Attack: Ranged Basic AttackGenasi Racial Power: Void AssumptionPsion Feature: Far HandWizard Utility: Ghost SoundWizard Utility: LightWizard Utility: Mage HandWizard Utility: PrestidigitationPsion Feature: Forceful PushWizard Attack 1: Twilight FallsWizard Attack 1: Storm PillarPsion Attack 1: Living MissileHistory Utility 2: Strategist's EpiphanyPsion Attack 3: Psychic AnomalyWizard Attack 5: Visions of AvariceWizard Utility 6: Glowering WrathFEATSHybrid TalentLevel 2: Controlling AdvantageLevel 4: Discipline AdeptLevel 6: Elemental EmpowermentITEMSAdventurer's KitShadowdance Cloth Armor (Basic Clothing) +1 x1Lucky Charm +1 x1Magic Orb +2 x1====== End ======
(1 Forceful Push)4d6 + 52 = 66