Modularity: A Guide to CO Tricks and Tactics

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Trick Suggestion

Mark of Sliding
Lightning Slide, Mark of Storms
 
The Trick
Mark of Storms Feat+ either/or Genasi/Shocking Flames feat or Lighting weapon +(optional) Rushing Cleats or Battering Shield

Expansions
Turns all of your melee attacks or weapon implement attacks into slide attacks. Take advantage of zones, conjurations, and terrain features. Also has great synergies with slowing or Immobilizing attacks.

Trick Synergy
-Great synergy with Polearm Trick, especially polearm momentum/gamble. Hit them before they get to you and slide them away and prone. Use with cleats to obtain slide 2.
-Also good synergy with any bonus OAs, especially if you have Hindering shield and Battering shield to slide away and slow. If you are Warden...well you can also get turn the slow from hindering into daze to leave them both moved away and dazed, paired well with
-Don't forget Ebberron Shard of lighting, also Take advantage of PPs and Destinies that enjoy usage of slide or lighting damage

Links
Links to builds and discussions

Cheese ratings
It's not crazy broken but still same issue as frost cheese where you are very dependent on lightning damage. Also Need to ask DM about using Dragonmarks outside of an Ebberon Campaign, without the Mark of Storms, trick falls apart. 

Other important notes
Mark of Storms only activates on lighting attacks, cleats only activates on closed/melee attacks

Credit to Jeff Yuen[/sblock] 
Is there enough content in the game for a 'hidden' mod? I'm looking to experiment with utilizing a Hybrid half as a mod for becoming hidden, but I don't have a whole lot of experience with stealth-oriented Classes or gear. 
There's a change to Lasting Frost now. It's first target you hit once a turn now. Serious nerf. Interesting enough Arcane Fire feat can grant cold vuln to a group but it won't last long. Just until the first arcane attack. Seem you have to keep applying a fire blast or burst type of power to benefit.
There's a change to Lasting Frost now. It's first target you hit once a turn now. Serious nerf. Interesting enough Arcane Fire feat can grant cold vuln to a group but it won't last long. Just until the first arcane attack. Seem you have to keep applying a fire blast or burst type of power to benefit.


Umm, it has been that way since before this thread was started.  All it means is that you only apply vulnerability to one target each turn.  Subsequent attacks against the same target still get extra damage.  That doesn't change the module at all.
I was looking at the frostcheese entry. "1. The paragon feat Lasting Frost inflicts vulnerability 5 cold until the end your next turn on any creature you hit with a cold attack."
Some stuff needs added to the Sub-Zero Fighting expansion:


Death Scorned  (paragon, revenant) - +1 untyped to death saves, takes ConMod failures to die (max 5)

Items:

  • Belt of Sonnlinor Righteousness (level 6/16/26) - Resist 10 per tier while sub-0

  • Death's Brink Armor (7+) - Takes 4 death save fails to die; Daily retroactive bonus to saving throw

  • Life Charm (neck, 25/30) - Automatically succeed on death saving throws

  • Periapt of Recovery (neck, 8+) - +2 to death saves

  • Potion of Spirit (costs healing surge, lvl 5/10/...) - +1/2/... to death saves for encounter

  • Raven Cloak (9+) - Resist cold/necrotic; daily reroll save with +5 bonus (+10 if death save)

  • Verve Armor (4+) - +2 to death saves; daily, when you fail a save, treat it as a 20 instead.

  • Survivor's Belt (11) - roll two death saves and take the higher result


Combat improvements:
  • Longtooth Shifting (Longtooth Shifter, or Revenant w/ shifter soul) - +2 damage and regen 2/tier while bloodied (you're bloodied any time you're below bloodied value, including when below 0) 

  • Restless Dead (Revenant, worship raven queen) - When at 0 or below and still standing, you get +2 to defenses and attack rolls

  • Minotaur - free attack when reduced to 0 or fewer

  • Gold Dwarf Pride (Dwarf) - when you recover (positive HP) after being reduced to 0 or fewer, you get +1 AC and attack until the end of the encounter

  • Potent Rebirth (Deva) - When reduced to 0 or fewer, you get +2 to attacks and damage until the end of the encounter

  • Wrath of Defeat (paragon, Runepriest, Wrathful Hammer feature) - When reduced to 0, make an MBA as an immediate interrupt with +2 to attack.

[20:53] [SadisticFish] yeah Llamas convinced me
At-Will Auto Stun

The Trick
Master's Surge (acadamy master PP) + Archspell (Archmage ED) + Visions of Wrath (Wizard 29).  Have low Int (13 @ 21 for MC wizard) and cast bare handed.  You should then only hit on a natrual 20.  When you miss, the enemies will then be stunned (save ends) and you don't expend your power.

Expansions
Sorcerer can make good use of the PP and ED till lvl 30.  Add a few re-roll powers and daily recharge (Archmage has 2 recharges) in case you roll a 20.

Trick Synergy
Spell Focus or other save end penalties can also be usefull for letting you do other attacks.  A high init would esnure the enemey doesn't get any turn.

Cheese ratings
Not letting enemies have a turn can really take the fun out of things.

Other important notes
Only works at lvl 30

Discovered by me

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.

Gold Dwarf Pride (Dwarf) - when you recover (positive HP) after being reduced to 0 or fewer, you get +1 AC and attack until the end of the encounter


I have a question about how this feat is supposed to trigger.  The feat says the bonus triggers when you are reduced to 0 HP or fewer "and return to consciousness".  Perhaps I'm just reading this too literally, but in order to get this bonus, don't you have to fall unconscious first?  If so, it won't trigger if as a Revenant you don't fall unconscious at 0 HP or fewer before you're healed back up to positive HPs.  Or is "return to consciousness" just another way of saying "getting back to positive HPs"?
Gold Dwarf Pride (Dwarf) - when you recover (positive HP) after being reduced to 0 or fewer, you get +1 AC and attack until the end of the encounter



I have a question about how this feat is supposed to trigger.  The feat says the bonus triggers when you are reduced to 0 HP or fewer "and return to consciousness".  Perhaps I'm just reading this too literally, but in order to get this bonus, don't you have to fall unconscious first?  If so, it won't trigger if as a Revenant you don't fall unconscious at 0 HP or fewer before you're healed back up to positive HPs.  Or is "return to consciousness" just another way of saying "getting back to positive HPs"?

I belive you are correct, you need to uncouncious.  Though that probably also means if you get hit with sleep, it triggers as well.

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.

Some stuff needs added to the Sub-Zero Fighting expansion:
  • Longtooth Shifting (Longtooth Shifter, or Revenant w/ shifter soul) - +2 damage and regen 2/tier while bloodied (you're bloodied any time you're below bloodied value, including when below 0)




Regeneration doesn't work when you're below 0 HP (even though you do count as bloodied).
Some stuff needs added to the Sub-Zero Fighting expansion:


Death Scorned  (paragon, revenant) - +1 untyped to death saves, takes ConMod failures to die (max 5)

Items:
  • Belt of Sonnlinor Righteousness (level 6/16/26) - Resist 10 per tier while sub-0

  • Death's Brink Armor (7+) - Takes 4 death save fails to die; Daily retroactive bonus to saving throw

  • Life Charm (neck, 25/30) - Automatically succeed on death saving throws

  • Periapt of Recovery (neck, 8+) - +2 to death saves

  • Potion of Spirit (costs healing surge, lvl 5/10/...) - +1/2/... to death saves for encounter

  • Raven Cloak (9+) - Resist cold/necrotic; daily reroll save with +5 bonus (+10 if death save)

  • Verve Armor (4+) - +2 to death saves; daily, when you fail a save, treat it as a 20 instead.

  • Survivor's Belt (11) - roll two death saves and take the higher result


Combat improvements:
  • Longtooth Shifting (Longtooth Shifter, or Revenant w/ shifter soul) - +2 damage and regen 2/tier while bloodied (you're bloodied any time you're below bloodied value, including when below 0) 

  • Restless Dead (Revenant, worship raven queen) - When at 0 or below and still standing, you get +2 to defenses and attack rolls

  • Minotaur - free attack when reduced to 0 or fewer

  • Gold Dwarf Pride (Dwarf) - when you recover (positive HP) after being reduced to 0 or fewer, you get +1 AC and attack until the end of the encounter

  • Potent Rebirth (Deva) - When reduced to 0 or fewer, you get +2 to attacks and damage until the end of the encounter

  • Wrath of Defeat (paragon, Runepriest, Wrathful Hammer feature) - When reduced to 0, make an MBA as an immediate interrupt with +2 to attack.



Bloodthread armor (5+) +2 to saves (including death) and +2 AC while bloodied
Battlecrazd (4+) + 1/2/3d6 damage while blooded

Also, while it's a power, Refire the Forge can give you a free attack and little bit of healing each round.

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.

The catch 22 has been nerfed.  I know of no other way to impose an effective catch 22.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
The catch 22 has been nerfed.  I know of no other way to impose an effective catch 22.

Booming blade works nice, you just can't mark them before hand.

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.

The catch 22 has been nerfed.  I know of no other way to impose an effective catch 22.

Booming blade works nice, you just can't mark them before hand.


so a swordmage using booming blade and white lotus riposte gets to, if he hits, impose a catch-22 of Int damage.  Not that impressive, but usable from level 1.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
The catch 22 has been nerfed.  I know of no other way to impose an effective catch 22.

Booming blade works nice, you just can't mark them before hand.


so a swordmage using booming blade and white lotus riposte gets to, if he hits, impose a catch-22 of Int damage.  Not that impressive, but usable from level 1.

It also functions with Master Riposte.  Add in mark of storms to make them take both the 1|W|+int and 1d6+Con damage (when you slide them away) for attacking you.

I suppose he has a third option of not doing anything, taking total defense, or some other.  But he can't move away or attacks you without punishment.

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.

Edited some modules hit by the errata.  In particular, added notes to Arcane Slasher and Fey Charge that they are now nerfed.  I left the modules there for use by those who play without errata.  I might add a nerfed section if I feel up to it.
As an add on to the Mark of Sliding, I believe you you can use a Crown of the Brilliant Sun, or a lightning weapon with a radiant attack to change damage types between hitting and dealing damage to get radiant cheese.

You could also use cold attacks with a lightning weapon to do Frost Cheese.
As an add on to the Mark of Sliding, I believe you you can use a Crown of the Brilliant Sun, or a lightning weapon with a radiant attack to change damage types between hitting and dealing damage to get radiant cheese.

You could also use cold attacks with a lightning weapon to do Frost Cheese.



Weapons usually change the damage type, so i guess a power would loose its previous damage type keywords (unless its a mindiron / necrotic weapon).
 Indeed, but technically you can change between attacking and hitting, and between hitting and doing damage, with free actions from your Lightning weapon. 

So you could technically use a cold power to attack, a lightning power to hit, and a radiant power to deal damage.

Crown of the Brilliant sun would only work with Radiant cheese and a lightning power though, not the Frost cheese.
At-Will Auto Stun

The Trick
Master's Surge (acadamy master PP) + Archspell (Archmage ED) + Visions of Wrath (Wizard 29).  Have low Int (13 @ 21 for MC wizard) and cast bare handed.  You should then only hit on a natrual 20.  When you miss, the enemies will then be stunned (save ends) and you don't expend your power.

Expansions
Sorcerer can make good use of the PP and ED till lvl 30.  Add a few re-roll powers and daily recharge (Archmage has 2 recharges) in case you roll a 20.

Trick Synergy
Spell Focus or other save end penalties can also be usefull for letting you do other attacks.  A high init would esnure the enemey doesn't get any turn.

Cheese ratings
Not letting enemies have a turn can really take the fun out of things.

Other important notes
Only works at lvl 30

Discovered by me




Sure, it's powerful, but I'd say it's a bit of an exaggeration to call something you can use 2-4 times per encounter (depending on Shape Magic use and interpretation of Spell Recall + Archspell) "at will", unless you're somehow interpreting Master's Surge as never being expended either.

Sure, it's powerful, but I'd say it's a bit of an exaggeration to call something you can use 2-4 times per encounter (depending on Shape Magic use and interpretation of Spell Recall + Archspell) "at will", unless you're somehow interpreting Master's Surge as never being expended either.

Master's Surge has the "reliable" keyword, so when you miss, it doesn't expend.

You need Archspell to make Visions of Wrath into an encounte power, and Spell Recall can be used on Master's Surge on the off chance you hit.

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.


Sure, it's powerful, but I'd say it's a bit of an exaggeration to call something you can use 2-4 times per encounter (depending on Shape Magic use and interpretation of Spell Recall + Archspell) "at will", unless you're somehow interpreting Master's Surge as never being expended either.

Master's Surge has the "reliable" keyword, so when you miss, it doesn't expend.

You need Archspell to make Visions of Wrath into an encounte power, and Spell Recall can be used on Master's Surge on the off chance you hit.



Isn't the save ends part after the 'if you hit' part instead of before it?

Sure, it's powerful, but I'd say it's a bit of an exaggeration to call something you can use 2-4 times per encounter (depending on Shape Magic use and interpretation of Spell Recall + Archspell) "at will", unless you're somehow interpreting Master's Surge as never being expended either.

Master's Surge has the "reliable" keyword, so when you miss, it doesn't expend.

You need Archspell to make Visions of Wrath into an encounte power, and Spell Recall can be used on Master's Surge on the off chance you hit.

Isn't the save ends part after the 'if you hit' part instead of before it?

The save end's comes from master's surge.

"You can also increase the duration of any effect the power applies to an enemy to 'save ends'"

There might be some nice sorccer, artificer, warlock, or swordmage powers that you can use this trick on too, i only looked at the wizard ones.

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.

A few other powers that work well with the above trick

Hero's Becon (Bard) 10 on going damage, no save, stacks with itself
Prismatic Storm (sorcerer) good damge on a miss
Runes of the Shadow Tendrils (artificer) mass blinding (save ends)
Transdimensional Invasion (swordmage) mass movement

So it seems like Stun in the best.

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.


Sure, it's powerful, but I'd say it's a bit of an exaggeration to call something you can use 2-4 times per encounter (depending on Shape Magic use and interpretation of Spell Recall + Archspell) "at will", unless you're somehow interpreting Master's Surge as never being expended either.

Master's Surge has the "reliable" keyword, so when you miss, it doesn't expend.

You need Archspell to make Visions of Wrath into an encounte power, and Spell Recall can be used on Master's Surge on the off chance you hit.

Isn't the save ends part after the 'if you hit' part instead of before it?

The save end's comes from master's surge.

"You can also increase the duration of any effect the power applies to an enemy to 'save ends'"



The 'If you hit' is in Master's Surge. By RAW, it reads the following way:
'If you hit, do more damage than usual with non-weapon attacks. You can also increase the duration of any effect the power applies to an enemy to 'save ends'

It is only possibly RAI that the two sentences are independent from each other - the 2nd sentence has the word 'also' which seems to me to be clearly referring to the previous sentence. Which would mean the increasing duration only happens on a hit.
The 'If you hit' is in Master's Surge. By RAW, it reads the following way:
'If you hit, do more damage than usual with non-weapon attacks. You can also increase the duration of any effect the power applies to an enemy to 'save ends'

It is only possibly RAI that the two sentences are independent from each other - the 2nd sentence has the word 'also' which seems to me to be clearly referring to the previous sentence. Which would mean the increasing duration only happens on a hit.

You may be right, unfortunatly i don't think there is a RAW, as both are prefectly acceptable readings.

English isn't an exact language.

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.

 Indeed, but technically you can change between attacking and hitting, and between hitting and doing damage, with free actions from your Lightning weapon. 

So you could technically use a cold power to attack, a lightning power to hit, and a radiant power to deal damage.

Crown of the Brilliant sun would only work with Radiant cheese and a lightning power though, not the Frost cheese.



That does significantly up the cheese rating, though.  *Significantly*.

Trick: Getting permanent Concealment by Paragon... and also hiding behind your Allies

Synopsis:
If you play a stealth centered character, you want to make your you always can hide. The problem is that you cannot always rely on a favourable battlefield for that.
But there is one source of full cover (at least three line of sight blocking corners) you always have - your allies. The problem is while you can hide behind a creature, you cannot stay hidden behind one... as long as you don't have other ways of maintaining at least cover or concealment.
Also having permanent concealment is cool, because it gives you +2 vs melee and ranged attacks.

Expansion:
The most commonly known ways to get cover is the Warlock's Shadow Walk or certain items like the high level Ring of Shadows.
One way is open to everybody, thogh... You first have to get an Enshrouding Candle (level 7 Woundrous Item) to wear, say as a Necklace - that turns every square within 2 into dim light. Now you MC (or Hybrid or are) into Assassin and pick up Drawn Shadows as feat at Paragon - congratulations, you have permanent concealment now ! The best is Shadow Step let's to teleport right there, in case you're tangled up in melee, and the MC Assassin feat also gives you training in stealth.
At last you might want to pick up an item to boost your stealth - there are plenty of item bonuses, and Assassin's Armor lets you roll twice for stealth. You also might want to pick up Skill Focus or Secret Stride if you rely heavily on stealth.

Synergies:
-- If you're hidden mobs will have hard time targetting you !
-- You also get easy CA... even for melee attacks if they include a movement part, like the Rogue's Deft Strike or the common charge.
-- Certain Paragon Paths Darkstrider or Champion of the Vigil and some other features rely on you being hidden.

Links:
-- none --

Cheese Rating:
Medium. The stealth rules are explicit that cover from creatures only doesn't help at staying stealthed, but doesn't forbid stealthing in their full cover itself - but your DM might not draw such a fine distinction...

Other Notes:
Don't try that as Plate wearing Dwarven Fighter...

Decent trick, langeweile.  Do you think you get that into the standard format with sblocks?
I'm really busy these days and it would help a lot. 
Perma-Concealment & mid-Battlefield Hiding
Perma-Concealment & mid-Battlefield Hiding - let's you even hide in your your allies' shadows.

Synopsis
If you play a stealth centered character, you want to make your you always can hide. The problem is that you cannot always rely on a favourable battlefield for that.

But there is one source of full cover (at least three line of sight blocking corners) you always have - your allies. The problem is while you can hide behind a creature, you cannot stay hidden behind one... as long as you don't have other ways of maintaining at least cover or concealment.
Also having permanent concealment is cool, because it gives you +2 vs melee and ranged attacks.


Expansion
The most commonly known ways to get cover is the Warlock's Shadow Walk or certain items like the high level Ring of Shadows.
One way is open to everybody, thogh... You first have to get an Enshrouding Candle (level 7 Woundrous Item) to wear, say as a Necklace - that turns every square within 2 into dim light. Now you MC (or Hybrid or are) into Assassin and pick up Drawn Shadows as feat at Paragon - congratulations, you have permanent concealment now ! The best is Shadow Step let's to teleport right there, in case you're tangled up in melee, and the MC Assassin feat also gives you training in stealth.
At last you might want to pick up an item to boost your stealth - there are plenty of item bonuses, and Assassin's Armor lets you roll twice for stealth. You also might want to pick up Skill Focus or Secret Stride if you rely heavily on stealth.

Synergies
-- If you're hidden mobs will have hard time targetting you !
-- You also get easy CA... even for melee attacks if they include a movement part, like the Rogue's Deft Strike or the common charge.
-- Certain Paragon Paths Darkstrider or Champion of the Vigil and some other features rely on you being hidden.

Links
-- none --

Cheese Rating
Medium.
The stealth rules are explicit that cover from creatures only doesn't help at staying stealthed, but doesn't forbid stealthing in their full cover itself - but your DM might not draw such a fine distinction...

Other Notes
Don't try that as Plate wearing Dwarven Fighter...

Credit to langeweile for the initial synopsis


There you go - ready for copypasta...
Trick name
TeleStealth
 
The Trick
Assassin/Rogue Hybrid, Multiclassing into Warlock with the following feats:
- Hybrid Talent[Cunning Sneak]
- Any Multiclass Warlock
- Cursed Shadow (Req: Assassin/Warlock, Effect: Gain Shadow Walk)
- Mark of Passage (+1 to shift or teleport)
- Risky Shift (+1 shift to grant CA)
Item: Traveler's Staff (Teleport insteal of shift)

This combination turns any shift you make into a teleport 3. This triggers both Cunning Sneak and Shadow Walk, effectively letting you make stealth checks wherever you are, regardless of lighting/cover/etc.

This is especially powerful, because if Stealth can be raised high enough, it becomes nearly impossible to target this character. The stealth check is considered a part of the action that breaks the stealth. In addition, this character has unparalleled mobility due to being able to teleport two or more times per turn.

Expansions
Ghostwalker Style (Shift at the end of Deft Strike)
Boots of Adept Charging (allows for shift at the end of a charge)
Anything that allows a shift at any point.

Trick Synergy
Anything that maximizes your Stealth check. If done correctly, you can make it impossible for most creatures of your level to detect you on any roll higher than 5. Also, your Stealth should always be able to exceed their passive perception.

Kobolds are perfect for this build, because of the At-Will shifting as a Minor Action. It'll be no problem for you to be precisely where you want at all times.


Cheese ratings
Not game-breaking. Dealt with by blindsight, tremorsense (to a point), and AoE. Since Shadow Walk only affects the square you occupy, the DM may rule that the monsters may target the square you are in (although effectively granting you +5 to all defenses).

Other important notes
Be sure you move at least 3 squares from where you start to take advantage of the entire point of this build.

By Skandranon-sg[/sblock] 
Seems like it might be worth adding the at-will daze trick (various forms of at-will slow + hammer + fighter MC + overwhelming impact).
- Mark of Passage (+1 to shift or teleport)
Item: Traveler's Staff (Teleport insteal of shift)


Mark of Passage works only for powers. Traveler's Staff gives only a property to teleport instead of shifting.

You could retrain the 10th utility to the acolyte power Ethereal Sidestep and use it with Mark of Passage.
Although it loses a small amount of functionality and feat accessibility, you can still do the combo with Kobolds and Goblins (Both get a Stealth and Dex bonus).
I'm thinking that zone-dancing should be included as a relatively high-cheese module: use spark slippers or an on-entry zone and a series of long slides, bounce the target in and out of the zone, racking up extra damage each time.  If someone wants to write it up, that would be nifty.  Otherwise, I'll probably get around to it eventually.
Although it loses a small amount of functionality and feat accessibility, you can still do the combo with Kobolds and Goblins (Both get a Stealth and Dex bonus).



This is very powerful: Minor at-will shifting and with the Traveler Staff minor at-will teleport.
I'm thinking that zone-dancing should be included as a relatively high-cheese module: use spark slippers or an on-entry zone and a series of long slides,

There's my (HoB, not Module) write in the Bent page of the HoB that might help as a reference.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

I'm thinking that zone-dancing should be included as a relatively high-cheese module: use spark slippers or an on-entry zone and a series of long slides,

There's my (HoB, not Module) write in the Bent page of the HoB that might help as a reference.



Indeed.  I note that two of your Brokens and that one of your Bents depend on repeatedly damaging someone in a single damaging zone (or zone-equivalent) over the course of a single turn.  Limiting damaging zones to 1 application per target per turn might also make a decent house rule for them.
I'm thinking that zone-dancing should be included as a relatively high-cheese module: use spark slippers or an on-entry zone and a series of long slides,

There's my (HoB, not Module) write in the Bent page of the HoB that might help as a reference

Speaking of the HoB.  You no longer need to be a revenant to achieve 20 on death saves and you can now surge every time (instead of 399/400), guaranteed (with even a few points to spare in case you get a penalty).  Though not having to stand back up or loose actions is still a pretty nice feature (but there's plate armor that does it as well).

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.

Speaking of the HoB.  You no longer need to be a revenant to achieve 20 on death saves and you can now surge every time (instead of 399/400), guaranteed (with even a few points to spare in case you get a penalty).  Though not having to stand back up or loose actions is still a pretty nice feature (but there's plate armor that does it as well).

Reply on the Discussion thread?  Or actually, in your case, just edit the topic?

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima