Battlemind Mc Prone-Daze

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Your fully loaded battlemind polearm build.


thx poyodiablo for the dwarf-goliath.  Which is totally not a revenant deva. 

You have an at-will daze, usable as an OA, which slides 2 prones, and allows you to shift 2 (but crap damage).
You have an at-will "better then immobilize", usable as an OA, which slides 2, prones, and allows you to shift 2.
You can OA anyone who comes adjacent.
You can interupt attacks against allies, which slides 2, prones, and allows you to shift 2, likely negating the attack.
You're mindspike can interupt attacks against allies, which slides 1, likely negating the attack.
You don't die very easily, and are immune to many status effects.

You are not a striker.
[sblock heroic]
Revenant:   Revenant are the toughest, and come with the right stat.
Past Life: Deva:   Stictly for Potent Rebirth, but going goliath and grabbing their PP is also a prime option.
Battlemind: It has all the awsome at-will attacks.
Background: Acane Student Who Saw Too Much:  Gives us a litttle more edge is shaking off our revenant daze.  Becomes obsolete in epic.

STARTING ABILITY SCORES
STR 14, CON 16, DEX 13, INT 8, WIS 14, CHA 10:  Con for attacks, Str/Dex/Wis are for polearm feats, and mobile warrior in epic.  If your starting in epic, starting with 18 Con would be better.

Feats:
Level 1: Melee Training Con -> @11 Heavy Blade Expertise:  Feat tax (for battlemind anyways) replaced by feat tax.
Level 2: Disciple of Death:              Toughness.
Level 4: Superior Will -> @21 Improved Defense:   Let's us keep more actions.
Level 6: Mark of Storm                    A core piece of the build.  We now slide on every attack.
Level 8: Stormhawk's Vengeance   Gives us some retaliation damage.
Level 10: Wrathful Warrior              Prereq for all our Polearm feats.

At-Will Powers:  Level 1 power's are not build centric.  I like Conductive Defense and Iron Fist to start with.
Level 3: Loadstone Lure:  Our "better then immobilize".  Draw enemies away from allies, or attack and shift away to "stun" them.
Level 7: Lightning Rush: A big winner.  We now interrupt attacks against allies, and slide them away from ouselves.

Utility:  Nothing build centric here.

Dailies:  Again, nothing build centric but...
Level 5: Nightmare Vortex:  This is an amazing power that will be upgraded to slide 2 and prone every enemy with 3 at the start of their turn.
[/sblock]


[sblock Paragon]
Paragon Path:  Lyander Wind Rider:  Mostly for the +1 to hit, since we're all about status effects, but the +Con to damage is pretty nice too.
*Goliath's Stoneblessed:  Looks pretty impresive as well with more range and an encounter threatening reach, but we'd potent rebirth for it.  Still a good option.

Feats:
Level 11: Heavy Blade Opportunity:  Add "As an OA" to all your powers.
Level 12: Polearm Momentum:          Add "and Prone" to all your powers.
Level 14: Polearm Gamble:               You now have more ways to trigger an OA.
Level 16: Potent Rebirth:                  Accuracy.
Level 18: Deadly Draw:                    More accuracy.
Level 20: Restless Dead:                  Even More accuracy.

At-Will: Keeping lightning rush and loadstone lure, we add...
Level 13: Intellect Snap:  Removing enemy actions keeps allies safe.

Powers:  No daily or utility powers are build centric, but...
Level 19: Indomitable Presence: Will prone people who hit you.
[/sblock]

[sblock Epic]
ED: Topaz Cursader: Prevent's us from loosing our interupt actions.

Feats:
Level 21: Ghostly Vitality:             We've got no issue staying below 0 now.
Level 22: Mobile Warrior:              Helps keep us out of trouble as well.
Level 24: Rapid Mind Spike:          So we can use this and Lightning Rush (on the same trigger).
Level 26: Lure of Iron:                  Combines with the below.
Level 28: Prescient Retaliation:    Now mindspike can stop attacks too.
Level 30: Long Step:                    Gives us a little more room to manuver.

Powers: None are build centric, but don't upgrade any of your at-wills.
[/sblock]

[sblock Items]

Required Items:
Lightning Glaive (lvl 5):   Needed for to make use of mark of storms.

Very Highly Recommended Items (the build assume you have them):
Verve Armor (lvl 4):  Bumps your revenant-ness up a notch.
Belt of Sonnlinor Rightousness (lvl 6): This is why revenant's win.
Rushing Cleats (lvl 7): Turns slide 1, into slide 2, allowing us to prone.  Note that this can be replaced by Telekinetic Savant.
Periapt of Recovery (lvl 8):  For full revenant goodness.

*Life Charm (lvl 23):  This allows you to retrain a feat (diciple of death), and get different armor, but you also loose the ability to auto-spend surges, which you would otherwise do 50% of the time you where below 0.  A slightly stronger option if you have a leader who can toss you a heal now and then.
[/sblock]

[sblock build]


Yea, for the OCB finally having summeries (that mostly work)

====== Created Using Wizards of the Coast D&D Character Builder ======
Revenant, Battlemind, Lyrandar Wind-Rider, Topaz Crusader
Psionic Study Option: Wild Focus
Bound to Greatness Option: Bound to Greatness (Constitution)
Choose your Race in Life: Deva


FINAL ABILITY SCORES
STR 16, CON 28, DEX 17, INT 10, WIS 22, CHA 12


STARTING ABILITY SCORES
STR 14, CON 16, DEX 13, INT 8, WIS 14, CHA 10

AC: 47 Fort: 45 Ref: 39 Will: 44
HP: 217 Surges: 18 Surge Value: 54


TRAINED SKILLS
Athletics +23, Endurance +31, Insight +26, Intimidate +23


UNTRAINED SKILLS
Acrobatics +18, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +21, Heal +21, History +15, Nature +21, Perception +21, Religion +15, Stealth +18, Streetwise +16, Thievery +18


POWERS


Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Revenant Utility: Dark Reaping
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Blurred Step
Battlemind Feature: Mind Spike
Battlemind Feature: Wild Focus
Battlemind Utility 2: Telepathic Challenge
Wizard Utility 2: Feather Fall
Battlemind Attack 3: Lodestone Lure
Battlemind Attack 5: Nightmare Vortex
Battlemind Utility 6: Winged Weapon
Battlemind Attack 7: Lightning Rush
Battlemind Utility 10: Subjective Gravity
Lyrandar Wind-Rider Attack 11: Wind Burst
Lyrandar Wind-Rider Utility 12: Zephyr Wings
Battlemind Attack 13: Intellect Snap
Battlemind Attack 15: Mind Blade
Insight Utility 16: Insightful Riposte
Battlemind Attack 19: Indomitable Presence
Lyrandar Wind-Rider Attack 20: Unruly Cyclone
Battlemind Utility 22: Psychic Feast
Topaz Crusader Utility 26: Topaz Corona
 


FEATS


Level 1: Heavy Blade Expertise
Level 2: Disciple of Death
Level 6: Stormhawk's Vengeance
Level 8: Mark of Storm
Level 10: Wrathful Warrior
Level 11: Heavy Blade Opportunity
Level 12: Polearm Momentum
Level 14: Polearm Gamble
Level 16: Potent Rebirth
Level 18: Deadly Draw
Level 20: Restless Dead
Level 21: Ghostly Vitality
Level 22: Mobile Warrior
Level 24: Rapid Mind Spike
Level 26: Prescient Retaliation
Level 28: Lure of Iron
Level 30: Long Step


ITEMS


Belt of Sonnlinor Righteousness (epic tier) x1
Lightning Glaive +6 x1
Verve Scale Armor +6 x1
Periapt of Recovery +6 x1
====== End ======
[/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.

Great work again Mello.

Item light = good for Dark Sun.


Two
Interrupts would be nice, especially if other builds can yank it.

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

Item light = good for Dark Sun.


Not sure how many Dark Sun DMs would go for a revenant, dragonmark, or Lyrandar Wind-Rider.

Could be fun for non-DS campaigns though. 

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

Item light = good for Dark Sun.


Not sure how many Dark Sun DMs would go for a revenant, dragonmark, or Lyrandar Wind-Rider.

Could be fun for non-DS campaigns though. 



While Dragonmarks and their related Paragon Paths are Eberron specific, there is nothing setting specific about Revenants. 
Kinda hard for the Raven Queen to create revenants in a world without deities, right?

Can always refluff it, but as far as being kosher with DS I'd put it right there with divine classes. 

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

Item light = good for Dark Sun.


Not sure how many Dark Sun DMs would go for a revenant, dragonmark, or Lyrandar Wind-Rider.

Could be fun for non-DS campaigns though. 

While Dragonmarks and their related Paragon Paths are Eberron specific, there is nothing setting specific about Revenants. 

While you can get away fine without windrider, mark of storms is kinda nice to have.

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.

Kinda hard for the Raven Queen to create revenants in a world without deities, right?

Can always refluff it, but as far as being kosher with DS I'd put it right there with divine classes. 



I generally don't consider something campaign specific unless it was actually release in one of the setting sourcebooks.

That being said, even the racial entry supports origins other than the Raven Queen.

"Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife"

I don't know if that was the original wording or if that was added with Heroes of Shadow.

 
Item light = good for Dark Sun.


Not sure how many Dark Sun DMs would go for a revenant, dragonmark, or Lyrandar Wind-Rider.

Could be fun for non-DS campaigns though. 

While Dragonmarks and their related Paragon Paths are Eberron specific, there is nothing setting specific about Revenants. 

While you can get away fine without windrider, mark of storms is kinda nice to have.



Oh I don't have any particular problem with it as a DM, I generally allow anything in my games. 
You can daze/prone at-will at 23 with hindering shield, overwhelming impact and might of ogre if you don't want to be so mad and lose your shield. All in burst 1.
You can daze/prone at-will at 23 with hindering shield, overwhelming impact and might of ogre if you don't want to be so mad and lose your shield. All in burst 1.

True, but you can't daze/prone when people come close, or as an interupt to save an ally.  Though it's possible to use a glaive + shield with eternal defender (to bad you can't make it a burst 2, that would be awsome).  It also starts earlier.  Though you have to wait till epic to shift 2 after each attack.

No power depends on a secondary so MAD doesn't hurt, though you do loose a point or 2 in a NAD for doubling up on Str/Con.

The main reason you can play this build without being a total cheese head is that it only hit's on an 9 (+2 after you drop below 0, +2 more with the daze).  So enemies still have a chance to do something.  That and you probably coldn't win an encounter by yourself, even being as tough as you are, since you do no damage.  Your just really good at preventing it.  (why yes, i would like to team with an OA provoking prime shot ranger).

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'm not sure if you can get the burst daze.  Overwhelming Impact specifies melee attacks with a hammer.  So close bursts wouldn't work...though it is labeled melee at the top, but I think the augment replaces that.
This is a neat build (and an excellent defender).  I like the abilty to daze at-will and on OAs, and the multiple ways to interrupt attacks (including one that slides with no attack roll).

I haven't looked into the build in detail (it's hard for me to look stuff up from work, and I don't have Insider), so I'm not sure when each component of the build takes shape.  What are the build's capabilities in early/mid/late heroic?  It appears to start to kick butt in mid-paragon with Polearm Momentum, Polearm Gamble etc.  If that's the case, then I recommend taking a few feats for damage and/or accuracy during Heroic so you can stay effective (as you say, the damage is a bit low).  Then train them out as the more productive defender feats become available.  This only applies, of course, if you're not starting in Paragon, in which case it's really not an issue.

This build doesn't do much or any pushing (instead does lots of slides), which means it probably would not benefit enough from Iron Vanguard even if it was worth giving up your BM Paragon for it.  I think what you're doing with the slides is more than worth it though.

Very cool build.  This weekend I look forward to looking up its components to see how it does it!
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. And Stay Down: The Polearm Momentum Handbook
I gave it a tier breakdown, and revamped it a little.  

This is a neat build (and an excellent defender).  I like the abilty to daze at-will and on OAs, and the multiple ways to interrupt attacks (including one that slides with no attack roll).

I haven't looked into the build in detail (it's hard for me to look stuff up from work, and I don't have Insider), so I'm not sure when each component of the build takes shape.  What are the build's capabilities in early/mid/late heroic?  It appears to start to kick butt in mid-paragon with Polearm Momentum, Polearm Gamble etc.  If that's the case, then I recommend taking a few feats for damage and/or accuracy during Heroic so you can stay effective (as you say, the damage is a bit low).  Then train them out as the more productive defender feats become available.  This only applies, of course, if you're not starting in Paragon, in which case it's really not an issue.

This build doesn't do much or any pushing (instead does lots of slides), which means it probably would not benefit enough from Iron Vanguard even if it was worth giving up your BM Paragon for it.  I think what you're doing with the slides is more than worth it though.

Very cool build.  This weekend I look forward to looking up its components to see how it does it!

Things just slowly come online from 1-30.

@ lvl 3, you get loadstone lure, which is your immobilize.
@ lvl 4-5, you get you're main chunk of toughness.
@ 6 you get to slide on all attacks
@ lvl 7, you get lighntning rush, which will interupt (and slides).
@ 11, you can can use it as an OA
@ 12, you add prone to everything
@ 14, you add another way to OA
@ 16-20, you ramp up your accuracy
@ 21, you become super tough
@ 22, we shift after every attack
@ 24-28, we get another interupt+slide
@ 30, we shift a bit further. 

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.

Hey mellored really cool build u got here, I was looking through the build and was wondering which at-will skill are u using to give the daze condition? I am also trying to build a prone/daze character but going with a Hybrid Ardent/Fighter multiclass into Assassin to take the Nightmare Master Feat and using demoralizing strike with a thunder greatspear and polearm momentum combo, but the way im doing it seems to be a bit more feat intensive so im just looking for other options.
Hey mellored really cool build u got here, I was looking through the build and was wondering which at-will skill are u using to give the daze condition? I am also trying to build a prone/daze character but going with a Hybrid Ardent/Fighter multiclass into Assassin to take the Nightmare Master Feat and using demoralizing strike with a thunder greatspear and polearm momentum combo, but the way im doing it seems to be a bit more feat intensive so im just looking for other options.



It's Intellect Snap.

IMAGE(http://www.nodiatis.com/pub/23.jpg)


Level 8: Stormhawk's Vengeance   Gives us a nice Catch-22 on our lightning rush.



Can someone walk me through the Catch-22 in this Stormhawk's Vengeance/Lightning Rush combo? I'm just not seeing it. As far as I can see, Stormhawk's Vengeance relies on an enemy dropping you to 0 or less, but there's nothing in Lightning Rush that seems to guarantee dropping you to 0 or less (just the augment 2 that makes you the target of the attack). Is that it? Thanks in advance! Cheers, VK.

Level 8: Stormhawk's Vengeance   Gives us a nice Catch-22 on our lightning rush.



Can someone walk me through the Catch-22 in this Stormhawk's Vengeance/Lightning Rush combo? I'm just not seeing it. As far as I can see, Stormhawk's Vengeance relies on an enemy dropping you to 0 or less, but there's nothing in Lightning Rush that seems to guarantee dropping you to 0 or less (just the augment 2 that makes you the target of the attack). Is that it? Thanks in advance! Cheers, VK.

If they attack you, they could take damage (there's no major negitive for him dropping below 0).  If they attack an ally, you lightning rush, you knock them away and prone.

Catch-22 is probably not the best description for 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.

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