Flameswitch (Deva Shaman|Warlord/Flame of Hope/Soul of the World)

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Flameswitch

 

Deva Shaman|Warlord/Flame of Hope/Soul of the World




Build Goal:  To create a shaman version of Killswitch (artificer|warlord) capable of just as powerful novas while retaining a fully buffed Spirit Infusion at-will.  A secondary goal is to utilize Soul of the World+Tiefling/Invoker+Royal Command of Asmodeus to pick up an enormous number of dominates at epic (Silent Malediction, Fury of Athas x2, End to Games all dominate).

The Build

Flameswitch
Race: Deva
Class: Shaman|Warlord

Theme: Ghost of the Past
Paragon Path: Flame of Hope
Epic Destiny: Soul of the World
Soul of the World Choices: Dwarf, Tiefling, Invoker
Hybrid Talent Choice: Spirit's Power
Divine Secretkeeper Choice: Arcana
Background: Born Under A Bad Sign
Spirit Choice: Elemental (Animist)

Skills:
Arcana +29, Insight +29, Perception +29, Religion +29, History +29

Initiative: +47 (allies +9)

Ability Scores
L30: Str 14, Con 14, Dex 10, Int 28, Wis 28, Cha 12
L1: Str 12, Con 12, Dex 8, Int 18, Wis 18, Cha 10

Defenses
HP: 185, Surge Value: 46, Surges per Day: 9
AC: 44, Fort: 42, Reflex: 47, Will: 46

Feats
L1: Spirit of Vigor
L2: Hybrid Talent
L4: Battle Intuition
L6: Divine Secretkeeper
L8: Staff Expertise
L10: Superior Implement (Accurate Staff) (Retrained to Fight On at Level 11)
L11: Combat Commander
L12: Elemental Spirit Adept

L14: Nimble Spirit
L16: Improved Defenses
L18: Reserve Maneuver
L20: Focused Mind (retrain to Dispater's Iron Discipline at 26)
L21: Superior Initiative
L22: Primal Resurgence
L24: Royal Command of Asmodeus
L26: Epic Fortitude
L28: Divine Mastery
L30: Epic Reflex

Powers
Spirit: Spirit's Wrath
Seer: Cast Fortune
AW: Spirit Infusion
AW: Direct the Strike (retrain to Commander's Strike at 14)
Enc1: Powerful Warning
Dly1: Spirit of the Healing Flood (retrained to Lamb to the Slaughter at level 5)
Util2: Spirit's Sacrifice
Enc3: Sly Fox Spirit
Dly5: Shrieking Wind Spirits
Util6: Reorient the Axis
Enc7: Hammer of the Grasping Tides
Dly9: Ancient Progenitor Spirit
Util10: Time Jaunt
Enc11: Numinous Cascade
Util12: Blinding Ward
Enc13: Death from Two Sides (replaces Sly Fox Spirit)
Dly15: War Master's Assault (replaces Lamb to the Slaughter) (retrain to Silent Malediction at 25)
Util16: Faces of the Fallen
Enc17: Hail of Steel (replaces Powerful Warning)

RM18: Powerful Warning (replaces Numinous Cascade)
Dly19: End to Games (replaces Vengeful Blood Spirits)
Dly20: Sunburst Bulwark
Util22: Medicines of Many Forms
Enc23: Spirit of the Vengeful Mountain (replaces Hammer of the Grasping Tides)
Dly25: Spirit of the Brain Mole (replaces Ancient Progenitor Spirit)
Enc27: Compel Action (replaces Death from Two Sides)
Dly29: Fury of Athas (replaces Spirit of the Brain Mole)

Items
Staff of Striking Accurate Staff +6, Feytouched Starleather Armor +6, Cloak of Distortion +6, Bracers of Mental Might (Heroic), Circlet of Arkhosia (Epic), Diamond Cincture (Paragon), Gloves of the Healer (Epic), Phantom Chaussures, Ring of Protection (Paragon), Ring of Fey Travel



Level 16

Flameswitch
Race: Deva
Class: Shaman|Warlord
Paragon Path: Flame of Hope
Hybrid Talent Choice: Spirit's Power
Divine Secretkeeper Choice: Arcana
Background: Born Under A Bad Sign
Theme: Ghost of the Past
Spirit Choice: Elemental (Animist)

Skills:
Arcana +19, Insight +21, Perception +21 (Roll twice), Religion +21

Initiative: +28 (allies +6)

Ability Scores
L16: Str 13, Con 13, Dex 9, Int 22, Wis 22, Cha 11
L1: Str 12, Con 12, Dex 8, Int 18, Wis 18, Cha 10

Defenses
HP: 109, Surge Value: 27, Surges per Day: 8
AC: 31, Fort: 25, Reflex: 29, Will: 31

Feats
L1: Spirit of Vigor
L2: Hybrid Talent
L4: Battle Intuition
L6: Divine Secretkeeper
L8: Staff Expertise
L10: Superior Implement (Accurate Staff) (Retrained to Fight On at Level 11)
L11: Combat Commander
L12: Elemental Spirit Adept
L14: Nimble Spirit
L16: Improved Defenses

Powers
Spirit: Spirit's Wrath
Seer: Cast Fortune
AW: Spirit Infusion
AW: Direct the Strike (retrain to Commander's Strike at 14)
Enc1: Powerful Warning
Dly1: Spirit of the Healing Flood (retrained to Lamb to the Slaughter at level 5)
Util2: Spirit's Sacrifice
Enc3: Sly Fox Spirit
Dly5: Vengeful Blood Spirits
Util6: Reorient the Axis
Enc7: Hammer of the Grasping Tides
Dly9: Ancient Warlord's Inspiration
Util10: Time Jaunt
Enc11: Numinous Cascade
Util12: Blinding Ward
Enc13: Death from Two Sides (replaces Sly Fox Spirit)
Dly15: War Master's Assault (replaces Lamb to the Slaughter) (retrain to Silent Malediction at 25)
Util16: Faces of the Fallen

Items
Staff of Striking +3, Feytouched Feyleather Armor +4, Cloak of Distortion +3, Bracers of Mental Might (Heroic), Diamond Cincture (Heroic), Gloves of the Healer (Paragon), Boots of Eagerness 


Spirit Infusion:  Best attack-granting at-will in the game.  Gives basic attack with +2 to hit, +Int to damage, Int tmp hps when you summon spirit, and +1 to attack vs. everything adjacent to square where spirit vanished (Elemental Spirit Adept) from paragon onward.  We have Direct the Strike for when our spirit can't get into position.

Dominate Novas:  Flame of Hope action point (w/Time Jaunt for more) + Compel Action = bunch of dominated targets with +Int to hit.  Divine Mastery gets back Compel Action, Primal Resurgence gets back Fury of Athas.  End to Games and Spirit of the Brain Mole and Silent Malediction all dominate also via the Tiefling Royal Command of Asmodeus trick.  Dominates are -4 to save against w/Cunning Staff, and you have Demand Justice to force a reroll.

Attack-Granting Novas:  Hail of Steel (with reach 2 thanks to staff expertise, backed up by Bracers of Mental Might to use Wis to hit and Ghost of the Past/Memory of a Thousand Lifetimes if we roll low) for encounter-level, Spirit Infusion for at-will, and numerous dailies all throughout the build career (Lamb to the Slaughter backed up by bracers to use, Vengeful Blood Spirits, Ancient Warlord's Inspiration, War Master's Assault, Fury of Athas).

 

[b]Item Tricks to use Melee Attacks[/b[:  Staff of Striking to let us make melee basics off Int, opening up many warlord powers, and Bracers of Mental Might to use 1W/2W powers like Hail of Steel.

Go First:  Huge +47 bonus to initiative, and +Int (9) for the rest of the party, +Reorient the Axis to get them into position.  We're even faster than Killswitch due to having Wis.

Immediate Actions:  From 1-26, this build retains at least 1 immediate action attack to keep Spirit Infusions going nonstop.

Flame of Hope Second Wind:  You're a dwarf from 21 onward, so you can trigger this as a minor action.

Flame of Hope Nova:  You can do Hail of Steel for single target +Int to hit nova, or Spirit of the Vengeful Mountain for restrain+Int to hit all targets in a burst 3.  Prior to 23, you have Hammer of Grasping Tides as a way to paint many targets with +Int to hit.  We don't grant an extra attack like Killswitch does via Spell Commander, but the big bonus to hit is nothing to scoff at, and we can make up for KS's Quickened Spellcasting nova turn by using Hail of Steel.

Heals:  Fully capable healer with Medicines of Many Forms, Sunburst Bulwark daily mass heal, tons of temp hps from Spirit of Vigor, and 2 Inspiring Words + 1 Healing Spirit.

Saves:  Build is kind of weak here, but you can take Mark of Healing if your DM allows it, or consider Saving Inspiration.  Spirit's Sacrifice and Medicines both gives saves, and you gain Demand Justice at 24 onward if you want to retrain anything (though you will mostly use this offensively).

 

Action Points:  With Time Jaunt, the build has action points in the first three fights every day to power Flame of Hope.


Two Melee Strikers (Chargers) Please:  This build wants two melee strikers/chargers, as powers like Sly Fox Spirit and Vengeful Blood Spirits (and Lamb to the Slaughter, Hail of Steel) like having two of these.  The enabling is pretty sick at 5-15 if you have that (moreso than Killswitch imo, we have Bracers of Mental Might to use the Str powers 1/fight).  With only one melee striker, might reconsider some of the powers.

Defenses:  Good enough for a mostly ranged character.  AC is 44, and we have concealment a lot with Chaussures.  Superior Will protects us from daze/stun.  Diamond Cincture for more Fort.

Spirit Companion with teeth:  The companion is powered up thanks to Hybrid Talent and gets to make OAs.  (You will mostly Spirit Infusion first, then resummon him at end of turn so he is around in between turns).

Ritual Casting:  You've got Ritual Casting and both Arcana/Religion + Insight/Perception.  Skillwise, this is a pretty solid character.

Conclusion:  Powerful nova healer with a fantastic at-will, a usable Hail of Steel (reach 2, Wis instead of Str, +1d6 deva racial if needed) and the added bonus of 4 dominate dailies+1.5 dominate encounter at epic.

Nova Version

Flameswitch
Race: Deva
Class: Shaman|Warlord
Paragon Path: Flame of Hope
Epic Destiny: Soul of the World
Soul of the World Choices: Dwarf, Tiefling, Invoker
Hybrid Talent Choice: Spirit's Power
Invoker Choices: Arcana, Sun Strike
Background: Born Under A Bad Sign
Theme: TBD
Spirit Choice: Elemental (Animist)

Skills:
Arcana +29, Insight +29, Perception +29, Religion +31

Initiative: +47 (allies +9)

Ability Scores
L30: Str 14, Con 14, Dex 10, Int 28, Wis 28, Cha 12
L1: Str 12, Con 12, Dex 8, Int 18, Wis 18, Cha 10

Defenses
HP: 185, Surge Value: 46, Surges per Day: 9
AC: 45, Fort: 43, Reflex: 48, Will: 47

Feats
L1: Spirit of Vigor
L2: Hybrid Talent
L4: Battle Intuition
L6: Acolyte of Divine Secrets (Sun Strike)
L8: Staff Expertise
L10: Superior Implement (Accurate Staff) (Retrained to Fight On at Level 11)
L11: Combat Commander
L12: Elemental Spirit Adept
L14: Nimble Spirit
L16: Improved Defenses
L16: Reserve Maneuver (Powerful Warning)
L20: Superior Implement (Accurate Staff)
L21: Superior Initiative
L22: Primal Resurgence
L24: Dispater's Iron Discipline
L26: Epic Fortitude
L28: Martial Mastery
L30: Epic Reflex

Powers
Spirit: Spirit's Wrath
AW: Spirit Infusion
AW: Direct the Strike (retrain to Commander's Strike at 14)
Enc1: Powerful Warning
Dly1: Spirit of the Healing Flood (retrained to Lamb to the Slaughter at level 5)
Util2: Spirit's Sacrifice
Enc3: Sly Fox Spirit
Dly5: Vengeful Blood Spirits
Util6: Reorient the Axis
Enc7: Hammer of the Grasping Tides
Dly9: Ancient Warlord's Inspiration
Util10: Time Jaunt
Enc11: Numinous Cascade
Util12: Blinding Ward
Enc13: Death from Two Sides (replaces Sly Fox Spirit)
Dly15: War Master's Assault (replaces Lamb to the Slaughter) (retrain to Silent Malediction at 25)
Util16: Faces of the Fallen
Enc17: Hail of Steel (replaces Powerful Warning)
Dly19: Victory Surge (replaces Vengeful Blood Spirits)
Dly20: Sunburst Bulwark
Util22: Rush of Battle
Enc23: Spirit of the Ram (replaces Hammer of the Grasping Tides)
Dly25: Relentless Assault (replaces Ancient Warlord's Inspiration)
Enc27: Insightful Assault (replaces Pincer Maneuver)
Dly29: Fury of Athas (replaces War Master's Assault)

Items
Defensive Accurate Staff +6, Shielding Wrist Razors +1, Feytouched Starleather Armor +6, Cloak of Distortion +6, Bracers of Mental Might (Heroic), Circlet of Arkhosia (Epic), Diamond Cincture (Paragon), Gloves of the Healer (Epic), Phantom Chaussures, Ring of Protection (Paragon), Ring of Fey Travel

Notes
A more nova-oriented version, with Insightful Assault (use Sun Strike for RBA), Hail of Steel, and an immediate Powerful Warning, with Spirit of Vengeful Mountain for painting targets.  The utilities have more of an enabling focus and less of a healing focus (Tactical Orders, Rush of Battle, etc.).

 

Given you have reach I feel like Commander's Strike is better then DtS for this build... partially party dependent, of course.

Epic, forgive the pun, use of Soul of the World though. Great build.
Do I have reach?  I wasn't sure.  Staff Expertise says "when I make a melee weapon attack".. wasn't sure if I'm actually doing that when I use Commander's Strike.
Commander's Strike is a an attack power with the Weapon keyword and melee range. This might be my favorite of your builds.
OK, I changed it to Commander's Strike.  Also fixed a retrain error... couldn't take Silent Malediction at 24 due to hybrid rules.  Still debating on Reserve Maneuver to get Powerful Warning back, but Numinous Cascade is decent, so probably won't bother.

Theme will only make this better, but I think I'll wait until we see all four articles before just slapping Order Adept on this thing.
This is like if Illusion of Hope and Killswitch had a child, but not... I've never played a Shaman but just might here. I really like the use of Dwarf to turn Flame of Hope Second Wind into a weapon/heal. I really want to try playing this!
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
While reviewing your build ( which is very nice btw ) I noticed that as your hybrid talent you took the spirit's power.  Now the feat says you gain the OA power depending on your type of spirit companion, but the builder doesn't seem to list one for the elemental spirit, nor does it give a power card in the character sheet.  How does this work exactly ?
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

@Zelink:  Thanks!  Maybe I should have called it Hopeswitch.

@Noctaem:  It's called Spirit's Wrath, Wis vs. Reflex, 1d8+Wis (2d8 at epic) and the target grants CA until end of next turn.  Not the greatest of the spirit OA powers, but at least they can't ignore your spirit.

More changes:  I kept Direct the Strike until we get Nimble Spirit at 14, because Spirit Infusion is unusable before then if you get dazed (and Commander's Strike might be hard to use while dazed also).  I also retrained Rousing Words to Demand Justice at 24 to help with the dominate theme.
Spirit's wrath was apparently released in dark sun, however it is not in the character builder from what I can see.  Weird..  in the compendium the attack is listed as 1d6 + wis ( 2d6 at epic ) with the same hit effect too.  It does not list it on the builder power cards or in the listed options when looking at the feat spirit's power.

Guess they forgot about it when they released dark sun ? 
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

Question, given my lack of knowledge about Shamans, which Spirit do you prefer for this build?
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
@Zelink:  Has to be elemental for Spirit of Vigor/Elemental Spirit Adept feats.  I added this explicitly in the build, though, so people will see it.

@Noctaem:  They used to not even have elemental shaman as a hybrid in the CB, i.e. it only got added fairly recently.  So maybe they just forgot, or it's something weird about Hybrid Talent.  Oh, it is 1d6 btw, I messed up.  Compendium has it correct.
Bump for picture and level 16 snapshot (not sure what type of staff to even use... open to suggestions).

Working on a pure nova version that ignores dominates and takes nova powers instead. Will post when done. 
Hmm...generally looks very good. Two issues:
You don't have an easy to do option if for some reason you get dazed from levels 11-13 for the Flame of Hope action point capability. You won't be able to move your SC into position for the burst.

If you get rid of Superior Will and replace it with Dispater's Iron Discipline once you hit Epic, then you can get an eventual +9 to saves against those effects. You don't currently have a head slot item, so you can pick up a Circlet of Arkhosia to auto-save vs Daze, Dominate, and Stun... 
Good call on the Circlet of Arkhosia.  Changed the build.  I took Focused Mind at 20 with the same idea (combined w/paragon Circlet, and eventually replace with epic circlet + Dispater's).

Not sure how to address the level 11-13 issue.  Fight On/Combat Commander/Elemental Spirit Adept all seem too good.  Maybe switch Nimble Spirit and Elemental Spirit Adept, but that's losing a lot of +1 to hits.  Acolyte of Divine Secrets is a possibility to help, if you don't mind giving up Ritual Casting (at least then you have an area burst 1 invoker at-will to use with Flame of Hope).  Numinous Cascade isn't the worst, either, for Flame of Hope AP.
Stupid question, I'm sure: 

I started building this in CB, and couldn't pick up a staff implement because he isn't proficient.  Where do you get staff proficiency? 
Stupid question, I'm sure: 

I started building this in CB, and couldn't pick up a staff implement because he isn't proficient.  Where do you get staff proficiency? 

Invoker MC.
OK, I was starting to build it from level one.  Thanks for the help there.
The build makes very few attack rolls, so the implement choice can be delayed (no rush to worry about staff proficiency/expertise).  I'm not even sure what staff to use, so suggestions are welcome.

No attack rolls until level 7 at the encounter level:
7: Hammer of Grasping Tides
11: Numinous Cascade
17: Hail of Steel (w/Bracers of Mental Might)
23: Spirit of the Vengeful Mountain
27: Compel Action

So accurate staff isn't even really that needed/necessary, as you have Memory of a Thousand Lifetimes to help with close misses.

Bracers of Mental Might are key for Lamb to the Slaughter, and, later, Hail of Steel.  Really, the build can do fine w/o to-hit bonuses until Hail of Steel at 17.  After that, it does start attacking more, hence accurate staff acquisition at 18. 
Added a nova version that ignores the dominate angle for more warlord enabling.
I'm confused at why you have powerful warning set with reserve maneuver, and then refer to it in the summary at the bottom of the build (Nova version). Could you explain why that is?
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.


The idea is to increase the effectiveness of our nova turn by having an immediate action power to use in between turns 1 and 2.  We lose Powerful Warning at 17 when we take Hail of Steel (strictly speaking, it is not available at 16 yet, but I am trying to keep the build less confusing/free of retrains), so at that point you would swap it for Numinous Cascade.

Then our pure nova turn becomes:
* (move) Reorient the Axis
* (standard) Pincer Maneuver
* (ap standard) Hail of Steel (free action mental might bracers)
* (immediate) Powerful Warning

 Same deal with no action point.  Hail of Steel + Powerful Warning, then Pincer Maneuver on the next turn.  Reserve Maneuver isn't strictly necessary, as Numinous Cascade is a perfectly good encounter power, but it's nice in the nova version, as we're trying to get the maximum # of attacks in on one target.

Blade Burst Trap at 13 is another option.  But then you're effectively swapping Pincer Maneuver (2 attacks on same target) for Numinous Cascade (2 attacks on different targets).

In either build, Hammer of Grasping Tides/Spirit of Vengeful Mountain with your Flame of Hope action point is also possible.  The main time to do this is if your controller is going to drop something good in the same location (in which case you're giving them a giant bonus to hit multiple targets instead of just one).
Cazzeo,

     First, the Invoker guide is wonderful and a terrific resource for the class. This build is great, I love it. I have always been a big fan of Killswitch (as was my party) and this build has given me reason to try the Shaman class. I had built a Deva Cleric/Invoker Hybrid based around Healing/Domination and Radiant Vulnerability Explotation to some astounding effect. It also used the Soul of the World ED for the Tiefling Race and The Epic Feet that turns Stuns into Dominates (DM's frustration was legendary and we were able to take on encounters much higher than our level). Just a quick question:

Why *End To Games*? It is Strength Based... It doesn't seem like you have the Int/Wis to make it effective? (I am probably missing something?)

Again, Kudos!

(Edit: I see the Bracers of Mental Might... But this still allows the use of Wisdom in place of Strength once an Encounter, correct? Isn't this usually used on Hail of Steel?)
Yeah, End to Games was chosen for the dominate theme, and the Bracers are usually used on Hail of Steel (or Lamb to the Slaughter from 1-14).  It does mean one fight per day, you wouldn't be able to use bracers on both powers.  I suppose we could look for something better at 19, but it's hard to find anything worthwhile that doesn't use Str (the aoe blind spirit burst power, maybe).
The idea is to increase the effectiveness of our nova turn by having an immediate action power to use in between turns 1 and 2.  We lose Powerful Warning at 17 when we take Hail of Steel (strictly speaking, it is not available at 16 yet, but I am trying to keep the build less confusing/free of retrains), so at that point you would swap it for Numinous Cascade.



That's the bit I was missing out on. I forgot you could swap out PP powers with stuff like that. Thanks for the clarification.
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.


OK, so settled on a theme for this build.

After going over the themes in Dragon, I've come to the conclusion that Seer is a really good choice for this build.

Hospitaler:  We don't attack enough to benefit from the immediate power's to hit bonus, and we have other uses for warlord immediates.
Scholar:  With Resounding Thunder, we could make Hammer and Vengeful Mountain enlarged via Inimical Lore, and the skill bonuses aren't bad.
Ordained Priest:  This was my second choice, since skill bonuses match, and the encounter power is ok.
Order Adept:  Shaman/warlord utilities kick ass, so no real reason to take this.

That brought me to Seer, which has the best skill bonuses (Perception/Insight), and Cast Fortune is just a really great power if you have any sort of rerolls available.  I like how it works with Flame of Hope (if you get really crappy rolls that would hit w/Flame of Hope, you know to spend an action point, etc.)  You can sometimes sac a Spirit Infusion to clear a bad roll from a striker so they can get to 2 good rolls for their daily etc.  I just think this power, in the hands of a skilled party, is really top notch.
glad to see you're continuing to give this build some love  I really like it and I am going to start using it soon in an upcoming campaign.  Thanks for the theme recommendation :D
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

Any improvments to the build from 2011 - 2012 ?
I've found that it can work quite nicley with |Cleric rather than |Warlord, which solves the AC issues I found when trying to build this myself.  I'll post a build sometime.

Still a damn shiny build though.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
I've found that it can work quite nicley with |Cleric rather than |Warlord, which solves the AC issues I found when trying to build this myself.  I'll post a build sometime.

Still a damn shiny build though.



AC issues? Ought to be 16 AC base, same as any other Shaman?
Maybe I'm spoiled by expectations of AC, but I found that for a character expecting to be in melee like someone trying to use melee warlord powers, I felt it would get hit a little too much.  BCL fixes that pretty well for the lower tiers.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
I've found that it can work quite nicley with |Cleric rather than |Warlord, which solves the AC issues I found when trying to build this myself.  I'll post a build sometime.

Still a damn shiny build though.



I think Naussica already made a warlord|cleric.
I actually meant Shaman|Cleric ;)
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Oh duh.  I just woke up.  What would you call it, Clerman?  Shamric?
Oh duh.  I just woke up.  What would you call it, Clerman?  Shamric?



The Holy Ghost?
Not sure.  I haven't completely finalised the build as yet.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Not sure.  I haven't completely finalised the build as yet.


Please do because this is something i would be greatly interested in seeing. I'm really terrible with hybrids and am looking for something to play in an up coming game. A Deva Cleric|Shaman enabling leader would be really cool.
I did it with a Hamadryad, for Sidhe Lord, but Deva would probably be better overall.  It would wind up very similar to this, actually, just with things like Deadly Lure and Sever The Source rather than the warlordy bits.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Not much to update on this build tbh.  Might change the theme.  Might take Ram at 23 in the full offensive enabling version.  Knight-Hospitaler is probably a better choice than Seer.

Sorry for the Necro but this is the best place to ask this.
I have been playing this with some small changes to fit our party and we are currently at 15th level.
I am considering switching to Striking Staff which will allow me to make some changes in the encounter powers for the next couple of levels.

This is the encounter power progression I had in mind, assuming the Staff is made available during the 15th level



Level 13 (this is the selection I have at 15th)
Powerfull Warning
Sly Fox Spirit
Hand of Radiance (retrain from Sun Strike)
Impromptu Attack (replaces Hammer of the Grasping Tides)

Level 16
Powerfull Warning
Sly Fox Spirit
Hand of Radiance
Death from Two Sides (retrain from Impromptu Attack)
Vengeance is Mine (Reserve Manuever)

Level 17
Sly Fox Spirit
Hand of Radiance
Death from Two Sides
Vengeance is Mine
Hail of Steel (replaces Powerfull Warning)

I switch from Sun Strike to Hand of Radiance which will serve as the multi target power for AP painting, so that I can pick Impromptu Attack (to be retrained) in place of Hammer of the Grasping Tides.


I can use Vengeance is Mine, Death from Two Sides and Warmaster's Assault with the Staff and Hail of Steel with Bracers of Mental Might.

What do you think?


Sorry for the Necro but this is the best place to ask this.
I have been playing this with some small changes to fit our party and we are currently at 15th level.
I am considering switching to Striking Staff which will allow me to make some changes in the encounter powers for the next couple of levels.

This is the encounter power progression I had in mind, assuming the Staff is made available during the 15th level



Level 13 (this is the selection I have at 15th)
Powerfull Warning
Sly Fox Spirit
Hand of Radiance (retrain from Sun Strike)
Impromptu Attack (replaces Hammer of the Grasping Tides)

Level 16
Powerfull Warning
Sly Fox Spirit
Hand of Radiance
Death from Two Sides (retrain from Impromptu Attack)
Vengeance is Mine (Reserve Manuever)

Level 17
Sly Fox Spirit
Hand of Radiance
Death from Two Sides
Vengeance is Mine
Hail of Steel (replaces Powerfull Warning)

I switch from Sun Strike to Hand of Radiance which will serve as the multi target power for AP painting, so that I can pick Impromptu Attack (to be retrained) in place of Hammer of the Grasping Tides.


I can use Vengeance is Mine, Death from Two Sides and Warmaster's Assault with the Staff and Hail of Steel with Bracers of Mental Might.

What do you think?




I'm actually interested in learning more about your variant.  Could you PM me your build ?  I would really appreciate it.  TY.
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)


I'm actually interested in learning more about your variant.  Could you PM me your build ?  I would really appreciate it.  TY.


PMed
I was wondering if using the weapon enchant is a good idea or if going with Melee Training would be better.
Thing is my weapon enchant was Defensive staff so not the most build defining enchant while I could not spare a feat so I went with the enchant.
Also, power selection requires 2-3 rounds in melee so I would start getting some hits.
Based on table experience until now I have been targeted extremely rarely so I wanted to take some hits of from the other team members so it seems ok for my situation.