Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind

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Credit for the original idea goes to Kergma

Wild Mindreaver
"And stay down."
Note:
This build does not require any magical items or dragonmarks. All you need is a khopesh. Any khopesh will do.

The core pieces of the build:


  • Brutal Barrage at-will attack power gives us 4 attacks with augment 1, and 3 attacks unaugmented.

  • Resurgent Wilder paragon path provides Volatile Surges at level 16, giving us a critical range of 18-20 with at-will attacks.

  • Reaving Axe Brute feat prones the target on a crit, and gives everyone an opportunity attack when they stand.

  • Heavy Blade Opportunity lets us use Brutal Barrage as an opportunity attack.


When you put it all together, with aug1 of BB you have a 47.8% chance of landing a crit. If you hit with a crit, they're prone and will trigger another BB when they try to stand (with a 38.5% chance of a crit). If they hit you, you can hit them back with Forceful Reversal. I expect DMs will decide their best option is to attack someone else while still prone at a -4 to hit and risking Mind Spike damage.

Pros
Things that trigger on crit will be going off roughly every other round, like Wilder Rejuvenation, Grim Promise, Deadly Axe, and Triumphant Attack. Even things like Boundless Enthusiasm are almost guaranteed to trigger for you every encounter. There's a lot of neat items that trigger on crits too (see item section below).

Getting a BB against a prone target lets you stack +damage through stuff like Headsman Chop or Gauntlets of Brutality. And because it's an opportunity attack, Savage Axe will do some nice damage.

Cons
You have to get pretty high STR and DEX which Battleminds don't use. This isn't a big deal as most of the best BM powers don't have any riders at all. This also forces you to take Persistent Harrier, but that's fine because it's a great class feature and Harrying Step is amazing.

There's a wasted feat in Reaving Axe Student. I like to think this is made up by the build as a whole. Some will disagree.


Wild Mindreaver build

Wild Mindreaver, level 30
Human, Battlemind, Resurgent Wilder, Topaz Crusader
Build: Harrier Battlemind
Psionic Study: Persistent Harrier
Human Power Selection: Heroic Effort
Background: Sentry (Perception class skill)

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

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

AC: 51 Fort: 47 Reflex: 43 Will: 44
HP: 219 Surges: 19 Surge Value: 54

TRAINED SKILLS
Heal +21, Endurance +26, Perception +21, Athletics +22, Intimidate +21

UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +16, History +15, Insight +16, Nature +16, Religion +15, Stealth +15, Streetwise +16, Thievery +15

FEATS
Human: Axe Expertise
Level 1: Melee Training (Constitution) (retrained to Heavy Blade Opportunity at Level 11)
Level 2: Improved Defenses
Level 4: Wrathful Warrior
Level 6: Savage Axe
Level 8: Harrying Step
Level 10: Improved Initiative (retrained to Headsman's Chop at Level 13)
Level 11: Reaving Axe Student
Level 12: Reaving Axe Brute
Level 14: Grim Promise
Level 16: Wilder Rejuvenation
Level 18: Deadly Axe
Level 20: Armor Proficiency: Plate
Level 21: Triumphant Attack
Level 22: Strength Through Challenge
Level 24: Devouring Demand
Level 26: Devastating Critical
Level 28: Armor Specialization (Plate)
Level 30: Epic Will

POWERS
Battlemind at-will 1: Conductive Defense
Battlemind at-will 1: Vicious Cobra Strike
Battlemind daily 1: Living Fortress
Battlemind utility 2: Inspiring Fortitude
Battlemind at-will 3: Lodestone Lure
Battlemind daily 5: Psionic Shelter
Battlemind utility 6: Wild Repulsion
Battlemind at-will 7: Forceful Reversal (replaces Vicious Cobra Strike)
Battlemind daily 9: Shattered Time
Battlemind utility 10: Winged Weapon
Battlemind at-will 13: Brutal Barrage (replaces Conductive Defense)
Battlemind daily 15: Crushing Wave Strike (replaces Living Fortress)
Battlemind utility 16: Instant Move
Battlemind daily 19: Relentless Strike (replaces Shattered Time)
Battlemind utility 22: Indomitable Maneuver
Battlemind at-will 23: Might of the Ogre (replaces Psionic Speed)
Battlemind daily 25: Corona of the Sunsphere (replaces Relentless Strike)
Battlemind at-will 27: Brilliant Recovery (replaces Might of the Ogre)
Battlemind daily 29: Mind-Sundering Burst (replaces Corona of the Sunsphere)

ITEMS
Adventurer's Kit, Heavy Shield, Godplate Armor, Khopesh

Half-orc Revenant variation

Revenant Mindreaver, level 30

Revenant, Battlemind, Resurgent Wilder, Topaz Crusader
Choose your Race in Life: Half-Orc


FINAL ABILITY SCORES
Str 16, Con 30, Dex 20, Int 10, Wis 14, Cha 12.


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


FEATS
Level 1: Melee Training (Constitution) (retrained to Heavy Blade Opportunity at Level 11)
Level 2: Axe Expertise
Level 4: Improved Defenses
Level 6: Wrathful Warrior
Level 8: Harrying Step
Level 10: Savage Axe
Level 11: Disciple of Death
Level 12: Reaving Axe Student
Level 14: Reaving Axe Brute
Level 16: Wilder Rejuvenation
Level 18: Grim Promise
Level 20: Stormhawk's Vengeance (retrained to Ghostly Vitality at Level 21)
Level 21: Ferocious Critical
Level 22: Triumphant Attack
Level 24: Devouring Demand
Level 26: Strength Through Challenge
Level 28: Epic Will
Level 30: Stormhawk's Vengeance



Optional Items
Since we need both a Heavy Blade and a one-handed axe, the only weapon we can wield is a khopesh. The rest of this stuff is just for optimizing.

Rebuking Bracers + Blade of the Eldritch Knight = daze on a crit. So now they're prone and dazed. They can either waste their turn to stand up and trigger OAs, or stay on the ground and eat a 4 attack BB with full Headsman's Chop next turn.
Bloodiron Weapon does some nice #d10 crit damage, plus another #d10 at the start of your next turn.
Aftershock Weapons could be fun, proning all adjacent enemies on a crit, but I'd take one of the two options above.
Ring of Giants gives a bonus to crit damage.
Amulet of Double Fortune grants a save on a crit, with a bonus equal to the enhancement.
Gauntlets of Brutality gives damage against prone targets.

Battlemind Powers
For at-wills, Brutal Barrage is our primary attack. Since we'll be proning a lot, Forceful Reversal will come in handy when the enemy tries to stand and has little choice but to attack us. Using augment 2 can set up a devastating BB during our turn. Lodestone Lure can be used to pull enemies (even flying ones) close to set up the Brutal Barrage shutdown. 

Other options include retraining Forceful Reversal to Lightning Rush at level 16, and replace Lodestone Lure with Psionic Speed at level 17.  Psionic Speed can give us 3 attacks on different enemies which is nice since we want to attack as much as we can and hope for crits, and it marks. We can use Lightning Rush on ranged attackers to trigger a free opportunity attack (an at-will thanks to Heavy Blade Opportunity) or to close the distance between enemies outside melee range. These options are campaign and DM dependant. 

I'd pick up Might of the Ogre at 23 for the augment 2 ability. Being able to prone and get OAs in a burst one is very powerful in this build, but it would be tempting to swap it out at 27 for Brilliant Recovery for more damage on the target.

Theme and Paragon Path
The Wilder theme and Resurgent Wilder PP both give some nice powers that involve crits. Psionic Shelter, in addition to being a close burst 2 attack, will do 5 damage in a burst 5 each time you land a crit, and extend a bonus to defenses for each turn you consecutively land a crit. Doesn't scale well and might be hard to pull off, but has the potential for wiping out the battlefield if you can get some lucky crits in a row. Recommend using an action point after it. Wild Repulsion starts off at 5 resist, and gives you +1 once per turn when you land a crit up to 10 resist. If you're getting crits on your turn and your enemy's turn, it shouldn't take too long to get 10 resist.

Winged Weapon and Critical Insight give you an automatic crit against any enemy you hit with a melee weapon attack in a range of 5, knocking it prone and it triggers OAs when it stands.  Use these with a Daily (and Heroic Effort if you must!) for fireworks.

Epic Destiny
We go with Topaz Crusader, which is not only very powerful on its own, but makes this build better in every way. Since we have a strong at-will attack and a low Will defense, domination would normally be a scary factor. Not anymore--we're immune. On top of that, our already strong defenses go through the roof. The capstone encourages us to use our power points as we should be getting them back (or dishing out more damage) between turns.

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

One minor suggestion is to replace Axe Expertise with Heavy Blade or Master at Arms.  The Axe's effect of rerolling a 1 on damage is replaced totally by Khopesh's Brutal 1.  You may as well pick up a minor benefit from expertise than none at all.  Other than that, it looks pretty cool!
Good catch. Thanks!

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

One minor suggestion is to replace Axe Expertise with Heavy Blade or Master at Arms.  The Axe's effect of rerolling a 1 on damage is replaced totally by Khopesh's Brutal 1.  You may as well pick up a minor benefit from expertise than none at all.  Other than that, it looks pretty cool!

Not entirely true.

Axe expertise let's you reroll ANY part of the roll.  Like crit dice, horned helm, battlecrazed, ect...

If you roll 6d6 (i.e. you crit), it's worth +2.5 damage.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

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.


Axe expertise let's you reroll ANY part of the roll.  Like crit dice, horned helm, battlecrazed, ect...

If you roll 6d6 (i.e. you crit), it's worth +2.5 damage.


I didn't realize that. Very good to know, and worth a nice chunk of damage for this build.

By the way, I'm a fan of your Psilent Guardian build and revenant handbook. Smile

How would you rate this build?

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

One minor suggestion is to replace Axe Expertise with Heavy Blade or Master at Arms.  The Axe's effect of rerolling a 1 on damage is replaced totally by Khopesh's Brutal 1.  You may as well pick up a minor benefit from expertise than none at all.  Other than that, it looks pretty cool!

Not entirely true.

Axe expertise let's you reroll ANY part of the roll.  Like crit dice, horned helm, battlecrazed, ect...

If you roll 6d6 (i.e. you crit), it's worth +2.5 damage.




Ahh ok!  Didn't know that cuz I'm so used to my group treating brutal 1 as a general "any damage die related to weapon" property ie crit dice, magic items, etc.
How would you rate this build?

I'd drop the extra at-will, since you'll basicly be spamming brutal barrage, heroic effort will help more.  Also, be careful of dominate, since you'll be doing lot's of damage, at-will, and you have low will.  Personally i'd be tempted to do this as a Mul, but the extra feat is handy.

Ahh ok!  Didn't know that cuz I'm so used to my group treating brutal 1 as a general "any damage die related to weapon" property ie crit dice, magic items, etc.

Brutal only applies to |W| dice (high crit is a |W| dice).

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

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'd drop the extra at-will, since you'll basicly be spamming brutal barrage, heroic effort will help more.

Good thinking. I changed this.

Also massaged the feats and powers some more to make up for dropping Twisted Eye. 

You're right about the low will. I was thinking of all the fun Epic feats, but would probably be best to slip in Epic Will as soon as possible. Well, right after Triumphant Attack. :-) 

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

Might I suggest Resurgent Wilder and Two-Weapon Flurry with HBO. That's 2 Brutal Barrage with a crit range of 18-20. I've heard opportunity actions must be unaugmented so that's 6 attacks. Assuming one khopesh, that's 3 potential rending each with a 3 in 20 chance of going off. The other BB just has normal attacks. One way to get more is to grab the ranger multiclass so you can have 2 khopesh. That'll be 6 potential rending with a 3 in 20 chance. Alternatively get a handax of rending weapon. Very scary OA. If only one rending mba go off, that create two BB. Hmm I need help with statistics. Chance of all  missing is 0.85 to the 6th power which is 32% but chance of at least one going off is 18 in 20 which is 90% going off so 10% miss. What I'm missing?
On this build, I would think that Forceful Reversal is a better option than Lightning Rush.  It's going to be hard for your victim to do anything but attack you, and since you can't stop being adjacent without losing your combo, it will be very rare for you to be able to use Lighting Rush.

I'm also not convinced that Psionic Speed is a good option.  In terms of crit-fishing, it really doesn't offer anything to you that BB doesn't do as well if not better.  My recommendation would be Lodestone Lure, which will let you haul in your next victim and make sure that he's still adjacent to you on your next turn so that you can get your combo going.
I'm also not convinced that Psionic Speed is a good option.  In terms of crit-fishing, it really doesn't offer anything to you that BB doesn't do as well if not better.  My recommendation would be Lodestone Lure, which will let you haul in your next victim and make sure that he's still adjacent to you on your next turn so that you can get your combo going.

Psionic Speed has a damage roll, and some nice mobility, as well as marking, so there are occasions where you'd want to use it (i.e. minion clearing / chasing down your target / keeping more guys on you).  In fact, the only thing BB has over it is the ability to focus fire (importaint), and the fourth attack (total damage would still be close).  LL is certainly a top defender power, but i don't see it to have much place for crit fishing build.

I agree with Forceful Reversal over lightning rush (and LL+FR make a good combo).

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

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.

Psionic Speed has a damage roll, and some nice mobility, as well as marking, so there are occasions where you'd want to use it (i.e. minion clearing / chasing down your target / keeping more guys on you).  In fact, the only thing BB has over it is the ability to focus fire (importaint), and the fourth attack (total damage would still be close).  LL is certainly a top defender power, but i don't see it to have much place for crit fishing build.

Minion-killing is a good use, I admit, but BB also has the control of the non-crit-dependent prone (which is about 90% likely).  

I suppose it comes down to a matter of perspective.  From the crit-fishing perspective, Psionic Speed is obviously better suited than Lodestone Lure.  However, if you're thinking of this as a build that asserts strong control using a critfishing mechanic, then Lodestone Lure gives you an important element in the controlling sequence (pulling a ranged or flying target in to the point where you can use your crit-fishing combo to lock it down).  

Psionic Speed has a damage roll, and some nice mobility, as well as marking, so there are occasions where you'd want to use it (i.e. minion clearing / chasing down your target / keeping more guys on you).  In fact, the only thing BB has over it is the ability to focus fire (importaint), and the fourth attack (total damage would still be close).  LL is certainly a top defender power, but i don't see it to have much place for crit fishing build.

Minion-killing is a good use, I admit, but BB also has the control of the non-crit-dependent prone (which is about 90% likely).  

I suppose it comes down to a matter of perspective.  From the crit-fishing perspective, Psionic Speed is obviously better suited than Lodestone Lure.  However, if you're thinking of this as a build that asserts strong control using a critfishing mechanic, then Lodestone Lure gives you an important element in the controlling sequence (pulling a ranged or flying target in to the point where you can use your crit-fishing combo to lock it down).

It's certainly a trade off.  I guess it partially depends on who your partying with, and your DM.  If you got a forced movement controler who can keep shoving enemies back to you, or if your DM always obey's marks, PS would win.

If you have alot of squishies who are depending on you to defend, and not be a striker, LL would win.  And you bring up a good point about flying creatures.  It is one of the few ways for a battlemind to effectivly deal with them. 

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

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.

Might I suggest Resurgent Wilder and Two-Weapon Flurry with HBO. That's 2 Brutal Barrage with a crit range of 18-20. I've heard opportunity actions must be unaugmented so that's 6 attacks. Assuming one khopesh, that's 3 potential rending each with a 3 in 20 chance of going off. The other BB just has normal attacks. One way to get more is to grab the ranger multiclass so you can have 2 khopesh. That'll be 6 potential rending with a 3 in 20 chance. Alternatively get a handax of rending weapon. Very scary OA. If only one rending mba go off, that create two BB. Hmm I need help with statistics. Chance of all  missing is 0.85 to the 6th power which is 32% but chance of at least one going off is 18 in 20 which is 90% going off so 10% miss. What I'm missing?


Unless I'm mistaken, the extra attack from a Rending Weapon has to be a MBA (rather than an OA which would let us use HBO) and this build's MBA is kind of poopy. 

Two Weapon Flurry is a possiblity to beef up the damage some more. It would require an offhand weapon, and there aren't any that are both heavy blade and axe so we'd have to go with a heavy blade to use HBO. Some of the damage feats for this build revolve around axe (Savage Axe, Deadly Axe), although we'd still get Headsman Chop. The two biggest drawbacks is that you're giving up a shield and you won't get a lot of usage out of the prereq feat, Two Weapon Fighting, in a build that is already starved for feats. Going Ranger MC would lose Savage Axe altogether, although you'd pick up Deadly Axe on the second OA with -5 to hit. That would free you a feat though. And Two Weapon Defense could help some with defenses.

I started playing around with this build but a problem I'm running into is that you want Two Weapon Fighting and Two Weapon Defense, but not until you actually start using two weapons in Epic. It could work though.

Edit: And the only way to get 19 Dex with this build is to drop Deadly Axe, and then you can get 19 Dex at level 24. Would probably be best to redo with a CON/DEX race.... and I don't see any that would work. Half-orcs don't exist in DS and halflings have to wield khopeshs with two hands. You could do a STR/CON race though, like Half-giant or Mul, to get 19 DEX by 21. But then you lose another feat. At some point if the build loses too many feats it becomes even more one-dimensional than it already is. 

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

Updated the build by extending it through Epic. Topaz Crusader is a no-brainer to fix the domination issue mellored pointed out. The build ends up incredibly defensive and offensive.

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

Heavy necro, but it's still linked to active threads. 

Outside of Dark Sun, what would you change?  I'm wondering about Revenant (Half-Orc) for crazy durability and additional chances to fire off a healing surge granting crit, plus Ferocious Criticals at Epic.  Topaz Crusader is already fantastic for revenants and saves you the feat to grab additional actions while below 0 - although Ghostly Vitality might still be worth it.

Drop Devastating Critical for Ferocious Criticals, not sure what to drop to make room for Death's Disciple.  Maybe both armor proficiencies (1 for disciple, 1 for not human)? 
continuing necro:

Enhanced psychic surge for 16-20 crit range ^_^
My Works
My House Rules Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter. Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura. Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage. the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova. Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR. Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad. Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion
One does not
111819409 wrote:
99856009 wrote:
by RAW, you can't horse into the forge of the dawn titan.




...Couldn't resist.


Enhanced Psychic Surge is a bit of a trap, in that it requires you to spend your standard action on something other than BB. 

There's nothing really mul- or Dark Sun-specific in the build.  The ony problem, as you've already spotted, is finding the feats to do anything other than the Mindreaver core schtick.
For Revenant (Half-Orc) version.  The key additional upgades in this build are 1) the synergy between Unnatural Vitality and the Reinvigorating Surge/Brutal Barrage/Volatile Surge combo and 2) nabbing Ferocious Criticals on a multiattacking Crit-Fisher.  You also get a small bonus to Will saves by being a dual stat race, thus freeing up points for a higher Wisdom (which you will want for Disciple of Death).

Additional items you'll probably want include Verve armor + Periapt of Recovery (which in combination with Disciple of Death means you'll automatically pass all death saves if you aren't under a save penalty), and Circlet of Arkhosia (to help shake dazed condition from Unnatural Vitality until 21).  RAW, you'll also want a Belt of Sonnlinor Righteousness (and could then skip Strength Through Challenge), although you probably won't get away with it in practice. 

Pros/Cons
- You lose out on Headsman's Chop, Grim Promise, Devastating Crit (but see below), and some AC boosts from Plate.  You also hit your stride a little later in paragon, although the key combo is in place when you expand your crit range.
- You get huge additional durability by essentially adding 50% more your hit points (or effectively doubling in epic with insubstantial) and exploiting the free bonus healing a character receives when healing from below 0 (whether from your leader, rolling a modded 20 or better on your +9 death save, or triggering off a crit).  You've got great ability to spend your silly huge number of healing surges.
- Ferocious Critical, the sole reason for taking Half-Orc Revenant.  This will in almost all cases be a large DPR upgrade over Devastating Critical when used with the Brutal Barrage / Reaving Axe Brute combo, boosting all your regular and opportunity attacks through the end of your next turn by +4 attack and damage.

FEATS
Level 1: Melee Training (Constitution)
Level 2: Axe Expertise
Level 4: Improved Defenses
Level 6: Resilient Focus (retrained to Disciple of Death at 11)
Level 8: Harrying Step
Level 10: Wrathful Warrior
Level 11: Heavy Blade Opportunity
Level 12: Savage Axe (retrained to Reaving Axe Student at 14)
Level 14: Reaving Axe Brute
Level 16: Wilder Rejuvenation
Level 18: Deadly Axe
Level 20: Savage Axe (retrained to Triumphant Attack at 21)
Level 21: Ferocious Critical
Level 22: Ghostly Vitality
Level 24: Strength Through Challenge
Level 26: Devouring Demand
Level 28: Savage Axe
Level 30: Epic Will

Obviously you can play with what gets retrained when - Savage Axe pops in and out of this build a lot, you could decide not to retrain it out at 20 and push everything back accordingly. 




FEATS
Level 1: Melee Training (Constitution)
Level 2: Axe Expertise
Level 4: Improved Defenses
Level 6: Resilient Focus (retrained to Disciple of Death at 11)
Level 8: Harrying Step
Level 10: Wrathful Warrior
Level 11: Heavy Blade Opportunity
Level 12: Savage Axe (retrained to Reaving Axe Student at 14)
Level 14: Reaving Axe Brute
Level 16: Wilder Rejuvenation
Level 18: Deadly Axe
Level 20: Savage Axe (retrained to Triumphant Attack at 21)
Level 21: Ferocious Critical
Level 22: Ghostly Vitality
Level 24: Strength Through Challenge
Level 26: Devouring Demand
Level 28: Savage Axe
Level 30: Epic Will




I like Ferocious Critical a lot, and the extra hps from Revenant is pretty sweet too. Any reason you're keeping Melee Training past 11 when you pick up HBO? That would let you keep Savage Axe in there. I'd be tempted to swap out Deadly Axe for Grim Promise for some more Defender-ish party support, and to help out since you're losing out on plate armor.

Edited to add: I just noticed if you drop Deadly Axe and the Plate, you can drop STR altogether and bump up your DEX for a couple more points of Initiative and Reflex. 

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas



I like Ferocious Critical a lot, and the extra hps from Revenant is pretty sweet too. Any reason you're keeping Melee Training past 11 when you pick up HBO? That would let you keep Savage Axe in there. I'd be tempted to swap out Deadly Axe for Grim Promise for some more Defender-ish party support, and to help out since you're losing out on plate armor.

Edited to add: I just noticed if you drop Deadly Axe and the Plate, you can drop STR altogether and bump up your DEX for a couple more points of Initiative and Reflex. 



That would be blatant optimization fail on my part in keeping Melee Training with HBO.  Bonus feat activated!  Grim Promise, Stormhawk's Vengeance, Devastating Critical, or Headsman's Chop are all solid choices for this, and if you're dropping deadly axe (and the extra strength as well) you can consistently keep Savage Axe in play as you noted as well as having more choices from the above later on.

If you really wanted to be goofy about it, you could add Elan Heritage to the above list and then sub out Ghostly Vitality for Psionic Discorporation.  In combination with Stormhawk's Vengeance, going below 0 and then coming back out of it activates a mini-nova.  Taking 2 essentially wasted feats in Elan Heritage and Reaving Axe Student might be a little much, though.

Level 1: Melee Training (Constitution) (retrained to Heavy Blade Opportunity at 11)
Level 2: Axe Expertise
Level 4: Improved Defenses
Level 6: Resilient Focus (retrained to Disciple of Death at 12)
Level 8: Harrying Step
Level 10: Wrathful Warrior
Level 11: Savage Axe
Level 12: Grim Promise (retrained to Reaving Axe Student at 14)
Level 14: Reaving Axe Brute
Level 16: Wilder Rejuvenation
Level 18: Grim Promise or Devastating Criticals or Headsman's Chop or Stormhawk's Vengeance
Level 20: Grim Promise or Devastating Criticals or Headsman's Chop or Stormhawk's Vengeance
Level 21: Ferocious Critical
Level 22: Ghostly Vitality
Level 24: Strength Through Challenge
Level 26: Devouring Demand
Level 28: Epic Will
Level 30: Grim Promise or Devastating Criticals or Headsman's Chop or Stormhawk's Vengeance

And stats @ 30 are
Str: 16
Con: 30
Dex: 18 or 20
Int: 8
Wis: 16 or 14
Cha: 10
Updated original post with half-orc revenant variation.

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

Updated original post with half-orc revenant variation.



I appreciate it.  You need to keep strength up past 15 for HBO, tho.

If my math is working, Deadly Axe is still lower average damage than Weapon Focus, so that's something else to consider as well.  1d8/tier + Axe Expertise = 5/tier x 0.15 = 0.75/tier.  This is less than Weapon Focus, although the latter lacks the former's impressive spike potential.

Being a little lighter on damage overall, I'd say this build should follow the Gauntlets of Brutality/Bloodiron Weapon combo, or free up a feat from somewhere (I'd go with Grim Promise) to grab Lasting Frost and a Frost Fury weapon.  Bloodiron is going to add +1.5 damage / plus / strike, while Frost Fury will only add +0.6 / plus / strike... until you're bloodied, at which point it adds 0.75/plus/strike + Con mod + 5 for Lasting Frost, which is a massive DPR boost.  Revenants don't really mind being bloodied, this character has lots of self-healing options, and whenever you're below 0 you're still bloodied.

Which in turn drives you to cheap Frozen Whetstones and a Ring of Free Time.
Doh. Fixed the ability scores. Thanks.

The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas

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