The Oracle of Death

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Premise: Earn your paycheck already in the surprise round, by burying at least one target and the same again on the one (or rarely two) rounds after, starting at L11 and not relying on any support.
-- Increase that to a full Elite during Epic. Add another regular in case you get good positioning or die rolls.
-- Have the Stealth and Initiative to pull off that alpha-strike.
-- Support your team afterwards beyond good baseline DPR by being self-reliant (big tHP), off-Defender and even bring one full Healing Word each encounter yourself.
-- Still be a very good addition to the team through all Heroic (including an variation build for full L1-L30 novas).
-- Have all Daily resources and APs as backup for harder fights or when you really can't sneak ahead.

L11 CB Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Oracle of Death, level 11
Half-Orc, Barbarian, Divine Oracle
Feral Might: Rageblood Vigor
Background: Occupation - Criminal (Stealth class skill)

FINAL ABILITY SCORES
Str 21, Con 14, Dex 20, Int 11, Wis 14, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 15, Int 10, Wis 13, Cha 8.


AC: 28 Fort: 28 Reflex: 27 Will: 22
HP: 89 Surges: 11 Surge Value: 22

TRAINED SKILLS
Perception +12, Stealth +16, Athletics +14, Religion +10

UNTRAINED SKILLS
Acrobatics +9, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +7, Endurance +8, Heal +7, History +5, Insight +7, Intimidate +6, Nature +7, Streetwise +4, Thievery +9

FEATS
Feat User Choice: Axe Expertise
Level 1: Toughness (retrained to Strength From Pain at Level 11)
Level 2: Weapon Focus (Axe)
Level 4: Thirst for Battle
Level 6: Initiate of the Faith
Level 8: Improved Defenses
Level 10: Anger Unleashed
Level 11: Gambler's Word

POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Desperate Fury
Barbarian daily 1: Tyrant's Rage
Barbarian utility 2: Savage Growl
Barbarian encounter 3: Brutal Slam
Barbarian daily 5: Rage of the Crimson Hurricane
Barbarian utility 6: Run Rampant
Barbarian encounter 7: Curtain of Steel
Barbarian daily 9: Oak Hammer Rage
Barbarian utility 10: Deliverance of Faith

ITEMS
Feytouched Earthhide Armor +3, Badge of the Berserker +3, Rending Greataxe +2, Belt of Feral Might (heroic tier), Gauntlets of Blood (heroic tier), Iron Armbands of Power (heroic tier), Boots of Stealth (heroic tier), Blood Fury Handaxe +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


L30 CB Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Oracle of Death, level 30
Half-Orc, Barbarian, Divine Oracle, Reincarnate Champion
Feral Might: Rageblood Vigor
Epic Vitality: Epic Vitality Strength
Past Spirit: Past Spirit (Genasi)
Past Spirit: Past Spirit (Gnoll)
Extra Manifestation: Stormsoul
Background: Occupation - Criminal (Stealth class skill)

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

STARTING ABILITY SCORES
Str 16, Con 13, Dex 15, Int 10, Wis 13, Cha 8.


AC: 47 (50) Fort: 47 Reflex: 43 Will: 41
HP: 206 Surges: 11 Surge Value: 51

TRAINED SKILLS
Perception +25, Stealth +32, Athletics +29, Religion +23

UNTRAINED SKILLS
Acrobatics +21, Arcana +18, Bluff +17, Diplomacy +17, Dungeoneering +20, Endurance +20, Heal +20, History +18, Insight +20, Intimidate +19, Nature +20, Streetwise +17, Thievery +21

FEATS
Feat User Choice: Axe Expertise
Level 1: Toughness (retrained to Strength From Pain at Level 11)
Level 2: Weapon Focus (Axe)
Level 4: Thirst for Battle (retrained to Superior Initiative at Level 23)
Level 6: Initiate of the Faith
Level 8: Improved Defenses
Level 10: Anger Unleashed
Level 11: Gambler's Word
Level 12: Powerful Charge (retrained to Brutal Charge at Level 24)
Level 14: Armor Specialization (Hide) (retrained to Second Skin at Level 25)
Level 16: Headsman's Chop
Level 18: Overwhelming Critical (retrained to Axe Mastery at Level 22)
Level 20: Deadly Rage (retrained to Shocking Flame at Level 21)
Level 21: Extra Manifestation
Level 22: Overpowering Charge
Level 24: Fierce Charge
Level 26: Ferocious Critical
Level 28: Epic Will
Level 30: Epic Resurgence

POWERS
Barbarian at-will 1: Pressing Strike
Barbarian at-will 1: Howling Strike
Past Spirit (Genasi): Acid Surge
Barbarian encounter 1: Desperate Fury
Barbarian daily 1: Tyrant's Rage
Barbarian utility 2: Savage Growl
Barbarian encounter 3: Brutal Slam
Barbarian daily 5: Rage of the Crimson Hurricane
Barbarian utility 6: Run Rampant
Barbarian encounter 7: Curtain of Steel
Barbarian daily 9: Oak Hammer Rage
Barbarian utility 10: Deliverance of Faith
Barbarian encounter 13: Storm of Blades (replaces Desperate Fury)
Barbarian daily 15: Thunderfury Rage (replaces Tyrant's Rage)
Barbarian utility 16: Spur the Cycle
Barbarian daily 19: Desert Wind Rage (replaces Rage of the Crimson Hurricane)
Barbarian utility 22: Unexpected Clarity
Barbarian encounter 23: Staggering Strike (replaces Brutal Slam)
Barbarian encounter 27: Hurricane of Blades (replaces Curtain of Steel)
Barbarian daily 29: World Serpent Rage (replaces Oak Hammer Rage)

ITEMS
Iron Armbands of Power (epic tier), Greater Ring of Invisibility (epic tier), Symbol of Victory +2, Backlash Tattoo (heroic tier), Grayflower Perfume (heroic tier) (20), Frozen Whetstone (paragon tier) (5), Talent Shard (level 18) (20), Stone of Earth (paragon tier), Rending Greataxe +6, Marauder's Elderhide Armor +6, Avalanche Boots (heroic tier), Horned Helm (epic tier), Piwafwi +6, Ring of Giants (paragon tier), Belt of Mountain Endurance (paragon tier), Deathspawn Potion (epic tier) (5), Potion of Recovery (epic tier) (5), Tempest Whetstone (paragon tier) (5), Eberron Shard of Lightning (epic tier), Blood Fury Handaxe +5, Dice of Auspicious Fortune (paragon tier), Solitaire (Aquamarine) (paragon tier), Elixir of Flying (epic tier) (5), Unguent of Darkvision (paragon tier) (5), Gauntlets of Blood (epic tier), Potion of Regeneration (paragon tier) (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Opening Sequence
--- You sneak ahead of the group, looking for your next enemies. ---
T -2: (std) become invisible using Feytouched Armor, (move) closer
T -1: (move) closer, (std) Prophecy of Doom, (minor) use Bloodfury Weapon
--- You become visible again. ---
T 0: (std) Chaaaaargeeee !!! (damage calculation below)
Init: +16 and rolling twice pretty much wins you initiative.
T 1ff: Go on rocking the encounter.
As long as you made your stealth checks (+16 bonus) T0 ist still the surprise round. If not the mobs know that there's something out there, although you still can pull the combo and finish it on the first regular combat turn.
In case you can't sneak up on the mobs, just burn one or your plenty APs to use Prophecy of Doom & Charge in the same round, and maybe select a closer target for the first shot.
Epic change: Invisibility becomes a minor thanks to the ring*, allowing a charge from invisibility. Stealth is at +36, Init at +29 rolling twice. (* You can also use other pieces like a Shadowband - even normal concealment will let you sneak on your target, as long as you had some place to hide beforehand.)

Damage Calculations L11
generic L11 mob: AC 25, 90/120/150hp (Artillery & Lurker / others / Brute)

Attack bonus: 5 Str + 5 lvl + 2 exp + 2 enh + 2 proficiency + 2 CA (surprise) + 2 Anger Unleashed = +20
=> charge hits on 4+, the rest on 5+
=> For simplicity's sake I assume all attacks just hit (yeah I'm really lazy today... Wink) - no miss, no crit except for the charge. Get some Dice of Auspicious Cheese, Spirit Stones or whatsoever later or just attack AC weak targets, and your multiple attacks give you enough flexiblity to recover a miss.

Damage bonuses:
-- fixed: 5 Str + 2 enh + 2 item + 2 feat + 5 Strength from Pain = 16 dmg
-- MBA: +1d12 +1d8 Savage Growl
-- charge: +3d6 (Howling Strike & Horned Helmet)
-- crit: +2d12 high crit + 2d6 crit bonus (doesn't even take a free action)
(All dice are Brutal 1 due Axe Expertise.)

Crit-Charge: 16 + (20 + 18 + 12 Furious Assault) + 2d12 + 2d6 = 87 avg dmg
Two MBAs: (Rending & Rampage) 16 + 2 Gauntlets + 1d12 + 1d8 = 2x 30 avg dmg
=> 87 + 2 * 30 + 35 = 147 avg dmg
Swift Charge*: 16 + 1d12 + 3d6 = 35 avg dmg

So we definately kill one mob. If we're lucky with the numbers, or we attack an Artillery / Lurker, we can even save up our Rampage until after Swift Charge (it's still the same action, and we can choose in which order we trigger free actions), thus hitting the second mob with it as well. Afterwards we follow-up with Brutal Slam to keep the target in place (good chance to hit as well due being vs NAD), and finish it with Curtain of Steal / a simple OA.

* Concerning the "only one free action attack per turn" rule change, I say that Swift Charge is a class feature and hence not an attack itself. I know it's nitpicky "RAW", but I also think that rule change really shot Barbarians in the face, as they rely on Rampage - and in fact have the best chance to trigger Swift Charge just after critting. Tongue out


Damage Calculations L21
generic L21 mob: AC 35, 150/200/250hp (Artillery & Lurker / others / Brute)

Attack bonus: 7 Str + 10 lvl + 3 exp + 4 enh + 2 proficiency + 2 CA (surprise) + 2 Anger Unleashed = +30
=> charge hits on 4+, the rest on 5+
=> Again for lazyness assume no miss / no crit except for the first from Divine Oracle (add re-roll flavour to taste).

Damage bonuses:
-- fixed: 7 Str + 4 enh + 4 item + 3 feat + 5 Strength from Pain + 4 Shocking Flame + 3 Shard = 30 dmg
-- conditional: +5 prone, + 4 bloodied
-- MBA: +2d12 + 3d8 Promise of Storm + 1d8 Savage Growl
-- charge: 3d6 Howling Strike + 2d6 Horned Helmet + 2 Powerful Charge
-- crit: +3d12 high crit + 4d6 crit bonus +8 Ring of Giants
(All dice are Brutal 1 due Axe Expertise.)

Crit-Charge:
30 + (56 + 32 + 12 Furious Assault) + (3d12 + 4d6 + 8) = 175 avg dmg
Two MBAs: (Rending & Rampage) 30 + 9 + 2d12 + 1d8 = 2x 57 avg dmg
=> 175 + 2 * 57 = 289 avg dmg
Swift Charge*: 30 + 2d12 + 5d6 + 2 = 66 avg dmg


Damage Calculations L30
generic L30 Elite: AC 44, 396/528/660hp (Artillery & Lurker / others / Brute)

To-hit:
9 Str + 15 lvl + 3 exp + 6 enh + 2 prof + 2 CA + 2 Anger Unleashed = +39
-> charge: +39 +1 = +40
-> follow-ups: +39 +4 Ferocious Critical = +43
=> VS AC 44 pretty much auto-hits. Again for lazyness assume no miss / no crit except for the first from Divine Oracle (add re-roll flavour to taste).

Note: Hurricance of Blades allows changing targets for the attack, so we can distribute as we need. To relocate during or after the sequence we can Swift Charge as needed, or just AP to murder that rare Solo. HoB also recharges right away thanks to Epic Resurgence.
L30 special: Blow Acid Surge / Furious Assault on Elven Accuracy if needed, or just blow both to pull above combo with Brutal Charge & Promise of Storm again later.

Damage bonuses:
-- fixed: 9 Str + 6 enh + 6 item + 3 feat + 5 Strength from Pain + 4 lightning + 5 Shard = 38 dmg
-- conditional: +5 prone, +4 Ferocious Critical, +6 bloodied
-- base: 2d12 weapon + 3d8 Promise of Storm + 1d8 Savage Growl
-- charge: +3d6 Horned Helmet +12 Ferocious Charge
-- crit: +3d12 high crit + 6d6 weapon + 12 Ring
(Reroll all 1s due Axe Expertise.)

Crit-Charge: 38 + (24 + 24 + 8 + 30 + 12 Furious Assualt) + (3d12 + 6d6 + 12) = 199 dmg
Two MBAs: (Rending & Rampage) 47 + 34 = 81 dmg
Three HoB attacks: 81 + 6 + 24 = 111 dmg
=> 199 + 2 * 81 + 3 * 111 = 694 avg dmg
Swift Charge*: 42 + 2d12 + 3d8 + 6d6 = 95 dmg


A Heroic Tier Nova
For the first few levels Barbarians easily nuke a target just due their big-W attacks, but by mid-Heroic that method isn't sufficient anymore. Getting Curtain of Steel at L7 helps, but even that is more a band-aid, not the least due the fact that it still gives the target the one crucial turn to act.

The build above accepts that situation and instead concentrates on secondary benefits like Resilience and party support.

But if you don't mind a few retrains, you can have a great nova through all Heroic.
To do that, MC Fighter (Battle Awareness) and by no later than L6 use a power-swap to gain Rain of Blows. You have the Dex for it, and by getting proficiency with the Gouge (only during Heroic) you have a Spear as well as keeping your beloved Axe, and together with the Carnage enchantment it's the most damaging Weapon you'll get your hands on in that tier. Happy fragging...


Variation
If you prefer better sustained DPR you can switch Rending for usual Frostcheese. Alternatively you can pick Genasi as race, as their Promise of Storm is good for nova and Shocking Flame & Siberys Shard increase your regular DPR very well, maybe even making room for Gouge & Deadly Axe.
You can pull something similar as Avenger, using Righteous Rage of Tempus and either a Rending Greataxe or Vicious Fullblade. The problem is invisibility - Sehanine gives you access to Godsworn Mystic and U6 Veil of the Moon, but your DM might protest. Easier to pull at Epic (Ring of Greater Invisiblity), with a Shaman or Bard ally helping you with their invisiblity U10s or being Githzerai, as Rrathmal keeps your MC free for eg. Assassin.

PS: Yes, I know it's somewhat item dependent. So what... an angry half-insane Barbarian charging evildoers out of nowhere is cool nonetheless ! Cool (And the build still works well enough without invisiblity by using an AP, and about any damage enhancing weapon enchantment.)
I don't think you can do that Extra Manifestation/Shocking Flame thing - you can't take a Manifestation "instead" if you're not taking one to begin with.

Otherwise, I like the concept a lot! Rrathmal is probably the only effective way to play an Int avenger, at this point, I guess! (imho). Sadly, was a Shardmind...

I'm pretty sure I do qualify for Shocking Flame.
Reincarnate Champion gives me access to Genasi feats. Hence I take Extra Manifestation - it limits me to one Manifestation total at a time, but as I don't manifest anything yet, that's not a problem. Read the race entry for Genasis - it just says you get a Manifestation, exactly the same wording that Extra Manifestation has.

But as Avenger you still can pull the combo as Divine Orcale / RRoT / AP combo, using Symbol(s) of Victory for extra AP(s). It's just harder to set it up from surprise, particularly as Intvenger.
I consolidated my two posts into one structured OP and added a L30 snapshot as well, so you can see the progression.

I'm pretty pleased with the build, even though it just started as quick sketch. He really can earn his share right away, absolutely as early as possible, and even without relying on support.
It's not the super best at-will DPR, but he's very resilient. He also really supports his team later instead of hogging resources - particularly having good tHP and a full heal. And that's before we account for his Dailys / APs, which are really just icing the cake.
I reworked the whole build a bit past L11. Frozen Whetstone / Frostcheese shenangians are gone. On the other the build is much more solid overall, and better at off-defending.
Nova is easily sustained by abusing prone / Headman's Chop instead.

Completely switching Rending for Frostcheese is naturally till viable, but of course is knocks your nova somewhat. Instead you can pick Genasi (nova with Promise of Storm, DPR with Shocking Flame / Shard) and invest the Half-Orc feats into Gouge / Deadly Axe.
I thought the consensus for things like Timeless Locket and Time Stop was that you couldn't use the gained action to ready an attack, or use a power that ends up granting you an attack, because you're inevitably using the action to make an attack.  It stands to reason that the same logic applies to Swift Charge, and that it and Rampage are mutually exclusive, and they should be since charges are so much more powerful than a simple MBA.  This build is an example of why they need to be exclusive.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Wait, because I can kill something in my 1st turn nova it should be nerfed ? Because Barbarians didn't get a big enough kick in the face already ?
Sorry dude, wrong thread... arbitrary rules bitching is that way. -->
I am thinking of building this... With some custom changes of course! Have there been any additons/changes no making this a legal build?

Wify wrote:
I am thinking of building this... With some custom changes of course! Have there been any additons/changes no making this a legal build?


I think the build has some significant legality issues as alluded to by Zathris and others. Assuming surprise after doing an attack?

I wish every thread by Langeweile had been lost in the forum move... No one takes his builds seriously for a reason.

 

There's better build examples in the handbook: http://community.wizards.com/content/forum-topic/2702501

Bookish Barbarian is fun: http://community.wizards.com/content/forum-topic/3473456

Stand a Bang: http://community.wizards.com/content/forum-topic/3470256

 

All superior to this piece of trash build.

"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.

Even beyond the legality issues, no table is going to long permit you an extra 2-3 rounds of combat above the rest of the party. In most groups, attempting these self-aggrandizing shenanigans is social suicide.

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