Your Mom; a very nurturing Deva Artificer/Exorcist of the Silver Flame/Demigod.

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Your Mom.

[color=red]Deva Artificer/Exorcist of the Silver Flame/Demigod[/color]




your-mom2.jpg




Build Objective: Protect you at all costs, provide constant encouragement and support, and make sure you get band aids on those boo boos so they don't get infected!

How does she do this?: By providing a lot of temp hps, having a lot of highly surge-efficient heals, and bringing Slick Concoction and Bag of the Four Winds to motivate you to get up off your @$$ and get a job.

Note: This build is optimized through Heroic, and has its defining feature in place at Level 11.

Build Features:
a) High heal count and surge efficiency (by end of Heroic tier)
b) Thundering Armor = +(wis mod) temp HP for you & 1 ally, as well as +1 AC for you or one ally, without requiring a hit, by Level 11.
c) picks up Slick Concoction at L16, and Bag of the Four Winds at L22.
d) very strong 'knowledge' skill set.

Setting-specific elements that work well here, for those interested:
-- Noble Adept Theme is a no-brainer here.
-- Mark of Healing is clearly a strong option.
-- Mark of Warding turns Thundering Armor's AC buff into +2. Not bad for an Effect.

L30 CB Summary
====== Created Using Wizards of the Coast D&D Character Builder ======
YourMom, level 30
Deva, Artificer, Exorcist of the Silver Flame, Demigod
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture II: Arcane Admixture Fire II
Divine Spark: Divine Spark Wisdom
Divine Spark: Divine Spark Intelligence
Arcane Admixture Power: Thundering Armor
Arcane Admixture II: Static Shock
Quickened Spellcasting: Thundering Armor
Background: Birth - Blessed (Insight class skill)

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

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


AC: 44 Fort: 41 Reflex: 47 Will: 48
HP: 186 Surges: 8 Surge Value: 46

TRAINED SKILLS
Arcana +29, Heal +29, Insight +29, Perception +29, Dungeoneering +29, Religion +31

UNTRAINED SKILLS
Acrobatics +17, Bluff +16, Diplomacy +16, Endurance +17, History +26, Intimidate +16, Nature +24, Stealth +17, Streetwise +16, Thievery +17, Athletics +15

FEATS
Artificer: Ritual Caster
Level 1: Superior Implement Training (Accurate staff)
Level 2: Staff Expertise
Level 4: Implement Focus (Staff)
Level 6: Initiate of the Faith
Level 8: Acolyte Power
Level 10: Potent Restorables
Level 11: Arcane Admixture
Level 12: Improved Defenses
Level 14: Dual Implement Spellcaster
Level 16: Arcane Admixture II
Level 18: White Lotus Riposte
Level 20: Toughness
Level 21: Quickened Spellcasting
Level 22: Reinforcing Healing
Level 24: Divine Mastery
Level 26: Epic Fortitude
Level 28: Epic Will
Level 30: Epic Reflexes

POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Static Shock
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Flameburst Armor
Artificer utility 2: Swift Mender
Artificer encounter 3: Hypnotic Distraction
Artificer daily 5: Thunderclap Armor
Artificer utility 6: Energy Conversion (retrained to Bastion of Health at Acolyte Power)
Artificer encounter 7: Gale-Force Infusion
Artificer daily 9: Static Shell
Artificer utility 10: Recuperative Enchantment
Artificer encounter 13: Bond of Transference (replaces Spike Wire)
Artificer daily 15: Ice Archon's Armor (replaces Flameburst Armor)
Artificer utility 16: Slick Concoction
Artificer encounter 17: Earth's Embrace (replaces Bond of Transference)
Artificer daily 19: Radiant Forcefield (replaces Ice Archon's Armor)
Artificer utility 22: Bag of the Four Winds
Artificer encounter 23: Armor of Acid (replaces Gale-Force Infusion)
Artificer daily 25: Armor of Storms (replaces Thunderclap)
Artificer encounter 27: Grave-Dust Cloud (replaces Earth's Embrace)
Artificer daily 29: Auramorphic Armor (replaces Armor of Storms)

ITEMS
Ritual Book, Magic Starleather Armor +6, Adventurer's Kit, Magic Accurate staff +6, Magic Wand +6, Amulet of Protection +6
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +17

At-Wills:
Static Shock. +34 vs Reflex, 2d8+24. Effect: +9 temp HP for you, +9 temp HP for one ally within 5 squares of you.
Thundering Armor. +34 vs Fortitude, 2d8+24. Fire & Thunder damage. Effect: +1 AC to primary target, +9 temp HP for you, +9 temp HP for one ally within 5 squares of you.

Encounter Powers:
Hypnotic Distraction. +34 vs Will, 2d10+24
Flame of Censure. +34 vs Fortitude, 2d6+18
Beetle of Force. +34 vs Fortitude, 1d8+24
Grave Dust Cloud. +34 vs Fortitude, 1d10+24

Daily Powers:
Static Shell.
- Static Shell Attack. +34 vs Fortitude, 1d10+24
Radiant Forcefield
- Radiant Forcefield Attack. 16 auto damage.
Silver Brand. +34 vs Fortitude. 2d6+18
Auramorphic Armor.
- Auramorphic Armor Attack. +34 vs Reflex, 1d10+24

Racial & Utility Powers:
Memory of a Thousand Lifetimes, 1/enc
Swift Mender, 1/enc
Bastion of Health, 1/enc
Recuperative Enchantment, 1/enc (with Bastion of Health)
Warding Flame, 1/day
Slick Concoction, 1/enc
Bag of the Four Winds, 1/enc. (slide self + allies 9 squares)
Divine Regeneration, 1/day

Protection & Healing assets used:
Thundering Armor, At-Will
Swift Mender, 1/enc
Curative Admixture, 2/enc. Target regains (surge+26) HP*.
Bastion of Health + Recuperative Enchantment. 1/enc. Target regains (bloodied value+1) HP.
Healing Word, 1/day. Target regains (surge+6d6) hp.

*for perspective's sake, the average total for 1d6 = 3.5, so 'surge+26' is roughly the same as the average result of 'surge+7d6'.

Comments:
"Stifler's Mom" is jealous, because everyone wants to get into your party!


Level Progression:

L1 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
YourMomProgress, level 1
Deva, Artificer
Background: Birth - Blessed (Insight class skill)

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

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


AC: 16 Fort: 12 Reflex: 14 Will: 15
HP: 24 Surges: 7 Surge Value: 6

TRAINED SKILLS
Arcana +9, Heal +9, Insight +9, Perception +9, Dungeoneering +9

UNTRAINED SKILLS
Acrobatics +1, Bluff, Diplomacy, Endurance +1, History +6, Intimidate, Nature +4, Religion +6, Stealth +1, Streetwise, Thievery +1, Athletics -1

FEATS
Artificer: Ritual Caster
Level 1: Superior Implement Training (Accurate staff)

POWERS
Artificer at-will 1: Static Shock
Artificer at-will 1: Thundering Armor
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Flameburst Armor

ITEMS
Adventurer's Kit, Accurate staff, Leather Armor
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +1

At-Wills:
Static Shock. +5 vs Reflex, 1d8+4
Thundering Armor. +5 vs Fortitude, 1d8+4

Encounter Power:
Spike Wire. +5 vs Fortitude, 1d8+4

Daily Power:
Flameburst Armor.
-Flameburst Armor Attack. Auto hit, 5 damage.

Utility & Racial powers::
Memory of a Thousand Lifetimes. 1/enc. +1d6.

Protection & Healing assets used:
Thundering Armor, At-Will. +1 AC.
Curative Admixture, 2/enc. Target regains (surge + 4) hp.
Flameburst Armor. 1/day. Resist 5 Fire.

Comments:
So... Yeah. That's Level 1.


L2

Feat: Staff Expertise
2U: Swift Mender

Comments: Covering basics here. Swift Mender arrives well before you'll find yourself running into lots of (save ends) effects, but it's still useful at this stage of the game. As for the feat... accuracy is almost always a great thing to add to.


L3

3E: Hypnotic Distraction

Comments: Combined with Memory of a Thousand Lifetimes, this power becomes a reliable and substantial hit penalty for your target.


L4

Stat-ups: +1 Int, +1 Wis
Feat: Implement Focus (Staff)

Comments: Boring level, but taking care of business.


L5

D5: Thunderclap Armor.

comments: Auto damage = good times. For fun value, throw the buff on the desired target with a Minor, and continue using Thundering Armor as your go-to Standard. The auto damage from this power will be worth it, all by itself.


L6

Feat: Initiate of the Faith
6U: Energy Conversion

Comments:
Energy Conversion is a very nice holdover until you swap it out for Bastion of Health. While it isn't a heal, as such, it nearly amounts to one. 1/day Healing Word and training in Religion are very nice throw-ins for an MC feat that you take primarily to qualify for Exorcist of the Silver Flame


L7

7E: Gale Force Infusion

Comments: Great power. Party friendly, provides a sizable boost to an ally's AC for a turn (even on a miss!), and a nice radius of effect.


L8

Stat-Ups: +1 Int, +1 Wis
Feat: Acolyte Power, (lose) Energy Conversion, (gain) Bastion of Health.

Comments: Stats round up to even numbers, and you gain a third, 1/enc Minor action heal in BoH. At this point, you are surge effective, and have a high heal count relative to most peers.


L9

D9: Static Shell

Comments: This is a very underrated power. In addition to hitting multiples, it makes life a lot easier on your Defender.


L10

Feat: Potent Restorables
10U: Recuperative Enchantment

Comments: At this level, you boost your Curative Admixtures nicely, and you pair Bastion of Health with Recuperative Enchantment. BoH + RE = target healed for its bloodied value, at the cost of just 1 surge.


L11 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
YourMomProgress, level 11
Deva, Artificer, Exorcist of the Silver Flame
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture Power: Thundering Armor
Background: Birth - Blessed (Insight class skill)

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

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


AC: 25 Fort: 19 Reflex: 23 Will: 23
HP: 75 Surges: 7 Surge Value: 18

TRAINED SKILLS
Arcana +15, Heal +15, Insight +15, Perception +15, Dungeoneering +15, Religion +17

UNTRAINED SKILLS
Acrobatics +6, Bluff +5, Diplomacy +5, Endurance +6, History +12, Intimidate +5, Nature +10, Stealth +6, Streetwise +5, Thievery +6, Athletics +4

FEATS
Artificer: Ritual Caster
Level 1: Superior Implement Training (Accurate staff)
Level 2: Versatile Expertise
Level 4: Weapon Focus (Crossbow)
Level 6: Initiate of the Faith
Level 8: Acolyte Power
Level 10: Potent Restorables
Level 11: Arcane Admixture

POWERS
Artificer at-will 1: Static Shock
Artificer at-will 1: Thundering Armor
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Flameburst Armor
Artificer utility 2: Swift Mender
Artificer encounter 3: Hypnotic Distraction
Artificer daily 5: Thunderclap Armor
Artificer utility 6: Energy Conversion (retrained to Bastion of Health at Acolyte Power)
Artificer encounter 7: Gale-Force Infusion
Artificer daily 9: Static Shell
Artificer utility 10: Recuperative Enchantment

ITEMS
Adventurer's Kit, Magic Drowmesh +3, Magic Accurate staff +3, Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +6

At-Wills:
Static Shock. +15 vs Reflex, 1d8+10
Thundering Armor. +15 vs Fortitude, 1d8+10. Fire & Thunder damage. Effect: +1 AC to primary target, +5 temp HP for you, +5 temp HP for one ally within 5 squares of you.

Encounter Powers:
Spike Wire. +15 vs Fortitude, 1d8+10
Hypnotic Distraction. +15 vs Will, 2d10+10
Gale-Force Infusion. +15 vs Reflex, 1d10+10
Flame of Censure. +15 vs Fortitude, 2d6+10

Daily Powers:
Flameburst Armor.
- Flameburst Armor Attack. Auto hit, 8 damage.
Thunderclap Armor. 5 auto damage.
- Thunderclap Armor Attack. +15 vs AC, 1d10+10
Static Shell.
- Static Shell Attack. +15 vs Fortitude, 1d10+10

Utility & Racial Powers:
Memory of a Thousand Lifetimes. 1/enc. +1d6
Swift Mender. 1/enc
Bastion of Health. 1/enc.
Recuperative Enchantment. 1/enc, used with Bastion of Health.

Protection & Healing assets used:
Thundering Armor, At-Will
Swift Mender, 1/enc
Curative Admixture, 2/enc. Target regains (surge+13) HP*.
Bastion of Health + Recuperative Enchantment. 1/enc. Target regains (bloodied value+0) HP.
Healing Word, 1/day. Target regains (surge+3d6) hp.

*for perspective's sake, the average total for 1d6 = 3.5, so 'surge+13' is roughly the same as the average result of 'surge+4d6'.

Comments:
This build makes big gains immediately upon reaching L11.

For the sake of modeling the impact of Thundering Armor + Bolstered by Flame, lets look at Your Mom vs Rage Devil (L11 Brute, MM3 pg 60).

a) Rage Devil's DPR vs Your Mom, w/o Thundering Armor = 11.35
b) Rage Devil's DPR vs Your Mom, with Your Mom centering Thundering Armor on an ally = 6.35
c) Rage Devil's DPR vs Your Mom, with Your Mom centering Thundering Armor on herself = 5.45

Note that you're also granting 5 temps to an ally within 5 squares of you.

Your 11E and Action Point feature are also both very fun powers, and adding the Fire keyword to Thundering Armor means that resists generally won't be an issue.


L12

Feat: Improved Defenses
12U: Warding Flame

Comments: Your Mom likes to throw that down, and stand in the zone.


L13

(lose Spike Wire)
13E: Bond of Transference

Comments: This power falls into the 'situationally useful' category, and I think I might actually advocate keeping Spike Wire here.


L14

Stat-Ups: +1 Int, +1 Wis
Feat: Dual Implement Spellcaster

Comments: With the number of multi-target attacks you have, you make good use of the extra statics. As an alternative, you may not be comfortable with your already strong Will defense, and may take Superior Will here.


L15

(lose Flameburst Armor)
15D: Ice Archon's Armor

Comments: Standard Operating Procedure, baby.


L16

Feat: Arcane Admixture II, admixture Fire --> Static Shock
16U: Slick Concoction

Comments: With this level, you enable yourself to take advantage of Bolsterd by Flame with your second At-Will. Additionally, Slick Concoction allows YOU to reposition your allies, as opposed to granting them a move. Got someone on Team Hero who doesn't know how to manage position? Put him in his place.


L17

(lose Bond of Transference)
17E: Earth's Embrace

Comments: Earth's Embrace = fun times. Throw your Defender a good distance, then attack every bad guy adjacent to him, immobilizing hit targets. Not bad for 1 Standard action.


L18

Stat-Ups: +1 Int, +1 Wis
Feat: White Lotus Riposte

Comments: Thundering Armor + Bolstered by Flame + White Lotus Riposte = discouraged bad guys.


L19

(lose Ice Archon's Armor)
19D: Radiant Forcefield

Comments: SOP, baby!


L20

Feat: Toughness
20D, via Exorcist of the Silver Flame: Silver Brand

Comments: Toughness is a simple grab. Silver Brand works with Bolstered by Flame, applies 2 great conditions, and has a very potent miss effect. Great level.


L21 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
YourMomProgress, level 21
Deva, Artificer, Exorcist of the Silver Flame, Demigod
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture II: Arcane Admixture Fire II
Divine Spark: Divine Spark Wisdom
Divine Spark: Divine Spark Intelligence
Arcane Admixture Power: Thundering Armor
Arcane Admixture II: Static Shock
Quickened Spellcasting: Thundering Armor
Background: Birth - Blessed (Insight class skill)

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

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


AC: 36 Fort: 30 Reflex: 36 Will: 36
HP: 141 Surges: 8 Surge Value: 35

TRAINED SKILLS
Arcana +23, Heal +23, Insight +23, Perception +23, Dungeoneering +23, Religion +25

UNTRAINED SKILLS
Acrobatics +12, Bluff +11, Diplomacy +11, Endurance +12, History +20, Intimidate +11, Nature +18, Stealth +12, Streetwise +11, Thievery +12, Athletics +10

FEATS
Artificer: Ritual Caster
Level 1: Superior Implement Training (Accurate staff)
Level 2: Staff Expertise
Level 4: Implement Focus (Staff)
Level 6: Initiate of the Faith
Level 8: Acolyte Power
Level 10: Potent Restorables
Level 11: Arcane Admixture
Level 12: Improved Defenses
Level 14: Dual Implement Spellcaster
Level 16: Arcane Admixture II
Level 18: White Lotus Riposte
Level 20: Toughness
Level 21: Quickened Spellcasting

POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Static Shock
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Flameburst Armor
Artificer utility 2: Swift Mender
Artificer encounter 3: Hypnotic Distraction
Artificer daily 5: Thunderclap Armor
Artificer utility 6: Energy Conversion (retrained to Bastion of Health at Acolyte Power)
Artificer encounter 7: Gale-Force Infusion
Artificer daily 9: Static Shell
Artificer utility 10: Recuperative Enchantment
Artificer encounter 13: Bond of Transference (replaces Spike Wire)
Artificer daily 15: Ice Archon's Armor (replaces Flameburst Armor)
Artificer utility 16: Slick Concoction
Artificer encounter 17: Earth's Embrace (replaces Bond of Transference)
Artificer daily 19: Radiant Forcefield (replaces Ice Archon's Armor)

ITEMS
Adventurer's Kit, Magic Anathema Armor +5, Magic Accurate staff +5, Magic Wand +4, Amulet of Protection +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod: +12

At-Wills:
Static Shock. +26 vs Reflex, 2d8+20. Effect: +8 temp HP for you, +8 temp HP for one ally within 5 squares of you.
Thundering Armor. +26 vs Fortitude, 2d8+20. Fire & Thunder damage. Effect: +1 AC to primary target, +8 temp HP for you, +8 temp HP for one ally within 5 squares of you.

Encounter Powers:
Hypnotic Distraction. +26 vs Will, 2d10+20
Gale-Force Infusion. +26 vs Reflex, 1d10+20
Flame of Censure. +26 vs Fortitude, 2d6+16
Earth's Embrace. +26 vs Fortitude, 2d10+20

Daily Powers:
Thunderclap Armor. 5 auto damage.
- Thunderclap Armor Attack. +26 vs AC, 1d10+20
Static Shell.
- Static Shell Attack. +26 vs Fortitude, 1d10+20
Radiant Forcefield
- Radiant Forcefield Attack. 15 auto damage.
Silver Brand. +26 vs Fortitude. 2d6+16

Racial & Utility Powers:
Memory of a Thousand Lifetimes, 1/enc
Swift Mender, 1/enc
Bastion of Health, 1/enc
Recuperative Enchantment, 1/enc (with Bastion of Health)
Warding Flame, 1/day
Slick Concoction, 1/enc

Protection & Healing assets used:
Thundering Armor, At-Will
Swift Mender, 1/enc
Curative Admixture, 2/enc. Target regains (surge+22) HP*.
Bastion of Health + Recuperative Enchantment. 1/enc. Target regains (bloodied value+1) HP.
Healing Word, 1/day. Target regains (surge+5d6) hp.

*for perspective's sake, the average total for 1d6 = 3.5, so 'surge+22' is roughly the same as the average result of 'surge+6d6'.

Comments:
By this stage of your career, you're a very good minion sweeper/multi-target hitter (via Armor powers), and are very efficient with regard to managing your party's hp and surges. 'Quickened Spellcasting' is used differently here than it is for most builds. Rather than being Nova focused, you use it so that you can still take advantage of Bolstered by Flame while using a different, Standard action attack.

You also provide a surprising amount of control-- all of your Encounter Powers are strong tactical options.


22

Feat: Reinforced Healing
22U: Bag of the Four Winds

Comments: Note that Reinforced Healing works with 'Bastion of Health', because you're also applying Recuperative Enchantment.

When you first get Bag of the Four Winds, you can use it to slide yourself and allies in range up to 8 squares. That's a lot of slide!


L23

(lose Gale-Force Infusion)
23E: Armor of Acid

Comments: Armor of Acid + Defender, 'Riposte' Rogue, or Avenger = fun times!


L24

Stat-Ups: +1 Int, +1 Wis
Feat: Divine Mastery
L24 Feature, via Demigod ED: Divine Recovery

Comments: Divine Mastery only works with 1 of your Encounter powers. Luckily, that power is Flame of Censure, and FoC is awesome.


L25

(lose Flameburst Armor)
25D: Armor of Storms

Comments: This armor power only attacks 1 target at a time with direct damage, but it Dazes, and slaps other enemies with Cleave-style secondary damage. In this write-up, I have Your Mom giving it up when she aquires Auramorphic Armor at L29, but you may opt to keep this for a control mechanism. My reason for dropping it was to try to maximize multi-target attacking as much as possible.


L26

Feat: Epic Fortitude
26U, via Demigod ED: Divine Regeneration

Comments: You were already hard to kill... this just makes it ridiculous.


L27

(lose Earth's Embrace)
27E: Grave Dust Cloud

Comments: This is a GREAT power to drop on turn 2 or turn 3-- basically, when your allies are swarmed, and have taken some hits during the T1 & T2 volley. Because it interacts with 'Potent Restorables', this power heals each ally in a 49 square box for (surge+23) HPs, which is slightly better than the average for a (surge+7d6) power.


L28

Stat-Ups: +1 Int, +1 Wis
Feat: Epic Will

Comments: solid/boring level. Lots of substance, zero flash.


L29

(lose Armor of Storms)
29D: Auramorphic Armor

Comments: As mentioned in the L25 block, you may opt to drop a different power in order to keep Armor of Storms, which has a very solid control element to it, but only attacks 1 target at a time directly.

Auramorphic Armor is a very underrated, and extremely useful power. Anyone taking a hard look at the rider should be able to find a lot of uses for this-- choke point shenanigans, defender-to-striker transformation, and turning your softie into a weapon on legs are some basic and obvious options.

I have nothing to say but "hilarious name"
A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
Might take me a few days to hammer out the Level Progression section, sample turns, and extended notes. Wanted to get the original post and CB summary down so I can work on the more detailed stuff as time permits.
1. I love love love single-classed Artificers.

2. I'm so happy to see a really strong WIS Artificer, and one that doesn't rely on Magic Weapon (!!!!)

3. I love the feat choices. Two Admixtures, all three Epic NAD feats, and Toughness? There is so much beauty in simplicity.
No Simulacrum? My aunt won't help my mother as usual... she has always been family's black sheep :d

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

@ WEC,

1-3: Agree!

My one wish: Static shock's rider being 'Con or Wis'.



@ Nausicaa,

Simulacrum would emphasize Enc and Daily powers more, and this particular build enjoys Thundering Armor quite a bit . For a different build (specifically, anything offensively oriented), Simulacrum is obviously a very, very good choice.
Heroic and Paragon tier progression done. Leaving Epic for tomorrow or Sunday.

Also planning on including notes for games without Item Rarity concerns.
Any way to get Flight as early as possible?

'Cause then you could call her Helicopter Mom !

Tensers would make "Hovercraft Mom" which doesn't have the same ring to it.

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

Finished Level Progression, and built-out the snapshots to include current power lists for each snapshot level.

No Sample Turns section here, since it's a reactive build.
I like this build! So much so I've looked for alternate pics:


 


[sblock=For parties with "Your Mom" in them (There's no way to phrase that better...)]canadianclubgroupie.jpg
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Why Static Shock?
Why Static Shock?



Easy answer-- ranged, implement-oriented build. Ethereal Chill is centered on an ally, just like Thundering Armor. Pairing those two powers means that you can't attack a target which isn't adjacent to you or an ally.

Unbalancing Force would be another option, but it's Ranged 5, vs Fortitude, and has a conditional push 1 in the rider. In other words, it covers some of the same ground as Thundering Armor, but isn't as good.

Static Shock is the best 2nd power here because it lets you attack creatures who aren't adjacent to an ally, from 5 squares away, without provoking. It also attacks Reflex, and since it has the Lightning keyword built in, pairing it with Fire means I'm very unlikely to run into resist issues.


Static Shock isn't fantastic here, but it gets the job done between uses of Thundering Armor-- and that's all it's really for.
I like this build! So much so I've looked for alternate pics:


 


[sblock=For parties with "Your Mom" in them (There's no way to phrase that better...)]
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You, sir, are money.
Auspex,

I'm writing this up in a rush before class so its a little haphazard, but I wanted to know what you thought of it.  Basically I preserved the core of Thundering Armor + Exorcist of the Silver Flame, but hybrided you into Animist shaman.  This gives you the super MBA granting at-will in place of your second one, and I think improves the power selection overall.  It also gives you a native surge trigger-er, freeing up a couple of feats.  I spent one of these on Storm Totems to give Thundering Armor another little boost.  You also pick up the Invoker's Ritual Casting class feature and Hand of Radiance 1/encounter for minion shenanigans to qualify for the PP, instead of Cleric.  The animist shaman suffers from hybrid less than the other builds because of their penchant for passing turns without their companion in play anyway, and I'm not sure how the new item rules will effect the lost artificier class features.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Aspyra, level 11
Deva, Shaman|Artificer, Exorcist of the Silver Flame
Companion Spirit (Hybrid): Animist Spirit (hybrid)
Hybrid Shaman: Hybrid Shaman Fortitude
Hybrid Artificer: Hybrid Artificer Fortitude
Arcane Admixture Damage Type: Arcane Admixture Fire
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Arcane Admixture Power: Thundering Armor
Background: Occupation - Scholar (+2 to Arcana)

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

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


AC: 20 Fort: 17 Reflex: 20 Will: 20
HP: 73 Surges: 6 Surge Value: 18

TRAINED SKILLS
Nature +15, Perception +15, Arcana +17, History +17, Religion +17

UNTRAINED SKILLS
Acrobatics +5, Bluff +5, Diplomacy +5, Dungeoneering +10, Endurance +5, Heal +10, Insight +10, Intimidate +5, Stealth +5, Streetwise +5, Thievery +5, Athletics +4

FEATS
Divine Secretkeeper: Ritual Caster
Level 1: Divine Secretkeeper
Level 2: Acolyte of Divine Secrets
Level 4: Versatile Expertise
Level 6: Superior Implement Training (Storm totem)
Level 8: Battle Intuition
Level 10: Skill Power
Level 11: Arcane Admixture

POWERS
Acolyte of Divine Secrets: Hand of Radiance
Hybrid at-will 1: Spirit Infusion
Hybrid at-will 1: Thundering Armor
Skill Power: Guided Shot
Hybrid encounter 1: Twin Panthers
Hybrid daily 1: Spirit of the Healing Flood
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Hypnotic Distraction
Hybrid daily 5: Thunderclap Armor
Hybrid utility 6: Sudden Restoration
Hybrid encounter 7: Gale-Force Infusion
Hybrid daily 9: Ancient Warlord's Inspiration
Hybrid utility 10: Recuperative Enchantment

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Hilariously enough, that friend of mine who found Feyswitch answered how he could play his Seeker effectively - this build lets him play his Wisdom Artificer.

Once again, not identical, going Tiefling and possibly finding a ranged weapon for Magic Weapon... But all in all, you are a God among Insects. Putting together awesome, but not impractical or totally overpowered builds.

... Yes <,< a friend. Not me. Seriously, Killswitch is your only build I'm poaching.
Auspex,

I'm writing this up in a rush before class so its a little haphazard, but I wanted to know what you thought of it.  Basically I preserved the core of Thundering Armor + Exorcist of the Silver Flame, but hybrided you into Animist shaman.  This gives you the super MBA granting at-will in place of your second one, and I think improves the power selection overall.  It also gives you a native surge trigger-er, freeing up a couple of feats.  I spent one of these on Storm Totems to give Thundering Armor another little boost.  You also pick up the Invoker's Ritual Casting class feature and Hand of Radiance 1/encounter for minion shenanigans to qualify for the PP, instead of Cleric.  The animist shaman suffers from hybrid less than the other builds because of their penchant for passing turns without their companion in play anyway, and I'm not sure how the new item rules will effect the lost artificier class features.

Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Aspyra, level 11
Deva, Shaman|Artificer, Exorcist of the Silver Flame
Companion Spirit (Hybrid): Animist Spirit (hybrid)
Hybrid Shaman: Hybrid Shaman Fortitude
Hybrid Artificer: Hybrid Artificer Fortitude
Arcane Admixture Damage Type: Arcane Admixture Fire
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Arcane Admixture Power: Thundering Armor
Background: Occupation - Scholar (+2 to Arcana)

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

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


AC: 20 Fort: 17 Reflex: 20 Will: 20
HP: 73 Surges: 6 Surge Value: 18

TRAINED SKILLS
Nature +15, Perception +15, Arcana +17, History +17, Religion +17

UNTRAINED SKILLS
Acrobatics +5, Bluff +5, Diplomacy +5, Dungeoneering +10, Endurance +5, Heal +10, Insight +10, Intimidate +5, Stealth +5, Streetwise +5, Thievery +5, Athletics +4

FEATS
Divine Secretkeeper: Ritual Caster
Level 1: Divine Secretkeeper
Level 2: Acolyte of Divine Secrets
Level 4: Versatile Expertise
Level 6: Superior Implement Training (Storm totem)
Level 8: Battle Intuition
Level 10: Skill Power
Level 11: Arcane Admixture

POWERS
Acolyte of Divine Secrets: Hand of Radiance
Hybrid at-will 1: Spirit Infusion
Hybrid at-will 1: Thundering Armor
Skill Power: Guided Shot
Hybrid encounter 1: Twin Panthers
Hybrid daily 1: Spirit of the Healing Flood
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Hypnotic Distraction
Hybrid daily 5: Thunderclap Armor
Hybrid utility 6: Sudden Restoration
Hybrid encounter 7: Gale-Force Infusion
Hybrid daily 9: Ancient Warlord's Inspiration
Hybrid utility 10: Recuperative Enchantment

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======






Interesting take on the concept. Definitely playable. Here are some notes:

1. Your overall heal count is lighter than the original version's, because Initiate of the Faith (+1/day), and Acolyte Power (+1/enc) both add heals, and then the build gains the natural +1/enc again at L16. In total, the original has 3 minor action heals/enc by L10, and 4 by L16, plus the 1/day heal by L8 as an emergency buffer. One of the goals out of the box was having both a high heal count, and strong surge efficiency.

2. Interestingly, while your version frees up some feats, it pushes some of the basics back a little during Heroic tier--though the order could certainly be shuffled.

3. I actually really like the power selection with the original version, BUT, there's no question that rolling in Hybrid Shaman opens up some fantastic options. The 'other At-Will' definitely becomes a more potent option, and I've been in love with Twin Panthers for a very long time. So... there is obviously some value there as early as L1.


I don't think I'd run your version if I were the only Leader in a party, but there's no question that it would be an effective build at a table, and the value in a group with another Leader (or Paladin, etc), hybrid Leader, or secondary Leader (Paladin, etc) is definitely apparent. Looks like it would be a lot of fun!
Hilariously enough, that friend of mine who found Feyswitch answered how he could play his Seeker effectively - this build lets him play his Wisdom Artificer.

Once again, not identical, going Tiefling and possibly finding a ranged weapon for Magic Weapon... But all in all, you are a God among Insects. Putting together awesome, but not impractical or totally overpowered builds.

... Yes <,< a friend. Not me. Seriously, Killswitch is your only build I'm poaching.



haha, wow! That's a lot to live up to!

I really appreciate that, SF. My focus is 100% on combining fun and practicality, so comments like these make me feel like I'm doing what I set out to do!

Thanks!
I finally had a chance to playtest this one on Tuesday. Figured I should post a little bit about how it worked out.

First off, the context-- the group is an ongoing group who started out in a campaign, which ran from L1-L14. When the original DM bailed, myself and another player began taking turns DMing, and the game evolved into an ongoing series of delves, with characters continuing level progression along the way. We went into Tuesday at L16. We prefer running 5 character groups, so we usually have someone run 2 characters. This week, our Pacifist Cleric's player was out, so we had 3 people running 4 builds.

Group composition this week was:
Chaladin
Druid
Avenger
Your Mom.

There were 2 encounters that night. Our rule is that you can only use 1 Daily attack power, and 1 Daily Utility power per enc, and we run multiple encounters as a series, so that surge and AP counts carry over, and so that we aren't using the same Daily powers every enc.

1st encounter of the night for our L16 party of four was an L19 encounter. 1 Nelfeshnee, 2 demons with an 'abyssal harpoon' attack, a Corruption Demon/Devil, and a fire-based demon/devil of some sort.

During this fight, the fire based baddie used an area burst 2 attack/zone (end of encounter duration) that dealt 10 fire damage to any creature who entered the zone, or ended its turn in the zone. Your Mom was able to counter that by dropping the 12U from Exorcist of the Silver Flame right on top of it. We then holed up in the zone, and used pull attacks to yank monsters into it-- due to interaction of the zones, bad guys were taking 15 auto damage for entering the zone.

As healing went, our Druid got slammed pretty hard during the T1 & T2 volleys, so I used Bastion of Health + Recuperative Enchantment to let her spend 1 surge to be healed for her bloodied value. That was a popular move at the table.

Here's basically what Your Mom did, on a round-by-round basis:

1. fire-bad had used an area burst 2 zone power that dealt 10 fire damage to any creature who entered the zone, or ended its turn in the zone. I dropped the Exorcist 12U on top of it, turning this from a danger zone into a comfort zone. This wound up being HUGE for us-- we started yanking bad guys into the zone, where the interaction of the bad guy zone and mine caused them to take 15 auto damage for entering, plus 15 at the end of their turns.

2. Thundering Armor @ Chaladin. +6 THP for Chaladin and Mom. Bastion of Health + Recuperative Enchantment @ Druid, who spent 1 surge to be healed for her bloodied value. That turn made Mom very popular-- this group was convinced that nothing would hang with the Pacifist's defensive ability.

3. Gale-Force Infusion, centered on Chaladin. Chaladin's AC got a +3 boost, and this resulted in the fire-bad, the Nelf, and one of the harpoon guys being adjacent to the Chaladin.

4. 11E from Exorcist of the Silver Flame-- killed the harpoon guy who had been adjacent to chaladin, blinded Nelf (had to use Memory of 1k Lifetimes to land it on him), as well as blinding the fire-bad. Also gave +6 THP to self and Chaladin in the process.

5. Hypnotic Distraction @ Nelf. DM's face twitched. Healed Chaladin for surge+17, which restored him to full HP. Whole party ended T5 at max HP.

6. Spike Wire whiff @ Nelf.

7. From here on, it was just Thundering Armor and Static Shock.


Second Enc was REALLY hairy. I haven't calc'd the budget, but the initial set up was a Heroslayer Hydra (L20 Solo), plus 2 L17 Nothics.

Here's my round-by-round:

1. our strategy was very simple-- Avenger and Druid split up to bury the Nothics, and the Chaladin rushed the Hydra. When Mom's turn came up, I moved around to the side of the fight, and whiffed trying to land Hypnotic Distraction against the Hydra-- nat 1 on the roll. Sweet. Landing that would have made things a bit less hairy.

2. by Mom's 2nd turn, Avenger and Druid had killed both Nothics, and the Hydra had AP'd and hammered the Chaladin with 6 hits + 2 crits (out of 10 attacks!). Used Bastion of Health + Recuperative Enchantment, and Gale-Force Infusion. The goal behind using this was to give the Chaladin the AC buff, and hit the bad guy in the process. That worked out very well.

3. Hydra missed most of its attacks, so I used Spike Wire, Action Point, Thundering Armor. End result: +6 THP for self, Chaladin, and Druid. Chaladin @ +1 AC. Hydra ate Spike Wire debuff, and took an extra +2d6 damage (missed with Thundering Armor, or it would have been +4d6).

4. Moved to within 3 squares, used 11E. Missed. On the bright side... +6 THP for Chaladin, anyway.

5. At the top of Round 5, another Nothic came through a portal in the back of the room. Druid charged and immobilized it. I moved around, and centered a Thundering Armor on her, hitting the Nothic in the process.

6. Thundering Armor, centered on Chaladin, + heal @ chaladin.

The spawned Nothic wound up living for 3 rounds, while the druid lonewolfed against it. In the meantime, we had a cycle of the Chaladin going 'all defensive' next to the Hydra to jack his defenses up, while keeping it marked, and alternating heals with me in order to keep him standing through its attacks. It AP'd while it had 8 heads, and threw 16 attacks at the Chaladin-- thankfully, we had his AC jacked up to 39 at that point, and it dropped him on the 14th attack (it then attacked the Avenger twice, triggering Strikebacks with its only hit).

We wound up walking out of that fight with 1 heal power, and 1 item-based heal left, in total. It was absolutely nuts. After the fight, we were all laughing at how hairy it had been. During the chatter, the Chaladin commented that I had given him 72 THP. That stuff added up a lot, and there were at least 4 attacks that the Hydra missed by 1 due to Thundering Armor's AC buff.


All in all, I had an absolute blast running this, and was very happy with how it performed in actual play. I may rethink the Daily attack powers, but the Encs, heals, and at-wills were all fantastic.
Donchew talk abow mah mama lawk dat.

Donchew talk abow mah mama lawk dat.



nothin' bad to say 'bout yo mama, sir. I was lovin' her Tuesday night.