God's Right Hand Man - Radiant Summoning Invoker

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Invoker/Morninglord/Champion of Prophecy
This build was mainly inspired by the fact that summoning angels is just downright awesome, and I always thought summons were some of the best forms of control.

EDIT: The build has been updated. Take a look.

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Level 1 Snapshot

Race: Human
Class: Invoker
Divine Covenant: Covenant of Wrath
Channel Divinity: Armor of Wrath
God: Amaunator

Ability Scores, with racial adjustements:
Strength 10 (+0)
Constitution 14 (+2)
Dexterity 11 (+0)
Intelligence 8 (-1)
Wisdom 20 (+5)
Charisma 10 (+0)

HP: 29--> 10 base, +14 Constitution, +5 Toughness
Bloodied: 14 HP or less
Healing Surges: 8--> 6 base, +2 Constitution
Surge Value: 7 HP

AC: 16--> 10 base, +6 armor
Fortitude: 14--> 10 base, +2 Constitution, +1 racial, +1 class
Reflex: 12--> 10 base, +0 Dexterity, +1 racial, +1 class
Will: 17--> 10 base, +5 Wisdom, +1 racial, +1 class

Initiative: +0

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

At-Will Powers:
L1: Hand of Radiance
L1: Sun Strike
L1: Grasping Shards

Encounter Powers:
L1: Lightning's Revelation

Daily Powers:
L1: Summon Angel of Fire

Feats:
L1: Toughness
L1: Versatile Expertise (Staff)

Gear (Expected GP=100)
Staff (5 gp)
Chainmail (40 gp)
Standard Adventurer's Kit (15 gp)
40 gp

Discussion:
We start off a bit slow, but we'll get going in a single level. First thing's first, we put 16 points into Wisdom, since all of our attacks key off that stat and it enhances our Will defense, as well as some important skills. Constitution is next (5 points, for a 14) because our kickers key off that stat and our summon's health is directly ralted to ours. Dexterity gets the remaining 1 because it helps our Reflex defense and our Initiative.

We want to establish 2 things right out of the gate: accuracy (by taking Versatile Expertise), and strong summons (by taking Toughness). As far as powers go, Hand of Radiance was a no-brainer for this build, and Sun Strike is there to add some low-level vulnerability early on. Grasping Shards is mainly a filler for some added control. Lightning's Revelation is an amazing power for Wrathvokers (hey, that's us!), and Summon Angel of Fire is our first access to summoning goodness.


Level 2

Changes:
+4 HP
+1 to attacks/defenses/checks
New Feat: Power of the Sun
New Utility Power: Divine Call

Magic Items (Expected GP=1,920)
L3 (680): +1 Staff of Ruin
L3 (680): Siberys Shard of the Mage (heroic)
L2 (540): +1 Defensive Staff

Discussion:
A big level for us already, we pick up Power of the Sun to grant some radiant vulnerability with Sun Strike, we grab Divine Call to get allies out of our bursts, and we get a multitude of magic items, including both your main-hand staff and off-hand staff.


Level 3

Changes:
+4 HP
New Encounter Power: Penance Compelled

Magic Items (Expected GP=2,560)
L3 (680): +1 Staff of Ruin
L3 (680): Siberys Shard of the Mage (heroic)
L2 (540): +1 Defensive Staff

Discussion:
Penance Compelled is fantastic at this level if you can grant some radiant vulnerability, as the ability to damage any enemies with 10 squares means a lot for our general control. We'll hold off for magic items for now.


Level 4

Changes:
+4 HP
+1 to attacks/defenses/checks
Ability Score Boosts: +1 Wisdom (21), +1 Constitution (15)
New Feat: Solar Enemy

Magic Items (Expected GP=3,400)
L4 (840): +1 Time Link Chainmail
L3 (680):
+1 Staff of Ruin
L3 (680): Siberys Shard of the Mage (heroic)
L2 (540): +1 Defensive Staff

Discussion:
Solar Enemy adds a second way to give enemies radiant vulnerability, which happens to be a nice Channel Divinity power. We boost our Wisdom and our Constitution at this level (which we'll boost at every level we can, mind you), and we pick up an Initiative boost in Time Link armor.


Level 5

Changes:
+4 HP
New Daily Power: Blade of Vengeance

Magic Items (Expected GP=4,480)
L4 (840): +1 Time Link Chainmail
L3 (680):
+1 Staff of Ruin
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Blade of Vengeance gives us a secondary way to use our minors by moving it, and also lets us cancel attacks made against our allies. Pelor's Sun Blessing is great now, adding +Wis to enemies with radiant vulnerabiluty, but it only gets better the higher we go.


Level 6

Changes:
+4 HP
+1 to attacks/defenses/checks
New Feat: Coordinated Explosion
New Utility Power: Symbol of Hope

Magic Items (Expected GP=6,400)
L4 (840): +1 Time Link Finemail
L4 (840): Gauntets of Blood (heroic)
L3 (680):
+1 Staff of Ruin
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Coordinated Explosion makes us more accurate when an ally of ours (*cough Summons cough*) is in the burst. Sun Strike has turned into an extremely lethal power, maybe even more so than your encounter powers. Symbol of Hope adds a touch of leader, and Gauntlets of Blood further increase our damage potential.


Level 7

Changes:
+4 HP
New Encounter Power: Rain of Blood

Magic Items (Expected GP=9,600)
L8 (3,400): +2 Steadfast Amulet
L4 (840):
+1 Time Link Finemail
L4 (840): Gauntets of Blood (heroic)
L3 (680):
+1 Staff of Ruin
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Rain of Blood is an extrodinarily good encounter power, as now we have a way to give enemies vulnerable all 5 in addition to giving different enemies vulnerable Radiant. We pick up a Steadfast Amulet to up our resistances as well.


Level 8

Changes:
+4 HP
+1 to attacks/defenses/checks
Ability Score Boosts: +1 Wisdom (22), +1 Constitution (16)
New Feat: Superior Implement Training

Magic Items (Expected GP=12,800)
L8 (3,420): +2 Accurate Staff of Ruin
L8 (3,400):
+2 Steadfast Amulet
L4 (840): +1 Time Link Finemail
L4 (840): Gauntets of Blood (heroic)
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
We get an extra +1 to our modifiers with the ability score boosts, and Superior Implement Training means we get more accurate again. We also upgrade our weapon, making us even MORE accurate. That's some extreme accuracy right there.


Level 9

Changes:
+4 HP
New Daily Power: Summon Blade Angel

Magic Items (Expected GP=16,000)
L9 (4,200): +2 Time Link Finemail
L8 (3,420):
+2 Accurate Staff of Ruin
L8 (3,400):
+2 Steadfast Amulet
L4 (840): Gauntets of Blood (heroic)
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
We get our second true summon at this level with Summon Blade Angel, which slows on it's OAs, making us better controllers. We also upgrade our armor at this level.


Level 10

Changes:
+4 HP
+1 to attacks/defenses/checks
New Feat: Invoker Defense
New Utility Power: Angelic Messenger

Magic Items (Expected GP=22,400)
L9 (4,200): +2 Time Link Finemail
L9 (4,200): Boots of Eagerness
L8 (3,420): +2 Accurate Staff of Ruin
L8 (3,400):
+2 Steadfast Amulet
L4 (840): Gauntets of Blood (heroic)
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Invoker Defense adds yet another way to increase our AC, which is solid for any Invoker, and I'm just a huge fan of Angelic Messenger. Boots of Eagerness are just all around a fantastic feet slot item.


Level 11 Snapshot

Race: Human
Class: Invoker
Divine Covenant: Covenant of Wrath
Channel Divinity: Armor of Wrath
God: Amaunator
Paragon Path: Morninglord

Ability Scores, with racial adjustements:
Strength 11 (+0)
Constitution 17 (+3)
Dexterity 12 (+1)
Intelligence 9 (-1)
Wisdom 23 (+6)
Charisma 11 (+0)

HP: 77--> 10 base, +17 Constitution, +10 Toughness, +40 levels
Bloodied: 38 HP or less
Healing Surges: 9--> 6 base, +3 Constitution
Surge Value: 19 HP

AC: 25--> 10 base, +5 levels, +8 armor, +2 enhancement
Fortitude: 23--> 10 base, +5 levels, +3 Constitution, +1 racial, +1 class, +2 enhancement, +1 DS
Reflex: 21--> 10 base, +5 levels, +1 Dexterity, +1 racial, +1 class, +2 enhancement, +1 DS
Will: 27--> 10 base, +5 levels, +6 Wisdom, +1 racial, +1 class, +2 enhancement, +1 DS, +1 CoMO

Initiative: +8--> +1 Dexterity, +5 levels, +2 item bonus

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

At-Will Powers:
L1: Hand of Radiance
L1: Sun Strike
L1: Grasping Shards

Encounter Powers:
L1: Lightning's Revelation
L3: Penance Compelled
L7: Rain of Blood
L11: Pure Glow

Daily Powers:
L1: Summon Angel of Fire
L5: Blade of Vengeance
L9: Summon Blade Angel

Utility Powers:
L2: Divine Call
L6: Symbol of Hope
L10: Angelic Messenger

Feats:
L1: Toughness
L1: Versatile Expertise (Staff)
L2: Power of the Sun
L4: Solar Enemy
L6: Coordinated Explosion
L8: Superior Implement Training
L10: Invoker Defense
L11: Invoker's Blaze

Magic Items (Expected GP=32,000)
L11 (9,000): Circlet of Mental Onslaught
L9 (4,200):
+2 Time Link Braidmail
L9 (4,200): Boots of Eagerness
L8 (3,420): +2 Accurate Staff of Ruin
L8 (3,400):
+2 Steadfast Amulet
L4 (840): Gauntets of Blood (heroic)
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Morninglord will increase our overall DPR by a HUGE margin once we hit 16th level. In fact, it's what this whole build is based upon. Invoker's Blaze is a nice extra-damage feat in place of Weapon Focus (some DM's don't allow WF for implements), which is nice to have. A Circlet of Mental Onslaught gives us some extra Will defense and some nice accuracy for one encounter/day.


Level 12

Changes:
+4 HP
+1 to attacks/defenses/checks
New Feat: Expansive Burst
New Utility Power: Rising Sun

Magic Items (Expected GP=48,000)
L11 (9,000): Circlet of Mental Onslaught
L9 (4,200):
+2 Time Link Braidmail
L9 (4,200): Boots of Eagerness
L8 (3,420): +2 Accurate Staff of Ruin
L8 (3,400):
+2 Steadfast Amulet
L4 (840): Gauntets of Blood (heroic)
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Rising Sun won't be of much use to us, but Expansive Burst is a nice feat to get rid of bothersome cover/concealment. That's all at this level.


Level 13

Changes:
+4 HP
New Encounter Power: Deadly Doubt (replaces Lightning's Revelation)
New Encounter Power: Knives of the Soul (replaces Penance Compelled)

Magic Items (Expected GP=64,000)
L15 (25,020): +3 Accurate Radiant Staff
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200):
+2 Time Link Braidmail
L9 (4,200): Boots of Eagerness
L8 (3,400):
+2 Steadfast Amulet
L4 (840): Gauntets of Blood (heroic)
L3 (680): Siberys Shard of the Mage (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
A huge level for us, we get a Radiant Staff to make all of our attacks Radiant, which adds some normal DPR from adding enhancement bonus twice, but it will add a huge amount of damage when we can make every enemy vulnerable to Radiant. That's why we retrain Penance Compelled: Knives of the Soul is better when both of the powers are radiant. Deadly Doubt is also an amazing power, and Dice of Auspitious Fortune can help any character.


Level 14

Changes:
+4 HP
+1 to attacks/defenses/checks
Ability Score Boosts: +1 Wisdom (24), +1 Constitution (18)
New Feat: Improved Initiative

Magic Items (Expected GP=80,000)
L15 (25,020): +3 Accurate Radiant Staff
L13 (17,000): Siberys Shard of the Mage (paragon)
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200):
+2 Time Link Braidmail
L9 (4,200): Boots of Eagerness
L8 (3,400):
+2 Steadfast Amulet
L4 (840): Gauntets of Blood (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
We upgrade our abilities here to get us another +1 modifier, Improved Initiative helps us get more AoE opportunities, and upgrading our Siberys Shard gives us a damage boost.


Level 15

Changes:
+4 HP
New Daily Power: Wall of Blades (replaces Summon Angel of Fire)

Magic Items (Expected GP=112,000)
L15 (25,020): +3 Accurate Radiant Staff
L14 (21,000): +3 Time Link Braidmail
L13 (17,000): Siberys Shard of the Mage (paragon)
L13 (17,000): +3 Steadfast Amulet
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L4 (840): Gauntets of Blood (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
A defensive level, we grab the excellent Wall of Blades daily, letting us block enemies or fire off some nice artillery, and we upgrade both our neck slot and armor.


Level 16

Changes:
+4 HP
+1 to attacks/defenses/checks
New Feat: Speaker of the Gods
New Feat: Justice Hammer (replaces Power of the Sun)
New Utility Power: Walls of Hestavar

Magic Items (Expected GP=160,000)
L15 (25,020): +3 Accurate Radiant Staff
L14 (21,000): +3 Time Link Forgemail
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Siberys Shard of the Mage (paragon)
L13 (17,000): +3 Steadfast Amulet
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
An absolutely amazing level, we now grant enemies radiant vulnerbility 10 on every attack we do. This is such an amazing tool for us, as being able to use summons for our minor actions means we can usually do at least 10 more damage per turn, which is huge. Speaker of the Gods lets us get some expanded crit range, and the Walls of Hestavar is a nice utility for blocking off enemies. Justice Hammer replaces Power of the Sun since it is useless to us, and it gives us a way to take advantage of the expanded crit range.


Level 17

Changes:
+4 HP
New Ecnounter Power: Glyph of Radiance (replaces Knives of the Soul)

Magic Items (Expected GP=240,000)
L17 (65,000): Ring of the Radiant Storm
L15 (25,020):
+3 Accurate Radiant Staff
L14 (21,000): +3 Time Link Forgemail
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Siberys Shard of the Mage (paragon)
L13 (17,000): +3 Steadfast Amulet
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Glyph of Radiance is an excellent control power, blinding in a burst 1, which gives our summons a significant advantage against them. We also grab a Ring of the Radiant Storm, which lets us reroll all of our damage rolls. Nice.


Level 18

Changes:
+4 HP
+1 to attacks/defenses/checks
Ability Score Boosts: +1 Wisdom (25), +1 Constitution (19)
New Feat: Righteous Summons

Magic Items (Expected GP=320,000)
L20 (125,020): +4 Accurate Radiant Staff
L17 (65,000):
Ring of the Radiant Storm
L14 (21,000): +3 Time Link Forgemail
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Siberys Shard of the Mage (paragon)
L13 (17,000): +3 Steadfast Amulet
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Righteous Summons gives our summons a little DPR boost, and upgrading our weapon makes us more accurate/damaging. Not bad.


Level 19

Changes:
+4 HP
New Daily Power: Summon Angel of Light (replaces Blade of Vengeance)

Magic Items (Expected GP=400,000)
L20 (125,020): +4 Accurate Radiant Staff
L19 (105,000): +4 Time Link Forgemail
L17 (65,000):
Ring of the Radiant Storm
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Siberys Shard of the Mage (paragon)
L13 (17,000): +3 Steadfast Amulet
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L7 (3,400): Skull Bracers (heroic)
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Summon Angel of Light is absolutely fantastic. Lowering enemy line of sight to just 5 squares can be very lethal with some party cooperation, and it has nice defenses to boot. An upgrade in our armor takes place, and we get the chance for more damage from Skull Bracers.


Level 20

Changes:
+4 HP
+1 to attacks/defenses/checks
New Feat: Paragon Defenses
New Daily Power: Lance of Dawn

Magic Items (Expected GP=560,000)
L20 (125,020): +4 Accurate Radiant Staff
L19 (105,000): +4 Time Link Forgemail
L18 (85,000): +4 Steadfast Amulet
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Ring of Giants
L13 (17,000): Siberys Shard of the Mage (paragon)
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Paragon Defenses is a placeholder for Robust Defenses, and Lance of Dawn is an acceptable power. We upgrade our amulet and Skull Bracers here as well. Ring of Giants also lets us deal crazy amounts of damage when we crit, and it scales wonderfully.


Level 21 Snapshot

Race: Human
Class: Invoker
Divine Covenant: Covenant of Wrath
Channel Divinity: Armor of Wrath
God: Amaunator
Paragon Path: Morninglord
Epic Destiny: Champion of Prophecy

Ability Scores, with racial adjustements:
Strength 12 (+1)
Constitution 22 (+6)
Dexterity 13 (+1)
Intelligence 10 (+0)
Wisdom 28 (+8)
Charisma 12 (+1)

HP: 127--> 10 base, +22 Constitution, +15 Toughness, +80 levels
Bloodied: 63 HP or less
Healing Surges: 12--> 6 base, +6 Constitution
Surge Value: 31 HP

AC: 34--> 10 base, +10 levels, +10 armor, +4 enhancement
Fortitude: 35--> 10 base, +10 levels, +6 Constitution, +1 racial, +1 class, +4 enhancement, +1 DS, +2 feat
Reflex: 30--> 10 base, +10 levels, +1 Dexterity, +1 racial, +1 class, +4 enhancement, +1 DS, +2 feat
Will: 38--> 10 base, +10 levels, +8 Wisdom, +1 racial, +1 class, +4 enhancement, +1 DS, +1 CoMO, +2 feat

Initiative: +19--> +1 Dexterity, +10 levels, +4 item bonus, +4 Improved Initiative

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

At-Will Powers:
L1: Hand of Radiance
L1: Sun Strike
L1: Grasping Shards

Encounter Powers:
L7: Rain of Blood
L11: Pure Glow
L13: Deadly Doubt
L17: Glyph of Radiance

Daily Powers:
L9: Summon Blade Angel
L15: Wall of Blades
L19: Summon Angel of Light
L20: Lance of Dawn

Utility Powers:
L2: Divine Call
L6: Symbol of Hope
L10: Angelic Messenger
L12: Rising Sun
L16: Walls of Hestavar

Feats:
L1: Toughness
L1: Versatile Expertise (Staff)
L4: Solar Enemy
L6: Coordinated Explosion
L8: Superior Implement Training
L10: Invoker Defense
L11: Invoker's Blaze
L12: Expansive Burst
L14: Improved Initiative
L16: Speaker of the Gods
L16: Justice Hammer
L18: Demanding Talent (MC Battlemind)
L21: Invoker Implement Expertise
L21: Robust Defenses

Magic Items (Expected GP=800,000)
L20 (125,020): +4 Accurate Radiant Staff
L19 (105,000): +4 Time Link Weavemail
L18 (85,000): +4 Steadfast Amulet
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Ring of Giants
L13 (17,000): Siberys Shard of the Mage (paragon)
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Champion of Prophecy is just the best option we have: a free surge on a crit, nice attribute boosts, and a solid defense feature. We actually hold off on magic items at this level, as we need to save some money for our next upgrades.

Invoker Implement Expertise gives us a 19-20 crit range, which will happen quite often because of how many attack we actually make. This will come into more effect when we pick up some epic feats that increase damage by a lot with crits.


Level 22

Changes:
+4 HP
+1 to attacks/defenses/checks
New Feat: Punishing Radiance
New Feat: Devastating Invocation (replaces Speaker of the Gods)
New Utility Power: Invoke Heroism

Magic Items (Expected GP=1,200,000)
L25 (625,020): +5 Accurate Radiant Staff
L19 (105,000): +4 Time Link Weavemail
L18 (85,000): +4 Steadfast Amulet
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Siberys Shard of the Mage (paragon)
L13 (17,000): Ring of Giants
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Punishing Radiance combines with a crit for vulnerability 20 to radiant damage, which is absolutely nuts. Superior Initiative helps you go first, and Invoke Heroism lets your allies take more actions. We also upgrade our implement.


Level 23

Changes:
+4 HP

Magic Items (Expected GP=1,600,000)
L25 (625,020): +5 Accurate Radiant Staff
L24 (525,000): +5 Time Link Weavemail
L18 (85,000): +4 Steadfast Amulet
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Siberys Shard of the Mage (paragon)
L13 (17,000): Ring of Giants
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
None of the encounter powers at this level really fit our needs, so we'll just stick with what we currently have. We just upgrade our armor here.


Level 24

Changes:
+4 HP
+1 to attacks/defenses/checks
Ability Score Boosts: +1 Wisdom (29), +1 Consitution (23)
New Feat: Invoked Devastation
New Feat: Superior Initiative (replaces Improved Initiative)

Magic Items (Expected GP=2,100,000)
L25 (625,020): +5 Accurate Radiant Staff
L24 (525,000): +5 Time Link Weavemail
L23 (425,000): +5 Steadfast Amulet
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L14 (21,000): Gauntlets of Blood (paragon)
L13 (17,000): Ring of Giants
L13 (17,000): Siberys Shard of the Mage (paragon)
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Invoked Devastation makes all of those bursts one size larger, which is absoluetly amazing for any Invoker, and we're no exception. We also upgrade our Amulet at this level and get some more intiative.


Level 25

Changes:
+4 HP
New Daily Power: Eye of the Sun (replaces Wall of Blades)

Magic Items (Expected GP=2,800,000)
L25 (625,020): +5 Accurate Radiant Staff
L24 (525,000): +5 Time Link Weavemail
L24 (525,000): Gauntlets of Blood (epic)
L23 (425,000): +5 Steadfast Amulet
L23 (425,000): Siberys Shard of the Mage (epic)
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L13 (17,000): Ring of Giants
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Sure, Eye of the Sun isn't an angel, but hey, neither is Wall of Blades. However, Eye of the Sun is absolutely amazing at spreading Radiant vulnerability to every enemy within sight, so we like it over the wall. It's also capable of preventing attacks. I don't see anything to dislike here. We also upgrade both our Shard and our Gauntlets.


Level 26

Changes:
+4 HP
+1 to attacks
New Feat: Initiate of the Faith
New Utility Power: Prophetic Certainty

Magic Items (Expected GP=4,000,000)
L25 (625,020): +5 Accurate Radiant Staff
L24 (525,000): +5 Time Link Spiritmail
L24 (525,000): Gauntlets of Blood (epic)
L23 (425,000): +5 Steadfast Amulet
L23 (425,000): Siberys Shard of the Mage (epic)
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L13 (17,000): Ring of Giants
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
It might seem weird to grab a MC feat this late, but Radiant Advantage is amazing, and now is the only time we free up enough feat space to grab it.


Level 27

Changes:
+4 HP
New Encounter Power: Compel Action (replaces Rain of Blood)

Magic Items (Expected GP=6,000,000)
L30 (3,125,020): +6 Accurate Radiant Staff
L24 (525,000): +5 Time Link Spiritmail
L24 (525,000): Gauntlets of Blood (epic)
L23 (425,000): +5 Steadfast Amulet
L23 (425,000): Siberys Shard of the Mage (epic)
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L13 (17,000): Ring of Giants
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Compel Action is by far one of the best encounter powers in the game, so we're taking it. End of story. We also upgrade our staff for a final time.


Level 28

Changes:
+4 HP
+1 to attacks/defenses/checks
Ability Score Boosts: +1 Wisdom (30), +1 Constitution (24)
New Feat: Radiant Advantage

Magic Items (Expected GP=8,000,000)
L30 (3,125,020): +6 Accurate Radiant Staff
L29 (2,625,000): +6 Time Link Spiritmail
L24 (525,000): Gauntlets of Blood (epic)
L23 (425,000): +5 Steadfast Amulet
L23 (425,000): Siberys Shard of the Mage (epic)
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L13 (17,000): Ring of Giants
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Radiant Advantage could be taken a lot sooner, but we just have absolutely no feat space here.


Level 29

Changes:
+4 HP
New Daily Power: Summon Angel of Victory (replaces Summon Blade Angel)

Magic Items (Expected GP=10,000,000)
L30 (3,125,020): +6 Accurate Radiant Staff
L29 (2,625,000): +6 Time Link Spiritmail
L28 (2,125,000): +6 Steadfast Amulet
L24 (525,000): Gauntlets of Blood (epic)
L23 (425,000): Siberys Shard of the Mage (epic)
L17 (65,000):
Ring of the Radiant Storm
L17 (65,000): Skull Bracers (paragon)
L13 (17,000): Ring of Giants
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Oh, how I love you Angel of Victory. It has everything we could want and more. Slowing and pulling in a burst 2, a solid normal attack, and an opportunity attack as well. How very nice. Our Steadfast Amulet gets boosted for a final time as well.


Level 30 Snapshot

Race: Human
Class: Invoker
Divine Covenant: Covenant of Wrath
Channel Divinity: Armor of Wrath
God: Amaunator
Paragon Path: Morninglord
Epic Destiny: Champion of Prophecy

Ability Scores, with racial adjustements:
Strength 12 (+1)
Constitution 24 (+7)
Dexterity 13 (+1)
Intelligence 11 (+0)
Wisdom 30 (+10)
Charisma 12 (+1)

HP: 171--> 10 base, +24 Constitution, +15 Toughness, +122 levels
Bloodied: 85 HP or less
Healing Surges: 13--> 6 base, +7 Constitution
Surge Value: 42 HP

AC: 43--> 10 base, +15 levels, +12 armor, +6 enhancement
Fortitude: 43--> 10 base, +15 levels, +7 Constitution, +1 racial, +1 class, +6 enhancement, +1 DS, +2 feat
Reflex: 41--> 10 base, +15 levels, +1 Dexterity, +1 racial, +1 class, +6 enhancement, +1 DS, +6 feat
Will: 47--> 10 base, +15 levels, +10 Wisdom, +1 racial, +1 class, +6 enhancement, +1 DS, +1 CoMO, +2 feat

Initiative: +30--> +1 Dexterity, +15 levels, +6 item bonus, +8 Superior Initiative

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

At-Will Powers:
L1: Hand of Radiance
L1: Sun Strike
L1: Grasping Shards

Encounter Powers:
L11: Pure Glow
L13: Deadly Doubt
L17: Glyph of Radiance
L27: Compel Action

Daily Powers:
L19: Summon Angel of Light
L20: Lance of Dawn
L25: Eye of the Sun
L29: Summon Angel of Victory

Utility Powers:
L2: Divine Call
L6: Symbol of Hope
L10: Angelic Messenger
L12: Rising Sun
L16: Walls of Hestavar
L22: Invoke Heroism
L26: Prophetic Certainty

Feats:
L1: Toughness
L1: Versatile Expertise (Staff)
L6: Coordinated Explosion
L8: Superior Implement Training
L10: Invoker Defense
L11: Invoker's Blaze
L12: Expansive Burst
L16: Justice Hammer
L18: Righteous Summons
L21: Invoker Implement Expertise
L21: Robust Defenses
L22: Punishing Radiance
L22: Devastating Invocation
L24: Invoked Devastation
L24: Superior Initiative
L26: Initiate of the Faith
L26: Indiscriminate Wrath
L28: Radiant Advantage
L30: Epic Reflexes

Magic Items (Expected GP=14,625,000)
L30 (3,125,000): Wraith's Cord
L30 (3,125,020):
+6 Accurate Radiant Staff
L29 (2,625,000): +6 Time Link Spiritmail
L29 (2,625,000): Ring of Free Time
L28 (2,125,000): +6 Steadfast Amulet
L27 (1,625,000): Skull Bracers (epic)
L24 (525,000): Gauntlets of Blood (epic)
L23 (425,000): Siberys Shard of the Mage (epic)
L17 (65,000):
Ring of the Radiant Storm
L11 (9,000):
Circlet of Mental Onslaught
L11 (9,000): Dice of Auspitious Fortune
L9 (4,200): Boots of Eagerness
L3 (680): Pelor's Sun Blessing
L2 (540): +1 Defensive Staff

Discussion:
Well this is it, level 30. Everythings been picked/picked up/taken, and we're ready to go. Now go command some angels: you've earned it.


Build Goal and Tactics:


This build plays similarly to a basic Invoker/Morninglord, but with some pretty big changes. Instead of using high-damage AoE powers, we trade that for using summons to provide a large amount of control. The simplest turn we have using summons is to move, attack through your summon, and drop a radiant AoE bomb to decimate the crowd. This already has a lot of damage potential, but when you include how powerful your crits are and other factors, it can become devastating to enemies.

Our general summons Angel of Victory and Angel of Light both have some excellent control capabilities, slowing and pulling enemies to them. Eye of the Sun lets us drop a more damaging attack while also using minor actions to damage multiple enemies at once. This strategy is really quite potent because of vulnerability, which allows us to apply it to multiples enemies and hit them with Hand of Radiance, Glyph of Radiance, etc.

The main strategy of the build is to both control (through summons, solid AoE's, and some minor but noticeable debuffs) and deal boatloads of damage (through getting 5 attacks on every one of your turns). Morninglord gives us radiant vulnerability which works very well in conjunction with multiple attacks. Overall, we have decent control and can really pile on the damage.

This build can be played 1-30, although it really hits it's stride at 16th level.

Special Thanks To:


LDB, for the build format.
Koval and obtusehobbit for helping in discussions of the build.
Everyone posting, and the community for the fantastic resources.
A Man In Black for his Invoker guide.
Stats and variants - post away.
Looks good man, i'm going to have to do some real searching to put any advice.
Looks interesting don't know enough about Invokers to comment mechanicly, but from what I can gather this should be a blast to play and really be able to layeth the Radiant Down.
Several points where you can improve:
-- Human: Any specific reason for it ?
-- Wrathful: Same question - any specific reason ? Except for some riders of powers Preservation is stronger starting in Paragon (Slide two allies -> Agile Opportunist -> 2 MBAs). And those powers...
-- Powers: You took Penance Compelled - but that power is really, really weak - take Thunder of Judgement or something. And Eye of the Sun is nice, but doesn't beat Wall of Blades - you need Standard to make the attack again, and the Wall can be abused with forced movement. And you have quite many sustain minor powers anyway - can't be effectively used in the same encounter, and when you become dazed they're really annoying.
-- Summons: I'd keep them at hand to focus fire down Elites / Solos, as the build gets most out of spamming multi-target attacks and loses some sting against strong single enemies.
-- What do you do against being eaten by OAs ?
-- Feats: Most of this later - but Nimbus of Light doesn't work - it only helps your allies, and is even then hell situational and forces them to clump. Also get your crit combo right at the start of Epic - those feat upgrades (like Initiative) can wait, but crit-fishing for radiant explosions is absolutely surperior to anything else.
-- Items: Boons are DM Material, even if they're used in some DPR King threads. You could use more items from the Radiant Storm set. Ring of Giants beats War Ring hands down for crit boosting. You want Solitaires, particularly the Aquamarine.

Short diary of a recently played Radiant Explosion Invoker.
Now that you have Angel Summoner, I need to  figure out how to make his partner, the BMX Bandit
www.bbc.co.uk/comedy/thatmitchellandwebb...
@obtuse/Koval: Thanks guys, look forward to being able to test this one out.

@langweile:
Human: Mainly because I like the extra feat and at-will, and I don't really need a boost in any other stat to warrant, say, being a Dwarf over it.

Wrathful: I wanted to be able to deal as much damage as possible, so I chose wrathful. Preservation could definately work, and I don't see it as a big deal for this build which one you pick.

Penance Compelled was a decent radiant choice, and I'm a fan of powers that punish for attacking. If I can make the enemies not attack for a round, I've done a good job controlling. I do retrain it once I pick up a Radiant staff. As far as Eye of the Sun vs. Wall of Blades, I can see your argument, and I'll think about switching it out. I'm a fan of Eye of the Sun, but walls are always nice to have. If I go Preservation, then I'll definately switch them back.

That's why I love summons: they're so versatile, you can use them in almost any situation.

Generally, we want to keep out of OA range. But if we do ever get in range, we have Boots of Eagerness to be able to shift + move to avoid those OAs, and Invoker Defense will give us some defense against close-up enemies.

I can't get any of those crit feats til epic anyway, and I don't want to retrain too much. I'll take out Nimbus of Light for something, maybe take another toughness or something.

I don't see any other Radiant Storm item piece that's worth putting in. The helm makes lightning powers radiant (useless) and the spark slippers do damage when I slide enemies adjacent (also useless). I'll put in a Ring of Giants.

@OpenPalm: I'd be so happy if you managed to be able to put something together Laughing. We'll just assume bikes exist in D&D....
Preservation vs Wrathful: At Paragon the huge pile of granted MBAs easily edges out the few extra points from Wrathful.

Race: I like Deva because of their neat item set, their resist and their kick-ass ED - although I was Preservation. I'd at least take a close blast (Visions of Blood ?) as 3rd then and skip Grasping Shards - the area is too small and the damage too little that you'd use GS over one of your encounter powers.

Radiant Storm Set: It still boosts your damage quite a bit. You can wield a cheap +3 Staff off-hand. I like the Slippers as well - even if the only do 1 point of damage, they do auto-kill any melee Minions, which can get very annoying.

Feats: I was mainly referring to the order of picking up those, as you wait for more than half epic (L26) when you actually get the full combo. You can train out Speaker of Gods (not too good once you already have 19-20 at all time) and Justice Hammer (it's only on at-wills, and once you produce such crit-cascade a Daze is largely superflouos). I'd also strongly suggest to pick up Glourious Channler - if you trigger Armor of Wrath that's about 50-60 automatic radiant damage thanks to Rad Vul and Militant Dawn (+20 with punish Radiance active).
I really like the idea of retraining those powers. I'll probably go with that once I get the chance to edit the build.

The Spark Slippers only apply when I slide an enemy adjacent. I generally don't want to slide enemies adjacent, so I'm not a personal fan.

What book is Militant Dawn in? It sounds nice with the added damage. I could also retrain Solar Enemy there as well for some more epic crit-fishing.

Deva was a definate option, but I just like the Human's extra NADs making my summons a bit better and the extra at-will is nice to have. I'm just a big fan of humans for any class without too much dependancy on a secondary stat. Deva is always an option though (Deva variant possibly?).

I'll most likely just make a Preservation and Deva variant.

Thanks for the help. Any feedback is appreciated.
Militant Dawn is your L11 Morninglord feature. ;)
Cha Radiant dmg when you use channel divinity. So it's 1 dmg... plus 10 or 20 from vul...

Spark Slippers - despite all the recent cheese around it - in fact trigger when anything moves adjacent to you, forced movement or not.

One thing I forgot - if you MC Cleric (your Leader will thank you for your on demad daily heal), you can pick up a feat at Epic that gives you CA against all creatures that have Vul Rad. In that case I'd also keep Solar Enemy, as well as for the two Channel Divinitys per encounter.
Militant Dawn is your L11 Morninglord feature. ;)
Cha Radiant dmg when you use channel divinity. So it's 1 dmg... plus 10 or 20 from vul...

Spark Slippers - despite all the recent cheese around it - in fact trigger when anything moves adjacent to you, forced movement or not.

One thing I forgot - if you MC Cleric (your Leader will thank you for your on demad daily heal), you can pick up a feat at Epic that gives you CA against all creatures that have Vul Rad. In that case I'd also keep Solar Enemy, as well as for the two Channel Divinitys per encounter.

Oh, duh Embarassed.

Spark Slippers are nice, but I'm partial to the extra action Boots of Eagerness gives.

I was thinking of going that route, and I might do it at epic when I retrain my powers to crit powers. I'll start making some adjustments now.
Alright so I made some adjustments that I think you'll be very pleased with.

Main thing was I switched around my feats to get the crit combo at level 22.

Keep the comments coming everyone.

Any other magic items I can put in? There's a lot of gold left over that I don't know what to use for.

What about powers? Does everything look good to you? Also, what does everyone think about Wall of Blades vs. Eye of the Sun?
We start off a bit slow, but we'll get going in a single level. First thing's first, we put 16 points into Wisdom, since all of our attacks key off that stat and it enhances our Will defense, as well as some important skills. Constitution is next (5 points, for a 14) because our kickers key off that stat and our summon's health is directly ralted to ours. Dexterity follows (2 points, for a 12) because as a Controller, winning Initiative is important. Charisma gets the remaining 1 point because some skills key off of it, and it's better than Intelligence or Strength with Morninglord.

24 point build?  I didn't see whether you called it out, so I wasn't sure if it was a mistake.

We start off a bit slow, but we'll get going in a single level. First thing's first, we put 16 points into Wisdom, since all of our attacks key off that stat and it enhances our Will defense, as well as some important skills. Constitution is next (5 points, for a 14) because our kickers key off that stat and our summon's health is directly ralted to ours. Dexterity follows (2 points, for a 12) because as a Controller, winning Initiative is important. Charisma gets the remaining 1 point because some skills key off of it, and it's better than Intelligence or Strength with Morninglord.

24 point build?  I didn't see whether you called it out, so I wasn't sure if it was a mistake.


Oh, wow, don't know how I didn't catch that one. Thanks for that.

No one has any more to say on the build?
bumping this one. I'm such a fan of the idea, I don't want to see it die quite yet.
I like the looks of this build. I think I'll give it a try when my groups' new session starts.
Glad you like it Vadros. It's also generally a good idea to try and convince your allies to wield a Radiant weapon as well to take full advantage of the vulnerability. Just a thought.
The flavor of this one is awesome.  That freaking picture kills me!  I think it's great we have two summoners up that summon angels and devils.  Dear god that picture!
The flavor of this one is awesome.  That freaking picture kills me!  I think it's great we have two summoners up that summon angels and devils.  Dear god that picture!

Ah man that'd be sick to get those guys together in the same party. I'm just picturing a Balor holding him down while an angel beats the living hell out of the enemy. The pictures in my head are endless... Laughing.
To be honest, this build screams Hand of Fury feat to me.  It seems exactly the type of build designed to optimize that feat and generate several extra Hand of Radiance minor action attacks in a typical encounter that you use one of your 'until end of the encounter sustainable' daily powers.  That's (up to) four extra attack rolls in Epic whenever you miss with one of your daily summons or conjuration attacks.  Haven't studied your other feats enough to make a good suggestion, but there's got to be something worth replacing to make all your daily class powers ultra reliable with a potent Miss effect.
I didn't look at it, but that sounds really nice. I'm also going to make the build with the Master of Moments to be able to get 5 minor actions a turn, making it deal a rediculous amount of damage with vulnerbility.
Calculating the DPR with Master of Moments (update coming shortly) and Angel of Victory summoned (using Sun Strike as my standard action), the DPR came out to be 446.42 against a single target. May I be the first to say, wow Cool.
Build updated (sorry for the 3 posts in a row), now has 374 DPR against single targets. If someone is willing to check the math for me, I used a DPR calculator so I don't know how accurate it will be. Also, do you think I should post this in DPR kings?
Well, I don't see your DPR math, so I can't check.
But I strongly suspect that you repeatedly use the minor attack of your summons. But if summons have a special command to be used as minor, you can only do it 1/turn.
Well, I don't see your DPR math, so I can't check.
But I strongly suspect that you repeatedly use the minor attack of your summons. But if summons have a special command to be used as minor, you can only do it 1/turn.

Well then...that kills that idea. I guess I'll either revert it to it's old build, or just abandon it since I already got the most out of it I could.
Well, I don't see your DPR math, so I can't check.
But I strongly suspect that you repeatedly use the minor attack of your summons. But if summons have a special command to be used as minor, you can only do it 1/turn.

Do you have a rules page/quote something, cus i'd love to be able to back that up when my players try it on me!

Edit: nevermind found it Summoning: PHB3
This build has been added to The Hall of Heroes thread.
The lv 26 utility you have listed is freeze time. where is that? I cant find it. prophetic certainty is the utility I see for lv 26 morning lord.
My mistake, I had Master of Moments in the build before until I learned that you can only use 1 minor action attack with a Summon/turn. I'll fix it now.