Warden/Seeker, or How to Defend from Range

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This is a higher level build that combines Icewrought Sentinel and Polearm Momentum in order to make every warden and seeker power both slide, prone, and slow.  Even the at-wills!

Here is the basic L16 build:

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====== Created Using Wizards of the Coast D&D Character Builder ======
level 16
Dragonborn, Warden|Seeker, Icewrought Sentinel
Hybrid Warden: Hybrid Warden Fortitude
Seeker's Bond (Hybrid): Spiritbond (Hybrid)
Hybrid Seeker: Hybrid Seeker Will
Hybrid Talent: Warden's Armored Might
Guardian Might: Wildblood
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold

FINAL ABILITY SCORES
Str 21, Con 12, Dex 15, Int 11, Wis 20, Cha 11.

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


AC: 33 Fort: 24 Reflex: 22 Will: 24
HP: 116 Surges: 9 Surge Value: 30


FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Tratnyr)
Level 4: Battle Awareness
Level 6: Swift Spear
Level 8: Weapon Expertise (Spear)
Level 10: Weapon Focus (Spear)
Level 11: Hindering Shield
Level 12: Polearm Momentum
Level 14: Draconic Arrogance
Level 16: Lasting Frost

POWERS
Hybrid at-will 1: Guardian Harrier
Hybrid at-will 1: Thorn Strike
Hybrid encounter 1: Hungry Earth
Hybrid daily 1: Form of Winter's Herald
Hybrid utility 2: Stone Spirit Ward
Hybrid encounter 3: Stampede Shot
Hybrid daily 5: Fungal Blooms
Hybrid utility 6: Treacherous Ice
Hybrid encounter 7: Windstorm Strike
Hybrid daily 9: Ensnaring Shot
Hybrid utility 10: Reactive Surge
Hybrid encounter 13: Wind Spirits (replaces Stampede Shot)
Hybrid daily 15: Fey Sinkhole (replaces Fungal Blooms)
Hybrid utility 16: Bramble Hide

ITEMS
Heavy Shield, Magic Darkhide Armor +4, Frost Tratnyr +3, Gloves of Ice (paragon tier), Siberys Shard of Merciless Cold (paragon tier), Rushing Cleats (heroic tier)




Notes about the above build:

  • Every power you have is a primal cold weapon attack with a spear, so due to Winter's Winds (Icewrought Sentinel 16), you slide any creature hit by one of your powers 2 squares, then prone them due to Polearm Momentum, and slow them due to Hindering shield.

  • Guardian Harrier is an at-will ranged 10/20 proning, slowing, sliding attack.

  • Your opportunity attacks all slide, slow, and prone due to Swift Spear.

  • Fey Sinkhole is a daily that creates a close burst 1 zone where any creature that starts its turn within the zone is subject to a Will attack from you as an opportunity action, which is also a primal cold power.  This means that you can slide them 2 squares, prone, slow, and daze them within the zone.  Even if they somehow manage to escape the zone, as long as you keep hitting them, you can teleport them back into the zone.

  • If you have already used Fey sinkhole, you can use Ensnaring Shot, which makes a zone of immobilization that you can slide enemies into and attack them with an immobilization opportunity attack, which also slides, prones, and slows.

  • Wind Spirits is a party friendly, area burst 1, encounter power that doesn't provoke opportunity attacks, that pushes 5, prones, slows, then slides 2.  Use after either of the above two dailies to mass push/slide a group of enemies into a zone of no return.

  • You get 6 hps per level because seeker is 2.5 and warden is 3.5, so you have the full amount of hps needed to be a main defender, and your AC is just fine with your wisdom mod to AC due to Wildblood.

  • You are a dragonborn, so everytime you prone someone, you deal your strength mod damage to them.

  • At L17 you get Warden's Lure, which pulls every creature in a close burst 4 to you and slows them, then if you hit you slide them and prone them, then you can spend an action point to use Wind Spirits to push/slide them all into a zone of doom.

  • If you use this build in a real game, a DM will throttle you.  Use with caution!


Now that's what I call a fine combination of two usually sub-par classes !
Too bad it needs to wait until L16 to really take off...

One thing to note however is that the entire combo may or may not work. By the wording of Chill Wind the slide happens after the attack is resolved. This to some means that the slide is not part of an attack and so therefore does not work with Polearm Momentum and other similar effects. I haven't been able to find concrete proof one way or the other.

Otherwise looks cool, and would love to see a full breakdown and to see how it can be made effective at all tiers of play.


One thing to note however is that the entire combo may or may not work. By the wording of Chill Wind the slide happens after the attack is resolved. This to some means that the slide is not part of an attack and so therefore does not work with Polearm Momentum and other similar effects. I haven't been able to find concrete proof one way or the other.

Otherwise looks cool, and would love to see a full breakdown and to see how it can be made effective at all tiers of play.




I thought of that, and it really is a variation of the controversy with Mark of Storm regarding whether or not the power is sliding or the feat.  In my mind, regardless of whether or not the power has already resolved, if you think the PP feature augments the power (which is what I think), then the power caused the slide, which triggers polearm momentum.

Is this a grey area? Yes.  Is mark of storm? Yes.  Should you really play this build?  Nope.  Just think of a fully optimized party with warlords granting Guardian Harrier basic attacks.  Pretty soon every encounter is versus ranged teleporting enemies that only live in 10x10 ft rooms. 

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