Level 30 Fighter build - evaluation requested

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Super-Scrag: Fighter/Pit Fighter/Demigod scrag.jpg

This Build uses the following sources:

AV - Adventurer's Vault

AV2 - Adventurer's Vault 2
DXXX - Dragon Magazine, issue XXX

DSCS - Dark Sun Campaign Setting
HotFL - Heroes of the Fallen Lands
MP - Martial Power

MP2 - Martial Power 2
PHB - Player's Handbook
PHB2 - Player's Handbook 2
PHB3 - Player's Handbook 3

Super-Scrag is a very simple defender in play. His goals are to mark everything around him and hit it hard. His mark comes with enough enhancements that ignoring it isn't a good option when adjacent to him.
But Scrag isn't just about hitting things. His defenses are kept high all-around, which is the safest way to play with the new MM3 damage expressions. Temporary hit points aren't going to cut it by themselves (though he does pick up enough of those to give him the equivalent of an extra healing surge every two encounters).

Level 1 Snapshot


Race:
Half-Orc (PHB2)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: One-handed Weapon Talent (PHB)
Background: Auspicious Birth (Auspicious Birth Benefit) (D366)

Ability Scores, with racial adjustments
Strength 18 (+4)
Constitution 13 (+1)
Dexterity 16 (+3)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 8 (-1)

HP: 33 (15 base, 18 Strength (from Auspicious Birth))
Bloodied: 16 or less

Healing Surges: 10 (9 base, +1 Constitution)


Healing Surge Value: 8

AC: 19 (10 base, 7 armor, 2 shield)
Fortitude: 16 (4 Strength, 2 class)
Reflex: 15 (10 base, 3 Dexterity, 2 shield)
Will: 12 (10 base, 2 Wisdom)

Initiative: +3 (Dexterity)

Speed: 5 (6 base, -1 armor)

Racial Powers
Furious Assault (+1[W] damage on a hit)
Half-Orc Resilience (+5 temp hp the first time bloodied in an encounter)

Powers
At-will 1: Shield Feint (D385)
At-will 1: Tide of Iron (PHB)
Encounter 1: Steel Serpent Strike (PHB)
Daily 1: Villain's Menace (PHB)

Skills
Athletics +7 (+5 trained, +4 Strength, -2 shield)
Endurance +6 (+5 trained, +1 Constitution, +2 racial, -2 shield)
Intimidate +6 (+5 trained, -1 Charisma, +2 racial)


FEATS
Level 1: Weapon Proficiency (bastard sword)

ITEMS
Bastard sword, Heavy Shield, Scale Armor (85 gp)


Level 2

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Heavy Blade Expertise (HotFL)
New Utility Power: Shielded Sides (MP)

Magic Items (Expected GP = 1,920):
L6 (1800 gp): +2 Magic Drakescale Armor (AV)
TOTAL: 1,800 gp

Discussion:
Your first magic item is a big one. Going straight to drakescale armor is +3 to your AC from the previous level, on top of the +1 from hitting an even level. Heavy Blade Expertise adds another +2 against opportunity attacks, so you'll probably be safe moving around the battlefield if a shift isn't enough. Right now, you don't need too much extra marking capability, so stick with Shielded Sides for an even greater defense bonus. Glowering Threat (from HotFL) is also a strong choice, but at lower levels, you draw a bit too much aggression for your leader to handle. If you've got a healing-focused leader, or by level 6 or so, consider retraining to it.


Level 3

Changes:
+6 HP
New Encounter Attack Power: Sweeping Blow (PHB)

Magic Items (Expected = 2,560):
L7 (1800 gp): +2 Magic Drakescale Armor (AV)
L2 (520 gp): +1 Vicious Bastard Sword (PHB)
TOTAL: 2,320 gp

Discussion:
Sweeping Blow is the first close burst you get - nice for when you're surrounded, and it's inherently a multi-mark. Meanwhile, in equipment, you get your first magic weapon. It does a lot of damage on a critical hit. Critical hits will be a mini-theme of Super-Scrag throughout his career.


Level 4

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (19), +1 Wisdom (15)
New Feat: Shield Push (PHB)

Magic Items (Expected GP = 3,200):
L6 (1800 gp): +2 Magic Drakescale Armor (AV)
L2 (520 gp): +1 Vicious Bastard Sword (PHB)
TOTAL: 2,320 gp

Discussion:
Shield Push adds a big threat to your Combat Challenge. An adjacent enemy who tries to attack an ally will probably be pushed out of range, so they're forced to attack you or shift to another location... which also triggers Combat Challenge.
No new magic items, unfortunately. You're probably starting to feel the lack of a neck slot, but you'll have to suffer a little longer.
You may wonder why Wisdom is being increased, since its only benefits at this point are to help your Combat Superiority and Will defense. Don't worry. By paragon, you'll start reaping benefits in spades.


Level 5

Changes:
+6 HP
New Daily Attack Power: Rain of Steel (PHB)

Magic Items (Expected GP = 4,480):
L7 (2,600 gp): +2 Vicious Bastard Sword (PHB)
L6 (1,800 gp): +2 Magic Drakescale Armor (AV)
TOTAL: 4,400 gp

Discussion:
Rain of Steel makes you painful to stand near, but it's not easy to get away from you without taking one attack or another.
Now you're a little ahead of the game with your upgrade to your Vicious Bastard Sword. You have almost no money to spare, but the neck slot item is coming soon. I promise.


Level 6

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Improved Defenses (HotFL)
New Utility Power: Kirre's Roar (DSCS)

Magic Items (Expected GP = 6,400):
L7 (2,600 gp): Vicious Bastard Sword +2 (PHB)
L6 (1,800 gp): Magic Drakescale Armor +2 (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV)
TOTAL: 6,200 gp

Discussion:
Kirre's Roar gives you a nice way to mark enemies when they aren't kind enough to group up for you. The resistance is also decent for dealing with all the aggression that comes your way.
While you still don't have a neck slot item (next level, I promise), Improved Defenses is equivalent to a +1 Amulet of Protection. You'll love the jump coming up.
IAoP improves the damage from the majority of your attacks; standard stuff.


Level 7

Changes:
+6 HP
New Encounter Attack Power: Come and Get It (PHB)

Magic Items (Expected GP = 9,600):
L8 (3,400 gp): Steadfast Amulet +2 (AV)
L7 (2,600 gp): Vicious Bastard Sword +2 (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV)
L6 (1,800 gp): Magic Drakescale Armor +2 (AV)
TOTAL: 9,600 gp

Discussion:
A big level for you. You grab Come and Get It to pull everyone close and attack them (marking them as well). On the item front, your first neck slot item, the Steadfast Amulet, gives you a nice bump to your NADs, as well as helping protect against daze and stun. Daze and stun are nasty enough status effects that you'll be upgrading this amulet all the way through epic.


Level 8

Changes:
+6 HP
+1 to attacks, defenses, and checks
+4 to initiative (total)
+1 healing surge
Ability Score Boosts: +1 Strength (20), +1 Wisdom (16)
New Feat: Thirst for Battle (PHB2)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): Steadfast Amulet +2 (AV)
L7 (2,600 gp): Vicious Bastard Sword +2 (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV)
L6 (1,800 gp): Magic Drakescale Armor +2 (AV)

TOTAL: 12,200 gp

Discussion:
You have been in the middle of the pack in terms of initiative, thanks to your average Dexterity modifier. It's time to move that up. Thirst for Battle gives you almost as large a boost as Improved Initiative, as well as giving an extra healing surge to help for your slightly-above-average Constitution (which is below average for a defender).
To help with your mobility, as well as your defenses, you get some Boots of the Fencing Master. You'll keep these guys for a long time - an extra 2 squares of shifting for a minor action and +1 AC/Ref after shifting are hard to pass up.


Level 9

Changes:
+6 HP
New Daily Attack Power: Jackal Strike (MP)

Magic Items (Expected GP = 16,000):
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L8 (3,400 gp): Steadfast Amulet +2 (AV)
L7 (2,600 gp): Vicious Bastard Sword +2 (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV)
L6 (1,800 gp): Magic Drakescale Armor +2 (AV)

TOTAL: 15,600 gp

Discussion:
Jackal Strike adds to your offense, plain and simple. Monsters often get scarier when bloodied; it's best to leave them as little time as possible in that state.
The Coif of Mindiron adds a second layer of defense against being dazed by Will attacks (which covers many of the dazing attacks you'll see). Use this item's power before the Steadfast Amulet's when possible. It's less flexible, and is also an encounter power, so it'll come back next fight if you need it.


Level 10

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Weapon Focus (heavy blade) (PHB)
New Utility Power: Clearheadedness (HotFL)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): Eager Hero's Tattoo (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L8 (3,400 gp): Steadfast Amulet +2 (AV)
L7 (2,600 gp): Vicious Bastard Sword +2 (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV)
L6 (1,800 gp): Magic Drakescale Armor +2 (AV)

TOTAL: 20,600 gp

Discussion:
We pick up some more offense in this level with Weapon Focus. It'll soon increase to +2 damage on all of our attacks.
Defense-wise, the utility power Clearheadedness lets us try to negate a daze/stun/dominate once per encounter without eating up our immediate action. Timing-wise, you should be able to use this along with the Coif or Steadfast Amulet if need be. The Eager Hero's Tattoo also helps to make up for a relatively low number of surges by giving roughly 7 temp hp at the start of each fight.


Level 11 Snapshot

Race: Half-Orc (PHB 2)
Class: Fighter (PHB)
Fighter Talent: One-handed Weapon (PHB)
Combat Feature: Combat Superiority (PHB)
Background: Auspicious Birth (D366)
Paragon Path: Pit Fighter (PHB)



Ability Scores, with racial adjustments:
Strength 21 (+5)
Constitution 14 (+2)
Dexterity 17 (+3)

Intelligence 11 (+0)
Wisdom 17 (+2)
Charisma 9 (-1)

HP: 96 --> 15 base, +21 ability (Strength), +60 levels
Bloodied: 48 HP or less
Healing Surges: 12 --> 9 base, +2 ability (Constitution), +1 feat
Healing Surge Value: 24 HP


AC: 28 --> 10 base, +5 levels, +8 armor, +2 enhancement, +2 shield, +1 paragon path; (+1 when not bloodied)
Fortitude: 26 --> 10 base, +5 ability (Strength), +5 level, +2 enhancement
, +2 class, +2 feat
Reflex: 24 --> 10 base, +3 ability (Dexterity), +5 level, +2 enhancement, +2 shield, +2 feat
Will: 22 --> 10 base, +3 ability (Wisdom), +5 level, +2 enhancement, +2 feat

Initiative: +11 --> +3 ability (Dexterity), +5 level

, +3 Thirst for Battle

Speed: 5 --> 6 base, -1 armor

Racial Powers:
Furious Assault (+1[W] on a hit, 1/encounter)
Half-Orc Resilience (You gain 10 temp hp the first time you become bloodied in an encounter)

At-Will Attack Powers:
L1 - Tide of Iron (PHB2)
L1 - Shield Feint (D385)

Encounter Attack Powers:
L1 - Steel Serpent Strike (PHB)
L3 - Sweeping Blow (PHB)
L7 - Come and Get It (PHB)
L11 - All Bets Are Off (PHB)

Daily Attack Powers:
L1 - Villain's Menace (PHB)
L5 - Rain of Steel (PHB)
L9 - Jackal Strike (MP)


Utility Powers:
L2 - Shielding Shove (PHB)
L6 - Kirre's Roar (DSCS)
L10 - Clearheadedness (HotFL)

Skills:
Athletics (+13) --> +5 ability (Strength), +5 trained, +5 level, -2 armor
Endurance (+11) --> +1 ability (Constitution), +5 trained, +5 level, -2 armor, +2 racial
Intimidate (+11) --> -1 ability (Charisma), +5 trained, +5 level, +2 racial

Feats:
L1 - Weapon Proficiency (Bastard Sword) (PHB)
L2 - Heavy Blade Expertise (HotFL)
L4 - Shield Push (PHB)
L6 - Improved Defenses (HotFL)
L8 - Thirst for Battle (PHB2)
L10 - Weapon Focus (heavy blade) (PHB)
L11 - Marked Scourge (MP)

Changes:
+7 HP

Ability Score Boosts: Strength +1 (21), Constitution +1 (14), Dexterity +1 (17), Intelligence +1 (11), Wisdom +1 (17), Charisma +1 (9)
New Encounter Attack Power: All Bets Are Off (PHB)
New Feat: Marked Scourge (MP)
New Paragon Path: Pit Fighter (PHB)


Magic Items (Expected GP = 32,000):
L10 (5,000 gp): Agile Drakescale Armor +2 (AV)
L10 (5,000 gp): Diamond Cincture (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L8 (3,400 gp): Steadfast Amulet +2 (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV) 

TOTAL: 28,800 gp

Discussion:
A whole lot of changes come at paragon. Feat-wise, we start to see the benefit of pumping Wisdom each level with Marked Scourge. This is also why we retrain for Shielded Shove at this level - it's nice to be able to have a creature marked on the first round of combat, as well as marking a creature before we attack it. Treat Shielding Shove and Kirre's Roar as the equivalent of adding +Wis to your attack in addition to their normal benefits.
Pit Fighter gives promises of things to come, in addition to giving us a nice damage bump with the AP benefit and +1 AC from the feature. All Bets are Off works well with the AP benefit (both attacks get the +1/2 level boost) as well as Marked Scourge - you mark after the first attack, then follow up with the second attack at +Wis damage. Dazing also isn't anything to sneeze at.
Finally, our equipment gives us an upgrade to Agile Drakescale +2 (another +1 AC when not bloodied - try to remain not bloodied) and a Diamond Cincture (+1 Fort most of the time, or emergency healing when your leader is out or you need the +1 AC more).


Level 12

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Daunting Challenge (MP)
New Utility Power: Deadly Payback (PHB)

Magic Items (Expected GP = 48,000):
L12 (13,000 gp): Melegaunt's Darkblade Bastard Sword +3 (Du 177)
L10 (5,000 gp): Agile Drakescale Armor +2 (AV)
L10 (5,000 gp): Diamond Cincture (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L8 (3,400 gp): Steadfast Amulet +2 (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)


TOTAL: 41,280 gp

Discussion:
This is the first level you get the ability to score a critical hit on 19. You'll keep that capability for the remainder of your career. Although Melegaunt's Darkblade comes from Dungeon Magazine, it isn't listed in the sources because it can be functionally replaced with a Jagged Weapon if need be. Mel's blade is slightly better (since it does the damage up-front, rather than waiting for ongoing), but the difference really is splitting hairs.
Deadly Payback is the most disappointing power you get from Pit Fighter, but suck it up and hold on until level 16.
Daunting Challenge makes all that mass-marking that much more effective. Your allies should appreciate the extra +1 to their defenses when you're locking something down.


Level 13

Changes:
+6 HP
New Encounter Attack Power: Chains of Sorrow (PHB) (replaces Steel Serpent Strike)

Magic Items (Expected GP = 64,000):
L15 (25,000 gp): Agile Drakescale Armor +2 (AV)
L12 (13,000 gp): Melegaunt's Darkblade Bastard Sword +3 (Du 177)
L10 (5,000 gp): Agile Drakescale Armor +2 (AV)
L10 (5,000 gp): Diamond Cincture (heroic tier) (AV2)
L8 (3,400 gp): Steadfast Amulet +2 (AV) 
L8 (3,400 gp):
Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV)

TOTAL: 61,280 gp

Discussion:
Chains of Sorrow helps bring a tough creature down to size, and helps your allies to boot. If you want a little extra confidence that you'll land the blow, use Shield Feint until you get the +3 power bonus to attack. Even soldiers will wilt under your effective attack bonus there.
You also upgrade your Agile Armor to Wyvernscale +3. Between the masterwork, the enhancement bonus, and the improvement to the property when unbloodied, you're looking at +3 AC, with more to come next level.


Level 14

Changes:
+6 HP
+1 to attacks, defenses, and checks
+1 speed
Ability Score Boosts: +1 Strength (22), +1 Wisdom (18)
New Feat: Armor Specialization (scale)

Magic Items (Expected GP = 80,000):
L15 (25,000 gp): Agile Wyvernscale Armor +3 (AV)
L13 (17,000 gp): Steadfast Amulet +3 (AV)
L12 (13,000 gp): Melegaunt's Darkblade Bastard Sword +3 (Du 177)
L10 (5,000 gp): Diamond Cincture (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (heroic tier) (AV)

TOTAL: 74,880 gp  

Discussion:
Ah, mobility and defense - two very nice things to have. Armor Specialization gives you that speed 6 which you've been missing, in addition to boosting your AC.
In addition, you boost your Steadfast Amulet, further improving your NADs.



Level 15

Changes:
+6 HP
New Daily Attack Power: Defender's Gambit (MP) (replaces Villain's Menace)

Magic Items (Expected GP = 112,000):
L15 (25,000 gp): Agile Wyvernscale Armor +3 (AV)
L13 (17,000 gp): Steadfast Amulet +3 (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L10 (5,000 gp): Diamond Cincture (paragon tier) (AV2)
L10 (5,000 gp): Eager Hero's Tattoo (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

Total: 107,880 gp

Discussion:
Another reason why Wisdom is a great ability to boost. Defender's Gambit gives you the attack whether or not the enemy attacks you, so do your best to hit with the first attack (against Will, no less) for +4 for the follow-up. It also gives you the bonus until the end of the turn, so if you have an AP, start with this power and use your regular standard action for something like All Bets Are Off.
You get some non-tattoo wondrous items here as well. The Diplomat's Scabbard means that you don't have to have your sword out at all times (though keep the shield readied - a standard action is a real pain in the start of combat), and its daily helps in those times where you lose initiative and get pummeled with a nasty attack that would disable you. The Stone of Earth is more obvious - rerolling your attacks is just as good as forcing your opponents to reroll theirs. Hopefully, you can convince your party to grab enough of them to get the big set bonus and help your initiative and saving throws.


Level 16

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Heavy Blade Opportunity (PHB)
New Utility Power: Interposing Shield (PHB)

Magic Items (Expected GP = 160,000):
L17 (65,000 gp): Melegaunt's Darkblade Bastard Sword +4 (Du 177)
L15 (25,000 gp): Agile Wyvernscale Armor +3 (AV) 
L13 (17,000 gp): Steadfast Amulet +3 (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L10 (5,000 gp): Diamond Cincture (paragon tier) (AV2)
L10 (5,000 gp): Eager Hero's Tattoo (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

Total:
159,880 gp

Discussion:
Ah, level 16. You get a lot of stuff here - a feat, a utility power, and an upgrade to your weapon. But most important of all, you get to fight dirty. Pit Fighter's damage bonus is as good as it gets these days, and the chosen feat (Heavy Blade Opportunity) allows you to use Shield Feint or Tide of Iron for your OAs, getting the +Wis bonus along with it.
Your utility power's main use is to protect adjacent allies from ranged attacks or from enemies outside of your reach. When you hit epic and grab Rapid Combat Challenge, it becomes much easier to use, as it doesn't cause the threat of Combat Challenge to go away.


Level 17

Changes:
+6 HP
New Encounter Attack Power: Warrior's Challenge (PHB) (replaces Sweeping Blow)

Magic Items (Expected GP = 240,000):
L17 (65,000 gp): Melegaunt's Darkblade Bastard Sword +4 (Du 177)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L15 (25,000 gp): Agile Wyvernscale Armor +3 (AV)
L13 (17,000 gp): Steadfast Amulet +3 (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L10 (5,000 gp): Diamond Cincture (paragon tier) (AV2)
L10 (5,000 gp): Eager Hero's Tattoo (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)
L4 (840 gp): Gauntlets of Blood (heroic tier) (AV2)

Total:
203,920 gp

Discussion:
Hey, look at that. You have hands. Might as well put something on them. As you could see from the previous level of expected value versus actual value of equipment, you were running too close to afford even something as cheap as a level 4 magic item before that point. These are just a stopgap until level 25 when you get a very good set of gauntlets for your hands. In the meantime, enjoy the damage. Speaking of which, the Iron Armbands of Power improve to +4 damage.
You probably won't need to push when you use Warrior's Challenge, but if you still have a move action left over, don't be afraid to push and pursue. It's also another multi-mark. Between Shielding Shove, Kirre's Roar, Come and Get It, and this power, you have a lot of ways to mark multiple enemies.


Level 18

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (23), +1 Wisdom (19)
New Feat: Distracting Shield (PHB)

Magic Items (Expected GP = 320,000):
L17 (65,000 gp): Melegaunt's Darkblade Bastard Sword +4 (Du 177)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L15 (25,000 gp): Agile Wyvernscale Armor +3 (AV)
L13 (17,000 gp): Steadfast Amulet +3 (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L10 (5,000 gp): Diamond Cincture (paragon tier) (AV2)
L10 (5,000 gp): Eager Hero's Tattoo (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 303,920 gp

Discussion:
Distracting Shield adds even more oomph to your Combat Challenge attack. It doesn't get the +Wis bonus, but it now pushes one square and adds an additional -2 on top of your -3 mark penalty. Additionally, your armor gets its next bump to wyrmscale +4 (for another +1 from masterwork and +1 from enhancement bonus).


Level 19

Changes:
+6 HP
New Daily Attack Power: Battlefield Challenge (MP2) (replaces Rain of Steel)

Magic Items (Expected GP = 400,000):
L20 (125,000 gp): Agile Wyrmscale Armor +4 (AV)
L18 (85,000 gp): Steadfast Amulet +4 (AV)
L17 (65,000 gp): Melegaunt's Darkblade Bastard Sword +4 (Du 177)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L10 (5,000 gp): Diamond Cincture (paragon tier) (AV2)
L10 (5,000 gp): Eager Hero's Tattoo (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 371,920 gp

Discussion:
Battlefield Challenge increases your mark-ability to ludicrous levels. Unfortunately, the mark duration starts after the attacks, so it's not as useful as it could be. This power will get traded out before Defender's Gambit, which is great for the crazy high damage potential (that keeps improving as we go).
The other upgrade is to your Steadfast Amulet. Your lower NADs (Reflex and Will) are lagging a little bit, but it'll take until epic before you can bring them on par with Fortitude.


Level 20

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Lion of Battle (PHB)
New Feat: Ubiquitous Shield (D385)

Magic Items (Expected GP = 560,000):
L20 (125,000 gp): Agile Wyrmscale Armor +4 (AV)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L18 (85,000 gp): Steadfast Amulet +4 (AV)
L17 (65,000 gp): Melegaunt's Darkblade Bastard Sword +4 (Du 177)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L10 (5,000 gp): Eager Hero's Tattoo (heroic tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 491,080 gp

Discussion:
Lion of Battle is another power you use to finish off a lieutenant-strength enemy. The damage is very high if the target is already bloodied, and you set up your allies to make a lot of OAs if you kill the enemy and cause his allies to scatter. It might even be worth doing as a readied action on another creature's turn to give yourself a chance to hit with an OA.
The Diamond Cincture gets improved to paragon tier. It won't get any more upgrades (too expensive), but +2 Fortitude with the option to trade a point of bonus for a spent healing surge is pretty good as it is.


Level 21 Snapshot

Race: Half-Orc (PHB 2)
Class: Fighter (PHB)
Fighter Talent: One-Handed Weapon Talent (PHB)
Combat Feature: Combat Superiority (PHB)
Background: Auspicious Birth (D366)
Paragon Path: Pit Fighter (PHB)
Epic Destiny: Demigod (PHB)

Ability Scores, with racial adjustments:
Strength 26 (+8)
Constitution 15 (+2)
Dexterity 18 (+4)
Intelligence 12 (+1)
Wisdom 22 (+6)
Charisma 10 (+0)


HP: 161 --> 15 base, +26 ability (Strength), +120 levels
Bloodied: 80 HP or less
Healing Surges: 11 --> 9 base, +2 ability (Constitution)
Healing Surge Value: 40 HP


AC: 38 --> 10 base, +10 levels, +4 enhancement, +10 armor, +2 shield, +1 feat, +1 paragon path (+2 when unbloodied)
Fortitude: 37 --> 10 base, +10 levels, +8 ability (Strength)
, +4 enhancement, +3 feat, +2 class
Reflex: 33 --> 10 base, +10 levels, +4 ability (Dexterity), +4 enhancement, +2 shield, +3 feat
Will: 33 --> 10 base, +10 levels, +6 ability (Wisdom), +4 enhancement, +3 feat

Initiative: +22 --> +4 ability (Dexterity), +10 levels, +8 Superior Initiative

Speed: 6 --> 6 base



Racial Powers:
Furious Assault - +1[W] damage on a hit, once per encounter
Half-Orc Resilience
- Gain 10 temp hp the first time you are bloodied each encounter


At-Will Attack Powers:
L1 - Tide of Iron (PHB)
L1 - Shield Feint (D385)

Encounter Attack Powers:
L7 - Come and Get it (PHB)
L11 - All Bets Are Off (PHB)
L13 - Chains of Sorrow (PHB)
L17 - Warrior's Challenge (PHB)

Daily Attack Powers:
L9 - Jackal Strike (MP)
L15 - Defender's Gambit (MP)
L19 - Battlefield Challenge (MP2)
L20 - Lion of Battle (PHB)

Utility Powers:
L2 - Shielded Shove (MP)
L6 - Kirre's Roar (DSCS)
L10 - Clearheadedness (HotFL)
L12 - Deadly Payback (PHB)
L16 - Interposing Shield (PHB)

Skills:
Athletics (+21) --> +8 ability (Strength), +5 trained, +10 level, -2 shield
Endurance (+17) --> +2 ability (Constitution), +5 trained, +10 level, +2 racial, -2 shield
Intimidate (+17) --> +0 ability (Charisma), +5 trained, +10 level, +2 racial

Feats:
L1 - Weapon Proficiency (Bastard Sword) (PHB)
L2 - Heavy Blade Expertise (HotFL)
L4 - Shield Push (PHB)
L6 - Improved Defenses (HotFL)
L8 - Superior Initiative (PHB3)
L10 - Weapon Focus (heavy blade) (PHB)
L11 - Marked Scourge (MP)
L12 - Daunting Challenge (MP)
L14 - Armor Specialization (scale) (PHB)
L16 - Heavy Blade Opportunity (PHB)
L18 - Distracting Shield (PHB)
L20 - Ubiquitous Shield (D385)
L21 - Slashing Storm (MP2)

Changes:
+7 HP
-1 healing surge, +5 initiative
Ability Score Boosts: Strength +3 (26), Constitution +1 (15), Dexterity +1 (18), Intelligence +1 (12), Wisdom +3 (22), Charisma +1 (10)
New Epic Destiny: Pit Fighter (PHB)
New Feats: Slashing Storm (PHB), Superior Initiative (PHB3) (replaces Thirst for Battle)

Magic Items (Expected GP = 800,000):
L20 (125,000 gp): Agile Wyrmscale Armor +4 (AV)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L18 (85,000 gp): Steadfast Amulet +4 (AV)
L17 (65,000 gp): Melegaunt's Darkblade Bastard Sword +4 (Du 177)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 611,080 gp

Discussion:
Epic tier gives a couple more large bumps. Your epic destiny starts with a bang, improving your Strength and Wisdom.
Slashing Storm gives us the third way that we can add Wisdom to our damage (on top of Marked Scourge and Pit Fighter's Dirty Fighting). You need to hit with a melee attack on your turn, but since your only close attack is Come and Get It (soon to be Warrior's Urging), that's not a great restriction.
Finally, swapping Thirst for Battle in favor of Superior Initiative loses you a healing surge, but gains an additional +5 bonus to attack. Remember, going first means that you control the battle's pace. When an enemy starts out marked, it'll naturally come to focus on you.


Level 22

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Heavy Blade Mastery (PHB), Rapid Combat Challenge (D385) (replaces Ubiquitous Shield)
New Utility Power: Martial Supremacy (D382)

Magic Items (Expected GP = 1,200,000):
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L20 (125,000 gp): Agile Wyrmscale Armor +4 (AV)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L18 (85,000 gp): Steadfast Amulet +4 (AV)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L8 (3,400 gp): Coif of Mindiron (heroic tier) (AV)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 1,123,080 gp

Discussion:
First and foremost, we get Heavy Blade Mastery for a native way of getting a 19-20 crit range. That gives us a lot more flexibility on weapon enchantments. Feyslaughter Bastard Sword is the best choice to lock down teleporting enemies, which only grow more common at epic tier.
We ditch Ubiquitious Shield in favor of Rapid Combat Challenge. Now an enemy can't soak up the Challenge attack to allow its ally to move around with impunity.


Level 23

Changes:
+6 HP
New Encounter Attack Power: Warrior's Urging (replaces Come and Get It)

Magic Items (Expected GP = 1,600,000):
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L23 (425,000 gp): Eye of Awareness (epic tier) (AV)
L20 (125,000 gp): Agile Wyrmscale Armor +4 (AV)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L18 (85,000 gp): Steadfast Amulet +4 (AV)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 1,547,400 gp

Discussion:
We toss Come and Get It in favor of its big brother Warrior's Urging. Same effect, but a larger burst and more damage. I'm cool with that.
We also get rid of the Coif of Mindiron in favor of an Eye of Awareness. Besides the +2 to Will (which should help keep us from being dazed or stunned in the first place), we also get another +5 to initiative (or +3 if the group had the big set bonus from the Stones). You should be going before all the enemies on the field on a regular basis.


Level 24

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (27), +1 Wisdom (21)
New Feat: Martial Resolve (MP)

Magic Items (Expected GP = 2,100,000):
L25 (625,000 gp): Agile Nagascale Armor +5 (AV)
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L23 (425,000 gp): Eye of Awareness (epic tier) (AV)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L18 (85,000 gp): Steadfast Amulet +4 (AV)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 2,047,400 gp

Discussion:
I felt a little bad about ditching the Coif of Mindiron. After all, being dazed or stunned on a turn really rains on our parade. How about getting the ability to save against those effects at the start of a turn? Seems like a good idea to me.
We also improve the armor for the second-to-last time. Nagascale gives us +1 masterwork to Fortitude and AC, +1 to the enhancement bonus, and the item bonus from the armor when unbloodied improves by another +1.


Level 25

Changes:
+6 HP
New Daily Attack Power: Reaper's Stance (PHB) (replaces Jackal Strike)

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): Agile Nagascale Armor +5 (AV)
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L23 (425,000 gp): Eye of Awareness (epic tier) (AV)
L23 (425,000 gp): Steadfast Amulet +5 (AV)
L22 (325,000 gp): Foe Caller Gauntlets (epic tier) (D381)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 2,712,332 gp

Discussion:
Jackal Strike was a free action attack, but by this point, the extra 3[W] damage wasn't going to make a big difference in a battle. Reaper's Stance, on the other hand, gives you a good justification for not throwing up Martial Supremacy during a battle. It's the improved form of Rain of Steel. While you don't get anything out of the crit range bonus, the extra +4 damage and ongoing 10 give you a good sense of progression from your days in heroic tier.
Foe Caller Gauntlets are just about custom-made for you. Would you like to cancel an attack once each encounter after a marked enemy thinks it was free of you? Yeah, you would. The Amulet upgrade is also nice.


Level 26

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Strength Through Challenge (D385)
New Utility Power: Divine Regeneration (PHB)

Magic Items (Expected GP = 4,000,000):
L25 (625,000 gp): Agile Nagascale Armor +5 (AV)
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L23 (425,000 gp): Eye of Awareness (epic tier) (AV)
L23 (425,000 gp): Steadfast Amulet +5 (AV)
L22 (325,000 gp): Foe Caller Gauntlets (epic tier) (D381)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 2,712,332 gp

Discussion:
Strength Through Challenge gives you more survivability when all those enemies you marked actually come and start attacking you. Speaking of survivability, Divine Regeneration is giving you 27 hit points per turn once per day - very nice if you've got Martial Supremacy running and don't want to burn a healing surge.
You don't pick up any new items at this level, which, admittedly, is a bit of a bummer. But when you see what you're saving for at the next level, you'll understand.


Level 27

Changes:
+6 HP
New Encounter Attack Power: Indomitable Battle Strike (replaces Chains of Sorrow)
New Utility Power: Glowering Threat (replaces Shielding Shove)

Magic Items (Expected GP = 6,000,000):
L30 (3,125,000 gp): Radiant Bastard Sword +6 (AV)
L25 (625,000 gp): Agile Nagascale Armor +5 (AV)
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L23 (425,000 gp): Eye of Awareness (epic tier) (AV)
L23 (425,000 gp): Steadfast Amulet +5 (AV)
L22 (325,000 gp): Foe Caller Gauntlets (epic tier) (D381)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L19 (105,000 gp): Dragonscale Shield (paragon tier) (D365)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 5,933,232 gp

Discussion:


Skipping any new items last level pays off this level. The Feyslaughter +5 Bastard Sword is enough to deal with any teleporting enemies, and the new Radiant +6 Bastard Sword gives the +6 item bonus to damage without having to upgrade the Iron Armbands of Power (which just get too expensive to justify the cost). Instead, we can use a magic shield (the horror!). A paragon-tier Dragonscale Shield is enough to get cover against area and close attacks, so we now have +2 to all defenses against those attacks. You still have the Iron Armbands of Power to wear if you know that you'll need the Feyslaughter Bastard Sword. You're at -1 attack, -3 damage compared to your usual, but against teleporting enemies, it's worth it.
Now that we have Indomitable Battle Strike, there are enough ways to mark an enemy before attacking that you can go to Glowering Threat from HotFL which gives enemies in close burst 2 a -5 penalty to attack your allies. Between this and your mark, the enemies are pretty much forced to come after you.


Level 28

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (28), +1 Wisdom (24)
New Feat: Epic Reflexes (PHB2)

Magic Items (Expected GP = 8,000,000):
L30 (3,125,000 gp): Radiant Bastard Sword +6 (AV)
L27 (1,625,000 gp): Shadow Band (epic tier) (PHB)
L25 (625,000 gp): Agile Nagascale Armor +5 (AV)
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L23 (425,000 gp): Eye of Awareness (epic tier) (AV)
L23 (425,000 gp): Steadfast Amulet +5 (AV)
L22 (325,000 gp): Foe Caller Gauntlets (epic tier) (D381)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L19 (105,000 gp): Dragonscale Shield (paragon tier) (D365)
L19 (105,000 gp): Foe Binder Ring (paragon tier) (D381)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)
L7 (2,600 gp): Boots of the Fencing Master (heroic tier) (AV)

TOTAL: 7,663,232 gp

Discussion:
First, we remembered we had hands. Now, we remember that we have fingers on our hands. What do those fingers hold? Rings! The two rings you pick up are top of the line. Shadow Band is giving you an extra +2 to your defenses against melee and ranged attacks (which, combined with the shield, is +2 to all defenses against enemies that don't explicitly ignore cover or concealment). The Foe Binder Ring keeps enemies from making easy shots on our allies just because we're included in the burst or blast.
The feat benefit also helps on defense. Our Reflexes were running a bit low. Now, they're nearly on par with Fortitude.


Level 29

Changes:
+6 HP
New Daily Attack Power: Force the Battle (PHB) (replaces Battlefield Challenge)

Magic Items (Expected GP = 10,000,000):
L30 (3,125,000 gp): Radiant Bastard Sword +6 (AV)
L28 (2,125,000 gp): Steadfast Amulet +6 (AV)
L27 (1,625,000 gp): Shadow Band (epic tier) (PHB)
L25 (625,000 gp): Agile Nagascale Armor +5 (AV)
L24 (525,000 gp): Feyslaughter Bastard Sword +5 (PHB)
L24 (525,000 gp): Boots of Caiphon (epic tier) (AV2)
L23 (425,000 gp): Eye of Awareness (epic tier) (AV)
L22 (325,000 gp): Foe Caller Gauntlets (epic tier) (D381)
L20 (125,000 gp): Diamond Cincture (paragon tier) (AV2)
L20 (125,000 gp): Eager Hero's Tattoo (paragon tier) (AV2)
L19 (105,000 gp): Dragonscale Shield (paragon tier) (D365)
L19 (105,000 gp): Foe Binder Ring (paragon tier) (D381)
L16 (45,000 gp): Iron Armbands of Power (paragon tier) (AV)
L12 (13,000 gp): Diplomat's Scabbard (paragon tier) (D381)
L12 (13,000 gp): Stone of Earth (paragon tier) (AV2)

TOTAL: 7,663,232 gp

Discussion:
Finally, we ditch those old boots for shiny new Boots of Caiphon. In addition to the Reflex bonus, we also get a good amount of mobility in exchange for a little damage. When you've got your resistance from Strength through Challenge, so much the better.
Finally, Force the Battle rockets up our attacks to a ridiculous basis. Making 3[W] attacks at the start of each of your enemies' turns will whittle them down swiftly, and it means that anything starting next to you will be marked, so it won't easily escape. Don't be afraid to use Tide of Iron to move yourself around the battlefield so that you start adjacent to more creatures during a round.


Level 30 CB Summary

Since the forums ate my post for Level 30 and the hints section, I'm going to provide a Character Builder summary rather than retyping everything that I had here. It also makes it fairly easy to take this summary and down-level it to any other level; the only thing that will need to be updated is the inventory.

Change-wise, the big things are Epic Will (making it equal to Fortitude, which was already high) and the final improvement to our armor. The violet solitaire isn't necessary, but you have plenty of money, so you might as well spend it. An extra action point never hurt anyone. The Ring of Radiant Storm can be swapped out for the Foe Binder Ring if you want a bit more damage and you're not going up against burst/blast-happy enemies often.

 ====== Created Using Wizards of the Coast D&D Character Builder ======
Super-Scrag, level 30
Half-Orc, Fighter, Pit Fighter, Demigod
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Wisdom
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 28, Con 15, Dex 18, Int 12, Wis 24, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 48 Fort: 47 Reflex: 46 Will: 47
HP: 217 Surges: 11 Surge Value: 54

TRAINED SKILLS
Endurance +24, Athletics +29, Intimidate +22

UNTRAINED SKILLS
Acrobatics +19, Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +22, Heal +22, History +16, Insight +22, Nature +22, Perception +22, Religion +16, Stealth +19, Streetwise +15, Thievery +19

FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Shield Push
Level 6: Improved Defenses
Level 8: Thirst for Battle (retrained to Superior Initiative at Level 21)
Level 10: Weapon Focus (Heavy Blade)
Level 11: Marked Scourge
Level 12: Daunting Challenge
Level 14: Armor Specialization (Scale)
Level 16: Heavy Blade Opportunity
Level 18: Distracting Shield
Level 20: Ubiquitous Shield (retrained to Rapid Combat Challenge at Level 22)
Level 21: Slashing Storm
Level 22: Heavy Blade Mastery
Level 24: Martial Resolve
Level 26: Strength Through Challenge
Level 28: Epic Reflexes
Level 30: Epic Will

POWERS
Fighter at-will 1: Shield Feint
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
Fighter utility 2: Glowering Threat
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Kirre's Roar
Fighter encounter 7: Come and Get It
Fighter daily 9: Jackal Strike
Fighter utility 10: Clearheadedness
Fighter encounter 13: Chains of Sorrow (replaces Steel Serpent Strike)
Fighter daily 15: Unyielding Avalanche (replaces Villain's Menace)
Fighter utility 16: Interposing Shield
Fighter encounter 17: Warrior's Challenge (replaces Sweeping Blow)
Fighter daily 19: Battlefield Challenge (replaces Rain of Steel)
Fighter utility 22: Martial Supremacy
Fighter encounter 23: Warrior's Urging (replaces Come and Get It)
Fighter daily 25: Reaper's Stance (replaces Jackal Strike)
Fighter encounter 27: Indomitable Battle Strike (replaces Chains of Sorrow)
Fighter daily 29: Force the Battle (replaces Battlefield Challenge)

ITEMS
Eye of Awareness (epic tier), Steadfast Amulet +6, Foe Caller Gauntlets (epic tier), Iron Armbands of Power (paragon tier), Shadow Band (epic tier), Foe Binder Ring (paragon tier), Diamond Cincture (paragon tier), Boots of Caiphon (epic tier), Eager Hero's Tattoo (paragon tier), Stone of Earth (paragon tier), Diplomat's Scabbard (paragon tier), Dice of Auspicious Fortune (paragon tier), Solitaire (Violet) (epic tier), Agile Elderscale Armor +6, Radiant Bastard sword +6, Dragonscale Shield Heavy Shield (paragon tier), Ring of the Radiant Storm (paragon tier), Siberys Shard of Radiance (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



I've done the damage calculations for Super-Scrag at level 30, and he's around 61 DPR without using the Ring of the Radiant Storm and assuming that he doesn't make any attacks due to Combat Challenge or opportunity attacks (with the benefit of Combat Superiority and Dirty Fighting). While not quite striker-level DPR, that's under the assumption that your mark is being obeyed perfectly by adjacent enemies, which is pretty good for a defender with defenses as high as yours.
I'd wait till next month when the new EDs are in the builder. Some awesome stuff for Defeners out of Dragon this last month.
I'd wait till next month when the new EDs are in the builder. Some awesome stuff for Defeners out of Dragon this last month.



Correct me if I'm wrong, but isn't Rapid Combat Challenge (his level 24 feat) from that article? -edited for the sake of pedantism-

A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
I'd wait till next month when the new EDs are in the builder. Some awesome stuff for Defeners out of Dragon this last month.


Correct me if I'm wrong, but isn't Rapid Combat Challenge (his level 24 feat) one of those?


Is "ED" an abbreviation for "Epic Feat"? Though the nifty defender feats aren't the builder yet either, or in the compendium. Not being able to look up stuff they aren't familiar with stops people from commenting on builds in a lot of threads.

Gauntlets of Destruction probably average more damage then Gauntlets of Blood (and are cheaper).

Made a quick update to fix that Paragon Defenses weren't being retrained into Robust Defenses. I also took HBO instead of Untiring Virtue so that I could use Tide of Iron or Shield Feint on an opportunity attack. That gives me the Pit Fighter bonus damage on OAs (as well as pushing Large or smaller creatures or getting a sizable power bonus to attack).


I'd wait till next month when the new EDs are in the builder. Some awesome stuff for Defenders out of Dragon this last month.


Correct me if I'm wrong, but isn't Rapid Combat Challenge (his level 24 feat) one of those?



I typed that in manually. I knew I'd want it, and the other feat from that article which I was strongly considering (Strength Through Challenge) could be mostly duplicated through the Ring of Free Time.



Gauntlets of Destruction probably average more damage than Gauntlets of Blood (and are cheaper). 


I'm not so sure of that. I roll 1 on a d10 10% of the time, and the average roll after rerolling 1s is 6. That's an average of +0.5 damage per W in an attack, and my melee encounters do an average of 3[W] on a hit. Obviously, dailies are better for the Gauntlets of Destruction, and at-wills are worse. The Gauntlets of Blood do +6 damage to bloodied creatures, so the question becomes what percentage of my attacks are being made against bloodied creatures. As long as it's above 25%, the Gauntlets of Blood do more damage. They also tilt damage so that enemies spend proportionately less time bloodied, which is a small benefit with MM3-style solos who ramp up when bloodied.

Any other opinions? I've taken another look at this build and Mr. Smith, and there's a fairly substantial amount of parallel evolution, so I can understand if most of the comments that might go here were already made there.

I think the main advantages of Scrag are higher NADs, a little more accuracy, and slightly less susceptibility to errata (in case Dazing Impact takes a hit in July). I'd have to calculate damage, but they seem roughly equivalent.
Is there a reason you're using a Bastard Sword over a Longsword? The damage differential isn't that large and you seem feat constrained. Also, Improved Initiative/Superior Initiative is a large part of the Mr. Smith build in high paragon/epic - you lock down the enemies before they get to go a lot of the time, and with your Dex, that would be especially true.
Is there a reason you're using a Bastard Sword over a Longsword? The damage differential isn't that large and you seem feat constrained. Also, Improved Initiative/Superior Initiative is a large part of the Mr. Smith build in high paragon/epic - you lock down the enemies before they get to go a lot of the time, and with your Dex, that would be especially true.



I'm a bit feat-starved, but I'm happier being feat-starved than if I did not have any strong choices. The two main reasons I went with a bastard sword were to keep damage up and because thematically, a half-orc works better with a huge sword. The latter can be forgiven if there are more effective choices, but I'd say that it adds around 4.8 damage per hit by epic, assuming a baseline of a 3[W] power and hitting on 11+. That compares favorably to Weapon Focus, which is only adding 3 damage per hit. The extra crit range helps there. Of course, if I'm more accurate (which isn't unlikely, given the ability to Shield Feint as an OA or when I'm out of encounter powers), it adds less damage per hit.

Most of the time, I'm playing with a warlord, so the initiative bonus is less important to me personally. I don't have much play experience with epic-tier characters, so trying to figure out how the fights look in terms of scope is an intellectual exercise for me. I could see it being useful if you didn't have a warlord.

I fixed your link on the Hall of Heroes thread.  Sorry about that.  my main recomendation to you would be to use a collapsable window for your build.  It adds to readability and organization.

I'm sending you the instructions in PM