Super Knight

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Not a completely original idea.  I've seen a few people mention these tricks, but i'm combining everything and fleshing it out.

Basic ideas are
Revenant, for toughness (you got a large buffer from death).
Impaling Spear + Winter/Frost for accuracy (90%)
Eldrich Strike + Battering Shield + Polearm Momentum for stickiness (interupt movement with positioning and prone).
White Lotus Master Riposte for damage (bad idea to attack you either).

This is a completely item independent build.  This is the build with optimium items.

[sblock Fullbuild]====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Revenant, Fighter, Kensei, Unyielding Sentinel
Stalwart Guardian: Stalwart Guardian (Wisdom)
Eldritch Strike: Eldritch Strike Constitution
Choose your Race in Life: Half-Elf

FINAL ABILITY SCORES
Str 12, Con 30, Dex 18, Int 10, Wis 22, Cha 12.

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


AC: 47 Fort: 46 Reflex: 38 Will: 40
HP: 219 Surges: 19 Surge Value: 54

TRAINED SKILLS


UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +20, Endurance +23, Heal +20, History +15, Insight +20, Intimidate +18, Nature +20, Perception +20, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +12

FEATS
Level 1: Melee Training (Constitution) (retrained to Versatile Master at Level 11)
Level 2: Spear Expertise
Level 4: Toughness (retrain to Adept Dilettante at Level 16)
Level 6: Improved Defense
Level 8: Half-Elf Soul
Level 10: Battering Shield
Level 11: Polearm Momentum
Level 12: Fierce Vitality
Level 14: Impaling Spear
Level 16: Arcane Admixture
Level 18: Lasting Frost
Level 20: Wintertouched
Level 21: Ghostly Vitality
Level 22: White Lotus Riposte
Level 24: White Lotus Master Riposte
Level 26: Slashing Storm
Level 28: Resilent Focus
Level 30: Quickened Spellcasting

POWERS
Dilettante: Eldritch Strike
Knight Stance: Cleaving Assault
Knight Stance: Defend the Line
Knight Stance: Poised Assault
Knight Stance: Measured Cut

ITEMS
Magic Spear +6, Magic Godplate Armor +6, Heavy Shield, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]

[sblock Variants]
Race: This works as a regular half-elf as well. While you loose a fair bit of toughness that way, you save some feats.  Better if you have good leader support.

Stats:  You want to start with 18 Con, and need 15 Wis/Dex by paragon.  This gives you some room to play.  Always boost Con (of course), and the others can be...
Dex: More Init and reflex
Wis: More Will and Slashing Storm damage
Int/Cha: 13 by paragon will allow you to take a better MC arcane feat (anything is better then Adept Dilitantte).  MC artificer for a heal is a good option, as is Pact Initiate for a 1/enounter ranged attack.

Items:  A few items would certainly help (full item load out here)
Frost Weapon could replace Arcane Admxiture, shift some feats down.
Rushing Cleats/controling weapon can replace Battering Shield, which means you can go 2-handed (greatspear), or just save a feat.
Bonus to saving throws would help keep you safe, and possibly replace (or stack) Resilent Focus.
Iron Armbands of Power/dragon shard, would add alot of damage (like 10 each).

Feats can be re-ordered or replaced somewhat:
Reserve Maneuver for Come and Get it will help keep get enemies close in the first place (even though you'll miss).
White Lotus feats can be taken before frost feats, this will increase you damage earlier, but may encourage enemies to run.
Disciple of Death can replace Resilient Focus, depending on how things go.
Hindering Shield will help keep people close.
Greatspear is a nice option, allowing you hit on a 2 and giving you a damage boost.  You'd need a slide booster though.[/sblock]

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.

General Play:  Super Knight plays like most other knights, so tactics are very straight forward.  Rush in and get yourself surrounded.  Super Knight is just tougher, and more difficult to get away from.

[sblock Heroic:]
Revenant, Fighter
Eldritch Strike: Eldritch Strike Constitution
Choose your Race in Life: Half-Elf

STARTING ABILITY SCORES
Str 10, Con 18, Dex 13, Int 8, Wis 13, Cha 10.
Increase Con every time, one point into Dex to round it off, and the rest into Wis

FEATS
Level 1: Melee Training (Constitution) Needed in heroic to hit things
Level 2: Spear Expertise Accuracy feat tax, though we may charge on occasion
Level 4: Toughness This is really an open slot for now
Level 6: Improved Defense feat tax
Level 8: Half-Elf Soul
Eldritch Strike will soon to be the main attack
Level 10: Battering Shield Slide booster for eldritch strike
[/sblock]
Super Knight, with 20 AC and 20 Con and the ability to go below 0 for a turn, starts very tough and can very easily tank.  It's not very sticky yet, but even a weakened MBA is still a threat, and should get the job done.  You can use a longsword for boosted accuracy, but make sure you have a nice spear when you hit 11.

[sblock Paragon:]
Paragon Path: Kensei Mostly for the accuracy boost, but there are other good PP's (like Iron Vanguard) out there as well.

Level 11: Melee Training -> Versatile Master Our new MBA, we now slide, as well as doing full Con damage
Level 11: Polearm Momentum Combined with Battering Shield, Eldritch Strike now knocks prone
Level 12: Fierce Vitality Gives us alot more room to take damage
Level 14: Impaling Spear Attacking reflex is about a +2 to hit
Level 16:
Toughness -> Adept Dilettante A prereq.
Level 16: Arcane Admixture Eldritch strike now does cold damage
Level 18: Lasting Frost Eldrtich strike now applies vulnerability, adding some damage.
Level 20: Wintertouched Eldritch strike now gives us CA, making us more accurate
[/sblock]
As soon as we hit 11, we become much more sticky, as we slide enemies around ouselves and keep people down.  We also become a fair bit harder to kill, being able to stay up longer.  We then continue to boost our accuracy till we hit on a 3 to make it even harder to escape.

[sblock Epic:]
Epic Destiny: Unyielding Sentinel Con boosts accuracy, Unbreakable helps status effects (and death saves), are the big draws, but the other features are hardly wasted.

Level 21: Ghostly Vitality Big boost to survivability
Level 22: White Lotus Riposte A solid damage boost
Level 24: White Lotus Master Riposte A huge damage boost
Level 26: Slashing Storm Small AOE damage
Level 28: Resilent Focus Shake off effects easier, also boost death saves
Level 30: Quickened Spellcasting Everyone can use a minor action attack

[/sblock]
Ghostly Vitality boost surviveability.  Resilent Focus + Unbreakable + Spirit of War prevent most status effects (87.75% at the start of your turn).  All that's left is damage, which we can make into something respectable.

[sblock 75.34 DPR]
Assuming CA (winterfrost/prone)
Assuming Vuln (winterfrost)
Assuming Poised Assault stance (To hit is importaint).
Assuming 2 attacks (WLMR, or Defender's Aura).
NOT assuming WLR (slightly too conditional, though 10+5 vuln * .9  = 15 more damage).

Attack: 10 Con + 15 lvl + 2 prof + 6 enh + 1 talent + 3 feat + 1 kensei + 1 stance + 2 CA = 41.
41 vs 44 (ref) = 85% hit, 5% crit
Damage: 2d8 (9) Weapon + 10 Con + 6 enh + 3 Weapon Mastery + 4 Kensei + 5 Vuln = 37
Crit:  16 + 10 + 6 + 3 + 4 + 5 + 6d6 (21) = 65
Per hit: 37 * .85 + 65 * .05 = 34.7
Slashing storm: 1 - .1 * .1 * 6 = 5.94
Total: 33.7 * 2 attacks + 5.94 = 75.34
[/sblock]

Comments welcome.

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.

Question, why Adept Dilletante with maxed Con? Other than that looks solid, and cleverly bypasses the recent change to WLMR since auras don't count as marks.
Ah, he is taking it because it counts as a multiclass feat for Warlock and qualifies him for stuff like White Lotus.
Seems like a lot of feats focused on the assumption that you'll be operating below 0 hp pretty often. Given that you'll be taking a maximum of 1 move, minor, and standard in that state, I feel that it's a little excessive.

Also, if you're proning people like mad is Wintertouched really necessary? What about polearm gamble, does that work for spears?
Ah, he is taking it because it counts as a multiclass feat for Warlock and qualifies him for stuff like White Lotus.

Yup.

I don't think Malidiction would be worth the stat loss.  Better to keep your Will up.

Seems like a lot of feats focused on the assumption that you'll be operating below 0 hp pretty often. Given that you'll be taking a maximum of 1 move, minor, and standard in that state, I feel that it's a little excessive.

I'm using 3 feats, Fierce Vitality, Ghostly Vitality, and Dicple of Death (+ Improved Defense).  I don't consider it excessive for a defender.  Though i could certainly be convinced to replace Diciple of Death with the +2 to all saves, especially since knights get a start-of-turn save.
Also, if you're proning people like mad is Wintertouched really necessary?

Most enemies will stand up before they do anything, so you won't get the CA from Prone (winter also adds damage).   Prone is more to stop movement then it is to grant CA.  Unless i'm missing a way to get immobilize, which would be better.
What about polearm gamble, does that work for spears?

Yes, polearm gamble works with spears and polearms.

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.

Yes, polearm gamble works with spears and polearms.



Not entirely true. Polearm Momentum works with spears and polearms. Polearm Gamble works with polearms, some of which also happen to be spears.
Yes, polearm gamble works with spears and polearms.

Not entirely true. Polearm Momentum works with spears and polearms. Polearm Gamble works with polearms, some of which also happen to be spears.

You are correct, i was mixing them up.  However i don't have Polearm Gamble, as no one really want's to come close.

Also, i switched to the PP from Iron Vanguard to Kensei for the +1 to hit, if at some loss of damage.

DPR up.  Pretty solid for a no-item defender.

Edit: forgot slashing storm damage.

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.

If you can fit it in, I would recommend taking Reserve Maneuver for Come and Get It. The accuracy and damage are going to be terrible, but you want to get as many enemies in your aura as possible.
If you can fit it in, I would recommend taking Reserve Maneuver for Come and Get It. The accuracy and damage are going to be terrible, but you want to get as many enemies in your aura as possible.

Yea, i mentioned it in variants, it's certinaly possible if you get items, like rushing cleats, but as is, i don't know what i would drop to get it.

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.

Comments welcome.  I'm definatly not set in the PP or ED.

With Starfavored champion, for instance, you could drop 2 revenant feats (keep Ghostly Vitality).  Now you would auto-use 19 surges.  Though Unyielding Sentinal helps your saves alot (and with +5 to death saves, you've got a good chance of surging anyways).


I don't recall the exact requirements, but is the Kulkor Arms Master PP a possibility?  If so, it's a free MBA when you prone.  It's a nice way to bump up the DPR, but that may not be what you're looking for in a PP.
Comments welcome.  I'm definatly not set in the PP or ED.

With Starfavored champion, for instance, you could drop 2 revenant feats (keep Ghostly Vitality).  Now you would auto-use 19 surges.  Though Unyielding Sentinal helps your saves alot (and with +5 to death saves, you've got a good chance of surging anyways).


I don't recall the exact requirements, but is the Kulkor Arms Master PP a possibility?  If so, it's a free MBA when you prone.  It's a nice way to bump up the DPR, but that may not be what you're looking for in a PP.

Certainly a nice option, but it cost a useless feat, and the Kensei increases our accuray making it harder for enemies to escape.

But from a pure DPR point of view, it's definatly a plus.

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.

Comments welcome.  I'm definatly not set in the PP or ED.

With Starfavored champion, for instance, you could drop 2 revenant feats (keep Ghostly Vitality).  Now you would auto-use 19 surges.  Though Unyielding Sentinal helps your saves alot (and with +5 to death saves, you've got a good chance of surging anyways).


I don't recall the exact requirements, but is the Kulkor Arms Master PP a possibility?  If so, it's a free MBA when you prone.  It's a nice way to bump up the DPR, but that may not be what you're looking for in a PP.

Certainly a nice option, but it cost a useless feat, and the Kensei increases our accuray making it harder for enemies to escape.

But from a pure DPR point of view, it's definatly a plus.


There's a background that will give you the necessary weapon proficiency.
IDK why you bother, knights are obviously unoptimizable
Comments welcome.  I'm definatly not set in the PP or ED.

With Starfavored champion, for instance, you could drop 2 revenant feats (keep Ghostly Vitality).  Now you would auto-use 19 surges.  Though Unyielding Sentinal helps your saves alot (and with +5 to death saves, you've got a good chance of surging anyways).


I don't recall the exact requirements, but is the Kulkor Arms Master PP a possibility?  If so, it's a free MBA when you prone.  It's a nice way to bump up the DPR, but that may not be what you're looking for in a PP.

Certainly a nice option, but it cost a useless feat, and the Kensei increases our accuray making it harder for enemies to escape.

But from a pure DPR point of view, it's definatly a plus.

There's a background that will give you the necessary weapon proficiency.

???
You don't need a weapon proficiency (Knights already get alot of them), you just need a feat.

Prerequisite: Fighter, Kulkor Battlearm Student feat

Still it's a straight DPR vs Stickyness (more accuracy = more sticky) tradeoff.  If your DM never provokes, then it's probably worth while.

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.

Explained things by tier.

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.

Nice, glad to finally see a good Knight build on these boards!  I haven't messed around with Knights that much, but this guy looks pretty fun to play.  I also appreciate seeing a Knight built outside of the sword or hammer box and still be effective.
IDK why you bother, knights are obviously unoptimizable



Good to see that I struck a nerve with you.

How in the world did I manage to miss this?

Original ideas or not, the execution of the collected concepts was handled very well here. It appears to be playable 1-30, even with Melee Training (Con) giving it 'low damage' MBAs prior to L11.

Feat prioritization/progression looks well thought-out.


My one gripe is that the Reflex and Will aren't just low... they're bottomed out. L+6 defenses are something I have a hard time looking past. While there are a lot of defensive features, and the ability to operate below zero, it just feels entirely too susceptible to control. To be frank, you can basically guarantee to be hit multiple times per round with L+6 defenses.

As much as I enjoy the rest of the build, that one sticking point might be so dramatic that it's a deal-breaker for people looking for a Defender to play-- there are other builds with comparable efficacy with higher numbers in those areas.


I hope there's a way to sort that out, because I really like the rest of the functions and features here.
IDK why you bother, knights are obviously unoptimizable



Good to see that I struck a nerve with you.




I am seeing a bitter sort of humor...
  Creative Character Build Collection and The Magic of King's and Heros  also Can Martial Characters Fly? 

Improvisation in 4e: Fave 4E Improvisations - also Wrecans Guides to improvisation beyond page 42
The Non-combatant Adventurer (aka Princess build Warlord or LazyLord)
Reality is unrealistic - and even monkeys protest unfairness
Reflavoring the Fighter : The Wizard : The Swordmage - Creative Character Collection: Bloodwright (Darksun Character) 

At full hit points and still wounded to incapacitation? you are playing 1e.
By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one
"Wizards and Warriors need abilities with explicit effects for opposite reasons. With the wizard its because you need to create artificial limits on them, they have no natural ones and for the Warrior you need to grant permission to do awesome."

 


My one gripe is that the Reflex and Will aren't just low... they're bottomed out. L+6 defenses are something I have a hard time looking past. While there are a lot of defensive features, and the ability to operate below zero, it just feels entirely too susceptible to control. To be frank, you can basically guarantee to be hit multiple times per round with L+6 defenses.

As much as I enjoy the rest of the build, that one sticking point might be so dramatic that it's a deal-breaker for people looking for a Defender to play-- there are other builds with comparable efficacy with higher numbers in those areas.


I hope there's a way to sort that out, because I really like the rest of the functions and features here.


Keep in mind that the posted build is item-independent, so the defenses are artificially low, in a sense.  A good head slot item should bump that Will up to a more respectable level.

EDIT:  Also, I may be missing a crucial pre-req, but is there any reason why you alternated your stat bumps with Dex and Wis?  Bumping Con and Wis exclusively would also improve your Will, albeit at the further expense of Reflex (though Reflex is generally regarded as being the defense that the fewest status effects target). 

EDIT2:  Ok, so I see you need 15 Dex and Wis by Paragon, so you'd need to bump Dex once, but after that am I missing something that prevents you from focusing exclusively on Wis?
Alien-- As an item-independent build, it doesn't want to rely on a head or foot slot to bump up the soft stats. The current state is really vulnerable, with L+6 defenses at 30th while wearing a +6 neck slot.

I hope there's a solution.
Alien-- As an item-independent build, it doesn't want to rely on a head or foot slot to bump up the soft stats. The current state is really vulnerable, with L+6 defenses at 30th while wearing a +6 neck slot.

I hope there's a solution.


Admittedly I don't play in Epic tier so I'm not as familiar with the nuances of high level play as many posters on Char Op, but what exactly would be a good baseline for NADs at level 30?  Bumping just Wis instead of Wis + Dex after Paragon would result in another +1 Will.  The build already has Improved Defenses, so without items the only other option is Superior Will.  How else can NADs really be bumped?

Plus, doesn't the system math expect a PC to have items in all of the different slots?  Thus, an item-independent theoretical build would have lower NADs than an equipped level 30 PC in actual play. 
Alien-- As an item-independent build, it doesn't want to rely on a head or foot slot to bump up the soft stats. The current state is really vulnerable, with L+6 defenses at 30th while wearing a +6 neck slot.

I hope there's a solution.



I don't understand what you want.  This build has none of the epic fort/ref/will feats, so he could switch out a couple feats for those, but besides that, this build is in the same boat as every other fighter out there.  He isn't focusing on a single defense pairing, so how is this different from any other build from any class that chooses not to pick up the epic defense feats?

Concrete, baseline Defender NADs are Level+12. Level+10 is tolerable. A Defender with L+6 Ref and Will will be disabled with status effects too often to exercise adequate control.

How else can NADs really be bumped?

Epic Will, those feats that apply Shield bonus to other NADs, etc.

Plus, doesn't the system math expect a PC to have items in all of the different slots?  Thus, an item-independent theoretical build would have lower NADs than an equipped level 30 PC in actual play.

The system math does not assume that a PC is using a headslot item that increases Will instead of, say, a Circlet of Arkhosia.
WEC basically hit the nail on the head.

One of the things that often goes overlooked is the fact that many Defender builds have a primary or secondary stat that impacts their Will defense-- Wis for Fighters/Strladins/BMs/Wardens, Cha for BMs or Chaladins, etc. As a result, it is very easy for a lot of Defender builds to get both Fort and Will up to decent marks (40+ by 30th) with a basic +6 neck slot and Improved Defenses.

The ease with which many Defenders come by these marks is the reason why the subject doesn't come up more-- there aren't a lot of Str/Con Fighter or Warden threads popping up in which it would be discussed.


As things stand, though... the build does a lot of good things, but so do other Defender builds, which also present higher Will, Reflex, or both. Consequently, the relative value of this build suffers.

If that is corrected, then the existing features shine a bit brighter.
It's NAD's are lvl+9.  Improved defense wasn't added.

Also, if people feel Will is more importaint the Ref and Init, then it's a pretty easy to shift the bumps over.

The other thing to remember is that this has great saves.  +2, roll twice, at the start of your turn (1 effect per turn), so  87.75%.

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.

It's NAD's are lvl+9.  Improved defense wasn't added.

Also, if people feel Will is more importaint the Ref and Init, then it's a pretty easy to shift the bumps over.

The other thing to remember is that this has great saves.  +2, roll twice, at the start of your turn (1 effect per turn), so  87.75%.



39/39 is considerably better. Even with those saves in place, 36 is a lot of extra damage + conditional effects that don't need to be absorbed.

With the extra +3 in each (and Fort at 46!), the saves become a feature, rather than a "but, but, but" element.

Good stuff, mellored
Ahh, I'd forgotten that the Epic F/R/W feats were untyped. 

As for waist/feet/head slot items that boost NADs being "expected," I guess that was a little misleading.  I usually favored them in Heroic back when the NAD boosting feats were Paragon, and regardless they're useful as an alternative to the feats.  I guess it would be more accurate to say that the system math expects NADs to be boosted with either feats or items.
It's NAD's are lvl+9.  Improved defense wasn't added.

Also, if people feel Will is more importaint the Ref and Init, then it's a pretty easy to shift the bumps over

Reflex avoids damage, but avoiding damage is irrelevant when you are basically a constant member of team monster and whacking your allies on a constant basis. Especially when the monster that dominates you doesn't bother attacking, instead forcing you to run (concede CA and take a -5 penalty to all attacks) into an utterly useless position. As the Knight is an aura and doesn't have a fixed mark, this leaves all the monsters you were previously holding down to tear all the vulnerable controller/strikers into complete shreds with impunity.

If you have a choice, your HP and surges let you tank the damage from powers on reflex (which is normally what they do). But you cannot afford to have monsters dragging you everywhere out of position (and making any attacks you do completely useless due to constant running) due to a poor will defense. Will is really important and you really need to get it as high as you can.
Allright, moved 2 Points from Dex to Wis (-1 Ref/Init, +1 Will/Damage), filled in a per-tier thing.

Last .

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.

This build has been added to the Hall of Heroes.
I know this is kind of a necro, but your build has the wrong numbers for your DPR.  You've estimated the average result of 2d8 to be 8, when it is in fact 9, as well as estimating 6d6 at 18, when it is 21.  Your build therefore has an extra 1.85 DPR. 
I know this is kind of a necro, but your build has the wrong numbers for your DPR.  You've estimated the average result of 2d8 to be 8, when it is in fact 9, as well as estimating 6d6 at 18, when it is 21.  Your build therefore has an extra 1.85 DPR. 

Ahh... one of my first really char-opped builds.

Fixed.

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.

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