The Spartan - A Spear and Shield Fighter

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The Spartan – Fighter / Kensei / Ceaseless Guardian


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Intro Note


After spending a lot of time thinking about it and playing with the numbers I was not 100% happy with the original build. So I reworked the build from the ground up incorporating some of the suggestions found in this thread, and some idea I gained while working on another build. For those who liked the orginal build you can find a version of it in the varaints section.


This build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHH 1 - Player's Handbook Heroes: Series 1

Level 1 Snapshot

Race:Human (PHB)
Class:Fighter (PHB)
Combat Feature:Combat Superiority (PHB)
Fighter Talent:Fighter Weapon Talent: One Handed Weapons (PHB)

Ability Scores, with racial adjustments:
Strength 18 (+4)
Constitution 11 (+0)
Dexterity 15 (+2)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 10 (+0)

HP: 31 --> 15 base, +11 Constitution + 5 Toughness
Bloodied: 15 HP or less
Healing Surges: 9 --> 9 base
Healing Surge Value: 7 HP

AC: 19 --> 10 base, +7 armor, +2 Shield
Fortitude: 17 --> 10 base, +4 ability (Strength), +2 class, +1 Human
Reflex: 15 --> 10 base, +2 ability (Dexterity), +2 Shield, +1 Human
Will: 13 --> 10 base, +2 ability (Wisdom), +1 Human

Initiative: +2 --> +2 ability (Dexterity)

Speed: 5 --> 6 base -1 Armor

At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)
L1 - Tide of Iron (PHB)

Encounter Attack Powers:
L1 - Hack and Hew (MP 2)

Daily Attack Powers:
L1 - Villain’s Menace (PHB)

Skills:
Athletics (+8) --> +4 ability (Strength), +5 trained, -1 armor
Endurance (+4) --> +5 trained, -1 armor
Heal (+ 7) --> +2 Ability (Wisdom) +5 Trained
Intimidate (+5) --> +5 trained

Feats:
L1 – Shield Push (PHB) (Human Bonus Feat)
L1 – Toughness (PHB)

Gear (Expected GP = 100):
Trident (2) (AV) (10gp each, 20gp total)
Scale Armor (PHB) (45gp)
Heavy Shield (PHB) (10gp)
Standard Adventurer's kit (PHB) (15gp)
Total: 90gp

Discussion:

Okay first lets go over the ability score breakdown. Here we see that Strength receive most of the points (9 out of 22 each, for a 16 before racial modifiers) because it is our primary stat. Dexterity is close runner ups to Strength (7 out of 22, for a 15 before racial modifiers) this is primarily for feat qualification purposes, but also serves to buff our reflex and initiative. Wisdom gets most of the rest of our points (5 out of 22 for a 14 before racial) this once again is primarily for feat qualification purposes, but also serves to up our OA attacks, and Will Defense. Finally, Constitution receives the last point (1 out of 22, for an 11 before racial modifiers) for an extra bit of toughness. Intelligence and Charisma are the builds dump stats but since we are trained in Intimidate we put a 10 there and put the 8 in Intelligence.

From the get go you are a full on defender, with your heavy armor, and the Toughness feat making you a hard target to take down, and Shield Push making ignoring your mark a dangerous option. Meanwhile Footwork Lure and Tide of Iron allow you to mess with your opponent’s plans on your turn, or you can use Cleave and your Encounter/Daily powers to just simply deal solid damage. Either way you are more then pulling your weight in the party.


Level 2

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Utility Power: Pass Forward (MP)
New Feat:Battering Shield (PHB 3)

Magic Items (Expected GP = 1,920):
L3 (680gp): +1 Inescapable Trident (AV)
L2 (520gp):+1 Scale Dwarven Armor (PHB)
L1 (360gp):+1 Amulet of Protection (PHB)
TOTAL: 1,560gp

Discussion:

At this level you gain Battering Shield which increase the distance of your forced movement effects by 1 square which can make a really big difference with you multiple sources of forced movement.  You also pick up our first magic items for armor you pick up Dwarven Armor for some nice surge free healing once a day. Meanwhile for weapons you pick up an Inescapable Trident to help your accuracy some, and then last but not least you pick up the generic Amulet of Protection to boost your defenses. Now as for powers you get increased maneuverability with the Pass Forward Utility which can allow you to reposition with relative easy while sticking on your primary target.


Level 3

Changes:
+6 HP
New Encounter Attack Power:Rain of Blows (PHB)

Magic Items (Expected GP = 2,560):
L4 (840gp):Casque of Tactics (AV)
L3 (680gp): +1 Inescapable Trident (AV)
L2 (520gp):+1 Scale Dwarven Armor (PHB)
L1 (360gp):+1 Amulet of Protection (PHB)
TOTAL: 2,400gp

Discussion:

At this level, you pick up Rain of Blows giving you the ability to help out the striker with some solid single target DPR once per encounter. With items you pick up Casque of Tactics to help your initiative.


Level 4

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (19), +1 Wisdom (15)
New Feat:Polearm Momentum (MP)

Magic Items (Expected GP = 3,200):
L4 (840gp):Casque of Tactics (AV)
L3 (680gp): +1 Inescapable Trident (AV)
L2 (520gp):+1Scale Dwarven Armor (PHB)
L1 [360gp):+1 Amulet of Protection (PHB)
TOTAL: 2,400gp

Discussion:

At this level you gain the awesome Polearm Momentum turning all your push/slide effects into  knockdown effects. This makes your Combat Challenges and your At Wills much more powerful. When it comes to stats you invest in Strength and Wisdom to advance you primary and secondary stat.


Level 5

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

Magic Items (Expected GP = 4,480):
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (AV)
L3 (680gp): +1 Inescapable Trident (AV)
L2 (520gp):+1 Scale Dwarven Armor (PHB)
L1 (360gp):+1 Amulet of Protection (PHB)
TOTAL: 4,200gp

Discussion:

At this level, you get the powerful Rain of Steel giving you a nice way to up your DPR for an encounter once per day. Speaking of DPR at this level you pick up Iron Armbands of Power gives you a very welcome bonus to your damage.


Level 6

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Swift Spear (D 379)
New Utility Power:Daring Shout (PHH 1)

Magic Items (Expected GP = 6,400):
L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (AV)
L3 (680gp): +1 Inescapable Trident (AV)
L1 (360gp):+1 Amulet of Protection (PHB)
TOTAL: 6,280gp

Discussion:

Here you add in Swift Spear allowing you to slide opponents with your opportunity attacks and trigger Polearm Moment for a free knockdown. We also gain the utility Daring Shout a nice minor action mass mark with the added benefit of granting Temporary HP. For items you upgrade or any build for that matter. Also in this level you upgrade your armor for a nice boost to AC.


Level 7

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

Magic Items (Expected GP = 9,600):
L8 (3,400gp): +2 Steadfast Amulet (AV)
L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (AV)
L3 (680gp): +1 Inescapable Trident (AV)
L2 (520gp):+1 Scale Dwarven Armor (PHB)
TOTAL: 9,320gp

Discussion:

At this level, you gain the awesome fighter power Come and Get it helping to make you just that much more sticky. You also replace the Amulet of Protection with a Steadfast Amulet helping to make you more resistant to the Stun and Daze conditions.


Level 8

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (20), +1 Constitution (12)
New Feat: Mobile Challenge (D 378)

Magic Items (Expected GP = 12,800):
L8 (3,400gp): +2 Steadfast Amulet (AV)
L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (AV)
L3 (680gp): +1 Inescapable Trident (AV)
TOTAL: 11,920gp

Discussion:

At this point you get a boost to Strength and Constitution continuing to buff you primary stat and helping to secure your surge value and HP. For feats you gain increased mobility in the form of Mobile Challenge allowing you to shift 1 square after making a Combat Challenge attack. This shift works nicely with you new item Boots of the Fencing Master giving you +1 AC and Reflex until the end of your next turn after you shift, as well as an encounter power to shift 2 squares as a move action. Overall this level is all about mobility.


Level 9

Changes:
+6 HP
New Daily Attack Power:Shift the Battlefield (PHB)

Magic Items (Expected GP = 16,000):
L8 (3,400gp): +2 Steadfast Amulet (AV)
L8 (3,400gp): +2 Inescapable Trident (AV)
L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (Heroic Tier) (AV)
TOTAL: 14,640gp

Discussion:

Here you gain the powerful daily Shift the Battlefield allowing you a close burst attack that slides on a hit which triggers all you nice slide modifiers. Here you also get an upgrade to our weapon allowing us better accuracy and damage with your attacks.


Level 10

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat:Weapon Expertise: Spear (PHB 2)
New Utility Power: Fighter’s Grit (MP 2)

Magic Items (Expected GP = 22,400):
L9 (4,200gp):+2 Feyslaughter Trident (AV)
L8 (3,400gp): +2 Steadfast Amulet (AV)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (Heroic Tier) (AV)
TOTAL: 18,840gp

Discussion:

Here you pick up Fighters Grit a utility that will help you to shrug off effects that would normally shut you down. You also pick up Weapon Expertise to increase your accuracy and there by increasing the threat of violence you impose. With item you pick up Gauntlets of the Ram for +1 distance to your push effects. You also switch your Weapon over from Inescapable to Feyslaughter allowing you to lockdown even teleporting enemies.


Level 11 snapshot

Race:Human (PHB)
Class:Fighter (PHB)
Combat Feature:Combat Superiority (PHB)
Fighter Talent:Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path:Kensei (PHB)

Ability Scores, with racial adjustment:
Strength 21 (+5)
Constitution 13 (+1)
Dexterity 16 (+3)
Intelligence 9 (-1)
Wisdom 16 (+3)
Charisma 11 (+0)

HP: 98 --> 15 base, +13 Constitution, +60 levels +10 toughness
Bloodied: 49 HP or less
Healing Surges: 10 --> 9 base, +1 Constitution
Healing Surge Value: 24 HP

AC: 27 --> 10 base, +8 armor, +5 levels, +2 enhancement, +2 shield
Fortitude: 26 --> 10 base, +5 ability (Strength), +5 levels, +2 enhancement, +1 item, +2 class, +1 racial
Reflex: 23 --> 10 base, +3 ability (Dexterity), +5 levels, +2 enhancement, +2 shield, +1 racial
Will: 21 --> 10 base, +3 ability (Wisdom), +5 levels, +2 enhancements. +1 racial

Initiative: +9 --> +3 ability (Dexterity), +5 levels, +1 item

Speed: 5 --> 6 base -1 Armor

At-Will Attack Powers:
L1 – Cleave (PHB)
L1 – Footwork Lure (MP)
L1 – Tide of Iron(PHB)

Encounter Attack Powers:
L1 - Hack and Hew (MP 2)
L3 - Rain of Blows (PHB)
L7 - Come and Get it (PHB)
L7 – Masterstroke (PHB)

Daily Attack Powers:
L1 - Villain’s Menace (PHB)
L5 - Rain of Steel (PHB)
L9 - Shift the Battlefield (PHB)

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)

Skills:
Athletics (+14) --> +5 ability (Strength), +5 trained, +5 levels, -1 armor
Endurance (+12) --> +1 ability (Constitution), +5 trained, +5 levels, +2 item, -1 armor
Heal (+13) --> +3 ability (Wisdom), +5 trained, +5 levels
Intimidate (+10) --> +5 trained, +5 levels

Feats:
L1 - Toughness (PHB)
L1 - Shield Push (PHB)
L2 - Battering Shield (PHB 3)
L4 - Polearm Momentum (MP)
L6 - Swift Spear (D 379)
L8 - Mobile Challenge (D 378)
L10 - Weapon Expertise (Spears) (PHB 2)
L11 - Hindering Shield (D 385)

Changes:
+12 HP
Ability Score Boosts: +1 Strength (21), +1 Constitution (13), +1 Dexterity (16), +1 Intelligence (9), +1 Wisdom (16), +1 Charisma (11)
New Encounter Attack Power:Masterstroke (PHB)
New Feat: Hindering Shield (D 385)
Paragon Path:Kensei (PHB)

Magic Items (Expected GP = 32,000):
L10 (5,000gp): Diamond Cincture (Heroic) (AV 2)
L9 (4,200gp):+2 Feyslaughter Trident (AV)
L8 (3,400gp): +2 Steadfast Amulet (AV)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
L6 (1,8000gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (Heroic Tier) (AV)
TOTAL: 23,840gp
 
Discussion:

Okay here not much changes about how you fight changes but you just do it better. First off you get a nice boost to accuracy from your Paragon Path feature Kensei Focus. Meanwhile your push/slide effects got a big boost in Hindering Shield not only do you know move the target and knock them prone but you slow them as well. Finally you get some added combat endurance out of the Diamond Cincture which gives you a easy way to access a healing surge when you need it.


Level 12

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Impaling Spear (MP 2)
New Utility Power:Ultimate Parry (PHB)

Magic Items (Expected GP = 48,000):
L12 (13.000gp):+3 Wyvernscale Dwarven Armor (PHB)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200gp):+2 Feyslaughter Trident (AV)
L8 (3,400gp): +2 Steadfast Amulet (AV)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (Heroic Tier) (AV)
TOTAL: 34,240gp

Discussion:

At this level the accuracy of the builds Melee Basic Attack gets a nice boost with Impaling Spear allowing them to hit reflex or armor class. Meanwhile we get the upgrade our armor again to sure up our defense and pick up Ultimate Parry a semi useful utility.


Level 13

Changes:
+6 HP
New Encounter Attack Power: Scattering Swing (MP) (Replaces Hack and Hew)

Magic Items (Expected GP = 64,000):
L14 (21.000gp):+3 Feyslaughter Trident (AV)
L13 (17.000gp): +3 Steadfast Amulet (AV)
L12 (13.000gp):+3 Wyvernscale Dwarven Armor (PHB)
L10 (5.000gp): Diamond Cincture (Heroic Tier) (AV 2)
L8 (3.400gp):Gauntlets of the Ram (PHB)
L7 (2.600gp): Boots of the Fencing Master (AV)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (Heroic Tier) (AV)
TOTAL: 59,640gp

Discussion:

Here you trade out Hack and Hew for Scattering Sweep which works like your Daily Power Shift the Battlefield which is awesome. On the item front you upgrade your weapon and neck slot item and call it good.


Level 14

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (22), +1 Wisdom (17)
New Feat: Deft Hurler (D 368)

Magic Items (Expected GP = 80,000):
L14 (21,000gp):+3 Feyslaughter Trident (AV)
L13 (17,000gp): +3 Steadfast Amulet (AV)
L12 (13,000gp):+3 Wyvernscale Dwarven Armor (PHB)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200gp): Backlash Tattoo (AV 2)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840gp):Casque of Tactics (Heroic Tier) (AV)
TOTAL: 76,840gp

Discussion:

At this level, you bump your main ability score in Strength and your secondary score in Wisdom. You gain the powerful Deft Hurler which turns Cleave into a great multimarking and ranged option power all in one. You also pick up a Foe Stone allowing you to more easily identify targets to use Impaling Spear on, and also providing general utility for the party. Finally you get the Backlash Tattoo for a nice reprisal power.


Level 15

Changes:
+6 HP
New Daily Attack Power:Unyielding Avalanche (PHB) (replaces Shift the Battlefield)

Magic Items (Expected GP = 112,000):
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L14 (21,000gp):+3 Feyslaughter Trident (AV)
L13 (17,000gp): +3 Steadfast Amulet (AV)
L12 (13,000gp):+3 Wyvernscale Dwarven Armor (PHB)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200gp): Backlash Tattoo (AV 2)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 102,000gp

Discussion:

At this level you add the Unyielding Avalanche daily attack power giving you another DPR boosting stance to go with Rain of Blows and at the same time giving you some more healing options. With items you upgrade your Casque of Tactics for a bit more initiative.


Level 16

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Ubiquitous Shield (D 385)
New Utility Power:Iron Warrior (PHB)

Magic Items (Expected GP = 160,000):
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L14 (21,000gp):+3 Feyslaughter Trident (AV)
L13 (17,000gp): +3 Steadfast Amulet (AV)
L12 (13,000gp):+3 Wyvernscale Dwarven Armor (PHB)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200gp): Backlash Tattoo (AV 2)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 145,200gp

Discussion:

At this level you pick up the powerful feat Ubiquitous Shield getting rid of that pesky +2 to hit you from Combat Advantage. You also upgrade our Iron Armbands of Power which combines with you new class feature Kensei Mastery for a nice +6 bump to damage. Finally you pick up a nice emergency button in Iron Warrior Utility useful for spending a slightly ramped up healing surge and/or making a saving throw.


Level 17

Changes:
+6 HP
New Encounter Attack Power:Mountain Breaking Blow (PHB) (Replaces Rain of Blows)

Magic Items (Expected GP = 240,000):
L17 (65,000gp):+4 Wyrmscale Dwarven Armor(PHB)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L14 (21,000gp):+3 Feyslaughter Trident (AV)
L13 (17,000gp): +3 Steadfast Amulet (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200gp): Backlash Tattoo (AV 2)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 197,200gp

Discussion:

At this level you pick up the Mountain Breaking Blow allowing you to pick a single target hit them for solid damage, push them up to 5 squares, knocking them prone, and then follow them. You also get an upgrade to your armor for more AC to help keep you alive.


Level 18

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (23), +1 Wisdom (18)
New Feat: Armor Specialization: Scale (PHB)

Magic Items (Expected GP = 320,000):
L18 (85,000gp): +4 Steadfast Amulet (AV)
L17 (65,000gp):+4 Wyrmscale Dwarven Armor (PHB)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L14 (21,000gp):+3 Feyslaughter Trident (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200gp): Backlash Tattoo (AV 2)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 265,200gp

Discussion:

At this level you pick up Armor Specialization giving you +1 to AC and eliminating the penalty to movement from your armor. You also get to bump your primary and secondary stat again. Meanwhile, when it comes to items you upgrade Steadfast Amulet for a boost to your  defenses.


Level 19

Changes:
+6 HP
New Daily Attack Power:Strike of the Watchful Guard (PHB) (Replaces Villain’s Menace)

Magic Items (Expected GP = 400,000):
L19 (105,000gp):+4 Feyslaughter Trident (AV)
L18 (85,000gp): +4 Steadfast Amulet (AV)
L17 (65,000gp):+4 Wyrmscale Dwarven Armor (PHB)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200gp): Backlash Tattoo (AV 2)
L8 (3,400gp):Gauntlets of the Ram (PHB)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 344,200gp

Discussion:

Here you get the powerful Strike of the Watchful Guard allowing you to lay down a combat challenge like effect that only take a free action to maintain. This can be used to stack on the punishment on a single target or to help lockdown another enemy. With items at this level you simply upgrade your Trident for more accuracy and damage.


Level 20

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Daily Attack Power:Weaponsoul Dance (PHB)
New Feat:Paragon Defense (PHB 2)

Magic Items (Expected GP = 560,000):
L19 (105,000gp):+4 Feyslaughter Trident (AV)
L18 (85,000gp): Ring of Ramming (AV)
L18 (85,000gp): +4 Steadfast Amulet (AV)
L17 (65,000gp):+4 Wyrmscale Dwarven Armor (PHB)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 435,800gp

Discussion:

Here you gain a strong multimarking and mobility based power in Weaponsoul Dance. For items you upgrade your Gauntlets of the Ram to a ring of Ramming and replace them with Strikebacks for some nice once an encounter reprisal attack. Finally you pick up Paragon Defense to further boost impressive defenses.


Level 21 Snapshot

Race:Human (PHB)
Class:Fighter (PHB)
Combat Feature:Combat Superiority (PHB)
Fighter Talent:Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path:Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)

Ability Scores, with racial adjustments:
Strength 26 (+8)
Constitution 14 (+2)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 19 (+4)
Charisma 12 (+1)

HP: 164 --> 15 base, +14 Constitution, +120 levels +15 Toughness
Bloodied: 82 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 41 HP

AC: 38 --> 10 base, +11 armor, +10 levels, +4 enhancement, +2 shield, +1 Boots of the Fencing Master
Fortitude: 38 --> 10 base, +8 ability (Strength), +10 levels, +4 enhancement, +2 class, +2 item, +1 feat, +1 racial
Reflex: 32 --> 10 base, +3 ability (Dexterity), +10 levels, +4 enhancement, +1 feat, +2 shield, +1 Boots of the Fencing Master, +1 Racial
Will: 30 --> 10 base, +4 ability (Wisdom), +10 levels, +4 enhancement, +1 feat, +1 Racial

Initiative: +15 --> +3 ability (Dexterity), +10 levels, +2 item

Speed: 7 --> 6 base +1 Guardian Mindfulness

At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)
L1 - Tide of Iron (PHB)

Encounter Attack Powers:
L7 - Come and Get it (PHB)
L11 - Masterstroke (PHB)
L13 - Scattering Swing (MP)
L17 - Mountain Breaking Blow (PHB)

Daily Attack Powers:
L5 - Rain of Steel (PHB)
L15 - Unyielding Avalanche (PHB)
L19 - Strike of the Watchful Guard (PHB)
L20 - Weaponsoul Dance (PHB)

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)

Skills:
Athletics (+22) --> +8 ability (Strength), +5 trained, +10 levels, -1 armor
Endurance (+20) --> +2 ability (Constitution), +5 trained, +10 levels, +4 item, -1 armor
Heal (+19) --> +4 ability (Wisdom), +5 trained, +10 levels
Intimidate (+16) --> +1 ability (Charisma) +5 trained, +10 levels

Feats:
L1 - Shield Push (PHB)
L2 - Toughness (PHB)
L2 - Battering Shield (PHB 3)
L4 - Polearm Momentum (MP)
L6 - Swift Spear (D 379)
L10 - Weapon Expertise: Spears (PHB 2)
L11 - Hindering Shield (D 385)
L12 - Impaling Spear (MP 2)
L14 - Deft Hurler (D 368)
L16 - Ubiquitous Shield (D 385)
L18 - Armor Specialization: Scale (PHB)
L20 - Paragon Defense (PHB 2)
L21 - Rapid Combat Challenge (D 387)
L21 - Mobile Warrior (MP)

Changes:
+7 HP
Ability Score Boosts: +3 Strength (26), +1 Constitution (14), +1 Dexterity (17), +1 Intelligence (10), +1 Wisdom (19), +1 Charisma (12)
New Epic Destiny: Ceaseless Guardian (D 387)
New Feats: Rapid Combat Challenge (D 387), Mobile Warrior (MP) (replaces Mobile Challenge)

Magic Items (Expected GP = 800,000):
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L19 (105,000gp):+4 Feyslaughter Trident (AV)
L18 (85,000gp) Ring of Ramming (AV)
L18 (85,000gp): +4 Steadfast Amulet (AV)
L17 (65,000gp):+4 Wyrmscale Dwarven Armor (PHB)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 680,800gp

Discusssion:

Okay so you are finally at epic tier here you get a big boost to our mobility by retraining Mobile Challenge into Mobile Warrior. You are now able to punish more two enemies a turn thanks to Rapid Combat Challenge. Finally you get a large bonus to Strength thanks to your epic destiny Ceaseless Guardian as well as a nice boost to speed. For items you upgrade your Diamond Cincture for more access to healing surges and a larger boost to Fortitude.


Level 22

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feats:Slashing Storm (MP 2), Robust Defenses (PHB 2) (replaces Paragon Defenses)
New Utility Power: Undeniable Challenge (MP 2)

Magic Items (Expected GP = 1,200,000):
L22 (325,000gp):+5 Legion Plate Dwarven Armor (PHB)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L19 (105,000gp):+4 Feyslaughter Trident (AV)
L18 (85,000gp): Ring of Ramming (AV)
L18 (85,000gp): +4 Steadfast Amulet (AV)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 817,800gp

Discussion:

At this level, you pick up Slashing Storm generating auto damage each round hit with an attack making being close to you a deadly proposition for your enemies. With retraining you upgrade your Paragon Defense to the just plain better Robust Defense. When it comes to powers you pick up Undeniable Challenge allowing you to enforce your mark even on those outside of your range by simply not allowing them to attack anyone else for a round. For items you upgrade your armor to increase your durability and call it good.


Level 23

Changes:
+6 HP
 New Encounter Attack Power:Warriors Urging (PHB) (replaces Come and Get it)

Magic Items (Expected GP = 1,600,000):
L23 (425,000gp): +5 Steadfast Amulet (AV)
L22 (325,000gp):+5 Nagascale Dwarven Armor (PHB)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L19 (105,000gp):+4 Feyslaughter Trident (AV)
L18 (85,000gp): Ring of Ramming (AV)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000gp):Casque of Tactics (Paragon Tier) (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 1,280,800gp

Discussion:

Here you upgrade Come and Get it to its big brother Warrior’s Urging which gives you a larger range and a more powerful close burst attack. For items you upgrade the Steadfast Amulet for even more defense boosting.


Level 24

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (27), +1 Wisdom (20)
New Feat:Weapon Focus: Spear (PHB)

Magic Items (Expected GP = 2,100,000):
L23 (425,000gp): Eye of Awareness (AV)
L23 (425,000gp): +5 Steadfast Amulet (AV)
L22 (325,000gp):+5 Nagascale Dwarven Armor (PHB)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L19 (105,000gp):+4 Feyslaughter Trident (AV)
L18 (85,000gp): Ring of Ramming (AV)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 1,679,800gp

Discussion:

At this level you finally pick up Weapon Focus to help push you damage just that little bit extra. Looking at items you replace your Casque of Tactics with the Eye of Awareness giving you a nice boost to Will Defense and even more Initiative.



Level 25

Changes:
+6 HP
New Daily Power:Reaper’s Stance (PHB) (Replaces Rain of Steel)

Magic Items (Expected GP = 2,800,000):
L24 (525,000gp):+5 Feyslaughter Trident (AV)
L23 (425,000gp): Eye of Awareness (AV)
L23 (425,000gp): +5 Steadfast Amulet (AV)
L22 (325,000gp):+5 Nagascale Dwarven Armor (PHB)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L18 (85,000gp): Ring of Ramming (AV)
L16 (45,000gp): Iron Armbands of Power (Paragon Tier) (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 2,104,800gp

Discussion:

Here, you add Reaper’s Stance another auto damage power that hands out ongoing damage as well as weapon damage, and a nice boost to all you attacks based on Dexterity. With items you upgrade your Trident to a +5 Feyslaughter weapon.


Level 26

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat:Epic Reflexes (PHB 2)
New Utility Power: Always Ready (D 387)

Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000gp):+5 Feyslaughter Trident (AV)
L23 (425,000gp): Eye of Awareness (AV)
L23 (425,000gp): +5 Steadfast Amulet (AV)
L22 (325,000gp):+5 Nagascale Dwarven Armor (PHB)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L18 (85,000gp): Ring of Ramming (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 3,184,800gp
 
Discussion:

At this level you pick up the powerful Always Ready daily allowing you to once per day go first no matter what your initiative is. Meanwhile you get a boost to your Reflex defense with Epic Reflexes. Finally you get a strong bonus to damage from upgrading your Iron Armbands of Power for a final time.


Level 27

Changes:
+6 HP
New Encounter Attack Power:Cruel Reaper (PHB) (Replaces Mountain Breaking Blow)

Magic Items (Expected GP = 6,000,000):
L27 (1,625,000gp):+6 Elderscale Dwarven Armor (PHB)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000gp):+5 Feyslaughter Trident (AV)
L23 (425,000gp): Eye of Awareness (AV)
L23 (425,000gp): +5 Steadfast Amulet (AV)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L18 (85,000gp): Ring of Ramming (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 4,484,800gp

Discussion:

Here you pick up the powerful Cruel Reaper allowing you to not only mark lots of enemies with two close burst 2 attacks but reposition yourselves by providing a shift between attacks. Also you finally upgrade your armor to a +6.


Level 28

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (28), +1 Dexterity (18)
New Feat:Superior Initiative (PHB 3)

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp):+6 Elderscale Dwarven Armor (PHB)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000gp):+5 Feyslaughter Trident (AV)
L23 (425,000gp): Eye of Awareness (AV)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L18 (85.000gp): Ring of Ramming (AV)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 6,184,800gp

Discussion:

At this level, you cash in on your final ability score investments, and pick up the feat Superior Initiative. With items you do a final upgrade to your neck slot item securing your maxed out defenses at level 30.


Level 29

Changes:
+6 HP
New Daily Attack Power:Force of Battle (PHB) (replaces Unyielding Avalanche )

Magic Items (Expected GP = 10,000,000):
L29 (2.625,000gp):+6 Feyslaughter Trident (AV)
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp):+6 Elderscale Dwarven Armor (PHB)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000gp): Eye of Awareness (AV)
L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2)
L20 (125,000gp): Foe Binder Ring (D 381)
L18 (85,000gp): Ring of Ramming (AV)
L12 (13.000gp): Stone of Earth (AV 2)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp):Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 8,297,800gp

Discussion:

Here you pick up the awesomely powerful Force of Battle allowing you to deal more damage with your attacks as well as punishing those who stand next to you with a free At Will attack. With items you max out your weapon at a +6 leaving you primary item slots all maxed out, and pick up the powerful Stone of Earth giving you an attack reroll when you really need it.

Level 30 Snapshot

Race:Human (PHB)
Class:Fighter (PHB)
Combat Feature:Combat Superiority (PHB)
Fighter Talent:Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path:Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)

Ability Scores, with racial adjustments:
Strength 28 (+9)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 10 (+0)
Wisdom 20 (+4)
Charisma 12 (+1)

HP: 218 --> 15 base, +14 Constitution, +174 levels +15 toughness
Bloodied: 109 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 54 HP

AC: 48 --> 10 base, +14 armor, +15 levels, +6 enhancement, +2 shield, +1 Boots of the Fencing Master
Fortitude: 48 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +2  feat, +3 item, +2 class, +1 racial
Reflex: 45 --> 10 base, +4 ability (Dexterity), +15 levels, +6 enhancement, +2 feat, +4 epic reflexes, +2 shield, +1 Boots of the Fencing Master, +1 racial
Will: 45 --> 10 base, +5 ability (Wisdom), +15 levels, +6 enhancement, +4 epic will, +2 item, +2 feat, +1 racial

Initiative: +32 --> +4 ability (Dexterity), +15 levels, +8 feat +5 item

Speed: 7 --> 6 base +1 Guardian Mindfulness
 
At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)
L1 - Tide of Iron(PHB)

Encounter Attack Powers:
L11 - Masterstroke (PHB)
L13 - Scattering Swing (MP)
L23 - Warrior’s Urging (PHB)
L27 - Cruel Reaper (PHB)
 
Daily Attack Powers:
L19 - Strike of the Watchful Guard (PHB)
L20 - Weaponsoul Dance (PHB)
L25 - Reaper’s Stance (PHB)
L29 - Force of Battle (PHB)

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)
L22 - Undeniable Challenge (MP 2)
L26 – Always Ready (D 387)

Skills:
Athletics (+28) --> +9 ability (Strength), +5 trained, +15 levels,  -1 armor
Endurance (+27) --> +2 ability (Constitution), +5 trained, +15 levels, +6 Item, -1 armor
Heal (+25) --> +5 ability (Wisdom), +5 trained, +15 levels
Intimidate (+21) --> +1 ability (Charisma), +5 trained, +15 levels

Feats:
L1 - Shield Push (PHB),
L1 - Toughness (PHB),
L2 - Battering Shield (PHB 3)
L4 - Polearm Momentum (MP)
L6 - Swift Spear (D 379)
L10 - Weapon Expertise (Spears) (PHB 2)
L11 - Hindering Shield (D 385)
L12 - Impaling Spear (MP 2)
L14 - Deft Hurler (D 368)
L16 - Ubiquitous Shield (D 385)
L18 - Armor Specialization: Scale (PHB)
L21 - Rapid Combat Challenge (D 387)
L21 - Mobile Warrior (MP)
L22 - Slashing Storm (MP)
L22 - Robust Defenses (PHB 2)
L24 - Weapon Focus: Spears (MP)
L26 - Epic Reflexes (PHB 2)
L28 - Superior Initiative (PHB 3)
L30 - Epic Will (PHB 2)

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat:Epic Will (PHB 2)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000gp): Diamond Cincture (Epic Tier) (AV 2)
L29 (2.625,000gp):+6 Feyslaughter Trident (AV)
L29 (2.625,000gp): Ring of Free Time
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp):+6 Elderscale Dwarven Armor (PHB)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000gp): Eye of Awareness (AV)  
L18 (85,000gp): Ring of Ramming (AV)
L12 (13.000gp): Stone of Earth (AV 2)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 13,797,800gp

Discussion:

Well, this is it level 30. You can now commence with the yelling of “THIS IS SPARTA” as you kick your enemies across the battlefield.


 


Build Goal and Tactics

Okay the goal is to be the front line of the group keeping the enemies off you allies and controlling the battlefield. The first and primary tactic is hard battlefield control pushing, and sliding your enemies around the battlefield and knocking them down goes a long way to making sure that they are not attacking your allies. This tactic is also employed in your OA attacks and CC attacks to either negate the enemy’s actions.


The second most important aspect of controlling the battlefield is mobility as a melee build you need to be close to the enemies to lock them down. With Mobile Warrior, and a nice 7 square movement rate you have a nice base mobility, but when combined with powers and items that allow you to shift and move around you should be able to move where you need to be with relative ease.


Now with all this focus on control you might think that we have sacrificed toughness and damage. Well the fact is that this build is highly durable able to take a beating with high defenses, great HP, and that ability to self heal with relative ease. Now when it comes to damage you are able to dish it out as well as take it with a variety of effects to deal auto damage and strong accurate attacks you should be able to bring your enemies down well before they accomplish taking you down.


Questions, thoughts, and comments are welcome.

Rules Note:
Just to let you know there is a Customerserv response regarding the fear Deft Hurler. The response states the target of the RBA granted by Deft Hurler must be adjacent to you just as if you had dealt damage with cleave as normal. This ruling seems to contradict the rules text of the feat and the spirit of the feat, but for purpose such as LFR it is official. In case this is relevant to you I might suggest switching out Deft Hurler for Cruel Cut Style turning Cleave from the nice range and multi-target attack the build uses it as, to a very solid single target DPR generator.

Special Thanks:
Lordduskblade - For his awesome fighter guide, and for the build format.
To Everyone - For the awesome community and resources.

Combat Challenge and Opportunity Attacks




A big part of a Fighter's effectiveness is how powerful their mark punishment is, so we will be looking at this build's Combat Challenge and opportunity attacks to determine how powerful the disincentive for disobeying the Fighter is.


Combat Challenge Attacks

Level 1

Melee Basic Attack: +7 vs. AC
Hit: 1d8+4 damage the target is pushed 1 square
Critical: 12 damage the target is pushed 1 square


Level 11

Melee Basic Attack: +17 vs. AC
Hit: 1d8+12 damage, and the target is pushed 3 squares, slowed, and knocked prone.
Critical: 2d6+20 damage, and the target is pushed 3 squares, slowed, and knocked prone


Level 21

Melee Basic Attack: +28 vs. AC or Reflex
Hit: 2d8+23 damage, and the target is pushed up to 3 squares, is slowed until the beginning of your next turn, is knocked prone,
Critical: 4d6+43 damage, and the target is pushed 3 squares, is slowed until the beginning of your next turn, and is knocked prone.


Level 30

Melee Basic Attack: +37 vs. AC or Reflex
Hit: 2d8+28 damage, and the target is pushed up to 3 squares, is slowed until the beginning of your next turn, and is knocked prone
Critical: 6d6+48 damage, and the target is pushed up to 3 squares, is slowed until the beginning of your next turn, and is knocked prone.

Opportunity Attacks

Level 1

Melee Basic Attack: +9 vs. AC
Hit: 1d8+4 damage, and the target's movement ends
Critical: 12 damage, and the target's movement ends


Level 11

Melee Basic Attack: +20 vs. AC
Hit: 1d8+13 damage, and the target’s movement ends, you slide the target 2 squares, it is knocked prone, and is slowed until the beginning of your next turn.
Critical: 2d6+20 damage, and the target’s movement ends, you slide the target 2 squares, it is knocked prone, and is slowed until the beginning of your next turn.


Level 21

Melee Basic Attack: +33 vs. AC or Reflex
Hit: 2d8+23 damage, and the target’s movement ends, you slide the target 2 squares, it is knocked prone, and is slowed until the beginning of your next turn
Critical: 4d6+43 damage, and the target’s movement ends, you slide the target 2 squares, it is knocked prone, and is slowed until the beginning of your next turn.


Level 30

Melee Basic Attack: +42 vs. AC or Reflex
Hit: 2d8+28 damage, and the target’s movement ends, you slide the target 2 squares, it is knocked prone, is slowed until the beginning of your next turn .
Critical: 6d6+48 damage, and the target’s movement ends, you slide the target 2 squares, it is knocked prone, and is slowed until the beginning of your next turn

 


Variant Builds




Here will be post any varaint builds with a level 30 snapshot and an explination of what has changed verse the primary build. If you want a full 1-30 progression for any of these feel free to PM me and I will send them to. I just didn't have the space here to put them.


Race Variant: Dragonborn

[sblock=Build]
Race: Dragonborn (PHB)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)

Starting Ability Scores, with racial adjustments:
Strength  18 (+4)
Constitution 13 (+0)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 12 (+2)

Final Ability Scores, with racial adjustments:
Strength  28 (+9)
Constitution 15 (+2)
Dexterity 18 (+3)
Intelligence 10 (+0)
Wisdom 20 (+5)
Charisma 14 (+2)

HP: 219 --> 15 base, +15 Constitution, +174 levels +15 toughness
Bloodied: 109 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 56 HP

AC: 47 --> 10 base, +14 armor, +15 levels, +6 enhancement, +2 shield
Fortitude: 47 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +2  feat, +3 item, +2 class
Reflex: 43 --> 10 base, +4 ability (Dexterity), +15 levels, +6 enhancement, +2 feat, +4 epic reflexes, +2 shield
Will: 44 --> 10 base, +5 ability (Wisdom), +15 levels, +6 enhancement, +2 item, +2 feat, +4 epic will

Initiative: +32 --> +4 ability (Dexterity), +15 levels, +8 feat +5 item

Speed: 6 --> 6 base
 
At-Will Attack Powers:
L1 - Footwork Lure (MP)
L1 - Tide of Iron(PHB)

Encounter Attack Powers:
L1 - Hack Hew (MP 2) (Replaced by Scattering Swing)
L3 - Rain of Blows (PHB) (Replaced by Mountain Breaking Blow)
L7 - Come and Get It (PHB) (Replaced by Warrior’s Urging)
L11 -  Masterstroke (PHB)
L13 - Scattering Swing (MP)
L17 - Mountain Breaking Blow (PHB) (Replaced by Cruel Reaper)
L23 - Warrior’s Urging (PHB)
L27 - Cruel Reaper (PHB)
 
Daily Attack Powers:
L1 – Villain’s Menace (PHB) (Replaced by Strike of the Watchful Guard)
L5 - Rain Steel (PHB) (Replaced by Reaper’s Stance )
L9 - Shift the Battlefield (PHB) (Replaced by Unyielding Avalanche)
L15 – Unyielding Avalanche (PHB) (Replaced by Force of Battle)
L19 - Strike of the Watchful Guard (PHB)
L20 - Weaponsoul Dance (PHB)
L25 - Reaper’s Stance (PHB)
L29 - Force of Battle (PHB))

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)
L22 – Martial Supremacy (D 382)
L26 – Always Ready (D 387)

Skills:
Athletics (+28) --> +9 ability (Strength), +5 trained, +15 levels,  -1 armor
Endurance (+27) --> +2 ability (Constitution), +5 trained, +15 levels, +6 Item, -1 armor
Intimidate (+24) --> +2 ability (Charisma), +5 trained, +15 levels, +2 racial

Feats:
L1 - Toughness (PHB)
L2 - Shield Push (PHB)
L4 - Swift Spear (D 379)
L6 - Mobile Challenge (D 378) (Retrain to Mobile Warrior)
L8 - Polearm Momentum (MP)
L10 - Weapon Expertise (Spears) (PHB 2)
L11 - Hindering Shield (D 385)
L12 - Impaling Spear (MP 2)
L14 - Draconic Arrogance (MP)
L16 - Ubiquitous Shield (D 385)
L18 - Armor Specialization: Scale (PHB)
L20 - Paragon Defense (PHB 2) (Retrained to Robust Defense)
L21 - Rapid Combat Challenge (D 387)
L21 - Robust Defense (PHB 2)
L22 - Slashing Storm (MP)
L24 - Weapon Focus (Spears) (PHB)
L26 - Epic Reflexes (PHB 2)
L28 - Superior Initiative (PHB 3)
L30 - Epic Will (PHB 2)

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Superior Initiative (PHB 3)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000gp): Diamond Cincture (Epic Tier) (AV 2)
L29 (2.625,000gp): +6 Feyslaughter Longspear (AV)
L29 (2.625,000gp): Ring of Free Time
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp): +6 Elderscale Dwarven Armor (PHB)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000gp): Eye of Awareness (AV)  
L18 (85,000gp): Ring of Ramming (AV)
L12 (13.000gp): Stone of Earth (AV 2)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Rushing Cleats (AV)
TOTAL: 13,797,800

What has Changed

This build sacrifices some versatility, and toughness for a nice increase in DPR. With Draconic Arrogance the build is able to produce more DPR then the standard build. However it loses 1-2 points of defense across the board for the privalage with out an significant increase in HP and Surge Value. It also lose verstility by droping Deft Hurler which provides the primary build with not only a solid At-Will ranged option but a way to mark two targets at will. Overall for those who want a bit more DPR with out sacrificing much in the way of the primary builds function this build is a nice option.[/spoiler]

Theme Variant: DPR

[sblock=Build]
Race: Dragonborn (PHB)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path: Kensei (PHB)
Epic Destiny: Eternal Defender (MP)

Starting Ability Scores, with racial adjustments:
Strength  18 (+4)
Constitution 11 (+0)
Dexterity 14 (+3)
Intelligence 8 (-1)
Wisdom 15 (+6)
Charisma 12 (+2)

Final Ability Scores, with racial adjustments:
Strength  28 (+9)
Constitution 14 (+2)
Dexterity 16 (+3)
Intelligence 10 (+0)
Wisdom 22 (+6)
Charisma 14 (+2)

HP: 218 --> 15 base, +14 Constitution, +174 levels +15 toughness
Bloodied: 109 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 56 HP

AC: 47 --> 10 base, +14 armor, +15 levels, +6 enhancement, +2 shield
Fortitude: 47 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +2  feat, +3 item, +2 class
Reflex: 42 --> 10 base, +3 ability (Dexterity), +15 levels, +6 enhancement, +2 feat, +4 epic reflexes, +2 shield
Will: 41 --> 10 base, +6 ability (Wisdom), +15 levels, +6 enhancement, +2 item, +2 feat

Initiative: +31 --> +3 ability (Dexterity), +15 levels, +8 feat +5 item

Speed: 6 --> 6 base
 
At-Will Attack Powers:
L1 - Footwork Lure (MP)
L1 - Tide of Iron(PHB)

Encounter Attack Powers:
L1 - Hack Hew (MP 2) (Replaced by Scattering Swing)
L3 - Rain of Blows (PHB) (Replaced by Mountain Breaking Blow)
L7 - Come and Get It (PHB) (Replaced by Warrior’s Urging)
L11 -  Masterstroke (PHB)
L13 - Scattering Swing (MP)
L17 - Mountain Breaking Blow (PHB) (Replaced by Cruel Reaper)
L23 - Warrior’s Urging (PHB)
L27 - Cruel Reaper (PHB)
 
Daily Attack Powers:
L1 – Villain’s Menace (PHB) (Replaced by Strike of the Watchful Guard)
L5 - Rain Steel (PHB) (Replaced by Reaper’s Stance )
L9 - Shift the Battlefield (PHB) (Replaced by Unyielding Avalanche)
L15 – Unyielding Avalanche (PHB) (Replaced by Force of Battle)
L19 - Strike of the Watchful Guard (PHB)
L20 - Weaponsoul Dance (PHB)
L25 - Reaper’s Stance (PHB)
L29 - Force of Battle (PHB))

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)
L22 – Martial Supremacy (D 382)
L26 – Implacable Destruction (MP)

Skills:
Athletics (+28) --> +9 ability (Strength), +5 trained, +15 levels,  -1 armor
Endurance (+27) --> +2 ability (Constitution), +5 trained, +15 levels, +6 Item, -1 armor
Intimidate (+24) --> +2 ability (Charisma), +5 trained, +15 levels, +2 racial

Feats:
L1 - Toughness (PHB),
L2 - Shield Push (PHB)
L4 - Swift Spear (D 379)
L6 - Weapon Expertise (Spears) (PHB 2)
L8 - Weapon Focus (Spears) (PHB)
L10 - Distracting Shield (PHB) (Retrained to Polearm Momentum)
L11 - Hindering Shield (D 385)
L11 - Polearm Momentum (MP)
L12 - Impaling Spear (MP 2)
L14 - Draconic Arrogance (MP)
L16 - Ubiquitous Shield (D 385)
L18 - Marked Scourge (MP)
L20 - Paragon Defense (PHB 2) (Retrained to Robust Defense)
L21 - Rapid Combat Challenge (D 387)
L21 - Robust Defense (PHB 2)
L22 - Slashing Storm (MP)
L24 - Reaching Whirlwind (MP)
L26 - Armor Specialization: Scale (PHB)
L28 - Epic Reflexes (PHB 2)
L30 - Superior Initiative (PHB 3)

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Superior Initiative (PHB 3)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000gp): Diamond Cincture (Epic Tier) (AV 2)
L29 (2.625,000gp): +6 Feyslaughter Longspear (AV)
L29 (2.625,000gp): Ring of Free Time
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp): +6 Elderscale Dwarven Armor (PHB)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000gp): Eye of Awareness (AV)  
L18 (85,000gp): Ring of Ramming (AV)
L12 (13.000gp): Stone of Earth (AV 2)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Rushing Cleats (AV)
TOTAL: 13,797,800gp


What has Changed


This build sacrifices some versatility, mobility, and toughness for a large increase in DPR. With Draconic Arrogance, Marked Scourge, Kensei, Eternal Defender, and Weapon Focus the build has a very strong at will single target DPR. However single target DPR is not the only thing the build can generate with Reaching Whirlwind, Slashing Storm, Eternal Defender, and Weapon Focus the build also is able to hit a large area of the battlefield with damage and really punish all of those close to him. The build still has solid defenses, HP, and Control so is defiantly able to play a primary defender role it just has more striker leanings then the other variants or the primary build.[/spoiler]

Theme Variant: Tank


Build

Race: Human (PHB)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path: Adroit Explorer (PHB 2)
Epic Destiny: Demigod (PHB)

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

Final Ability Scores, with racial adjustments:
Strength  28 (+9)
Constitution 22 (+2)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 12 (+1)

HP: 226 --> 15 base, +15 Constitution, +174 levels +15 toughness
Bloodied: 113 HP or less
Healing Surges: 15 --> 9 base, +6 Constitution
Healing Surge Value: 56 HP

AC: 49 --> 10 base, +15 armor, +15 levels, +6 enhancement, +2 shield
Fortitude: 47 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +2  feat, +3 item, +2 class, +1 Racial
Reflex: 44 --> 10 base, +3 ability (Dexterity), +15 levels, +6 enhancement, +2 feat, +4 epic reflexes, +2 shield, +1 Racial
Will: 43 --> 10 base, +3 ability (Wisdom), +15 levels, +6 enhancement, +2 item, +2 feat, +4 epic will, +1 Racial

Initiative: +31 --> +3 ability (Dexterity), +15 levels, +8 feat +5 item

Speed: 5 --> 6 base - 1 Armor
 
At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)
L1 - Tide of Iron(PHB)

Encounter Attack Powers:
L1 - Hack Hew (MP 2) (Replaced by Scattering Swing)
L3 – Rain of Blows (PHB) (Replaced by Mountain Breaking Blow)
L7 - Come and Get It (PHB) (Replaced by Warrior’s Urging)
L7 - Come and Get it (PHB) (Obtained at 11th and Replace by Scattering Swing at 21st)
L13 - Scattering Swing (MP)
L13 - Scattering Swing (MP)
L17 - Mountain Breaking Blow (PHB) (Replaced by Cruel Reaper)
L23 - Warrior’s Urging (PHB)
L27 - Cruel Reaper (PHB)
 
Daily Attack Powers:
L1 – Comeback Strike (PHB) (Replaced by Strike of the Watchful Guard)
L5 - Rain Steel (PHB) (Replaced by Reaper’s Stance )
L9 - Shift the Battlefield (PHB) (Replaced by Unyielding Avalanche)
L15 – Unyielding Avalanche (PHB)
L19 - Strike of the Watchful Guard (PHB)
L20 - Bloodied Greatness (PHB 2)
L25 - Reaper’s Stance (PHB) (Replaced by Force of Battle)
L29 - Force of Battle (PHB))

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)
L12 - Destined For Greatness (PHB 2)
L16 - Iron Warrior (PHB)
L22 – Martial Supremacy (D 382)
L26 – Divine Regeneration (PHB)

Skills:
Athletics (+27) --> +9 ability (Strength), +5 trained, +15 levels,  -2 armor
Endurance (+30) --> +6 ability (Constitution), +5 trained, +15 levels, +6 Item, -2 armor
Heal (+23) --> +3 ability (Wisdom), +5 trained, +15 levels
Intimidate (+21) --> +1 ability (Charisma), +5 trained, +15 levels

Feats:
L1 - Toughness (PHB)
L1 - Shield Push (PHB)
L2 - Swift Spear (D 379)
L2 - Battering Shield
L6 - Mobile Challenge (D 378) (Retrain to Mobile Warrior)
L8 - Weapon Expertise (Spears) (PHB 2)
L10 - Distracting Shield (PHB) (Retrain to Polearm Momentum)
L11 - Hindering Shield (D 385)
L11 – Polearm Momentum (MP)
L12 - Impaling Spear (MP 2)
L14 - Armor Proficiency: Plate (PHB)
L16 - Ubiquitous Shield (D 385)
L18 - Armor Specialization: Plate (PHB)
L20 - Paragon Defense (PHB 2) (Retrained to Robust Defense)
L21 - Rapid Combat Challenge (D 387)
L21 - Mobile Warrior (MP)
L22 - Martial Resolve (MP)
L22 - Robust Defense (PHB 2)
L24 - Martial Mastery (MP)
L26 - Epic Will (PHB 2)
L28 - Superior Initiative (PHB 3)
L30 - Epic Reflexes (PHB 2)

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Epic Reflexes (PHB 2)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000gp): Diamond Cincture (Epic Tier) (AV 2)
L29 (2.625,000gp): +6 Feyslaughter Trident (AV)
L29 (2.625,000gp): Ring of Free Time
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp): +6 Godplate Dwarven Armor (PHB)
L26 (1,125,000gp): Solitaire: Violet (AV)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000gp): Eye of Awareness (AV)  
L18 (85,000gp): Ring of Ramming (AV)
L12 (13.000gp): Stone of Earth (AV 2)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 13,797,800gp

What has Changed

This variant has a much heavier focus on durability and is able to take a beating, but to do so it sacrifices some DPR and versatility. The build does however add a new trick that the primary build doesn’t have with Adroit Explorer, Martial Mastery, and Demigod working together you can easily spam key encounter power. This helps to make up for you lack of At-Will DPR by allowing you to use your more powerful encounters instead. Overall the build is a very solid example, but lacks the versatility and consistent DPR of the primary build. Note also it takes a hit to it's CC and OA attacks making them less likely to hit and doing 7 points less damage at level 30 though they still push and slide like the traditional build.


Race Variant: Shifter


Build

Race: Shifter (Longtooth) (PHB 2)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)

Starting Ability Scores, with racial adjustments:
Strength  18 (+4)
Constitution 14 (+0)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 15 (+3)
Charisma 10 (+0)

Final Ability Scores, with racial adjustments:
Strength  28 (+9)
Constitution 16 (+3)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 22 (+6)
Charisma 12 (+1)

HP: 205 --> 15 base, +16 Constitution, +174 levels
Bloodied: 102 HP or less
Healing Surges: 12 --> 9 base, +3 Constitution
Healing Surge Value: 51 HP

AC: 48 --> 10 base, +14 armor, +15 levels, +6 enhancement, +2 shield. +1 Boots of the Fencing Master
Fortitude: 47 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +2  feat, +3 item, +2 class
Reflex: 44 --> 10 base, +3 ability (Dexterity), +15 levels, +6 enhancement, +2 feat, +4 epic reflexes, +2 shield, +1 Boots of the Fencing Master
Will: 44 --> 10 base, +6 ability (Wisdom), +15 levels, +6 enhancement, +2 item, +2 feat, +4 epic will

Initiative: +31 --> +3 ability (Dexterity), +15 levels, +8 feat +5 item

Speed: 7 --> 6 base +1 Guardians Mindfulness
 
At-Will Attack Powers:
L1 - Footwork Lure (MP)
L1 - Tide of Iron(PHB)

Racial Power
Longtooth Shifting (PHB 2)

Encounter Attack Powers:
L1 - Hack Hew (MP 2) (Replaced by Scattering Swing)
L3 - Rain of Blows (PHB) (Replaced by Mountain Breaking Blow)
L7 - Come and Get It (PHB) (Replaced by Warrior’s Urging)
L11 - Masterstroke (PHB)
L13 - Scattering Swing (MP)
L17 - Mountain Breaking Blow (PHB) (Replaced by Cruel Reaper)
L23 - Warrior’s Urging (PHB)
L27 - Cruel Reaper (PHB)
 
Daily Attack Powers:
L1 – Villain’s Menace (PHB) (Replaced by Strike of the Watchful Guard)
L5 - Rain Steel (PHB) (Replaced by Reaper’s Stance )
L9 - Shift the Battlefield (PHB) (Replaced by Unyielding Avalanche)
L15 - Unyielding Avalanche (PHB) (Replaced by Reaper’s Stance)
L19 - Strike of the Watchful Guard (PHB)
L20 - Weaponsoul Dance (PHB)
L25 - Reaper’s Stance (PHB)
L29 - Force of Battle (PHB)

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)
L12 - Destined For Greatness (PHB 2)
L16 - Iron Warrior (PHB)
L22 – Martial Supremacy (D 382)
L26 – Always Ready (D 387)

Skills:
Athletics (+29) --> +9 ability (Strength), +5 trained, +15 levels, +2 racial, -1 armor
Endurance (+30) --> +3 ability (Constitution), +5 trained, +15 levels, +6 Item, +2 racial, -1 armor
Intimidate (+21) --> +1 ability (Charisma), +5 trained, +15 levels

Feats:
L1 - Shield Push (PHB)
L2 - Battering Shield (PHB 3)
L4 - Polearm Momentum (MP)
L6 - Swift Spear (D 379)
L8 - Mobile Challenge (D 378) (Retrain to Mobile Warrior)
L10 - Weapon Expertise (Spears) (PHB 2)
L11 - Hindering Shield (D 385)
L12 - Impaling Spear (MP 2)
L14 - Sturdy Shifter (EPG)
L16 - Ubiquitous Shield (D 385)
L18 - Armor Specialization: Scale (PHB)
L20 - Paragon Defense (PHB 2) (Retrained to Robust Defense)
L21 - Rapid Combat Challenge (D 387)
L21 - Mobile Warrior (MP)
L22 - Martial Resolve (MP)
L22 - Robust Defense (PHB 2)
L24 - Slashing Storm (MP)
L26 - Epic Will (PHB 2)
L28 - Superior Initiative (PHB 3)
L30 - Epic Reflexes (PHB 2)

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Epic Reflexes (PHB 2)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000gp): Diamond Cincture (Epic Tier) (AV 2)
L29 (2.625,000gp): +6 Feyslaughter Trident (AV)
L29 (2.625,000gp): Ring of Free Time
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp): +6 Elderscale Dwarven Armor (PHB)
L26 (1,125,000gp): Solitaire: Violet (AV)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000gp): Eye of Awareness (AV)  
L18 (85,000gp): Ring of Ramming (AV)
L12 (13.000gp): Stone of Earth (AV 2)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Boots of the Fencing Master (AV)
TOTAL: 13,797,800gp

What has Changed

This variant stacks up really well against the primary build losing some defense and versatility, but in return it actually gets a nice boost in overall toughness from strong racial support, and with a nice boost to DPR when bloodied. Overall I think the builds are nearly equal in power and have stayed with the primary build for flavor reasons.


Race Variant: Dwarf

Build

Race: Dwarf (PHB) (Uses Str/Con version confirmed with Essentials Preview)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent: One Handed Weapons (PHB)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)

Starting Ability Scores, with racial adjustments:
Strength  18 (+4)
Constitution 13 (+0)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 15 (+3)
Charisma 10 (+0)

Final Ability Scores, with racial adjustments:
Strength  28 (+9)
Constitution 15 (+3)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 22 (+6)
Charisma 12 (+1)

HP: 204 --> 15 base, +15 Constitution, +174 levels
Bloodied: 102 HP or less
Healing Surges: 13 --> 9 base, +2 Constitution, +2 Dwarven Durability
Healing Surge Value: 53 HP --> 51 base + 2 Dwarven Durability

AC: 48 --> 10 base, +15 armor, +15 levels, +6 enhancement, +2 shield.
Fortitude: 47 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +2  feat, +3 item, +2 class
Reflex: 43 --> 10 base, +3 ability (Dexterity), +15 levels, +6 enhancement, +2 feat, +4 epic reflexes, +2 shield
Will: 44 --> 10 base, +6 ability (Wisdom), +15 levels, +6 enhancement, +2 item, +2 feat, +4 epic will

Initiative: +31 --> +3 ability (Dexterity), +15 levels, +8 feat +5 item

Speed: 6 --> 5 base +1 Guardians Mindfulness
 
At-Will Attack Powers:
L1 - Footwork Lure (MP)
L1 - Tide of Iron(PHB)

Encounter Attack Powers:

L1 - Hack Hew (MP 2) (Replaced by Scattering Swing)
L3 - Rain of Blows (PHB) (Replaced by Mountain Breaking Blow)
L7 - Come and Get It (PHB) (Replaced by Warrior’s Urging)
L11 - Masterstroke (PHB)
L13 - Scattering Swing (MP)
L17 - Mountain Breaking Blow (PHB) (Replaced by Cruel Reaper)
L23 - Warrior’s Urging (PHB)
L27 - Cruel Reaper (PHB)
 
Daily Attack Powers:
L1 – Villain’s Menace (PHB) (Replaced by Strike of the Watchful Guard)
L5 - Rain Steel (PHB) (Replaced by Reaper’s Stance )
L9 - Shift the Battlefield (PHB) (Replaced by Unyielding Avalanche)
L15 - Unyielding Avalanche (PHB) (Replaced by Reaper’s Stance)
L19 - Strike of the Watchful Guard (PHB)
L20 - Weaponsoul Dance (PHB)
L25 - Reaper’s Stance (PHB)
L29 - Force of Battle (PHB)

Utility Powers:
L2 - Pass Forward (MP)
L6 - Daring Shout (PHH 1)
L10 - Fighter’s Grit (MP 2)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)
L22 – Martial Supremacy (D 382)
L26 – Always Ready (D 387)

Skills:
Athletics (+28) --> +9 ability (Strength), +5 trained, +15 levels, +2 racial, -2 armor
Endurance (+29) --> +3 ability (Constitution), +5 trained, +15 levels, +6 Item, +2 racial, -2 armor
Intimidate (+21) --> +1 ability (Charisma), +5 trained, +15 levels

Feats:
L1 - Shield Push (PHB)
L2 - Swift Spear (D 379)
L4 - Polearm Momentum (MP)
L6 - Devoted Challenge (MP)
L8 - Mobile Challenge (D 378) (Retrain to Mobile Warrior)
L10 - Weapon Expertise (Spears) (PHB 2)
L11 - Hindering Shield (D 385)
L12 - Impaling Spear (MP 2)
L14 - Dwarven Durability (PHB)
L16 - Ubiquitous Shield (D 385)
L18 - Armor Specialization: Scale (PHB) (Retrain to Armor Proficiency: Plate)
L20 - Paragon Defense (PHB 2) (Retrained to Robust Defense)
L21 - Rapid Combat Challenge (D 387)
L21 - Mobile Warrior (MP)
L22 - Armor Specialization: Scale (PHB)
L22 - Armor Proficiency: Plate (PHB)
L23 - Robust Defense (PHB 2)
L24 - Slashing Storm (MP)
L26 - Epic Will (PHB 2)
L28 - Superior Initiative (PHB 3)
L30 - Epic Reflexes (PHB 2)

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Epic Reflexes (PHB 2)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000gp): Diamond Cincture (Epic Tier) (AV 2)
L29 (2.625,000gp): +6 Feyslaughter Trident (AV)
L29 (2.625,000gp): Ring of Free Time
L28 (2,125,000gp): +6 Steadfast Amulet (AV)
L27 (1,625,000gp): +6 Godplate Dwarven Armor (PHB)
L26 (1,125,000gp): Solitaire: Violet (AV)
L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000gp): Eye of Awareness (AV)  
L18 (85,000gp): Ring of Ramming (AV)
L12 (13.000gp): Stone of Earth (AV 2)
L12 (13,000gp): Foe Stone (AV)
L10 (5,000gp): Strikebacks (AV)
L9 (4,200gp): Backlash Tattoo (AV 2)
L7 (2,600gp): Rushing Cleats (AV)
TOTAL: 13,797,800gp

What has Changed

This variant stacks up really well against the primary build. It has slightly lower NADs, lacks some versatility, and some Speed. However in return it gets a nice boost in overall toughness via more surges for a higher value and an easy way to access them due to racial ability. Meanwhile the strong racial support opens up Devoted Challenge for a nice boost to the builds combat challenge ability with Devoted Challenge. Overall I think this build and the primary build are nearly equal in power and have stayed with the primary build for flavor reasons.

 

Great build!

I'm running a spear-shield fighter in a game right now and went a different path ... Paragon Multiclass Ranger and a spiked shield.  I'm having a good time with it, and ultimately the reason I went that direction is at the time of inception the shield powers were pretty much crap for a fighter.  Disruptive Strike, Rain of Blows ... awesome.  Since the spiked shield counts as a weapon you can TWF/TWO with it (though less so now after the errata) and I've basically got multi-marking both near-near (twin strike), near-far (cleave / deft hurler) and far-far (twin strike).  Add in Trip Up, Disruptive Strike, Rain of Blows and you can dish out the attacks.

In other ways it is very similar (headed to Eternal Defender as well for the increase in reach/size). 
I like spear and shield builds. This one is pretty solid. Some things I noticed:

I noticed you have Armor Proficiency Plate as a feat at level 1. However, you don't qualify for it since your Con is only 11 at level 1.  I suppose you can always retrain to Plate at level 18, however.

Also, in the level 11, 21, and 30 snapeshopts it says "Armor Proficiency Scale" instead (but fighters start off proficienty in scale).  At level 1 it says "Shield Bash" when I think you meant "Shield Push".

Under the Opportunity Attacks section it says:

"Hit: 1d8+9 damage, and the target’s movement ends, you can shift it up 3 squares, it is slowed until the beginning of my next turn, and is knocked prone."



How are you shifting 3 squares?  I'm curious, because big shifts like that are extremely useful for polearm and spear builds alike.
Polearm Fighter Build Thread:The Reacher
Don't call something a spartan unless your gonna actually make it one. Yes it was there arm of choice Heavy Shield and spear. But Spartans didn't wear much armor beyond that maybe a helmet  and that there is the property that made them stand out.  Romans and Greeks through out history were quite known for shield spear.  Spartans depended on Mobility, teamwork, and perfectionism to achieve the status of unstoppable. Now if I through a unit of 5 of these guys together are they gonna achieve that level of unity on a battlefield that would scream "FOR SPARTA"

@Chistopher Groves - Thanks originally I had the build using a spiked shield as well but decided to focus more on survivability then damage. Originally the Build was a dragon born dual wielder trying to abuse Draconic Arrogance.

@Shokaturyou - Will adjust the build. I must have missed it in one of the evolution of the build. Now the question is what to replace Armor Specialization. As for the shift that is actually supposed to be slide.




@Velson - That may be true but it is just a name picked to sound cool.

Looks solid enough to me, just a few opinion-based suggestions really:

I would look at getting Weapon Proficiency Greatspear at epic when you gain the Eternal Defender size increase. It's more accurate and more damaging, but you don't necessarily need one.

With this build you push and slide, so make sure you're clear on that in your OA descriptions.

@Velson: Is it really that important that he doesn't call it a Spartan? And they did where heavy bronze armor. 300 is NOT a historically accurate movie. It was made to look cool. Actually, from where I'm seeing it (the historically accurate way), It's a fitting name.

Good build obtuse. You should really keep making builds, you're pretty good at it. I'm actually working on a Dragonborn glaive user, and one of the variants will be a trident + shield abusing Draconic Arrogance. Keep the builds coming.
@Grey_Warden - Thanks. I thought about a Greatspear but couldn't find the feat in the build. If I did a more damage focused version I would definatly do that droping one of my defensive minded feats for it.

@Everyone - The build has been updated and the combat challeng/OA section has been corrected.

I ended up moving Encourging shield up to 1st instead of 18th level and put Sheild Specialization in at 18. So now the build starts with a higher Will but a lower AC and by 18th actually has better defenses then the orginal version.
: Is it really that important that he doesn't call it a Spartan? And they did where heavy bronze armor. 300 is NOT a historically accurate movie. It was made to look cool. Actually, from where I'm seeing it (the historically accurate way), It's a fitting name.



Yes it does matter(not really I'm being facetious) , I would hardly call a bronze cuirasses, Full plate or even heavy armor, GOD why did they have to do away with breastplate(the more accurate description of what they wore) in dnd. I just have a differnent imagination of what a spartan really is, a phylanxe warrior I could see him calling that although dnd is about groups of 4-6 not entire armys. So its a conseptual flaw sounds cool but doesn't really fit into the whole archtype of things this would go similer to calling a build the Roman Centurion, sounds cool but is really just a member of an expansive roman army.
I've basically got multi-marking both near-near (twin strike), near-far (cleave / deft hurler) and far-far (twin strike). 

How are you marking with Twin Strike? Surprised Am I missing something silly? Yell

On topic, I really like this idea. I've been trying to come up with something similar for a new Dark Sun campaign we'll be running. Maybe trying an Elf though. Makes sense for a gladiator theme and gets access to the combo a little quicker (we'll be starting at level 1). The build I was looking at used Warlord as a hybrid to open up some healing and throwing powers. I also chose to utilize the immediate action and shield powers and rely more on the at-wills for my own turn. Here is a quick summary up to 6 of what I was working on. It's not optimized or in order yet but perhaps can give you some ideas too. Smile The only thing I don't like about the Polearm Momentum build is the awkward heroic tier ability score placement. I think it makes up for it though!

====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Human, Fighter|Warlord
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will

FINAL ABILITY SCORES
Str 18, Con 11, Dex 15, Int 8, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 14, Int 8, Wis 15, Cha 10.


AC: 23 Fort: 20 Reflex: 19 Will: 19
HP: 49 Surges: 9 Surge Value: 12

TRAINED SKILLS
Heal +11, Athletics +10, Endurance +6, Intimidate +8

UNTRAINED SKILLS
Acrobatics +3, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +6, History +2, Insight +6, Nature +6, Perception +6, Religion +2, Stealth +3, Streetwise +3, Thievery +3

FEATS
Human: Deft Hurler Style
Level 1: Armored Warlord
Level 2: Battering Shield
Level 4: Polearm Momentum
Level 6: Swift Spear

POWERS
Bonus At-Will Power: Cleave
Hybrid at-will 1: Paint the Bulls-Eye
Hybrid at-will 1: Tide of Iron
Hybrid encounter 1: Shield Riposte
Hybrid daily 1: Relentless Wounding
Hybrid utility 2: Shielded Sides
Hybrid encounter 3: Vengeance is Mine
Hybrid daily 5: Unexpected Shield Bash
Hybrid utility 6: Rousing Words

ITEMS
Heavy Shield, Scale Armor, Javelin
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Dang, that is one cool picture. I guess the build is cool too =p. Seriously though, I love finding pictures like that, they inspire builds when they are that kickass (reminded me of that Bane picture from Dragon mag a couple months back).

I must say I chuckled a bit at the "Don't call it a spartan" comments. That would be a hella awkward silence at the gaming table if someone said that face to face. I can just see the the "Seriously?" forming in every other persons mind if it was said. Makes for a good laugh at least XD.
How are you marking with Twin Strike? Surprised Am I missing something silly? Yell




Paragon Multiclass, not a hybrid.  Core, pure fighter Combat Challenge allows you to mark the target on any attack, hit or miss.  A hybrid only lets you mark on fighter powers.

So human, started with Dual Strike, Cleave and Tide of Iron ... and swapped Dual Strike for Twin Strike at 11 for Paragon Multiclassing.  So, Twin Strike gives either two near or two far attacks and since I'm a fighter, I can mark on both.  Cleave + Deft Hurler gives me a near/far option providing I hit with the near attack.

My general attack sequence is something like this:

Round 1:  Disruptive Strike (immediate), Cleave or Twin Strike depending on who I want to mark; or Rain of Blows if I can squeeze it in instead.  Possible action point to go into a Snarling Wolf Stance or Tempest Dance.  If I miss, I use the Rebounding Javelin (javelin) to make an additional attack; I also have Counterstrike Guards (takes immediate) and Gloves of Recovery (free action).

That's a minimum of 2 attacks w/o action point, potentially 1 (disruptive) + 3 (rain of blows) + 1 (rebounding if a miss) + 3 (tempest dance) for 8 attacks.

Beyond Combat Challenge which takes an immediate the Snarling Wolf Stance, Counterstrike Guards and Disruptive Strike are in that category.  Trip-Up, Jackal Strike, Rebounding, Gloves of Recovery are all free.  

And they all mark.  Now I don't spread them out too thin, but I do try to get as many attacks out as  possible.  I'm not shy about using the dailies either, though I don't blow them all in a single encounter.  My shield is lagging a bit behind the javelin, so I do pay attention to that and powers that require you to use one weapon or the other.


The game required human, else I'd have gone Half-Orc or another STR/DEX race.

Most impressive! Laughing
Some suggestions, if I may.

1. I'm not really seeing what Iron Vanguard is really contributing, here. The extra damage your build is getting can be replicated by Kensei, and it nets you +1 to hit in the process. I would advise against having to spread your character thin by wanting Polearm goodies (Dexterity and Wisdom) and Iron Vanguard (Constitution). Have you considered Dragonborn as a race for Draconic Arrogance? This is much stronger for this build than Trample the Fallen.

2. Along these lines, I don't think the package Eternal Defender gives you trumps what Ceaseless Guardian can offer for a pure Defender (which is what Spear + Shield does best), which is the ability to maintain threat while dazed or stunned, more movement speed, and the ability to revive allies as well.
This also frees up a feat since Reaching Whirlwind will no longer be necessary, and to be honest, that's a pretty corner-case feat to begin with.

3. Speaking of movement speed, Armor Specialization (Scale) is a feat you easily qualify for and nets you +1 speed over Shield Specialization. By the way, Shield Specialization doesn't actually increase your shield bonus to AC by 1; it gives you a +1 feat bonus to AC when using a shield with which you are proficient, which is an important distinction since you spend part of your career with Encouraging Shield.

4. Creatures in this game only have a maximum Melee reach of 4; any push or slide effect above that is frankly overkill given the existence of Polearm Momentum + Swift Spear interrupting things by knocking them prone, and Shield Push helping you shove things out of reach. While push 7 sounds nice, remember that your goal is to keep things locked down, not let them run amok. Also bear in mind that Hindering Shield's slow effect only lasts until the start of your next turn, so by their turn they will be unaffected and will be able to re-enter combat, possibly bypassing you altogether, since it may be difficult for you and your speed 5 to reach them.
Glorious Myrmidon PP if you want to monopolize on speed.
Dayum! Actually, the Myrmidon seems to be a perfect fit regarding everything this build is meant to do! Its Encounter knocks prone (and can be used on a charge, so you can get into the fight faster), its Encounter lets you heal, get your Second Wind bonuses, and get +1 to your attacks, and the stance power just feels like a Spartan leader ready to cut down Xerxes' Immortals.

That's the PP I plan to take when I utilize this build. It just feels more suitably epic. 

The original core books said that this was our game too. It doesn't feel like that anymore.

@LBD -

1) As for Iron Vanguard vs. Kensai it was a close call between those two and Adroit Explorer. I went with Iron Vanguard because I felt that with Impaling Spear in the mix the +1 to hit from Kensai was not needed and the increased durability/mobility Iron Vanguard offered me is more useful in the long run, and the damage addition was similar between the two. As for the dual split after level 4 I don't need to spend another point on Wis or Dex so all my points go into Con anyway to increase my durablity. Plus with the Eternal defender plan the bonus from Kensai are less useful as I switch between a trident and a longspear.

As to Dragonborn the build was orignally a dragonborn but the feat crunch was a bit to tight for my comfort so I went with Human. If you wanted a more damage oriented less defense/control oriented version I would say Dragonborn would be the way to go.

2) I am torn between the two Epic Destinies the build has a number of close burst attacks so the feat works well and a Reach of 3 combined with Footwork Lure is a nice At-Will method of pulling enemies away from your allies and getting some free shifting. Meanwhile Ceaseless Guardain does a really good job of keeping me standing which is always a good thing.

3) That is probably a good idea and I will make the change. Shield Specialization out Armor Specialization in.

4) As for the push beyond 4 even if they are not slowed during their turn it while take them a bit to stand up (move action) and then move 7 squares to get back into melee range, and I am not only pushing people with my combat challenge I can do so on my turn as well. Now assuming that this PC is where he is designed to be aka the front line if they want to get to my allies they have to go past me as if they end their move with in 3 squares of me they are mine. Either that or the enemy has to waste actions going around me. Basicly the cost overall for a push 7 is minimal and the fact that it can potentially take a target of a push attack a round or two to get back into combat is something I think might be useful. I will think on it some and then look at possible changes to the build.

Overall there are a lot of ways to do this type of PC each has their own strengths and weaknesses. When I get the time I will work up a variants section with some notes on ways to tweak the build to personal tastes.

@Koval and Adun_Irving -

The issue with Glorious Myrmodion is while flavorful it doesn't add much beyond speed to the build which I think is covered by the builds ability to easily shift around the battlefield. Though from a purely flavor stand point it is a great option and from the perspective of being able to catch my opponents that I push 7 squares it rocks.


Impaling Spear is nice, but it's only part of the equation, since Kensei's +1 to hit also affects the stuff you do in your own turn, which in all likelihood will not be a Melee Basic Attack. While you may not have to spend any more points in Dexterity or Wisdom after level 4, the fact of the matter is that you had to give up a LOT of starting Constitution for it, which takes some of the shine off the Iron Vanguard, which is a rather Constitution-hungry path. I would rather take Kensei and be free to spend my points as I wish (including rounding out defenses and picking up Weapon Mastery).

They can stand up as the second action on their turn (likely sacrificing an attack to do so, but push 4 accomplishes that as effectively as push 7), and you might not be able to engage them all (unless you reel them in simultaneously with Come and Get It/Warrior's Urging), which is more likely given the magnitude of your push. Additionally, the amount of resources you are pouring into this strategy is tremendous (2 feats, feet slot, hands slot, one ring slot), when only about half of that is really needed to operate effectively. You would likely be better off diverting some of those resources into damage or durability.
While I like Kensia alot. For this build I think the fact that Iron Vangaurd gives the build an increase to Durability, Mobility, and Damage makes it a more useful overall PP then Kensai which only really enhances DPR which while nice is not the end all be all escpecially for a defender. My CC and OA attacks will land with consistency thanks to Impaling Spear meaning that ignoring me is bad idea, and while Kensai will enhance my ability to hit on my turn I get to mark whether I hit or not, and by the end of the build I have a variaty of ways to deal damage even if I don't hit with an attack.

The build really needs the extra durability over the extra DPR in this case, and the extra mobility just helps to seal the deal. The buiild orginally used Dreadnaught or Adroit Explorer for enhanced durability but I found that with that the damage was lacking just to much. Iron Vanguard works on pretty much all levels of the build enhancing all the major components of the build.

Now as for the Push issue I think I will reawork the build to bring it down to a 4-5 squares pushed freeing up some items slots for other things, and possibly a feat slot. Will look at it more closely and let you know when the adjustments have been made.  

On another note: Thanks Everyone for the advice so far keep it coming.
i'm with LDB, Iron Vanguard isn't for you, and i think that 26 hp in lvl 1 is... well, striker XD (take Toughness and then retrain it at lvl6, at lvl1 very few monsters target your will).

At lvl4 you can't get Polearm Momentum (you have dex15, with +1 at lvl4 16, but your WIS is 14, and need 15, change +1 dex to +1 wis).

If you don't like Kensei take Draeven Marauder (Spear Mastery at lvl11) or Pit Fighter and go more to WIS (CON don't help you in any defense (CON14 it's ok)).

I think that Longtooth Shifter is one of the best races for this build, because of his stats modifiers (+2 STR, +2WIS), his racial feature (reg and +damage) and Moonstalker PP (your allies will love you, especially when you hit with a OA or Footwork Lure), and then you starting stats can be:
STR:18 CON:13 DEX:14 INT:8 WIS: 16 CHA:10,
at lvl11 STR: 21 CON:14 DEX:16 INT:9 WIS:18 CHA:11
at lvl21: STR:26 CON:15 DEX:17 INT:10 WIS:21 CHA:12
and at lvl30: STR:28 CON:15 DEX:18 INT:10 WIS:22 CHA:12

I go with a human but because i don't have many allies (it's a 4 PC party), but with 5 or more, go for Moonstalker.

Bye
obtusehobbit, this is an excellent starting first build. You chose a rather controversial way to start because a lot of people on these forums have built a Spear + Shield fighter and have their own ideas on how to do it.

One of the first builds I made was also a spear push fighter, and I also loved Iron Vanguard, however, I realized the real reason I liked it was that I thought it was really cool and loved Inexorable Shift. These forums are intersted in optimization within given constraints first and foremost, and flavor/cool when it happens to line up with what's optimal.

If your goal with the build is to build an optimal Human, Iron Vanguard spear + shield fighter, let us know straight up. If you're up front with your build constraints, it will save everyone involved a lot of time and lets us focus on optimizing what you want to be optimized and leaving alone what is not for discussion. Then if someone says Iron Vanguard sucks for this build, you say "This is an Iron Vanguard build".

That said, here's my critique:

1. Why human? I think you're not using anything human offers except the extra feat, which means you're either giving up on the Dragonborn goodness (Draconic Arrogance and +Con to surges) or a race that boosts other attributes you need, like Con/Wis/Dex. Your feat choices aren't tight enough to warrent just going for the extra feat. Is being human required for the build?

2. Iron Vanguard - Your arguments for Iron Vanguard are Durability, Mobility, and Damage. At the end of your career, you have +3 to damage from Iron Vanguard. Kensei starts you out with +4 damage and doesn't require a Con investment, so Kensei is ahead in accuracy and damage at every comparison point. If you want more durability, you can take the feats Toughness (which you should probably have anyway) and Durable. You don't take a Paragon Path that only works with Con and therefore requires you to invest in it because you want to be tough. As for mobility, I think Inexorable Shift is the coolest freaking thing ever, but what you're really getting from it and Frontline Surge are punting support (100% guaranteed punt from Inexorable Shift) more than mobility. If you're looking for punting support, then I agree with you.

As for Kensei lovers, it has a crappy encounter power, so Reserve Maneuver is a hidden feat tax for choosing it, unless you're feat starved in which case you just suffer. This build has room for Reserve Maneuver (which for the comparison is like spending 1 feat to give yourself +1 attack, which is an amazing trade) and there are plenty of powers that can give you punting support. Since everything else is sort of cancelling itself out or replaceable, what's left is that the most compelling reason for Iron Vanguard is Inexorable Shift for...guaranteed punting :D. Convincing anyone here that this power makes the all-around optimization difference is a tough sell and probably just means you just like it. If you're like me and just can't give up on this power, then you're really trying to optimize an Iron Vanguard spear + shield fighter and not claiming Iron Vanguard is generally optimal. Or you could be trying to optimize spear + shield pushing, and Inexorable Shift is amazing at just that. If you're trying to optimize one of those, let us know.

3. Attributes - If you get Polearm Momentum at paragon, you can align your stats in a way that make more sense for more of your career. It seems like this build is optimized for heroic and early paragon. Trading 7 levels of Polearm Momentum for well aligned stats for 20 levels seems like a good trade to me. Are you trying to optimize for heroic?
Very cool build, but call it the trident shield pusher or something other than a Spartan. 

Spartan is an archetype that uses a spear and a shield and is notoriously tough.   I agree with some of the comments above about the heavy bronze armor.  That shield was like a wall!  Some type of phalanx fighting and sheild expertise should be emphasized.

 Just my 2 cents...
Well to everyone I am doing some changes to the build that will change it up quite a bit though keep the same core concept a Tough, Mobile defender who pushes and slides his enemies around the battlefield.

@Spartan_MD

I think you may like the rework I have in store as it will ramp up the toughness of the build making for a much tougher fighter overall.
Okay for anyone interested the build has been reworked with a change out in PP and ED and some shifting around of feats and items. Overall the change added increased durability, mobility, and some more reprisal based features/items.
Nice. I like the PP.

Did you remove the amazing picture or did the forums just eat it? If you removed, put it back! Don't listen to the haters.

"Trident Shield Pusher" sounds amazing! I would totally love to play one!

Undecided


Keep the title and the pic.
Nice. I like the expored PP.

Did you remove the amazing picture or did the forums just eat it? If you removed, put it back! Don't listen to the haters.

"Trident Shield Pusher" sounds amazing! I would totally love to play one!




Keep the title and the pic.




I wouldn't have bothered reading this thread if it were 'Trident Shield Pusher'.  I second the motion to bring the pic back as well.  

Sorry forum ate the Picture it has been returned to its proper spot.

As for the name I have no plan on changing it while yes I use a trident because it is the optimal weapon for the build it doesn't have to be a trident. If I played the build reflavor the weapon to a spear or switch to a Javelin or Javelin/Spear Combo.

Ah no Phylanx warrior feat???? come on that just screams spartan but anyways yah with a javanin or spear this now starts to scream "THIS IS SPARTA" lol
Love the pic! Love the title! Love the concept!

I made a dwarf version of this months ago (humpback with the Ephilates pic, and when an enemy misses, I claim the dwarf took it on the hump...always gets a laugh or three and a grossed out expression). I took the fighting style feats for cleave and tide of iron, but after seeing your build, I think I'll rework him a bit and see what I come up with. I always wished I had went human but thats just my preference as a player.

The only question I have is what was your decision not to go with Draeven Marauder based on? Not a critique, just curious. Was it simply the durability/mobility thing or was there anything specific you disliked about that PP?

Anyhow, awesome job and keep up the good work :D
The reason for the not going Draeven Maurader is that I felt the enhanced durability that the Explorer offered was more important to the build then the enhanced mobility of the Maurader. The build should be fairly mobile using all the basic tricks you expect a fighter to use but due to the way the build is designed and its ability to keep enemies stuck to it you will be the target of alot of attacks, so durability take a priority.

Basicly for the build the priority of the themes was Control > Durability > Mobility > DPR. The build has aspects of all 4 themes in it from level 1 on, but when thinking about what feats to take and what PP/ED to that was how I looked at it.
Very cool concept, but with mine, i'm going to take the deft hurler style feat, i think you think check it out.  It's a very powerful dual mark.

Yeah that is a feat I have looked at several times just not sure what to switch out for it. There are so many good feats out there that it is hard to find room for all of them in a build like this.

Perhaps retrain Toughness into it after a few levels when the HP has stablized?

The flavor from the feat is perfect but that tactical opportunity is awesome from deft hurler even though your health is a little low i would make that trade.
Alright Build updated, Deft Hurl has been added to the build at level 14 which is about the point where the builds Con Score gets to a respectable level and the need for Toughness is reduced.
You plan to play this guy anywhere?
Not at this time. I did play the orginal build for a bit and did some play testing with it, but the group I was playing it in feel apart. As for the current version if I get the chance and it would fit into the party and game concept, I would play it.
I understand why you picked Ceaseless Guardian but if you want to feel invincible Unyielding Sentinel is something to ponder.
Yeah I am working on another buid that is Str/Con focused and and I am debating between Unyielding Sentinal, Chosen, and Demigod as the build doesn't fully rely on Combat Challenge for punishment so I can afford to not be a Ceaseless Guardain.
I've playtested unyielding sentinel on my earthstrength warden and it was fantastic, rolling twice on all saves and choosing the higher result is priceless. The utility just makes you unstoppable, this was probably also more awesome because i got to roll two of my saves before my turn even starts.
Yeah that would be awesome you can get a similar effect with Martial Resolve with a fighter but it is only against some effects and takes up one of your Epic Feat slots. I was thinking about doing it for my latest build but unfortantly the fighter build I am working on now does not have the Wisdom for the feat which is unfortante, and I don't have the stat room to really change that.  
Maybe I am missing something, if so please ignore me. It seems at lvl 28 you take Spear Mastery, but it seems as if your Dex is only 18 at that point. I believe Spear Mastery requires a Dex of 19.
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