Stage One - A Collection of Build Concepts

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Stage One - A Collection of New Builds with Interesting Concepts
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This thread will serve as a place to not only house a large collection of new and interesting builds, but to get critique on said builds to make them as optimized as can be. These builds should consist of new ideas, combos people haven't yet thought about, and optimizing aspects of the game few other people care to optimize. Hopefully, this thread can get filled to the brim with new ideas and concepts and serve as a valuable resource to players who want to take their character outside the box, and maybe miles away from it.

Rules of Posting


In order for this thread to stay organized and easy-to-read, we need some general guidelines for posting builds. These rules are:

1. Make sure your build is at least level 16. I do this to make sure people have a clear-cut path to take in case they wish to play the build. This also gives the concept behind the build ample space to be utilized, while also making the build playable.

2. Either a CB summary or in-depth summary is required. We'll try to keep the basic lists of a couple feats and powers to a minimum here.

3. Respect other people's builds. This isn't to say don't give criticism, but make sure you either contribute to the conversation in a constructive way, or don't contribute at all.

4. Provide a remotely detailed description of what your new idea is/consists of. Sometimes, these new ideas are hard to find by just looking at a CB summary, so an explanation is a must for all builds.

5. Make sure your build is playable for a decent portion of it's career. Sure, a lot of Epic Destinies have really good level 30 features, but in reality, I bet 99% of us haven't gotten there. Please make your builds playable.

6. Do some research  before you post. Nobody wants to see outdated builds make reappearnces here.

7. Provide links when able. This lets me just provide a link over posting the whole build, which eliminates some clutter.

8. Respect my right to not include your build within the main posts. I will try to include as many builds as I can in order to have a large list of resources, but if I find your build to be unoriginal or poorly posted, I will most likely tell you so you can fix it, but if you don't fix it, I withhold the right to not include it within the collection of builds.


So, you may be wondering, what exactly makes a build idea unique over the countless other builds that have been posted here on the forums? Well, that leads into a very important argument for this thread:

Unique Builds vs. Unique Concepts

Generally speaking, every build is unique. There's basically no chance in 2 builds being identical, especially as more and more material is released. Now, that being said, that doesn't mean those unique builds are necessarily new. This is the distinction we need to understand to make this thread a valuable resource: just because you made a new build doesn't make the concept any more fresh. So please, try to refrain from posting your builds just because you like them. This thread is designed to gather new ideas about each class, so let's keep it that way.

This thread exists to highlight the latter builds, and not the former. So make sure whatever you are posting is relevant and new, and I'll do what I can to include it in the builds section.

Posting Old Builds and Expanding on Old Ideas

I want to try and avoid posting builds that have been circulating for some time, but there are exceptions. For example, if you posted a build a while ago that has an interesting concept that could go well here, I'll include it in a heartbeat. I'm also completely in favor of posting builds that utilize older concepts but in new and exciting ways. Basically, if your character has an element that makes him fresh and interesting to others, I'll be happy to include it for you.

Special Thanks To:
The Community, for the wonderul resources and support.
Everyone posting on this thread.

Also, if anyone wants to help with the formatting, I'll pm you my user info. Thanks again. Right now I'm having trouble with renaming links, changing font size, and centering the titles and pictures.

Strikers:

Crit Fishing Rogue MC Avenger with Radiant Vulnerability
- Grey_Warden

====== Created Using Wizards of the Coast D&D Character Builder ======
Crit Fisher, level 30
Half-Orc, Rogue, Daggermaster, Punisher of the Gods
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent

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


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



AC: 46 Fort: 44 Reflex: 45 Will: 41
HP: 171 Surges: 8 Surge Value: 42


TRAINED SKILLS
Stealth +27, Thievery +27, Athletics +27, Perception +22, Acrobatics +27, Intimidate +23, Religion +20


UNTRAINED SKILLS
Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +17, Endurance +18, Heal +17, History +15, Insight +17, Nature +17, Streetwise +16


FEATS
Level 1: Weapon Expertise (Light Blade)
Level 2: Weapon Focus (Light Blade)
Level 4: Two-Weapon Fighting
Level 6: Two-Weapon Defense
Level 8: Backstabber
Level 10: Nimble Blade
Level 11: Two-Weapon Opening
Level 12: Armor Proficiency (Hide)
Level 14: Disciple of Divine Wrath
Level 16: Melee Training (Dexterity)
Level 18: Rogue Weapon Mastery
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Punishing Radiance
Level 22: Enmity Shared
Level 24: Ferocious Critical
Level 26: Triumphant Attack
Level 28: Epic Will
Level 30: Vengeful Declaration


POWERS
Rogue at-will 1: Deft Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Blinding Barrage
Rogue utility 2: Tumble
Rogue encounter 3: Low Slash
Rogue daily 5: Driving Assault
Rogue utility 6: Ignoble Escape
Rogue encounter 7: Circling Predator
Rogue daily 9: Knockout
Rogue utility 10: Executioner's Mien
Rogue encounter 13: Stunning Strike (replaces Dazing Strike)
Rogue daily 15: Bloody Path (replaces Blinding Barrage)
Rogue utility 16: Hide in Plain Sight
Rogue encounter 17: Tumbling Strike (replaces Circling Predator)
Rogue daily 19: Daunting Barrage (replaces Bloody Path)
Rogue utility 22: Indomitable Agility
Rogue encounter 23: Steel Entrapment (replaces Stunning Strike)
Rogue daily 25: Cruel Pursuit (replaces Knockout)
Rogue encounter 27: Dance of Death (replaces Steel Entrapment)
Rogue daily 29: Kiss of Death (replaces Driving Assault)


ITEMS
Radiant Dagger +6, Rhythm Blade Dagger +1, Lifeblood Elderhide Armor +6, Siberys Shard of Radiance (epic tier), Iron Armbands of Power (epic tier), Ring of the Radiant Storm (paragon tier), Boots of the Fencing Master (heroic tier), Gauntlets of Blood (epic tier), Eye of Awareness (epic tier), Steadfast Amulet +6, Ring of Giants (paragon tier), Diamond Cincture (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
This build takes the normal crit fishing abilities of the Daggermaster to new heights. By MCing Avenger we get access to Oath of Enmity, which let's us roll twice while critting on 18-20. Punishing Radiance combines with a Radiant Dagger to give us a nice DPR boost whenever we crit, and we focus on multi-attack powers to give us the best chances of critting.



Minor Catch-22 Rogue
- Grey_Warden

====== Created Using Wizards of the Coast D&D Character Builder ======
Catch-22, level 30
Halfling, Rogue, Shadow Assassin, Raven Knight
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent

FINAL ABILITY SCORES
Str 24, Con 16, Dex 28, Int 10, Wis 12, Cha 16.


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



AC: 47 Fort: 43 Reflex: 46 Will: 40
HP: 173 Surges: 9 Surge Value: 43


TRAINED SKILLS
Stealth +33, Thievery +30, Intimidate +23, Athletics +26, Acrobatics +30, Bluff +23


UNTRAINED SKILLS
Arcana +15, Diplomacy +18, Dungeoneering +16, Endurance +17, Heal +16, History +15, Insight +16, Nature +16, Perception +16, Religion +15, Streetwise +18


FEATS
Level 1: Versatile Duelist
Level 2: Weapon Proficiency (Drow Long Knife)
Level 4: Two-Weapon Fighting
Level 6: Two-Weapon Defense
Level 8: Weapon Expertise (Heavy Blade)
Level 10: Vigilante Justice Style
Level 11: Heavy Blade Opportunity
Level 12: Opportunistic Sneak Attack
Level 14: Psychic Lock
Level 16: Nimble Dodge
Level 18: Weapon Focus (Heavy Blade)
Level 20: Armor Proficiency (Hide)
Level 21: Heavy Blade Mastery
Level 22: Two-Weapon Flurry
Level 24: Brutal Advantage
Level 26: Robust Defenses
Level 28: Superior Initiative
Level 30: Epic Will


POWERS
Rogue at-will 1: Disheartening Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Duelist's Prowess
Rogue utility 2: Tumble
Rogue encounter 3: Low Slash
Rogue daily 5: Bloodbath
Rogue utility 6: Swift Parry
Rogue encounter 7: Sand in the Eyes
Rogue daily 9: Knockout
Rogue utility 10: Executioner's Mien
Rogue encounter 13: Stunning Strike (replaces Dazing Strike)
Rogue daily 15: Bloody Path (replaces Bloodbath)
Rogue utility 16: Anticipate Attack (Rogue)
Rogue encounter 17: Tumbling Strike (replaces Sand in the Eyes)
Rogue daily 19: Hilt Slam (replaces Bloody Path)
Rogue utility 22: Indomitable Agility
Rogue encounter 23: Shimmering Blade (replaces Low Slash)
Rogue daily 25: Visceral Strike (replaces Duelist's Prowess)
Rogue encounter 27: Perfect Strike (replaces Stunning Strike)
Rogue daily 29: Cagey Killer (replaces Hilt Slam)


ITEMS
Githyanki Silver Drow Long Knife +6, Lifeblood Elderhide Armor +6, Iron Armbands of Power (epic tier), Boots of the Fencing Master (heroic tier), Gauntlets of Destruction (paragon tier), Headband of Intellect (heroic tier), Steadfast Amulet +6, Shadow Band (epic tier), Greater Ring of Invisibility (epic tier), Rhythm Blade Dagger +1, Diamond Cincture (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
This build looks to lockdown a single target by giving them all bad choices. Riposte Strike is insane with the new SA rules letting us use it 1/turn, and if they miss you, Shadow Assassin makes them pay as well. If they move away from you, they eat a Disheartening Strike, courtesy of HBO. The enemy's best option at this point is to shift + charge, and we can use our myriad of mobility options to shift right next to him on our next turn.



The Pariah, Warlock taking advantage of damaging auras
- Malkonnen

link: community.wizards.com/go/thread/view/758...

====== Created Using Wizards of the Coast D&D Character Builder ======
The Pariah, level 30
Revenant, Warlock, Umbral Cabalist, Radiant One
Build: Scourge Warlock
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Vestige Pact
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Twofold Pact: Sorcerer King pact
Choose your Race in Life: Longtooth Shifter
Gritty Sergeant Benefit: Weapon Proficiency (Longsword)
Vestige Mastery: Vestige of Kulnoghrim
Background: Gritty Sergeant (Gritty Sergeant Benefit)

FINAL ABILITY SCORES
Str 10, Con 26, Dex 16, Int 24, Wis 12, Cha 14.

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


AC: 42 Fort: 43 Reflex: 41 Will: 38
HP: 218 Surges: 14 Surge Value: 54

TRAINED SKILLS
Intimidate +24, Religion +27, Thievery +23, Arcana +29

UNTRAINED SKILLS
Acrobatics +17, Bluff +16, Diplomacy +16, Dungeoneering +15, Endurance +25, Heal +15, History +22, Insight +15, Nature +15, Perception +15, Stealth +17, Streetwise +16, Athletics +17

FEATS
Level 1: Shifter Soul
Level 2: Sturdy Shifter
Level 4: Versatile Expertise
Level 6: Arcane Implement Proficiency
Level 8: Toughness
Level 10: Plagued Regeneration
Level 11: Vestige Versatility (retrained to Vestige Mastery at Level 21)
Level 12: Called Shot
Level 14: Dual Implement Spellcaster
Level 16: Primed Curse
Level 18: Flitting Shadows
Level 20: Twofold Pact
Level 21: Warding Curse
Level 22: Arcane Familiar
Level 24: Mindbite Scorn
Level 26: Robust Defenses
Level 28: Rapid Regeneration
Level 30: Cursed Spells

POWERS
Eldritch Blast: Eldritch Strike
Shifter Soul: Longtooth Shifting
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Armor of Agathys
Warlock utility 2: Fey Bargain
Warlock encounter 3: Fortune Binding
Warlock daily 5: Vestige of Ugar
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Howl of Doom
Warlock daily 9: Vestige of the Onyx Queen
Warlock utility 10: Ethereal Sidestep
Warlock encounter 13: Killing Flames (replaces Howl of Doom)
Warlock daily 15: Vestige of the Unknown Arcanist (replaces Armor of Agathys)
Warlock utility 16: Painful Transference
Warlock encounter 17: Sea Tyrant's Fury (replaces Chains of Levistus)
Warlock daily 19: Minions of Malbolge (replaces Vestige of the Unknown Arcanist)
Warlock utility 22: Deliverance of Faith
Warlock encounter 23: Awaken the Dragon (replaces Fortune Binding)
Warlock daily 25: Armor of Agathys (replaces Vestige of Ugar)
Warlock encounter 27: Shattering of the Sword (replaces Sea Tyrant's Fury)
Warlock daily 29: Doom of Delban (replaces Vestige of the Onyx Queen)

ITEMS
Adventurer's Kit, Battlecrazed Longsword +6, Brooch of Vitality +6, Survivor's Boots (paragon tier), Eye of Awareness (epic tier), Belt of Vitality (epic tier), Ring of Protection (paragon tier), Shadow Warlock Starleather Armor +6, Backlash Tattoo (heroic tier), Rod of Corruption +1, Incisive Dagger Dagger +2, Strikebacks (heroic tier), Counterstrike Guards (paragon tier), Rod of Ulban +5, Rod of Avernus +1, Khyber Shard of the Fiery Depth (epic tier), Ring of the Radiant Storm (paragon tier), Blood Fury Longsword +1, Ironskin Soulfang (level 5) (3), Ruby Scabbard (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
I call him the Pariah. His distinguishing feature is that he exploits the Plagued Regeneration feat which effectively gives him and aura 1 that deals necrotic damage equal to his regen rate from Longtooth Shifting. His regen rate is base 6 + 3 (plagued regeneration feat) + 8 (rapid regeneration feat) = 17. Then he should have CA against all cursed targets due to Shadow Warlock Armor and teleporting 3 squares every turn, so Radiant One adds +7 fire and radiant damage to the aura damage, for a total of 24 points of autodamage to anyone adjacent to him. In order to get enemies adjacent and keep them there he has Flitting Shadows. This lets him teleport 1 target he hits each round up to 14 squares (including up into the air for 7d10 falling damage if he's feeling lucky about the target failing its save).

His goal is to remain bloodied at all times, because while bloodied he gets +3d6 damage, immunity to OAs, a +8 bonus to one NAD of his choice (generally Will), and of course his Regen and damage aura. To stay bloodied he's got soulfangs and Doom of Delban to bleed himself if monsters decide to ignore him, and he's got several THP generating powers if monsters decide to swarm him (not to mention the 17 regen rate). Plus he has a Bloodfury weapon to give him a on demand round of bloodied every encounter and his Battlecrazed Weapon to back that up once a day.

His defenses look low, but once you factor in +2 to defenses vs cursed targets, +2 from concealment from Shadowwalk, and +8 Will from the Umbral Cabalist PP feature, they look a LOT better. smile.gif

He since uses his ranged powers while adjacent for guaranteed Prime Shot bonuses of +2 to hit and +5 to damage, which in turn provokes OAs when is not bloodied (and trying to be :devilsmile.gif and doesn't provoke OAs while bloodied.

He uses a Rakshasa claw to shuffle around off-hand implements as needed; incisive dagger when teleporting, Rod of Avernus when needing to rearrange the battlefield a bit, Rod of Corruption for his first kill to spread his curse, and Rod of Ulban the rest of the time for vulnerability 10 with all of his attacks thanks to +1d6 psychic curse damage from Mindbite Scorn. It also gives him a decent +25 Thievery check. :P

Whenever his pact boon triggers he gets to hand out a free basic attack. This can go to another striker in the party or it can go to a monster--preferably one marked by the Defender for a 2-for-1 attack.

He's got a solid MBA in Eldritch Strike which deals 2d8+7d6+40 to use for OAs when monsters try to flee his aura and with 3 encounter retaliation attacks when they try to attack him. Eyes of the Vestige does 9d6+50 damage plus spreads his curse, and does an extra 14 damage if the target doesn't move away on their turn. Then he's got 2 encounter stuns, an area burst that imposes vulnerability for situational needs, and an immediate reaction attack to pounce when a monster gets bloodied. For dailies, he's got 2 powers that ramp up his aura damage, 1 area burst power with ongoing damage again for situational needs, and 1 power that provides escalating sustainable damage output and keeps him bloodied.


Eladrin Gouge Barbarian emphasizing mobility
- darthwillis

link: community.wizards.com/go/thread/view/758...
Race: Eladrin (PHB)
Class: Barbarian (PHB 2)
Feral Might: Rageblood Vigor (PHB 2)
Multiclass: Fighter (PHB)

Paragon Path: Kensei (PHB)
Epic Destiny: Reincarnate Champion (PP)
Past Life Race 1: Goliath (PHB 2)
Past Life Race 2: Dragonborn (PHB)



Ability Scores, with racial adjustments:
Strength 28 (+9)

Constitution 14 (+2)
Dexterity 22 (+6)

Intelligence 12 (+1)
Wisdom 14 (+2)

Charisma 12 (+1)



HP: 203 --> 15 base, +14 Constitution, +174 levels
Bloodied: 101 HP or less

Healing Surges: 10--> 8 base, +2 Constitution
Healing Surge Value: 50 HP



AC: 45 --> 10 base, +15 levels, +6 enhancement, +5 armor, +6 Dexterity, +3 Barbarian Agility
Fortitude: 44 --> 10 base, +15 levels, +9 Strength, +6 enhancement, +2 class, +2 feat
Reflex: 42 --> 10 base, +15 levels, +6 enhancement, +6 Dexterity, +3 Barbarian Agility, +2 feat

Will: 36 --> 10 base, +15 levels, +6 enhancement, +2 Wisdom, +2 feat, +1 racial

Initiative: +29 --> +6 ability (Dexterity), +15 levels, +8 feat

Speed: 6 --> 6 base



Howling Strike (Charge): +40 vs. AC with CA; Rampage: +38 vs. AC with CA
Hit: 4d6 Brutal 1+6d6+57 cold damage, and the target is pushed 1 square and knocked prone
Critical: 6d6 Brutal 1 +6d6+141 cold damage, and the target is pushed 1 square and knocked prone
Rampage, Hit: 4d6 Brutal 1+39 cold damage
Rampage, Critical: 6d6 Brutal 1+6d6+80 cold damage

DPR: (0.75)*(102) + (0.10)*(186) + (0.10)*(0.65)*(53) + (0.10)*(0.10)*(80) = 99.345 DPR

Racial Powers:
L1 – Fey Step (PHB)
L21 – Stone’s Endurance (PHB 2)
L24 – Dragon Breath (PHB)

At-Will Attack Powers:
L1 - Howling Strike (PHB 2)

L1 - Pressing Strike (PHB 2)



Encounter Attack Powers:
L7 - Curtain of Steel (PHB 2)

L11 – Threatening Fury (PHB 2)
L13 - Storm of Blades (PHB 2)

L27 - Hurricane of Blades (PHB 2)



Daily Attack Powers:
L19 - Desert Wind Rage (PrP)
L20 - Weaponsoul Dance (PHB)
L25 - Stone Tempest Rage (PHB 2)
L29 - World Serpent Rage (PHB 2)

Utility Powers:
L2 - Shrug it Off (PrP)
L6 - Combat Surge (PHB 2)
L10 – Enraged Surge (PrP)

L12 - Ultimate Parry (PHB)

L16 - Spur the Cycle (PHB 2)
L22 - Emboldeing Charge (PrP)

L26 – Swift Reincarnation (PrP)

Skills:

Athletics (+29) --> +9 ability (Strength), +5 trained, +15 level
Endurance (+22) --> +2 Constitution, +5 trained, +15 level
Heal (+22) --> +2 Wisdom, +5 trained, +15 level

Nature (+22) --> +2 Wisdom, +5 trained, +15 level


Perception (+21) --> +2 Wisdom, +5 trained, +15 level

Feats:

L1 – Eladrin Soldier (PHB)
L6 - Weapon Expertise (Spears) (PHB 2)
L8 - Battle Awareness (Intimidate) (MP)
L10 - Surprising Charge (MP)
L11 - Fey Charge (MP)
L11 - Battle Awareness (Heal) (MP)
L12 - Lasting Frost (PHB)
L12 - Wintertouched (PHB)
L14 - Reckless Charge (PrP)
L16 - Powerful Charge (PHB)
L21 - Spear Mastery (PHB)
L21 - Robust Defenses (PHB 2)
L22 - Deadly Axe (PHB)
L23 - Avalanche Reaver (MP 2)
L24 - Draconic Arrogance (MP)
L26 - Epic Resurgence (PHB)
L28 - Long Step (PHB 3)
L30 - Superior Initiative (PHB 3)

Magic Items:
+6 Frost Gouge, +6 Badge of the Berserker, +6 Marauder’s Elderhide Armor, Horned Helm, Siberys Dragonshard of Merciless Cold, Gloves of Ice, Ring of Giants, Boots of the Mighty Charge, Iron Armbands of Power.

Build Discussion:
This build combines the inherent mobility and feat support of being an Eladrin with the raw damage of a Rageblood Charger. What you get is a build that can charge at-will thanks to free teleports from being an Eladrin and that also has roughly 100 DPR while charging.



Useful Threads:

Defenders

The Super Cleaver
- obtusehobbit

link: community.wizards.com/go/thread/view/758...

====== Created Using Wizards of the Coast D&D Character Builder ======
The Super Cleaver, level 30
Dragonborn, Fighter, Dread Reaper, Ceaseless Guardian
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent
Guardian Mindfulness: Guardian Mindfulness Strength
Dragonborn: Dragonfear

FINAL ABILITY SCORES
Str 28, Con 13, Dex 17, Int 10, Wis 22, Cha 14.



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




AC: 46 Fort: 44 Reflex: 41 Will: 45
HP: 217 Surges: 10 Surge Value: 55



TRAINED SKILLS
Intimidate +26, Endurance +21, Athletics +29



UNTRAINED SKILLS
Acrobatics +18, Arcana +15, Bluff +17, Diplomacy +17, Dungeoneering +21, Heal +21, History +17, Insight +21, Nature +21, Perception +21, Religion +15, Stealth +18, Streetwise +17, Thievery +18



FEATS
Level 1: Toughness
Level 2: Hafted Defense
Level 4: Weapon Expertise (Heavy Blade)
Level 6: Impending Doom Style
Level 8: Longhand Student
Level 10: Polearm Momentum
Level 11: Pinning Challenge
Level 12: Draconic Arrogance
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 16: Heavy Blade Opportunity
Level 18: Uncanny Dodge
Level 20: Polearm Gamble
Level 21: Rapid Combat Challenge
Level 22: Epic Reflexes
Level 24: Armor Specialization (Scale)
Level 26: Slashing Storm
Level 28: Marked Scourge
Level 30: Epic Will



POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Weapon Master's Strike
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Comeback Strike
Fighter utility 2: Pass Forward
Fighter encounter 3: Dance of Steel
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Victorious Surge
Fighter utility 10: Reactive Surge
Fighter encounter 13: Scattering Swing (replaces Steel Serpent Strike)
Fighter daily 15: Unyielding Avalanche (replaces Comeback Strike)
Fighter utility 16: Iron Warrior
Fighter encounter 17: Mountain Breaking Blow (replaces Dance of Steel)
Fighter daily 19: Persistence of Blades (replaces Victorious Surge)
Fighter utility 22: Martial Supremacy
Fighter encounter 23: Warrior's Urging (replaces Scattering Swing)
Fighter daily 25: Reaper's Stance (replaces Rain of Steel)
Fighter encounter 27: Cruel Reaper (replaces Mountain Breaking Blow)
Fighter daily 29: Force the Battle (replaces Persistence of Blades)



ITEMS
Eye of Awareness (epic tier), Iron Armbands of Power (epic tier), Steadfast Amulet +6, Agile Elderscale Armor +6, Ring of Free Time (epic tier), Belt of Mountain Endurance (paragon tier), Foe Caller Gauntlets (epic tier), Farbond Spellblade Glaive +5, Shadow Band (epic tier), Rushing Cleats (heroic tier), Master's Blade Glaive +6, Eager Hero's Tattoo (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Thunder Titan, Battlemind focused on using Resounding Thunder
- Rathyr

link: community.wizards.com/go/thread/view/758...

ThunderTitan, level 30
Dwarf, Battlemind, Lyrandar Wind-Rider, Topaz Crusader
Psionic Study: Wild Focus
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Polearm)
Bound to Greatness: Constitution


FINAL ABILITY SCORES
Str 16, Con 28, Dex 17, Int 10, Wis 22, Cha 12.
STARTING ABILITY SCORES
Str 14, Con 16, Dex 14, Int 8, Wis 13, Cha 10.


AC: 51 = 10 (base) + 15 (half-level) + 12 (Tarrasque) + 6 (Enhancement) + 1 (Shield) + 1 (feat) + 3 (Agile item) + 1 (Topaz Focus) + 2 (Topaz Meditation)
Fort: 50 = 10 (base) + 15 (half-level) + 9 (Con) + 6 (Enhancement) + 4 (feat) + 2 (item) + 2 Robust + 2 (Topaz Meditation)
Reflex: 45 = 10 (base) + 15 (half-level) + 3 (Dex) + 6 (Enhancement) + 4 (feat) + 1 (shield) + 2 (item) +  2 (Robust) + 2 (Topaz Meditation)
Will: 49 = 10 (base) + 15 (half-level) + 6 (Wis) + 6 (Enhancement) +2 (class) + 4 (feat) + 2 (item) + 2 (Robust) + 2 (Topaz Meditation)

Constant 5 DR and Concealment.


HP: 217 Surges: 18 Surge Value: 54

TRAINED SKILLS
Endurance +29, Heal +26, Athletics +21, Intimidate +21

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +23, History +15, Insight +21, Nature +21, Perception +21, Religion +15, Stealth +16, Streetwise +16, Thievery +16


FEATS
Level 1: Melee Training (Constitution)
Level 2: Battle Awareness
Level 4: Polearm Momentum
Level 6: Versatile Expertise
Level 8: Weapon Focus (Spear) (retrained to Thundering Force at Level 11)
Level 10: Mark of Storm
Level 11: Resounding Thunder
Level 12: Heavy Blade Opportunity
Level 14: Polearm Gamble
Level 16: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 18: Hafted Defense
Level 20: Armor Proficiency (Plate)
Level 21: Armor Specialization (Plate)
Level 22: Telekinetic Savant
Level 24: Weapon Focus (Heavy Blade)
Level 26: Epic Reflexes
Level 28: Epic Will
Level 30: Epic Fortitude


POWERS
Battlemind at-will 1: Vicious Cobra Strike
Battlemind at-will 1: Bull's Strength
Battlemind at-will 3: Lodestone Lure
Battlemind at-will 7: Lightning Rush (replaces Lodestone Lure)
Lyrandar Wind-Rider Encounter 11: Wind Burst
Battlemind at-will 13: Psionic Speed (replaces Bull's Strength)
Battlemind at-will 23: Might of the Ogre (replaces Vicious Cobra Strike)


Battlemind daily 1: Aspect of Bitter Ice
Battlemind daily 5: Empathic Feedback
Battlemind daily 9: Nightmare Vortex
Battlemind daily 15: Precognitive Eye (replaces Nightmare Vortex)
Battlemind daily 19: Aspect of Stolen Identity (replaces Aspect of Bitter Ice)
Lyrandar Wind-Rider Daily 20: Unruly Cyclone
Battlemind daily 29: Aspect of Annihilation (replaces Aspect of Stolen Identity)

Battlemind utility 2: Telepathic Challenge
Battlemind utility 6: Psionic Ambush
Battlemind utility 10: Battle Aspect
Lyrandar Wind-Rider Utility 12: Zephyr Wings
Battlemind utility 16: Instant Move
Battlemind utility 22: Indomitable Maneuver

ITEMS
Adventurer's Kit, Handaxe (5), Backlash Tattoo (heroic tier), Ring of the Dragonborn Emperor (paragon tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Stone of Storms (paragon tier), Stone of Spirit (paragon tier), Strikebacks (heroic tier), Diamond Cincture (paragon tier), Boots of Caiphon (epic tier), Iron Armbands of Power (epic tier), Shadow Band (epic tier), Eye of Awareness (epic tier), Force Glaive +6, Steadfast Amulet +6, Agile Tarrasque Plate Armor +6


Changes:
+6 HP
New Feats: Epic Fortitude

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): +6 Agile Tarrasque Plate Armor
L28 (2,125,000 gp): +6 Steadfast Amulet
L28 (2,125,000 gp): +6 Force Glaive
L27 (1,625,000 gp): Shadow Band (Epic tier)
L26 (1,125,000 gp): Iron Armbands of Power (Epic tier)
L24 (525,000 gp): Boots of Caiphon (epic tier)
L23 (425,000 gp): Eye of Awareness
L20 (125,000 gp): Diamond Cincture (Paragon Tier)
L15 (25,000 gp): Ring of the Dragonborn Emperor (paragon tier)
L12 (13,000 gp): Stone of Earth
L12 (13,000 gp): Stone of Spirit
L12 (13,000 gp): Stone of Storms
L10 (5,000 gp): Strikebacks
L9 (4,200 gp): Backlash Tattoo
TOTAL: 12,845,028 gp

Build Discussion:
Let’s review.

Pretty much from level 5 onwards, you are pushing creatures and knocking them prone. You really don’t play very much different in Heroic than most other defenders.

In paragon, you gain massive increases in the damage department. All of your psionic powers gain the thunder keyword, meaning they slide and prone, as well as gain +1 to hit and +con to damage. Your close bursts and blasts increase 1 in size, meaning you are typically spamming Vicious Cobra Strike (which also marks them and gives them a penalty). Your OA’s become much more power full with HBO and Psionic Speed, giving you triple attacks anytime someone provokes an OA from you. With Polearm Gamble, you gain another form of OA. After that, you focus on increasing your defenses.

Epic brings more of the same. You gain a reliable way to generate OAs (creature stands up after you prone him), and your defenses increase to peak defender levels. You gain immunity to most conditions.

Effectively, you have great defenses, lots of immunity, very maneuverable, you mass mark and you throw out high damage and control AoE at-will (which in turn leads to more OAs). Creatures can’t ignore you, nor can they really stop you, and you are making 3-12 attacks per round (assuming creatures don’t remain prone).


Useful Threads:

Controllers

Radiant Invoker Utilizing Summons for Minor Action Attacks
- Grey_Warden

link: community.wizards.com/go/thread/view/758...

====== Created Using Wizards of the Coast D&D Character Builder ======
Radiant Summoner, level 30
Human, Invoker, Morninglord, Champion of Prophecy
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Rod)
Prophetic Blessing: Prophetic Blessing Constitution
Prophetic Blessing: Prophetic Blessing Wisdom
Background: Divinely Inspired (+2 to Insight)

FINAL ABILITY SCORES
Str 12, Con 24, Dex 13, Int 10, Wis 30, Cha 12.


STARTING ABILITY SCORES
Str 10, Con 14, Dex 11, Int 8, Wis 18, Cha 10.



AC: 43 Fort: 43 Reflex: 41 Will: 47
HP: 165 Surges: 13 Surge Value: 41


TRAINED SKILLS
Intimidate +21, Religion +20, Diplomacy +21, Endurance +26, Insight +32


UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +16, Dungeoneering +25, Heal +25, History +15, Nature +25, Perception +25, Stealth +15, Streetwise +16, Thievery +15, Athletics +15


FEATS
Invoker: Ritual Caster
Human: Toughness
Level 1: Versatile Expertise
Level 2: Solar Enemy (retrained to Indiscriminate Wrath at Level 26)
Level 4: Power of the Sun (retrained to Justice Hammer at Level 16)
Level 6: Coordinated Explosion
Level 8: Superior Implement Training (Accurate staff)
Level 10: Invoker Defense
Level 11: Invoker's Blaze
Level 12: Expansive Burst
Level 14: Improved Initiative (retrained to Superior Initiative at Level 24)
Level 16: Speaker of the Gods (retrained to Devastating Invocation at Level 22)
Level 18: Righteous Summons
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Invoker Implement Expertise
Level 22: Punishing Radiance
Level 24: Invoked Devastation
Level 26: Glorious Channeler
Level 28: Torm's Radiance
Level 30: Epic Reflexes


POWERS
Bonus At-Will Power: Hand of Radiance
Invoker at-will 1: Sun Strike
Invoker at-will 1: Grasping Shards
Invoker encounter 1: Lightning's Revelation
Invoker daily 1: Summon Angel of Fire
Invoker utility 2: Divine Call
Invoker encounter 3: Penance Compelled (retrained to Knives of the Soul at Level 13)
Invoker daily 5: Blade of Vengeance
Invoker utility 6: Symbol of Hope
Invoker encounter 7: Rain of Blood
Invoker daily 9: Summon Blade Angel
Invoker utility 10: Angelic Messenger
Invoker encounter 13: Deadly Doubt (replaces Lightning's Revelation)
Invoker daily 15: Wall of Blades (replaces Summon Angel of Fire)
Invoker utility 16: Walls of Hestavar
Invoker encounter 17: Glyph of Radiance (replaces Knives of the Soul)
Invoker daily 19: Summon Angel of Light (replaces Blade of Vengeance)
Invoker utility 22: Invoke Heroism
Invoker encounter 27: Compel Action (replaces Rain of Blood)
Invoker daily 29: Summon Angel of Victory (replaces Summon Blade Angel)


ITEMS
Ritual Book, Radiant Accurate staff +6, Time Link Spiritmail +6, Siberys Shard of the Mage (epic tier), Skull Bracers (epic tier), Ring of the Radiant Storm (paragon tier), Gauntlets of Blood (epic tier), Circlet of Mental Onslaught (paragon tier), Steadfast Amulet +6, Wraith's Cord (epic tier), Ring of Giants (paragon tier), Boots of Eagerness (heroic tier), Pelor's Sun Blessing (level 3), Defensive Accurate staff +1, Dice of Auspicious Fortune (paragon tier)
RITUALS
Hand of Fate, Animal Messenger, Raise Dead
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
This build takes advantage of Morninglord to a huge degree. Using summons, you can apply the vulnerability and then attack the target every turn. This means you have a large DPR (roughly 90) that you can combine with your large area bursts to create a devastating force.



Lucid, a Fire-themed Wizard who likes to burn things
- MC-DrowBane

link: community.wizards.com/go/thread/view/758...

Lucid, level 30
Tiefling, Wizard, Master of Flame, Prince of Hell
Build: Summoner Wizard
Arcane Implement Mastery: Tome of Binding
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Tome)

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 28, Wis 12, Cha 17.



STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.




AC: 44 Fort: 41 Reflex: 42 Will: 43
HP: 148 Surges: 12 Surge Value: 37



TRAINED SKILLS
Arcana +33, Insight +21, Religion +33, History +33



UNTRAINED SKILLS
Acrobatics +16, Bluff +20, Diplomacy +18, Dungeoneering +16, Endurance +21, Heal +16, Intimidate +18, Nature +16, Perception +16, Stealth +18, Streetwise +18, Thievery +16, Athletics +15



FEATS
Wizard: Ritual Caster
Level 1: Hellfire Blood
Level 2: Improved Initiative (retrained to Superior Initiative at Level 22)
Level 4: Diabolic Soul
Level 6: Versatile Expertise
Level 8: Burn Everything
Level 10: Hellfire Arcanist
Level 11: Hellfire of Mephistopheles (retrained to Aberrant Mark of Contagion at Level 24)
Level 12: Hellbook
Level 14: Coordinated Explosion
Level 16: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 18: Secrets of Belial
Level 20: Unarmored Agility
Level 21: Hellfire Teleport
Level 22: Epic Will
Level 24: Rapid Regeneration
Level 26: Arcane Mastery
Level 28: Sympathy of Flame
Level 30: Vengeful Summoner



POWERS
Wizard at-will 1: Scorching Burst
Wizard at-will 1: Winged Horde
Wizard encounter 1: Orbmaster's Incendiary Detonation
Wizard daily 1: Summon Dust Devil
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Summon Shadow Serpent
Wizard encounter 3: Color Spray
Wizard daily 5: Summon Magma Beast
Wizard daily 5 Spellbook: Fireball
Wizard utility 6: Summon Iron Cohort
Wizard utility 6 Spellbook: Fire Shield
Wizard encounter 7: Fire Burst
Wizard daily 9: Summon Hell Hound
Wizard daily 9 Spellbook: Summon Succubus
Wizard utility 10: Illusory Wall
Wizard utility 10 Spellbook: Mass Resistance
Wizard encounter 13: Prismatic Burst (replaces Orbmaster's Incendiary Detonation)
Wizard daily 15: Prismatic Beams (replaces Summon Magma Beast)
Wizard daily 15 Spellbook: Summon Chainbearer
Wizard utility 16: Fly
Wizard utility 16 Spellbook: Greater Invisibility
Wizard encounter 17: Combust (replaces Fire Burst)
Wizard daily 19: Acid Wave (replaces Summon Dust Devil)
Wizard daily 19 Spellbook: Disintegrate
Wizard utility 22: Time Stop
Wizard utility 22 Spellbook: Mass Fly
Wizard encounter 23: Furnace of Sand (replaces Prismatic Burst)
Wizard daily 25: Prismatic Spray (replaces Prismatic Beams)
Wizard daily 25 Spellbook: Summon Marilith
Wizard encounter 27: Black Fire (replaces Color Spray)
Wizard daily 29: Summon Balor (replaces Summon Hell Hound)
Wizard daily 29 Spellbook: Visions of Wrath



ITEMS
Timeless Locket +6, Siberys Shard of the Mage (epic tier), Opal Ring of Remembrance (epic tier), Karrak-dur, the Overmind (Circlet of Mental Onslaught) (paragon tier), Ring of Free Time (epic tier), Timeless Tome +6, Shimmering Starweave Armor +6, Burning Gauntlets (paragon tier), Belt of Vim (paragon tier), Phantom Chaussures (paragon tier)


Build Discussion:
Lucid likes fire. He can burn things in so many ways, it's hard to imagine. He can also summon other creatures to burn things for him. A very offensive build, Lucid looks to make his fire attacks as deadly as possible. Being a Tiefling helps, as well as Sympathy of Flame and Burn Everything. Vengeful Summoner adds some more damage to his summons as well.
Leaders

Jerry the Godslaying Ninja Bard
- MC-DrowBane

link: community.wizards.com/go/thread/view/758...

Jhereg DrakeSong, level 30
Human, Bard, Adroit Explorer, Eternal Seeker
Build: Prescient Bard
Bardic Virtue: Virtue of Prescience
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Wand)
Ambitious Effort: Ambitious Effort Existing Power
Ambitious Effort Existing Power: Off-Hand Diversion

FINAL ABILITY SCORES
Str 28, Con 12, Dex 18, Int 10, Wis 13, Cha 16.



STARTING ABILITY SCORES
Str 18, Con 10, Dex 11, Int 8, Wis 10, Cha 14.




AC: 44 Fort: 42 Reflex: 41 Will: 43
HP: 169 Surges: 8 Surge Value: 42



TRAINED SKILLS
Diplomacy +23, Arcana +20, Perception +21, Insight +21, Athletics +32, Bluff +23, Heal +21, Acrobatics +24, Thievery +24, Religion +20



UNTRAINED SKILLS
Dungeoneering +17, Endurance +17, History +16, Intimidate +19, Nature +17, Stealth +20, Streetwise +19



FEATS
Bard: Ritual Caster
Human: Weapon Proficiency (Bastard sword)
Level 1: Versatile Expertise
Level 2: Warrior of the Wild
Level 4: Novice Power (retrained to Avenging Resolution at Level 24)
Level 6: Weapon Focus (Heavy Blade)
Level 8: Two-Blade Warrior
Level 10: Adept Power (retrained to Epic Will at Level 25)
Level 11: Acolyte Power
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 22)
Level 14: Two-Weapon Fighting
Level 16: Two-Weapon Defense
Level 18: Improved Initiative (retrained to Superior Initiative at Level 23)
Level 20: Armor Specialization (Chainmail)
Multiclass Mastery: Disciple of Divine Wrath
Multiclass Mastery: Sneak of Shadows
Level 21: Multiclass Mastery
Level 22: Martial Mastery
Level 24: Epic Resurgence
Level 26: Heavy Blade Mastery
Level 28: Rending Tempest
Level 30: Quick Draw



POWERS
Bard at-will 1: Cutting Words
Bard at-will 1: Vicious Mockery
Bonus At-Will Power: Guiding Strike
Seeker's Lore: Raise the Stakes
Bard encounter 1: Inspiring Refrain (retrained to Precise Assault at Novice Power)
Bard daily 1: Slayer's Song
Bard utility 2: Concerted Effort (retrained to Begin the Hunt at Acolyte Power)
Bard encounter 3: Charger's Call
Bard daily 5: Word of Mystic Warding
Bard utility 6: Synchronicity
Bard encounter 7: Rhyme of the Blood-Seeking Blade
Bard daily 9: Thunder Blade (retrained to Attacks on the Run at Adept Power)
Bard utility 10: Mantle of Unity
Bard encounter 13: Earthquake Strike (retrained to Off-Hand Diversion at Level 21) (replaces Charger's Call)
Bard daily 15: Whispers of the Dream King (retrained to Blade Cascade at Adept Power) (replaces Slayer's Song)
Bard utility 16: Haste
Bard encounter 17: Turning the Tide (replaces Inspiring Refrain)
Bard daily 19: Satire of Prowess (replaces Word of Mystic Warding)
Bard utility 22: Cherub's Song
Bard encounter 23: Nonchalant Collapse (replaces Rhyme of the Blood-Seeking Blade)
Bard daily 25: Cruel Cage of Steel (replaces Thunder Blade)
Bard encounter 27: Hurricane of Blades (replaces Turning the Tide)
Bard daily 29: Ultimate Confrontation (replaces Satire of Prowess)



ITEMS
Ritual Book, Adventurer's Kit, Gauntlets of Destruction (paragon tier), Ring of Giants (paragon tier), Iron Armbands of Power (paragon tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Battlecrazed Bastard sword +6 (2), Torc of Power Preservation +5, Imposter's Pitmail Armor +6, Crown of Victory (epic tier), Belt of Titan Strength (epic tier), Ring of Free Time (epic tier), Boots of Quickness (paragon tier)
RITUALS
Create Campsite, Comrades' Succor

Build Discussion:
By taking advantage of the Adroit Explorer, Jerry has very strong nova potential, and couple with those multi attack powers from the Eternal Seeker, he becomes a very potent force.



Accurate Elf Cleric/Divine Oracle using Gaze of Defiance
- GelatinousOctahedron

link: community.wizards.com/go/thread/view/758...

====== Created Using Wizards of the Coast D&D Character Builder ======
Accurate Cleric, level 30
Elf, Cleric, Divine Oracle, Harbinger of Doom
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Chessenta (Chessenta Benefit)

FINAL ABILITY SCORES
Str 12, Con 14, Dex 16, Int 10, Wis 26, Cha 24.

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


AC: 44 Fort: 35 Reflex: 37 Will: 45
HP: 171 Surges: 14 Surge Value: 42

TRAINED SKILLS
Religion +20, Heal +28, Insight +28, Diplomacy +27

UNTRAINED SKILLS
Acrobatics +18, Arcana +15, Bluff +22, Dungeoneering +23, Endurance +17, History +15, Intimidate +22, Nature +25, Perception +25, Stealth +18, Streetwise +22, Thievery +18, Athletics +16

FEATS
Cleric: Ritual Caster
Level 1: Pacifist Healer
Level 2: Versatile Expertise
Level 4: Imminent Luck
Level 6: Blessing of Corellon
Level 8: Mark of Healing
Level 10: Superior Implement Training (Accurate symbol)
Level 11: Merciful Shift
Level 12: Armor Specialization (Chainmail)
Level 14: Wild Elf Luck
Level 16: Justice Hammer
Level 18: Shielding Word
Level 20: Healer's Implement
Level 21: Robust Defenses
Level 22: Beatific Healer
Level 24: Supreme Healer
Level 26: Epic Resurgence
Level 28: Defensive Healing Word
Level 30: Glorious Channeler

POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Gaze of Defiance
Cleric at-will 1: Astral Seal
Cleric encounter 1: Bane
Cleric daily 1: Moment of Glory
Cleric utility 2: Armor of Faith
Cleric encounter 3: Hymn of Resurgence
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
Cleric encounter 7: Denunciation
Cleric daily 9: Blade Barrier
Cleric utility 10: Reverent Mettle
Cleric encounter 13: Mantle of Glory (replaces Bane)
Cleric daily 15: Tree of Creation (replaces Moment of Glory)
Cleric utility 16: Cloak of Courage
Cleric encounter 17: Sever the Source (replaces Hymn of Resurgence)
Cleric daily 19: Moment of Peace (replaces Consecrated Ground)
Cleric utility 22: Adjure the Chosen
Cleric encounter 23: Rebuke the Wrathful (replaces Denunciation)
Cleric daily 25: Life Lanterns (replaces Blade Barrier)
Cleric encounter 27: Sunburst (replaces Mantle of Glory)
Cleric daily 29: Enforced Surrender (replaces Tree of Creation)

ITEMS
Ritual Book, Adventurer's Kit, Champion's Accurate symbol +6, Pitmail Armor of Shared Health +6, Healer's Brooch +6, Holy Healer's Mace +5, Bracers of Bold Maneuvering (paragon tier), Sandals of Avandra (epic tier), Gloves of the Healer (epic tier), Phrenic Crown (paragon tier), Luminary Ring (epic tier) (2), Ring of Tenacious Will (epic tier), Cincture of Vivacity (paragon tier), Breakchain Tattoo (paragon tier), Blessed Book (heroic tier), Rhythm Blade Dagger +1, Solitaire (Cerulean) (epic tier), Dust of Appearance (paragon tier), Stone of Spirit (paragon tier), Keoghtom's Ointment (paragon tier), Foe Stone (paragon tier), Whistle of Warning (heroic tier), Instant Campsite (heroic tier)
RITUALS
Gentle Repose, Brew Potion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
By late paragon Gaze of Defiance is actually more accurate than astral seal since it rolls twice and with the the stone of spirit you can reroll an additional miss 1/day.  Elven accuracy gets a +1d4 to hit and is not expended if it misses 1/encounter by level 8.  The healing is still pretty solid and the starting 14 dex boosts his AC through items and feats so it think it is worth taking as is the starting 16 charisma because of all the riders. 

1 encounter power in heroic and 2 paragon/epic autohit.  About half the daily powers do not have any attack rolls and the paragon daily power lets you take a do over if you miss.  Gaze of defiance becomes needed at level 16, but before then any at will ranged power works.  Switch out prophetic guidance for bane when it hits the character builder and needs to have access to luck domain if you want the imminent luck feat.


Ike Turner, turn undead extroadinare
- GelatinousOctahedron

====== Created Using Wizards of the Coast D&D Character Builder ======
Ike Turner, level 30
Human, Cleric, Radiant Servant, Demigod
Build: Devoted Cleric
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Divine Spark: Divine Spark Charisma
Divine Spark: Divine Spark Wisdom
Background: Impiltur (Impiltur Benefit)

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

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


AC: 43 Fort: 34 Reflex: 33 Will: 43
HP: 185 Surges: 9 Surge Value: 46

TRAINED SKILLS
History +21, Religion +21, Insight +29, Heal +29, Diplomacy +28

UNTRAINED SKILLS
Acrobatics +14, Arcana +16, Bluff +23, Dungeoneering +24, Endurance +16, Intimidate +23, Nature +24, Perception +24, Stealth +14, Streetwise +23, Thievery +14, Athletics +16

FEATS
Cleric: Ritual Caster
Human: Solar Enemy
Level 1: Versatile Expertise
Level 2: Greater Turning (retrained to Epic Turning at Level 21)
Level 4: Devilbane
Level 6: Demonbane
Level 8: Superior Implement Training (Accurate symbol)
Level 10: Divine Channeler (Invoker)
Level 11: Swift Turning
Level 12: Undead Ward
Level 14: Divine Cleansing
Level 16: Dazing Rebuke
Level 18: Pelor's Radiance
Level 20: Clinging Radiance
Level 21: Glorious Channeler
Level 22: Divine Mastery
Level 24: Punishing Radiance
Level 26: Epic Resurgence
Level 28: Font of Radiance
Level 30: Invoker's Aura

POWERS
Bonus At-Will Power: Lance of Faith
Channel Divinity: Turn Undead
Cleric at-will 1: Astral Seal
Cleric at-will 1: Sacred Flame
Divine Channeler (Invoker): Rebuke Undead
Cleric encounter 1: Divine Glow
Cleric daily 1: Astral Condemnation
Cleric utility 2: Shield of Faith
Cleric encounter 3: Daunting Light
Cleric daily 5: Consecrated Ground
Cleric utility 6: Spirit of Healing
Cleric encounter 7: Break the Spirit
Cleric daily 9: Dismissal
Cleric utility 10: Reverent Mettle
Cleric encounter 13: Mantle of Glory (replaces Divine Glow)
Cleric daily 15: Tree of Creation (replaces Astral Condemnation)
Cleric utility 16: Cloak of Courage
Cleric encounter 17: Starry Snare (replaces Daunting Light)
Cleric daily 19: Supernal Radiance (replaces Consecrated Ground)
Cleric utility 22: Mass Cure Serious Wounds
Cleric encounter 23: Healing Torch (replaces Break the Spirit)
Cleric daily 25: Seal of Protection (replaces Dismissal)
Cleric encounter 27: Sublime Light (replaces Mantle of Glory)
Cleric daily 29: Breath of the Stars (replaces Tree of Creation)

ITEMS
Ritual Book, Adventurer's Kit, Symbol of Foe Turning +6, Sacred Mask (heroic tier), Ring of the Zealous (paragon tier), Champion's Hauberk Spiritmail +6, Cloak of Displacement +6, Ring of the Radiant Storm (paragon tier), Symbol of Foe Turning +5 (2), Executioner's Bracers (epic tier), Holy Gauntlets (paragon tier), Stalwart Belt (epic tier), Phantom Chaussures (paragon tier), Medic's Mace +5, Defensive Dagger +1, Rod of Wrathful Dismissal +1, Eager Hero's Tattoo (heroic tier)
RITUALS
Gentle Repose, Purify Water, Create Holy Water
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
At level 30 turn undead is a minor action that is recharged with  spending an action point or the first time he score's a critical hit  each encounter if he has used it already. Spending an action point also  causes an enemy within 5 to gain radiant vulnerability 5 (save ends).   Ike can use two channel divinity powers an encounter, plus can swap out  healing word's for CD uses and has a mace that can be used for an  additional daily CD usage.  Turn undead targets undead, devils, and demons along  with one of the following:angels, giants and dragons at +34.  Ike has  two backup +5 symbols of foe turning to use on the two he did not pick,  so lets say for dragons he is +34 and for angels and giants he is only  +33.  It is a close burst 11, 12 if Ike has hit a milestone.  It does  6d10+15 radiant damage and he can roll the 6d10 twice and pick the  better result.  On a hit it pushes enemies 11 squares and either dazes  or immobilizes, the target loses any concealment and can not become  concealed until the end of Ike's next turn.  On a miss it does half  damage and pushes 11.  It creates a burst 11 zone that lasts to the end of Ike's  next turn and does 1d6+9 radiant damage to undead. If an enemy is hit by  the power all allies in the burst make a save.  It does an additional 1d6 vs undead.

Ike also has the channel divinity power Solar Enemy along with Pelor's Radiance  and Rebuke Undead, both of which target undead, demons and devils.

What happens on a crit: each of these three attack channel divinity  powers crits on 19-20.  Against undead it is 18-20.  Ike gets 6 temporary hit points. Any  enemy critted takes 3d6 extra untyped damage, its space and the adjacent  spaces remove invisibility and causes enemies who end their turn in  those spaces to take 3d6 radiant damage (save ends), and the target and  each enemy within 5 either gain radiant vulnerability 10 or increase  existing vulnerability by 10 until the end of Ike's next turn.  Demons  and undead make that save at a -2.  This also happens with his other radiant powers, minus the 18-20 crit range for undead.

On using any of these channel divinity powers, any enemy that ends its turn within 2  squares of Ike or who hits Ike takes 14 radiant damage until the end of  Ike's next turn and an ally within 10 squares heals 13 hp.  Once per day if Ike misses everyone he regains the use of a radiant power and  once per day he can also add 3 radiant points of damage to these powers,  or 4 if he has hit a milestone.  When Ike is out of encounter attack  powers he regains the use of turn undead.


Useful Threads:

Hybrids:

Primal Assault, Druid|Swordmage utilizing Aegis of Assault
- Grey_Warden

====== Created Using Wizards of the Coast D&D Character Builder ======
Druid|Swordmage, level 30
Elf, Swordmage|Druid, Wandering Swordmage, Eternal Defender
Swordmage Aegis (Hybrid): Aegis of Assault
Hybrid Druid: Hybrid Druid Reflex
Hybrid Talent: Swordmage Warding
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)

FINAL ABILITY SCORES
Str 18, Con 16, Dex 24, Int 13, Wis 24, Cha 10.


STARTING ABILITY SCORES
Str 12, Con 14, Dex 14, Int 11, Wis 16, Cha 8.



AC: 48 Fort: 43 Reflex: 41 Will: 45
HP: 174 Surges: 10 Surge Value: 43


TRAINED SKILLS
Arcana +21, Perception +29, Insight +27, Heal +27


UNTRAINED SKILLS
Acrobatics +21, Bluff +15, Diplomacy +15, Dungeoneering +22, Endurance +17, History +23, Intimidate +15, Nature +24, Religion +16, Stealth +21, Streetwise +15, Thievery +21, Athletics +18


FEATS
Level 1: Hybrid Talent
Level 2: Versatile Expertise
Level 4: Battle Awareness
Level 6: Polearm Momentum
Level 8: Armor Proficiency (Hide)
Level 10: Improved Swordmage Warding
Level 11: Double Aegis (retrained to Total Aegis at Level 21)
Level 12: Repel Charge (retrained to Polearm Gamble at Level 22)
Level 14: Quick Wild Shape
Level 16: Uncanny Dodge
Level 18: Greater Swordmage Warding
Level 20: Vigorous Assault
Level 21: Rapid Aegis Reaction
Level 22: Slashing Storm
Level 24: Extended Aegis
Level 26: Mobile Warrior
Level 28: Epic Fortitude
Level 30: Epic Will


POWERS
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Savage Rend
Hybrid encounter 1: Darting Bite
Hybrid daily 1: Savage Frenzy
Hybrid utility 2: Fleet Pursuit
Hybrid encounter 3: Dual Lightning Strike
Hybrid daily 5: Swordmage Shielding Fire
Hybrid utility 6: Swordmage's Decree
Hybrid encounter 7: Blood-Spray Bite
Hybrid daily 9: Primal Wolf
Hybrid utility 10: Goodberry
Hybrid encounter 13: Claws of Retribution (replaces Darting Bite)
Hybrid daily 15: Reaper's Challenge (replaces Swordmage Shielding Fire)
Hybrid utility 16: Howl of the Wild
Hybrid encounter 17: Dazzling Display (replaces Dual Lightning Strike)
Hybrid daily 19: Primal Lion (replaces Primal Wolf)
Hybrid utility 22: Giant's Might
Hybrid encounter 23: Primal Roar (replaces Blood-Spray Bite)
Hybrid daily 25: Quicksilver Blade (replaces Reaper's Challenge)
Hybrid daily 29: Primal Archetype (replaces Savage Frenzy)


ITEMS
Rushing Cleats (heroic tier), Feyslaughter Glaive +6, Siberys Shard of the Mage (epic tier), Iron Armbands of Power (epic tier), Claw Gloves (heroic tier), Circlet of Arkhosia (epic tier), Cloak of Translocation +6, Ring of Many Forms (paragon tier), Shadow Band (epic tier), Backlash Tattoo (heroic tier), Diamond Cincture (paragon tier), Lifeblood Elderhide Armor +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
This build focuses on utilizing the amount of free attacks you are granted by Aegis of Assault. The best way to do this is to hybrid Druid in order to get access to Savage Rend. What this means is we can grab some Rushing Cleats and Polearm Momentum for at-will proning. This build plays as a secondary Defender or skirmishing Controller, since you don't have a way to prevent attacks on your allies, but you have some pretty hefty mark punishment.



Barbarian|Swordmage utilizing strong mark punishment
- GelatinousOctahedron

link: community.wizards.com/go/thread/view/758...

====== Created Using Wizards of the Coast D&D Character Builder ======
Angry Teleporter, level 30
Genasi, Barbarian|Swordmage, Ghost Blade, Demigod
Swordmage Aegis (Hybrid): Aegis of Assault
Hybrid Talent: Barbarian Armored Agility
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Strength
Elemental Manifestation: Firesoul
Extra Manifestation: Stormsoul
Firepulse: Firepulse Strength
Background: Chessenta (Chessenta Benefit)

FINAL ABILITY SCORES
Str 28, Con 17, Dex 12, Int 26, Wis 10, Cha 13.

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


AC: 49 Fort: 43 Reflex: 44 Will: 35
HP: 206 Surges: 11 Surge Value: 51

TRAINED SKILLS
Endurance +25, Arcana +28, Athletics +29

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +15, Heal +15, History +23, Insight +15, Intimidate +16, Nature +17, Perception +15, Religion +23, Stealth +16, Streetwise +16, Thievery +16

FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Execution axe)
Level 4: Versatile Expertise
Level 6: Weapon Focus (Axe)
Level 8: Manifest Healing
Level 10: Extra Manifestation
Level 11: Shocking Flame
Level 12: Double Aegis (retrained to Total Aegis at Level 23)
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 16: Extended Teleportation
Level 18: Thirsty Blade
Level 20: Vigorous Assault (retrained to Primal Resurgence at Level 22)
Level 21: Axe Mastery
Level 22: Double Manifestation
Level 24: Second Skin
Level 26: Cleaving Axe
Level 28: Epic Resurgence
Level 30: Overpowering Charge

POWERS
Hybrid at-will 1: Greenflame Blade
Hybrid at-will 1: Howling Strike
Hybrid encounter 1: Avalanche Strike
Hybrid daily 1: Tyrant's Rage
Hybrid utility 2: Dimensional Warp
Hybrid encounter 3: Dual Lightning Strike
Hybrid daily 5: Energy Theft
Hybrid utility 6: Laugh it Off
Hybrid encounter 7: Curtain of Steel
Hybrid daily 9: Rage of the Death Spirit
Hybrid utility 10: Howl of the Alpha Wolf
Hybrid encounter 13: Storm of Blades (replaces Avalanche Strike)
Hybrid daily 15: Thunderfury Rage (replaces Tyrant's Rage)
Hybrid utility 16: Borrowed Confidence
Hybrid encounter 17: Necromantic Disruption (replaces Dual Lightning Strike)
Hybrid daily 19: Bane Blade (replaces Energy Theft)
Hybrid utility 22: Giant's Might
Hybrid encounter 23: Staggering Strike (replaces Curtain of Steel)
Hybrid daily 25: Raptor's Eye Rage (replaces Rage of the Death Spirit)
Hybrid encounter 27: Hurricane of Blades (replaces Storm of Blades)
Hybrid daily 29: World Serpent Rage (replaces Thunderfury Rage)

ITEMS
Magic Execution axe +6, Magic Elderhide Armor +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Build Discussion:
The point of the build is that it marks a target and then goes to charge something else and when the mark is violated teleports over to whack the violator with a pretty big basic attack.  This is hopefully producing an extra basic attack most rounds that are doing some significant lightning damage, while the PC still has pretty high defenses (starts with hide, barbarian agility, and an 18 str/int) so it can handle being attacked.  It is more striker than defender.


Ranger|Seeker Spiritbonder using the Gythka + Polearm Momentum
- Grey_Warden

====== Created Using Wizards of the Coast D&D Character Builder ======
Spear Chucker, level 30
Longtooth Shifter, Seeker|Ranger, Paragon Hybrid, Reincarnate Champion
Seeker's Bond (Hybrid): Spiritbond (Hybrid)
Hybrid Seeker: Hybrid Seeker Reflex
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: True Seeker's Bond
Paragon Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Two-Blade Fighting Style (Hybrid)
Epic Vitality: Epic Vitality Strength
Past Spirit: Past Spirit (Dragonborn)
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Past Spirit: Past Spirit (Bugbear)
Firepulse: Firepulse Strength
Earthshock: Earthshock Strength
Darkfire: Darkfire Wisdom
Razor Storm Key Ability: Razor Storm Strength


FINAL ABILITY SCORES
Str 28, Con 13, Dex 17, Int 12, Wis 24, Cha 10.


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



AC: 45 Fort: 41 Reflex: 38 Will: 45
HP: 185 Surges: 7 Surge Value: 46


TRAINED SKILLS
Nature +29, Insight +29, Athletics +31, Perception +29, Endurance +23


UNTRAINED SKILLS
Acrobatics +18, Arcana +18, Bluff +17, Diplomacy +17, Dungeoneering +24, Heal +24, History +18, Intimidate +17, Religion +18, Stealth +18, Streetwise +17, Thievery +18


FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Gythka)
Level 4: Weapon Expertise (Spear)
Level 6: Weapon Focus (Spear)
Level 8: Battle Awareness
Level 10: Staggering Strike
Level 11: Spear Push
Level 12: Polearm Momentum
Level 14: Two-Weapon Fighting
Level 16: Two-Weapon Defense
Level 18: Inevitable Volley
Level 20: Paragon Defenses
Level 21: Slashing Storm
Level 22: Draconic Arrogance
Level 24: Manticore's Fury
Level 26: Prime Hunter
Level 28: Peerless Hunter
Level 30: Epic Will


POWERS
Hybrid at-will 1: Guardian Harrier
Hybrid at-will 1: Twin Strike
Paragon Hybrid: Windstorm Strike
Paragon Hybrid: Hunting Party
Paragon Hybrid: Threefold Assault
Past Spirit (Dragonborn): Dragon Breath
Hybrid encounter 1: Serpent Arrow
Hybrid daily 1: Commanding Confrontation
Hybrid utility 2: Hunter's Instinct
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Protecting Spirits
Hybrid utility 6: Off-Hand Defense
Hybrid encounter 7: Lashing Leaves
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Ruffling Sting)
Hybrid daily 15: Blade Cascade (replaces Commanding Confrontation)
Hybrid utility 16: Blade and Bow
Hybrid encounter 17: Untamed Outburst (replaces Serpent Arrow)
Hybrid daily 19: Captivating Missile (replaces Protecting Spirits)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Windstorm Strike)
Hybrid daily 25: Thundering Shot (replaces Captivating Missile)
Hybrid encounter 27: Widows' Net (replaces Lashing Leaves)
Hybrid daily 29: Ultimate Confrontation (replaces Threefold Assault)


ITEMS
Flowform Starleather Armor +6, Prime Shot Gythka +6, Iron Armbands of Power (epic tier), Boots of the Fencing Master (heroic tier), Gauntlets of Destruction (paragon tier), Steadfast Amulet +6, Eye of Awareness (epic tier), Shadow Band (epic tier), Ring of Ramming (paragon tier), Sash of Regeneration (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
This build was made to be as versatile as possible. To achieve this, we use the Gythka, a double-spear that can also be thrown. This provides us with a large amount of options to take advantage of, most notably things like Manticore's Fury and Ultimate Confrontation. This build achieves decent DPR, but it's real strength is taking advantage of any situation, from being in the thick of melee or throwing the Gythka at range.



Druid|Monk/Moonstalker emphasizing mobility, damage, and control
- psk20

link - community.wizards.com/go/thread/view/758...
====== Created Using Wizards of the Coast D&D Character Builder ======
Felix Greylock, level 30
Razorclaw Shifter, Monk|Druid, Moonstalker, Fury of the Wild
Monastic Tradition (Hybrid): Centered Breath (Hybrid)
Hybrid Monk: Hybrid Monk Fortitude
Hybrid Druid: Hybrid Druid Reflex
Hybrid Talent: Expanded Tradition
Fury's Strength: Fury's Strength (Wisdom)

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



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



AC: 44 Fort: 42 Reflex: 43 Will: 43



HP: 170 Surges: 8 Surge Value: 42



TRAINED SKILLS
Perception +31, Stealth +29, Nature +29, Athletics +21



FEATS
Level 1: Armor Proficiency (Leather)
Level 2: Versatile Expertise
Level 4: Hybrid Talent
Level 6: Mark of Storm
Level 8: Battle Awareness
Level 10: Polearm Momentum
Level 11: Enraged Boar Form
Level 12: Improved Defenses
Level 14: Implement Focus (Spear)
Level 16: Agile Form
Level 18: Improved Initiative
Level 20: Coordinated Explosion
Level 21: Armor Proficiency (Hide), Retrain Improved Initiative to Superior Initiative
Level 22: Primal Resurgence
Level 24: Mobile Warrior
Level 26: Quick Wild Shape
Level 28: Long Step
Level 30: Pointed Step Style



POWERS (bold powers in level 30 build)
at-will 1: Five Storms
at-will 1: Savage Rend
encounter 1: Drunken Monkey
daily 1: Masterful Spiral
utility 2: Sudden Bite
encounter 3: Predator's Flurry
daily 5: Roar of Terror
utility 6: Quicksilver  Motion
encounter 7: Strike the Avalanche
daily 9: Sunbeam
utility 10: Swarm Dispersal
encounter 11: Call to the Moon
utility 12: Unleash the Silent Predator
encounter 13: Furious Bull (replaces Drunken Monkey)
daily 15: Ring the Golden Bell (replaces Masterful Spiral)
utility 16: Elusive Wind
encounter 17: Steps of Grasping Fire (replaces Strike the Avalanche)
daily 19: Primal Lion (replaces Sunbeam)
daily 20: Circle the Prey
utility 22: Diamond Body
encounter 23: Stormburst (replaces Predator's Flurry)
daily 25: Four Hidden Sounds (replaces Roar of Terror)
utility 26: Fury's Form
encounter 27: Leaping Rake (replaces Stormburst)
daily 29: Primal Storm (replaces Ring the Golden Bell)



ITEMS
Bracers of Mighty Striking (epic tier), Great Cat Elderhide Armor +6, Lightning Spear +6, Eberron Shard of Lightning (epic tier), Charger's Headdress (paragon tier), Claw Gloves (heroic tier), Ring of Many Forms (paragon tier), Ring of the Radiant Storm (paragon tier), Badge of the Berserker +6, Belt of Vim (paragon tier), Rushing Cleats (heroic tier)



Dwarf Cleric|Shaman emphasizing debuffing enemy attacks
- GelatinousOctahedron

link: community.wizards.com/go/thread/view/758...

====== Created Using Wizards of the Coast D&D Character Builder ======
Damage Reducer, level 30
Dwarf, Cleric|Shaman, Compassionate Healer, Demigod
Companion Spirit (Hybrid): Protector Spirit (Hybrid)
Hybrid Shaman: Hybrid Shaman Fortitude
Hybrid Talent: Spirit's Power
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Wisdom
Background: Akanûl (Akanûl Benefit)

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

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


AC: 45 Fort: 43 Reflex: 36 Will: 45
HP: 185 Surges: 18 Surge Value: 55

TRAINED SKILLS
Insight +29, Heal +29, Perception +29, Endurance +29

UNTRAINED SKILLS
Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +26, History +15, Intimidate +16, Nature +24, Religion +15, Stealth +14, Streetwise +16, Thievery +14, Athletics +15

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Hybrid Talent
Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)
Level 6: Protector Spirit Adept
Level 8: Versatile Expertise
Level 10: Wrathful Warrior
Level 11: Gambler's Word
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 14: Armor Proficiency (Scale)
Level 16: Dwarven Durability
Level 18: Superior Implement Training (Accurate symbol)
Level 20: Resilient Spirit
Level 21: Epic Recovery
Level 22: Spirit of Health
Level 24: Armor Proficiency (Plate)
Level 26: Mighty Spirit
Level 28: Martial Resolve
Level 30: Ironheart Spirit

POWERS
Hybrid at-will 1: Protecting Strike
Hybrid at-will 1: Lance of Faith
Hybrid encounter 1: Ironbreaker Claws
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Protective Roots
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Spirit of the Hawk's Wind
Hybrid utility 6: Spirit of Healing
Hybrid encounter 7: Winter Wind Spirit
Hybrid daily 9: Dismissal
Hybrid utility 10: Shielding Word
Hybrid encounter 13: Drawing All Eyes (replaces Ironbreaker Claws)
Hybrid daily 15: Reparative Spirit (replaces Moment of Glory)
Hybrid utility 16: Faces of the Fallen
Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence)
Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind)
Hybrid utility 22: Ramparts of Light
Hybrid encounter 23: Call to the Primal Protector (replaces Winter Wind Spirit)
Hybrid daily 25: Life Lanterns (replaces Dismissal)
Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes)
Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit)

ITEMS
Adventurer's Kit, Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Mace of Healing +5, Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
The theme of this build is that it focuses on weakening enemies, debuffing their attacks, defending allies through the spirit companion, temporary hitpoints, and damage reduction.  It does not sacrifice on healing much, although it is not as good at healing as a pure one of either class built for healing would be.  It would make a good 2nd leader in a party with a good enabler like a taclord and would really stretch out battles and annoy the DM who will have a very hard time challenging the party with damage.

It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility.

The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24).  So losing the normal 3rd healing word does not matter much with gamblers word and this.  Plus he gets endurance as a skill which seems to fit thematically

By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod.  Later on he adds powers that weaken and other wise make it harder for enemies to damage allies.  By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on.

Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks.  Deity does not particularly matter since you don't take any domain/channel divinity powers.


Violent Pacifist, Wizard|Cleric using Storm Pillar + Pacifist Healer
- GelatinousOctahedron

link: community.wizards.com/go/thread/view/758...

====== Created Using Wizards of the Coast D&D Character Builder ======
Violent Pacifist, level 30
Githzerai, Cleric|Wizard, Zealous Demagogue, Archmage
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Quickened Spellcasting: Storm Pillar
Archspell: Visions of Wrath
Background: Auspicious Birth (Auspicious Birth Benefit)

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

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


AC: 43 Fort: 37 Reflex: 41 Will: 45
HP: 153 Surges: 8 Surge Value: 38

TRAINED SKILLS
Insight +30, Religion +33, Arcana +28, Heal +33

UNTRAINED SKILLS
Acrobatics +18, Bluff +17, Diplomacy +19, Dungeoneering +23, Endurance +17, History +23, Intimidate +19, Nature +28, Perception +23, Stealth +16, Streetwise +17, Thievery +16, Athletics +17

FEATS
Level 1: Hybrid Talent
Level 2: Pacifist Healer
Level 4: Armor Proficiency (Leather)
Level 6: Versatile Expertise
Level 8: Mark of Healing
Level 10: Hafted Defense
Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 12: Superior Implement Training (Accurate staff)
Level 14: Gambler's Word
Level 16: Githzerai Mobility
Level 18: Resourceful Leader
Level 20: Iron Retreat
Level 21: Enabling Shot
Level 22: Perfect Torment
Level 24: Glorious Channeler
Level 26: Merciful Shift
Level 28: Quickened Spellcasting
Level 30: Long Step

POWERS
Channel Divinity (Hybrid Cleric): Healer's Mercy
Hybrid at-will 1: Storm Pillar
Hybrid at-will 1: Astral Seal
Hybrid encounter 1: Charm of Misplaced Wrath
Hybrid daily 1: Grease
Hybrid utility 2: Shield
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Consecrated Ground
Hybrid utility 6: Spirit of Healing
Hybrid encounter 7: Charm of the Defender
Hybrid daily 9: Blade Barrier
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Remorse (replaces Charm of Misplaced Wrath)
Hybrid daily 15: Wall of Ice (replaces Grease)
Hybrid utility 16: Stoneskin
Hybrid encounter 17: Charm of False Glory (replaces Hymn of Resurgence)
Hybrid daily 19: Moment of Peace (replaces Consecrated Ground)
Hybrid utility 22: Mass Fly
Hybrid encounter 23: Rebuke the Wrathful (replaces Charm of the Defender)
Hybrid daily 25: Phantom Reality (replaces Blade Barrier)
Hybrid encounter 27: Steal Time (replaces Remorse)
Hybrid daily 29: Visions of Wrath (replaces Wall of Ice)

ITEMS
Adventurer's Kit, Holy Symbol, Feyswarm Accurate staff +6, Orb of Judicious Conjuration +1, Symbol of Victory +2, Brimstone Cloak +6, Addergrease Starleather Armor +6, Halo of Fallen Stars (epic tier), Belt of the Witch King (paragon tier), Gloves of Accuracy (paragon tier), Trollhide Bracers (paragon tier), Luminary Ring (epic tier), Sandals of Avandra (epic tier), Ring of Guarded Will (epic tier), Fireheart Tattoo (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Build Discussion:
The basic point of this build is to abuse the pacifist healer feat errata from a few months ago.  It is a solid healer and controller and grants a decent number of ally charges through the paragon path. None of the powers have a hit/miss if they deal damage, but it still puts out a decent amount of damage through direct power damage, granted attacks, and from making enemies attack each other.  At the same time because you are not fulfilling the condition of "whenever you hit or miss a bloodied enemy and deal damage to it" you never have to worry about the stun from damaging a bloodied enemy and the weakening from Healer's mercy is not that bad.

Many of the daily powers and storm pillar do not have attack rolls.  Staff is because you want an architects staff while you have consecrated ground.  A few of the attack powers can be swapped out and you could use magc missle and wizard's fury for instance, but most people don't seem to like the wizard autohit powers like those.  I am not attached to the race (deva would work fine) or many of the feats, but I like the idea of the paragon path since it fits the theme, works fairly well and it helps with it being a decent enabler.  The deity needs to have the torment domain for the perfect torment channel divinity and the archmage is a good way to get more dailies, but demigod or other could work as well.


Radiant Half-Elf without Twin Strike
- Crimson_Lancer

Race: Half-Elf
Class:
Paladin|Warlock/Morninglord/Eternal Seeker
Hybrid Pact:
Star Pact
Seeking Destiny:
Keeper's Prescience
Background:
Waterdeep
God:
Amaunator

Ability Scores

 STR: 16 -> 24
CON:
12 -> 14
 DEX:
13 -> 15
  INT:
14 -> 16
 WIS:
08 -> 10
 CHA:
16 -> 24

HP:
172
Surges/Value: 10/43
  AC: 38 -> 25 Base + 4 Starleather + 6 Enh + 3 INT
Fort:
41 -> 25 Base + 6 Enh + 7 STR + 2 Robust Def + 1 Class
 Ref:
36 -> 25 Base + 6 Enh + 3 INT + 2 Robust Def
Will: 41 -> 25 Base + 6 Enh + 7 CHA + 2 Robust Def + 1 Class

Initiative: +17 -> 15 Base + 2 DEX

Speed:
6 -> 6 Base

At-Will Powers:
L1: Ardent Strike
L1: Eldritch Strike
L11:
Spiteful Glamour

Encounter Powers
:
L1: Storm Pillar
L11: Pure Glow
L17: Strand of Fate
L23: Demand Respect
L27: Stunning Smite

Daily Powers:
L15: Visage of Zhudun
L20: Lance of Dawn
L25: Cloak of Winter Storm
L29: Blade Cascade

Utility Powers:
L2: Virtue
L6: Wrath of the Gods
L10: Ethereal Sidestep
L12: Rising Sun
L16: Divine Aegis
L22: Hero's Defense
L26: Heart of the Titan

Feats:
1:
Hybrid Talent (Shadow Walk)
2:
Spiked Chain Training
4:
Crimson Legionnaire
6:
White Lotus Riposte
8:
Mighty Challenge
10:
Reckless Curse
11:
Twofold Pact (Dark Pact)
12:
Bloodied Boon
14:
Versatile Expertise (Light Blade, Holy Symbol)
16:
Arcane Implement Proficiency (Light Blade)
18:
Paragon Defenses (Retrain to Robust at 21)
20:
Crimson Fire
21:
Nimble Blade
22:
Warding Curse
24:
Weakening Challenge
26:
Quickened Spellcasting (Storm Pillar)
28:
Student of the Athanaeum
30:
Astral Fire

Magic Items:
L30:
+6 Radiant Spiked Chain
L23: Siberys Shard of Radiance
L23: Symbol of the Champion's Code
L30: +6 Shadow Warlock Starleather Armor
L29:
+6 Cloak of Distortion
L11:
Warlock's Bracers
L16:
Eladrin Boots
L18: Gauntlets of Destruction
L26: Horned Helm
L17: Ring of Retreat
L17: Ring of the Radiant Storm
L18: Belt of Mountain Endurance
Gold: 296,000

Build Dicussion:
I basically just combined the many different tricks I've worked out of the Warlock Class in an efficient and versatile Build, focusing mainly on providing some excellent Striker damage while playing a bit of a Defender secondary. The trick is to balance out different Catch-22 situations* and provide the enemy with absolutely no way to gain the advantage during the Battle, or to just pester enough enemies with Divine Challenge, Divine Sanction, and Warlock's Curse that Hugh's allies are left free to focus on the more important targets while the mob chases him down. Unfortunately for his enemies, Ethereal Sidestep with a range of 4 means Hugh is incredibly hard to pin down, and should he find his enemies are clumped around him, his combos and nova potential come into play.

Hugh has access to enough buffs that he could potentially have multiple buffs every Encounter of a day. However, his play tactics tend more towards burning them all at the same time and going to town on one poor sucker. While Virtue is the mainstay here (with his Belt boosting it to a straight 50 THP), Wrath of the Gods + Heart of the Titan + Divine Aegis makes him nigh unstoppable; throw in Cloak of Winter Storm for extra fun.

Lastly are his novas, which can be absolutely devastating if used correctly. First off is an Action Point followed up with Stunning Smite + Visage of Zhudun, which not only deals an easy few hundred points of damage, but also can be emulated as early as 9th level with Otherwind Stride + Hunger of Hadar; throw in a Storm Pillar for even more fun. His second combo is only available at 30th, but Strand of Fate + Blade Cascade is still by far one of the highest-damaging combos out there. Either way, this Build can be explosive when needed, but sacrifices very little of its versatility to get there; it's At-Will DPR also keeps up with the usual standards. In fact, the one weakness it has (well, other than mediocre AC) is that poor Hugh is incredibly Feat-starved; the TWF Feats, all kinds of Crit abusers, and a plethora of excellent defensive options (for either Hugh or his allies) all go out the window in pursuit of maxing out his damage, accuracy, and getting his many different Features to coexist and synergize. Nonetheless, the Build as a whole is fairly strong IMO, and I'm quite happy with where it ended up.

*Basic Catch-22s
Divine Challenge + Warlock's Curse + Eldritch Strike: They either take a good chunk of DC damage and are Weakened, or they swing back at Hugh and face Riposte damage (also Radiant!) and possibly even his Darkspiral Aura, which can also Weaken their attack if it deals more than 12 damage (which it will with d10s and Bloodied Boon).

Divine Challenge + Warlock's Curse + Spiteful Glamour: They must now wade through Hugh's allies to get to him, try to hit him from range with massive penalties, or just take the DC damage and be Weakened. Either way, this is a great combo for Hugh to open an Encounter with.

Reference:

Dictionary Definitions of Important Terms

Unique: existing as the only one or as the sole example; single; solitary in types of characteristics.
DPR: damage a character can do in 1 full round, not including conditional bonuses, encounter/daily powers, and anything else that is deemed too difficult to obtain round after round.


Formatting your posts

I feel like this is an important topic to keep this thread organized, so let's cover the order or general outline builds should be posted in (I'm very lenient on this, but try to at least include everything that I ask).

1. Brief explanation/link: not explaning your entire build, but a basic outline (class/PP/ED and anything else that is crucial). Also, if you have a link for your build, please make it easy to find.

2. CB summary/organized summary: I don't mind if you put it in CB or do a LDB style breakdown for your character, but please make it so that all necessary information is present and your build is fully equipped and everything is chosen.

3. Detailed explanation: I know everyone here needs more than just a CB summary to see how a build is supposed to work, so please include a decently detailed summary of how your build works and if you want why it is so unique.


Beginner's Guide to CharOp

I like seing new players post builds. It brings back some memories and gives a lot of us new perspectives (as in, they don't see Weapon Expertise as a must, etc.), so I'll be adding this thread in the hopes that these new players know the general intentions of CharOp.

community.wizards.com/go/thread/view/758...
A couple of questions: Do you want single builds per post?  And where are you going to put hybrids? 

My most interesting and unique builds tend to be hybrids since you are trying to exploit two classes at once.   Here is the raging teleporter I put up the other day that I had not seen yet, a genasi barbarain/swordmage that uses an executioners axe.  The point of the build is that it marks a target and then goes to charge something else and when the mark is violated teleports over to whack the violator with a pretty big basic attack.  This is hopefully producing an extra basic attack most rounds that are doing some significant lightning damage, while the PC still has pretty high defenses (starts with hide, barbarian agility, and an 18 str/int) so it can handle being attacked.  It is more striker than defender.  I will post some other builds later on.

Genasi, Barbarian|Swordmage, Ghost Blade, Demigod

Malec-Keth Janissary or Sword of Assault also works for the paragpn path, but items are more for ghost blade.  Important that all swordmage powers are weapon past early heoric since he does not have a blade, but you could do a variant with a fullblade.

====== Created Using Wizards of the Coast D&D Character Builder ======
Angry Teleporter, level 30
Genasi, Barbarian|Swordmage, Ghost Blade, Demigod
Swordmage Aegis (Hybrid): Aegis of Assault
Hybrid Talent: Barbarian Armored Agility
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Strength
Elemental Manifestation: Stormsoul
Extra Manifestation: Firesoul
Firepulse: Firepulse Strength
Background: Chessenta (Chessenta Benefit)

FINAL ABILITY SCORES
Str 28, Con 17, Dex 12, Int 26, Wis 10, Cha 13.

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


AC: 49 Fort: 45 Reflex: 44 Will: 37
HP: 206 Surges: 11 Surge Value: 51

TRAINED SKILLS
Endurance +25, Arcana +28, Athletics +29

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +15, Heal +15, History +23, Insight +15, Intimidate +16, Nature +17, Perception +15, Religion +23, Stealth +16, Streetwise +16, Thievery +16

FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Execution axe)
Level 4: Versatile Expertise
Level 6: Weapon Focus (Axe)
Level 8: Manifest Healing
Level 10: Extra Manifestation
Level 11: Shocking Flame
Level 12: Double Aegis (retrained to Total Aegis at Level 23)
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 16: Extended Teleportation
Level 18: Thirsty Blade
Level 20: Vigorous Assault (retrained to Primal Resurgence at Level 22)
Level 21: Axe Mastery
Level 22: Double Manifestation
Level 24: Second Skin
Level 26: Cleaving Axe
Level 28: Epic Resurgence
Level 30: Overpowering Charge

POWERS
Hybrid at-will 1: Lightning Lure (retrained to Luring Strike at Level 4)
Hybrid at-will 1: Howling Strike
Hybrid encounter 1: Avalanche Strike
Hybrid daily 1: Tyrant's Rage
Hybrid utility 2: Dimensional Warp
Hybrid encounter 3: Dual Lightning Strike
Hybrid daily 5: Energy Theft
Hybrid utility 6: Laugh it Off
Hybrid encounter 7: Curtain of Steel
Hybrid daily 9: Rage of the Death Spirit
Hybrid utility 10: Howl of the Alpha Wolf
Hybrid encounter 13: Storm of Blades (replaces Avalanche Strike)
Hybrid daily 15: Thunderfury Rage (replaces Tyrant's Rage)
Hybrid utility 16: Borrowed Confidence
Hybrid encounter 17: Necromantic Disruption (replaces Dual Lightning Strike)
Hybrid daily 19: Bane Blade (replaces Energy Theft)
Hybrid utility 22: Giant's Might
Hybrid encounter 23: Staggering Strike (replaces Curtain of Steel)
Hybrid daily 25: Raptor's Eye Rage (replaces Rage of the Death Spirit)
Hybrid encounter 27: Hurricane of Blades (replaces Storm of Blades)
Hybrid daily 29: World Serpent Rage (replaces Thunderfury Rage)

ITEMS
Adventurer's Kit, Vorpal Execution axe +6, Ectoplasmic Elderhide Armor +6, Steadfast Amulet +6, Shadow Band (epic tier), Eye of Awareness (epic tier), Iron Armbands of Power (paragon tier), Strikebacks (heroic tier), Belt of Vitality (epic tier), Fireheart Tattoo (paragon tier), Ring of the Radiant Storm (paragon tier), Boots of the Mighty Charge (heroic tier), Distance Handaxe +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======





A couple of questions: Do you want single builds per post?  And where are you going to put hybrids? 

My most interesting and unique builds tend to be hybrids since you are trying to exploit two classes at once.   Here is the raging teleporter I put up the other day that I had not seen yet, a genasi barbarain/swordmage that uses an executioners axe.  The point of the build is that it marks a target and then goes to charge something else and when the mark is violated teleports over to whack the violator with a pretty big basic attack.  This is hopefully producing an extra basic attack most rounds that are doing some significant lightning damage, while the PC still has pretty high defenses (starts with hide, barbarian agility, and an 18 str/int) so it can handle being attacked.  It is more striker than defender.  I will post some other builds later on.

raging teleporter

I made some minor changes that I will post later+it takes storm manifestation as the first one and fire second and uses lightning lure in early heroic, followed by luring strike later on.  It is not very item dependent, although it probably would want to focus some on boosting saves/will defense.

====== Created Using Wizards of the Coast D&D Character Builder ======
Angry Teleporter, level 30
Genasi, Barbarian|Swordmage, Ghost Blade, Demigod
Swordmage Aegis (Hybrid): Aegis of Assault
Hybrid Talent: Barbarian Armored Agility
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Strength
Elemental Manifestation: Firesoul
Extra Manifestation: Stormsoul
Firepulse: Firepulse Strength
Background: Chessenta (Chessenta Benefit)

FINAL ABILITY SCORES
Str 28, Con 17, Dex 12, Int 26, Wis 10, Cha 13.

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


AC: 49 Fort: 43 Reflex: 44 Will: 35
HP: 206 Surges: 11 Surge Value: 51

TRAINED SKILLS
Endurance +25, Arcana +28, Athletics +29

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +15, Heal +15, History +23, Insight +15, Intimidate +16, Nature +17, Perception +15, Religion +23, Stealth +16, Streetwise +16, Thievery +16

FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Execution axe)
Level 4: Versatile Expertise
Level 6: Weapon Focus (Axe)
Level 8: Manifest Healing
Level 10: Extra Manifestation
Level 11: Shocking Flame
Level 12: Double Aegis (retrained to Total Aegis at Level 23)
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 16: Extended Teleportation
Level 18: Thirsty Blade
Level 20: Vigorous Assault (retrained to Primal Resurgence at Level 22)
Level 21: Axe Mastery
Level 22: Double Manifestation
Level 24: Second Skin
Level 26: Cleaving Axe
Level 28: Epic Resurgence
Level 30: Overpowering Charge

POWERS
Hybrid at-will 1: Greenflame Blade
Hybrid at-will 1: Howling Strike
Hybrid encounter 1: Avalanche Strike
Hybrid daily 1: Tyrant's Rage
Hybrid utility 2: Dimensional Warp
Hybrid encounter 3: Dual Lightning Strike
Hybrid daily 5: Energy Theft
Hybrid utility 6: Laugh it Off
Hybrid encounter 7: Curtain of Steel
Hybrid daily 9: Rage of the Death Spirit
Hybrid utility 10: Howl of the Alpha Wolf
Hybrid encounter 13: Storm of Blades (replaces Avalanche Strike)
Hybrid daily 15: Thunderfury Rage (replaces Tyrant's Rage)
Hybrid utility 16: Borrowed Confidence
Hybrid encounter 17: Necromantic Disruption (replaces Dual Lightning Strike)
Hybrid daily 19: Bane Blade (replaces Energy Theft)
Hybrid utility 22: Giant's Might
Hybrid encounter 23: Staggering Strike (replaces Curtain of Steel)
Hybrid daily 25: Raptor's Eye Rage (replaces Rage of the Death Spirit)
Hybrid encounter 27: Hurricane of Blades (replaces Storm of Blades)
Hybrid daily 29: World Serpent Rage (replaces Thunderfury Rage)

ITEMS
Magic Execution axe +6, Magic Elderhide Armor +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


I actually just made a hybrids section instead of the Misc. section.

I will add your build now, nice work.

It also doesn't matter to me how many builds you want to add per post.
A couple more builds have been added.

Any Leaders? I want it to look complete.
Here's my very mobile razorclaw Druid|Monk/moonstalker with a dash of lightningcheese. Decent single target damage, decent control, very mobile. 

I'm not sure if this quite qualifies as unique, but it's a hybrid build, so that's a start :D Any suggestions very much appreciated, just post them on the thread for the build (I'm sure there are still ways for me to improve it!)
You might want to include links to threads that discuss these for more detail.

Here are three different clerics I posted over the last few months, the first two are pure leaders, but the last is more of a controller.

The first is a high accuracy ranged build.  Nothing particularly inherently powerful about it, but the powers either autohit or are very accurate through rerolls so the effects almost always go off.  By late paragon with most attacks you will either not be rolling at all to effect your enemies or be double rolling to hit, along with possible rerolls of some of those when you miss.

elf cleric divine oracle harbinger of doom

By late paragon Gaze of Defiance is actually more accurate than astral seal since it rolls twice and with the the stone of spirit you can reroll an additional miss 1/day.  Elven accuracy gets a +1d4 to hit and is not expended if it misses 1/encounter by level 8.  The healing is still pretty solid and the starting 14 dex boosts his AC through items and feats so it think it is worth taking as is the starting 16 charisma because of all the riders. 

1 encounter power in heroic and 2 paragon/epic autohit.  About half the daily powers do not have any attack rolls and the paragon daily power lets you take a do over if you miss.  Gaze of defiance becomes needed at level 16, but before then any at will ranged power works.  Switch out prophetic guidance for bane when it hits the character builder and needs to have access to luck domain if you want the imminent luck feat.

====== Created Using Wizards of the Coast D&D Character Builder ======
Accurate Cleric, level 30
Elf, Cleric, Divine Oracle, Harbinger of Doom
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Chessenta (Chessenta Benefit)

FINAL ABILITY SCORES
Str 12, Con 14, Dex 16, Int 10, Wis 26, Cha 24.

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


AC: 44 Fort: 35 Reflex: 37 Will: 45
HP: 171 Surges: 14 Surge Value: 42

TRAINED SKILLS
Religion +20, Heal +28, Insight +28, Diplomacy +27

UNTRAINED SKILLS
Acrobatics +18, Arcana +15, Bluff +22, Dungeoneering +23, Endurance +17, History +15, Intimidate +22, Nature +25, Perception +25, Stealth +18, Streetwise +22, Thievery +18, Athletics +16

FEATS
Cleric: Ritual Caster
Level 1: Pacifist Healer
Level 2: Versatile Expertise
Level 4: Imminent Luck
Level 6: Blessing of Corellon
Level 8: Mark of Healing
Level 10: Superior Implement Training (Accurate symbol)
Level 11: Merciful Shift
Level 12: Armor Specialization (Chainmail)
Level 14: Wild Elf Luck
Level 16: Justice Hammer
Level 18: Shielding Word
Level 20: Healer's Implement
Level 21: Robust Defenses
Level 22: Beatific Healer
Level 24: Supreme Healer
Level 26: Epic Resurgence
Level 28: Defensive Healing Word
Level 30: Glorious Channeler

POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Gaze of Defiance
Cleric at-will 1: Astral Seal
Cleric encounter 1: Bane
Cleric daily 1: Moment of Glory
Cleric utility 2: Armor of Faith
Cleric encounter 3: Hymn of Resurgence
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
Cleric encounter 7: Denunciation
Cleric daily 9: Blade Barrier
Cleric utility 10: Reverent Mettle
Cleric encounter 13: Mantle of Glory (replaces Bane)
Cleric daily 15: Tree of Creation (replaces Moment of Glory)
Cleric utility 16: Cloak of Courage
Cleric encounter 17: Sever the Source (replaces Hymn of Resurgence)
Cleric daily 19: Moment of Peace (replaces Consecrated Ground)
Cleric utility 22: Adjure the Chosen
Cleric encounter 23: Rebuke the Wrathful (replaces Denunciation)
Cleric daily 25: Life Lanterns (replaces Blade Barrier)
Cleric encounter 27: Sunburst (replaces Mantle of Glory)
Cleric daily 29: Enforced Surrender (replaces Tree of Creation)

ITEMS
Ritual Book, Adventurer's Kit, Champion's Accurate symbol +6, Pitmail Armor of Shared Health +6, Healer's Brooch +6, Holy Healer's Mace +5, Bracers of Bold Maneuvering (paragon tier), Sandals of Avandra (epic tier), Gloves of the Healer (epic tier), Phrenic Crown (paragon tier), Luminary Ring (epic tier) (2), Ring of Tenacious Will (epic tier), Cincture of Vivacity (paragon tier), Breakchain Tattoo (paragon tier), Blessed Book (heroic tier), Rhythm Blade Dagger +1, Solitaire (Cerulean) (epic tier), Dust of Appearance (paragon tier), Stone of Spirit (paragon tier), Keoghtom's Ointment (paragon tier), Foe Stone (paragon tier), Whistle of Warning (heroic tier), Instant Campsite (heroic tier)
RITUALS
Gentle Repose, Brew Potion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======




The second is a hybrid bear shaman that focuses on weakening, damage resistance, and temporary hit points generation and is still a solid overall leader.  Can take a party through a lot of encounters.

dwarf cleric/shaman compassionate healer demigod

The theme of this build is that it focuses on weakening enemies, debuffing their attacks, defending allies through the spirit companion, temporary hitpoints, and damage reduction.  It does not sacrifice on healing much, although it is not as good at healing as a pure one of either class built for healing would be.  It would make a good 2nd leader in a party with a good enabler like a taclord and would really stretch out battles and annoy the DM who will have a very hard time challenging the party with damage.

It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility.

The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24).  So losing the normal 3rd healing word does not matter much with gamblers word and this.  Plus he gets endurance as a skill which seems to fit thematically

By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod.  Later on he adds powers that weaken and other wise make it harder for enemies to damage allies.  By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on.

Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks.  Deity does not particularly matter since you don't take any domain/channel divinity powers.

====== Created Using Wizards of the Coast D&D Character Builder ======
Damage Reducer, level 30
Dwarf, Cleric|Shaman, Compassionate Healer, Demigod
Companion Spirit (Hybrid): Protector Spirit (Hybrid)
Hybrid Shaman: Hybrid Shaman Fortitude
Hybrid Talent: Spirit's Power
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Wisdom
Background: Akanûl (Akanûl Benefit)

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

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


AC: 45 Fort: 43 Reflex: 36 Will: 45
HP: 185 Surges: 18 Surge Value: 55

TRAINED SKILLS
Insight +29, Heal +29, Perception +29, Endurance +29

UNTRAINED SKILLS
Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +26, History +15, Intimidate +16, Nature +24, Religion +15, Stealth +14, Streetwise +16, Thievery +14, Athletics +15

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Hybrid Talent
Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)
Level 6: Protector Spirit Adept
Level 8: Versatile Expertise
Level 10: Wrathful Warrior
Level 11: Gambler's Word
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 14: Armor Proficiency (Scale)
Level 16: Dwarven Durability
Level 18: Superior Implement Training (Accurate symbol)
Level 20: Resilient Spirit
Level 21: Epic Recovery
Level 22: Spirit of Health
Level 24: Armor Proficiency (Plate)
Level 26: Mighty Spirit
Level 28: Martial Resolve
Level 30: Ironheart Spirit

POWERS
Hybrid at-will 1: Protecting Strike
Hybrid at-will 1: Lance of Faith
Hybrid encounter 1: Ironbreaker Claws
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Protective Roots
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Spirit of the Hawk's Wind
Hybrid utility 6: Spirit of Healing
Hybrid encounter 7: Winter Wind Spirit
Hybrid daily 9: Dismissal
Hybrid utility 10: Shielding Word
Hybrid encounter 13: Drawing All Eyes (replaces Ironbreaker Claws)
Hybrid daily 15: Reparative Spirit (replaces Moment of Glory)
Hybrid utility 16: Faces of the Fallen
Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence)
Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind)
Hybrid utility 22: Ramparts of Light
Hybrid encounter 23: Call to the Primal Protector (replaces Winter Wind Spirit)
Hybrid daily 25: Life Lanterns (replaces Dismissal)
Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes)
Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit)

ITEMS
Adventurer's Kit, Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Mace of Healing +5, Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======






The third is a violent pacifist: cleric/wizard hybrid that does a good bit of damage while never triggering the pacifist stun because it never "hits or misses"  to deal damage.  It is more of a controller than a leader, but can heal better than many pure leaders and has some ally enabling as well.

Githzerai, Cleric|Wizard, Zealous Demagogue, Archmage

The basic point of this build is to abuse the pacifist healer feat errata from a few months ago.  It is a solid healer and controller and grants a decent number of ally charges through the paragon path. None of the powers have a hit/miss if they deal damage, but it still puts out a decent amount of damage through direct power damage, granted attacks, and from making enemies attack each other.  At the same time because you are not fulfilling the condition of "whenever you hit or miss a bloodied enemy and deal damage to it" you never have to worry about the stun from damaging a bloodied enemy and the weakening from Healer's mercy is not that bad.

Many of the daily powers and storm pillar do not have attack rolls.  Staff is because you want an architects staff while you have consecrated ground.  A few of the attack powers can be swapped out and you could use magc missle and wizard's fury for instance, but most people don't seem to like the wizard autohit powers like those.  I am not attached to the race (deva would work fine) or many of the feats, but I like the idea of the paragon path since it fits the theme, works fairly well and it helps with it being a decent enabler.  The deity needs to have the torment domain for the perfect torment channel divinity and the archmage is a good way to get more dailies, but demigod or other could work as well.

====== Created Using Wizards of the Coast D&D Character Builder ======
Violent Pacifist, level 30
Githzerai, Cleric|Wizard, Zealous Demagogue, Archmage
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Quickened Spellcasting: Storm Pillar
Archspell: Visions of Wrath
Background: Auspicious Birth (Auspicious Birth Benefit)

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

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


AC: 43 Fort: 37 Reflex: 41 Will: 45
HP: 153 Surges: 8 Surge Value: 38

TRAINED SKILLS
Insight +30, Religion +33, Arcana +28, Heal +33

UNTRAINED SKILLS
Acrobatics +18, Bluff +17, Diplomacy +19, Dungeoneering +23, Endurance +17, History +23, Intimidate +19, Nature +28, Perception +23, Stealth +16, Streetwise +17, Thievery +16, Athletics +17

FEATS
Level 1: Hybrid Talent
Level 2: Pacifist Healer
Level 4: Armor Proficiency (Leather)
Level 6: Versatile Expertise
Level 8: Mark of Healing
Level 10: Hafted Defense
Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 12: Superior Implement Training (Accurate staff)
Level 14: Gambler's Word
Level 16: Githzerai Mobility
Level 18: Resourceful Leader
Level 20: Iron Retreat
Level 21: Enabling Shot
Level 22: Perfect Torment
Level 24: Glorious Channeler
Level 26: Merciful Shift
Level 28: Quickened Spellcasting
Level 30: Long Step

POWERS
Channel Divinity (Hybrid Cleric): Healer's Mercy
Hybrid at-will 1: Storm Pillar
Hybrid at-will 1: Astral Seal
Hybrid encounter 1: Charm of Misplaced Wrath
Hybrid daily 1: Grease
Hybrid utility 2: Shield
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Consecrated Ground
Hybrid utility 6: Spirit of Healing
Hybrid encounter 7: Charm of the Defender
Hybrid daily 9: Blade Barrier
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Remorse (replaces Charm of Misplaced Wrath)
Hybrid daily 15: Wall of Ice (replaces Grease)
Hybrid utility 16: Stoneskin
Hybrid encounter 17: Charm of False Glory (replaces Hymn of Resurgence)
Hybrid daily 19: Moment of Peace (replaces Consecrated Ground)
Hybrid utility 22: Mass Fly
Hybrid encounter 23: Rebuke the Wrathful (replaces Charm of the Defender)
Hybrid daily 25: Phantom Reality (replaces Blade Barrier)
Hybrid encounter 27: Steal Time (replaces Remorse)
Hybrid daily 29: Visions of Wrath (replaces Wall of Ice)

ITEMS
Adventurer's Kit, Holy Symbol, Feyswarm Accurate staff +6, Orb of Judicious Conjuration +1, Symbol of Victory +2, Brimstone Cloak +6, Addergrease Starleather Armor +6, Halo of Fallen Stars (epic tier), Belt of the Witch King (paragon tier), Gloves of Accuracy (paragon tier), Trollhide Bracers (paragon tier), Luminary Ring (epic tier), Sandals of Avandra (epic tier), Ring of Guarded Will (epic tier), Fireheart Tattoo (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I'll add those builds in.

I couldn't rename the links for some reason, so if I can, I'll add them in. Some were short enough to just put in there, but others (like your raging teleporter) we're too large and messed with formatting.

@psk: Can you fix the formatting of the CB summary in your thread? After that I'll be happy to add your build.

@Gelatinous: Your builds need at least some items. Add in some basic +6 items if you aren't sure what to add in or anything, so people can get a basic idea of what your final AC and things are. Thanks.

Well he's not exactly a leader but here's my bard, he's certainly unique!

Jerry the Godslaying Ninja Bard

Jhereg DrakeSong, level 30
Human, Bard, Adroit Explorer, Eternal Seeker
Build: Prescient Bard
Bardic Virtue: Virtue of Prescience
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Wand)
Ambitious Effort: Ambitious Effort Existing Power
Ambitious Effort Existing Power: Off-Hand Diversion


FINAL ABILITY SCORES
Str 28, Con 12, Dex 18, Int 10, Wis 13, Cha 16.


STARTING ABILITY SCORES
Str 18, Con 10, Dex 11, Int 8, Wis 10, Cha 14.



AC: 44 Fort: 42 Reflex: 41 Will: 43
HP: 169 Surges: 8 Surge Value: 42


TRAINED SKILLS
Diplomacy +23, Arcana +20, Perception +21, Insight +21, Athletics +32, Bluff +23, Heal +21, Acrobatics +24, Thievery +24, Religion +20


UNTRAINED SKILLS
Dungeoneering +17, Endurance +17, History +16, Intimidate +19, Nature +17, Stealth +20, Streetwise +19


FEATS
Bard: Ritual Caster
Human: Weapon Proficiency (Bastard sword)
Level 1: Versatile Expertise
Level 2: Warrior of the Wild
Level 4: Novice Power (retrained to Avenging Resolution at Level 24)
Level 6: Weapon Focus (Heavy Blade)
Level 8: Two-Blade Warrior
Level 10: Adept Power (retrained to Epic Will at Level 25)
Level 11: Acolyte Power
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 22)
Level 14: Two-Weapon Fighting
Level 16: Two-Weapon Defense
Level 18: Improved Initiative (retrained to Superior Initiative at Level 23)
Level 20: Armor Specialization (Chainmail)
Multiclass Mastery: Disciple of Divine Wrath
Multiclass Mastery: Sneak of Shadows
Level 21: Multiclass Mastery
Level 22: Martial Mastery
Level 24: Epic Resurgence
Level 26: Heavy Blade Mastery
Level 28: Rending Tempest
Level 30: Quick Draw


POWERS
Bard at-will 1: Cutting Words
Bard at-will 1: Vicious Mockery
Bonus At-Will Power: Guiding Strike
Seeker's Lore: Raise the Stakes
Bard encounter 1: Inspiring Refrain (retrained to Precise Assault at Novice Power)
Bard daily 1: Slayer's Song
Bard utility 2: Concerted Effort (retrained to Begin the Hunt at Acolyte Power)
Bard encounter 3: Charger's Call
Bard daily 5: Word of Mystic Warding
Bard utility 6: Synchronicity
Bard encounter 7: Rhyme of the Blood-Seeking Blade
Bard daily 9: Thunder Blade (retrained to Attacks on the Run at Adept Power)
Bard utility 10: Mantle of Unity
Bard encounter 13: Earthquake Strike (retrained to Off-Hand Diversion at Level 21) (replaces Charger's Call)
Bard daily 15: Whispers of the Dream King (retrained to Blade Cascade at Adept Power) (replaces Slayer's Song)
Bard utility 16: Haste
Bard encounter 17: Turning the Tide (replaces Inspiring Refrain)
Bard daily 19: Satire of Prowess (replaces Word of Mystic Warding)
Bard utility 22: Cherub's Song
Bard encounter 23: Nonchalant Collapse (replaces Rhyme of the Blood-Seeking Blade)
Bard daily 25: Cruel Cage of Steel (replaces Thunder Blade)
Bard encounter 27: Hurricane of Blades (replaces Turning the Tide)
Bard daily 29: Ultimate Confrontation (replaces Satire of Prowess)


ITEMS
Ritual Book, Adventurer's Kit, Gauntlets of Destruction (paragon tier), Ring of Giants (paragon tier), Iron Armbands of Power (paragon tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Battlecrazed Bastard sword +6 (2), Torc of Power Preservation +5, Imposter's Pitmail Armor +6, Crown of Victory (epic tier), Belt of Titan Strength (epic tier), Ring of Free Time (epic tier), Boots of Quickness (paragon tier)
RITUALS
Create Campsite, Comrades' Succor



Lucid should prob be here as well...

Luci Star of Mourning: Prince of Hell

Lucid, level 30
Tiefling, Wizard, Master of Flame, Prince of Hell
Build: Summoner Wizard
Arcane Implement Mastery: Tome of Binding
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Tome)


FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 28, Wis 12, Cha 17.


STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.



AC: 44 Fort: 41 Reflex: 42 Will: 43
HP: 148 Surges: 12 Surge Value: 37


TRAINED SKILLS
Arcana +33, Insight +21, Religion +33, History +33


UNTRAINED SKILLS
Acrobatics +16, Bluff +20, Diplomacy +18, Dungeoneering +16, Endurance +21, Heal +16, Intimidate +18, Nature +16, Perception +16, Stealth +18, Streetwise +18, Thievery +16, Athletics +15


FEATS
Wizard: Ritual Caster
Level 1: Hellfire Blood
Level 2: Improved Initiative (retrained to Superior Initiative at Level 22)
Level 4: Diabolic Soul
Level 6: Versatile Expertise
Level 8: Burn Everything
Level 10: Hellfire Arcanist
Level 11: Hellfire of Mephistopheles (retrained to Aberrant Mark of Contagion at Level 24)
Level 12: Hellbook
Level 14: Coordinated Explosion
Level 16: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 18: Secrets of Belial
Level 20: Unarmored Agility
Level 21: Hellfire Teleport
Level 22: Epic Will
Level 24: Rapid Regeneration
Level 26: Arcane Mastery
Level 28: Sympathy of Flame
Level 30: Vengeful Summoner


POWERS
Wizard at-will 1: Scorching Burst
Wizard at-will 1: Winged Horde
Wizard encounter 1: Orbmaster's Incendiary Detonation
Wizard daily 1: Summon Dust Devil
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Summon Shadow Serpent
Wizard encounter 3: Color Spray
Wizard daily 5: Summon Magma Beast
Wizard daily 5 Spellbook: Fireball
Wizard utility 6: Summon Iron Cohort
Wizard utility 6 Spellbook: Fire Shield
Wizard encounter 7: Fire Burst
Wizard daily 9: Summon Hell Hound
Wizard daily 9 Spellbook: Summon Succubus
Wizard utility 10: Illusory Wall
Wizard utility 10 Spellbook: Mass Resistance
Wizard encounter 13: Prismatic Burst (replaces Orbmaster's Incendiary Detonation)
Wizard daily 15: Prismatic Beams (replaces Summon Magma Beast)
Wizard daily 15 Spellbook: Summon Chainbearer
Wizard utility 16: Fly
Wizard utility 16 Spellbook: Greater Invisibility
Wizard encounter 17: Combust (replaces Fire Burst)
Wizard daily 19: Acid Wave (replaces Summon Dust Devil)
Wizard daily 19 Spellbook: Disintegrate
Wizard utility 22: Time Stop
Wizard utility 22 Spellbook: Mass Fly
Wizard encounter 23: Furnace of Sand (replaces Prismatic Burst)
Wizard daily 25: Prismatic Spray (replaces Prismatic Beams)
Wizard daily 25 Spellbook: Summon Marilith
Wizard encounter 27: Black Fire (replaces Color Spray)
Wizard daily 29: Summon Balor (replaces Summon Hell Hound)
Wizard daily 29 Spellbook: Visions of Wrath


ITEMS
Timeless Locket +6, Siberys Shard of the Mage (epic tier), Opal Ring of Remembrance (epic tier), Karrak-dur, the Overmind (Circlet of Mental Onslaught) (paragon tier), Ring of Free Time (epic tier), Timeless Tome +6, Shimmering Starweave Armor +6, Burning Gauntlets (paragon tier), Belt of Vim (paragon tier), Phantom Chaussures (paragon tier)



Deadly Little Miho is pretty original as well

Deadly Little Miho: A Lesson in Pain

Miho, level 30
Human, Ranger, Soul Thief, Eternal Seeker
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Prime Shot


FINAL ABILITY SCORES
Str 28, Con 15, Dex 20, Int 10, Wis 13, Cha 12.


STARTING ABILITY SCORES
Str 18, Con 13, Dex 12, Int 8, Wis 11, Cha 10.



AC: 46 Fort: 44 Reflex: 47 Will: 41
HP: 187 Surges: 8 Surge Value: 46


TRAINED SKILLS
Endurance +22, Nature +21, Dungeoneering +21, Perception +21, Acrobatics +25, Athletics +32, Stealth +25


UNTRAINED SKILLS
Arcana +15, Bluff +16, Diplomacy +16, Heal +16, History +15, Insight +16, Intimidate +16, Religion +15, Streetwise +16, Thievery +20


FEATS
Human: Weapon Proficiency (Bastard sword)
Level 1: Weapon Expertise (Heavy Blade)
Level 2: Armor Proficiency (Chainmail)
Level 4: Shadow Initiate
Level 6: Improved Initiative (retrained to Superior Initiative at Level 22)
Level 8: Weapon Focus (Heavy Blade)
Level 10: Power Attack
Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 12: Prime Punisher
Level 14: Called Shot
Level 16: Armor Proficiency (Scale)
Level 18: Killer's Insight
Level 20: Two-Weapon Fighting
Level 21: Epic Will
Level 22: Two-Weapon Defense
Level 24: Epic Reflexes
Level 26: Armor Specialization (Scale)
Level 28: Heavy Blade Mastery
Level 30: Rending Tempest


POWERS
Bonus At-Will Power: Twin Strike
Ranger at-will 1: Shield of Blades
Ranger at-will 1: Careful Attack
Seeker's Lore: Haste
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Begin the Hunt
Ranger encounter 3: Ruffling Sting
Ranger daily 5: Snarling Wolf Stance
Ranger utility 6: Death Threat
Ranger encounter 7: Lashing Leaves
Ranger daily 9: Attacks on the Run
Ranger utility 10: Resume the Hunt
Ranger encounter 13: Off-Hand Diversion (replaces Lashing Leaves)
Ranger daily 15: Blade Cascade (replaces Jaws of the Wolf)
Ranger utility 16: Ranger's Parry
Ranger daily 19: Cruel Cage of Steel (replaces Snarling Wolf Stance)
Ranger utility 22: Fade from Sight
Ranger encounter 23: Nonchalant Collapse (replaces Off-Hand Strike)
Ranger daily 25: Ranger's Resurgence (replaces Attacks on the Run)
Ranger encounter 27: Hurricane of Blades (replaces Ruffling Sting)
Ranger daily 29: Ultimate Confrontation (replaces Ranger's Resurgence)


ITEMS
Battlecrazed Bastard sword +6 (2), Gauntlets of Destruction (paragon tier), Belt of Titan Strength (epic tier), Circlet of Indomitability (paragon tier), Iron Armbands of Power (epic tier), Ring of Free Time (epic tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Sapphire Scabbard (paragon tier) (2), Boots of Quickness (paragon tier), Blood Fury Khopesh +1, Lucklender Javelin +4, Dragonrider Elderscale Armor +6, Shadow Band (epic tier), Eye of Awareness (epic tier), Amulet of Protection +6



send you some more later.
Oh and great idea for a handbook!
Except for the barbarian, they are all there, I just forgot to equip them in CB.  I will update them all tonight.  I will also update the barbarian with some minor changes.
A build I have been working on but haven't quite finished yet is a Revenant Longtooth Shifter Warlock that uses the Plagued Regeneration Spellscar feat for an aura that deals 20 necrotic plus 7 fire and radiant. :D

@Malkonnen: Sounds very interesting. Looking forward to a final write up.

@GO: as soon as you get them to me I'll be happy to add them in.

@MC: Lucid and Jerry can go in, but I'm not sure if Miho is really unique. Ranger Novas are pretty common. If I'm missing something though, please point it out.
I updated the format, Grey_Warden. May Andraste's grace shine upon you.
@Malkonnen: Sounds very interesting. Looking forward to a final write up.

@GO: as soon as you get them to me I'll be happy to add them in.

@MC: Lucid and Jerry can go in, but I'm not sure if Miho is really unique. Ranger Novas are pretty common. If I'm missing something though, please point it out.



Ive never even seen a Soul Thief build, much less one on that level who is currently a DPR Nova Queen!  Doesn't matter... is your handbook, I won't get my panties in a bunch
@psk: Then I will post the build in as well.

@MC: While no one has used Soul Thief, I just don't see it being unique in concept. I want to add it, but for the integrity of the handbook, I can't. Oh well, you got 2 in Laughing.
You... you... you Jerk!  Why would you do that!  Ooooooh I can't wait till Thursday night!!

Just kidding, fair enough!
You... you... you Jerk!  Why would you do that!  Ooooooh I can't wait till Thursday night!!

Just kidding, fair enough!

Yeah, we can't have them all.

Let's keep those builds coming, and please give a brief explanation of the build when you post.

I also don't need builds with their own threads, so whatever you guys feel like posting is fine with me.

And don't forget that this is also here for some critique on the builds you see posted. Just point out anything you see to make these concepts better.
I was thinking of switching my moonstalker to draeven marauder. Thoughts? I'll let you know if I go ahead with this :D
I was thinking of switching my moonstalker to draeven marauder. Thoughts? I'll let you know if I go ahead with this :D

If it works with Implement powers, I like the change. Moonstalker is nice when you have a way to keep the enemy down for long periods of time, but since you don't, I like the Marauder's expanded crit range all the time.

What about Blood Moon Stalker? It gives you a lot, from expanded crit range to extra second winds, so you might want to take a look.
I'm pretty sure it works with implement powers as currently worded. It just says "you can score critical hits with spears on a roll of 19-20".

Draeven Marauder would result in a drop in damage against prone targets, but a decent boost in damage against other non-prone targets. And it would help with Land's Fury quite a lot

The powers are pretty useless, particularly the encounter power. I guess I could swap out a feat to get reserve maneuver. Do you think effect lines on the daily trigger mark of storm/rushing cleats/polearm momentum?
Here's a build that aims to make the most of the Tiefling's punishment for successful saving throws. I've seen bits of this elsewhere, but I don't think I've seen it all put together. 

The build

Skamos Mal Fet, level 24Tiefling, Paladin|Wizard, Morninglord, Radiant One
Hybrid Paladin: Hybrid Paladin Fortitude
Hybrid Talent: Paladin Armor Proficiency
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Light Blade)
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture Power: Ray of Frost
FINAL ABILITY SCORESStr 10, Con 15, Dex 12, Int 26, Wis 12, Cha 24.
STARTING ABILITY SCORESStr 8, Con 13, Dex 10, Int 17, Wis 10, Cha 15.

AC: 37 Fort: 30 Reflex: 35 Will: 35HP: 142 Surges: 10 Surge Value: 35

FEATS
Level 1: Beshaba's Boon
Level 2: Hellfire Blood
Level 4: Icy Clutch of Stygia
Level 6: Hybrid Talent
Level 8: Versatile Expertise
Level 10: Hellfire Master
Level 11: White Lotus Riposte
Level 12: Consuming the Weak
Level 14: Vicious Advantage
Level 16: Superior Implement Training (Accurate staff)
Level 18: Bitter Cold
Level 20: White Lotus Enervation
Level 21: Hell's Burning Mark
Level 22: Arcane Admixture
Level 24: Font of Radiance
POWERS
Hybrid at-will 1: Ardent Strike
Hybrid at-will 1: Ray of Frost
Hybrid encounter 1: Heedless Fury
Hybrid daily 1: Acid Arrow
Hybrid utility 2: Guardian Blades
Hybrid encounter 3: Fire Shroud
Hybrid daily 5: Hallowed Circle
Hybrid utility 6: Wrath of the Gods
Hybrid encounter 7: Winter's Wrath
Hybrid daily 9: Face of Death
Hybrid utility 10: Blur
Hybrid encounter 13: Frostburn (replaces Winter's Wrath)
Hybrid daily 15: Blast of Cold (replaces Acid Arrow)
Hybrid utility 16: Flame's Protection
Hybrid encounter 17: Castigating Strike (replaces Heedless Fury)
Hybrid daily 19: Corona of Blinding Radiance (replaces Hallowed Circle)
Hybrid utility 22: Fire Sigil
Hybrid encounter 23: Arcane Volley (replaces Frostburn)

ITEMS Desiccating Accurate staff +5, Eberron Shard of Bleeding Wounds (heroic tier), Magic Specter Plate Armor +5,  Amulet of Protection +5


 


The build imposes two (save ends) effects with every use of ray of frost: a penalty to Fortitude from desiccating staff, and Ongoing 5 fire from arcane admixture +Consuming the weak + Hell's burning mark.

Saving against either one of these on any turn after a hit deals 20 damage from Hellfire master +Radiant one. Icy grip of Stygia deals an additional 26 when the save is against the ongoing fire.
Each time they _don't_ save, you get 5 thp from Beshaba's Boon.

Hitting twice in a row adds an additional +10 to every separate damage instance due to Morninglord+Radiant one. 

On the occasional crit, font of radiance adds another damaging (save ends) effect

As an added bonus, each hit with Ray of Frost gives you an effective +5 attack bonus for the next use against the same creature.

All told, the DPR at level 24 is about 135, and the DM is annoyed by the number of minor status effects on the monster.


Just a CB summary doesn't appeal to me. It's much more interesting just to know what the key combo is.
I updated all my builds with the equipment worn and made a few minor changes.  There are a couple of other builds other people posted that I plan to update and then post in the next few days, one is shaman/ranger who has both a spirit companion and a beast companion.  The other is a laser cleric who maximizes turn undead.   It is not super optimized in general but by level 30 the turn undead power is a minor action that is something like a close blast 12 that does 6d10+ 16 radiant damage, targets 4 different creature types, dazes, restrains, heals and grants ally saves, and gives you some temp hitpoints while creating a zone that damages undead.
@Kergma: I'll add the build in.

@Shaka: while this is true, that's why I ask people to include basic breakdowns of how their build works. While a CB summary doesn't say much on it's own, combining that with a build breakdown gives enough info in my mind to be able to see what the combo is and build off it.

@GO: Those builds will be added in now.
Luv your Catch 22 Halfling Rogue, I'm going to look at it a little more deeply after I hit Submit Post, but has a hafling rogue lover, what made you choose halfling over a dex/str race?
Luv your Catch 22 Halfling Rogue, I'm going to look at it a little more deeply after I hit Submit Post, but has a hafling rogue lover, what made you choose halfling over a dex/str race?

Just mainly for Second Chance + Nimble Dodge or the other AC boosting feat. I wanted to emphasize the catch 22 aspect as much as I could, and I figured since I would be going Shadow Assassin, the forced reroll outweighs the +1 to sneak attack damage.

If I were to switch PP to say, Gladiator Champion, then a Str/Dex race would be my first choice. I'm going to make a Rogue/Gladiator Champion/____ when the CB is updated. I feel like it's one of the heaviest catch-22 situations out there, especially with Psychic Lock + Disheartening Strike on your OAs.
Ok here is the build:

CB summary

====== Created Using Wizards of the Coast D&D Character Builder ======
The Pariah, level 30
Revenant, Warlock, Umbral Cabalist, Radiant One
Build: Scourge Warlock
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Vestige Pact
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Rod)
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Twofold Pact: Sorcerer King pact
Choose your Race in Life: Longtooth Shifter
Gritty Sergeant Benefit: Weapon Proficiency (Longsword)
Vestige Mastery: Vestige of Kulnoghrim
Background: Gritty Sergeant (Gritty Sergeant Benefit)

FINAL ABILITY SCORES
Str 10, Con 26, Dex 16, Int 24, Wis 12, Cha 14.

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


AC: 42 Fort: 43 Reflex: 41 Will: 38
HP: 218 Surges: 14 Surge Value: 54

TRAINED SKILLS
Intimidate +24, Religion +27, Thievery +23, Arcana +29

UNTRAINED SKILLS
Acrobatics +17, Bluff +16, Diplomacy +16, Dungeoneering +15, Endurance +25, Heal +15, History +22, Insight +15, Nature +15, Perception +15, Stealth +17, Streetwise +16, Athletics +17

FEATS
Level 1: Shifter Soul
Level 2: Sturdy Shifter
Level 4: Versatile Expertise
Level 6: Arcane Implement Proficiency
Level 8: Toughness
Level 10: Plagued Regeneration
Level 11: Vestige Versatility (retrained to Vestige Mastery at Level 21)
Level 12: Called Shot
Level 14: Dual Implement Spellcaster
Level 16: Primed Curse
Level 18: Flitting Shadows
Level 20: Twofold Pact
Level 21: Warding Curse
Level 22: Arcane Familiar
Level 24: Mindbite Scorn
Level 26: Robust Defenses
Level 28: Rapid Regeneration
Level 30: Cursed Spells

POWERS
Eldritch Blast: Eldritch Strike
Shifter Soul: Longtooth Shifting
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Armor of Agathys
Warlock utility 2: Fey Bargain
Warlock encounter 3: Fortune Binding
Warlock daily 5: Vestige of Ugar
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Howl of Doom
Warlock daily 9: Vestige of the Onyx Queen
Warlock utility 10: Ethereal Sidestep
Warlock encounter 13: Killing Flames (replaces Howl of Doom)
Warlock daily 15: Vestige of the Unknown Arcanist (replaces Armor of Agathys)
Warlock utility 16: Painful Transference
Warlock encounter 17: Sea Tyrant's Fury (replaces Chains of Levistus)
Warlock daily 19: Minions of Malbolge (replaces Vestige of the Unknown Arcanist)
Warlock utility 22: Deliverance of Faith
Warlock encounter 23: Awaken the Dragon (replaces Fortune Binding)
Warlock daily 25: Armor of Agathys (replaces Vestige of Ugar)
Warlock encounter 27: Shattering of the Sword (replaces Sea Tyrant's Fury)
Warlock daily 29: Doom of Delban (replaces Vestige of the Onyx Queen)

ITEMS
Adventurer's Kit, Battlecrazed Longsword +6, Brooch of Vitality +6, Survivor's Boots (paragon tier), Eye of Awareness (epic tier), Belt of Vitality (epic tier), Ring of Protection (paragon tier), Shadow Warlock Starleather Armor +6, Backlash Tattoo (heroic tier), Rod of Corruption +1, Incisive Dagger Dagger +2, Strikebacks (heroic tier), Counterstrike Guards (paragon tier), Rod of Ulban +5, Rod of Avernus +1, Khyber Shard of the Fiery Depth (epic tier), Ring of the Radiant Storm (paragon tier), Blood Fury Longsword +1, Ironskin Soulfang (level 5) (3), Ruby Scabbard (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

I haven't gone back and fixed the order I took things by any means, and the build is feat starved so i have gone back and forth on which feats to include. Weapon focus got cut, bloodied boon got cut, beseech patron got cut, etc.



I call him the Pariah. His distinguishing feature is that he exploits the Plagued Regeneration feat which effectively gives him and aura 1 that deals necrotic damage equal to his regen rate from Longtooth Shifting. His regen rate is base 6 + 3 (plagued regeneration feat) + 8 (rapid regeneration feat) = 17. Then he should have CA against all cursed targets due to Shadow Warlock Armor and teleporting 3 squares every turn, so Radiant One adds +7 fire and radiant damage to the aura damage, for a total of 24 points of autodamage to anyone adjacent to him. In order to get enemies adjacent and keep them there he has Flitting Shadows. This lets him teleport 1 target he hits each round up to 14 squares (including up into the air for 7d10 falling damage if he's feeling lucky about the target failing its save).

His goal is to remain bloodied at all times, because while bloodied he gets +3d6 damage, immunity to OAs, a +8 bonus to one NAD of his choice (generally Will), and of course his Regen and damage aura. To stay bloodied he's got soulfangs and Doom of Delban to bleed himself if monsters decide to ignore him, and he's got several THP generating powers if monsters decide to swarm him (not to mention the 17 regen rate). Plus he has a Bloodfury weapon to give him a on demand round of bloodied every encounter and his Battlecrazed Weapon to back that up once a day.

His defenses look low, but once you factor in +2 to defenses vs cursed targets, +2 from concealment from Shadowwalk, and +8 Will from the Umbral Cabalist PP feature, they look a LOT better.

He since uses his ranged powers while adjacent for guaranteed Prime Shot bonuses of +2 to hit and +5 to damage, which in turn provokes OAs when is not bloodied (and trying to be :devil and doesn't provoke OAs while bloodied.

He uses a Rakshasa claw to shuffle around off-hand implements as needed; incisive dagger when teleporting, Rod of Avernus when needing to rearrange the battlefield a bit, Rod of Corruption for his first kill to spread his curse, and Rod of Ulban the rest of the time for vulnerability 10 with all of his attacks thanks to +1d6 psychic curse damage from Mindbite Scorn. It also gives him a decent +25 Thievery check. :P

Whenever his pact boon triggers he gets to hand out a free basic attack. This can go to another striker in the party or it can go to a monster--preferably one marked by the Defender for a 2-for-1 attack.

He's got a solid MBA in Eldritch Strike which deals 2d8+7d6+40 to use for OAs when monsters try to flee his aura and with 3 encounter retaliation attacks when they try to attack him. Eyes of the Vestige does 9d6+50 damage plus spreads his curse, and does an extra 14 damage if the target doesn't move away on their turn. Then he's got 2 encounter stuns, an area burst that imposes vulnerability for situational needs, and an immediate reaction attack to pounce when a monster gets bloodied. For dailies, he's got 2 powers that ramp up his aura damage, 1 area burst power with ongoing damage again for situational needs, and 1 power that provides escalating sustainable damage output and keeps him bloodied.

Here is his attack bonus break down:
+8 Con mod
+15 half level
+6 enhancement
+3 feat
+2 CA
+2 Prime Shot (implement only) / +3 Proficiency (weapon only)
=+36 vs NAD with implement attacks / +37 vs AC with Eldritch Strike

And damage bonuses:
+8 Con mod
+6 enhancement
+5 off-hand enhancement
+2 longtooth shifting
+7 Radiant One
+3d6 battlecrazed weapon
+4d6+7 warlock's curse
+10 psychic vulnerability (rod of ulban)
+5 Called Shot
=+7d6+50 with implement attacks / +7d6+40 with Eldritch Strike

Eyes of the Vestige DPR:
0.7 * 81.5 + .05 * 125 = 63.3 + 24 aura damage = 97.3 DPR

Not bad for a non-multiattacker
heres my phoenix build:
[sblock/phoenix] 

====== Created Using Wizards of the Coast D&D Character Builder ======


Dervana, level 30


Deva, Shaman, Flame of Hope, Soul of the World


Companion Spirit: Stalker Spirit


Versatile Expertise: Versatile Expertise (Staff)


Versatile Expertise: Versatile Expertise (Totem)


Knowledge of Ancient Lives: Knowledge of Ancient Lives (Artificer)


Past Spirit: Past Spirit (Shadar-kai)


Past Spirit: Past Spirit (Elf)


 


FINAL ABILITY SCORES


Str 13, Con 15, Dex 12, Int 28, Wis 28, Cha 10.


 


STARTING ABILITY SCORES


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


 


 


AC: 45 Fort: 43 Reflex: 45 Will: 45


HP: 172 Surges: 9 Surge Value: 43


 


TRAINED SKILLS


Nature +29, Heal +29, Perception +29, Arcana +29, Religion +31


 


UNTRAINED SKILLS


Acrobatics +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +19, History +26, Insight +24, Intimidate +15, Stealth +21, Streetwise +15, Thievery +16, Athletics +16


 


FEATS


Divine Secretkeeper: Ritual Caster


Level 1: Battle Intuition


Level 2: Focus the Spirits' Lives


Level 4: Mark of Healing


Level 6: Versatile Expertise


Level 8: Strengthening Spirit (retrained to Ghostly Rejuvenation at Level 22)


Level 10: Divine Secretkeeper


Level 11: Vigorous Spirit


Level 12: Nimble Spirit


Level 14: Hafted Defense


Level 16: Vicious Spirit (retrained to Otherworldly Accuracy at Level 24)


Level 18: Paragon Defenses (retrained to Robust Defenses at Level 21)


Level 20: Vistani Heritage


Level 21: Vistani Foresight


Level 22: Transcendent Lineage


Level 24: Grave Spirit


Level 26: Mighty Spirit


Level 28: Triumphant Spirit


Level 30: Epic Fortitude


 


POWERS


Shaman at-will 1: Claws of the Eagle


Shaman encounter 1: Ironbreaker Claws


Shaman daily 1: Spirit of the Healing Flood


Shaman utility 2: Spirit Call


Shaman encounter 3: Call to the Savage Elder


Shaman daily 5: Spirit of the Hawk's Wind


Shaman utility 6: Sudden Restoration


Shaman encounter 7: Call to the Blood Dancer


Shaman daily 9: Ancient Warlord's Inspiration


Shaman utility 10: Call Forth the Spirit World


Shaman encounter 13: Call to the Laughing Fortune (replaces Call to the Savage Elder)


Shaman daily 15: Reparative Spirit (replaces Spirit of the Healing Flood)


Shaman utility 16: Spirit Binding


Shaman encounter 17: Shackles of the Mountain (replaces Ironbreaker Claws)


Shaman daily 19: Horns of the Undefeated Khan (replaces Spirit of the Hawk's Wind)


Shaman utility 22: Medicines of Many Forms


Shaman encounter 23: Mighty Spirit Leap (replaces Call to the Blood Dancer)


Shaman daily 25: Huntmaster's Horn (replaces Ancient Warlord's Inspiration)


Shaman encounter 27: Blood Reaper Spirit (replaces Call to the Laughing Fortune)


Shaman daily 29: Sea of Serpents (replaces Reparative Spirit)


 


ITEMS


Adventurer's Kit, Healer's Brooch +6, Diamond Cincture (epic tier), Eye of Awareness (epic tier), Irrefutable Starleather Armor +6, Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Couters of Second Chances (paragon tier), Fireheart Tattoo (epic tier), Dice of Auspicious Fortune (paragon tier), Stone of Wind (paragon tier), Totemic Spear Longspear +6, Ring of Invigoration (paragon tier), Greater Ring of Invisibility (epic tier)


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the main goal is to be the best possible leader, and for this i focus on the various aspects of the leading department:

buff/debuff: phoenix can grant the highest bonuses to a large group of allies (the whole party) that i have seen so far. this is both bonuses to accuracy and damage, and they can be granted in a 4/5 encounter basis, and the accuracy bonuses include me as well. bonuses will be given at lv 30, but are available at a considerable ammount since lv 11

accuracy bonuses:
inspiring attack action:  +9 to me and all allies
numunous cascade: +2 to all allies (stacks with inspiring attack action for +11)

damage bonuses:


  • stalker boon: +9 to damage against blooded opponents

  • mighty spirit leap: avrg +18 to damage

  • blood reaper spirits: +15 to dmg

  • horns of the undefeated khan : +2 to hit, +5 to damage

  • huntmasters horn: +9 to damage

  • note that all these bonuses stack, and the encounter powers can be extended for 2 rounds every encounter


enabling:
  • i use claws of the eagle to further optimize the bonuses granted by SC , and grant CA to all allies

  • thriumpant spirit is a constant attack granter that lets allies make free attacks when they kill an opponent ( activates by minion popping as well,)

  • shackles of the mountain lowers AC to the lower of its fortitude, reflex or will, every encounter

healing:
  • geared with most healing equipment

  • ghostly rejuvination adds insubstantial to allies whenever is the target of a healing power

  • mark of healing grants saving throws on demand

  • more ways to grant saving throws : sudden restoration, medicine of many forms, horns of the undefeated khan

self accuracy:
  • this build just cant miss: by lv 24 , i have access to elven accuracy, memory of a thousand lifetimes( rolling 2d10 for spirit powers), the armor gives a reroll on attacks against will +6, the stone of wind gives a reroll with +5 , the couter of second chances lets you reroll an spirit attack (they are melee attacks)

survivability:
  • self healing : diamond cincture

  • great NAD

  • fey warrior boots: lets you teleport after being hit at will, lets you scape multiattacking enemies

  • in case of emergency, ring of invigoration.


so, this is how we lead in all aspects of the game, and we do it like no other most of the times  


I request that you have a link to my DPR king candidates in your striker section as I will be linking to this thread.  I've wanted to do a thread like this but never felt I had the time to keep track of all these wonderful builds.  The DPR link is in my sig.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Sorry guys, been a little busy. I'll get to your posts:

@Malk: I like it, and thanks for the in-depth analysis. It will be added.

@saigon: Can you give me a rundown of what makes it unique and interesting to play? If you would I'd be more than happy to add it in.

@borg: not a problem Laughing
I will put the turn undead build up this weekend.  All I have left is to equip him, but this is the only build I have made that is item dependent so I need to get it right.  If I have time I will work on the shaman ranger combo, but that will take a while longer since I am not very familiar with beastmaster rangers and the builds I have seen only went to late heroic.
Sounds good GO. I'll add it as soon as you get it posted.
I can't post the build yet (haven't bought my own copy of PH3), but you can make a variant pariah - in that everybody gets away from your target, rather than gets away from you - with an INT/CHR Warlock/Psion hybrid that picks up all the 'make my target hit his friend' powers.  Now I want to find a way to make my target use ranged and/or non-basic attacks...

Best complements I have yet received:

Show

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

Prepped ahead of time:

I started the thread "1001 Failed Interrogation Results" (which seems to have faded into that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

My 4e characters:

Show

Active:

LFR Half-elf StarLock8 Gondolin Nightstar

AoA Dwarf Guardian Druid8 Narvik from House Wavir

Character Ready-to-go:

Neverwinter Dwarven Invoker / Heir of Delzoun, worships Silvanus (!) "Truenamer" - speaks Words of Creation

Concepts I'm kicking around:

"Buggy" Wizard - insect flavor on everything.  His DMPC version is going to become a Lamia.  Becauae lichdom is so cliche.

Halfling Tempest Fighter - just because nobody else is doing it

Shifter Beast-o-phile Druid - for Nentir Vale campaign

Ike Turner: Human Cleric of Pelor (mc invoker) Radiant Servant Demigod

At level 30 turn undead is a minor action that is recharged with spending an action point or the first time he score's a critical hit each encounter if he has used it already. Spending an action point also causes an enemy within 5 to gain radiant vulnerability 5 (save ends).  Ike can use two channel divinity powers an encounter, plus can swap out healing word's for CD uses and has a mace that can be used for an additional daily CD usage.  Turn undead targets undead, devils, and demons along with one of the following:angels, giants and dragons at +34.  Ike has two backup +5 symbols of foe turning to use on the two he did not pick, so lets say for dragons he is +34 and for angels and giants he is only +33.  It is a close burst 11, 12 if Ike has hit a milestone.  It does 6d10+15 radiant damage and he can roll the 6d10 twice and pick the better result.  On a hit it pushes enemies 11 squares and either dazes or immobilizes, the target loses any concealment and can not become concealed until the end of Ike's next turn.  On a miss it does half damage and pushes 11.  It creates a burst 11 zone that lasts to the end of Ike's next turn and does 1d6+9 radiant damage to undead. If an enemy is hit by the power all allies in the burst make a save.  It does an additional 1d6 vs undead.

Ike also has the channel divinity power Solar Enemy along with Pelor's Radiance and Rebuke Undead, both of which target undead, demons and devils.

What happens on a crit: each of these three attack channel divinity powers crits on 19-20.  Against undead it is 18-20.  Ike gets 6 temporary hit points. Any enemy critted takes 3d6 extra untyped damage, its space and the adjacent spaces remove invisibility and causes enemies who end their turn in those spaces to take 3d6 radiant damage (save ends), and the target and each enemy within 5 either gain radiant vulnerability 10 or increase existing vulnerability by 10 until the end of Ike's next turn.  Demons and undead make that save at a -2.  This also happens with his other radiant powers, minus the 18-20 crit range for undead.

On using any of these channel divinity powers, any enemy that ends its turn within 2 squares of Ike or who hits Ike takes 14 radiant damage until the end of Ike's next turn and an ally within 10 squares heals 13 hp.  Once per day if Ike misses everyone he regains the use of a radiant power and once per day he can also add 3 radiant points of damage to these powers, or 4 if he has hit a milestone.  When Ike is out of encounter attack powers he regains the use of turn undead.

There may some dispute on how he can recharge turn undead through divine mastery, epic resurgance and divine miracle, but lets assume those all work.  There are feats like coordinated explosion where I ran out of slots and alternate paragon paths I wanted to include and will add those in the sblock later.  For equipment I think I am pretty close, but he needed a level 27 implement so I based GP on gold + the extra from having a cheap implement,  I will list the fairly essential items later as well.

ike turner

Essential Items: At least 1 Symbol of Foe Turning (for more enemy types), Sacred Mask (for increased crit range vs undead), Ring of the Zealous (for bigger area), Champion's Hauberk (for more cd uses)  Ring of the Radiant Storm (to roll twice for damage) medic's weapon (for ally healing and extra cd use)


Other possible paragon paths: Exorcist of the Silver Flame; Morninglord; Unveiled Visage; Astral Savant; Sivis Truenamer; Soulforged




====== Created Using Wizards of the Coast D&D Character Builder ======
Ike Turner, level 30
Human, Cleric, Radiant Servant, Demigod
Build: Devoted Cleric
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Divine Spark: Divine Spark Charisma
Divine Spark: Divine Spark Wisdom
Background: Impiltur (Impiltur Benefit)

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

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


AC: 43 Fort: 34 Reflex: 33 Will: 43
HP: 185 Surges: 9 Surge Value: 46

TRAINED SKILLS
History +21, Religion +21, Insight +29, Heal +29, Diplomacy +28

UNTRAINED SKILLS
Acrobatics +14, Arcana +16, Bluff +23, Dungeoneering +24, Endurance +16, Intimidate +23, Nature +24, Perception +24, Stealth +14, Streetwise +23, Thievery +14, Athletics +16

FEATS
Cleric: Ritual Caster
Human: Solar Enemy
Level 1: Versatile Expertise
Level 2: Greater Turning (retrained to Epic Turning at Level 21)
Level 4: Devilbane
Level 6: Demonbane
Level 8: Superior Implement Training (Accurate symbol)
Level 10: Divine Channeler (Invoker)
Level 11: Swift Turning
Level 12: Undead Ward
Level 14: Divine Cleansing
Level 16: Dazing Rebuke
Level 18: Pelor's Radiance
Level 20: Clinging Radiance
Level 21: Glorious Channeler
Level 22: Divine Mastery
Level 24: Punishing Radiance
Level 26: Epic Resurgence
Level 28: Font of Radiance
Level 30: Invoker's Aura

POWERS
Bonus At-Will Power: Lance of Faith
Channel Divinity: Turn Undead
Cleric at-will 1: Astral Seal
Cleric at-will 1: Sacred Flame
Divine Channeler (Invoker): Rebuke Undead
Cleric encounter 1: Divine Glow
Cleric daily 1: Astral Condemnation
Cleric utility 2: Shield of Faith
Cleric encounter 3: Daunting Light
Cleric daily 5: Consecrated Ground
Cleric utility 6: Spirit of Healing
Cleric encounter 7: Break the Spirit
Cleric daily 9: Dismissal
Cleric utility 10: Reverent Mettle
Cleric encounter 13: Mantle of Glory (replaces Divine Glow)
Cleric daily 15: Tree of Creation (replaces Astral Condemnation)
Cleric utility 16: Cloak of Courage
Cleric encounter 17: Starry Snare (replaces Daunting Light)
Cleric daily 19: Supernal Radiance (replaces Consecrated Ground)
Cleric utility 22: Mass Cure Serious Wounds
Cleric encounter 23: Healing Torch (replaces Break the Spirit)
Cleric daily 25: Seal of Protection (replaces Dismissal)
Cleric encounter 27: Sublime Light (replaces Mantle of Glory)
Cleric daily 29: Breath of the Stars (replaces Tree of Creation)

ITEMS
Ritual Book, Adventurer's Kit, Symbol of Foe Turning +6, Sacred Mask (heroic tier), Ring of the Zealous (paragon tier), Champion's Hauberk Spiritmail +6, Cloak of Displacement +6, Ring of the Radiant Storm (paragon tier), Symbol of Foe Turning +5 (2), Executioner's Bracers (epic tier), Holy Gauntlets (paragon tier), Stalwart Belt (epic tier), Phantom Chaussures (paragon tier), Medic's Mace +5, Defensive Dagger +1, Rod of Wrathful Dismissal +1, Eager Hero's Tattoo (heroic tier)
RITUALS
Gentle Repose, Purify Water, Create Holy Water
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@ Gray Warden
sure. it has a very detailed description of all of the builds strenghts inside the link. its just that im not really good at posting in forums, so everything got stretched inside the build. if you have any questions just about itjust let me know.