- a Battlemind build -
Born from a liason of a mortal and a god, you always stood above your peers.
But your mother knew of the prophecy, so she chose a life away from civilisation for you and her, among simple people. While you grew up you enjoyed that life, and you became fond and passionate about your friends - and while you were peaceful at heart, confrontations could not be avoided, and you fought with fervour and rage to protect your mates.
Still the prophecy wouldn't just let you walk away from it, and thus war came to you and even took your friends. You retaliated with a rage greater than ever, until everyone mortal stood aside to pause, wary to challenge you any further.
But you knew that the Gods wouldn't let your defiance pass that easily, so you went back to your home in time and conversed with the Spirits. They, too, saw the corruptions of the Gods, and thus you made an alliance that they would support you, while you would go out and set right some things - in Heaven and Underworld alike...
Achilles is a Defender ("naturally") - Achilles is a Striker ("ohaa") - Achilles is both at the same time ! ("Whaat ?")
Yes indeed, this build manages damage output around the benchmark of what is considered a two-round-Striker. He is able to lockdown the mob he goes after, and he has more than enough mobility to go for the key targets. But he is also a Defender, as he can even check other mobs while nuking his main target.
L1-6: These levels are probably the hardest, as we have to build up the damage potential Striker classes have naturally. We do that by relying on our inherent resilience and using the biggest meanest weapon and powers that hit precise or many mobs at once, or we simply charge with an Avalanche Maul. Achieving the two-round target is a bit dependent on the situation, but usually should only fail because the mobs all go after us... which is a good consolation prize.
L7-12: Forceful Reversal allows us to set-up a solid catch-22, and combined with the big damage we already have, becomes very reliable to make the first mob hit the dirt after two rounds.
L13-20: With the arrival of Brutal Barrage our damage goes through the roof and is among the best of these levels - and due many attacks and on-miss effects, that damage output is very consistent as well. We also get strong mob neutralisation, as the mob is reliably prone and slowed and thus poses little danger to anybody, letting us concentrate on secondary targets to keep in check.
L21-26: Our ED not only provides another damage boost, but we also get a strong nova ability to frontload damage big time.
L27-30: The pinnacle of the adventurer carreer is for us hailed by getting Brilliant Recovery, which lets us smoke even Elites with ease.
Mobility: From class features to powers the Battlemind is already very mobile - by selecting Persistent Harrier, aquiring a few key feats and focussing our selection on those powers, we are all over the battlefield to both defend our allies and chase down key targets.
Inherent: Multi-marking and relying on Blurred Step / OA / Mind Spike is something we get for free - and as long as we can reach a somewhat decent position (which, as explained, is easy for us), we can use this asset through our whole career.
L1-6: Defending by damage threat is still quite viable at this level, and combined with debuffing powers we follow that route. We also gain our first non-standard lockdown with the Telepathic Challenge / Guard of Stone combo. Nightmare Vortex as Daily helps significantly as well.
L7-12: We aquire a few miscellaneous but important pieces like Sudden Roots, and Shattered Time is another Daily that enhances our Defender abilities until we can bring more to the front on per encounter basis.
L13-20: Brutal Barrage provides strong lockdown to our main target, so we can easier contrate on secondaries. Defense oriented feats and the arrival of Savage Intent as second non-standard lockdown combo further improves that. At last the regular use of Lightning Rush needs no explanation and speaks for itself.
L21-26: After our initial nova investment we largely concentrate our shoring up our resilience at this time.
L27-30: With Marked with Iron our third and last non-standard lockdown goes online, allowing us do force the battle towards us for easily three rounds per combat - aside from our regular Defender abilities and Dailys.
Defenses: The build has solid but not exceptional base defenses - better than very most Strikers, but lower than many Defenders. It instead emphasises reliable resilience by big HP and especially a huge amount of Surges, being almost impervious to conditions (mobility debuffs can be ignored by powers, daze / stun / dominate shaken off at the start of the turn) and some damage resist. On top of that are a number of situational defense buffs that add up well. At last don't discount mobility as defensive option, as it makes it much harder for the mobs to swarm us, often forcing them to run through all kinds of gauntlets.
Always stay in front of your group out-of-combat. After rolling initiative, see if either of the following two scenarios applies - if not delay / close in with your group. (That is the reason why we didn't put any optimisation into intiative, btw.)
Combat Opener #1: You are hit by a ranged attack - trigger Persistent Harrier and teleport right into the enemy backline. Consider using your free action mark to already bind other targets. Then procede to nuke down the first key target while checking the other mobs with your non-standard lockdown combos.
Combat Opener #2: A group melee mobs is in walking distance. Close in, fire your favourite AoE Defender power and let your allies move into formation savely. Then decide if any of these mobs is worth nuking early - if yes, proceed. If not, use your many mobility options to move further into the back ranks (even between your turns) and proceed like described in opener #1.
Further Strategy: After each target elimination check if an ally needs urgent help or if you can get to a mob cluster to fire one of your multi-mob Defender tricks - if yes, do so. If not, or after that interlude round, select a close and hopefully already damaged priority target and continue nuking it, again relying on your inherent abilities and non-standard combos as described above.
Prepare to recieve a lot of mob attention - you're a Defender and a high damage Striker. And while you're not frail, even you will go down eventually. As such work out with your Leader how much he can support you with healing and occasional saving throws - you have the Surges for it, and thus getting focus fired by the mobs isn't a problem, as your Leader can spamheal you, while the rest of your party has relatively free reign over the battlefield.
A Controller can be a big asset for you, if he can cluster marked mobs back around you with forced movement. In case you get swarmed he will also be happy to unleash AoE nukes on your position - usually you can use your mobility to get out before that, but don't fret taking an occasional hit from him - it's well worth it.
The build does not expect to hunt mobs in a team - the other Strikers are expected to either employ range or chase down any other stray target. If you regularly hunt in a group, adjust your abilities to boost your inherent Defender tricks like Mind Spike and Blurred Step more and adjust the rest accordingly. Probably even trade some damage for more resilience, as the targets will die very quickly - particularly if your partner exploits your work, for example by aquiring Headman's Chop.
You likely already heared of the infamous Brutal Barrage combos a Battlemind can pull off. Impressive DPR, no question, but by itself not an impressive character.
Hence the challenge was to make a build that fulfills all Striker requirments (target neutralisation, target selection, DPR) while still having a fully capable Defender. The explanation above should have illustrated the goals could be sufficiently met and this character operates in the absolute top tiers of both roles, although resources were indeed tight to make both parts work.
At last you see again the trinity of every good BM build - inherent toughness, mobility and maximisation of your favourite trick; finalised by putting any non-essential resources into filling any holes and weaknesses and preparing some backups for non-standard scenarios.