Necarious - Fisher of Enemies and Crits (Battlemind/Gladiator Champion/Topaz Crusader)

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Necarious the Crit-fisherman - Revenant Battlemind/Gladiator Champion/Destined Scion
  Necarious


Level 30

====== Created Using Wizards of the Coast D&D Character Builder ======
Necarious, level 30
Revenant, Battlemind, Gladiator Champion, Destined Scion
Psionic Study: Speed of Thought
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Strength)
Choose your Race in Life: Shadar-kai
Background: Scorned Noble (Scorned Noble Benefit)

FINAL ABILITY SCORES
Str 21, Con 30, Dex 16, Int 10, Wis 15, Cha 12.

STARTING ABILITY SCORES
Str 11, Con 18, Dex 12, Int 8, Wis 13, Cha 10.


AC: 43 Fort: 42 Reflex: 38 Will: 39
HP: 219 Surges: 19 Surge Value: 54

TRAINED SKILLS
Endurance +30, Athletics +23, Insight +22, Heal +22

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +17, History +15, Intimidate +18, Nature +17, Perception +17, Religion +15, Stealth +16, Streetwise +16, Thievery +16

FEATS
Level 1: Axe Expertise
Level 2: Death's Quickening (retrained to Ghostly Vitality at Level 21)
Level 4: Improved Defenses (retrained to Punishing Axe at Level 25)
Level 6: Disciple of Death (retrained to Deadly Axe at Level 24)
Level 8: Blade Opportunist (retrained to Fierce Vitality at Level 11)
Level 10: Wrathful Warrior
Level 11: Restless Dead
Level 12: Stormhawk's Vengeance
Level 14: Heavy Blade Opportunity
Level 16: Focused Mind
Level 18: Lasting Frost
Level 20: Wintertouched
Level 21: Deathless Warrior
Level 22: Superior Will
Level 24: Devastating Critical
Level 26: Headsman's Chop
Level 28: Axe Mastery
Level 30: Overwhelming Critical

POWERS
Battlemind at-will 1: Vicious Cobra Strike
Battlemind at-will 1: Twisted Eye
Battlemind daily 1: Aspect of Bitter Ice
Battlemind utility 2: Grit and Spittle
Battlemind at-will 3: Lodestone Lure
Battlemind daily 5: Nightmare Vortex
Battlemind utility 6: Internal reserves
Battlemind daily 9: Shattered Time
Battlemind utility 10: Iron Warding
Battlemind at-will 13: Brutal Barrage (replaces Twisted Eye)
Battlemind daily 15: Mind Blade (replaces Aspect of Bitter Ice)
Battlemind utility 16: Shield of the Iron Mind
Battlemind daily 19: Relentless Strike (replaces Shattered Time)
Battlemind utility 22: Immortal Endurance
Battlemind at-will 23: Might of the Ogre (replaces Vicious Cobra Strike)
Battlemind daily 29: Mind-Sundering Burst (replaces Relentless Strike)

ITEMS
Dice of Auspicious Fortune (paragon tier), Ring of Circling Fangs (paragon tier) (3), Heavy Shield, Battle Standard of Healing (heroic tier), Coif of Focus (epic tier), Tattoo of the Penitent Martyr (paragon tier), Handy Haversack (heroic tier), Many-Fingered Gloves (paragon tier), Life Charm +6, Frost Fury Khopesh +6, Belt of Sonnlinor Righteousness (epic tier), Vitality Nagascale Armor +5, Executioner's Bracers (epic tier), Boots of Caiphon (epic tier), Feyslaughter Khopesh +5, Sapphire Scabbard (paragon tier) (2), Frozen Whetstone (paragon tier) (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Build Goal and Tactics

This is a classic fisherman build: draw as many enemies adjacent to you as you can and don't let them escape your net. It also has the added advantage that it can do some serious striker-style damage.

Defensive:


  • Stay conscious when less than zero hit points - auto death save

  • Save vs Stun and Daze at the start of turn (even if it doesn't usually allow a save) with +9 bonus (+11 if no allies within 5 squares)

  • DR 15 if less than zero hit points

  • Resistance 30 all if less than zero hit points

  • +2 to all defenses when less than zero hit points

  • Insubstantial when less than zero hit points

  • Attackers take 30 force damage + 30 thunder damage if they hit



Offensive:


  • At Wills: Burst (Might of the Ogre), Multi-Attack (Brutal Barrage - 3 or 4 attacks), Control (Lodestone Lure)

  • Expanded crit range with high crit weapon

  • Frostcheese

  • +2 to all attack rolls when less than zero hit points

  • +10 cold damage when bloodied



Control:


  • Adjacent enemies can't shift

  • Opportunity attack (Lodestone Lure) hits at +37 vs Will (+2 if dying, +2 with Frostcheese) stop enemy moving away until EoNT

  • If enemy can teleport, use Feyslaughter weapon for OAs at +37 vs Will (+2 if dying)

  • Lodestone Lure can pull enemies to adjacent from up to 5 squares away


Tactics:
At the start of the encounter use Speed of Thought to close the distance to the enemy and get adjacent to as many as possible. Use your minor to mark anything in burst 3 that is not adjacent to you. Use Lodestone Lure/Nightmare Vortex to draw in any other enemies you've missed. Once everyone is adjacent start using Might of the Ogre as a burst until there are only two left or until you run out of power points. Finish off the rest with Brutal Barrage.

Don't be worried about healing to full (or even healing to bloodied). Start each encounter with as few hit points as possible (and use Caiphon Boots to do yourself even more damage). You are most effective when you are less than zero hit points and you have lots of fail safes in case it goes horribly wrong. If an enemy does 50 points of damage in an attack you would only take 2 points.

Credits:
SongNSilence for the original fisherman and version 2.0 of the same of which this is probably only a non-swordmage version
Langeweile for his excellent Battlemind handbook
Mellored for his equally excellent Revenant handbook
Svendj - from whose similar build I stole a power suggestion from
ObtuseHobbit (and ultimately LordDuskBlade) for the format

DPR


(Assumes hit target last round and operating at < zero hit points)

Brutal Barrage (augment 1)
To Hit: +41 vs Will 42 = 0.85; Damage: 25
Crit: 0.1; Damage = 25 + 3d8 + 7d10 + 3d6 (1s and 2s in d8 and d10 become 3) = 91.725

Attack damage: (25*0.85+91.725*0.1)*4 = 121.69
Assume attacker attacks me (he can't do anything else - I'll let him hit - I have effective DR45 and then take half-damage): 30 thunder + 30 force
Headsman's Chop + Overwhelming Critical: 2.665 (scraping the barrel a bit with 2 feats!)

Total DPR: 184.355


Nova


Minor: Frozen Whetstone
Action point
Standard: Mind Blade (target is unconscious)
Standard: Brutal Barrage (Augment 4) as Coup de grace:
4 crits (with Headsman's Chop and extra +1 charisma and 4 cold from whetstone): 4*101.725 = 406.9
Mind Blade: 9 (whetstone damage + vulnerable)
After effect of Mind Blade = 20
Chance to miss with Mind Blade = 0.0025
435.9*0.9975 = 434.81

Updated build after seeing Super Duper Knight (and stealing his idea for multiple Rings of Fangs).

Also posted DPR and Nova figures. 
seems like this build is broken
grats?

I had to double check that this was the 4th edition forum, not the 3.5...
Just FYI, many fingered gloves + mummified hand = 4 rings of circling fangs.  Not sure you want to loose your offhand weapon for it though.

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 would really like to see how this build works out in heroic or Paragon... Seems like an awesome idea though!
I would really like to see how this build works out in heroic or Paragon... Seems like an awesome idea though!



I think it really kicks in at level 16 (as most builds do) but is perfectly functional before then as a defender (well as much as Battleminds ever are).

At heroic you're a standard Battlemind with Lodestone Lure to pull enemies close.  You probably don't want too many enemies getting close to you as your AC isn't brilliant - just use your mark and mark punishment.  I'd actually start with Heavy Blade Expertise at heroic and switch it to Axe Expertise at level 13 - longsword is more accurate than a khopesh and you don't really need one until you get Brutal Barrage.  You may even want to play around with Lightning Rush from level 7 until level 16 (then swap it back to Lodestone Lure).

At level 11 you can stay awake when unconscious and can probably get the right items to guarantee +9 to your death save (Periapt of Recovery and Verve Scale) which combine with your Disciple of Death.  You hopefully have your heroic Belt of Sonnlinor Righteousness which will get you resist 10 all.  That's most of your defensive bases covered - keep improving the belt and then at 21 you get extra DR on top of that.  You also get a nice attack boost when less than zero so you can afford to start playing with the dying thing.  Stormhawk Vengeance at 12 is a massive damage boost but you're probably going to wait until you get your shift-denying abillity at level 16 to use it otherwise the DM is going to avoid you like the plague and you're not sticky enough until then.

At level 13 you get Brutal Barrage which is when you want to switch your weapon to a Frost Fury khopesh (also item level 13).

After level 14 it is just save boosters to avoid the nasty defender-dreads of stun and daze (@L16 and L22 - use a Circlet of Arkhosia until Level 22+ when you can swap it for a Coif of Focus), accuracy boosts (frostcheese) and then crit boosters.

For DPR purposes I changed the ED to Destined Scion but you may want to consider Topaz Crusader for extra status defences but you'll need to drop the CON in order to get Axe Mastery (but if you do this you can get it earlier and have more points left over to put into CHA).

Headsman's Chop and Overwhelming Critical are very droppable feats - as are most of the Axe feats (other than Axe Mastery which is very worth it).
Oh and if anyone thinks I copied the idea for this build then check this out:

community.wizards.com/go/thread/view/758...

Mellored and I have been playing around with this idea for a LONG time!
Thanks for the credits! Played my build earlier this week for the first time, and it isn't even close to optimized compared to yours - you can bet I'll be coming back here once in a while for inspiration. 
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