Lair Assault Team: Dead on Arrival

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Dead on Arrival:

Team DoA takes advantage of sub-zero fighting.  Everyone on the team has +9 to death saves (Harbringer of Rebirth, Sun domain, Haunted/Bloodthread armor), stay's concious for a turn while below 0, belt of sollinor righoutness, and has the knight hospitaliter theme.  Should be very diffiuclt to kill any of them.

For offense, we put Stormhawk vengence, battlecrazed, feroicity, potion of clairity, plauge of the dragon alter to good effect.

Death's Gatekeeper forms the core of team DoA granting +7 to death savesa and the ability to stay up.   Note that she only get's +4 to death saves, so she needs a little protection.  Heals and grants occasional extra attack.  Covers the Cha skills.
[sblock Death's Gatekeeper]
Revenant
Hybrid Ardent|Cleric
20 Cha/16 Wis

Feats:
Unnatrual Mantle
Harbringer of Rebirth
Templar's Domain (sun)

Powers:
Irestrike
Astral Seal

Resergent Sun

Battleborn Acuity
Concecrated Ground

Bless

Items:
Longsword
Potion of Clarity x2 (100)
Battlestandard of Healing (680)
Symbol of the Dragon (lvl 3)
Verve Armor (lvl 4)
Belt of Sollinor Rightousness (lvl 6)
[/sblock]

Electric Slide:  Force movement focus, Since we need to remain somewhat close to eachother, moving enemies around is a good thing.  Has his own "regen" with tome of replenishing flame.  Should put out some solid damage and cover's Int skills.
[sblock Electic Slide]
Genasi Wizard
20 Int/18 Str

Feats:
Mark of storms
Elemental Empowerment
Orb Expertise

Powers:
Arc Lightning
Thunderwave

Orbmaster's Incdiary Detonation
Shock Sphere

Flaming Sphere.
Wizard's Fury

Items:
Potion of Clarity x2 (100)
Tome of Replenishing Flame (520)
Orb of Menacing Impluse (lvl 4)
Bloodthread Armor (lvl 5)
Belt of Sollinor Rightousness (lvl 6)
[/sblock]

The butcher:  Straight damage melee striker with minor foced movement.  Feriocity makes use of frequent trips below 0.  Provdes Wis skills.
[sblock The butcher]
Minotaur
Persuit Avenger
20 Wis/ 16 Dex

Feats:
Power of Skill
Stormhawk Vengence
Avenging Reslove

Powers:
Overwhelming Strike

Raging Tempest
Fury's Advance

Temple of Light
Menacing Presence

Loyal Sanctions

Items:
Potion of Clarity x2 (100)
Plague of the Dragon's Altar (680)
Battlecrazed Falchion (lvl 4)
Bloodthread Armor (lvl 5)
Belt of Sollinor Rightousness (lvl 6)
[/sblock]

Horned Protector:  The spot where all the forced movement get's focused.  Covers Str skills.
[sblock Horned Protector]
Minotaur Knight
20 Str 18 Con

Feats:
Stormhawk Vengence
Feroicious Frenzy
Heavyblade Expertise

Powers:
Poised Assault

Glowering Threat

Items:
Heavy Shield
Potion of Clarity x2 (100)
Plague of the Dragon's Altar (680)
Verve Armor (lvl 4)
Battlecrazed Longsword (lvl 4)
Belt of Sollinor Rightousness (lvl 6)
[/sblock]

Sucker:  Mixed ranged and melee, and forced movement.  Cover Dex skills and has darkvision.
[sblock sucker]
Drow
Vampire
20 Cha 18 Dex

Feats:
Stormhawk Vengence
Ki Focus Expertise
Superior Ki focus (accurate)

Powers:
Cloud of Darkness

Items:
Potion of Clarity x2 (100)
Symbol of the Dragon (680)
Plague of the Dragon's Altar (lvl 3)
Bloodthread Armor (lvl 5)
Belt of Sollinor Rightousness (lvl 6)
[/sblock]

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Quick DPR

Death's Gatekeeper: +10 vs Ref (.65)
Damage 0

Electic Slide: +9 vs Ref (.60)
1d6(3.5)+5+4+1 = 13.5 * .60
= 8.1
Wizard's Fury = 7
= 15.1

Butcher: +11 vs AC-2  roll 2x (.91)
2d4(6.5)+1d6(4)+5 = 15.5 * .91
=14.105
Dragon Alter 5
19.105

Horned Protector: +12 vs AC (.65)
1d8(4.5) + 1d6(3.5)+5+1 = 14
9.1
Dragon Alter 5
14.1

Sucker: +13 vs Will (.80)
1d6+5+7+4 = 19.5 * .8
15.6
Dragon Alter 5
21.6

15.1+19.105+14.1+21.6
=69.90500

Which is enough to kill 1 creature per round.

Note that it does not take into consideration any extra attacks from ferocity, irestrike, encounter powers, or stormhawk vengence.

PEACH

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I would love to actually play as part of this team given the chance.
I reread the Mantles. Interesting build idea. But if your Revenant never becomes bloodied...
Ardent Mantle is a passive benefit to anyone within 5 squares that depends on which one you choose, as well as an encounter power.  Example:

Mantle of Clarity
You and each ally within 5 squares of you gain a bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier. In addition, each ally within 5 squares of you gains a +2 bonus to Insight checks and Perception checks. (If a character is in the radius of more than one Mantle of Clarity, the bonuses are not cumulative. Only the highest ones apply to him or her.)

You also gain the ardent alacrity power.
D&D Next = D&D: Quantum Edition
Geez. I need to read more. Ok, there's the mantle and the associated power with the chosen mantle. I got it now.
I am curious about what the point of the Heavy Blade Implement Proficiency is for. Is it just so you can use a battlecrazed weapon?
+1d6 damage is a solid boost. Though i've been debating that one alot thinking a superior implement might be better...

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Isn't there a theme that gives you a free MBA when they knock you below 0? At-will?

That seems better than the hospitaler theme.
Ok, yea.  Electic Slide will take Orb Expertise.

Isn't there a theme that gives you a free MBA when they knock you below 0? At-will?

That seems better than the hospitaler theme.

Iron Wolf.  But that's lvl 10.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Ok, yea.  Electic Slide will take Orb Expertise.

Isn't there a theme that gives you a free MBA when they knock you below 0? At-will?

That seems better than the hospitaler theme.

Iron Wolf.  But that's lvl 10.

Ah, right. Fair enough.

Does seem like a very very good match for Revenants though.
Finished the builds and put up some DPR numbers.  Vampire actually comes out on top with his +2 to hit +4 damage daily running.

At least till they drop one of the minotaurs below 0 and trigger ferocity.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I like the build.  I noticed that the revenants tend to be pretty hardy.

My buid to start is:
Race - Revenant (Longtooth Shifter)
1st Feat - Past Soul - for Shifter regen while bloodied. (always have 2 hp at the start of your turn so you have all of your actions)
6th level magic item - Belt of Sonnlinor Righteousness.
Theme - Noble or Wizards Apprentice for the extra lvl 6 common magic item.

Classes I have looked at are -

Bard for the character that covers pretty well all the skills (Feat: Bard of All trades) - He also has a couple good ranged weapon interupt attacks.

Warden - 70 hps at 5th level (Feat: Toughness) - nuff said

Warlock Hexblade (Gloom) - Check out the Bloodcurse rod and the pact boon - when you bloody a creature or a creature you hit or is next to you drops to 0 hit points you become insubstantial and phasing until the end of your next turn!

Those are my tops so far.  I am waiting to see what characters the rest of my group is bringing in and then fitting in whats needed.
Maylnor:
Regeneration does not function when below 1 hp regardless of whether you are unconcious or not. 
Veleria - Thank you for the clarification - I just checked it out on the Compendium.  I guess I will have to do some tweaking.
Hi Mellored,

I was trying to recreate your Hybrid Ardent/Cleric in the builder and it does not give access to the feat for Templar's Domain (Sun).  This may be accessible for only straight Cleric (Templar) builds and not the Hybrid.

Any Comments?
Hi Mellored,

I saw your post on the rules board... so it all depends on how your DM looks at it and whether you want to use the character builder or not.  An alternative is putting in an ardent and a warpriest seperately, but this will reduce your overall DPR due to replacing one of your more hard hitting characters.
Malynor, the CB is not, nor has ever been, a legal rules source.
Oh Content, where art thou?
Malynor, the CB is not, nor has ever been, a legal rules source.

It has been in the past. (As was customer service requests.)

It wasn't for a while.

It is now, again. (As a second-class rules source, which is overriden by primary rules sources.)
I like the idea of themed teams.  My idea was Ghost Recon, a party of Shade Warlock|Executioner Assassin hybrids who focus on maximizing stealth so they can't fail the checks and simply go through the whole thing hidden (albiet at a speed of 8 squares a round running)

Mellord, I always love the Revenant stuff you post, I hope you don't mind too much But I created a party similar to yours. I think in the long haul you will do more damage with your mino's though.. I created a whole mob, but didn't want to encourage folks charging out of my ardent range.

Revenant Ardent Cleric- feats=Unnatural mantle, Harbinger of rebirth, and Stormhawk- Items=Belt of Broken, symb of Dragon, BS of Heal, and Pelaurm chain

Revenant paly\warlock- Feats= Revenant Challenge, Full blade, and paly armor Items= Pelaurm Plate, Iron Armbands, Exsiccating Full blade, Plague of Drag Altar

Drow Vamp Feats= KiFocus, an sup imp train, Stormhawk Items= Belt of Broken, Bloodthread pantyhose, Abduction Ki focus, and Plague of Drag Alter

Bugbear Rogue Feats= Berserk Fury, Light Blade Expt, Vigilante Justice Style items= large Shade Rapier, gaunt of blood, Genasi Soul leather,

Dwarf Warlord \Fighter Feats=Hybrid talent (Grappler), Inescapable hold, imp Grab Items= Pelaurm chain, Plague of Drag Alter, Shade Spiked Gaunt, Iron Armband

Genasi stormsoul Wizard Feats= Elemental Empowerment, mark of storm, Orb Expertise Items = Orb of Harmonic Agony, Shadowdance cloth, Belt of broken Tome of Striking Lighting, and BS of Heal

Hope to trigger vulnerability to necrotic via the palys Multi mark abilities. Hope to grab someone with grappler inflict decent auto damage (minor) and give standard to another cha via direct the strike. While abusing stormhawk, belt of broken and the Revenant’s mantle.


Mellord, I always love the Revenant stuff you post, I hope you don't mind too much But I created a party similar to yours. I think in the long haul you will do more damage with your mino's though.. I created a whole mob, but didn't want to encourage folks charging out of my ardent range.


that's why i have 3 people with forced movement and chose the vampire.  To bring the enemies to me.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Mellored - I took your Revenant Ardent Cleric for a spin yesterday and the look on my DMs face when I told him the negative HP defender was still conscious was priceless!

Oh and let me add... We were at the last round, DM is adamant that Vell is taking out the troublesome healer, drops me to -2 HPs, triggers Belt of Sonn, Vell dies by the zero damage healer, priceless look again on DMs face! Damn hilarious!

Thanks for that!
Mellored - I took your Revenant Ardent Cleric for a spin yesterday and the look on my DMs face when I told him the negative HP defender was still conscious was priceless! Oh and let me add... We were at the last round, DM is adamant that Vell is taking out the troublesome healer, drops me to -2 HPs, triggers Belt of Sonn, Vell dies by the zero damage healer, priceless look again on DMs face! Damn hilarious! Thanks for that!




And that's exactly why I'm requiring brand new characters for the next LA game I run. That healer of yours is now comfortably RE-TIE-ER-DUH and running a tavern somewhere.


====== Created Using Wizards of the Coast D&D Character Builder ======
Kaotic, level 5
Genasi, Swordmage
Build: Assault Swordmage

Swordmage Aegis Option: Aegis of Assault
Elemental Manifestation Option: Cindersoul
Inherent Bonuses
Auspicious Birth (Auspicious Birth Benefit)
Theme: Noble 

FINAL ABILITY SCORES

STR 15, CON 14, DEX 10, INT 20, WIS 10, CHA 8 

STARTING ABILITY SCORES

STR 14, CON 11, DEX 10, INT 18, WIS 10, CHA 8  

AC: 23 Fort: 17 Ref: 19 Will: 16
HP: 59 Surges: 10 Surge Value: 14 

TRAINED SKILLS

Arcana +12, Athletics +9, Endurance +11, Intimidate +6 UNTRAINED SKILLSAcrobatics +2, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +7, Insight +2, Nature +4, Perception +2, Religion +7, Stealth +2, Streetwise +1, Thievery +2 POWERS

Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Utility: Noble Presence
Genasi Racial Power: Firedeath
Swordmage Feature: Aegis of Assault
Swordmage Attack 1: Frostwind Blade
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Chilling Blow
Swordmage Attack 1: Frost Backlash
Swordmage Utility 2: Fear No Elements
Swordmage Attack 3: Blazing Lunge
Swordmage Attack 5: Deep Freeze 

FEATS
Level 1: Manifest Resistance
Level 2: Weapon Proficiency (Fullblade)
Level 4: Heavy Blade Expertise 

ITEMS

Shielding Blade Fullblade +1 x1
Magic Leather Armor +2 x1
Wavestrider Boots (heroic tier) x1
Amulet of Protection +2 x1
Adventurer's Kit
Backpack (empty)
Grappling Hook
Climber's KitChain (10 ft.)Waterskin
Potion of Regeneration (heroic tier)
Potion of Vigor (heroic tier)
====== End ======
10 fire resist. +12 to hit. 
Would this be a good build to go with for the Lair Assaults?
Sadly, I can't get Templar's Domain to come up in the builder, even though the character hits the requirements for it.  Any ideas?

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Sadly, I can't get Templar's Domain to come up in the builder, even though the character hits the requirements for it.  Any ideas?

It's in the builder, but not avalible to hybrid clerics.  Not sure if that's intended or just a bug.

Possibly cause it requires a "templar", and hybrid cleric is just a "cleric".

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

That group should have severe issues in the final room, IIRC, as once something goes below 0 HP, it becomes dominated (no save, no nothing). 

At least I think it specifies 0 HP as opposed to unconscious.  Don't have the document with me, though. 
That group should have severe issues in the final room, IIRC, as once something goes below 0 HP, it becomes dominated (no save, no nothing). 

At least I think it specifies 0 HP as opposed to unconscious.  Don't have the document with me, though. 

Still works since everyone has a reaction heal, concecrated ground, 2 minor actions heals, and a battlestandard of healing.   As well as astral seal + ire strike.

Or just let the dominated minotaur kill the other minotaur, which get's a free attack on what he was attacking, and hope he rolls 10 on his death save.

Though yea... there's probably a better use for the death save feats/items, this team was up before lair assault started.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Maybe.  Though I think the lair takes everything over, so if multiple guys are at 0 HP, at the beginning of the round it takes control of them all. 

Just saying that I think they planned for that contingency somewhat. 
Maybe.  Though I think the lair takes everything over, so if multiple guys are at 0 HP, at the beginning of the round it takes control of them all. 

Just saying that I think they planned for that contingency somewhat. 

They stay dominated?  Or just while below 0?

Cause the first would make the build useless.  Unless you can stay out of the final room.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

If I remember correctly, if someone starts or ends their turn at 0 HP in the final room, the creature is dominated (and it's not even dominated the condition, it's just "the DM gets to make attacks with it", so any anti-dominate stuff doesn't work on it)  till the end of the encounter.  I might be wrong on parts of this, though. 

I might be making it way nastier than it is, though.  But I just remember seeing it and going "well, there goes the entire -HP idea". 

(wink) ... I guess Mello - Fuchsia doesn't have quite the same ring to it.

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

 

If I remember correctly, if someone starts or ends their turn at 0 HP in the final room, the creature is dominated (and it's not even dominated the condition, it's just "the DM gets to make attacks with it", so any anti-dominate stuff doesn't work on it)  till the end of the encounter.  I might be wrong on parts of this, though. 

I might be making it way nastier than it is, though.  But I just remember seeing it and going "well, there goes the entire -HP idea". 

Good thing you get to order the start of your own turn....

But yea, that makes the death save bonuses useless.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I beat it with 4 wizard/arcanists that bused magic missile  Easy peasy