Killswitch: A "We Win" button for your party. Artificer|Warlord/Spell Commander/Planeshaper.

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Killswitch


Artificer|Warlord/Spell Commander/Demigod



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Build Objectives:
-- Create Instant Advantage, and decide the outcome of the encounter on T1. This becomes possible in very early Paragon, with the arrival of the 'Combat Commander' and 'Enhanced Resistive Formula' feats, and the 'Spell Commander' Paragon Path.

-- Be truly 'optimal' from Level 1 through Level 30.

I am in the process of editing this initial post for clarification. Please bear with me in the interim, as this is a work in progress.

[sblock=FAQ]
1. Isn't this basically just a LazyLord?

No.

While this build makes use of Warlord enabling attacks, it also makes very heavy use of many Artificer features. Part of its strategy for front-loading damage is using Immediate action Artificer attacks like Shocking Feedback, as well as Spell Tracer and the Action Point feature from the Spell Commander Paragon Path. Additionally, part of its 'healing' set-up is Enhanced Resistive Formula, which lets it throw big stacks of temps on itself + its 'squishiest' ally before Team Monster gets to attack. It is also able to pick up both Reorient the Axis, as well as Slick Concoction, which gives it a very strong party-movement set. At later levels, it adds further to its Nova ability by grabbing Quickened Spellcasting: Magic Weapon.

2. How does this build create 'instant advantage' at Heroic tier?

That aspect of the build really kicks in at Paragon, when you pick up the 'Combat Commander' feat, pushing your party-wide initiative boost up higher.

3. My games start at Level 1. Why should I play this at Heroic?

Direct the Strike + Magic Weapon = fantastic At-Will punch. In a party with strong basic attacks, DtS effectively gives you very big At-Will DPR. In a party with only average basic attacks, you use Magic Weapon as your go-to At-Will attack, and help key allies hit harder, and for more damage. Use it with a Ranger, Barbarian, Invoker, Wizard, Socrerer, etc, and reap the benefits.

Through this tier, 3/3 of your Encounter powers are Immediate action attacks, which means that you're attacking on your own turn, and then attack again between your turns-- for 3 rounds. In other words, you're generating a LOT of damage already.

Reorient the Axis lets you move your allies 5 squares by L6, and 6 squares by L8. In other words, by L8, you save your party a full move action.

Punishing Eye is sick.

By end of tier, you bring 3 minor action heals, one of which is the 'spend 2 surge' Rousing Words.

Summary... this build has a lot going for it before you get to Paragon.

4. Isn't this build a little light on healing?

No.

It has 3 minor action heals/encounter by L10, one of which allows the ally to spend 2 surges.

By L12, it has 3 minor action heals, plus the ability to turn 1 surge into big stacks of temp HP for you + your squishiest ally.

Consider the impact of throwing 27 temp hp on you (the Leader) + your party's Controller, before Team Monster gets a turn... and still having 3 heals left, when one of those heals for bloodied value.

5. This build sucks if the group doesn't have good basic attacks, right?

Not really. Magic Weapon, Shocking Feedback, and Debilitating Intercession don't care about your allies' basic attacks. Spell Tracer is still a double attack when used to grant a basic to an ally with only an 'OK' basic, and double attacks are great. When it comes down to it, you only actually have 1 Warlord Encounter power at a time for your entire career.

Also... if you don't have strong basic attacks, what do you usually have, instead? Odds are good that you'll have at least 1 multi-target attacker in the group if this is the case. This makes Magic Weapon all that much more awesome. Suddenly, you're talking about giving say... an Invoker +1 to hit, and +(Con mod) damage on his Hand of Radiance. Better yet... you're helping land Silent Malediction, or Searing Orb, and boosting the damage per target in the process.

There's also the matter of simply pushing your party ahead in the initiative order...

6. Where do you get off saying that this build 'decides the outcome of an Encounter on Turn 1'?

First, understand that this gets done by Creating Instant Advantage. The ability to do so kicks in at Paragon, with the arrival of the 'Combat Commander' feat, and Enhanced Resistive Formula.

Here are samples of what this looks like in play, given party comps of Killswitch plus characters listed in the Sblock header. These assume Combat Commander + Enhanced Resistive Formula.

Non-Optimal" party: Chaladin, Rogue, Wizard, Archer]
a) Initiative is rolled. All Heroes except Chaladin beat Team Monster. Rogue is first, but holds for Killswitch to go first.

b) Killswitch's T1:
(minor) Enhanced Resistive Formula. Killswitch + Wizard gain +27 temp HP, each.
(move) Reorient the Axis. Rogue + Chaladin move into flanking vs a Team Monster Brute, Wizard and Archer move adjacent to Killswitch.
(standard) Magic Weapon @ the Brute currently flanked by Chaladin and Rogue.

c) Rogue's turn. Rogue uses Sly Flourish + Low Slash vs the Brute, leaving it very hurt. Rogue then moves to his next target.

d) Archer's turn. Twin Strike @ Brute, made with Magic Weapon rider applied. Brute dies.

e) Wizard moves into range, and drops Prismatic Spray (with Magic Weapon rider applied), successfully blinding and damaging 2/3 targets.

Team Monster now gets their first turn, with this 'current state':

1 dead Monster
2 blind & damaged monsters
1 monster starting its turn with a Hero adjacent (movement options hindered)
a Defender in the middle of the grid, with an upcoming turn.
the 2 most appealing Hero targets each sitting safely at range, with +27 temp hp, each.
when Team Monster lands their first hit, they are going to eat an Immediate attack from Killswitch.

Team Hero is in control.[/sblock]

[sblock=My most common party: Chaladin, Druid, Avenger, Pacifist Cleric]
a) initiative is rolled. All Heroes except Chaladin beat all Monsters. Killswitch goes first.

b) Killswitch T1:
(minor) Enhanced Resistive Formula. Killswitch + Druid gain +27 temp hp.
(move) Reorient the Axis. Chaladin and Druid move up to flank a target. Avenger moves to an outlier.
(standard) Direct the Strike. Since Avenger hasn't Oathed yet, Druid gets to make the attack-- with CA. Grasping Claws + Merciless Killer + Claw Gloves = monster is hurt, and immobilized.

c) Avenger's turn. Since he starts adjacent, the Avenger doesn't have to use a Move action. Oath + RRoT + Overwhelming Strike. His enemy is *very* hurt.

d) Druid's turn. Grasping Claws. Target is now very hurt, and still Immobilized.

e) Cleric's turn. Cleric moves into range, and uses 'Rebuke Violence' on an enemy.

Team Monster's first turn comes up, with this 'current state':

1 monster heavily damaged, and immobilized between Druid and Chaladin.
1 monster heavily damaged, with a Pursuit Avenger adjacent to it.
1 monster can't attack at all.
2 attractive targets sitting at +27 temp HP
2.5 enemy healers on the map, one of which is heavily defense-oriented.

Team Hero is in control.[/sblock]

[sblock="Angry DM" Party: Fighter, Avenger, Ranger, Invoker|Cleric]
a) initiative is rolled. This party is built for havoc, so all party members have initiative feats. All of Team Hero beats Team Monster.

b) Killswitch goes first (allies who beat him hold turns). T1:
(minor) Enhanced Resistive Formula. Killswitch + Invoker gain +27 temp HP.
(move) Reorient the Axis. Fighter and Ranger move to flank a target, Avenger moves to an outlier. Invoker|Cleric moves sideways to open space.
(standard) Pincer Maneuver. Fighter + Ranger each attack their target. Fighter marks the target in the process.

c) Avenger's turn. Oath + RRoT + Overwhelming Strike. His target is now very hurt.

d) Ranger's turn. Ranger uses Twin Strike, Off Hand Strike to kill his target, and then uses his fun utility powers to Quarry and move to a new target, gaining CA against the new target in the process.

e) Invoker|Cleric's turn. Move up, Silent Malediction, Action Point, Hand of Radiance. Invoker successfully Stuns 1 target, Dazes a missed target, and hits 2/3 with HoR, damaging Ranger's new target, and Avenger's current target. Invoker|Cleric is now Dazed.

f) Fighter's turn. Fighter moves forward, and uses Come and Get It, dragging 2 enemies to himself, and marking both.

Team Monster's first turn, with this 'current state':

1 dead monster
1 very badly damaged monster, with a Pursuit Avenger adjacent to it.
2 monsters marked and adjacent to Fighter.
1 damaged artillery, with a Ranger adjacent to it.
1 stunned monster
1 dazed monster
the most attractive target is the Dazed Invoker|Cleric, who has +27 temp HP

Team Monster doesn't have the means to threaten anyone. Team Hero is in control.[/sblock]

[b][color=blue]7. If it doesn't kill something by itself on Turn 1, why call it 'Killswitch'?[/color][/b]

(move) go adjacent to an ally
(standard) Magic Weapon
--Action Point-- , grants an ally a basic attack, per Spell Commander AP feature
(AP- standard) Spell Tracer. Personal attack + grant an ally a basic

between turns...
(Immediate) Shocking Feedback

That's 5 attacks, and can be executed by L11.

T1 is just about 'Creating Instant Advantage'. The bomb drops on T2 or T3.

[b][color=blue]8. Wow, you sound really full of yourself.[/b][/color]

1. That's not a question, but to address it...

2. I post builds because I am the type of person who loves having fun, and helping other people have fun. It's really as simple as that. I don't care about an online persona, or forum status, or any BS like that. I come here because I'm enthusiastic, and enjoy interacting with other people who share this interest.[/sblock]

[sblock=Updated [color=red]Killswitch[/color]]
====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch19, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Wand)
Human Power Selection: Bonus At-Will Power
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 42
HP: 179 Surges: 12 Surge Value: 44

TRAINED SKILLS
Endurance +26, History +30, Arcana +30, Heal +21

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +16, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16, Athletics +15

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Potent Restorables (retrained to Enhanced Resistive Formula at Level 12)
Level 10: Weapon Focus (Crossbow)
Level 11: Combat Commander
Level 12: Danger Sense
Level 14: Improved Defenses
Level 16: Psychic Lock
Level 18: Saving Inspiration
Level 20: Focused Mind
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Shared Resources
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory (retrained to Caustic Rampart at Level 9)
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Scent of Victory)
Hybrid utility 16: Slick Concoction
Hybrid daily 19: Exhorted Counterattack (replaces Warlord's Recovery)
Hybrid utility 22: Tactical Orders
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Warlord's Resurgence (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)

ITEMS
Headband of Intellect (heroic tier), Boots of Eagerness (heroic tier), Adventurer's Kit, Feytouched Starleather Armor +6, Mindiron Superior crossbow +6, Cloak of Distortion +6, Bracers of Archery (epic tier), Gloves of the Healer (epic tier), Diamond Cincture (paragon tier), Ring of Protection (paragon tier), Ring of Fey Travel (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[b]Initiative Mod:[/b]
Personal: +40
Party: +10

[b][color=green]At-Wills[/color]:[/b]
[color=green]Direct the Strike
Magic Weapon[/color]: +38 vs AC, 2d10+25 damage. Rider: +1, +6
[color=green]Thundering Armor[/color]: +34 vs Fortitude, 2d8+22 damage.

[b][color=red]Encounter Powers[/color]:[/b]
[color=red]Shocking Feedback[/color]: +37 vs AC, 2d10+25 Lightning damage.
[color=red]Spell Tracer[/color]: +37 vs AC, 2d10+25 force damage.
[color=red]Rejuvinating Intercession[/color]: +37 vs AC, 2d10+25 damage
[color=red]Insightful Assault[/color]
*Note: You may use one of your Encounter powers twice/enc, courtesy of Planeshaper's L21 feautre.

[b]Daily Powers:[/b]
Punishing Eye. Damage bonus = +10
Living Gate: +37 vs AC, 4d10+25 damage.
Warlord's Resurgence
Skirmisher's Command

[b][color=blue]Utility Powers[/color]:[/b]
[color=red]Swift Mender
Reorient the Axis[/color]. Allies shift 10 squares.
[color=red]Rousing Words[/color]
[color=red]Alter Spell Power[/color]. +10 damage.
[color=red]Slick Concoction
Tactical Orders[/color]
Planar Refuge.

[b][color=purple]Healing & HP considerations[/color]:[/b]
2 x [color=red]Inspiring Word[/color]. Heals for surge+6d6 hp.
1 x [color=red]Rousing Words[/color]. Heals for 2 surges.
[color=red]Enhanced Resistive Formula[/color]. 2 targets gain +62 temp HP.
1 -or- 2 x [color=red]Rejuvinating Intercession[/color]. on-hit, heals triggering ally for surge+6 hp.

[b]Turn 1:[/b]
(minor) Enhanced Resistive Formula. Killswitch + squishiest ally gain +62 temp HP.
(move) Reorient the Axis. Allies shift 10 squares.
(standard) Magic Weapon, Direct the Strike, Insightful Assault, or War Master's Assault.

[b]Nova:[/b]
(minor) Quickened: Magic Weapon
(standard) Magic Weapon
--Action Point--, grant ally a basic attack, or the use of a Level 1 arcane attack power
(AP Standard) Spell Tracer

5 attacks, plus Immediate after your turn.

[b]Notes:[/b]
Total features by this level include:
a) 3 multi-Hero movement powers...
Reorient the Axis (move action), allies shift 10
Slick Concoction (minor action), you slide allies 5
Tactical Orders (minor action), you + 1 ally shift respective speeds. Note: as listed, your speed is 7.

b) Strong healing set up.

c) tons of front-loaded damage. With Spell Tracer, 2 Immediate action attacks, Insightful Assault, and Quickened: Magic Weapon, you're able to generate about 10 attacks over the first 2 turns of an Encounter, without expending an Action Point, or using any Daily powers.

d) Your Daily powers are appropriately high-impact, and will feel awesome to throw down, with the exception of the somewhat "meh" Living Gate-- though the positioning utility of this power is nuts.

e) You have very 'busy' turns, and lots of opportunity to play a very tactical game.
[/sblock]

[sblock=Level 11 Snapshot]====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch19, level 11
Human, Artificer|Warlord, Spell Commander
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Wand)
Human Power Selection: Bonus At-Will Power

FINAL ABILITY SCORES
Str 9, Con 17, Dex 11, Int 23, Wis 11, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 26 Fort: 21 Reflex: 25 Will: 21
HP: 79 Surges: 9 Surge Value: 19

TRAINED SKILLS
Endurance +13, History +16, Arcana +16, Heal +10

UNTRAINED SKILLS
Acrobatics +6, Bluff +6, Diplomacy +6, Dungeoneering +5, Insight +5, Intimidate +6, Nature +5, Perception +5, Religion +11, Stealth +5, Streetwise +6, Thievery +5, Athletics +4

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative
Level 8: Potent Restorables
Level 10: Weapon Focus (Crossbow)
Level 11: Combat Commander

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory (retrained to Caustic Rampart at Level 9)
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rousing Words

ITEMS
Feytouched Drowmesh +3, Magic Superior crossbow +3, Cloak of Distortion +2, Bracers of Archery (heroic tier), Acrobat Boots (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[b]Initiative Mod:[/b]
Personal: +18
Party: +6

[b][color=green]At-Wills[/color]:[/b]
[color=green]Direct the Strike
Magic Weapon[/color]: +19 vs AC, 1d10+13 damage. Rider: +1, +3.
[color=green]Thundering Armor[/color]: +15 vs Fort, 1d8+11.

[b][color=red]Encounter Powers[/color]:[/b]
[color=red]Powerful Warning
Shocking Feedback[/color]: +18 vs AC, 2d10+13 Lightning damage.
[color=red]Debilitating Intercession[/color]: +18 vs AC, 2d10+13 Necrotic damage.
[color=red]Spell Tracer[/color]: +18 vs AC, 2d10+13 force damage, and grant an ally a basic.

[b]Daily Powers:[/b]
Punishing Eye
Caustic Rampart
Warlord's Recovery

[b][color=blue]Utility Powers[/color]:[/b]
[color=red]Swift Mender
Reorient the Axis[/color] (allies shift 6)
[color=red]Rousing Words[/color]

[b][color=purple]Healing & HP maintenance line-up[/color]:[/b]
2 x [color=red]Inspiring Word[/color], heals for surge+3d6
[color=red]Rousing Words[/color], heals for 2 surges
[color=red]Resistive Formula[/color], surge+6 temp HP.

[b]T1:[/b]
(minor) Resistive Formula
(move) Reorient the Axis
(standard) Magic Weapon or Direct the Strike

[b]Nova:[/b]
(standard) Magic Weapon
--Action Point-- grant an ally a basic attack, or the use of a Level 1 arcane at-will attack power.
(standard) Spell Tracer

that's good for 4 attacks. You also get an Immediate before your next turn. Wheeee!!![/sblock]

[sblock=Level 21 Snapshot]====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch19, level 21
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Wand)
Human Power Selection: Bonus At-Will Power
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 20, Dex 12, Int 28, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 34 Fort: 32 Reflex: 37 Will: 30
HP: 132 Surges: 11 Surge Value: 33

TRAINED SKILLS
Endurance +20, History +24, Arcana +24, Heal +16

UNTRAINED SKILLS
Acrobatics +11, Bluff +11, Diplomacy +11, Dungeoneering +11, Insight +11, Intimidate +11, Nature +11, Perception +11, Religion +19, Stealth +11, Streetwise +11, Thievery +11, Athletics +10

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Potent Restorables (retrained to Enhanced Resistive Formula at Level 12)
Level 10: Weapon Focus (Crossbow)
Level 11: Combat Commander
Level 12: Danger Sense
Level 14: Improved Defenses
Level 16: Psychic Lock
Level 18: Saving Inspiration
Level 20: Focused Mind
Level 21: Quickened Spellcasting

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Thundering Armor
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory (retrained to Caustic Rampart at Level 9)
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Scent of Victory)
Hybrid utility 16: Slick Concoction
Hybrid daily 19: Exhorted Counterattack (replaces Warlord's Recovery)

ITEMS
Mindiron Superior crossbow +4, Bracers of Archery (paragon tier), Timeless Locket +4, Magic Drowmesh +4, Headband of Intellect (heroic tier), Boots of Eagerness (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[b]Initiative Mod:[/b]
Personal: +31
Party: +9

[b][color=green]At-Wills[/color]:[/b]
[color=green]Direct the Strike
Magic Weapon[/color]: +28 vs AC, 2d10+19 damage. Rider: +1, +5
[color=green]Thundering Armor[/color]: +24 vs Fort, 2d8+16 Thunder damage.

[b][color=red]Encounter Powers[/color]:[/b]
[color=red]Shocking Feedback[/color]: +27 vs AC, 2d10+19 Lightning damage.
[color=red]Debilitating Intercession[/color]: +27 vs AC, 2d10+19 Necrotic damage.
[color=red]Spell Tracer[/color]: +27 vs AC, 2d10+19 force damage.
[color=red]Pincer Maneuver[/color]
*Note: You may pick 1 Encounter power to use twice per encounter, courtesy of Planeshaper L21 feature.

[b]Daily Powers:[/b]
Punishing Eye. Damage grant = +9
War Master's Assault.
Living Gate
Exhorted Counterattack.

[b][color=blue]Utility Powers[/color]:[/b]
[color=red]Swift Mender
Reorient the Axis[/color]. Allies shift 9
[color=red]Rousing Words
Alter Spell Power[/color]. adds +9 damage
[color=red]Slick Concoction[/color]

[b][color=purple]Healing & HP Considerations[/color]:[/b]
2 x [color=red]Inspiring Word[/color]. heals for surge+5d6
1 x [color=red]Rousing Words[/color]
[color=red]Enhanced Resistive Formula[/color] you + ally gain 48 temp HP, each.

[b]T1:[/b]
(minor) Enhanced Resistive Formula
(move) Reorient the Axis
(standard) Magic Weapon, Direct the Strike, or Pincer Maneuver

[b]Nova:[/b]
(minor) Quickened: Magic Weapon
(standard) Magic Weapon
--Action Point-- grant an ally a basic, or the use of a Level 1 arcane at-will attack power.
(standard) Spell Tracer

that's 5 attacks on target, plus an Immediate after your turn, for a total of 6 attacks generated.

[b]Notes:[/b]
At this point, your Int mod is nuts, which means your initiative contribution is big, your own init is high, and your Reorient the Axis really cuts the length of the battlefield. Additionally, Quickened Spellcasting: Magic Weapon, and the L21 Planeshaper feature that lets you use an Enc power twice contribute very nicely to your ability to frontload damage.

You, sir, are a wrecking machine.[/sblock]



[b]Basic [color=red]Killswitch[/color] frame:[/b]
[sblock=stripped down L30 CB summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Killswitch13, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 44
HP: 179 Surges: 12 Surge Value: 44

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Weapon Focus (Crossbow)
Level 10: Potent Restorables (retrained to Danger Sense at Level 12)
Level 11: Combat Commander
Level 12: Enhanced Resistive Formula
Level 14: Improved Defenses
Level 16:
Level 18:
Level 20:
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24:
Level 26:
Level 28:
Level 30:

POWERS
Hybrid at-will 1: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1:
Hybrid utility 2:
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5:
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9:
Hybrid utility 10:
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16:
Hybrid daily 19:
Hybrid utility 22:
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25:
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)
Hybrid daily 29:

ITEMS
Bracers of Archery (epic tier), _____ Superior Crossbow +6, masterwork Leather Armor +6, current neck item +6 (or Cloak of Distortion +X). [color=blue]Note:[/color] When able, you'll want to grab armor or a neck slot with an item bonus to initiative. Feytouched armor and Timeless Locket are my usual go-tos. Feytouched is dirt cheap, and has a very good Encounter power built into it. ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[b]Basic Frame features:[/b]
-- +36 init mod while naked at L30.
-- Reorient the Axis and Improved Initiative by L6.
-- Heavy offense right away-- strong Magic Weapon at L1, 3 Immediate attacks by L7, etc.
-- huge Intelligence to fuel Reorient, party Init bonus, AC & Reflex, to-hit & damage, etc.
-- key Artificer, Warlord, Spell Commander, and Planeshaper powers & features. [/sblock]


[b][color=blue]Variants...[/color][/b]

[sblock=1. "Main Healer

====== Created Using Wizards of the Coast D&D Character Builder ======
Killswitch12, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 44
HP: 179 Surges: 12 Surge Value: 44

TRAINED SKILLS
History +30, Heal +21, Athletics +20, Arcana +30

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +16, Endurance +21, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Weapon Focus (Crossbow)
Level 10: Potent Restorables (retrained to Danger Sense at Level 12)
Level 11: Combat Commander
Level 12: Enhanced Resistive Formula
Level 14: Saving Inspiration
Level 16: Improved Defenses
Level 18: Steady Shooter
Level 20: Fleet-Footed
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Shared Resources
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Thundering Armor
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender (retrained to Shake it Off at Level 10)
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Destructive Surprise
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Static Shell
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Warlord's Banner
Hybrid daily 19: Exhorted Counterattack (replaces Static Shell)
Hybrid utility 22: Hero's Elixir
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Life-Shock Sigil (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)
Hybrid daily 29: Break it Up (replaces War Master's Assault)

ITEMS
Adventurer's Kit, Amulet of Protection +6, Feytouched Starleather Armor +6, Magic Superior crossbow +6, Bracers of Archery (epic tier), Circlet of Indomitability (paragon tier), Gloves of the Healer (epic tier), Boots of Eagerness (heroic tier), Diamond Cincture (paragon tier), Ring of Protection (paragon tier), Ring of Tactical Brilliance (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



"Main Healer" build comments

This variant is put together for those who want to play the build while also packing more healing than the original posted version. It is an effective sole Leader through Heroic, has a heavy bloom at L12, and is magnificent through Epic.

It does all of this while still retaining the "go first, create instant advantage", and Nova capability of the original build.

Heal, Save, & Defense features, listed by Level aquired:
1. Two Minor action heals-- 1/enc Curative Admixture, 1/enc Inspiring Word.
1. At-Will +1 AC buff & attack-- Thundering Armor.
2. Minor action granted save 1/enc, Swift Mender/Shake it Off.
3. Immediate Interrupt granting 'resist 5 all' for 1 turn-- Shocking Feedback.
10. a 3rd Minor action, 1/enc heal-- Rousing Words

11. a 4th Minor action, 1/enc heal-- adds an Inspiring Word, via "Fight On"
12. Enhanced Resistive Formula. At this point, you stop using Curative Admixture, and begin using Resistive Formula to convert 1 surge into surge +X temps for two party members.
* current heal line-up @ L12:
--2 x Inspiring Word
--1 x Rousing Words
--1 x Enhanced Resistive Formula (massive temps for 2 Heroes)
14. Saving Inspiration-- your 2 Inspiring Words now each grant a saving throw.
16. standard action, 1/enc party heal & attack buff-- Warlord's Banner.

22. 1/day, total hp value heal-- Hero's Elixir.
23. 1/enc Immediate Reaction attack + grant surge-- Rejuvinating Intercession.
24. Shared Resources-- your Inspiring Words now grant temps to all allies in the burst.
25. 1/day weapon/implement buff that grants substantial surge-free healing on each hit. Lifeshock Sigil.
26. 1/day party reset button. Planar Refuge.

Total healing lineup:
-- 2 x Inspiring Word. (@ paragon, Heal + Save) (@ Epic, Heal + Save + Temps for all in burst)
-- 1 x Rousing Words
-- 1 x Enhanced Resistive Formula (temps for 2)
-- Warlord's Banner
-- Hero's Elixir
-- Rejuvinating Intercession
-- Lifeshock Sigil
-- Planar Refuge

...and, of course, you're smoking bad guys quickly.


2. Heavy offense variant CB Summary

====== Created Using Wizards of the Coast D&D Character Builder ======
Killswitch13, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 44
HP: 179 Surges: 12 Surge Value: 44

TRAINED SKILLS
History +30, Heal +21, Athletics +20, Arcana +30

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +16, Endurance +21, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Weapon Focus (Crossbow)
Level 10: Potent Restorables (retrained to Danger Sense at Level 12)
Level 11: Combat Commander
Level 12: Enhanced Resistive Formula
Level 14: Steady Shooter
Level 16: Improved Defenses
Level 18: Action Surge
Level 20: Fleet-Footed (retrained to Enabling Shot at Level 23)
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Bow Mastery
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Thundering Armor
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender (retrained to Shake it Off at Level 10)
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Destructive Surprise
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Static Shell
Hybrid utility 10: Slick Concoction
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Tactical Orders
Hybrid daily 19: Exhorted Counterattack (replaces Static Shell)
Hybrid utility 22: Rush of Battle
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Skirmisher's Command (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)
Hybrid daily 29: Break it Up (replaces War Master's Assault)

ITEMS
Adventurer's Kit, Amulet of Protection +6, Feytouched Starleather Armor +6, Mindiron Superior crossbow +6, Bracers of Archery (epic tier), Headband of Intellect (heroic tier), Gloves of the Healer (epic tier), Boots of Eagerness (heroic tier), Diamond Cincture (paragon tier), Ring of Protection (paragon tier), Ring of Tactical Brilliance (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Heavy offense & movement variant

This is one of my absolute favorite variants to run. Specifically, I love running this with the second Leader being a Bard or Laser Cleric type-- someone who brings heavy heals, and lots of control. The action economy here is absolutely sick, and Reorient the Axis + Tactical Orders + Slick Concoction lets you chew up a long grid instantly on turn 1 when necessary. When you *don't* have to do that (read as: basically, all the time), then you're able to use your Reorient or Slick Concoction on T1 as normal, and then fire off the other one later in the encounter to set up more advantageous positioning.

This one is so fun, it's kind of filthy.

Key features:
-- Reorient the Axis & Slick Concoction, both by L10.
-- Tactical Orders by 16
-- Action Surge @ 18th, which serves to protect Spell Tracer and the AP Nova.
-- Steady Shooter pushed up to L14
-- Extremely aggressive Daily power selections, which make for Serious Pain.
-- Bow Mastery + Enabling Shot.

Sample T1 & T2 sequence:
T1:
(minor) Resistive Formula @ self
(move) Reorient the Axis
(standard) Direct the Strike or Insightful Assault-- depending on level.

T2:
(minor) Magic Weapon, via Quickened Spellcasting
(standard) Spell Tracer-- attack & grant basic
--Action Point--, grant basic attack via Spell Commander AP feature
(standard) Pincer Maneuver
(minor) Slick Concoction-- toss your allies into positions adjacent to new victims, as previous targets were just obliterated.

...sooooo fun...


3. Item Neutral & Strong Basic Attack variant

====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch16, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Human Power Selection: Bonus At-Will Power
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 44 Reflex: 48 Will: 41
HP: 194 Surges: 12 Surge Value: 48

TRAINED SKILLS
Arcana +30, Endurance +26, History +30, Dungeoneering +21, Heal +21

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16, Athletics +15

FEATS
Human: Blade Initiate
Level 1: Intelligent Blademaster
Level 2: Versatile Expertise
Level 4: Focused Mind (retrained to Fight On at Level 11)
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Potent Restorables (retrained to Enhanced Resistive Formula at Level 12)
Level 10: Weapon Focus (Light Blade)
Level 11: Combat Commander
Level 12: Danger Sense
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 22)
Level 16: Saving Inspiration
Level 18: Toughness
Level 20: Inspired Defense
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Shared Resources
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Static Shell
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Scent of Victory)
Hybrid utility 16: Slick Concoction
Hybrid daily 19: Exhorted Counterattack (replaces Static Shell)
Hybrid utility 22: Tactical Orders
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Warlord's Resurgence (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)

ITEMS
Adventurer's Kit, Magic Starleather Armor +6, Magic Dagger +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Notes for Item Neutral & Strong Basic Attack variant

1. This version is designed to be well-rounded, and item independent through all tiers.
It replaces gear related feats (Psychic Lock, Steady Shooter) with Swordmage MC + Intelligent Blademaster, and grabs an extra feat running off Inspiring Word. The SM entry feat frees up a Skill slot, which goes to Dungeoneering, and gives you SM Warding 1/day. Intelligent Blademaster gives you a decent RBA with your Dagger, for use with powers like Insightful Assault and War Master's Assault. The strong RBA also gives you the ability to play alongside another enabler, which is LOTS OF FUN. This one also grabs Rousing Words with the 10U slot, because... honestly, I get entirely too many questions about whether or not Killswitch functions as sole Leader in a party, or comments about his 'lack of healing'. Instead of pointing out that you can easily take this power and have a ridiculous healing rotation by Level 12, I figured I'd just plug it in.

2. T1, T2, and Nova turns are exactly the same as they list for other variants.
The only difference here is that you actually have a decent basic for those 'everybody attack!' powers.

3. LFR and Dark Sun friendly.
Artificers aren't tech-flavored. They actually make fantastic 'Veiled Alliance' members, among other things.

Engage. This looks like an extremely fun build. The fluff meshes perfectly with the excellent Spell Commander PP.
Engage. This looks like an extremely fun build. The fluff meshes perfectly with the excellent Spell Commander PP.



Thanks, WEC!

Getting a little head start on the level-by-level stuff. Going to try to knock out 1-10 before I go to sleep in 20 mins or so.
No Bow Mastery?
No Bow Mastery?



Nah. A LOT of this guy's damage comes from granting damage to allies, so the jump from 5% to 10% crit range doesn't benefit him as much as the elements I've included, IMO.

For Sage of Ages variants, that feat gains a lot of value, as the build becomes more of a personal damage dealer at Epic. All in all, I feel that Planeshaper (+1 Int mod @ 21st, plus extra use of an Enc power each encounter @ 21st) brings more value to this build than Sage of Ages, and it does so earlier. I'll include more discussion on that subject as I get farther into the build progression.
Why psychic lock?  Granted, I don't really know artificer powers, but the only psychic power I actually recognize on that list is Punishing Eye.  Psychic Lock requires a hit to apply the penalty, and Punishing Eye doesn't actually hit anything.
He's using a mindiron crossbow.

And fair enough about bow mastery.  I only asked since you were listing the damaging factors of the build in the OP, but since it will be mostly from your allies it does lose value.
Why psychic lock?  Granted, I don't really know artificer powers, but the only psychic power I actually recognize on that list is Punishing Eye.  Psychic Lock requires a hit to apply the penalty, and Punishing Eye doesn't actually hit anything.



He'll probably grab a mindiron crossbow in paragon to make use of it, and get a constant +1 to attack via the Headband of Intellect.
San Francisco Bay Area D&Der. Loyal fan of the Birthright campaign setting.
Great build!

I have a pair of things to tell you, though:

Level 10 recuperative enchantment is very nice, but i still prefer healing figurine. It's more tactically rewarding.

A little note: i don't like high initiative on leaders, since you will probably want to go last anyway. Imho improved initiative is a wasted slot.

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

From where are you getting the idea that leaders want to go last. Healers want to go last, since healing is retroactive. Leaders want to go first, since their buffs are proactive. Buffing your multiattacking ranger and fighter with magic weapon and sending them with reorient the axix in the face of the enemy controller before their turn has even came is what good leaders do.

Much better to do this first and then fix them with heals and saves on your next trun, rather than fight an uphill battle when you first leave the enemy to shower them with damage and conditions before you step in.

You are leader. Lead.

He's using a mindiron crossbow.

And fair enough about bow mastery.  I only asked since you were listing the damaging factors of the build in the OP, but since it will be mostly from your allies it does lose value.



Hey, I hope my response didn't sound snarky or biting. I was pretty wiped out when I typed it. Wasn't trying to be a jerk, so I hope it didn't come off that way.
Why psychic lock?  Granted, I don't really know artificer powers, but the only psychic power I actually recognize on that list is Punishing Eye.  Psychic Lock requires a hit to apply the penalty, and Punishing Eye doesn't actually hit anything.



He'll probably grab a mindiron crossbow in paragon to make use of it, and get a constant +1 to attack via the Headband of Intellect.



Exactly this.
Cool build!

And I like leaders having a high initiative, giving an ally a saving throw against dazed or weakened is best applied before they act and waste their turn. The same is true for scraping dying allies off the floor.

On a sidenote: You could even sneak frostcheese into the build by using frozen whetstones, since a mindiron weapon only makes HALF of its damage psychic. +2 to hit and +10 damage by paragon (5 vuln., 2 whetstone, 3 shard) don't sound too shabby to me.
Great build!

I have a pair of things to tell you, though:

Level 10 recuperative enchantment is very nice, but i still prefer healing figurine. It's more tactically rewarding.

A little note: i don't like high initiative on leaders, since you will probably want to go last anyway. Imho improved initiative is a wasted slot.



Healing Figurine is nice, no question. I generallyprefer that to Recuperative Enchantment for any straight Artificer (since their Infusions don't actually cause you to spend a surge at the time of use), and have actually used it in an ongoing campaign with an Artificer/Spell Commander I played.

The reason I took Recuperative Enchantment for this build is pretty simple: you get to use it every encounter. That's pretty serious value, imo-- and HUGE surge efficiency + out of combat healing efficacy. I've gotten to playtest it already, and I have to say, taking someone from bloodied to full with one Inspiring Word, when you're also contributing true Striker-level damage output, is pretty funny.


@ Going first--

Winning Initiative allows turns like this to happen on turn 1:

(minor) Resistive Admixture
(free) pop RA for temps @ Self + other high-priority target that the DM is likely to want to hit. For Perspective's sake, in an L16 playtest, this meant I gave myself and our Sorc each +38 Temps, effectively with 1 Minor action-- and without spending a surge at this point.

(minor) Slick Concoction -OR- (move) Reorient the Axis, depending on which one you need. Having both = huge flexibility. Using these:
1) puts your Defender in position. If he's a Fighter, you're also about to cause him to mark his target-- and he hasn't even gone yet. This is a massive value, especially since most Defenders have relatively poor Initiative mods. Thankfully, his mod is a lot better when you're in the party, as well.
2) Will sometimes kill a target, and often bloody one-- before anyone else has a turn. You can literally prevent a target from ever getting a chance to damage your allies.
3) You go at the top of turn 2, as well. After creating that immediate advantage, you're in position to use Swift Mender or a heal to carry your party through Turn 2, which is usually pretty brutal, since Turn 1 & Turn 2 are usually when Team Monster is dumping Encounter and Recharge powers into Team Hero.

(Standard) Use a multi-ally attack granting power. Reorient the Axis is awesome as a follow-up to Slick Concoction (extra 3 squares of move, create flanking, double attack, etc), and the L15 Warlord Daily you take = basically 'Delete' button that wipes a monster off the grid, entirely. Lots of strong options here.
Ty for your answer. Yes ooc recuperative enchantment is very good

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

It's worth noting that, from a tactical standpoint, you should never, ever immediately dump the AC of Resistive Formula for the temporary HP. There is not a single situation where this is valuable. Not one. Dropping the AC for the temps is a free action - it can be done at any time: most notably, in response to someone getting hit (but before damage is dealt). This is especially true when you can double up on the temps provided. You can use RF on the PC most likely to be damaged in an encounter. If the monsters hit someone else, as a free action, the PC with RF on them gets their temps and you give a surge of temps to the ally who got hit; allowing the temps to absorb the blow. In the mean time, the AC bonus might void an attack if you're lucky. Very efficient - think of it like a Shielding Swordmage's Aegis.
Correct me if I'm wrong, but Vengeance is Mine gives you a basic attack as an Imm.Int.

That would be a +3 vs AC 1D10 damage. I wouldn't choose that as an encounter power with these poor riders. Or do you count on the allies' MBA to save you?
Nice build. Warlords hybrid redicolousely well these days...
Could you mark in the feature overview when each becomes operational for ease of understanding ? And maybe have a breakdown of the nova sequence (just powers and what they do - not a number-by-number damage calc) for people like me who sit at work without a CB and stuff ?
I'm not too big of a fan of Vengeance is Mine either (for this character). 1) You will probably miss with your ranged basic attack. 2) It is possible that all of your melee basic attack friends will be engaged in melee already when you are attacked and they will have to suffer an AoO to take advantage of the move+attack that you are offering them.
The power has the pottential to be awesome, but as a whole I think that powerful warning is better.
For a ranged character like this high initiative is good.  Normally as a leader you want to wait til everyone goes then set yourself up where needed, if your initiative is high enough you can shoot first and do that at the beginning of next round.  In effect it gives you a new set of actions once during the fight, at the beginning.

This is also good because you can trigger movement abilities which can let your friends get into place before they go or delay til just after you do. 
It's worth noting that, from a tactical standpoint, you should never, ever immediately dump the AC of Resistive Formula for the temporary HP. There is not a single situation where this is valuable. Not one. Dropping the AC for the temps is a free action - it can be done at any time: most notably, in response to someone getting hit (but before damage is dealt). This is especially true when you can double up on the temps provided. You can use RF on the PC most likely to be damaged in an encounter. If the monsters hit someone else, as a free action, the PC with RF on them gets their temps and you give a surge of temps to the ally who got hit; allowing the temps to absorb the blow. In the mean time, the AC bonus might void an attack if you're lucky. Very efficient - think of it like a Shielding Swordmage's Aegis.



For onlookers-- Paladin Online and I talk in ##4e pretty regularly, and he was playing during my first playtest of this build. Throwing that out there to help put some of my following comments in context.

@ PO--

From a strictly rational standpoint, that's true.

Where things become a little more hazy is when you factor in the human element. Simply put, DMs are human, and many can be deterred from targeting particular Heroes if they become convinced that doing so would be futile. Throwing big wads of temps on two desirable targets may prevent those Heroes from being placed in situations in which they are less effective. As an example, I diidn't want the Sorc or my Wartificer to get swarmed last night (we didn't yet know that those frontliners were minions, since I went first), so my use of RE in this way was intended to sell Imperii on the notion that he wouldn't be able to knock either myself or the Sorc out, which I hoped would cause him to send melee at you all (I figured your Warlord would be the most likely candidate, with the Avenger being next most likely, if Imperii sought to block OoE).

Now, if the Wartificer or Sorc were swarmed, Team Monster gets to dictate a portion of our actions, since both of us want to operate at range. If they swarm you all (being melee), they're attacking higher defenses (you 3 beat both of us in AC), and are leaving the Wartificer and Sorc free to roam.

By deterring the DM from attacking the lower defenses, you can effectively prevent more incoming damage than the +1 AC would provide. Had the Sorc & Wartificer been attacked, it's tough to say how many attacks that would have missed the other 3 would become hits against those 2 targets. With the group we had, I think all 3 of you had at least +2 AC over my own, and I think I had more than the Sorc. Rather than throwing away the +1 AC, you could view it as buffing the party's average AC, by funneling attacks to other Heroes.


Naturally, this doesn't always work-- but doing it once to gather information can be worth the cost of a surge.
Correct me if I'm wrong, but Vengeance is Mine gives you a basic attack as an Imm.Int.

That would be a +3 vs AC 1D10 damage. I wouldn't choose that as an encounter power with these poor riders. Or do you count on the allies' MBA to save you?



Yeah, Killswitch's MBA sucks. The way I was looking at ViM is as a free basic (the ally's) and a half of another. I may need to reconsider that slot.
Really cool build.  Gives me some ideas for stuff of my own I can do.

I'd consider playing it if I could be a Gnome, but Gnomes can't use anything other than Hand Crossbows.  I have a strong aversion to Hybrids, so this really saying something!
Few people can see genius in someone who has offended them. -- Robertson Davies
In your build, it seems like you've forked over the gold for an epic tier Siberys Shard of the Mage. Mind if I ask why? I only see one implement attack in your build (Thundering Armor, lvl 1 at-will).  Even then, it's probably not your go-to at-will.
San Francisco Bay Area D&Der. Loyal fan of the Birthright campaign setting.
In your build, it seems like you've forked over the gold for an epic tier Siberys Shard of the Mage. Mind if I ask why? I only see one implement attack in your build (Thundering Armor, lvl 1 at-will).  Even then, it's probably not your go-to at-will.



Very good question.

Quick & Easy answer is just that I had the gold to burn, and didn't mind adding damage to Thundering Armor or Static Shell.

Slightly more involved answer is also to model that the build easily converts to a higher personal damage build by swapping out the Mindiron Superior Crossbow + Shard of the Mage for something like a Radiant Superior Crossbow + Shard of Radiance, trading out Planeshaper for Sage of Ages, picking up Bow Mastery instead of Psychic Lock, and using your now open arm slot to put on Execution Bracers, which benefit from your improved crit rate and check-count.
I'm not too big of a fan of Vengeance is Mine either (for this character). 1) You will probably miss with your ranged basic attack. 2) It is possible that all of your melee basic attack friends will be engaged in melee already when you are attacked and they will have to suffer an AoO to take advantage of the move+attack that you are offering them.
The power has the pottential to be awesome, but as a whole I think that powerful warning is better.



I'm convinced. Swapped it out.
It's worth noting that, from a tactical standpoint, you should never, ever immediately dump the AC of Resistive Formula for the temporary HP. There is not a single situation where this is valuable. Not one. Dropping the AC for the temps is a free action - it can be done at any time: most notably, in response to someone getting hit (but before damage is dealt). This is especially true when you can double up on the temps provided. You can use RF on the PC most likely to be damaged in an encounter. If the monsters hit someone else, as a free action, the PC with RF on them gets their temps and you give a surge of temps to the ally who got hit; allowing the temps to absorb the blow. In the mean time, the AC bonus might void an attack if you're lucky. Very efficient - think of it like a Shielding Swordmage's Aegis.



For onlookers-- Paladin Online and I talk in ##4e pretty regularly, and he was playing during my first playtest of this build. Throwing that out there to help put some of my following comments in context.

@ PO--

From a strictly rational standpoint, that's true.

Where things become a little more hazy is when you factor in the human element. Simply put, DMs are human, and many can be deterred from targeting particular Heroes if they become convinced that doing so would be futile. Throwing big wads of temps on two desirable targets may prevent those Heroes from being placed in situations in which they are less effective. As an example, I diidn't want the Sorc or my Wartificer to get swarmed last night (we didn't yet know that those frontliners were minions, since I went first), so my use of RE in this way was intended to sell Imperii on the notion that he wouldn't be able to knock either myself or the Sorc out, which I hoped would cause him to send melee at you all (I figured your Warlord would be the most likely candidate, with the Avenger being next most likely, if Imperii sought to block OoE).

Now, if the Wartificer or Sorc were swarmed, Team Monster gets to dictate a portion of our actions, since both of us want to operate at range. If they swarm you all (being melee), they're attacking higher defenses (you 3 beat both of us in AC), and are leaving the Wartificer and Sorc free to roam.

By deterring the DM from attacking the lower defenses, you can effectively prevent more incoming damage than the +1 AC would provide. Had the Sorc & Wartificer been attacked, it's tough to say how many attacks that would have missed the other 3 would become hits against those 2 targets. With the group we had, I think all 3 of you had at least +2 AC over my own, and I think I had more than the Sorc. Rather than throwing away the +1 AC, you could view it as buffing the party's average AC, by funneling attacks to other Heroes.


Naturally, this doesn't always work-- but doing it once to gather information can be worth the cost of a surge.



Actually, the opportunity cost is up to three surges spent in this situation. If neither person you put the Resistive Formula on get attacking but two other people in the party do and need to spend surges to regain HP then not only did you waste the surge powering RF (it did nothing) but two other people had to spend surges because they didn't have any temps.

I'm not saying that your viewpoint is without merit, but from a resources spent perspective the total cost is higher than you insinuate.  
PO--

I've been awake for 21 hours (eating now, then going to sleep!), so bear with me...

Re: opportunity cost. I'll need to type out bullet points to keep my brain organized right now. Even then, no guarantees. I'm wiped out.

A) Consider a scenario in which Resistive Formula's free action is used in the same manner as an Immediate Interrupt, to negate X damage. In this case, you still need to commit the minor action to another target in advance, to set up the expenditure of the free action. As a result, at least 1/2 of the total temps applied are used in the same way as a pump & fire on turn 1-- IE, the target isn't necessarily someone who is being attacked. This usage still only guarantees the prevention of 1 x Surge (plus Con mod times X) lost hps.

B) Lets say the temps total 40 hp. You use the free-action-as-interrupt trick, and counter a 20 damage attack with 40 temps. Lets also say the ally in question doesn't get hit anymore, and ends the Enc with 20 temps (which then fade, of course). You have successfully protected 1 surge in this way.

C) Lets say you load up yourself and a Sorc with the temps on turn 1, and that your party's Rogue takes 60 damage during the Enc, while the Sorc & Wartificer remain untouched. You've used the RF's surge-charge for what appears to be zero value, and wind up spending 1 surge (Inspiring Word + Gloves of the Healer + Recuperative Enchantment) to bring the Rogue up to full hp.

D) Same scenario as C, except you use the free-interrupt move to interrupt the first hit against the Rogue with the 40 temps. He takes 60 in total, and at the end of the Enc, is at -20 hps. Between encounters, you spend 1 surge to top him off. The cost for D is identical to the cost for C.


That's as far as I can go right now. I'm falling asleep sitting up. Gotta go sleep.
I should agree with Auspex7. Whether doing what he says will be more benefical or not - depends a lot from objective and subjective circumstances in case by case scenarion. While Paladin is correct in most of those circumstances, his "never, ever" claim is a bit too radical.
PO--

-snip-



Equally though, the rogue may only take 40 points of damage in the encounter. Or it's entirely possible that the HP buffer stops the person who does get mobbed from falling unconcious - leaving them with an extra suite of actions to use in the encounter that could potentially save even more HP (by helping to kill the monsters). That's the thing; when you use RF at the start of an encounter, it's all guess work: "who's going to be attacked the most?" So then, by holding the temps in reserve, even if you guessed wrong in the initial use you can provide the HP to the person who actually does get mobbed - aiming to provide the most value. Hopefully you'll prevent two surges of damage. At the very least, you'll have a shot at preventing one no questions asked.
PO--

-snip-



Equally though, the rogue may only take 40 points of damage in the encounter. Or it's entirely possible that the HP buffer stops the person who does get mobbed from falling unconcious - leaving them with an extra suite of actions to use in the encounter that could potentially save even more HP (by helping to kill the monsters). That's the thing; when you use RF at the start of an encounter, it's all guess work: "who's going to be attacked the most?" So then, by holding the temps in reserve, even if you guessed wrong in the initial use you can provide the HP to the person who actually does get mobbed - aiming to provide the most value. Hopefully you'll prevent two surges of damage. At the very least, you'll have a shot at preventing one no questions asked.



Quite so.

There are just so many variables, though, it's really hard to say that the cost is really so high. For example-- if I use the RF on myself at the start of an Enc, and it turns out that I never get hit, did I really waste much? By not getting hit, it means I'm still sitting on my full alotment of Surges, which I can donate to replenish my own Infusion.

Now... the cost we haven't mentioned yet, and which I consider the much larger cost (since this particular build is Con secondary, and has a good surge count + good surge efficiency), is the cost of one of his heal/health mechanisms during the encounter. By using RF proactively after L11, he'd be putting himself down to 2 Inspiring Words (with one of them piggybacking Recuperative Enchantment) for the rest of the Enc. That RF actually has a pretty good value if he uses it reactively, simply because it keeps people up and active. I'd even go so far as to say that the best use of it from a resource standpoint is probably to use it once you've seen two Heroes each take more than the total damage you'd be counteracting with the surge value in temps-- this way, you are effectively maintaining two allies with it, and making sure that 100% of the temps have direct, in-combat value.

Still another factor to consider is that, if you're speeding up encounters to the point where there's an incredibly low demand for surges, then the relative cost of each surge bottoms out pretty quickly. IE, if you average 3 surges spent as a group, per combat, and the Wartficer alone has 10 by L14, your group's collective surge count clearly covers everyone for a very long workday.


Group comp also comes into play-- If there's a second Leader in the party, throwing away the Infusion still leaves Team Hero still leaves the party with a lot of healing firepower each Enc.


Of course, the point of my end of the discussion has simply been to point out that there are variables which can make the proactive use of RF either a low- or (nearly) no- cost practice, but also to acknowledge that you are generally quite correct-- especially if you have a 'killer DM', and the rest of the party isn't quite so optimized.
All right, it's seen the light of post! I liked playing alongside it at the beginning, and I'll be sure to comb through it now.
Wheeee!

Finally got the Heroic progression banged out.
Egads you changed your avatar! J/k, I really like the new pic.  No worries on your reply earlier in the thread I knew you were being rational in your reply.  Have you decided sage of ages vs. planeshaper?
Egads you changed your avatar! J/k, I really like the new pic.  No worries on your reply earlier in the thread I knew you were being rational in your reply.  Have you decided sage of ages vs. planeshaper?



Good stuff. Glad you knew where I was coming from.

I finally was able to come to a firm decision that Planeshaper is best for this build, though it can be tweaked to be a personal damage dealer who uses Sage. The +2 Int and ability to use an Enc power twice per Enc at L21 were just too good to pass up.
At a recent convention I was asked "Do you just like going first or something?"  My response was "Of course, if I go first that means one of THEM doesn't get to go at all."  I play a Shadar-kai Orbizard MC Cleric for Divine Oracle, so I roll 5d20 for Initiative at +25 and can reroll twice a day (Background and a Daily Item) and that's without having the Eladrin Warlord Spiral Tactician that I usually play with.  I know first hand that a party that goes first can completely deny the DM any actions, and the Leader is central to the fight.

That being said, I do have some advice for this build.  Namely, why are you Human? You have 6 feats that do nothing for the concept of "Decide the outcome of the Encounter on Turn 1" and the bonus At-Will is hardly, if ever going to see use given that same concept.  Warlords have a plethora of feats that fill in one major gap in your build: Attack/Damage bonuses, most of them require standing next to an enemy, however I don't see that as a major disadvantage given most of your ranged powers are interrupts, and thus provoking doesn't matter (NPCs can't take OA on their turn).  Going Eladrin also gives you +2 Dex (thus +1 Init) and opens up 2 impressive feats that mirror RtA's battlefield positioning: Fey Tactics and Fey Step Trailblazer allow you to take 2 allies with you when you use Fey Step.

Going back to standing next to an enemy, I'm also a bit confused about your choice of a Superior Crossbow, so many of the Warlord Powers require close range, and your damage is so utterly irrelevant, so why not just use a dagger?
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
I play a Shadar-kai Orbizard MC Cleric for Divine Oracle, so I roll 5d20 for Initiative at +25 and can reroll twice a day (Background and a Daily Item) and that's without having the Eladrin Warlord Spiral Tactician that I usually play with.  I know first hand that a party that goes first can completely deny the DM any actions, and the Leader is central to the fight.



Could you add a quite brakedown how you get to those five d20 ? Thanks
At a recent convention I was asked "Do you just like going first or something?"  My response was "Of course, if I go first that means one of THEM doesn't get to go at all."  I play a Shadar-kai Orbizard MC Cleric for Divine Oracle, so I roll 5d20 for Initiative at +25 and can reroll twice a day (Background and a Daily Item) and that's without having the Eladrin Warlord Spiral Tactician that I usually play with.  I know first hand that a party that goes first can completely deny the DM any actions, and the Leader is central to the fight.

That being said, I do have some advice for this build.  Namely, why are you Human? You have 6 feats that do nothing for the concept of "Decide the outcome of the Encounter on Turn 1" and the bonus At-Will is hardly, if ever going to see use given that same concept.  Warlords have a plethora of feats that fill in one major gap in your build: Attack/Damage bonuses, most of them require standing next to an enemy, however I don't see that as a major disadvantage given most of your ranged powers are interrupts, and thus provoking doesn't matter (NPCs can't take OA on their turn).  Going Eladrin also gives you +2 Dex (thus +1 Init) and opens up 2 impressive feats that mirror RtA's battlefield positioning: Fey Tactics and Fey Step Trailblazer allow you to take 2 allies with you when you use Fey Step.

Going back to standing next to an enemy, I'm also a bit confused about your choice of a Superior Crossbow, so many of the Warlord Powers require close range, and your damage is so utterly irrelevant, so why not just use a dagger?



If I were to adapt Killswitch to be an Eladrin operating in melee range, I'd be better off just going with an Eladrin Taclord/Battle Commander, don't you think?

Here are some reasons why I made Killswitch specifically to operate at range:

1) Defense. Operating in melee range exposes you to more attacks, greater threat of being flanked, makes the threat of OAs a bigger issue (dictates when/where/how you can move), and makes it easier for baddies to catch you + ally(allies) in blast or burst attacks. Because of the increased risk, certain defensive considerations would have to be attended to. Increased AC would become a priority, for example. By itself, that means either dropping Combat Commander (using Hybrid Talent for Warlord armor prof), or dedicating stats and feat slots to picking up heavier armors. Going with the heavier armor also means eating a -1 hit to speed, while also emphasizing the need to focus more on mobility (which is obviously part of why Eladrin is so good for Taclord). This brings us to...

2) Action economy. Killswitch wants to use Reorient the Axis on T1 to put Team Hero ahead by 4 move actions, and RtA doesn't move the user. Working at range allows Killswitch to have a fully effective T1 without having to move. Killswitch also doesn't lose much due to factors like: Daze, Immobilize, Restrain, difficult/challenging terrain, enemies who prone, forced movement, flyers, enemies who start at long range, etc. When Killswitch does want to move, it does so at speed 6, and generally isn't worried about OAs due to starting away from enemies.

In other words, operating at range is simply very user-friendly.


In light of the decreased need for personal mobility, Fey Step and the Eladrin mobility oriented feats become slush, and the choice between Human & Eladrin turns into a coin flip. Either choice works very well. I went with Human because I like the extra options, frankly. Having a big toolbox (Thundering Armor, flexibility between granting attacks, or making Magic Weapon attacks with Superior Crossbow, etc) means you're more prepared for a variety of scenarios. That's really all it came down to. Going to melee also means giving up Mindiron Superior Crossbow + Headband of Intellect + Psychic Lock.


On the subject of the offense Killswitch provides... I think you're either missing something significant, or misunderstood the intent, and thought that my opening post said I wanted to kill everything on T1. As it is, his offensive contribution during the first 3-4 turns of an Enc is going to match or exceed that of most Strikers through all tiers of play.

This build doesn't have any more of a 'hole' in terms of +to hit or +damage than a Cleric does. Those particulars simply aren't integral parts of the package for this build.
Edited the original post to include some L30 key notes. Examples: Speed, Initiative Modifier, and specific Init bonus for the team. Also includes weapon and implement attack basics, and L30 power list.

Also edited out a 'woopsie!'-- for some reason, I had Ring of Tenacious Will in the item list. That clearly has no business or purpose being there.
All naysaying aside... this build is amazing.  Totally unique, inventive, versatile.... best.  leader.  ever.  Now excuse me while I goto the char builder and shamelessly mimic it for my new NPC since I killed my own lame-o cleric last night...
All naysaying aside... this build is amazing.  Totally unique, inventive, versatile.... best.  leader.  ever.  Now excuse me while I goto the char builder and shamelessly mimic it for my new NPC since I killed my own lame-o cleric last night...



Wow... I'm not sure how to respond to that! Thank you!