Human Straladin

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DISPENSING JUSTICE -- HUMAN STRALADIN BUILD



Tips, advice, and pointing out glaring problems are more than welcome (hence my reason for posting)!!!
 

Build Goals:  A human straladin capable of laying down decent marks, with decent mark punishment, good area control, good target lockdown, and survivability.  I do think any straladin viable race could be substituted for Human with success, although with a possibly slightly different playstyle.



Human Paladin MC Fighter/Son of Mercy/Legendary Sovereign
Ordained Priest Theme
Auspicious Birth Background

Feats

Feats:
L1 – Weapon/Versatile Expertise (Heavy Blades)
L1 – Mighty Challenge
L2 – Sunspray Heritage
L4 – Sunspray Warrior
L6 – Superior Will
L8 – Mark of Warding
L10 – World Serpent's Grasp
L11 – Vicious Advantage
L12 – Headsmans Chop
L14 – Lightning Reflexes
L16 – Battle Awareness
L18 – Virtuous Recovery
L20 - Just Punishment
L21 - Paladin's Truth
L21 – Heavy Blade Opportunity – retrained Just Punishment
L22 – Weakening Challenge
L22 – Superior Reflexes – retrained Lightning Reflexes
L24 - Epic Reflexes
L26 - Weapon Focus
L28 – Divine Mastery
L30 – Martial Resolve


Powers

Human Bonus Power:
Heroic Effort

Guardian Bonus Power:
Shining Symbol

Sword of Kings Power: 
Stunning Smite 

At Will:
Ardent Strike
Sunspray Dance


Encounter:
1 Divine Pursuit
3 Strength from Valor
7 Crescent Moon
11 Dispensed Justice
13 Castigating Strike – Replacing 1
17 Mark of Terror – Replacing 3
23 Champion's Call – Replacing 7
27 Stunning Smite – Replacing 17


Daily:
1 Blood of the Mighty
5 Arc of Vengeance
9 Spirit Harrow
15 Divine Vengeance – Replacing 1
19 Wheel of Fate – Replacing 5
20 Blood Oath Fulfilled
25 Exalted Retribution – Replacing 9
29 Powerful Faith – Replacing 19


Utility:
2 Bless Weapon
6 Virtue
10 Sanctifying Word
12 Red Death
16 Call of Challenge
22 Return to the Living
26 Sword of the Sovereign

 


Stats

Lvl 5 Stats:
St 19
Co 10
De 13
In 8
Ch 14
Wi 15

Lvl 30 Stats:
St 26
Co 12
De 15
In 10
Ch 18
Wi 22

  


Equipment

Level 30 Equipment:
Heavy Shield
Amulet of Physical Resolve
Holy Avenger Longsword
Symbol of the Champion's Code
Ring of Freetime
Iron Armbands of Power
Boots of Teleportation
Eye of Awareness
Siberys Shard of Radiance
Dauntless Champion's Ring
Diamond Cincture
Warsheath Godplate Armor
Foe Caller Gauntlets
Backlash Tattoo
As many Brightleaf's as I can get


And this is a rough breakdown (very rough, there are things I am sure I have not mentioned) of what I can accomplish/do with the build by level 30:

Breakdown

Immediate Interrupt Type Effects/Abilities:

Opportunity/Basic Attack Breakdown:  Most of the following offer OAs or basic attacks.  With Heavy Blade Opportunity, you can use your At Wills (both have the weapon keyword) for a basic attack.  This allows you to lay down a sanction via Ardent Strike, or start giving foes attack penalties via Sunspray Dance.  As long as you pre-buffed with Bless Weapon and have Divine Vengeance up (foe must be attacking an ally adjacent to you or attacking you for this extra damage) and/or have DC or DS up with the target being marked with Lawbreaker's Doom:
+36 Attack (+38 if target is slowed), 2d8 +1d6 + 1d10 + 28 + 11 (Divine Vengeance)
+36 Attack (+38 if target is slowed), 2d8 +1d6 + 1d10 + 35 + 39 (Marked w/DC and DV and LD)
+36 Attack (+38 if target is slowed), 2d8 +1d6 + 1d10 + 35 + 30 (Marked w/DS and DV and LD)

Target's that are marked with Lawbreaker's Doom that aren't slowed, are slowed with this attack, and target's that are already slowed are knocked prone (WSG).  As well, a lot of these require the target to ignore their marks, so they will also be weakened on the triggering attack.  If they are already prone on this attack, add a +5 to the damage.

Battle Awareness -- Basic attack when a foe shifts or when an attack is made without being the target.  

Dispensed Justice -- hit a target of Lawbreaker's Doom...will knock them prone, and between this power and if they are DC'ed, they take a -5 penalty to hit

Divine Vengeance -- Not technically an Immediate Interrupt but auto radiant damage when you or nearby allies are attacked...and can add to many of your interrupts if an attacked ally is adjacent to you.  Deals 11 radiant damage.

Exalted Retribution -- Basically a save ends OA versus the target whenever they attack as an effect of the power

Foe Caller Gauntlets -- teleport a marked target attacking an ally to you and make a melee basic attack

Backlash Tat -- Basic Attack as an immediate reaction when bloodied

Mass Marking/Sanctions:


Call of Challenge -- mass DS
Red Death -- mass mark, extra damage versus targets with your attacks (+6), w/possible slow/prone
Castigating Strike -- mass DS


Area Effects/Control:

Powerful Faith -- mass blind
Stunning Smite -- mass stun -- and as long as you haven't missed every target, you can do this every round
Champion's Call -- mass pull w/possible immobilize
Divine Vengeance -- damage to foes hitting adjacent allies
Shining Symbol -- mass -2 to hit
Blood Oath Fulfilled -- mass prone -- save ends
Warsheath Armor -- pull foes within a number squares equal to armor bonus adjacent to you -- good set up for a few abilities/combos


Survival:

Lay on Hands -- 6 uses
Virtue - THP baby
Return to the Living -- Get out of 0 hit points free card
This Is Not My Fate -- When making a death save, go back to bloodied HPs, end all effects on you and stand up
Virtuous Recovery -- 6 resist whenever you spend a healing surge
Strength of Conviction -- Gain 18 temporary hit points whenever you take down a target of Lawbreaker's Doom

Action Point Fun:

When spending an action point to gain an extra action, you can regain the use of a divine encounter power that has been used, and you can immobilize the target of your Lawbreaker's Doom power if you use that extra action to attack and hit the target with the attack.

Marking and Mark Punishment:


-5 from Sunspray Dance/DC to single target (Effectively -8 w/Sanctifying Word for allies in your zone of effect)...can also pull off a similar effect on multiple targets in a burst w/Shining Symbol/Red Death/Sanctifying Word


Single target takes Extra Damage (+6) and is slowed from Lawbreaker's Doom

Slowed Targets knocked prone from WSG -- Good single target lockdown w/Lawbreaker's Doom/Sunspray Dance/DC

Mighty Challenge (+8), Divine Challenge (+13), Divine Vengeance (+11 and ally must adjacent to you), Symbol of the Champion's Code (+6) gives 38 Radiant Damage for ignoring Mark and foe Weakened against allies on triggering attack versus ally (Weakening Challenge) -- Single Target, and can slide the foe by 1 square

Paladin's Truth -- Ignore Resistance/Immunities of Marked foes

-3 from Red Death (Effectively -6 w/Sanctifying Word for adjacent allies) and Burst Attack w/slow on targets in the burst

Divine Sanction (+13), Divine Vengeance (+11 and ally must adjacent to you), Symbol of the Champion's Code (+6) gives 30 Radiant Damage for ignoring Mark and foes Weakened against allies on triggering attack versus ally (Weakening Challenge) -- Single/Multi Target, and can slide the foe by 1 square

Possible mass prone w/Red Death and burst attack combos (+5 damage to prone foes w/attacks from your heavy blade)

Can sanction with Opportunity/Basic Attacks via Heavy Blade Opportunity and Ardent Strike.

Sanctifying Word (w/Mark of Warding) adds +3 to allies defense within your zone (w/mark of warding), as well as an additional 5 to their healing surge value and 5 radiant damage to any undead in the zone.  This combined with marks, mark of warding, and -2 to hit abilities (Shining Symbol, Sunspray Dance) are effectively giving your foes a -8 to hit allies that are in SWs zone of effect (with only -2 of this affecting the character directly).

Defenses at 30:

AC - 47
Fort - 44
Refl - 45
Will - 45
(If the attacker was hit with Sunspray Dance/Shining Symbol, they will take a -2 to hit you.)

 

Combos

Pull 'Em In, Shut 'Em Down:
Round 1:  Call of Challenge, Champion's Call (Pull them in and immobilize them), Action Point -- Stunning Smite -- stun and prone the group
Round 2:  Red Death -- Extra Damage, Stunning Smite -- Stun and Slow
Round 3:  Stunning Smite -- Stun and prone
Round 4 and on:  Stunning Smite to your hearts content or the bad guys are all dead

And the above combo can be modified with other encouter and dailies depending on your needs.  It can be made more damaging with Shining Symbol and Blood Oath Fulfilled after droppping Red Death, working to keep foes prone and making the most of Headsman's Chop and the extra damage from Red Death.  As well, if you are out of action points, the targets should be immobilized with Call of Challenge and Champions Call, so the Stunning Smite in round 2 will be your stun/prone hit, and that modification of the the sequence can be done every encounter.

For a good single target lockdown effect:  DC the target applying Lawbreaker's Doom , and hit them with Sunspray Dance, giving them a -5 to attack (-2 to attack you, and if Sanctifying Word is up allies in your zone gain +3 to defenses against the target), slowing them, and giving you a +7 bonus to damage.  If you want/need the immediate prone, spend an action point and hit them again, knocking them prone (also immobilizing them thanks to the level 11 SoM feature).  Then each round, rinse and repeat with Sunspray Dance.  You'll keep them slowed/proned and right where you want them.  Not to mention, that since you should be their sole focus, when they attack you, they'll be taking 12 radiant damage from Divine Vengeance each time, and if they neglect to stand, you gain a +5 damage bonus to your melee attacks, and you'll have CA since they are slowed.

Of course, if you aren't missing with Stunning Smite and still have it available...you could do a Lawbreaker's Doom/Stunning Smite combo for the penultimate single target lockdown combo...stuns, slows and prones...party.

As long as you are buffed, Sunspray Dance with Lawbreaker's Doom should look like this:
+36 attack bonus (+38 if target is slowed), 2d8 + 1d10 + 1d6 + 35 Damage (And don't forget that if they attack you this round, they take an additional 11 radiant on that attack).
  


Thoughts on all of this??? 

That looks good. I like Sunspray Dance. A version of Enfeebling Strike for the more viril Paladins. Wink

I think he's good Pal. 



That looks good. I like Sunspray Dance. A version of Enfeebling Strike for the more viril Paladins. Wink

I think he's good Pal. 





Wow, thanks=)

Appreciate the response! I really hope it plays well=) 
Alright, I got bored, and cleaned up the initial post a bit, and added some more thoughts and ideas on things should ideally work.  So far, I think it is still looking good.  I am still open to thoughts and ideas though...if I get bored enough later, I'll also breakdown a few of the individual powers, and maybe try and calculate DPR for some stuff to see if it even compares to anything...though DPR is not even a focus here, but I think I can pull some at least fairly decent damage out of this.
You cannot use your magic shield and Iron Armbands at the same time.  They are both arm slot items.
You cannot use your magic shield and Iron Armbands at the same time.  They are both arm slot items.



Not according to the CC, so I think you might be confused.  Iron Arm Bands are in the arm slot, the shield is the off hand slot.
Im not confused.  As per PHB you can only gain the benefits of one magic item per item slot.  The item you put on first is the one that functions.  Shields are clearly arm slot items.  The shield bonus from the shield will function normally but your shield's magic wont function if you put your bracers on first or vice versa. 
Im not confused.  As per PHB you can only gain the benefits of one magic item per item slot.  The item you put on first is the one that functions.  Shields are clearly arm slot items.  The shield bonus from the shield will function normally but your shield's magic wont function if you put your bracers on first or vice versa. 



I just pulled up the PHB and see that you are right on the magic item bit.  I thought you were trying to tell me I couldn't equip a shield and bracers.  I can use a shield and bracers, I just can't benefit from the magic abilities of both (which was confusion on my part).  Which is a minor thing and won't kill the build.  It just means I lose a Shield of Ultimate Protection.

Thanks for pointing that out, and it will get corrected.
Since you get to DEX 15 you might be interested in Heavy Blade Opportunity to be able to use At-Wills on Opportunity Attacks. To make room for it, you could switch out Superior Fortitude for Improved Defenses and then have the spare feat via Lightning Reflexes.

I don't know exactly which of your powers require you to attack with your holy symbol, but the new expertise feats scale earlier than versatile expertise (11 and 21 instead of 15 and 25), so depending on your number of implement attacks you might want to swap while leveling.

IMAGE(http://www.wizards.com/magic/images/whatcolor_iswhite.jpg)

Since you get to DEX 15 you might be interested in Heavy Blade Opportunity to be able to use At-Wills on Opportunity Attacks. To make room for it, you could switch out Superior Fortitude for Improved Defenses and then have the spare feat via Lightning Reflexes.

I don't know exactly which of your powers require you to attack with your holy symbol, but the new expertise feats scale earlier than versatile expertise (11 and 21 instead of 15 and 25), so depending on your number of implement attacks you might want to swap while leveling.




I really like the Heavy Blade Opportunity idea...it would allow me to lay down sanctions via Ardent Strike or strike with Sunspray Dance for penalty stacking with basic attacks.  I am thinking that a 46 in fort wouldn't be that bad (currently a 50), so I might just forgoe Superior Fortitude and figure out how to work in Heavy Blade Opportunity (since my dex doesn't hit 15 until level 21).  I'll probably just take a random feat at 20 only to lose it through retraining the next level.  

I don't want to lose any of the reflex feats, because that was the weakest of the defenses=)

So, if I lose Superior Fortitude, that will leave me with a 47 AC, 46 Fort, 46 Refl, and 47 Will.  I think I can live with that.  High defenses are good, but as I have learned, there is a very fine line to walk with survivability and being unhittable for a defender before the DM decides to move the monster along to something they can hit.

As for the implement attacks...I do have one, Champion's Call, which factors into a few combos.  So, sadly, I can't partake of the new expertise feat goodness=( 

Thanks for the heads up and ideas.  I will update the build shortly!
And, I am going through with TorianT's idea of adding Heavy Blade Opportunity.  I like the idea of being able to sanction with an OACool
Alright, so I played my first game at level 5 with this build, and I was able to keep a young dragon occupied long enough for the party to deal with the goblins and 2 bugbears...which was close being that my character is the only full defender of the party, and the slayer did everything he could to keep the foes focused on him (healer was healing, ranger and rogue were dps'ing it up -- our controller was mia this game), while my character was getting bashed, grabbed, flown around and dropped -- basically doing my part to keep the dragon occupiedTongue out

Sunspray Dance and Divine Challenge (with Mighty Challenge) were worth their weight in gold that fight, Strength from Valor for the temporary hit points at one point was a life saver, I burned through all of my Lay on Hands, and the Second Wind was burned and had to take a heal from the healer.  Deinitely some epic moments that fight, like using Blood of the Mighty, and getting down to 7 hit points, only for the silly dragon to breath fire on me, and Bathed in Light proved to be frigging awesome.

Alright, I digress.  The point of this post is to get another opinion or two.  The build survived an epic beating, but for level 6, I am going to bypass Valiant Rush for another survivability option.  I am eyeballing two choices:  Virtue or Restore Vitality.

As far as I can tell, Restore Vitality targets one creature and isn't a burst, so much like Lay on Hands, should be able to target myself, gain a save (which would have been handy a few times) and a heal. The downside being it is a daily, but I can use it on allies if needed.

Virtue, of course being temporary hit points and per encounter.  The only thing with this is that I purchased a Preservation Shield, which grants temporary hit points, but much like RV is a daily.

So, does anybody have any thoughts or ideas on this?
There are two powers like virtue. Virtue and a religion skill power. I'm a firm believer in these powers as I've seen them save our paladin on numerous occasions. He likes to be bloodied. (dragonborn) so he usually takes a few hits before using them. From what I've seen he rarely needs healing anymore, even in the toughest fights. With surges to burn this is a fantastic option. I've yet to see the paladin run out of surges even using these powers every encounter.
There are two powers like virtue. Virtue and a religion skill power. I'm a firm believer in these powers as I've seen them save our paladin on numerous occasions. He likes to be bloodied. (dragonborn) so he usually takes a few hits before using them. From what I've seen he rarely needs healing anymore, even in the toughest fights. With surges to burn this is a fantastic option. I've yet to see the paladin run out of surges even using these powers every encounter.



Ugh...decisions, decisions.  To take both, I would have to lose another utility...probably Watch Out, which I like for the immediate interrupt aspect and heal, but there is something to be said for temporary hit points per encounter, and having two powers that grant them.  I guess moving Superior Will up a little sooner will help with the saves versus Dazed/Stunned, and then I can bypass Restore Vitality and go with Virtue.  It'll hurt my ability to mark pushing back Marked Fury, but I guess shaking off a dazed/stunned effect is probably a little more important at this point.

As well, when I get to the Son of Mercy levels, I will eventually gain temporary hit points when I take out a foe...so would that be overkill with the two powers that grant temp hp? Or should I maybe go ahead and take both and then retrain out of one when I gain that SoM ability (regaining Watch Out)? 

Anymore input? Please? 
Since you are only one member of the group with two strong strikers, how often do you think will you set killing blows on your own?
I don't think that there will be much overlap with Virtue und other THP-Sources, since you can use Virtue proactively at the beginning of fights.

I'd say go with Virtue and get Superior Will as soon as possible.

IMAGE(http://www.wizards.com/magic/images/whatcolor_iswhite.jpg)

Virtue is really really good. I would atleast pick up VIrtue. Deliverance of Faith is the skill power later and is not essential. Having one of them would do you wonders and not be overkill with Son of Mercy IMO. With Ardent strike and such I think your marking will be ok. I have seen whole battles turn around when Rusty ( our Warforged STR pally) drop Virtue. Also nice to do right before you drop blood of the mighty so you dont take any "real" damage... once virtue runs out drop str of many and you will be one tough cookie to take out.
Thanks for the input so far guys.  I guess my basic plan then will be to go ahead and take Virtue at 6, and move Superior Will up to 6 (taking Marked Fury by 8).

I will hold off on deciding on the Deliverance of Faith thing until I get to level 10 and I see how my survivability is doing. 

Again, thanks for the input! 
So, I've moved a few things around and changed some stuff.  For one, I worked in two feats to take better advantage of the slowing and proning aspects of the build:  Vicious Advantage and Headsmans Chop.

As well, I removed Psychic Lock.  I did this for a few reasons...one was for flavor.  I rather like the idea of a Paladin wielding a Holy Avenger:  an item that will up my damage, offers a pretty good daily, and allows me to heal on a crit. 

Beyond that, there is also the thought of "hit me and not them".  See, after reviewing a ton of threads, it would seem to me that a lot of defense numbers range in the high 30s to the mid 40s.  The -2 to hit from Psychic Lock is good from a debuffing aspect, but that -2 is universal...so it aids both my allies and my character.  

Being a defender, you have to walk a very fine line between not enough defense and too much defense...sure, I can DC/Psychic Lock/Sunspray Dance a foe for a whopping -6 to hit...but if -4 of that effects me as well, it doesn't do my allies any good if it is still easier to hit them.  I'll take the trade off of slightly more damage, and being able to DC that target for a -5 to hit, where only -2 of that is effective for my toon.  As well, I am also considering working Marked Fury and Mark of Warding in there together...I just need to figure what I can afford to lose in the build.

 And, when do we cross the line into overkill? If I can mark a target for a -5 to hit, cause them to take 39 radiant damage for ignoring the mark, also cause the triggering attack to be weakened for ignoring the mark, my character ignores their resistances while they are marked, and they are getting slowed and proned in the marking process...I have to think that is more than enough reason to focus on my toon.

For area effects...I am losing the ability to add a -2 to hit in an area with burst attacks.  What I get for losing that is an additional d10 in damage, and/or an additional +5 damage if they are prone, and/or CA advantage if they are slowed.  With one true mass mark to stack with (a mass mark that works in favor of a slow/prone/damage combo), that -2 is a pittance in general compared to what I have to give up for it.

I love Psychic Lock...I am just starting to think that it can be very counter productive for classes that want the bad guys to focus on them and not their allies. 
Alright...after a lot of thought, I have changed one or two more things, and think I am good with the build as is...that is unless someone points out a glaring mistake I have made somewhere, or can show me a better way to achieve something...

I added Forceful Challenge to the build to aid in keeping my marks close, and I have changed the theme from Guardian to Ordained Priest.  Doing this means I lose 2 immediate interrupts -- with only one of them offering an OA (still have 3 ii's in the mix, with a 4th after the use of a daily, and a 5th if the character gets bloodied).  What I gained is an area radiant attack that imposes a -2 penalty to hit (which stacks well with some other abilities) and Sanctifying Word, which with Mark of Warding, grants allies in the zone a +3 to their defenses.  So with Sanctifying Word, marks (Red Death/DC), and Sunspray Dance/Shining Symbol...I can effectively impose a -8 to hit penalty, with only -2 of that aiding my character, which helps with the idea of hit me and not them.

I still might be jumping in to the realm of overkill...but I guess we'll see how it all plays out.  Tongue out
 
Alright, did another update on the end game side of things.  

I lost Forceful Challenge and went with the awesome Martial Resolve.  

I also changed out of Indomitable Champion for Legendary Sovereign for some Sword of Kings fun with Stunning Smite.  I lost 2 points in Strength and Wisdom, and gained 2 in Charisma...all in all, I think it's a fair trade for Sword of Kings, and the Charisma bump still helps my Sanctions/Challenges, I just have to lose a +1 to hit/damage (still at a +36 to hit on most attacks before CA) and lost a Lay on Hands use.
Since you get to DEX 15 you might be interested in Heavy Blade Opportunity to be able to use At-Wills on Opportunity Attacks. To make room for it, you could switch out Superior Fortitude for Improved Defenses and then have the spare feat via Lightning Reflexes.

I don't know exactly which of your powers require you to attack with your holy symbol, but the new expertise feats scale earlier than versatile expertise (11 and 21 instead of 15 and 25), so depending on your number of implement attacks you might want to swap while leveling.




I really like the Heavy Blade Opportunity idea...it would allow me to lay down sanctions via Ardent Strike or strike with Sunspray Dance for penalty stacking with basic attacks.  I am thinking that a 46 in fort wouldn't be that bad (currently a 50), so I might just forgoe Superior Fortitude and figure out how to work in Heavy Blade Opportunity (since my dex doesn't hit 15 until level 21).  I'll probably just take a random feat at 20 only to lose it through retraining the next level.  

I don't want to lose any of the reflex feats, because that was the weakest of the defenses=)

So, if I lose Superior Fortitude, that will leave me with a 47 AC, 46 Fort, 46 Refl, and 47 Will.  I think I can live with that.  High defenses are good, but as I have learned, there is a very fine line to walk with survivability and being unhittable for a defender before the DM decides to move the monster along to something they can hit.

As for the implement attacks...I do have one, Champion's Call, which factors into a few combos.  So, sadly, I can't partake of the new expertise feat goodness=( 

Thanks for the heads up and ideas.  I will update the build shortly!

Would you be willing to repost your Straladin build? I am unable to open the hide/show options under your original thread post. I want to see the feat progression with the trade out for your build. I am just now getting into the Straladin builds and yours seems pretty amazing. Thanks in advance for any help. --Josh
Sure.  Give me a bit and I will do just that.  I am at work, so I am constantly getting called away.

Just FYI -- In the heroic levels, the best thing I can say is that the build is pretty survivable, and functions well enough, but the real tricks and aoe fun don't come until paragon levels (and then the perma aoe stun in epicLaughing).

Your average to hit on completion will range between 36 and 38 depending on whether or not you have the target slowed.

(Wow...it has taken me an hour to gett his far into my post here...stupid job.)

If you can get to a computer and get the options open, the breakdown and the combos section give a good idea of what the build can do.  I may try and repost those here shortly so you can see.  Anyway...I'll repost it shortly for you, I hope it helps.
Feats:
L1 – Weapon/Versatile Expertise (Heavy Blades)
L1 – Mighty Challenge
L2 – Sunspray Heritage
L4 – Sunspray Warrior
L6 – Superior Will
L8 – Mark of Warding
L10 – World Serpent's Grasp
L11 – Vicious Advantage
L12 – Headsmans Chop
L14 – Lightning Reflexes
L16 – Battle Awareness
L18 – Virtuous Recovery
L20 - Just Punishment
L21 - Paladin's Truth
L21 – Heavy Blade Opportunity – retrained Just Punishment
L22 – Weakening Challenge
L22 – Superior Reflexes – retrained Lightning Reflexes
L24 - Epic Reflexes
L26 - Weapon Focus
L28 – Divine Mastery
L30 – Martial Resolve


Human Bonus Power:
Heroic Effort


Guardian Bonus Power:
Shining Symbol


Sword of Kings Power:
Stunning Smite


At Will:
Ardent Strike
Sunspray Dance

Encounter:
1 Divine Pursuit
3 Strength from Valor
7 Crescent Moon
11 Dispensed Justice
13 Castigating Strike – Replacing 1
17 Mark of Terror – Replacing 3
23 Champion's Call – Replacing 7
27 Stunning Smite – Replacing 17

Daily:
1 Blood of the Mighty
5 Arc of Vengeance
9 Spirit Harrow
15 Divine Vengeance – Replacing 1
19 Wheel of Fate – Replacing 5
20 Blood Oath Fulfilled
25 Exalted Retribution – Replacing 9
29 Powerful Faith – Replacing 19

Utility:
2 Bless Weapon
6 Virtue
10 Sanctifying Word
12 Red Death
16 Call of Challenge
22 Return to the Living
26 Sword of the Sovereign


Lvl 5 Stats:
St 19
Co 10
De 13
In 8
Ch 14
Wi 15


 


Lvl 30 Stats:
St 26
Co 12
De 15
In 10
Ch 18
Wi 22



Level 30 Equipment:
Heavy Shield
Amulet of Physical Resolve
Holy Avenger Longsword
Symbol of the Champion's Code
Ring of Freetime
Iron Armbands of Power
Boots of Teleportation
Eye of Awareness
Siberys Shard of Radiance
Dauntless Champion's Ring
Diamond Cincture
Warsheath Godplate Armor
Foe Caller Gauntlets
Backlash Tattoo
As many Brightleaf's as I can get

Sure.  Give me a bit and I will do just that.  I am at work, so I am constantly getting called away.

Just FYI -- In the heroic levels, the best thing I can say is that the build is pretty survivable, and functions well enough, but the real tricks and aoe fun don't come until paragon levels (and then the perma aoe stun in epic).

Your average to hit on completion will range between 36 and 38 depending on whether or not you have the target slowed.

(Wow...it has taken me an hour to gett his far into my post here...stupid job.)

If you can get to a computer and get the options open, the breakdown and the combos section give a good idea of what the build can do.  I may try and repost those here shortly so you can see.  Anyway...I'll repost it shortly for you, I hope it helps.

Wow..thank you very much. What are your best combos and the order that you like to use them when attacking? Great build (stupid job) ..:D--Josh
Nytemynde,

You know you rock right? Thanks for posting your build. What are your suggestions in battle regarding a really good combination of those powers to maximize damage? Are there any encounter novas, daily novas, and at will novas in particular that you find highly effective?  Thanks a ton..
Thanks for posting it. Much appreciated.
I would be a very happy straladin if you could edit your posts to show wich source gave you what feat attack etc..  =)

looks interesting. =)
Doesn't matter I guess now that they are killing 4.0. *sigh*
ofc it matters if I ask for them ? geez..    talk about being pessimistic.. :P     
ofc it matters if I ask for them ? geez..    talk about being pessimistic.. :P     

Please don't get me wrong. I think it's brilliant that you asked. I just am totally spewing about Hasbro right now. I think this is the best Straladin build I've ever seen actually. :D Happy gaming.
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