Feet Aflame - Lvl 30 Revenant Swordmage/Fighter/Rogue/Psion/Druid/Monk Bullet Train

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Having just read the "What hasn't been optimized?" thread, I'm hesitant to even post this, but it tickles my fancy so why not.

This is an attempt at highest at-will speed, using no consumables, allies, encounters, dailies or setup rounds. He can keep up this pace all day, and actually gets faster when he comes across an enemy to stab at high speed.

[sblock The Build]====== Created Using Wizards of the Coast D&D Character Builder ======
Neike, level 30
Revenant, Swordmage, Traveler's Harlequin, Master of Moments
Build: Shielding Swordmage
Swordmage Aegis Option: Aegis of Shielding
Choose your Race in Life: Eladrin
Mad Wanderer (Bluff class skill)
 
FINAL ABILITY SCORES
STR 13, CON 20, DEX 17, INT 26, WIS 13, CHA 10
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 18, WIS 10, CHA 8
 
 
AC: 44 Fort: 36 Ref: 41 Will: 34
HP: 209 Surges: 13 Surge Value: 52
 
TRAINED SKILLS
Arcana +28, Athletics +21, Bluff +20, Endurance +27, Intimidate +22, Nature +21, Perception +21, Streetwise +20, Thievery +23
 
UNTRAINED SKILLS
Acrobatics +18, Diplomacy +15, Dungeoneering +16, Heal +16, History +23, Insight +16, Religion +23, Stealth +20
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Revenant Utility: Dark Reaping
Swordmage Feature: Aegis of Shielding
Druid Feature: Wild Shape
Swordmage Attack 1: Luring Strike
Traveler's Harlequin Attack 11: Traveler's Mummery
Traveler's Harlequin Utility 12: Shape of the Traveler
Master of Moments Utility 26: Freeze Time
 
FEATS
Sneak of Shadows
Risky Shift
Level 1: Monastic Disciple
Level 2: Fluid Motion
Level 6: Mark of Passage
Level 8: Bloodied Fleetness
Level 11: White Lotus Evasion
Level 11: Wrathful Warrior
Level 12: White Lotus Master Evasion
Level 14: Arcane Familiar
Level 16: Disciplined Talent
Level 21: Long Step
Level 22: Ghostly Vitality
Level 24: Mobile Warrior
Level 26: Initiate of the Old Faith
Level 26: Agile Form
Level 27: Quick Wild Shape
Level 28: Heavy Blade Expertise
Level 30: Armor Proficiency: Chainmail
 
ITEMS
Staff of the Traveler +1 x1
Belt of Sonnlinor Righteousness (epic tier) x1
Life Charm +6 x1
Mithrendain Steel Longsword +6 x1
Many-Fingered Gloves (paragon tier) x1
Eladrin Ring of Passage (paragon tier) x3
Boots of Caiphon (epic tier) x1
Eladrin Chainmail +6 x1
Quickening Waters (epic tier)
Mercurial Mind (heroic tier)
====== End ======[/sblock]
Base speed is a constant 11, from
6(base)
+2(fluid motion)
+2(quickening waters)
+1(bloodied fleetness/mercurial mind).

He has 4 minor actions each turn (standard+move+minor+master of moments), which in cruise mode he's using on Boots of Caiphon to shift (teleport, via Staff of the Traveler) his speed and take twice the distance shifted as damage.

That's 11(speed)
+1(mark of passage)
+1(long step)
+1(risky shift)
+1(arcane wisp)
+6(eladrin ring of passage)
+3(eladrin armor)
+1(mithrendain steel longsword)

for a total of 25 squares traveled (and 50 damage taken) x4 for a cruising speed of 100 squares per turn (and 200 damage). He relies on ghostly vitality and belt of sonnlinor's righteousness to reduce the damage to nothing once he's below zero, and life charm to keep on ticking without pausing for death saves. He also uses wild shape as a free action once per turn to get an extra 1(shift)+14(boosters) squares, for a final cruising speed of 115 squares per turn.

My favorite part of this build is, when he spots an enemy along the way, he can boost his speed by trading one action to use luring strike+mobile warrior+white lotus master evasion, gaining two shifts, and two additional shifts if he hits, for an extra 30-60 squares. He can't do this in beast form, so if he's in that phase he'll just circle around for a turn, but on that turn he wild shapes, boots, boots, boots, and luring strikes, for a final attack speed of 120 to 150 squares per turn.

I've heard people can get past Mach 1 with certain builds, and I'd love to see how that works, but in the meanwhile I'm pretty happy with Neike. A fantastic hodge-podge of different classes, items and feats, but a high top speed without any consumables, encounters, dailies or setup rounds.

What do you think?

EDIT: See below for details, but the bullet train now flies and with a certain arguable understanding of revenant rules has an average cruising speed of 161 squares (109mph) and an attack speed of 172/200 squares (117 to 136mph).

EDIT: Full cheese ahead. Top ground speed of 277 squares per turn, 156mph. Approx .2 Mach.

UPDATE: Moving the updated build from page 3 for easier scanning.


RESULT:
Cruising Speed:           319 squares (180mph)
Attack Speed [miss]:   318 squares (180mph)
Attack Speed [hit]:      406 squares (230mph)

Show
I need to update my calculations.

Speed 11:
6(base)
+2(fluid motion)
+2(quickening waters)
+1(bloodied fleetness/mercurial mind)
[+1 if hit with WLME]

Boosts: 17
+1(mark of passage)
+1(long step)
+1(risky shift)
+1(arcane wisp)
+8(eladrin ring of passage) [mummified hand + many-fingered gloves]
+3(eladrin armor)
+1(mithrendain steel longsword)
+1(mithrendain steel longsword)

Boots of Caiphon [minor action]
Teleport 6+2+2+1+1+1+1+1+8+3+1+1=28 (26 beast form) [29 if hit with WLME]

Wild Shape, Luring Strike, Mobile Warrior, White Lotus Master Evasion [free action]
Teleport 1+1+1+1+1+8+3+1+1=18

Shadowrift Blade [free action]
Teleport 4+1+1+1+1+8+3+1+1+1WLME=22

Cruising Speed
Standard (normal) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) free (wild shape)
7BoC+1WS = (7x28 + 7x26)/2 + 18 = 207 average cruising speed

Attack Speed [miss]
Free (LS effect) Free (Mobile Warrior) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+WS+6BoC = 18+18+18+(6x28)= 222 attack speed [miss]

Attack Speed [hit]
Free (LS effect) Free (Mobile Warrior) Free (LS hit) Free (WLME) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+LS+WLME+SB+WS+6(BoC+1WLME) = 18+18+18+18+18+22+(6x29)= 288 attack speed [hit]


RESULT:
Cruising Speed:           207 squares (117mph)
Attack Speed [miss]:   222 squares (126mph)
Attack Speed [hit]:      288 squares (163mph)

VARIANT

Trade MC Psion for MC Warlock
Bloodied Fleetness [speed-1] for Acolyte Power
Master of Moments for Lorekeeper
Choose Incredible Stride [speed+4] and Transcendent Dance [speed+8] as encounter powers

Speed 20
6(base)
+2(fluid motion)
+2(quickening waters)
+4(incredible stride)
+8(transcendent dance)
[+1 if hit with WLME]

Boosts: 17

Boots of Caiphon [minor action]
Teleport 20+2+2+1+1+1+1+1+8+3+1+1= 44 (42 beast form) [45 if hit with WLME]

Wild Shape, Luring Strike, Mobile Warrior, White Lotus Master Evasion [free action]
Teleport 1+1+1+1+1+8+3+1+1=18

Shadowrift Blade [free action]
Teleport 4+1+1+1+1+8+3+1+1+1WLME=22

Cruising Speed
Standard (normal) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) free (wild shape)
7BoC+1WS = (7x44 + 7x42)/2 + 18 = 319 average cruising speed

Attack Speed [miss]
Free (LS effect) Free (Mobile Warrior) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+WS+6BoC = 18+18+18+(6x44)= 318 attack speed [miss]

Attack Speed [hit]
Free (LS effect) Free (Mobile Warrior) Free (LS hit) Free (WLME) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+LS+WLME+SB+WS+6(BoC+1WLME) = 18+18+18+18+18+22+(6x49)= 406 attack speed [hit]

RESULT:
Cruising Speed:           319 squares (180mph)
Attack Speed [miss]:   318 squares (180mph)
Attack Speed [hit]:      406 squares (230mph)



150 squares / turn x 5 feet in a square = 750 feet / 6 seconds OR 38.1 meters / second which equals to Mach 0.11 / second.

In other words your opponents would probably not actually see you move, they would see a blur or maybe not even.  Sweet
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

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

If I did the math right, that's around 83mph.

He might be the fastest living object in the D&D world - certainly the fastest sustained speed, anyway.

Not that he's invisible fast, but he's teleporting, so he's flickering into reality once every second and 75 feet or so, so I don't think most creatures would notice him, especially after he gets a speed boost dive bombing.

Which is good, since his defenses and damage are terrible - but give him a big enough bomb, or an ogre-in-a-shadow-coffin, and it's fun times all around.
Not sure he'd survivie...  (50 damage - 30 resist) / 2 = 10 damage *4 = 40 damage per turn...
so he can only do it for 3 turns (assuming you start at 0 HP).

Of course, based on the wording of the boots, you only take damage from your shift...  Not your teleport...  Gunna need a Q&A thread to untangle that...

And there is reason to think that Ghostly Vitality gives you an extra move and minor, for 6 *50= 300 (death's quickening might work too).  Though that's questionable.

Edit: Yup, other's agree.  You don't take damage since you didn't shift.  Which means you can get +1*4 more by being an elf.

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.

Fantastic! Thank you for thinking of that question and checking it for me.

I've seen the wording on Ghostly Vitality, and I'm not sure. I think it just gives you back the actions you would have lost. That's certainly the RAI, in any case.

As for the shift... wow. A minor action teleport-your-speed with no penalties at all, for the cost of a pair of boots and a staff? I think that'll be popular.

Could you point me in the direction of the improve-your-base-speed-as-high-as-possible thread?

Also, being elf would get +1 to base speed but lose Eladrin Rings of Passage (+6) and Eladrin Armor (+3). That does free up all the feats I was using for revenant cheese, though, so that opened up some options.

EDIT: And how can we make him fly? I want him to be a jet.
I've seen the wording on Ghostly Vitality, and I'm not sure. I think it just gives you back the actions you would have lost. That's certainly the RAI, in any case.

It's definatly rules questionable.  

CS has ruled that it works, and if you previously (before they changed revenant) had both, you would have a standard, move, and 2 minors.  So RAI seems like it would work.

Personally i do:
deaths quickening = remove daze
Ghostly vitality = insubstantial  (seriously, it's enough by itself).

Your right about eladrain though.  Bigger boost.

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 think I want to go living Eladrin for the boost to Int. The more accurate his one attack is, the more likely he'll get that extra move afterward.

As for the feats,

Death's Quickening:
"If you drop to 0 or fewer hit points and choose to remain conscious due to Unnatural Vitality, you can take a minor action in addition to the standard action Unnatural Vitality allows."

Ghostly Vitality:
"If you drop to 0 or fewer hit points and choose to remain conscious due to Unnatural Vitality, you can take a move action and a minor action in addition to the standard action Unnatural Vitality allows. While you have 0 or fewer hit points, you gain insubstantial."

Unnatural Vitality:
"When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious."

So, you're saying if you're knocked below zero, you get a standard, a move and a minor, and if you undaze yourself, you get your move and minor back as well? Standard move move minor minor minor free with Master of Moments? Standard free move move minor minor minor free free free if you attack and hit?

That would be 7x25 = 175 squares cruising speed, 180 to 210 squares attack speed.

He's just hit 119 miles per hour. We need to make him fly.
Is there any way of giving him a fly speed without Zephyr Boots or relying on a PP or ED?
He could trade his eladrin armor for Mantle of the Seventh Wind - he'd lose 21-27 squares of speed, but would be a flickering fighter jet of a character. Cruising speed 154 squares, 198 max speed. Still 112 MPH.

EDIT: Mummified Hand! Can't use Wondrous items in beast form, but that's still a +14/20 speed boost in normal shape. That puts his speed at 189/194/226 squares on ground, and 168/172/200 squares flying.

Averaging out every other turn, that's now: 161 squares average cruising speed, 172 to 200 squares flying attack speed.
So, you're saying if you're knocked below zero, you get a standard, a move and a minor, and if you undaze yourself, you get your move and minor back as well?

According to CS....  you'd get a standard (normal), move (normal), move (GV) , minor (normal), minor (GV), minor (DQ).

I woudln't expect it to fly in any homegame, but that's the ruling, and this is char-op, so go for it.

Also, ring of free time.

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.

According to CS....  you'd get a standard (normal), move (normal), move (GV) , minor (normal), minor (GV), minor (DQ).

Adding in Master of Moments and Luring Strike/White Lotus Master Evasion/Mobile Warrior, that's:

Standard (normal) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) free (wild shape) or
Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) Free (LS effect) Free (Mobile Warrior) [Free (LS hit) Free (WLME)]

Adding that ALL in, without flight, that's (27x8 + 25x8)/2 = 208 average squares cruising speed (117mph)
and while attacking, that's 27x7 + 17x2 [+ 17x2] = 223 to 257 squares attack speed (126 to 145mph)

Also, ring of free time.

It'd only get a free minor after a milestone, and it'd replace a ring of passage, so it'd -22 to 11 teleports + 25 extra move for a total of 3 extra squares at max speed.

At this point, he sees an enemy over 1000 feet away and attacks him with a longsword. And is then 170 feet away again.

I read this whole thread and am crying with laughter. What the... how... why would you...? Oh, CharOp forums, you always make me smile.

IMAGE(http://www.nodiatis.com/pub/20.jpg)

Real life comparo ... the $200,000+ Ferraris and similar
are doing sub 12 second quarter miles (1320 feet).
So that's what, 2 rounds ?!
Top Fuel dragsters are going 1000 feet in under 4 seconds.
Hello.

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

 

Shadowrift Blade.
Hit enemy with CA, take 15 damage (absorbed) and teleport 4 (and by that I mean 20) squares.
Requirement: CA. Considering circumstancial stealth bonuses of starting turn 1200 feet away, possibly straight up: more than likely.
Cost: 1 squares distance from losing mithrendain.
Result: Cruising speed reduced by 8. Attack speed decreased by 9/increased by 11 squares if hit. Not worth it.

Option 2:
Replace Arcane Wisp with Rakshasa Claw.
Effectively gain benefits of two mithrendain weapons, staff of the traveler and shadowrift blade.
Cost: Cheeeeeeese.
Result: Cruising speed remains the same. Attack speed increased by 20 squares.

Maximum speed now 277 squares per turn, at 156mph.

Full cheese ahead.

Top Fuel dragsters are going 1000 feet in under 4 seconds.
Hello.

923 feet in 4 seconds. Almost there.
You don't really need to make him fly, just use your first teleport to go up and your last to go down (i rather doubt you'll fall or even lose altitude at the speeds you're going at).

Also, this is the best thread i've seen in a while, well done. 
How is he able to get multiclass feats for multiple classes?
How is he able to get multiclass feats for multiple classes?



Benefit of his paragon path.
This is just flat out awesome.
Thank you everyone, this was a lot of fun to build :D

I just wish they made more hybrid essentials classes. I so wanted to use Aspect of the Dancing Serpent and Escape Artist's Trick with this build.

As for the flying, remember he's not actually moving at any speed - he's not even messing up his hair. He just happens to be 11 different places every 6 seconds, for an overall increase in distance between where he was and where he is. Without a flight speed you can go 1000 feet straight up in six seconds, but unless you've got somewhere to stand you'll be hitting terminal velocity in a hurry.

I imagine him like a low orbiting satellite. Maybe even put him in a shell, as long as he can support the weight. This flickering metal orb two hundred feet off the ground, completely silent, swooping down every once in a while to stab a dude for some extra speed when he's in a hurry. Hell, put him in a spinning disk with a glass cockpit and give him a taste for rare steak, we've just invented UFOs in D&D :D
Since you're using a power to shift, and an item to turn that shifting into teleportation, at least according to Custserv, that power gains the teleportation keyword.



Which means that you can swap your Mithrendain Steel weapon for an Incisive Dagger +6.


EDIT: You'd have to let him fly whenever he shifts- any teleport with SotT is limited to the movement the original shift allows. It just turns that movement into teleport.
Oh Content, where art thou?
Is... is that true?

That would boost each of my teleports:

6 incisive dagger
6 incisive dagger
3 far-step amulet
-2 for dual mithrendain weapons

times 8 = 104 boost to cruising speed
times 7/9 = 92/117 to attack speed

Maximum speed now 394 squares per turn, at 223mph.
326 squares per turn, for a 184mph cruising speed.

1313 feet in 4 seconds from a standing start. Take that, drag racers.

ALSO just looked a bit closer at White Lotus Master Evasion, turns out it adds a +1 power bonus to speed after hitting, so if you hit FIRST, then you get an extra 7 squares distance. 401 squares per turn, at 227mph absolute highest possible at-will speed, almost .3 mach.

I give up questioning the CharOp board's sanity..I'll just laugh at the sheer awesomeness.
I need to update my calculations.

Speed 11:
6(base)
+2(fluid motion)
+2(quickening waters)
+1(bloodied fleetness/mercurial mind)
[+1 if hit with WLME]

Boosts: 17
+1(mark of passage)
+1(long step)
+1(risky shift)
+1(arcane wisp)
+8(eladrin ring of passage) [mummified hand + many-fingered gloves]
+3(eladrin armor)
+1(mithrendain steel longsword)
+1(mithrendain steel longsword)

Boots of Caiphon [minor action]
Teleport 6+2+2+1+1+1+1+1+8+3+1+1=28 (26 beast form) [29 if hit with WLME]

Wild Shape, Luring Strike, Mobile Warrior, White Lotus Master Evasion [free action]
Teleport 1+1+1+1+1+8+3+1+1=18

Shadowrift Blade [free action]
Teleport 4+1+1+1+1+8+3+1+1+1WLME=22

Cruising Speed
Standard (normal) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) free (wild shape)
7BoC+1WS = (7x28 + 7x26)/2 + 18 = 207 average cruising speed

Attack Speed [miss]
Free (LS effect) Free (Mobile Warrior) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+WS+6BoC = 18+18+18+(6x28)= 222 attack speed [miss]

Attack Speed [hit]
Free (LS effect) Free (Mobile Warrior) Free (LS hit) Free (WLME) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+LS+WLME+SB+WS+6(BoC+1WLME) = 18+18+18+18+18+22+(6x29)= 288 attack speed [hit]


RESULT:
Cruising Speed:           207 squares (117mph)
Attack Speed [miss]:   222 squares (126mph)
Attack Speed [hit]:      288 squares (163mph)

VARIANT

Trade MC Psion for MC Warlock
Bloodied Fleetness [speed-1] for Acolyte Power
Master of Moments for Lorekeeper
Choose Incredible Stride [speed+4] and Transcendent Dance [speed+8] as encounter powers

Speed 20
6(base)
+2(fluid motion)
+2(quickening waters)
+4(incredible stride)
+8(transcendent dance)
[+1 if hit with WLME]

Boosts: 17

Boots of Caiphon [minor action]
Teleport 20+2+2+1+1+1+1+1+8+3+1+1= 44 (42 beast form) [45 if hit with WLME]

Wild Shape, Luring Strike, Mobile Warrior, White Lotus Master Evasion [free action]
Teleport 1+1+1+1+1+8+3+1+1=18

Shadowrift Blade [free action]
Teleport 4+1+1+1+1+8+3+1+1+1WLME=22

Cruising Speed
Standard (normal) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM) free (wild shape)
7BoC+1WS = (7x44 + 7x42)/2 + 18 = 319 average cruising speed

Attack Speed [miss]
Free (LS effect) Free (Mobile Warrior) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+WS+6BoC = 18+18+18+(6x44)= 318 attack speed [miss]

Attack Speed [hit]
Free (LS effect) Free (Mobile Warrior) Free (LS hit) Free (WLME) Free (wild shape) move (normal) move (GV) minor (normal) minor (GV) minor (DQ) minor (MoM)
LS+MW+LS+WLME+SB+WS+6(BoC+1WLME) = 18+18+18+18+18+22+(6x49)= 406 attack speed [hit]

RESULT:
Cruising Speed:           319 squares (180mph)
Attack Speed [miss]:   318 squares (180mph)
Attack Speed [hit]:      406 squares (230mph)

possible variant

And assuming you can treat the Boots of Caiphon teleport as a teleportation power (which I don't think you can do, after asking the rules forum), trade two Mithrendain Steel Longswords [-2] for two Incisive Daggers [+12] and Life Charm for Far-Step Amulet [+3]. This would give you:

Cruising Speed:           410 squares (232mph)
Attack Speed [miss]:   396 squares (225mph)
Attack Speed [hit]:      484 squares (274mph)

And this is all "x squares per turn", correct?
Correct. So, in combat, his average speed would be considerably slower, but that's not that big of an issue when you're a quarter mile away between attacks.
What happened to the dual Incisive Daggers?

Also, are you using your arms slot? If not, then you can use Mithrendain Steel Wrist Razors.
I asked the rules Q&A forum and they told me there's no supporting rules for adding none-attack type keywords to powers. Adding lightning damage will add the lightning keyword, but adding a teleport doesn't actually add the teleportation keyword. So no luck on the incisive.

Can I wield 2 wrist razors and 2 daggers at the same time?
Rules Q&A has noticed that there's no restriction to the amount of prone medium creatures that can occupy a square, leading to the following question:


"This sounds like a char-op challenge. How many PCs can you delay right after another and then move into an opponents square prone with a ready action to unleash terrible fury upon that creature when everyone's collected..."


I figure this mechanisms in this thread have the best chance of producing the desired effect.  Remember, all you need to retain is a standard action to use Ready.  Everything else is full access.

Charop, GO!
D&D Next = D&D: Quantum Edition
Without a flight speed you can go 1000 feet straight up in six seconds, but unless you've got somewhere to stand you'll be hitting terminal velocity in a hurry.


Your latest figures indicate you are significantly faster than terminal velocity, so even if you assume you hit terminal velocity immediately after your turn ends, you wouldn't hit the ground before the start of your next turn.  Pretty cool!
I asked the rules Q&A forum and they told me there's no supporting rules for adding none-attack type keywords to powers. Adding lightning damage will add the lightning keyword, but adding a teleport doesn't actually add the teleportation keyword. So no luck on the incisive. Can I wield 2 wrist razors and 2 daggers at the same time?


My understanding of wrist razors is that 1 instance occupies your entire arms slot.* So I think the limit is 2 daggers and 1 wrist razors.


* I don't have hard suport for this, but if WR counts as an Arms item and every other Arms item is limited to one-at-a-time, it stands to reason that WR would have the same restriction.
BlinkBlink, you're correct, I had a moment and forgot you can only gain the benefits of 1 wrist razor at a time. That's still 8 squares to cruising speed and 9-11 squares attack speed. Every little bit helps! As long as you're looking, can you think of any other "whenever you do this, shift/teleport" feats, powers or items?

wrswldo, it appears terminal velocity of a normal human figure (spread out) would be 122mph, so for a max of 230mph assuming you just hit someone on the way up that's about 11 seconds (maybe 13 with acceleration). So he'd last two rounds before hitting the ground and taking 40d10 falling damage. Hah, unless he swapped one of his rings for a Ring of Feather Fall, in which case he'd lose 16-22 squares of height but land gently after falling 2000 feet. It's a moot point anyway, as was mentioned earlier you can't shift up, and you can only teleport the same way you'd shift, so you'd need Zephyr Boots to get off the ground.

Mand12, Low Crawl will let you shift while prone, and Boots of Caiphon + Staff of the Traveler will let you teleport with no HP cost. Two items and a feat will let as many PCs you want drop prone as a minor, shift on top of the enemy as a minor and ready a standard with what's left. No race, class, or other restrictions other than staff proficiency, which at most will cost 1 more feat. That was... surprisingly easy.
It's a moot point anyway, as was mentioned earlier you can't shift up, and you can only teleport the same way you'd shift, so you'd need Zephyr Boots to get off the ground.

Umm.. Nothing keeps you on the ground.  Teleport can up.

Though you'd fall after each teleport so you won't really get anywhere..  unless you can get more then 500 feat (100 squares) per teleport.

Hmm.. if you can only fall 100 per turn... what happens if you fall 25x5?  Do you fall the first 4, reach your max distance, then continue up after that?

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.

Assuming you're teleporting evenly in your six seconds, that's a little less than two teleports per second. You can only fall (according to my calculations) about 9 squares in that half-second. 7x42 + 18 teleports, that's 33x7+9=240 squares vertical distance gained by the end of your turn. Halfway through the next person's turn, you've fallen 18 squares, and will fall 36 squares per second until you hit the ground. That's about 6 seconds. So you can make it halfway through the second person's turn before you've fallen back to where you started.

Unless your mention of 100 squares per turn is a game rule (which, in retrospect, it probably was), then you'd probably average it out through all of your teleports and say you've only made it 219 squares up (all calculations are assuming cruising speed, now). Then you'd fall to 119 squares the next turn, 19 squares the turn after that, and hit ground zero briefly after starting the third person's turn. About the same, give or take half a round for physics, which is surprisingly close.

Me, I say you'd put a couple very heavy rocks in a bag of holding, grab quick hands/rakshasa claw, then flicker from standing to 42 squares straight up (drop a rock) and back down (don't fall, grab a rock quickly) and repeat. In one turn you've dropped 3 or 4 very heavy rocks from 200 feet off the ground, dealing I'm guessing 1d4+20d10 falling damage on to however many targets you've decided need a meteor shower.
According to my calculations, you can't hold a staff and teleport by moving cautiously.  Nor do i get very far turning into a wolf (though it would be cool to have my phone meld as part of me)... Tongue out

Also, i'm pretty sure 100 sqares is per round, not turn.  If your up 219 squares, and you fall 100, then your up 119 and can teleport higher...  You still fall each time you teleport up though.

So (i think) it's...
up 30
down 30
up 30
down 30
up 30
down 30
up 30
down 10 (20)????  
up 30 (50)
up 30 (80)
up 30 (120)
down 100 (20)

next turn...
???

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.

Yup, it's per round, and limit's to 100, so it takes a few "jumps" to start, but they you can "fly".  No boots needed.  With 28 squares, you need 4 teleports to sustain your flight, leaving your other actions for dropping stuff.  Or perhaps take the "range sight" ED and blast from wherever (you loose a minor, but...)

Though i'd still recommend the ring of feather fall, since the falling distance accumulates, and you may want to land eventually (though you might be able to teleport to the ground and take no damage...).

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.

Wow, that's just weird. I think I'd rather just fly, or teleport back to the ground after each leap - that's still quite some distance for vertical travel without a speed penalty. Game physics hurt :P


i can fly!!!

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 can fly!!!



Just hope your DM doesn't use the 'speedy thing goes in, speedy thing comes out' rule if you are trying to teleport back to the ground.


i can fly!!!

Just hope your DM doesn't use the 'speedy thing goes in, speedy thing comes out' rule if you are trying to teleport back to the ground.

The portal lady had boots of feather fall.

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.

A new variant I came up with after reading through the unsleeping darkspiral experiment - if he's reached a milestone, he can use the feature of four rings of free time to get 4 extra teleports each turn for the cost of 6/8 speed of each teleport. If he loses the beast form, that's 11 teleports of 36 squares each for a cruising speed of 396 squares and an attack (hit) speed of 463 squares per turn.
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