I'm a bit new to dpr kings so please forgive for any mistakes. here is my character build it is a charge buildShow====== Created Using Wizards of the Coast D&D Character Builder ======Victor, level 12Warforged, Rogue (Thief), Warforged JuggernautProficiency: Weapon Proficiency (Rapier)Associate: Trained Young OwlbearDark SunGritty Sergeant (Gritty Sergeant Benefit)Theme: Fey Beast TamerFINAL ABILITY SCORESSTR 22, CON 14, DEX 18, INT 11, WIS 11, CHA 11STARTING ABILITY SCORESSTR 17, CON 11, DEX 15, INT 10, WIS 10, CHA 10AC: 22 Fort: 22 Ref: 22 Will: 17HP: 81 Surges: 8 Surge Value: 20TRAINED SKILLSAcrobatics +15, Athletics +17, Insight +11, Intimidate +13, Perception +11, Stealth +15, Thievery +15UNTRAINED SKILLSArcana +6, Bluff +6, Diplomacy +6, Dungeoneering +6, Endurance +10, Heal +6, History +6, Nature +6, Religion +6, Streetwise +6POWERSBasic Attack: Melee Basic AttackBasic Attack: Ranged Basic AttackWarforged Racial Power: Warforged ResolveRogue Utility: BackstabRogue Utility: Unbalancing TrickRogue Utility: Acrobat's TrickRogue Utility: Escape Artist's TrickRogue Utility: Cunning EscapeRogue Utility: Thug's TrickWild Talent Cantrip: Telekinetic GraspRogue Utility 2: Sneak in the AttackRogue Utility 6: Hidden BladeRogue Utility 10: Nimble FingersWarforged Juggernaut Attack 11: Ruinous OnslaughtWarforged Juggernaut Utility 12: Inexorable MomentumFEATSLevel 1: Light Blade ExpertiseLevel 2: Silvery GlowLevel 4: Power AttackLevel 6: BackstabberLevel 8: Surprising ChargeLevel 10: Nimble BladeLevel 11: Warforged TacticsLevel 12: Lasting FrostITEMSFrozen Whetstone (heroic tier)Horned Helm (heroic tier) x1GriffonBracers of Mighty Striking (paragon tier) x1Siberys Shard of Merciless Cold (heroic tier)Lancing Gloves x1Vanguard Rapier +3 x1Leather Armor x1====== End ======and here is my attack breack down Showcharge melee basic attack +24 to attack roll6 from dex mod6 from half level 3 from proficiency3 from enhancement2 from light blade expertise1 from waepon talent2 from combat advantage1 from charge 1 from nimble blade1 from warforged tactics damage is a bit confusing. first attack the charge6 from strengh3 from enhancement3 from weapon finesse4 from bracers of mighty striking4 from acrobats trick2 from frozen whetstone5 from lasting frost4 from power attack1 from dragon shard2 from lancing gloves2 from light blade expertise1d8 of weapon damage 1d8 from surprising charge3d8 from sneak attack and back stabber feat1d8 from vanguard weapon1d6 from horned helm1d6 from warforged juggernautnow my mounts attacks one thing I am doing is assuming that my mount is bloodiedclawx2attack roll 14+2 from combat advantage 2d6+10 an a extra 2 from owlbear making a total of 12if I did my math right I should end up with 98.125 dpr (that includes critical damage) or .81 kpr.I now this build is very cheesy but I hop I didn't get to much wrong.
====== Created Using Wizards of the Coast D&D Character Builder ======Victor, level 12Warforged, Rogue (Thief), Warforged JuggernautProficiency: Weapon Proficiency (Rapier)Associate: Trained Young OwlbearDark SunGritty Sergeant (Gritty Sergeant Benefit)Theme: Fey Beast TamerFINAL ABILITY SCORESSTR 22, CON 14, DEX 18, INT 11, WIS 11, CHA 11STARTING ABILITY SCORESSTR 17, CON 11, DEX 15, INT 10, WIS 10, CHA 10AC: 22 Fort: 22 Ref: 22 Will: 17HP: 81 Surges: 8 Surge Value: 20TRAINED SKILLSAcrobatics +15, Athletics +17, Insight +11, Intimidate +13, Perception +11, Stealth +15, Thievery +15UNTRAINED SKILLSArcana +6, Bluff +6, Diplomacy +6, Dungeoneering +6, Endurance +10, Heal +6, History +6, Nature +6, Religion +6, Streetwise +6POWERSBasic Attack: Melee Basic AttackBasic Attack: Ranged Basic AttackWarforged Racial Power: Warforged ResolveRogue Utility: BackstabRogue Utility: Unbalancing TrickRogue Utility: Acrobat's TrickRogue Utility: Escape Artist's TrickRogue Utility: Cunning EscapeRogue Utility: Thug's TrickWild Talent Cantrip: Telekinetic GraspRogue Utility 2: Sneak in the AttackRogue Utility 6: Hidden BladeRogue Utility 10: Nimble FingersWarforged Juggernaut Attack 11: Ruinous OnslaughtWarforged Juggernaut Utility 12: Inexorable MomentumFEATSLevel 1: Light Blade ExpertiseLevel 2: Silvery GlowLevel 4: Power AttackLevel 6: BackstabberLevel 8: Surprising ChargeLevel 10: Nimble BladeLevel 11: Warforged TacticsLevel 12: Lasting FrostITEMSFrozen Whetstone (heroic tier)Horned Helm (heroic tier) x1GriffonBracers of Mighty Striking (paragon tier) x1Siberys Shard of Merciless Cold (heroic tier)Lancing Gloves x1Vanguard Rapier +3 x1Leather Armor x1====== End ======
Current LFR Characters
Rygel, Svirfneblin Warlord|Sentinel 16--Kelith, Revenant Fighter 16 --Samel, Human Thief 13 --Aden Kadril, Elf Paladin 13 --Traya Moonraven, Revenant Hybrid 13 --Chais Domarien, Tiefling Psion 12 --Shiny Scales, Dragonborn Warlord 8 --Krush, Human Warlock 6 --Maxwell Edison, Human Rogue 4
LFR: Embrace the travelling carnival of exotic murder hobos. - Bargle0
If just looking to boost the damage (and still basically be a halfling mounted knight), blackguard|executioner will be a fair boost. Go CHA so you get to double up on your mod (instead of splitting STR/DEX) and get a free d8.
No Badge of the berserker?
No Badge of the berserker?No point on a mounted charger. The mount still provokes, and when the mount provokes a: the provokee can choose to take the OA against either mount or rider, and arguably that overrides the Badge, but more importantly b: when the mount provokes, the mount dies and you lose a big chunk of your damage.
Mikal, level 16Human, Avenger/Warlock, Student of CaiphonHybrid Talent Option: Armor of FaithHybrid Avenger Option: Hybrid Avenger ReflexEldritch Pact (Hybrid) Option: Star Pact (Hybrid)Eldritch Blast Option: Eldritch Blast ConstitutionHybrid Warlock Option: Hybrid Warlock ReflexVersatile Expertise Option: Versatile Expertise (Light blade)Versatile Expertise Option: Versatile Expertise (Holy Symbol)Human Power Selection Option: Bonus At-Will PowerFINAL ABILITY SCORESSTR 9, CON 24, DEX 13, INT 11, WIS 17, CHA 11STARTING ABILITY SCORESSTR 8, CON 18, DEX 11, INT 10, WIS 14, CHA 10AC: 28 Fort: 29 Ref: 25 Will: 25HP: 112 Surges: 13 Surge Value: 28TRAINED SKILLSAcrobatics +15, Athletics +12, Heal +16, Stealth +14UNTRAINED SKILLSArcana +8, Bluff +8, Diplomacy +8, Dungeoneering +11, Endurance +15, History +8, Insight +11, Intimidate +8, Nature +11, Perception +11, Religion +8, Streetwise +8, Thievery +9POWERSBasic Attack: Melee Basic AttackBasic Attack: Ranged Basic AttackAvenger Feature: Oath of EnmityWarlock's Curse Power: Warlock's CurseWarlock Attack 1: Hellish RebukeAvenger Attack 1: Bond of PursuitWarlock Attack 1: Eldritch BlastAvenger Attack 1: Angelic AlacrityWarlock Attack 1: Vile BrandAvenger Utility 2: Righteous PursuitAvenger Attack 5: Menacing PresenceHeal Utility 6: Swift RecoveryWarlock Attack 7: Maggot ConduitWarlock Utility 10: Ethereal SidestepStudent of Caiphon Attack 11: Trust in the Guide StarStudent of Caiphon Utility 12: Steps on the Purple StairWarlock Attack 13: Maw of AtropusWarlock Attack 15: Thirsting MawWarlock Utility 16: Hero's DefenseFEATSLevel 1: Hybrid TalentLevel 1: Distant VengeanceLevel 2: Superior Implement Training (Wrathful symbol)Level 4: Implement Focus (Holy Symbol)Level 6: Killing CurseLevel 8: White Lotus RiposteLevel 10: Versatile ExpertiseLevel 11: White Lotus Master RiposteLevel 12: Exposing OathLevel 14: Painful OathLevel 16: Unarmored AgilityITEMSAcrobat Boots x1Elven Chain Shirt (heroic tier)Incisive Dagger Dagger +3 x1Rope of Slave Fighting (heroic tier) x1Backlash Tattoo x1Cloth Armor (Basic Clothing) of Cleansing +3 x1Eagle Eye Goggles (paragon tier) x1Sun Disk of Pelor Wrathful symbol +3 x1Holy Gauntlets (heroic tier) x1Cloak of Translocation +3 x1Ring of the Radiant Storm x1War Ring x1Razordark Bracers x1
Distant Vengeance specifically says "All ranged basic attacks."
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.
====== Created Using Wizards of the Coast D&D Character Builder ======Thyrn, level 12Gnoll, Ranger (Scout), Lyrandar Wind-RiderRanger Wilderness Knacks Option: Ambush Expertise (Ranger)Ranger Wilderness Knacks Option: Beast Empathy (Ranger)Two-Weapon Style Option: Flashing Blade MasteryLevel 4 Wilderness Knack Option: Watchful Rest (Ranger)Level 8 Wilderness Knack Option: Wilderness Tracker (Ranger)Associate: Trained Young OwlbearLuskan (Luskan Benefit)Theme: Fey Beast TamerFINAL ABILITY SCORESSTR 14, CON 20, DEX 22, INT 11, WIS 11, CHA 9STARTING ABILITY SCORESSTR 13, CON 15, DEX 17, INT 10, WIS 10, CHA 8AC: 27 Fort: 24 Ref: 25 Will: 18HP: 87 Surges: 12 Surge Value: 21TRAINED SKILLSAcrobatics +16, Endurance +15, Nature +11, Stealth +17, Thievery +17UNTRAINED SKILLSArcana +6, Athletics +7, Bluff +5, Diplomacy +5, Dungeoneering +6, Heal +6, History +6, Insight +6, Intimidate +7, Perception +8, Religion +6, Streetwise +5POWERSBasic Attack: Melee Basic AttackBasic Attack: Ranged Basic AttackGnoll Racial Power: Ferocious ChargeRanger Utility: Aspect of the Charging RamRanger Utility: Aspect of the Lurking SpiderRanger Attack: Dual Weapon AttackMultiple Class Attack: Power StrikeRanger Utility: Aspect of the Pack WolfRanger Utility 2: Invigorating StrideRanger Utility 5: Reactive ShiftRanger Utility 6: Healing LoreEndurance Utility 10: Reactive SurgeLyrandar Wind-Rider Attack 11: Wind BurstLyrandar Wind-Rider Utility 12: Zephyr WingsFEATSLevel 1: Spiked Chain TrainingLevel 2: Mark of StormLevel 4: Light Blade ExpertiseLevel 6: Nimble BladeLevel 8: Powerful ChargeLevel 10: Two-Weapon FightingLevel 11: Lightning SoulLevel 12: Lasting FrostITEMSLightning Spiked chain +3 x1Iron Armbands of Power (heroic tier) x1Lancing Gloves x1Horned Helm (heroic tier) x1Frozen Whetstone (heroic tier)GriffonEberron Shard of Lightning (heroic tier)Badge of the Berserker +2 x1Magic Hide Armor +2 x1====== End ======
Hey all,I'm playing the following character, but am unsure how to calculate his KPR. Any help would be massively appreciated. I'm not sure how to handle the choice on whether to use his at-will single-target attack, or at-will area-burst 1 attack and how/if that would effect his KPR.MalakaiNOTE: Built with 25 point buy and gained a free "expertise" feat at lvl 5 as part of the PbP he's in.====== Created Using Wizards of the Coast D&D Character Builder ======Malakai, level 5Tiefling, Sorcerer (Elementalist)Elemental Specialty Option: Fire ElementalistFire in Your Veins (+2 to Arcana)Theme: Infernal Prince FINAL ABILITY SCORESSTR 8, CON 19, DEX 10, INT 10, WIS 10, CHA 21 STARTING ABILITY SCORESSTR 8, CON 16, DEX 10, INT 10, WIS 10, CHA 18 AC: 17 Fort: 17 Ref: 13 Will: 20HP: 51 Surges: 10 Surge Value: 12 TRAINED SKILLSArcana +9, Bluff +16, Endurance +11, Intimidate +12 UNTRAINED SKILLSAcrobatics +2, Athletics +1, Diplomacy +9, Dungeoneering +2, Heal +2, History +2, Insight +2, Nature +2, Perception +2, Religion +2, Stealth +4, Streetwise +7, Thievery +2 POWERSBasic Attack: Melee Basic AttackBasic Attack: Ranged Basic AttackInfernal Prince Attack: Hellfire HeartSorcerer Attack: Elemental BoltSorcerer Attack: IgnitionSorcerer Attack: Elemental Escalation (Fire)Feat Utility: Diabolic TransformationSorcerer Utility 2: Shield of Flames FEATSLevel 1: Hellfire BloodLevel 2: Superior Implement Training (Incendiary dagger)Level 4: Diabolic SoulLevel 5: War Wizard's Expertise ITEMSAmulet of Protection +1 x1Chromatic Robe Cloth Armor (Basic Clothing) +1 x1Khyber Shard of the Fiery Depth (heroic tier)Crimson Determination (heroic tier)Flame Bracers (heroic tier)Challenge-Seeking Incendiary dagger +2 x1====== End ======My inclination would be to use my two uses of Elemental Escalation on his AoE attack... but based on how I've seen AoE's treated here, not sure if it would be better to use it with his Single Target power for calculating KPR.
Thread updated. I've collected the last 3 builds here from the DPR Kings 2.0 thread. If you want to comment on them replying there may be the best way to get their attention.Regarding the Loud Pixie from Erchima, and his complaint about the area attack conversion to single target KPR; I must say his build is absolutly amazing. Having a friendly at-will 7x7 area attack is superb. I love the fact that he statted out his attack sequence. Having 1.8 KPR on round 2 just blows me away. He says that we overrate area attack. I did this intentionally. I want more area attack builds here. We simply don't have enough. This thread makes a significant contribution to optimized builds in real play. I feel the area attack region is mostly unexplored, partly due to the idea that it doesn't conform to the DPR expectations we are used to. I'd put his build in another entry where I quote just the per target KPR with the "(7x7)" modifier but I didn't see that he calculated that explicitly..83 KPR Thyrn(12), by Odyssyus(Ch, Fr, Mnt, Fey).4 KPR Halfling Calvalry(11), by Jay_Ibero_911 (Fey, Mnt, LFR)0.655 KPR Lone Wolf(dual Gouge)(30), by Black_Knight999(Fr, Solo) 0.62 KPR Razorclaw Scout Shocktrooper(16) , Mengu74 (Ch Fey Frst).89 KPR(very unorhodox) Human Ranger (Beastmaster)|Sentinel(1), by SpikedMarkovChain(Fey)1.4 KPR Loud Pixie(12), by erachima()70.45 DPR Frostbow of Sehanine(24), by RtrnofdMax(Fr)34.53 DPR Pixie Thief(6), by RX-75()52.03 DPR Fighter|Ranger(6), by RX-75(Mnt)
So, I'm somewhat noob on this whole dpr kings and I'm quite the archery fan (bows, not x-bows). Said that, I see that LDB's Shoot to Thrill is always below the "fair striker" rating, according to Borg's signature.So, besides the frostbow of sehanine, do we have any other bow-using examples of archery kicking ass? Is it possible to make the Shoot to Thrill a better dpr-er ? Thanks and forgive me if I said something stupid, still trying to learn =)
Arrow? I don't think I've seen it around.
Even though I wonder if this number can be raised (I mean, dpr-wise, not taking nova into account). Btw, how do you guys handle novas, considering that they aren't consistent (turn-after-turn) damage. ? Do they matter on the kpr competition?
Fulmine, Elf Monk|Sorc Lightning Fury build
Aile K'traz, 'Lock'down specialist
Malboro, Endless Miasmic Breath
INSIDE SCOOP, GAMERS: In the new version of D&D, it will no longer be "Edition Wars." It will be "Edition Lair Assault." - dungeonbastard