BLITZ!!! An item-independent Human SorcLord/Adroit Explorer/Demigod.

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Build Objectives:
1. Create an instant advantage, without relying too heavily on any particular items.
2. Be able to take a hard punch to the chin, and laugh it off.

How do we do it?
1. Go first.
2. Action Point on T1-- use your attacks to hammer multiple bad guys at once.
3. Have enough defensive tools to remain standing after being heavily focus fired.

Build Features

1. Huge personal Init mod-- +40 by 30th, and +18 as early as L11, completely naked.
-- Along the way, he also provides a +(Cha mod) Init boost for his entire party. By 30th, this is +9.
2. Strong defensive features. They are numbered here according to the level at which they are aquired:
1. 1/enc Inspiring Word
1. Hide Armor (via Hybrid Talent, Warlord Armor Proficiency)
6. Sudden Scales
10. Fog Form
11. gain Resist 10 All when you AP.
12. Destined For Greatness
22. Wind Shape
3. Area burst 2 in 10 Blazing Starfall, by L12.
4. 2 powers to help allies gain position-- Knight's Move (@2nd), and Tactical Orders (@16th)
5. An extra AP each day, beginning at L16.
6. Quickened Blazing Starfall @ L21... so you're hitting Team Monster with 3 area burst powers before they get a turn.


L30 CB Summary, with manual edits to allow for Essentials feats

====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 30
Human, Warlord|Sorcerer, Adroit Explorer, Demigod
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Ambitious Effort: Ambitious Effort New Power
Arcane Admixture Damage Type: Arcane Admixture Thunder
Divine Spark: Divine Spark Charisma
Divine Spark: Divine Spark Dexterity
Arcane Admixture Power: Blazing Starfall
Quickened Spellcasting: Blazing Starfall

FINAL ABILITY SCORES
Str 10, Con 14, Dex 26, Int 14, Wis 12, Cha 28.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.


AC: 44 Fort: 38 Reflex: 41 Will: 47
HP: 171 Surges: 8 Surge Value: 42

TRAINED SKILLS
Insight +21, Diplomacy +29, Athletics +19, Intimidate +29, Arcana +22

UNTRAINED SKILLS
Acrobatics +22, Bluff +24, Dungeoneering +16, Endurance +16, Heal +16, History +17, Nature +16, Perception +16, Religion +17, Stealth +22, Streetwise +24, Thievery +22

FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
Level 2: Implement Focus (dagger)
Level 4: Versatile Expertise (retrained to Superior Initiative at Level 21)
Level 6: Improved Initiative
Level 8: Dual Implement Spellcaster
Level 10: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 11: Resounding Thunder
Level 12: Arcane Admixture
Level 14: Improved Defenses
Level 16: Arcane Reserves
Level 18: Arcane Initiate
Level 20: Destructive Wizardry
Level 21: Quickened Spellcasting
Level 22: Sorcerous Flux
Level 24: Superior Reflexes
Level 26: Superior Will
Level 28: Ruthless Spellfury
Level 30: Arcane Spellfury

POWERS
Ambitious Effort New Power: Chains of Fire
Arcane Initiate: Winged Horde
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Acid Orb
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Ice Dragon's Teeth (retrained to Swirling Stars at Level 12)
Hybrid daily 5: Howling Tempest
Hybrid utility 6: Sudden Scales
Hybrid encounter 7: Thunder Bomb
Hybrid daily 9: Howling Hurricane
Hybrid utility 10: Fog Form
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Tactical Orders
Hybrid encounter 17: Thunderstroke (replaces Swirling Stars)
Hybrid daily 19: Lightning Daggers (replaces Howling Tempest)
Hybrid utility 22: Wind Shape
Hybrid encounter 23: We Will Not Fail (replaces Chains of Fire)
Hybrid daily 25: Acid Typhoon (replaces Howling Hurricane)
Hybrid encounter 27: Thunderous Might (replaces Thunder Bomb)
Hybrid daily 29: Hellish Firestorm (replaces Lightning Daggers)

ITEMS
Adventurer's Kit, Magic Incendiary dagger +6 (2), Magic Elderhide Armor +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Modifier: +40.
Party Init Boost: +9.

Utility Powers:
Knight's Move
Sudden Scales
Fog Form
Destined for Greatness
Tactical Orders
Wind Shape
Divine Regeneration

At-Wills:
Blazing Starfall, +34 vs Reflex, 2d4+40.
-- Area burst 2 within 10.
-- +4 damage when you hit multiple targets (Destructive Wizardry)
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
-- Quickened once per encounter.
Acid Orb, +34 vs Reflex, 2d10+36.
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
Direct the Strike, variable

Encounter Powers:
Pincer Maneuver, variable. (ally bonus for attacking from flanking = +9 damage)
Thunderstroke, +34 vs Reflex 2d8+36 damage
-- +3d8 damage to target in origin square
-- Area burst 2 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)
We Will Not Fail, variable. (ally bonus to damage = +7 damage)
Thunderous Might, +33 vs Fortitude 4d8+36 damage
-- Area burst 2 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)

Daily Powers:
War Master's Assault, variable. (ally bonus to hit and damage = +9)
Bloodied Greatness, variable
Acid Typhoon, +33 vs Fortitude 4d8+36, ongoing 10 Acid damage (save ends).
-- Miss = 1/2 damage, and ongoing 5 Acid damage (save ends)
-- Area burst 3 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Hellish Firestorm, +33 vs Fortitude, 3d10+40, ongoing 10 Fire damage (save ends)
-- Miss = 1/2 damage, and ongoing 5 Fire damage (save ends)
-- Area burst 3 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)


Level Progression:

Level 1 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 1
Human, Warlord|Sorcerer
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity

FINAL ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.


AC: 16 Fort: 13 Reflex: 14 Will: 16
HP: 24 Surges: 7 Surge Value: 6

TRAINED SKILLS
Insight +5, Diplomacy +9, Athletics +3, Intimidate +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +4, Dungeoneering, Endurance, Heal, History +1, Nature, Perception, Religion +1, Stealth +2, Streetwise +4, Thievery +2

FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)

POWERS
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Acid Orb
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise

ITEMS
Incendiary dagger, Hide Armor, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +5
Party Init Boost: +2

At-Wills:
Blazing Starfall. +5 vs Reflex, 1d4+9 damage.
Acid Orb. +5 vs Reflex, 1d10+7
Direct the Strike, variable

Encounter Power:
Powerful Warning.

Daily Power:
Destructive Surprise.


Comments:
At this point, you're comparable to many other Level 1 Strikers, except that you pack a 1/enc heal. Hide armor and operating at range give you solid survivability, and you're able to switch gears between hitting your enemies with personal attacks, or ordering your allies to punch monsters in the face.


L2

Feat: Implement Focus.
2U: Knight's Move (Warlord 2U).

We gain +1 static damage, and can now throw a move to one of our allies.


L3

3E: Ice Dragon's Teeth.

This pick is made to help a little with control. The damage is decent, the power benefits from your Incendiary Dagger's +1 vs Reflex, and the Slow is handy.


L4

Stat-Ups: +1 Cha, +1 Dex
Feat: Versatile Expertise (Light Blade, _____)

Nothing much to say here. Accuracy is king, and we're pumping our key stats.


L5

D5: Howling Tempest.

Deafened is basically pointless, but big slide and auto damage = good times.


L6

Feat: Improved Initiative
6U: Sudden Scales

This is an awesome level. Sudden Scales is a great 'out', and Improved Initiative bumps your Initiative Mod up to a robust +12.


L7

7E: Thunder Bomb.

Another area burst 1 Slow, but this one attacks Fort (meh), and Immobilizes the target in the origin square of the burst (nice!). Naturally, it also has the Thunder keyword, which is cool later on.


L8

Stat-Ups: +1 Cha, +1 Dex.
Feat: Dual Implement Spellcaster

Stats round up to even numbers, which is always a great thing. DIS also gives you a decent damage boost.


L9

9D: Howling Hurricane.

I actually like Howling Tempest far better than this cousin of it, but the damage here remains solid, and by L9, you're already sliding targets you hit with it 5 squares. Lots of tactical application here, and... there's the Thunder keyword again.


L10

Feat: Expert Combat Leader.
10U: Fog Form.

Another "No, you don't!" to help keep you up and active, and retrain fodder that gives you a +1 init boost for your party over what you already brought to the table.


Level 11 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 11
Human, Warlord|Sorcerer, Adroit Explorer
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Ambitious Effort: Ambitious Effort New Power

FINAL ABILITY SCORES
Str 9, Con 13, Dex 19, Int 13, Wis 11, Cha 21.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.


AC: 25 Fort: 21 Reflex: 22 Will: 24
HP: 75 Surges: 7 Surge Value: 18

TRAINED SKILLS
Insight +10, Diplomacy +15, Athletics +8, Intimidate +15

UNTRAINED SKILLS
Acrobatics +8, Arcana +6, Bluff +10, Dungeoneering +5, Endurance +5, Heal +5, History +6, Nature +5, Perception +5, Religion +6, Stealth +8, Streetwise +10, Thievery +8

FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
Level 2: Implement Focus
Level 4: Versatile Expertise
Level 6: Improved Initiative
Level 8: Dual Implement Spellcaster
Level 10: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 11: Resounding Thunder

POWERS
Ambitious Effort New Power: Vengeance is Mine
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Acid Orb
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Ice Dragon's Teeth
Hybrid daily 5: Howling Tempest
Hybrid utility 6: Sudden Scales
Hybrid encounter 7: Thunder Bomb
Hybrid daily 9: Howling Hurricane
Hybrid utility 10: Fog Form

ITEMS
Adventurer's Kit, Magic Earthhide Armor +3, Magic Incendiary dagger +2, Magic Incendiary dagger +3, Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +18
Party Init Boost: +5

Utility Powers:
Knight's Move
Sudden Scales
Fog Form

At-Wills:
Blazing Starfall, +15 vs Reflex, 1d4+21 damage.
Acid Orb. +15 vs Reflex, 1d10+18 damage.
Direct the Strike, variable.

Encounter Powers:
Powerful Warning
Vengance is Mine-- with which you use Acid Orb.
Ice Dragon's Teeth, +15 vs Reflex, 2d8+18.
Thunder Bomb, +14 vs Fort, 2d8+18. Now an area burst 2 in 10.

Daily Powers:
Destructive Surprise
Howling Tempest, +14 vs Fort, 2d6+18 damage. Now an area burst 2 in 10.
Howling Hurricane, +14 vs Fort, 3d8+18 damage. Now an area burst 2 in 10.

Comments:
At this point, a lot of pieces are in place. Your Init mod is high enough that you go early as a matter of habit, and you're giving your party a big enough boost that they should have solid positions in the initiative order, as well.

What you're looking to do on T1 (turn 1) at this point is simple: rush forward and drop 1 or 2 (depending on AP availability) Area burst 2 within 10 powers on Team Monster.

When you get to use that AP, you're a very happy camper. In addition to letting you attack that 5x5 box twice, it also gives you Resist 10 all until the end of your next turn.

Since you aren't relying on defensive Immediates to keep you safe after you AP, you get to laugh for two reasons if you get hit before your second turn... 1) you take 10 less damage, and that's always funny. 2) Vengance is Mine means you get to throw an Acid Orb in your assailant's face, and let an ally punch it in the teeth.

If the DM goes after one of your friends, instead... Powerful Warning is waiting.


L12

Feat: Arcane Admixture: Thunder @ Blazing Starfall.
12U: Destined for Greatness.
Retrain: (lose) Ice Dragon's Teeth, (gain) Swirling Stars

Your Blazing Starfall is now an Area burst 2 within 10 squares. Destined for Greatness makes you VERY tough to keep out of a fight.


L13

(lose Powerful Warning)
13E: Pincer Maneuver

Your allies will use Pincer Maneuver to jump into flanking, and they'll be rewarded with +(Cha mod) damage for their willingness to do so. By the time you get this, that (Cha mod) already = +5. This power is a weapon.


L14

Stat-Ups: +1 Cha, +1 Dex.
Feat: Improved Defenses.

Even numbered level + stats rounding to an even number + Improved Defenses = +3 to Fortitude, +4 to Reflex, +4 to Will.

Gotta love it!!!


L15

(lose Destructive Surprise)
D15: War Master's Assault.

War Master's Assault gives +(Cha mod) to all of the related attacks. At L15, your Cha mod is +6. That's a recipe for fine red mist.


L16

Feat: Arcane Reserves.
16U: Tactical Orders.

At this point, you also get the sweeeeet L16 Adroit Explorer feature, which is a bonus Action Point every time you take an extended rest. In other words, you get to AP nova on T1 in each of your first 3 encounters of any given workday. For all of you LFR players, that's just what the doctor ordered.

Another side effect of using your AP to blow your Arcane encounter powers on T1... you benefit from Arcane Reserves for the rest of the encounter.

Tactical Orders gets picked up here to help you and Team Hero with positioning. Want to make life rough for Team Monster's Artillery? Tactical Orders + move = you can drop bombs on a 5x5 box 22 squares away from where you started-- and drag your Defender closer to Team Monster in the process.


L17

(lose Swirling Stars)
17E: Thunderstroke

Thunderstroke = area burst 2 in 20 (for you), and whoever has the misfortune of being in the origin square is a sad panda.


L18

Stat-Ups: +1 Cha, +1 Dex.
Feat: Arcane Initiate.

This isn't an exciting level, but it's a stepping stone.


L19

(lose Howling Tempest)
19D: Lightning Daggers.

Not much conversation needed around this one.


L20

Feat: War Wizardry
20D: Bloodied Greatness

War Wizardry throws a nice damage boost on top of your area burst powers, and makes that T1 hurt a bit more. Bloodied Greatness is basically a throw-in.


L21 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 21
Human, Warlord|Sorcerer, Adroit Explorer, Demigod
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Ambitious Effort: Ambitious Effort New Power
Arcane Admixture Damage Type: Arcane Admixture Thunder
Divine Spark: Divine Spark Dexterity
Divine Spark: Divine Spark Charisma
Arcane Admixture Power: Blazing Starfall
Quickened Spellcasting: Blazing Starfall

FINAL ABILITY SCORES
Str 10, Con 14, Dex 24, Int 14, Wis 12, Cha 26.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.


AC: 36 Fort: 31 Reflex: 34 Will: 36
HP: 126 Surges: 8 Surge Value: 31

TRAINED SKILLS
Insight +16, Diplomacy +23, Athletics +14, Intimidate +23, Arcana +17

UNTRAINED SKILLS
Acrobatics +16, Bluff +18, Dungeoneering +11, Endurance +11, Heal +11, History +12, Nature +11, Perception +11, Religion +12, Stealth +16, Streetwise +18, Thievery +16

FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
Level 2: Implement Focus
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Dual Implement Spellcaster
Level 10: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 11: Resounding Thunder
Level 12: Arcane Admixture
Level 14: Improved Defenses
Level 16: Arcane Reserves
Level 18: Arcane Initiate
Level 20: Destructive Wizardry
Level 21: Quickened Spellcasting

POWERS
Ambitious Effort New Power: Chains of Fire
Arcane Initiate: Chilling Cloud
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Acid Orb
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Ice Dragon's Teeth (retrained to Swirling Stars at Level 12)
Hybrid daily 5: Howling Tempest
Hybrid utility 6: Sudden Scales
Hybrid encounter 7: Thunder Bomb
Hybrid daily 9: Howling Hurricane
Hybrid utility 10: Fog Form
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Tactical Orders
Hybrid encounter 17: Thunderstroke (replaces Swirling Stars)
Hybrid daily 19: Lightning Daggers (replaces Howling Tempest)

ITEMS
Adventurer's Kit, Magic Stalkerhide Armor +5, Magic Incendiary dagger +5, Magic Incendiary dagger +4, Amulet of Protection +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +33
Party Init Boost: +8

Utility Powers:
Knight's Move
Sudden Scales
Fog Form
Destined for Greatness
Tactical Orders

At-Wills:
Blazing Starfall, +26 vs Reflex 2d4+35.
-- +4 damage when you hit multiple targets (Destructive Wizardry)
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
Acid Orb, +26 vs Reflex 1d10+31.
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
Direct the Strike, variable

Encounter Powers:
Thunder Bomb, +25 vs Fort 2d8+31.
-- Area burst 2 within 10 (Resounding Thunder)
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Chains of Fire, +26 vs Reflex 2d8+35.
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Pincer Maneuver, variable (ally bonus for attacking from flanking = +8 damage)
Thunderstroke, +26 vs Reflex 2d8+31.
-- +3d8 damage @ target in origin square.
-- Area burst 2 within 20 (Resounding Thunder)

Daily Powers:
Howling Hurricane, +25 vs Fortitude 3d8+31.
-- Area burst 2 within 10 (Resounding Thunder)
-- +4 damage when you hit multiple targets (Destructive Wizardry)
War Master's Assault, variable. (party bonus to hit and damage = +8)
Lightning Daggers, +26 vs Reflex 2d4+31.
Bloodied Greatness, variable.

Comments:
Quickened Spellcasting arrives, and things get silly.

Your new T1... after rocking out on Initiative.
--Action Point--, gain Resist 10 all
(move) as needed
(standard) Thunderstroke
(standard) Thunder Bomb
(minor) Blazing Starfall

Factoring in Destructive Wizardry, the statics alone add up to more than 110 damage. In other words, you just made a mess... and are left standing there with Resist 10 all, and a smirk on your face.


L22

Feat: Sorcerous Flux
22U: Wind Shape

Your T1 becomes even more devastating, as Sorc Flux lets you designate one guy to be your new girlfriend. Wind Shape gives you another proactive defensive power, and you spend a lot of time laughing, and feeling invincible.


L23

(lose Chains of Fire)
23E: We Will Not Fail (Warlord 17E)

This one is taken to cut your number of Arcane Encounter powers down to two, and to add a little more sillycakes to your T1. It stands to reason that you're going to miss at least one attack during that onslaught, and We Will Not Fail gives you an opportunity to get one of your buddies involved in the rain of pain.


L24

Stat-Ups: +1 Cha, +1 Dex.
Feat: Superior Reflexes
...aaaannndddd, Divine Recovery, from Demigod ED.

At this point, you should have to TRY to die.

As if that weren't enough, you now have Combat Advantage for that T1 burst nova, thanks to Superior Reflexes.


L25

(lose Howling Hurricane)
25D: Acid Typhoon.

Thanks to Resounding Thunder, this is an Area burst 3 within 20.


L26

Feat: Superior Will
26U: Divine Regeneration

Even Daze and Stun can't stop you now. I want to point out the synergy between Superior Reflexes & Superior Will and Destined for Greatness. Not only are you getting to attempt a save at the start of your turn, you get a 2nd chance at it, with a substantial bonus to the roll, AND you get to spend a surge. In other words, you're going to make that save far more often than you aren't.

The sillycakes that is Divine Regeneration is well documented. Have fun, sirs.


L27

(lose Thunder Bomb)
27E: Thunderous Might

This is an Area burst 2 within 20 squares, and you get to slide targets 7 squares by the time you get this. In other words, you can drop this on backrank types, slide them into the frontline, and attack a bigger clump with your Thunderstroke and Quickened Blazing Starfall.


L28

Stat-Ups: +1 Cha, +1 Dex.
Feat: Ruthless Spellfury

Your last stat bumps. At this point, you are giving out a +9 Init boost to your party. Ruthless Spellfury also gives you a chance of completely removing someone from the grid during your T1 burst nova.


L29

(lose Lightning Daggers)
29D: Hellish Firestorm

Like Acid Typhoon, Resounding Thunder turns this into an Area burst 3 within 20 squares. This one also gives ongoing damage (save ends), even on a miss.

Hope is ok to post... If not I'll delete.  Nice Work!  I think the only person that likes going first more than me is you Auspex!

I love the warlord sorc synergy and the fact that you are structured with an Essentials item mentality is awesome!

You beat me to the punch!

No seriously, good stuff as always man.
I think I would drop Epic Fort and Epic Will for Superior Will and Superior Reflexes.  Sure, Superior Will will put you at a -2 to will in relation to Epic Will (since Sup. Will is a feat bonus, along with Improved Defenses), but being able to save at the start of your turn versus Stun and Daze -- even on normally unsavable powers -- to me is more valuable than the +2.

Superior Reflexes is just for the free Combat Advantage on your first turn (unless you have some way to auto-generate it) -- especially since you want him to be a go first and hit hard guy.  I fully expect Superior Reflexes (for those with Int or Dex +15) or Aggressive Advantage (for those without a Int/Dex of 15 -- this just gives you the free CA on your 1st turn, no Reflex boost) to become very popular -- especially for alpha strikers.

Daren
@ McDrowbane-- Thank you for the kind words!

re: Init optimization... After spending a lot of time at a wide variety of gaming tables, I've come to value Initiative optimization very heavily. Aside from the whole "kill it before it moves!" thing, being able to dictate position is a massive advantage. I'm also very much of the opinion that T1 is usually all about information gathering, and this build gets the 'minion check' process out of the way, early-- as well as often helping identify special monsters (Elites & Solos), by putting bursts of damage into them. If a bad guy eats a couple big shots and isn't bloodied, it may well be an Elite or Solo.

And, of course, we're all trying to stay ahead of the curve. I spent over an hour talking to LDB, Seeten, Runic, RuinsFate, ascendance, avatarofkhaine, and a bunch of the other IRC locals this afternoon, and item rarity was a very hot topic. It's something we're all thinking about, and if it becomes the norm, DPR values are going to plummet. Casual players may wind up with Striker builds that are producing less than 50 DPR, and a few L30 types I looked at earlier today were producing less than 40 DPR at L30.

To thrive in that type of setting, builders are going to have to find other ways to squeeze out damage, or to be able to survive deep into long fights. Keyword shenanigans, heavy feat reliance, etc will likely be the norm very soon, and elements like Arcane Admixture are probably going to be seen all over the place.

@Drezden--

You are absolutely correct, sir. I got the first Essentials Book yesterday, and meant to plug those in, but FAILED. Thank you for speaking up!

Why not flame spiral? Is there some clarification that it no longer allows your static mods to the secondary damage?
Since you said that the build does not relly on defensive immediates - what about Chaos Wager instead of Sudden Scales at level 2.
It goes like this:

Round X: Direct the strike on an ally (preferably avenger or some other reroller, dice of auspicious fortune user, sage of ages, etc.), Chaos Wagger on his roll. If he scores 11+, then you get 5+Cha damage bonus until the end of your next turn. That can include AP Flame Spiral, Flame Spiral secondary damage, Vengeance is Mine, 2 Lightning Daggers, and another power of your choice. That is 60+ damage from a lvl 2 utility alone if all hits.
@ Merchant of Shadows-- That sounds like it's worth looking at. I'll check it out after work today.

To clarify-- the build does use defensive Immediates, but doesn't rely on them during T1, because of Resist 10 all from the AP feature.
On a side note - you can even skip on the Direct the Strike and just provoke with a fighter/warden/disruptive strike/battle awareness/etc. nearby and use chaos wager on his interupt/opportunity attack.

Also, my DM has the tendency to ask if you are using defensive immediates before telling you the result (or number for immediates that activate on being hit, instead of being attacked) of the monster's attack (is there an official rulling or unofficial consensus how this should be handled), so Sudden Scales can very often be used in vain without the dragon magic boost working for it.
I roll in the open, so players get to see numbers, generally, both on MapTools, and in person. I dont announce the bonus in my home game, but they do see the die roll, and on MapTools, you get to see the bonus, too.
On a side note - you can even skip on the Direct the Strike and just provoke with a fighter/warden/disruptive strike/battle awareness/etc. nearby and use chaos wager on his interupt/opportunity attack.

Also, my DM has the tendency to ask if you are using defensive immediates before telling you the result (or number for immediates that activate on being hit, instead of being attacked) of the monster's attack (is there an official rulling or unofficial consensus how this should be handled), so Sudden Scales can very often be used in vain without the dragon magic boost working for it.




The trigger on most defensive I-Interrupts is that you're hit by an attack. You have to know if you are hit before you are allowed to use it, RAW. Your DM is being trolling you, imo, if he asks (before telling you whether you've been hit or not) if you want to use a defensive interrupt--1) if the attack would have missed anyways, you're wasting a resource and he's being a dick and 2) if the attack couldn't be avoided by the small defensive boost he knows you have, you're wasting a resource and he's being a dick.
Nah, he is not making me waste an on-hit triggered interrupt on an attack that would have missed anyways.
It basically goes like this:

DM: The monster attack you, is anyone planing to use any interrupts against the attack?
Attacked player: I plan to use my shield spell if it hits me.

Variant 1: Original roll turns unsufficient to score a hit (the interrupt is not wasted).

DM: Before you can react to raise your defences, the arrow closes the distance between you and the enemy archer. Luckily for you, it misses you by THAT much.

Variant 2: Original roll turns sufficient to score a hit, but not enough to overcome the interrupt penalty (the interrupt is effectively used).

DM: The arrow screams as it flies towards you and then freezes an inch away from your face, entangled in magical energy.

Variant 3: Original roll turns sufficient to score a hit, and enough to overcome the interrupt penalty (the interrupt is used, to to avail).

DM: Crit! The arrow pierces the magical bariers you raise against it and painfully burrows into your flesh.

Obviously had the player seen that natural 20 in advance - he wouldn't have used his shield spell to try to stop it under normal circumstances.
Anyway, I don't want to derail the thread into discussion is my DM a douche or not and appologise to Auspex for doing so. I was just asking is there rule pointing how this sittuation should be handled so I can correctly evaluate the sudden scales value. 
It's the same point, though. You interrupt the effect which means you get to know the effect before it happens. 
Great job on this concept and build (as always).  I tried making a version of this with dragonborn Str/Cha, mithral arm PP, with inspiring breath/corrosive breath/dissolving breath but it was not as good for the purpose of blitzing.  In its defense, it does seem more flexible in assisting a team nova and has solid melee powers like Hail of Steel and Adamantine Echoes.  Unfortunately, it gives up too much initiative and some DPR.

Anyway for your build, can you squeeze in Vistani Heritage (at First level, push everything else down) and Vistani Foresight (at 21st level)?  I would exchange them for Arcane Initiate and  Destructive Wizardry/War Wizardry (you have different feats listed in CB and summary).  You will get +2 init and one more action point after each extended rest vs. more damage/chance of being party friendly.  Vistani Foresight is so good that it borders on being broken.  (I use it for my classic melee leader build -- a Half-Elf Hybrid Ardent (Mantle of Elation)|Hybrid Bard (Virtue of Valor)/War Chanter/Legendary General (Harper of Legend in LFR or Mourning Savior in Eberron - love the flavor).)

 
P.S. I appreciate all the work that you (and others on the boards) have done for my D&D theorycraft. Smile
@ Merchant--

Man, I like the potential of Chaos Wager, and Flame Spiral is awesome. The snags are that I love Sudden Scales, and the Slow from Ice Dragon's Teeth. I'm going to be stewing over those for a bit.

As far as DM snags with Sudden Scales go, I haven't run into that type of situation. I've played with a lot of Wizards at the table, and have yet to see a DM hit a player with a "no, you don't". I'm not saying it doesn't happen, of course. It makes sense that there are DMs out there who would pull that. I just don't know that it happens enough to warrant dropping the power as a normal grab for the build.

@ mad2crazy-- thanks for the replies. You covered some of the things I'd have commented on if I hadn't been at work earlier.

/high 5

@ Cerret-- You know what's funny? Ytterbium Dragon and Paladin Online, who are both guys that I have a ton of respect for, asked me if I had considered Str/Cha, Dragonborn, and Mithral Arm when I told them what I was working on. If you have that build sketched out, I'd be curious to see it in a post of its own-- if all 3 of you are touting it as a strong set-up, it has to have some serious juice.

I'll check out the Vistani stuff. Not sure if I can make space really early without giving up something crucial, but I'll at least take a hard look and give it some thought. More on that later.

Also, I really appreciate the kind words. I generally assume that people neither know, nor care who I am (no self diss, just implying internet anonymity). Consequently, I'm always surprised when people say 'thanks', or indicate that they're checking in on my builds or threads.

Thank you very much for the support!
Alright... got a few things plugged in and edited where needed. Still considering Vistani stuff.

One key miss: I had forgotten to retrain Improved Initiative into Superior Init at L21. The personal Init mod is actually +40, with 0 item contributions.
This build has been added to The Hall of Heroes thread.
Another fine build that I plan on stealing/playtesting very soon.  I run in LFR and my Trailblazer (LDB trademarked) ranger just hit 5 pushing him out of the 1-4 modules the rest of the group is in.  I need to replace my striker with a new one and this looks like something new and different.

My question:  What race would you use other than human?  I just dislike playing human mainly because, well, I am one.

I currently have: Deva Orb wizard 13, Deva "Killswitch" 9 in a non LFR campaign, Dragonborn selfish Bravelord based on LDB's Nova Bravelord (but more into personal DPS) 10, and Longtooth shifter "Trailblazer" 5.

I'd like to do a differnt race, maybe tiefling?

Any suggestions?
Another fine build that I plan on stealing/playtesting very soon.  I run in LFR and my Trailblazer (LDB trademarked) ranger just hit 5 pushing him out of the 1-4 modules the rest of the group is in.  I need to replace my striker with a new one and this looks like something new and different.

My question:  What race would you use other than human?  I just dislike playing human mainly because, well, I am one.

I currently have: Deva Orb wizard 13, Deva "Killswitch" 9 in a non LFR campaign, Dragonborn selfish Bravelord based on LDB's Nova Bravelord (but more into personal DPS) 10, and Longtooth shifter "Trailblazer" 5.

I'd like to do a differnt race, maybe tiefling?

Any suggestions?



Well, not going human means no Adroit Explorer, but that's something you can get around if you find another avenue for gaining extra APs-- if you find that necessary. I like the Action Point magic here quite a bit, personally

Other races... yeah, Tiefling would absolutely work. No question. In fact, that opens up the possibility of grabbing Hellfire Blood for a free +1 to hit/+1 damage on Blazing Starfall, among other things. Other than that... Half Elf, or any of the +Dex/+Cha races are great for this.

Looks like you're having a lot of fun with the game! I'm glad to have been able to contribute to that fun in some way, as well. Don't be shy about relating war stories and such, I love that stuff. Also, re: Trailblazer... LDB has put a lot of builds out, but that one is my favorite, bar none. I think it's one of the best all around Striker builds that I've seen.
Thanks for the quick response!  Yeah, LDB's Trailblazer is a LOT of fun even at level 5.  After perusing Hall of Heroes, I'm torn now between the Gith "Challenger" concept and the "Blitz".

I love all you guys who work hard on builds that are playable from the gate.  I simply don't have the time I used to have to create my own builds.  In 3.0/3.5 I had hours in which to peruse every book in existance to make my own builds (Whisper Gnome illusionist/Shadow Adept/Shadowcraft mage/Shadow Caster with 120% "real" illusions....  someone else actually posted almost exactly the same build, lol)  Now I can't do that so I turn to the boards for flavorful yet potent ideas.

Well, I have till this Sunday to decide! 
Thanks for the quick response!  Yeah, LDB's Trailblazer is a LOT of fun even at level 5.  After perusing Hall of Heroes, I'm torn now between the Gith "Challenger" concept and the "Blitz".

I love all you guys who work hard on builds that are playable from the gate.  I simply don't have the time I used to have to create my own builds.  In 3.0/3.5 I had hours in which to peruse every book in existance to make my own builds (Whisper Gnome illusionist/Shadow Adept/Shadowcraft mage/Shadow Caster with 120% "real" illusions....  someone else actually posted almost exactly the same build, lol)  Now I can't do that so I turn to the boards for flavorful yet potent ideas.

Well, I have till this Sunday to decide! 



The support is much appreciated!

I hear you about time constraints, man. I'm lucky enough to have a job with a weird and variable schedule, so I wind up with a fair amount of free time while my kids are at school, wife is at work, etc. Since I'm not the type to have an affair, or join a vicious street gang (well... I was a Boy Scout as a kid...), this is a fun way to burn some of that time up!

re: building things that work out of the gate-- man, I can't handle builds that 'bloom' too late, or suck during Heroic. I think we all know that most games are played at Heroic tier, so it just doesn't make sense to me to put something out there that most people couldn't play. Who wants to play a build that doesn't take off until Epic, when their home game kicks off at L1? I don't get that.

Anyways-- I'll pass on the kind words to LDB, too

After looking through range strikers (odd that this build is actually in the leader section of Hall of Heroes, but I guess it is "leadery" in many ways) I decided to take this one out for a spin.  One thing I noticed immediately, you can add a light shield for 5g from levels 1-8 for +1AC and ref.  At level 8 you pick up DIS and abandon the 5g.


After looking through range strikers (odd that this build is actually in the leader section of Hall of Heroes, but I guess it is "leadery" in many ways) I decided to take this one out for a spin.  One thing I noticed immediately, you can add a light shield for 5g from levels 1-8 for +1AC and ref.  At level 8 you pick up DIS and abandon the 5g.




ROFL

This is why I value opinions from all over. Lots of people here probably wouldn't recognize your name, but you just showed me something that I had completely missed.

Well played, sir!
Glad to help; I used to be good at min/maxing, now it's all I can do to keep up with the errata's to the characters I'm playing and peruse others builds lol.

The Deva "Killswitch" is going to hit 10th tonight, if the encounter/s is/are remotely interesting I'll let you know.

Honestly team monster hasn't challenged our group much (as it should be I guess)  I keep expecting the DM to up the XP budget at some pt.
Ok, new to the boards here, so forgive me if this is ridiculous for one reason or another.  It seems to me that Dazzling Ray makes a better Daily choice at level 1 than Destructive Surprise, but maybe I'm missing something.  The only thing I can think of is to keep the power choice balance between the hybrid classes, so that you can take the better sorcerer powers later.  In that case, couldn't you just wait 'til level 5, retrain Dazzling Ray to Destructive Surprise, then take Howling Tempest as planned?
I really like high init as well, so this build is very apeeling to me, however is there anyway to push in a dragonborn/coldspec/coldbreath build in this?

I know I wont get the androit explorer PP, but as I recall there are other ways to get extra ap? just not as early...

Sincerely

N
I think its possible to retrain Improved defences after level 26 as both superior will and superior reflexes, makes + 4, so they wont get lower ( as imp deff gives + 3 in all)... then you can take great fortitude instead.


Total its 1 more fortitude... not much, but everything counts.


Im still wondering what the name of that feat, that makes it possible for spellcasters to crit on 19/20 is....., as THAT really would make Ruthless Spellfury worth the feat....I mean double the chance of getting a few free acid orb going during an encounter, when you spamm blazing Starfall.


Guess I could go with jagged incendiary daggers.... but really not that big fan of the crit bonuss ( the ongoing damage, I prefer steady here and now damage).


Anyway just a few thougths after running this very fun to play char through.         
Most campaigns these days give you Expertise for free. Living Eberron on the ENWorld boards, for instance, plus every home campaign I've ever heard of or been in.

That frees up a feat! For BLITZ, that means you can try one of the many great Dex/Cha races (halflings with Goblin Totem weapons are always fun to strike with) or perhaps squeeze in a fun feat that doesn't directly relate to Attack Roll or Damage Roll:


  • Jack of All Trades since hybrids have so few trained skills - now you aren't dead weight in a skill challenge!

  • Another racial or class feat - they tend to be flavorful and cool!

  • Something from Heroes of the Elemental Chaos to benefit from your heavy use of the Thunder keyword

  • Skill power of some kind. History and Intimidate have some great skill powers, IIRC. Both of these are class skills for BLITZ!

  • Similarly, !!!!!MARK OF STORM!!!!! if you're playing a game where Marks are allowed.


Since we're talking about feats, I'll point this out from the Level 30 summary in the OP:


Level 4: Versatile Expertise (retrained to Superior Initiative at Level 21)
Level 6: Improved Initiative


I went ahead and fixed that issue, grabbed a quick Theme that looked cool and appropriate (might not be Most Optimal, but I'm pretty sure it's Good Enough). Also, at the level where BLITZ has Improved Defenses, Superior Reflex, and Superior Will, I retrained ImpDef to Epic Fortitude to net a neat +1 bump to Fort.


I added Versatile Expertise as a houseruled free feat to represent that you get it for free in most games. If that's not true for you, heave a deep sigh and give something up. I, however, took advantage of the opportunity to get my hands on Superior Reflexes early in Heroic to improve my T1 nova's accuracy!


Those are just a few minor changes, but BLITZ doesn't appear to use anything that's been nerfed between then and now, so I think he'll be a perfectly fine character for modern-day play. To make best use of the theme I selected, I recommend getting an item or two that gives you some flight capability. Here's the updated build:


====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 30
Human, Warlord|Sorcerer, Adroit Explorer, Demigod
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Ambitious Effort: Ambitious Effort New Power
Arcane Admixture Damage Type: Arcane Admixture Thunder
Divine Spark: Divine Spark Charisma
Divine Spark: Divine Spark Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Wand)
Human Power Selection: Bonus At-Will Power
Arcane Admixture Power: Blazing Starfall
Quickened Spellcasting: Blazing Starfall
Background: Lhazaar Principalities (+2 to Athletics)

FINAL ABILITY SCORES
Str 10, Con 14, Dex 26, Int 14, Wis 12, Cha 28.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.


AC: 44 Fort: 39 Reflex: 44 Will: 46
HP: 171 Surges: 8 Surge Value: 42

TRAINED SKILLS
Bluff +29, Diplomacy +29, Athletics +23, Intimidate +29, Arcana +22

UNTRAINED SKILLS
Acrobatics +22, Dungeoneering +16, Endurance +16, Heal +16, History +17, Insight +16, Nature +16, Perception +18, Religion +17, Stealth +22, Streetwise +24, Thievery +22

FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
Level 2: Implement Focus (Dagger)
Level 4: Superior Reflexes
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Dual Implement Spellcaster
Level 10: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 11: Resounding Thunder
Level 12: Arcane Admixture
Level 14: Improved Defenses (retrained to Epic Fortitude at Level 26)
Level 16: Mark of Storm
Level 18: Arcane Initiate
Level 20: Destructive Wizardry
Level 21: Quickened Spellcasting
Level 22: Sorcerous Flux
Level 24: Enabling Shot
Level 26: Superior Will
Level 28: Ruthless Spellfury
Feat User Choice: Versatile Expertise
Level 30: Arcane Spellfury

POWERS
Ambitious Effort New Power: Chains of Fire
Arcane Initiate: Winged Horde
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Acid Orb
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Ice Dragon's Teeth (retrained to Swirling Stars at Level 12)
Hybrid daily 5: Howling Tempest
Hybrid utility 6: Sudden Scales
Hybrid encounter 7: Thunder Bomb
Hybrid daily 9: Howling Hurricane
Hybrid utility 10: Fog Form
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Tactical Orders
Hybrid encounter 17: Thunderstroke (replaces Swirling Stars)
Hybrid daily 19: Lightning Daggers (replaces Howling Tempest)
Hybrid utility 22: Wind Shape
Hybrid encounter 23: We Will Not Fail (replaces Chains of Fire)
Hybrid daily 25: Acid Typhoon (replaces Howling Hurricane)
Hybrid encounter 27: Thunderous Might (replaces Thunder Bomb)
Hybrid daily 29: Hellish Firestorm (replaces Lightning Daggers)

ITEMS
Adventurer's Kit, Amulet of Protection +6, Magic Incendiary dagger +6 (2), Magic Elderhide Armor +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


If you have better ideas for a theme, or want to further re-optimize the order of feats taken now that I've made some quick changes, or point out significant new options that are good for BLITZ, please do! I may well be playing him soon.

Can anyone please give me input on this variant? Is it acceptable? Do you see anything to drop in order to pick up MC Paladin and Hero's Poise?

  I've spent a great deal of time over the past couple days trying to build one that is slightly more aggressive, focusing on double attacks and more attack granting over at-will burst optimization. I am not sure about how the build rates overall. I'm going to be a mostly close range caster, with crap AC. I would probably start playing this build between levels 8-10.

I get 2 extra feats and a theme, so a direct comparison to the original build is not really fair, but that said:
Strengths: more double/triple attacks, healing, and Bravura AP feature. Maiden's Waking to bring me back from times when I will inevitably be focus fire stomped
Cons: -1 AC, Less movement powers, weaker at-will bursts


Some notes to explain some of the choices and oddities:
At level 10, I retrain Hybrid Talent: Warlord Armor Prof to Bravura Presence, and pick up Armor Prof: leather to partially replace it. I would have stopped using light shields once I pick up a secondary dagger implement, and I will lose 1 AC from hide.

I take Admixture: Lightning at 11 for Flame Spiral to hopefully pierce resistances on the best sorc enc power, and replace it with Irresistable Flame at 21 so that resistance piercing can spread to Prime the Fire, then later Inferno Ring (and Blazing Starfall, for those resistant to fire and radiant). I will have a lot of fire powers, though, with no way to pierce immunity.


I took Yakuza for the 2nd lvl utility. I would love to have re-rolls on 1-3, and Infernal Slave is not allowed. The 1st lvl enc power's intimidate feature will be completely wasted with my group, but hopefully I can trigger the -2 to enemy attacks after Flame Spiraling.


I would love to have ensorcelled blade for my 2nd at-will, but I also wanted to keep an area-burst option, and my options on that are more limited as a hybrid (one less sorc enc/daily, and my extra arcane power dmg does not apply to theme powers). So I stuck with Blazing Starfall.
 

Lvl 28 build
  

====== Created Using Wizards of the Coast D&D Character Builder ======
Janick Gers, level 28
Human, Warlord|Sorcerer, Adroit Explorer, Destined Scion
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Hybrid Talent: Commanding Presence (Hybrid)
Commanding Presence (Hybrid): Bravura Presence (Hybrid)
Choose Bluff or Intimidate for your Level 10 Yakuza Feature: Bluff (Level 10 Yakuza Feature)
Arcane Admixture Damage Type: Arcane Admixture Lightning
Ambitious Effort: Ambitious Effort Existing Power
Epic Heroism: Epic Heroism (Charisma)
Epic Heroism: Epic Heroism (Dexterity)
Human Power Selection: Bonus At-Will Power
Arcane Admixture Power: Flame Spiral
Ambitious Effort Existing Power: Flame Spiral
Quickened Spellcasting: Blazing Starfall
Background: Occupation - Thief (Thievery class skill)


FINAL ABILITY SCORES
Str 15, Con 13, Dex 26, Int 10, Wis 12, Cha 28.


STARTING ABILITY SCORES
Str 13, Con 11, Dex 16, Int 8, Wis 10, Cha 16.


AC: 42 Fort: 41 Reflex: 41 Will: 45
HP: 160 Surges: 7 Surge Value: 40


TRAINED SKILLS
Intimidate +28, Insight +20, Thievery +27, Bluff +30


UNTRAINED SKILLS
Acrobatics +22, Arcana +14, Diplomacy +23, Dungeoneering +15, Endurance +15, Heal +15, History +14, Nature +15, Perception +15, Religion +14, Stealth +24, Streetwise +25, Athletics +16


FEATS
Human: Hybrid Talent (retrained to Hybrid Talent at Level 10)
Level 1: Superior Implement Training (Accurate staff)
Level 2: Implement Focus (Staff)
Level 4: Improved Initiative (retrained to Combat Commander at Level 11)
Level 6: Superior Will
Level 8: Dual Implement Spellcaster
Level 10: Armor Proficiency: Leather
Level 11: Arcane Admixture (retrained to Irresistible Flame at Level 21)
Level 12: Fight On
Level 14: Superior Reflexes
Level 16: Skill Power
Level 18: Action Surge (retrained to Arcane Familiar at Level 23)
Level 20: Cunning Stalker (retrained to Supreme Inspiration at Level 22)
Level 21: Quickened Spellcasting
Level 22: Sorcerer Implement Expertise
Level 24: Superior Initiative
Level 26: Epic Fortitude
Feat User Choice: Staff Expertise
Feat User Choice: Improved Defenses
Level 28: Enabling Shot


POWERS Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Acid Orb
Hybrid at-will 1: Direct the Strike
Skill Power: Insightful Riposte
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Shocking Magnetism (retrained to Orchestrated Offensive at Level 5)
Hybrid utility 2: Life's Losing Hand
Hybrid encounter 3: Flame Spiral
Hybrid daily 5: Thunder Leap
Hybrid utility 6: Shake It Off
Hybrid encounter 7: Thundering Gust
Hybrid daily 9: Prime the Fire
Hybrid utility 10: Fog Form
Hybrid encounter 13: Cyclone Pull (replaces Thundering Gust)
Hybrid daily 15: War Master's Assault (replaces Orchestrated Offensive)
Hybrid utility 16: Maiden's Waking
Hybrid encounter 17: Pincer Maneuver (replaces Vengeance is Mine)
Hybrid daily 19: Lightning Daggers (replaces Thunder Leap)
Hybrid utility 22: Rush of Battle
Hybrid encounter 23: Inferno Ring (replaces Cyclone Pull)
Hybrid daily 25: Wrathful Vapors (replaces Prime the Fire)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)


ITEMS
Amulet of Protection +6, Magic Starleather Armor +6, Magic Accurate staff +6, Magic Dagger +5
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

 
excellent build auspex. i love sorcerers.

can we see an estimated DPR??

also AC seems a bit low. is there any alternative?

thanks
Old Necro is Old. Auspex hasn't been here in 3 years, it's also an unoptimized build, even by the standards of when he wrote it.

The more I see posts by him, I really don't think he understood anything other than Warlords ... not a very good optimizer.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
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