Char-Op challenge: Damage types

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Just for fun..
How many damage types can you get in one attack?  At-will?  Encounter? Daily?

A wizard|avenger/Malec-Keth janissaries, with acane admixture, with a weapon of summer, against your oath of emnity (with painfull oath) it would do 6 types, at-will.

Edit: For reference.
Acid, Cold, Disease (apparenlty), Fire, Force, Lightning, Necrotic, Poision, Psycic, Radiant, Thunder.  11 total.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

How are you getting Arcane, Melee, and Avenger Power in the same power? Painful Oath doesn't need the Oath rolls for the attack.

An uninteresting way is take Arcane Admixture 5 times for the same power (Acid, Cold, Fire, Lightning, and Thunder).
Choose an arcane power that doesn't have any of the above (Aggravating Force).
Crossbow Caster or Spell Commander.
Mindiron Crossbow (half damage is psychic).

One Arcane Admixture type could be replaced using Malec-Keth Janissary.
Dropping either lightning or thunder admixture and taking the Avatar of Storm ED would let you change lightning/thunder into lightning and thunder.

That's Acid, Cold, Fire, Lightning, Thunder, Force and Psychic.

If you wanted to get crazy, you could choose the at-will part of Radiant Forcefield as your arcane admixture power. Not sure if that'll work though but that's an encounter long at-will with the above and radiant.

After rereading Painful Oath, one could throw Painful Oath onto the above and get Acid, Cold, Fire, Lightning, Thunder, Force, Psychic, Radiant, and Necrotic. If limiting arcane admixture to once, two from Acid, Cold, and Fire will have to go. Radiant and Necrotic only work on the first hit.

Malec-Keth Janissary
Nope, can only admixture once.
Special: You can take this feat more than once. Each time you select this feat, choose a different power. You can’t apply this feat to the same power more than once.



Edit: Avatar of Storms works though..

So that's 7 at-will.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

why wizard and not swordmage?

swordmage|avenger
storm genasi with shocking flame (lightning)
malac-keth janissary(cold)
avatar of storms (thunder)
using greenflame blade (fire)
with arcane admixture (acid)
and a githyanki silver blade (psychic)
against the oath of emnity with painful oath (radiant and necrotic) 

That's 8. We're missing only poison and force. Staff of the serpent can deal poison if we find another way to do psychic.

Edit: or

warlock|swordmage
storm genasi with shocking flame (lightning) 
malac-keth janissary(thunder)
radiant one (fire and radiant) 
using hand of blight (necrotic and psychic)
with arcane admixture (acid)
and a staff of the serpent (poison) (requires arcane implement proficiency)


That's 8 again. Missing only cold and force.
You forgot Disease, which is listed in the compendium as a damage type.  I have a feeling it might not be available to PCs though.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
swordmage|avenger
storm genasi with shocking flame (lightning)
malac-keth janissary(cold)
avatar of storms (thunder)
using greenflame blade (fire)
with arcane admixture (acid)
and a githyanki silver blade (psychic)
against the oath of emnity with painful oath (radiant and necrotic)

The gith blade won't work, but you could melee with a mindiron bow, or use the sorrowsong blade (artifact?).

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

why wizard and not swordmage?

swordmage|avenger
storm genasi with shocking flame (lightning)
malac-keth janissary(cold)
avatar of storms (thunder)
using greenflame blade (fire)
with arcane admixture (acid)
and a githyanki silver blade (psychic)
against the oath of emnity with painful oath (radiant and necrotic) 

That's 8. We're missing only poison and force. Staff of the serpent can deal poison if we find another way to do psychic.



githyanki silver blade replaces all damage as psychic.  However, you can use sorrowsong blade.  I am at 9 right now using a similar approach to this.  If I can get the 10th/after a half hour, I will post.
You forgot Disease, which is listed in the compendium as a damage type.  I have a feeling it might not be available to PCs though.

Added.. i don't seen anything that does it however.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Storm Genasi Artificer|Avenger(Swordmage)/Malec-Keth Janissary/Avatar of Storm.
Shocking flame.
Using admixture for acid and Malec for cold.
At-will: Acid, Cold, Lightning, Thunder, Force, Psychic, Radiant, and Necrotic. 8 (Radiant and Necrotic first hit per turn)
One encounter per day (Hellfire Sigil): The above + Fire. 9
Replacing the Mindiron weapon with an Alfsair Spear would drop both of the above by one but bring psychic and poison on a crit. 10 Not very reliable, though.
Prismatic strike does fire/force/thunder.

Add ot the above, and that's 9 for an enounter.  No acid, err posion.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I never thought adding the poison keyword would be so difficult.
Sword of Black Ice does poison, but then I can't do psychic

All right, I have to get a school assignment turned in, so here it goes.

Avenger|Swordmage, Malec-Keth Janissary, Arcane Sword(Maelstrom Blade)

8 total regularly:

Basic: Lightning

Basic: Thunder

Basic: Fire

Sorrowsong Blade: Psychic or
Sword of Black Ice: poison

Painful Oath: Necrotic, Radiant

Arcane admixture: Acid

Malac-keth janissary: Cold

On Ageis of Assualt Attack add Elemental Assault: Force

So I consider Ageis of Assualt "at-will" since it can be used every turn.  so 9, maybe 10 if I can find a way to get psychic or poison.

EDIT: I couldn't find how to work it in, but if you can get the warlock's curse worked in, you can use mindbite scorn for psychic.  With the old windrise ports, it is posible (warlock main, multiclass avenger/swordmage, encounter power replacement feat for Maelstrom blade, the rest the same using sword of black ice for poison, mindbite scorn for psychic, elemental assualt for force, all 0 on assault attack!)

Storm Genasi Swordmage|Avenger/Malec-Keth Janissary/Arcane Sword
Swordspell Perfection: Maestrom Blade (Fire, Lightning, Thunder).
Malec (cold)
Admixture (acid)
Painfull oath (radiant/necrotic)
sorrowsong (psychic)

Hmm.. still 8.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Storm Genasi Swordmage|Avenger/Malec-Keth Janissary/Arcane Sword
Swordspell Perfection: Maestrom Blade (Fire, Lightning, Thunder).
Malec (cold)
Admixture (acid)
Painfull oath (radiant/necrotic)
sorrowsong (psychic)

Hmm.. still 8.



Sorry mellored, I kinda got that one, although I know it hadn't been posted yet on this thread.  I actually have magic man here on page 2 for sitation of original intent.  I really want to find my poison/psychic though
Half-Elf Warlock(MC Bard)/Traveler's Harlequin(MC Divine/Primal)/Reincarnate Champion (Genasi/Shadar-Kai)

Swordburst (Force)
Versatile Master (at-will)

Gloves of Eldritch Admixture (Acid)
Extra Manifestation x2 + Dual Manifestation (Storm/Firesoul) + Shocking Flame (Fire/Lightning)
Rod of Dragonborn (same as Dragonbreath)
Dragonbreath Base (Poison)
Thundering Breath (Thunder)
Radiant Breath (Radiant)
Plagued Breath (Necrotic)
Mind-Bite Scorn (psychic) 

Need: Force 

Edited: All 10 types!
Shadar-Kai Warlock|Swordmage/Malec-Keth/Reincarnate Champion (Genasi/Deva)

Eldritch Blast
Reaper's Touch (melee)

Malec-Keth (Cold)
Arcane Admix (Thunder)
Gloves of Eldritch Admixture (Acid)
Extra Manifestation x2 + Dual Manifestation (Storm/Firesoul) + Shocking Flame (Fire/Lightning)
Sword of Black Ice (poison)
Radiant Power (radiant)
Mind-Bite Scorn (psychic) 

Need: Necrotic, Force 



necrotic is obtainable through spirit poison i think
Dragonborn Warlock|Divine/x/Reincarnate Champion (Genasi/Shadar-Kai)

Eldritch Blast
Reaper's Touch (melee)

Gloves of Eldritch Admixture (Acid)
Extra Manifestation x2 + Dual Manifestation (Storm/Firesoul) + Shocking Flame (Fire/Lightning)
Rod of Dragonborn (same as Dragonbreath)
Dragonbreath Base (Poison)
Thundering Breath (Thunder)
Radiant Breath (Radiant)
Plagued Breath (Necrotic)
Mind-Bite Scorn (psychic) 

Need: Force 

Edited: 9 Types! How do I add Force?!?!

PMC artificer.

Or, take half-elf instead use swordburst.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

What would I take as an Artificer to add Force (on an at-will basis)?

Note: I need to be able to use Hybrid Warlock's Curse, so I can't use Aggravating Force. 
What would I take as an Artificer to add Force (on an at-will basis)?

I was thinking aggerivated force, but that's not an impliment attack, so nm.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Problem with picking up an attack power:  I need to use a Warlock Attack power to get Warlock Curse damage.  I need to be divine to get Radiant breath.  I need to be primal to get Reincarnate Champion.  I could drop Reincarnate Champion and replace with Arcane Admixture + Adaptable Breath + Admixture Breath, but that still leaves me as a Dragonborn Warlock|Divine/PMC Swordmage... and I still couldn't use the non warlock ability without losing psychic/acid.

I could go half-elf and pure warlock, but then I still need divine, and I need to pick up primal for reincarnate champion.... oo I got it. 
What would I take as an Artificer to add Force (on an at-will basis)?

Note: I need to be able to use Hybrid Warlock's Curse, so I can't use Aggravating Force.

Why hybrid?

Why not just warlock MC divine?

Edit: Ninja answered...

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Final:

Half-Elf Warlock(MC Bard)/Traveler's Harlequin(MC Divine/Primal)/Reincarnate Champion (Dragonborn/x)

Swordburst (Force)
Versatile Master (at-will)
Arcane Admixture (Cold)
Rod of Dragonborn (same as Dragonbreath)
Dragonbreath Base (Poison)
Adaptable + Admixture Breath (Lightning)
Thundering Breath (Thunder)
Radiant Breath (Radiant)
Plagued Breath (Necrotic)
Gloves of Eldritch Admixture (Acid)
Mind-Bite Scorn (psychic) 

Currently Need: Fire

Tiefling as second Reincarnate Champion Species + Student of the Plague + Plaguing Bloodhunt (Fire vs Bloodied Enemies only.)
OR
Razorclaw Shifter as second Reincarnate Champion Species + Student of the Plague + Flamespeed Shifting (Fire damage after shifting only.)
Final:

Half-Elf Warlock(MC Bard)/Traveler's Harlequin(MC Divine/Primal)/Reincarnate Champion (Dragonborn/x)

Swordburst (Force)
Versatile Master (at-will)
Arcane Admixture (Fire)
Rod of Dragonborn (same as Dragonbreath)
Dragonbreath Base (Poison)
Adaptable + Admixture Breath (Lightning)
Thundering Breath (Thunder)
Radiant Breath (Radiant)
Plagued Breath (Necrotic)
Gloves of Eldritch Admixture (Acid)
Mind-Bite Scorn (psychic) 

Edited: Wait I lost cold somehow.  Cold!??!!



why did you give up genasi reincarnate champion, firesoul? Ah, swordburst not melee 1.  you lost cold to arcan admixture.

Do not unbase breath cold.  poison is not possible (I have tried)

EDIT 2: found it. I was wondering why you chose your paragon path, so I looked at it and it is for the multiclass feats.  Just use multiclass mastery instead.  You don't have to pick your ED until level 22, so get that feat at 21, become Reincarnate Champ at level 22, and the rest is golden.  You shouldn't run out of feats (8 restructures+5feats 13 choices after becoming a reincarnate champion; should get you right; yup, retrain 5 times, pick up 3 feats and you should be ready by level 28 or so.

EDIT3: in summary, keep the same stuff, but for paragon path pick Janissary, and then pick up multiclass mastery feat at level 21 for the multiclass feats.
Hum; I could take Hell's Chosen (paragon Warlock feat) to make my warlock curse damage fire damage.  But I'm not sure how this would interact with Gloves of Eldritch Admixture (since they make the damage acid damage).  However, neither of them say the word 'all', so I'll keep it as a back-up idea.

@Roark: Paragon Path choice: Can't choose something else.  A non bard doesn't qualify to take multiple class types with multiclass mastery, as they don't have the bard ability that allows them to multiclass into multiple classes.  Traveler's Harlequin specifically gives that ability.  Even if I could do that, I'm not a swordmage so I can't take Malec-Keth Jannisary.

Edit: I have found Plaguing Bloodhunt, so I can now do all elemental types vs a bloodied enemy.  Still need fire vs non-bloodied enemies.

Edit2:  I have found Flamespeed Shifting, so I can alternatively do fire damage after shifting.  Still don't have fire truly at-will. 
Dragonborn Swordmage|Warlock (dark), Malec-Keth Jannisary, Radiant One

Twofold Pact to gain Hand of Blight (psychic, necrotic)
Spirit poison (Poison)
Arcane Admixture (Acid)
Malec-Keth Jannisary (cold)
Starborn (fire and radiant)
Rod of the Dragonborn (thunder)
Gloves of Eldritch Admxiture (lightning)

And you can use Spellbinders gift one encounter per day to deal force damage.
Hum; I could take Hell's Chosen (paragon Warlock feat) to make my warlock curse damage fire damage.  But I'm not sure how this would interact with Gloves of Eldritch Admixture (since they make the damage acid damage).  However, neither of them say the word 'all', so I'll keep it as a back-up idea.

@Roark: Paragon Path choice: Can't choose something else.  A non bard doesn't qualify to take multiple class types with multiclass mastery, as they don't have the bard ability that allows them to multiclass into multiple classes.  Traveler's Harlequin specifically gives that ability.  Even if I could do that, I'm not a swordmage so I can't take Malec-Keth Jannisary.

Edit: I have found Plaguing Bloodhunt, so I can now do all elemental types vs a bloodied enemy.  Still need fire vs non-bloodied enemies.

Edit2:  I have found Flamespeed Shifting, so I can alternatively do fire damage after shifting.  Still don't have fire truly at-will. 



Finally, we win!

Start bloodied. Razorclaw shifting with Flamespeed Shifting.  White Lotus Evasion+White Lotus Master Evasion lets you shift after hitting with an arcane at-will. BAM
Doesn't rod of the Dragonborn have the same problem as, e.g. githyanki or frost weapons? That is, it seems to replace the original damage type of the power.