Chordswitch: Ardent|Bard/Warchanter/Master of Moments

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This is the weird offshoot of Killswitch that doesn't bother to start with Warlord, Shaman, or Artificer, yet does a lot of what they do. It is primarily ranged due to how Magic Weapon works. But it can go melee, especially in Heroic.

[sblock level 6 build]
 

====== Created Using Wizards of the Coast D&D Character Builder ======
Chordswitch, level 6
Half-Elf, Ardent/Bard
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Bard Option: Hybrid Bard Will
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hybrid Talent Option: Bardic Virtue
Bardic Virtue Option: Virtue of Valor
Half-Elf Power Selection Option: Dilettante
Akanûl (Akanûl Benefit)
Theme: Knight Hospitaler

FINAL ABILITY SCORES
STR 10, CON 19, DEX 12, INT 8, WIS 12, CHA 19

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 8, WIS 12, CHA 16


AC: 22 Fort: 20 Ref: 16 Will: 22
HP: 56 Surges: 11 Surge Value: 14

TRAINED SKILLS
Acrobatics +8, Diplomacy +14, Intimidate +12, Perception +9, Streetwise +12

UNTRAINED SKILLS
Arcana +3, Athletics +3, Bluff +8, Dungeoneering +5, Endurance +7, Heal +5, History +3, Insight +7, Nature +5, Religion +3, Stealth +4, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sidhe Lord Utility: Summon Sidhe Ally
Ardent Feature: Ardent Surge
Bard Feature: Majestic Word
Warlord Attack 1: Direct the Strike
Ardent Attack 1: Ire Strike
Bard Attack 1: Vicious Mockery
Bard Attack 1: Arrow of Warning
Ardent Utility 2: Sympathetic Agony
Bard Attack 3: Rhyme of the Blood-Seeking Blade
Ardent Attack 5: Invitation to Defeat
Bard Utility 6: Revitalizing Incantation

FEATS
Level 1: Versatile Expertise
Level 2: Resourceful Leader
Level 4: Hybrid Talent
Level 6: Superior Will

ITEMS
Dagger of Long Range +1 x1
Magic Dagger +2 x1
Magic Chainmail +2 x1
Amulet of Protection +2 x1
====== End ======[/sblock]


[sblock level 11 build]

 

 

====== Created Using Wizards of the Coast D&D Character Builder ======
Chordswitch, level 11
Half-Elf, Ardent/Bard, War Chanter
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Bard Option: Hybrid Bard Will
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hybrid Talent Option: Bardic Virtue
Bardic Virtue Option: Virtue of Valor
Half-Elf Power Selection Option: Dilettante
Akanûl (Akanûl Benefit)
Theme: Sidhe Lord

FINAL ABILITY SCORES
STR 11, CON 21, DEX 13, INT 9, WIS 13, CHA 21

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 8, WIS 12, CHA 16


AC: 26 Fort: 24 Ref: 19 Will: 27
HP: 83 Surges: 12 Surge Value: 20

TRAINED SKILLS
Acrobatics +10, Diplomacy +17, Intimidate +15, Perception +11, Streetwise +15

UNTRAINED SKILLS
Arcana +5, Athletics +5, Bluff +11, Dungeoneering +7, Endurance +10, Heal +7, History +5, Insight +9, Nature +7, Religion +5, Stealth +6, Thievery +6

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sidhe Lord Utility: Summon Sidhe Ally
Ardent Feature: Ardent Surge
Bard Feature: Majestic Word
Artificer Attack 1: Magic Weapon
Ardent Attack 1: Ire Strike
Bard Attack 1: Staggering Note
Bard Attack 1: Arrow of Warning
Sidhe Lord Utility 2: Sidhe Bargain
Bard Attack 3: Rhyme of the Blood-Seeking Blade
Ardent Attack 5: Invitation to Defeat
Bard Utility 6: Revitalizing Incantation
Ardent Attack 7: Forward-Thinking Cut
Ardent Attack 9: Passage of Swords
Bard Utility 10: Mantle of Unity
War Chanter Attack 11: Victorious Smite

FEATS
Level 1: Versatile Expertise
Level 2: Resourceful Leader
Level 4: Hybrid Talent
Level 6: Superior Will
Level 8: Improved Initiative
Level 10: Combat Virtuoso
Level 11: Versatile Master

ITEMS
Dagger of Long Range +2 x1
Magic Chainmail +3 x1
Amulet of Protection +3 x1
Bard's Songblade Dagger +3 x1
====== End ======[/sblock]


[sblock level 22 build]

 

 

 

 

====== Created Using Wizards of the Coast D&D Character Builder ======
Chordswitch, level 22
Half-Elf, Ardent/Bard, War Chanter, Master of Moments
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Bard Option: Hybrid Bard Will
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hybrid Talent Option: Bardic Virtue
Bardic Virtue Option: Virtue of Valor
Half-Elf Power Selection Option: Dilettante
Akanûl (Akanûl Benefit)
Theme: Sidhe Lord

FINAL ABILITY SCORES
STR 12, CON 24, DEX 14, INT 10, WIS 14, CHA 24

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 8, WIS 12, CHA 16


AC: 36 Fort: 39 Ref: 28 Will: 39
HP: 143 Surges: 15 Surge Value: 35

TRAINED SKILLS
Acrobatics +17, Athletics +16, Diplomacy +26, Endurance +23, Intimidate +24, Perception +18, Streetwise +24

UNTRAINED SKILLS
Arcana +12, Bluff +20, Dungeoneering +14, Heal +14, History +12, Insight +16, Nature +14, Religion +12, Stealth +13, Thievery +13

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sidhe Lord Utility: Summon Sidhe Ally
Ardent Feature: Ardent Surge
Bard Feature: Majestic Word
Artificer Attack 1: Magic Weapon
Ardent Attack 1: Ire Strike
Bard Attack 1: Staggering Note
Bard Attack 1: Arrow of Warning
Sidhe Lord Utility 2: Sidhe Bargain
Bard Attack 3: Rhyme of the Blood-Seeking Blade
Ardent Utility 6: Escalating Fury
Ardent Attack 7: Forward-Thinking Cut
Bard Utility 10: Mantle of Unity
Warlord Utility 10: Tactical Orders
War Chanter Attack 11: Victorious Smite
War Chanter Utility 12: Battle Chant
Ardent Attack 15: Coordinated Effort
Bard Attack 19: Increasing the Tempo
War Chanter Attack 20: Visions of Victory
Bard Utility 22: Climactic Chord

FEATS
Level 1: Versatile Expertise
Level 2: Resourceful Leader
Level 4: Hybrid Talent
Level 6: Superior Will
Level 10: Combat Virtuoso
Level 11: Versatile Master
(Level 12: Bravura Leader was here until 22nd, retrained into Martial Mastery at that point)
Level 14: Superior Fortitude
Level 16: Avenging Spirit
Level 18: Human Ingenuity
Level 20: Elation of Fortune
Level 21: Quickened Spellcasting
Level 21: Superior Initiative
Level 22: Multiclass Mastery
Level 22: Acolyte Power
Level 22: Bravura Leader
Level 22: Martial Mastery

ITEMS
Amulet of Protection +5 x1
Bard's Songblade Dagger +5 x1
Dagger of Long Range +5 x1
Magic Chainmail +5 x1
====== End ======[/sblock]


[sblock level 30 build]

 

 

 

 

====== Created Using Wizards of the Coast D&D Character Builder ======
Chordswitch, level 30
Half-Elf, Ardent/Bard, War Chanter, Master of Moments
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Bard Option: Hybrid Bard Will
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hybrid Talent Option: Bardic Virtue
Bardic Virtue Option: Virtue of Valor
Half-Elf Power Selection Option: Dilettante
Proficiency: Implement Proficiency (Orb)
Akanûl (Akanûl Benefit)
Theme: Sidhe Lord

FINAL ABILITY SCORES
STR 12, CON 26, DEX 14, INT 10, WIS 14, CHA 26

STARTING ABILITY SCORES
STR 10, CON 16, DEX 12, INT 8, WIS 12, CHA 16


AC: 43 Fort: 47 Ref: 36 Will: 47
HP: 183 Surges: 15 Surge Value: 45

TRAINED SKILLS
Acrobatics +21, Athletics +20, Diplomacy +30, Intimidate +28, Nature +22, Perception +22, Streetwise +28

UNTRAINED SKILLS
Arcana +21, Bluff +27, Dungeoneering +21, Endurance +26, Heal +21, History +19, Insight +23, Religion +19, Stealth +25, Thievery +20

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sidhe Lord Utility: Summon Sidhe Ally
Ardent Feature: Ardent Surge
Bard Feature: Majestic Word
Artificer Attack 1: Magic Weapon
Ardent Attack 1: Ire Strike
Bard Attack 1: Staggering Note
Sidhe Lord Utility 2: Sidhe Bargain
Bard Attack 3: Rhyme of the Blood-Seeking Blade
Nature Utility 6: Natural Terrain Understanding
Ardent Utility 6: Escalating Fury
Bard Utility 10: Mantle of Unity
Warlord Utility 10: Tactical Orders
War Chanter Attack 11: Victorious Smite
War Chanter Utility 12: Battle Chant
Ardent Attack 15: Coordinated Effort
Bard Attack 19: Increasing the Tempo
War Chanter Attack 20: Visions of Victory
Bard Utility 22: Note of Aggression
Master of Moments Utility 26: Freeze Time
Ardent Attack 27: Exhilarating Strike
Ardent Attack 29: Violent Spark

FEATS
Level 1: White Lotus Dueling Expertise
Level 2: Resourceful Leader
Level 4: Hybrid Talent
Level 6: Improved Defenses
Level 10: Combat Virtuoso
Level 11: Versatile Master
Level 12: Bravura Leader
Level 14: Bard of All Trades
Level 16: Avenging Spirit
Level 18: Human Ingenuity
Level 20: Skill Power
Level 21: Quickened Spellcasting
Level 21: Superior Initiative
Level 22: Multiclass Mastery
Level 22: Acolyte Power
Level 22: Insightful Leader
Level 24: Arcane Familiar
Level 26: Focused Mind
Level 28: Epic Will
Level 30: Epic Fortitude

ITEMS
Magic Chainmail +6 x1
Amulet of Protection +6 x1
Dagger of Long Range +6 x1
Vistani Tambourine
Orb of Nimble Thoughts +5 x1
Fleet Hero Tattoo (paragon tier) x1
Whistle of Warning
Orb of Translocation Interference +3
Orb of the Planes +5
Circlet of Arkhosia (epic tier) x1
Greater Ring of Invisibility x1
Ring of the Deep Wood x1
Many-Fingered Gloves x1
Ring of Mental Power
Baldric of Valor x1
Chieftain's Short spear +1
====== End ======

 

 

 

[/sblock]

 


[sblock Basic Strategy]
Ire Strike is a 'melee PC shifts 5-6 and makes a melee basic + extras against enemy - on hit, gives it Vulnerability 10 to all damage'

Magic Weapon, despite not having an Intelligence score to speak of, still has the full Cha bonus to hit and then uses Con to boost the party. It is a minor action to shoot, just like Killswitch at Epic due to Quickened Spellcasting

Rhyme of the Bloodseeking Blade is an interrupt which can turn a party member's miss into a hit. Great spell.

Action Point abuse - spend an action point, give all allies +Con to hit/damage until EoNT. Master of Moments gives a Standard/Move/Minor for an AP. Sidhe Lord's Utility 2 allows the build to gain extra action points from members of the party in exchange for an off-turn standard action. In practice, this should almost always be a standard action at +Con to hit/damage.[/sblock]

[sblock Why this over an Artificer|Warlord?]
Valorous Bard means access to War Chanter, one of the best paragon paths out there. It also means handing out a lot of free temp hit points.

Via Combat Virtuoso, Versatile Master and Dilettante, it grabs one of the best at-wills in the game(Magic Weapon), an at-will that is almost fully supported by stats.

Ardent means access to a very solid at-will that establishes vulnerability(Ire Strike). It also has Dailies that involve lots of either basic attacks or at-will powers.

And of course, because it isn't a Warlord, it can take Resourceful Leader and Bravura Leader feats - once they kick in, the build does an extra +11 damage for party spending action points in Paragon, +15 in Epic. Martial Mastery ought to generally recharge Tactical Orders twice per combat, so potentially 3 uses in every combat once it kicks in.[/sblock]

 

Party Nova Options
[sblock Encounter Nova]
MoM Minor: Natural Terrain Understanding to shift Party next to him
Minor: Magic Weapon. On hit, add +2 to hit/+9 damage
Move: Tactical Orders
Action Point Spent:
AP Minor: See choices below
AP Move: Tactical Orders(if necessary)
AP Standard: Ire Strike opponent with ally. Character gets +9 to hit/damage. On hit, target gets Vulnerability 10 to all damage until EoNT
Standard: Exhilerating Strike Augmented 6. Yes, augmented 6. This allows all PCs to use a basic attack or charge. Even if it is someone with a poor BA, they still get +10 to hit/+27 damage. A Rogue who dumped Strength to 8, didn't take Melee Training, would still effectively have a 28 Str.

Round 2:
Standard: Violent Spark, Battle Chant or Increasing the Tempo - all of these ought to generally allow at least 4 attacks by allies. Keep all the benefits of round 1 until EoT[/sblock]

[sblock Action Points]
Character generates 2 action points per milestone and another 1 action point if someone falls down, so at least 1 action point per combat, often 2 action points.

If a PC spends an action point, they get +15 damage in Epic from Warlord feats. They also likely have Magic Weapon and this character's +9 to hit/damage for a total of +11 to hit/+43 to damage. This ought to be effectively an encounter option in most games.

Also, the build now has Sidhe Lord's utility 2 option so as to get some action points from other PCs once 16th level is reached. This ought to ensure that every combat has 2 action points going off from 16th level on. Which is crazy good.[/sblock]
Major Change Levels:
11: War Chanter's +Con to hit/damage until EoNT on action point. Magic Weapon as an at-will.
16: Ability to consistently spend 2 action points per combat via getting APs from other PCs(Sidhe Lord utility) in exchange for an off-turn standard action at +Con to hit/damage and/or Avenging Spirit feat when ally falls below 0.
21: Quickened Spellcasting for Magic Weapon
22: Tactical Orders, the ability to have 3 mass 'all PCs get to attack' dailies, easy to throw away Insightful Leader, retrain the original Bravura Leader into something else, put Bravura Leader into Multiclass Mastery, i.e. get a free feat. Online Character Builder not particularly pleased by that.
24: Ability to use Tactical Orders 3/combat via Martial Mastery via Action Point spending
27: Ability to use Exhilarating Strike to set up Encounter 'all PCs get to attack'
29: Ability to have 4 mass 'all PCs get to attack' daily
AC: 27 Fort: 35 Ref: 27 Will: 39



You might want to put your armor on.
AC: 27 Fort: 35 Ref: 27 Will: 39



You might want to put your armor on.



The benefits of OCB...fixed.
Wouldn't worshiping saheine (how ever you spell her name ) and take bow initiate at first level, this allows you to use a short bow as an implement and a scaling bonus to damage
Frees up speed loader and crossbow caster feats, and you lose some dice size in damage, but thats not much
Wouldn't worshiping saheine (how ever you spell her name ) and take bow initiate at first level, this allows you to use a short bow as an implement and a scaling bonus to damage Frees up speed loader and crossbow caster feats, and you lose some dice size in damage, but thats not much



There's no crossbow caster - all Bard attacks are ranged weapon attacks, Magic Weapon is a weapon attack, and all the Ardent options involve for the most part being in melee or big burst range, but not necessarily using a weapon.
Wouldn't worshiping saheine (how ever you spell her name ) and take bow initiate at first level, this allows you to use a short bow as an implement and a scaling bonus to damage Frees up speed loader and crossbow caster feats, and you lose some dice size in damage, but thats not much



There's no crossbow caster - all Bard attacks are ranged weapon attacks, Magic Weapon is a weapon attack, and all the Ardent options involve for the most part being in melee or big burst range, but not necessarily using a weapon.

Right I understand now...
hence going for
Level 1: Weapon Proficiency (Superior crossbow)
Level 2: Speed Loader
Level 6: Crossbow Expertise

for the d8 > d10 [W] change , +1 accuracy and ignore cover. ok I can understand that just, for the 3 feats...

I don't really like how you have to walk up to something to Ire Strike it (melee 1, eww).  Seems like bard|warlord (MC some psionic class for demiurge) would be easier to use:  Direct the Strike is ranged also, pick up immediate action powers like Powerful Warning and powers like Pincer Maneuver, and you've got Combat Commander/Fight On.

I hate to just recommend xxxx|warlord for everything, though.  I like that you're trying something different.  But it would genuinely be a Switch then, with init bonus/2 inspiring words/etc. =) 
I don't really like how you have to walk up to something to Ire Strike it (melee 1, eww).  Seems like bard|warlord (MC some psionic class for demiurge) would be easier to use:  Direct the Strike is ranged also, pick up immediate action powers like Powerful Warning and powers like Pincer Maneuver, and you've got Combat Commander/Fight On.

I hate to just recommend xxxx|warlord for everything, though.  I like that you're trying something different.  But it would genuinely be a Switch then, with init bonus/2 inspiring words/etc. =) 



The build has options that do similar things:
Ire Strike and Commander's Strike are very similar in practice except that Ire Strike Augmented 2 sets up a nova with Vulnerability 10.

Powerful Warning is very similar to Rhyme of the Bloodseeking Blade in practice - one involves a melee basic, the other involves you both shooting them and causing a hit.

While it doesn't get a bunch of Warlord options, that's either a feature or a bug depending on how you look at it. Bravura Leader = +4/6/8 damage(CA on a miss), Resourceful Leader = +3/5/7 damage or temps(on a miss) - +15 damage/attack when someone else spends an action point is actually reasonably competitive with the actual Resourceful Presence.

And finally, Valorous Bard means War Chanter, which given the number of basic attacks that this build can hand out, is roughly on par with Flame of Hope. Where this really shines is via Battle Chant(one of the options is 5 party members make a BA), Increasing the Tempo(one party member makes 4 BAs), Climatic Chord(all party members make an at-will as a minor!), and Violent Spark(all party members make an at-will as a standard). Assuming a 4 combat day, you ought to have an action point to spend in every combat most of the time and when you do, your party will generate huge amounts of damage, even assuming they themselves don't start tossing novas when you grant them giant bonuses to hit and damage.

You don't give Init a real boost, but on the other hand, neither do Shaman|Artificers either. 
Ok, made some changes throughout the build, mostly through Epic. The real important change is Exhilarating Strike.

Basically, the build can now do the following Encounter Nova sequence 4 times a day assuming that the build has an action point for every combat(which given 2 APs per milestone and extra APs when someone falls down is not a bad assumption...)

Round 1:
Minor: Magic Weapon for +2/+9
Minor: Tactical Orders(the Warlord 10 that replaces the Ardent 16 power) - have your MBA expert and you shift up your speed near to the target of choice
Action Point: Ire Strike Augmented 2 - MBA expert almost certainly gives the target Vulnerability 10 to all damage. And there's another +9/9 from the AP feature of Warchanter(let's call that +9/+19)
Standard Action: Exhilarating Strike Augmented 6(yes, Augment 6): Everyone but you and MBA expert make BAs or charge

Round 2:
Use one of four dailies to have everyone make a variety of at-will, BAs, etc... again.
(Coordinated Effort, Increasing the Tempo, Climactic Chord, or Violent Spark)

If positioning is bad, switch the dailies to round 1, use Exhilarating Strike on round 2. Even the suboptimal Rogue who doesn't have melee training nor does he carry a thrown weapon is still going to be able to charge effectively given that bonus to hit.

In a party of 5, granting 8 attacks with those bonuses is likely to mean around 500 hp of damage not including the benefits of having all the PCs gain the bonuses during their turn.
You don't have a sure-fire method of generating an action point before the first milestone, right?
You don't have a sure-fire method of generating an action point before the first milestone, right?



Not 100%. Ally drops, then I get an action point that has to be used by the end of my next turn(Avenging Spirit, taken at level 16). There are two sets of combats where it would seem unlikely to get an action point for the 2nd combat:
The party isn't challenged at all by Team Monster(not a big deal)
I get dropped first(whoops)
Updated this to include Sidhe Lord. Basically, once 16th level is reached, this build ought to be using 2 action points per combat regardless of circumstances to generate at least +6 to hit/damage for most of the party until EoNT.
What feats are you picking with Multiclass Mastery?  I saw that you power swapped for your U10, but what else?
What feats are you picking with Multiclass Mastery?  I saw that you power swapped for your U10, but what else?



Insightful Leader - boost some defenses. That pick is mostly in there because Character Builder will have a conniption if I retrain out of one of the Warlord feats and pick it back up with Multiclass Mastery.
Changes:
Got rid of Superior Crossbow+X for Dagger of Long Range+X-1+Bard's Songblade Dagger+X. Has the same basic effect, but freed up two feats, which allowed me to push some things up. Those are both Common items, so shouldn't be a big deal in most games.
Posted builds for 6, 11, 22, and 30.
Kept Forward-Thinking Cut a lot longer in the build(until 23rd), until the point where the power points are just too valuable.
Listed the major jumps in power in the 3rd post to make it clear when things happen. The really big jumps are 11, 16, and 22.
Picked up Staggering Note for control+MBA options. Until 11th, it might very need to be something along the lines of Vicious Mockery. If you have a party with MBAs, it can go straight to Staggering Note.
In an easy to get magic item world, I'd strongly consider picking up Arcane Familiar for item-swapping.

New Feat options:
Martial Mastery = recharge Tactical Orders when spending an AP
Human Ingenuity = gain power point when spending an AP
Action Recovery = make a save against anything that a save can end when spending an AP

Lost:
Superior Crossbow, Speed Loader, and Insightful Leader feats.
Thank you for updating this great build! I was about to ask for an update just before you posted this. :D
I really like what does this build does with Action Points. I can even look past the non-existant reflex defensive.
 
I still don't get a couple of things:

The retraining on this looks messy, but I think I figured it out, except for the fact that the level 22 version has Elation of Fortune and Insightful Preparation at level 18 and 20, whereas the level 30 version has Human Ingenuity, Elation of Fortune and Insightful Preparation at level 18, 20 and 24 respectively.

Also, you have Martial Mastery but your only martial power is Tactical Orders and I don't see how you can take that. Novice Power lets you swap an encounter attack power and Tactical Orders is a utility power.
I really like what does this build does with Action Points. I can even look past the non-existant reflex defensive.
 
I still don't get a couple of things:


Also, you have Martial Mastery but your only martial power is Tactical Orders and I don't see how you can take that. Novice Power lets you swap an encounter attack power and Tactical Orders is a utility power.



He has Acolyte Power at level 22. 


He has Acolyte Power at level 22. 



Wow it is nice to be able to read.
I really like what does this build does with Action Points. I can even look past the non-existant reflex defensive.
 
I still don't get a couple of things:

The retraining on this looks messy, but I think I figured it out, except for the fact that the level 22 version has Elation of Fortune and Insightful Preparation at level 18 and 20, whereas the level 30 version has Human Ingenuity, Elation of Fortune and Insightful Preparation at level 18, 20 and 24 respectively.

Also, you have Martial Mastery but your only martial power is Tactical Orders and I don't see how you can take that. Novice Power lets you swap an encounter attack power and Tactical Orders is a utility power.



I figured Superior Fortitude was likely more useful than occasionally getting missed by a Reflex attack. The build has a lot of surges and ability to hand out temp hit points. If you have some item selection of your choice going on, Shared Valor Armor will make you really difficult to take down.

The retraining isn't actually that messy. The big problem is Multiclass Mastery. Ideally, I use that to free up a feat once I hit 22nd by getting it with Multiclass Mastery. But online character builder has a bug where if you've previously had a power, it doesn't like it if you get it again.

So what should happen at 22nd level is the following:
Retrain the level 12 feat, Bravura Leader into Multiclass: Mastery, taking with it Acolyte Power and Bravura Leader.
Take the feat Martial Mastery.

But what you're actually going to want to do is change Bravura Leader into some nonsense feat at 22nd, then retrain it into Multiclass-Mastery. Otherwise, Multiclass Mastery won't let you take Bravura Leader with it.
 
Alright, it makes sense to me.

There's still this issue:
[T]he level 22 version has 
Elation of Fortune and Insightful Preparation at level 18 and 20, whereas the level 30 version has Human Ingenuity, Elation of Fortune and Insightful Preparation at level 18, 20 and 24 respectively.  
Fixed it.
Am I missing something, or does this build do nothing with the Dilettante'd Magic Weapon for the first nine levels of its career? (Other than miss, I mean...)

Also, does the build switch from Ironwrought to Sidhe Lord, or is the listing of Ironwrought in the level 6 build vestigial?  
Am I missing something, or does this build do nothing with the Dilettante'd Magic Weapon for the first nine levels of its career? (Other than miss, I mean...)

Also, does the build switch from Ironwrought to Sidhe Lord, or is the listing of Ironwrought in the level 6 build vestigial?  



Doesn't do a whole lot - should be Direct the Strike for levels 1-9.

Yes, Sidhe Lord is only really useful once your party wants you to spend an AP in every combat. At low levels, you have powers that you want to confirm hits with, at high levels, you want to confirm hits for the rest of your party. Although, Ironwrought could be something better by now. Will think about it...

Was looking at items for this build, thoughts? Was looking for stuff that buffed allies or gave bonuses on AP.


Weapon: Dagger of long range
Weapon: Captain's Dagger (rare, not an implement so retrain Staggering Note, but gives another "everyone attack" power. MME). Perhaps Chieftain's Spear instead, the +1 version would work fine.
Armor: Veteran's Armor
Neck: Timeless Locket
Helm: Helm of Heroes?
Hands: Many Fingered Gloves?
Rings: Ring of Tactical Brilliance, Luminary Ring, Ring of Wizardry? 
Belt: Sash of Heroic Inspiration
Feet:
Arms:



Wondrous - Charm of Abundant Action (for more action point spending ... perhaps not needed)
Violet Solitaire (would this trigger?)
Tattoos - lots have AP triggers - Demonskin for resist element, Breakchain for ending some effects, Fireheart for THP, Ghostwalk for insubstantial/phasing, Fleet Hero for +speed, Greatwing for flight


Okay, modified the build a lot...

Major changes - changed the Epic Destiny to Master of Moments and grabbed every minor/move action option I could find. Practically speaking, the build ought to get 14 actions in its first 2 turns, using Tactical Orders 3 times, Natural Terrain Understanding, Greater Ring of Invisibility, Vistani Tambourine(if there is difficult terrain), Whistle of Warning, Mantle of Unity, Ring of the Deep Wood next to an opponent, Note of Aggression, Quickened Magic Weapon and 2 standard actions, leaving 1 move action for either healing or additional moving around.

Picked up Orb as an implement choice as I'm not making any non-arcane attacks. This allows me to get Orb of Nimble Thoughts for an init boost and Orb of Translocation Interference and Orb of the Planes to shut down teleporters.

Greater Ring of Invisibility + Bard of All Trades = Stealth +25 - enough to potentially go hidden at the end of round 1(or 2 after the first milestone)

Went for Circlet of Arkhosia+Focused Mind+Baldric - this means I save vs Daze/Stunned at the start of my turn with a bonus of +7 assuming I spent an AP the previous round, and +3 vs Domination.

Thoughts? Only the level 30 build has currently been modified. 

I was looking into Unnatural Mantle and wondering why Revenants weren't skyblue for Ardents, and found this.  Damn. 

 

I have no concept of how Epic plays out in reality, but from a theorycrafting perspective I was wondering what would be gained and lost by running Eternal Seeker instead of Master of Moments.  You'd potentially be getting 7 standard actions in 3 rounds off two APs after 24, could drop Tactical Orders (and save a feat) and run A Plan Comes Together as your 27 with Martial Mastery for triple free action screwage with enemy turns.  This in turn would lead you away from Exhilarating Strike and towards Revelatory Slash.  Overall it would seem to cost you a bit of tactical mobility and would be a significant downgrade for a party with many charge optimized characters, but would allow a team less tailored around BAs/charging to get more consistent effects out of its members (a couple melee types do their thing with A Plan Comes Together, a couple AoE at-wills from Revelatory Slash).

 

You also get Rush of Battle for free at 26, and at 30 you could grab Shock and Awe off Warmaster to generate 9 standard actions in 3 turns, which has to count for something.  There's also the option to cherry-pick almost anything, which hopefully those with better knowledge than mine could use to pick something better than Drawn to Darkness or Hurl Through Hell.

SonsofNorthWind wrote:

I was looking into Unnatural Mantle and wondering why Revenants weren't skyblue for Ardents, and found this.  Damn. 

 

There's a whole build based around it, Death's Gatekeeper, that makes it so allies can't fail death saves either, so as long as they are in range, they fight until dead basically, never unconcious.

A Plan Comes Together is infinitely worse than Valorous Charge, especially since Divine Mastery let's you do it 3 times per encounter.

^This

On a CON-secondary Eternal Seeker there's no competition for VC at 27.

Jay_Ibero_911 wrote:

 

SonsofNorthWind wrote:

I was looking into Unnatural Mantle and wondering why Revenants weren't skyblue for Ardents, and found this.  Damn. 

 

There's a whole build based around it, Death's Gatekeeper, that makes it so allies can't fail death saves either, so as long as they are in range, they fight until dead basically, never unconcious.

 

I saw it. It seems very powerful, yet less strong than this in the  "leaders who kill enemies > leaders who heal allies" sense, even though both are out of the crazy edge of their respective power.  I also have a personal dislike of "I miss on purpose" builds, but that's nothing against the build itself.  

 

-----

 

dobble, pink - 

 

Edit - yeah, I see that is stronger @ 27, even with the dropping the pair of Warlord MCs and losing the +15 damage on allied AP for a Divine Mastery.  Drop Avenging Spirit for a Symbol of Victory to keep APs flowing to you. 

 

Besides the details of how exactly to seek eternally, in which the most encyclopedic knowledge of 4e wins (and which I definitely don't have), is Eternal Seeker getting a thumbs up or down on the build?  Does it generally outdo Master of Moments from 21-26?

SonsofNorthWind wrote:
Besides the details of how exactly to seek eternally, in which the most encyclopedic knowledge of 4e wins (and which I definitely don't have), is Eternal Seeker getting a thumbs up or down on the build?  Does it generally outdo Master of Moments from 21-26?

 

Master of Moments hands out a lot of extra minor and move actions with this build vs. a single standard action that can't be used on that turn. Assume you spend 2 APs, one in round 1, one in round 2. That gives you 4 standard actions, 4 move actions, and 4 minor actions at 21st. 4 standard actions, 4 move actions, and 6 minor actions at 24th. i.e.(and not necessarily in this exact order)

Minor(3 of 'em): Tactical Orders 3 times: shift speed self and ally
Minor: Natural Terrain Understanding: Party shifts 2 and give bonus to defenses until EoNT
Move: Vistani Tambourine: Everybody ignore difficult terrain until EoNT and you move your speed
Minor: Whistle of Warning: Everybody shift 1
Minor: Mantle of Unity: Everybody have great defenses until EoNT
Minor: Note of Aggression: Hey you, make an attack with all the bonuses that are available
Minor: Quickened Magic Weapon: Hey everybody, have a big damage bonus
Standard Actions: 4

Leaving 1 minor action for any of:
Minor: Heal
Minor: Ring of Deep Wood: Enemies in zone have penalty to attacks and starts turn off slowed
Minor: Greater Ring of Invisilbility: Protect the Leader!

 

And probably a few other actions that I'm not looking at right now.

(edit: didn't do Tambourine right, just you move. But if it is a difficult terrain combat in the initial round, then it isn't...)

Oh, I get that you are floating like a butterfly and using the additional move/minors as tactical force multipliers while simultaneously finding minor action facestabs.  The Eternal Seeker 21-25 would certainly have a weaker turn 1 by virtue of not being able to Quicken and Note of Aggression on the same turn, and I'm not sure whether you're also making an implicit argument against Magic Weapon without the repositioning to set it up and then scatter to avoid bursts after the fact.  And I am wowed by the build.  Just wondering if Eternal Seeker isn't a better ED to finish it out, sending Master of Moments the way of the Demiurge.  I obviously didn't know the right choice for 27 encounter, maybe there's a Seeker Encounter pick at 23 that carries it through the rough earlier levels.  Maybe Divine Mastery/Demand Respect while you hide behind your Defender?

 

If you look out into turn 2 and turn 3 level 24+, the Eternal Seeker has an additional standard action over and above the Master of Moments in both rounds.  This is the equivalent of simply adding brute force rather than tactically clever force multipliers, but it's adding the best kind of brute force: 50% more standard actions turn 2 than Master of Moments, 100% more standard actions turn 3.  The three standard actions for the Eternal Seeker turn 2 easily accomodates Sidhe Bargain (hey you, do your absolute favorite thing with all the bonuses available) in addition to 1-2 punch of personal dailies or encounters, and you're adding in the other of whichever you didnt trigger round 1, Quickened Magic Weapon or Note of Aggression (ideally, the latter). 

 

At level 26 the Rush of Battle/Inspire by Example combo kicks in, which is violent.  I suppose exactly how violent it is depends on how many minor action attacks your allies already had, but it's still got some teeth in it. 

 

At level 27+, thanks to Dobbledigoop and pinkisthenewred, I know that you should be packing Victorious Charge as a Con-heavy Eternal Seeker.  At the point the Master of Moments acquires Exhilarating Strike, the Eternal Seeker is swinging something more powerful than the combined effects of Exhilarating Strike aug 6 and Mantle of Unity each round for the first three rounds of combat.  That would seem to be a clear tipping point for the Eternal Seeker.  It does force you away from those tasty MC Warlord damage bonuses, but there's probably a solid and flexible build there that drops Skill Power - Avenging Spirit - Acolyte Power - Multiclass Mastery (Bravura Leader/Resourceful Leader) - Martial Mastery and grabs Creation Secret - Multiclass Mastery (Divine Channeler - Initiate of the Faith) - Divine Mastery with a Champion's Hauberk and Symbol of Victory and a few other choice daily items, possibly with Gambler's Word. 

Doesn't matter how many standards you get in r2 and 3. Combat's over by then.

pinkisthenewred wrote:

Doesn't matter how many standards you get in r2 and 3. Combat's over by then.

 

Then post #11 needs editing.

As an Eternal Seeker, your turn one should look something like this (not including moves, which you may or may not need to heal): Quickened Magic Weapon, Valorous Charge, Action Point and X - followed by Sidhe Bargain, Magic Weapon, Valorous Charge, Action Point and X on turn two. Should there be a turn three, use Magic Weapon followed by Valorous Charge. Should there be a turn four, use Words of Friendship on your DM so that he won't hate your (don't hybrid I guess).

 

X can be anything you can do with a Standard Action - preferably something good. 

 

In that spot, I really like Earthquake Strike (recharge it with item powers, recharge item powers with options found in RenZhe's thread on turning dailies into encounter powers), but there are other options (if you can afford Melee Training or get it for free, use Death from two Sides, Action Surge to help your accuracy, recharge it with Martial Mastery). Just tell your party to invest in mobility themselves and that you will have to trade an Action Point every encounter (get a Symbol of Victory and use Heroic Interjection so that you already have at least one Action Point every encounter). Altough I guess you can just resort to At-Will powers.

SonsofNorthWind wrote:

 

pinkisthenewred wrote:

Doesn't matter how many standards you get in r2 and 3. Combat's over by then.

 

 

Then post #11 needs editing.

 

Which is what post #28 is for...

Mommy_was_an_Orc wrote:

 

SonsofNorthWind wrote:

 

pinkisthenewred wrote:

Doesn't matter how many standards you get in r2 and 3. Combat's over by then.

 

 

Then post #11 needs editing.

 

 

Which is what post #28 is for...

 

Which also references getting to turn 2...

 

Writing these shorter posts sure saves effort. 

Doobledigoop wrote:

As an Eternal Seeker, your turn one should look something like this (not including moves, which you may or may not need to heal): Quickened Magic Weapon, Valorous Charge, Action Point and X - followed by Sidhe Bargain, Magic Weapon, Valorous Charge, Action Point and X on turn two. Should there be a turn three, use Magic Weapon followed by Valorous Charge. Should there be a turn four, use Words of Friendship on your DM so that he won't hate your (don't hybrid I guess).

 

X can be anything you can do with a Standard Action - preferably something good. 

 

In that spot, I really like Earthquake Strike (recharge it with item powers, recharge item powers with options found in RenZhe's thread on turning dailies into encounter powers), but there are other options (if you can afford Melee Training or get it for free, use Death from two Sides, Action Surge to help your accuracy, recharge it with Martial Mastery). Just tell your party to invest in mobility themselves and that you will have to trade an Action Point every encounter (get a Symbol of Victory and use Heroic Interjection so that you already have at least one Action Point every encounter). Altough I guess you can just resort to At-Will powers.

 

Do you have anything else you would Eternal Seeker swap into the build, or just Valorous Charge?  And anything for level 22 utilities that outdoes Rush of Battle?

 

Thanks for the Ren Zhe tip.  Looks very straightforward (can't get any of the #2 options except Sage of Ages, not worth it compared to Warmaster).  Here, for anyone who hadn't already read it.