Headspin: Area Effect Fun with Dizzying Mace

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Headspin

Human Cleric|Invoker/Divine Oracle/Destined Scion


Headspin


Build Goal: Dizzying Mace is a feat that gives a penalty to attack rolls equal to your Constitution modifier to dazed targets.  Because it does not specify weapon attacks, Dizzying Mace can be used with implement powers.  The goal of this build is to load up on area effect dazing powers that confer massive attack penalties to your hapless victims.  A secondary goal is to be a fully functional healer and a true hybrid, with 3-4 encounter heals, which the build achieves by level 13; it's the healing mixed in to the build that really raises it above a typical controller.

Race, Class, Theme, and Background

Race: Human
The two best race choices are human and half-elf.  While half-elf gives you +1 to the dizzying mace penalty vs. human, a melee basic attack that slides (Eldritch Strike dilettante), and Battle Awareness, human gains 2 effective feats (half-elf takes Versatile Master) and Heroic Effort.  Heroic Effort for any invoker is phenomenal, as it almost always turns some daze+-X-to-hit attack from a miss into a hit in the first two rounds of the fight.  Even at level 16, when Divine Oracle kicks in, Thunder of Judgment hits Fortitude, so heroic effort is still good.  All other Wis/Con races, deva, and elf are decent choices as well.

Class: Cleric|Invoker
While pure invoker with an Ironscar Rod works ok for this concept, cleric|invoker is a much better choice.  Picking up Battle Cleric's Lore solves all your AC problems, you get a healing word, you get the phenomenal Moment of Glory, and many of the cleric powers are just as good at dazing as the invoker ones.  You really don't lose much from your controller side at all, and pick up tons of leader goodies.

Theme: Ooze Master
The two best themes are the controller-oriented Ooze Master and the leader-oriented Knight-Hospitaler.  Both are great choices.  The KH theme can save an ally from going unconscious.  The ooze master theme can be quite strong (of course I am biased, since I wrote it!), since it can combine with World Serpent's Grasp to create dazed/prone/slowed situations.  Take whichever one you need, depending if your theme is more leader or controller.  Seer is also a decent choice, since it combos well with Favor of the Gods, as is Son of Alagondar, which gives you another daze.  (The half-elf with Battle Awareness might like this theme).

Background: Missing Master
Backgrounds which give Perception as a class skill are very strong, since Wis/Con invokers generally lack good skills to choose from.  And if you take the Wary Fighter feat later, it is nice to have both Perception and Insight trained.

Covenant Manifestation: As a hybrid invoker, we DO NOT get the riders on the powers.  All we get is the manifestation.  Since we're not really about doing damage, but more about control/leading, I feel preservation is the best manifestation to choose, since the slide works with Agile Opportunist.


Level 1 Snapshot


====== Created Using Wizards of the Coast D&D Character Builder ======
level 1
Human, Cleric|Invoker
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Theme: Ooze Master


FINAL ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 18, Cha 10.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.



AC: 19 Fort: 15 Reflex: 12 Will: 16
HP: 27 Surges: 9 Surge Value: 6


TRAINED SKILLS
Heal +9, Perception +10, Insight +10, Religion +5


UNTRAINED SKILLS
Acrobatics -1, Arcana +0, Bluff, Diplomacy, Dungeoneering +4, Endurance +3, History +0, Intimidate, Nature +4, Stealth -1, Streetwise, Thievery -1, Athletics +1


FEATS
Human: Battlewise
Level 1: World Serpent's Grasp


POWERS
Theme Feature: Sudden Slime
Hybrid at-will 1: Fell Strike
Hybrid at-will 1: Hand of Radiance
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory


ITEMS
Scale Armor, Holy Symbol, Morningstar
====== Copy to Clipboard and Press the Import Button on the Summary Tab =====



Level 1

Feats: Battlewise, World Serpent's Grasp
Powers: Sudden Slime, Fell Strike, Hand of Radiance, Thunder of Judgment, Moment of Glory

Fell Strike and Brand of the Sun are both amazing at-wills, but we'll mostly use Hand of Radiance.  For that reason, I prefer Sonnlinor's Hammer, which allows us to make use of Battle Awareness; since we don't take BA until lvl 4, though, we start with Fell Strike.  (Half-elves will dilettante Eldritch Strike instead and likely choose Brand of the Sun).  We take Battlewise right away at level 1, because our Dex is terrible.  In addition, we take World Serpent's Grasp for the amazing combo Sudden Slime + ToJ.


Level 2

Powers: Divine Call 
Feats: Mighty Crusader Expertise
Items: Onatar's Forge (Accurate Holy Symbol) +1

Divine Call is good because our ToJ doesn't push.  So you can minor Sudden Slime, standard ToJ to daze/prone, then Divine Call to pull an ally adjacent to the dazed/prone enemy way for an effective stun.  Onatar's Forge adds 4 damage to every round 1 ToJ, making it quite strong, and we'll use this until level 8, when we pick up a mace instead.  Mighty Crusader Expertise keeps our ranged attacks from provoking.


Level 3

Powers: Death Surge
Items: Veteran's Armor +1

We pick up a nice immediate action attack, although Hymn of Resurgence would also be a reasonable choice (note that Hymn works with our Cov. Manifestation, whereas immediate powers do not).  Our goal is to always try to be relatively close to a group of allies/monsters engaged in melee until this attack triggers.  Don't hesitate to use Death Surge in round 1 even on one enemy if it gives some allies temps/attack bonuses.  We also pick up Veteran's Armor to aid our AP turns.
 

Level 4

Abilities: +1 Wis, +1 Con
Feats: Battle Awareness
Retrain: Fell Strike to Sonnlinor's Hammer
Items: Cloak of Distortion +1
At this level, we pick up Battle Awareness and retrain Fell Strike to a Wis-based MBA to use with it.  We also pick up a nice neck slot item to help with our defenses.


Level 5

Powers: Silent Malediction
Retrain: Battlewise to Wary Fighter
Items: Casque of Tactics

It is hard to beat stun save ends.  We also pick up a Casque to fix someone's initiative 1/day, and we retrain Battlewise to Wary Fighter for improved skills.


Level 6

Powers: Celerity Jelly
Feats: Hybrid Talent (Favor of the Gods)
Items: Siberys Shard of the Mage
If your DM allows hybrids to take theme power swaps and you're an Ooze Master, you could consider Celerity Jelly at this level (the CB will allow this, and erachima argues by RAW that Healing Word is a utility and therefore you can take a theme swap here anyway... if your DM says no, though, take Stream of Life and retrain it to CJ at 10).  The shard isn't useful yet, but we go ahead and pick it up for when we switch to a mace at 8.  Favor of the Gods is a really strong encounter utility with anyone who attacks multiple times in a round (re: any competent striker), well worth using a feat for.


Level 7

Powers: Tide of the First Storm
Items: Veteran's Armor Drakescale +2

Tide of the First Storm is a surprisingly good choice, even with an Int modifier of 2.  It combos well with Death Surge and World Serpent's Grasp to knock things prone in between turns 1 and 2, makes for nice action point turns with Tide+ToJ to daze/prone/slow.  Rain of Blood would be strong, but we don't get the riders, so it's not.


Level 8

Abilities: +1 Wis, +1 Con
Feats: Superior Will
Items: Unforgettable Cudgel +2

The holy symbol has served us well until now, but it's time to start retooling the build for the upcoming Dizzying Mace assault.  So we pick up the unforgettable cudgel and take superior will, since getting dazed sucks with all our minors.


Level 9

Powers: Fourfold Invocation of Doom
Items: Cloak of Distortion +2

While not much to look at right now, Fourfold Invocation of Doom will become disgusting once Dizzying Mace is attached to it.


Level 10

Powers: Word of Vigor
Feats: Improved Initiative
Items: Diamond Cincture

Word of Vigor can cover your healing needs, and is amazing with BCL, as it's not only a mass heal, but a mass buff as well.  We also pick up Diamond Cincture for a nice Fort bonus and an extra heal.  Whatever feat we take is just retrain bait at 11.


Level 11 Snapshot


====== Created Using Wizards of the Coast D&D Character Builder ======
Headspin, level 11
Human, Cleric|Invoker, Divine Oracle
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Character Theme: Knight-Hospitaler 


FINAL ABILITY SCORES
Str 14, Con 19, Dex 9, Int 12, Wis 21, Cha 11.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.



AC: 27 Fort: 24 Reflex: 19 Will: 27
HP: 70 Surges: 10 Surge Value: 17


TRAINED SKILLS
Religion +11, Heal +15, Perception +16, Insight +16, Endurance +14


UNTRAINED SKILLS
Acrobatics +4, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +10, History +6, Intimidate +5, Nature +10, Stealth +4, Streetwise +5, Thievery +4, Athletics +7


FEATS
Human: World Serpent's Grasp
Level 1: Battlewise (retrain to Wary Fighter at 5)
Level 2: Mighty Crusader Expertise
Level 4: Battle Awareness
Level 6: Hybrid Talent (Favor of the Gods)
Level 8: Superior Will
Level 10: Improved Initiative (retrain to Reserve Maneuver at 11)
Level 11: Dizzying Mace


POWERS
Theme Feature: Sudden Slime
Channel Divinity (Hybrid Cleric): Favor of the Gods
Hybrid at-will 1: Sonnlinor's Hammer (retrained from Fell Strike at 4)
Hybrid at-will 1: Hand of Radiance
Reserve Maneuver: Astral Flare
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Silent Malediction
Hybrid utility 6: Celerity Jelly
Hybrid encounter 7: Tide of the First Storm
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor


ITEMS
Holy Symbol, Siberys Shard of the Mage (heroic tier), Casque of Tactics (heroic tier), Veteran's Drakescale Armor +2, Unforgettable Cudgel Morningstar +2, Cloak of Distortion +2, Diamond Cincture (heroic tier), Dice of Auspicious Fortune (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


 
Level 11

Paragon Path: Divine Oracle
Abilities: +1 to all
Feats: Dizzying Mace, Reserve Maneuver (retrained from II)
Items: Dice of Auspicious Fortune (RARE)

Divine Oracle is the best paragon path by far for our build, as it will allow double rolls on most of our dazing attacks and give an increased chance to crit.  Our engine now fully kicks in with Dizzying Mace, and dazing powers become incredibly important.  The Dice are rare, but this is your first rare, so hopefully you should be able to acquire them here.

The half-elf build would take Versatile Master at this level.


Level 12

Feats: Improved Defenses
Items: Veteran's Armor Wyvernscale +3

We improve our defenses this build, increasing our AC to 30.


Level 13

Powers: Remorse (replaces Death Surge)
Items: Unforgettable Cudgel Morningstar +3

Remorse is an incredible addition to our arsenal, as it is both an enabling power via vuln 10 damage and BCL and a daze+debuff control power.  I prefer to swap out Death Surge here, as Tide of the First Storm is still worth keeping in case you want a big daze/prone AP turn 1.


Level 14

Abilities: +1 Wis, +1 Con
Feats: Thunder Hammer, Healer's Implement (retrained from Superior Will)
Items: Circlet of Arkhosia

Now that we have a Circlet of Arkhosia, we can ditch Superior Will.  Thunder Hammer adds some nice imposition to our Fourfold Invocation and Silent Malediction.  Healer's Implement is worth it now that we have three encounter heals (Remorse, Healing Word, Word of Vigor).


Level 15

Powers: Sacred Armistice (replaces Moment of Glory)
Items: Talisman of Terror +3

At this point, we have two fear-based dailies, so adding some more imposition seems stronger than upgrading Cloak of Distortion to +3.  Sacred Armistice is an incredible daily, not only making it so creatures can't attack (a very hard condition to shake, even for solos), but also giving a substantial boost to one ally when you use healing word.


Level 16

Feats: Gambler's Word
Powers: Demand Justice
Items: Siberys Shard of the Mage (paragon)

Divine Oracle powers up!  We now roll twice for all our Vs.Will attacks.  With the improved chance to crit on Remorse, Astral Flare, and our forthcoming level 17 encounter power, Deadly Doubt, Gambler's Word becomes worth it, as we'll get another healing word quite often.  There are many good options for utilities here (Demand Justice, Recall Ally, Shielding Word, Walls of Hestavar, Insightful Riposte).  Recall Ally makes a nice combo with Word of the Gods, but we already have Divine Call.  Despite being only level 6, I think Demand Justice is the best option here.  On the item front, now is a good time to upgrade your Siberys Shard.



Level 17

Powers: Brilliant Revelation (replaces Tide of the First Storm)
Items: Talisman of Terror +4

Deadly Doubt doesn't get the Wrath rider, and it isn't clear it works with Dizzying Mace anyway, so we go with Brilliant Revelation instead.  You could consider ditching WSG now that you no longer have Tide of the First Storm, but the build isn't particularly feat-starved, so no reason not to retain proning off Sudden Slime.


Level 18

Abilities: +1 Wis, +1 Con
Feats: Improved Initiative
Items: Unforgettable Cudgel Morningstar +4

At last, we retake this feat, even though we will retrain it at 21 and our level 20 feat at 22.  The build has essentially run out of really good feats at these levels.


Level 19

Powers: None.
Items: Champion's Hauberk +4

Moment of Peace is essentially a trap, since it won't stop the annoying effects from monsters' attacks.  Fourfold Invocation is just much better, since they take a -4 penalty to the saving throw, it hits the whole board, and the dazed can add some offense/CA also.  So I wouldn't replace any dailies at this level.  On the item-front, we upgrade to Champion's Hauberk in preparation for grabbing our 2nd Channel Divinity power at level 20, hoping that we have healing words to expend since we should crit and get them back with Gambler's Word.


Level 20

Feats: Creation Secret
Items: Symbol of Victory +4

Since we chose Onatar (Gond/equivalent/etc.), we can take Creation Secret to reuse various item dailies, such as Dice of Auspicious Fortune.  I have not tried to optimize around item dailies at epic tier here; feel free to locate your own items with fantastic daily powers that could benefit from Creation Secret.


Level 21 Snapshot


====== Created Using Wizards of the Coast D&D Character Builder ======
Headspin, level 21
Human, Cleric|Invoker, Divine Oracle, Destined Scion
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Wisdom)
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Character Theme: Ooze Master


FINAL ABILITY SCORES
Str 15, Con 24, Dex 10, Int 13, Wis 26, Cha 12.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.



AC: 36 Fort: 38 Reflex: 29 Will: 37
HP: 115 Surges: 13 Surge Value: 28


TRAINED SKILLS
Religion +16, Heal +23, Perception +26, Insight +26, Endurance +22


UNTRAINED SKILLS
Acrobatics +10, Arcana +11, Bluff +11, Diplomacy +11, Dungeoneering +18, History +11, Intimidate +11, Nature +18, Stealth +10, Streetwise +11, Thievery +10, Athletics +12


FEATS
Human: World Serpent's Grasp
Level 1: Battlewise (retrain to Wary Fighter at 5)
Level 2: Mighty Crusader Expertise
Level 4: Battle Awareness
Level 6: Hybrid Talent (Favor of the Gods)
Level 8: Superior Will (retrain to Healer's Implement at 14)
Level 10: Improved Initiative (retrain to Reserve Maneuver at 11)
Level 11: Dizzying Mace
Level 12: Improved Defenses
Level 14: Thunder Hammer
Level 16: Gambler's Word
Level 18: Improved Initiative (retrain to Superior Initiative at Level 21)
Level 20: Creation Secret
Level 21: Supreme Healer


POWERS
Theme Feature: Sudden Slime
Channel Divinity (Hybrid Cleric): Favor of the Gods
Hybrid at-will 1: Sonnlinor's Hammer (retrained from Fell Strike at 4)
Hybrid at-will 1: Hand of Radiance
Reserve Maneuver: Astral Flare
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Silent Malediction
Hybrid utility 6: Stream of Life (retrained to Demand Justice at Level 10)
Hybrid encounter 7: Tide of the First Storm
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Remorse (replaces Death Surge)
Hybrid daily 15: Sacred Armistice (replaces Moment of Glory)
Hybrid utility 16: Demand Justice
Hybrid encounter 17: Brilliant Revelation (replaces Tide of the First Storm)


ITEMS
Casque of Tactics (heroic tier), Dice of Auspicious Fortune (paragon tier), Circlet of Arkhosia (paragon tier), Siberys Shard of the Mage (paragon tier), Champion's Hauberk Wyrmscale +4, Unforgettable Cudgel Morningstar +4, Talisman of Terror +4, Diamond Cincture (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

 
Level 21

Epic Destiny: Destined Scion
Feats: Supreme Healer, Superior Initiative (retrained from Improved Initiative)
Items: Diamond Cincture (paragon)

Again, Destined Scion seems like the only reasonable choice for this build.  Supreme Healer is nice for letting our healing word heal two targets.  We upgrade our Diamond Cincture to the paragon version also.


Level 22

Powers: Invoke Heroism
Feats: Glorious Channeler
Items: Talisman of Terror +5

Invoke Heroism is awesome, granting an extra standard.  While Divine Mastery is incredible, we already have four dazing powers and don't particularly need to get any of them back.  So I prioritize Glorious Channeler first to be able to use both Creation Secret and Favor of the Gods.  Talisman of Terror increases to a -3 penalty at epic, so our Sacred Armistice and Fourfold Invo are even better.


Level 23

Powers: Word of Bewilderment
Items: Unforgettable Cudgel +5

As good as Dizzying Mace is, stun is better.  Although Invoked Devastation would make this power stronger, I don't feel its worth taking that feat just for this one power.  As this build heads into epic, it kind of transitions away from the Dizzying Mace towards more powerful control/enabling.


Level 24

Feats: Divine Mastery
Items: Greater Armor of Eyes Nagascale +5

Now that we do have an aoe stun, I feel this feat is worth taking.  In addition, we grab the rare greater armor of eyes, which is possibly something we should have considered for our +4 armor slot, although Champion's was useful for a few levels before we got Glorious Channeler.  Might be some other good armor here with a daily that we could reuse via Creation Secret, though.


Level 25

Powers: None.
Items: Siberys Shard of the Mage (epic)

This is another gray area.  If your DM rules that the daze from Life Lanterns works with Dizzying Mace, then this is an excellent power.  I think most DMs will find this sketchy, though, and it isn't clear even then that it would beat Fourfold Invocation, which is now giving a -5 penalty to saves (Talisman+Thunder Hammer).  Again, Sacred Armistice is better due to a -3 to saves penalty (and can't attack is better control than weakened).


Level 26-30

Feats: Epic Reflex, Epic Fortitude, Epic Will
Powers: Valorous Charge (replaces Remorse), Word of the Gods (replaces Sacred Armistice)
Item: Zephyr Boots, +6 Cudgel, +6 Armor of Eyes, +6 Torc of Power Pres, Ring of Free Time

Valorous Charge is, sadly, better than Compel Action when you have good Con.  Word of the Gods is amazing, although it isn't clear which power is worse: Fourfold or Sacred Armistice.  I actually think Fourfold is better because of the bigger save penalty; you'll generally use it with an AP meaning two uses of Valorous Charge, so creatures can't hit the broadside of a barn with -16 to attack (+8 Con to defenses + -8 to attack) anyway.  


Level 30 Snapshot


====== Created Using Wizards of the Coast D&D Character Builder ======
Headspin, level 30
Human, Cleric|Invoker, Divine Oracle, Destined Scion
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Wisdom)
Human Power Selection: Heroic Effort
Background: Missing Master (Missing Master Benefit)
Character Theme: Ooze Master


FINAL ABILITY SCORES
Str 15, Con 26, Dex 10, Int 13, Wis 28, Cha 12.


STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.



AC: 46 Fort: 50 Reflex: 40 Will: 49
HP: 153 Surges: 14 Surge Value: 38


TRAINED SKILLS
Religion +21, Heal +29, Perception +38, Insight +32, Endurance +28


UNTRAINED SKILLS
Acrobatics +15, Arcana +16, Bluff +16, Diplomacy +16, Dungeoneering +24, History +16, Intimidate +16, Nature +24, Stealth +15, Streetwise +16, Thievery +15, Athletics +17


FEATS
Human: World Serpent's Grasp
Level 1: Battlewise (retrain to Wary Fighter at 5)
Level 2: Mighty Crusader Expertise
Level 4: Battle Awareness
Level 6: Hybrid Talent (Favor of the Gods)
Level 8: Superior Will (retrain to Healer's Implement at 14)
Level 10: Improved Initiative (retrain to Reserve Maneuver at 11)
Level 11: Dizzying Mace
Level 12: Improved Defenses
Level 14: Thunder Hammer
Level 16: Gambler's Word
Level 18: Improved Initiative (retrain to Superior Initiative at Level 21)
Level 20: Creation Secret
Level 21: Supreme Healer
Level 22: Glorious Channeler
Level 24: Divine Mastery
Level 26: Epic Reflexes
Level 28: Epic Fortitude
Level 30: Epic Will


POWERS
Theme Feature: Sudden Slime
Channel Divinity (Hybrid Cleric): Favor of the Gods
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Sonnlinor's Hammer (retrained from Fell Strike at 4)
Reserve Maneuver: Astral Flare
Reserve Maneuver: Thunder of Judgment (at 23+, Astral Flare before then)
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Silent Malediction
Hybrid utility 6: Celerity Jelly
Hybrid encounter 7: Tide of the First Storm
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Remorse (replaces Death Surge)
Hybrid daily 15: Sacred Armistice (replaces Moment of Glory)
Hybrid utility 16: Demand Justice
Hybrid encounter 17: Brilliant Revelation (replaces Tide of the First Storm)
Hybrid utility 22: Invoke Heroism
Hybrid encounter 23: Word of Bewilderment (replaces Thunder of Judgment)
Hybrid encounter 27: Valorous Charge (replaces Brilliant Revelation)
Hybrid daily 29: Word of the Gods (replaces Fourfold Invocation of Doom)


ITEMS
Dice of Auspicious Fortune (paragon tier), Diamond Cincture (paragon tier), Talisman of Terror +6, Greater Elderscale Armor of Eyes +6, Unforgettable Cudgel Morningstar +6, Torc of Power Preservation +6, Zephyr Boots (epic tier), Circlet of Arkhosia (epic tier), Ring of Free Time (epic tier), Siberys Shard of the Mage (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

 

Acknowledgment: ElMoradin, who first explored this concept with Egre Gious, Daze Master, and zelink551, who endured many rocks while playtesting Headspin and came up with many good ideas for the build, and the Charop IRC for helpful suggestions

Fighter|Battle Cleric/Warlock Version



Dwarf Fighter|Cleric/Warlock/Ironstar Marauder/Destined Scion

Headspin, Fighter Variant
Race: Dwarf
Class: Cleric|Fighter
Paragon Path: Ironstar Marauder
Epic Destiny: Destined Scion
Background: TBD 
Theme: TBD

Hybrid Cleric Choice: Battle Cleric's Lore (assuming this is legal)
Pact Initiate: Dire Radiance (Con)
Destined Scion Choices: Strength, Constitution

Skills
Endurance +31, Athletics +29, Intimidate +22, Religion +21

Speed: 5
Initiative:+30 (+15 level +8 superior +1 dex +6 item)

Ability Scores
L30: Str 28, Con 28, Dex 13, Int 10, Wis 12, Cha 15
L1: Str 18, Con 18, Dex 11, Int 8, Wis 10, Cha 13

Defenses
HP: 185, Surge Value: 46, Surges per Day: 15
AC: 48 (10 +15 level, +14 armor, +2 shield, +6 enhance, +1 item)
Fort: 45 (10 +15 level, +6 item, +3 id, +9 con, +1 class, +1 item)
Ref: 39 (10 + 15 level, +6 item, +4 epic, +3 id, +1 dex)
Will: 41 (10 + 15 level, +6 item, +4 epic, +3 id, +1 class, +2 cha)

Feats
L1: Armor Proficiency (Plate)
L2: Versatile Expertise (Mace, Holy Symbol)
L4: Hybrid Talent (Fighter Weapon Talent)
L6: Pact Initiate
L8: Ironstar Student
L10: Adept Power 
L11: Dizzying Mace
L12: Improved Defenses
L14: Thunder Hammer
L16: Mountain Thunder Student
L18: Mountain Thunder Rampart
L20: Gambler's Word
L21: Bludgeon Mastery
L22: Divine Mastery
L24: Martial Mastery
L26: Supreme Healer
L28: Epic Reflex
L30: Epic Will

Powers
Pact: Dire Radiance
AW: Righteous Brand
AW: Brash Assault
Enc1: Healing Strike 
Dly1: Shield of the Gods
Util2: Glowering Threat
Enc3: Parry and Riposte (retrain to Words are Not Enough at 7)
Dly5: Rain of Steel
Util6: Stream of Life
Enc7: Come and Get It
Dly9: Divine Power (swap for Feast of Souls at 10)
Util10: Clearheaded
Enc11: Devastating Smash
Util12: Ironstar Stance
Enc13: Anvil of Doom (replaces Healing Strike)
Dly15: Sudden Opportunity (replaces Rain of Steel)
Util16: Shielding Word
Enc17: Violence Betrayed (replaces Words are Not Enough)
Dly19: Holy Wrath (replaces Shield of the Gods)
Dly20: Crushing Fury
Util22: Instant Getaway
Enc23: Warrior's Urging (replaces Come and Get It)
Dly25: Word of the Sorcerer-King (replaces Feast of Souls)
Dly26: Epic Recovery
Enc27: Cruel Reaper (replaces Anvil of Doom)
Dly29: Breath of the Stars (replaces Holy Wrath)
Dly30: Undeniable Victory

Items
Ironscar Rod +6, Dwarven Armor Godplate +6, Timeless Locket +6, Circlet of Arkhosia (Epic), Diamond Cincture (Paragon), Symbol of Sustenance +4, Rhythm Blade Dagger +1


Imposing Dazed/Stunned Save Ends with -6 to Saves

With Mountain Thunder Rampart, the level 16 Ironstar paragon path feature, and Thunder Hammer, all of our daze/stun save ends dailies are -6 to saves (assuming we can keep hitting the targets with a martial power each turn, open with action point Come and Get It/WU, use Cruel Reaper on next turn, etc.)

At level 29, we have 4 dailies (level 20 pp, level 25 warlock, level 29 cleric, level 15 fighter), every one of which stuns or imposes a daze+ -9 to all attacks with -6 to the saves.  Add Curse Eye Tattoo for even more lockdown.


Dizzying Mace Encounters

This one isn't as heavy on the dizzying mace, but it's still brutal on Violence Betrayed, the dazing dailies, and not too bad on single target stuff like Devastating Smash.  In order to give the Dizzying Mace a point, we added the imposition on dailies and all the mace feats to get it to -6.


Defenses/Defendery Stuff

Our defenses are a bit lower than a normal fighter, but we're imposing massive attack penalties, so we can afford to skimp on a lot of the defense stuff.  (We also have cleric healing to fall back on).
Reserved
Bump!  This should be ready to look at, if anyone has any thoughts.  Power selection is tricky... lots of good stuff between cleric and invoker.

I think I'm going to make a pure cleric version also just to see how it looks.  With the new battle cleric goodies, AC won't be an issue.  I'll have to peruse GO's guide a bit more since not totally familiar with clerics =) 
Nice one! Although for my taste he is not leader enough.
Added a Wisdom cleric version.  I think it turned out great, and this is one of the best ways to build an implement cleric.  Remorse, Command, and Astral Flare all daze/double roll/impose massive penalties, and daze/impose penalties on a crit (with double rolls, so effective expanded range).  And we maintain our powerful immediate actions, like the Death line and Battle Awareness.
One thing I like about these builds is how they boost astral flare.  I think I need to change my description of that power.  Its not that great without dizzying mace, but it has a lot of potential now that wis/con is a good option for templars.
Can you use an ironscar rod with dizzying mace as well? 
What about an all invoker version using ironscar rod?

Infernis
What about an all invoker version using ironscar rod?

Infernis

I would say definitely.  Ironscar rod "functions as a mace," so all mace-dependent feats would apply. 

Rod of dispater should also work if you were ever lucky enough to come across one.  (However it's debatable whether the daze (save ends) At-Will power would work in conjunction with dizzying mace feat...).

So yes.  With one of those rods you could remain a pure invoker and skip the holy symbol-mace requirement, saving a multiclass feat for something else.
Nice find on the Ironscar Rod.  It looks like it would work.  You lose the daze+debuff save ends crit from Unforgettable Cudgel (which happens 20% of the time with Tenebrous Blessing + Divine Oracle.. hrmmm.. maybe I should be taking TB after all).

You can crit a ton then though with Invoker Implement Expertise + Divine Oracle, so rods allowing IIE is a good thing.

Looking at the powers, you can run DD, BR, and 2 ToJ's.  I think the encounters are almost a wash, although cleric|invoker is definitely better at low levels when it has Death Surge (lvl 3 is weak spot for pure invoker), and Remorse triggers Battle Cleric's Lore (RAW, everyone in the burst gets +2 to hit from it).

Invokers do have better dailies/utilities, but losing 2 healing words/enc (gambler's word will always trigger imo) might not be worth it.  And you lose Cast Fortune + Favor of the Gods, which is a nuts combo, as well as the shield bonus from Battle Cleric's Lore.
Open questions for the cleric|invoker version:

1. Ironscar Rod or Unforgettable Cudgel?
2. Versatile Expertise+Battle Awareness+Eldritch Strike Dilettante or Rod/Holy Symbol Expertise+Knack for Success?

Thought about it, and I still like my version.  Holy Symbol Expertise never granting CA is > +2 Reflex from Rod Expertise, and UC is better than IR until level 21, when you could have Invoker Implement Expertise.

Versatile Expertise is the iffy one, but I love Dilettante Eldritch Strike + Battle Awareness so much.  This build is a complete beast at level 3 with its two immediate action attacks.

Maybe the ultimate solution is to find room for both Bludgeon Expertise (which adds a square of sliding to Eldritch Strike), and Rod or Holy Symbol Expertise, like I did in the pure Wis cleric version. 
I am pretty sure you cannot reserve maneuvar for a power you already have, I.E. ToJ.

There is another weapon that is usable as a holy symbol that can be a mace.  Crusader's Weapon.

Infernis
There is another weapon that is usable as a holy symbol that can be a mace.  Crusader's Weapon.

Infernis

Holy symbol-mace weapliment options for clerics are:
- Crusader's weapon
- Disrupting weapon
- Scepter of Bane
- Weapon of Evil Undone (deva synergy)

Rod-mace weapliment options for invokers are:
- Battle-pact rod (warlock synergy)
- Ironscar rod
- Rod of Dispater

Crusader's weapon is nice for an epic tier cleric (with Radiant Advantage)

Thanks for the acknowledgement!!!

Looks like a cool build.

I'm testing one of these out in my current game with a Cleric|Invoker Half-Elf, but alas she is only level 9 so I have to wait on the level 11 dizzying mace to kick in.

I will add that the low levels of a dazing build like this are a bit underwhelming... though solos can be a push over if they are interrupt or movement dependent.

All and all, I'm happy this set up is getting the attention it so rightly deserves.

Keep the comments coming.
I am pretty sure you cannot reserve maneuvar for a power you already have, I.E. ToJ.




You're right!  Oops!  But this isn't a big deal, as we can go with ToJ, Astral Flare, Death Surge, and Lightning Spike from 11-12, and ToJ, Astral Flare, Death Surge, and Deadly Doubt from 13-16.  Or hang on to Rain of Blood until 13.

For the pure cleric build, it means we'd keep Astral Flare and Command.

Thanks for the acknowledgement!!!

I will add that the low levels of a dazing build like this are a bit underwhelming....



I don't think this is the case now.  A lot of things have changed since you did your original build.

1.  Seer theme + Battle Cleric Favor of the Gods combo
2.  Battle Cleric's Lore giving scale armor and +2 shield AC for free (so much better defenses)
3.  +2 to hit when you use healing surge power from BCL (so Remorse becomes an enabling power, as do your healing words)
4.  Death Surge from Heroes of Shadow giving an immediate close burst at lvl 3

This build is a complete beast at level 3 with Battle Awareness+Eldritch Strike for one immediate and Death Surge for another.
I added a dwarf fighter|battle cleric/warlock variant which uses Ironstar Marauder, Mountain Thunder Rampart, and Thunder Hammer to impose a -6 penalty to daze/stun save ends dailies.  Stuff like Word of the Sorcerer King becomes disgusting with a -6 to the save.  Breath of the Stars imposes a -9 penalty to attack rolls and dazes, again with a -6 to the save.  We have to hit with martial powers each round to add the -2 from Mountain Thunder Rampart, so might be -4 to saves sometimes instead of -6, but we have plenty of aoe fighter powers to keep the penalty on them for a couple of rounds.

Dizzying Mace also comes into play on encounter powers like Violence Betrayed, Words are Not Enough, and Devastating Smash.  Come and Get It + Violence Betrayed is disgusting.
Hmm, so I'm trying to make this build in the character builder, and am having an issue: Favor of the Gods does not appear as an option--I can only select one of the 3 that clerics in the PH1 start with.

So maybe I'll replace Seer with Outlaw (daze 1/encounter when hit with basic or at-will attack), and use the feat slot for something else, unless someone knows how I can fix this?


EDIT: Actually, the double perception is too good to give up.
I think I'll either take Armored Agility or Mark of Healing instead of hybrid talent, since I can't get Favor in there...


Also, at lvl 12 (where I am creating), why keep death surge instead of:
Thunder of Judgement (lvl 1)
Astral Flare (lvl 3)
Lightning Spike (lvl 7)
Curse of the Divine Plague (Reserve, replacing DO's lvl 11)


I mean, yeah, some damage in a close burst and +2 to hit for allies in the burst, as an immediate, is really nice. But wouldn't another dazing power be better? 
The choice is between enabling/area damage in round 1, or a 4th daze power in round 4.  In a reasonably optimized group, I'd rather frontload as much as I can, and have 3 dazes + immediate aoe/enabling.  Hence Death Surge.  But feel free to customize as you see fit.  Hymn of Resurgence is another one well worth considering just to have in the toolbox.

I'm really not a fan of Curse of the Divine Plague, mainly because it can hit your allies, and the power does no damage.  As good as Dizzying Mace is, you could make an argument at level 12 for Astral Flare, Thunder of Judgment, Hymn of Resurgence, and Death Surge.  Your turn 1 play is likely to be Thunder of Judgment, Death Surge in between turns 1 and 2, then Astral Flare or Hymn of Resurgence on turn 2, depending on how the fight has gone/if people need saves.

At 13, I like Remorse for your turn 2 play, and, again, I'm not convinced it isn't Astral Flare that you get rid of.  (ToJ, Death Surge, Hymn of Resurgence, Remorse).  If your party already had healing well covered, I could see Brilliant Rev or Deadly Doubt at 13.  There really are a lot of options that might change based on your party makeup.

I haven't looked a ton at new powers, but Valorous Charge at 27 is significantly better than Compel Action, a power I rated gold in my guide.  It is, imho, the best encounter power ever printed by a very large amount.  Seriously needs errata. 
I wonder if hybrids can't get Favor of the Gods.  That changes the build if it's true.  Not sure if the CB is right... anyone know?

A list of relevant powers you might keep past 11:

1: Thunder of Judgment
3: Death Surge
3: Hymn of Resurgence
3: Astral Flare
7: Lightning Spike
13: Remorse
13: Brilliant Revelation
13: Deadly Doubt
17: Death's Call
23: Word of Bewilderment
27: Compel Action
27: Valorous Charge

There is some question in my mind as to whether or not Dizzying Mace actually works with Deadly Doubt.  Dizzying Mace says "when you hit with...", so it isn't clear if the daze happens when someone else hits etc., if you actually get the effect.

At any rate, there are 12 powers up there, and we have 8 slots (counting the Reserve Maneuver) as we go through the levels... I have no idea what the optimal configuration is.  It almost certainly depends on your party, and how much of the leader role you're taking on.

I would go so far as to say none of the above powers could possibly be a bad choice, except perhaps Deadly Doubt if it turns out it doesn't work with Dizzying Mace.
As long as they spend the hybrid talent feat on channel divinity, favor of the gods should be an option.  But that is the only channel divinity power they would start with.

OCB has had trouble with letting everyone take channel divinity powers they were eligible for.  I know warpriests and channel divnity has a lot of problems that I am not sure have been fixed for instance
Curse of the divine plague doesn't sound like a bad opener to me, if you get good initiative (which shouldn't usually be a problem), you will be able to get in before your allies are all intertwined with the enemies.

I mean, if the enemies are spread out thunder is great, but if you happen to get a nice clump of them...


The other time I could see using it is if a big clump of enemies has surrounded 1 or 2 allies: use divine call, move into position, then hit the curse.

 
Close blasts on turn 1 really depend on your DM.  I like to start a lot of fights with monsters 10-15 squares away, sometimes scattered on large maps.  Others will put their monsters right next to you.  So cardinal rule is, if it's working in your game, by all means, go with it!

New expertise feats are out.  Dwarven Rod Expertise is AMAZING for this build, as it turns all rods into clubs, which count as maces.  So now a straight invoker Headspin build is possible while still using any rod you want to.  Suggestions, anyone?
GAH never mind, it is only when making weapon attacks that the rod counts as a club.  So the feat is pretty much useless compared to Rod Expertise.
I wonder if you could make this work with a Battlemind|Cleric or Battlemind|Invoker, mainly if you wanted an at will daze at 13 with intellect snap.  Didn't see any real aoe powers that daze for Battlemind but I do like the at will daze combined with all the fun in this build.
I'm joining this thread a little late:

How are you wielding a morning star and rhythm blade dagger at the same time?

Also you should take one of the new holy-expertise feats for the better progression 
Yeah, that's a mistake... probably some others in here as well.  Should be morningstar by itself or mace+rhythm blade.  Need to go over the new expertise feats.

And, yes, I'm sure Battlemind and Warlock (which Mellored posted) can be used quite a bit as well.  I consider Invoker and Wisdom cleric to be the best examples, though, since they have the aoe dazes. 
Do you have an invoker only version?

Infernis
Updated this build to use Mighty Crusader Expertise.  Now even Dizzying Mace builds don't provoke on ranged/area attacks (as if they needed to be made any stronger)...
Never granting CA is so tempting...but this just sealed the deal for the morningstar
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!
No reason you can't take Holy Symbol Expertise also... at least at 16 as a divine oracle when you start dazing yourself.  For low levels, Mighty Crusader is huge, though, works on your Eldritch Strike, your ToJ and Rain of Blood don't provoke, etc etc.
Even for non half-elves, it makes Brand of the Sun THE cleric at-will
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!
With its inclusion in the Elysian Fields thread, I thought I'd do my best to update this.  I know next to nothing about epic play, really, so probably missing some items.  There are lots of ways to approach Headspin, so I just picked one and built it.  Open to suggestions of things I got obviously wrong.

Updated theme to Knight-Hospitaler, changed the race to human (which I think after playtesting is surprisingly better than half-elf), and added a level-by-level breakdown.  (I admit I crapped out a bit at 26-30... the build is really optimal only through early epic or so). 
I don't think its worth swapping out superior will for healers implement, especially for a divine oracle.  Am I missing some other way you are saving vs daze at the beginning of your turn?

Outlaw is another theme to mention.  Not really the best choice most of the time, but it lets you daze with brand of the sun if you have CA.

Circlet of Arkhosia is acquired at 14, negating the need for Superior Will.  It's a rather common trick; MWaO uses it in Illusion of Hope also iirc.  Obviously you keep Superior Will if you can't get the Circlet for some reason, or you want a Headband of Intellect or something.

Build feels a bit light on dazing at 11... Death Surge should maybe be retrained to Lightning Spike at 9 (other levels 10-12 all filled up with retrains already). 
I ditched death surge for Lightning Spike, exactly what Cazzeo did.
Also note that Dwarves and Muls have their own perks for this build, but half-elf and human are top tier. 
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!
Here's a little bit different version that I developed, prompted primarily by the aesthetic that I don't like seeing the same PP repeated in a party, and of course everyone knows that the Cleric PP Divine Oracle belongs to Wizards/Mages. This build is a little more frisky in melee, and can spam dazes deeper into the fight, but of course lacks the awesome accuracy and crit-enabling of an Oracle.

Mace Zenyou

Human Cleric|Invoker/Fighter/Adept of Whispers
Level 12
Str 14, Con 18, Dex 11, Int 9, Wis 22, Cha 11
Athletics+15i, Insight+21ix, Intimidate+19ipx, Perception+20bi, Stealth+16bix, Streetwise+10ip
Battle Cleric's Lore
Outlaw Theme
Silent Hunter Background


+16 to hit. (+6lvl+6Wis+2enh+2feat)
  +2 with CA
  +2 prof with weapon attack
  +2 and burst/blast size +1 TSONT on AP
  +1 on charge
1d10+11 radiant. (+6Wis+2enh+2feat+1shard)
  +1 per enemy targeted with encounter or daily
  +2 item with weapon attack
  +2 feat when bloodied
  +2 vs bloodied
---
Dazed enemies at -4 to attack


AC 30. (16+9armr+3enh+2shield)
  +1 item after shift TEONT
Fortitude 27. (20+4Con+3feat)
Reflex 20. (20+0Dex)
  +1 item after shift TEONT
Will 31. (20+6Wis+3feat+2cls)
  Area attacks and charge movement don't provoke
---
83 HPs and 10 20-pt Surges
  Resist 6 ongoing
  Save vs any daze or stun at start of turn


Initiative+6. Speed 6. Normal Vision.
  Invisible to blindsight or tremorsense
  Can't be tracked in forest and ignores difficult terrain in forest
Common, Dwarven


1: Mighty Crusader Expertise
1: Battle Awareness
2: Toughness
8: Superior Will
10: Superior Fortitude
11: Dizzying Mace
11: Invoker’s Blaze
12:
12:


1: Brand of the Sun
1: Hand of Radiance
1: Sonnlinor's Hammer
---
1: Surprise Strike
1: Thunder of Judgment
3: Astral Flare
7: Lightning Spike
11: Admonishing Whisper
---
1: Font of Tears
5: Sun Shard
9: Fourfold Invocation of Doom
---
E1: Healing Word*
E2: Divine Call
E6: Bastion of Health*
E10: Word of Vigor*
D12: Restorative Word
---
D3: Minor. Party +1 to single skill TEOE.
E7: Minor. Shift 2.
D9: Standard. Gain additional use of Channel Divinity.


38600/48000
12: Karach Scale +3 13000
12: Badge of the Berserker +3 13000
9: Crusader's Morningstar +2 4200
7: Boots of the Fencing Master 2600
6: Cincture of the Dragon Spirit 1800
6: Iron Armbands of Power +2 1800
4: Gauntlets of Blood +2 840
3: Ioun's Revelation +2 680
3: Siberys Shard of Radiance +1 680