Aim to Please: +52 to Hit At-Will (Caution: Silly)

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I wanted to see how high of an at-will accuracy I could get. No regard towards damage, defenses or survivability.
He's just gonna hit.

UPDATE: Currently at 54/56 to-hit at-will, with a reroll (+2).

Level 30 Revenant Deva|Tiefling|Human Warlock|Fighter/Sorcerer  Academy Master  Soul of the World
Background: Tarmalune

STATS:
30 Cha 15 Dex 13 Int

FEATS:
Hybrid Talent: One-handed Weapon Talent
Arcane Prodigy
Light Blade Expertise
Nimble Blade
Superior Implement Proficiency: Accurate Dagger
Reckless Charge
Reckless Curse
Arcane Familiar
Spellseer Familiar
Sorcerous Reserves
Restless Dead
Arcane Spellfury
Potent Rebirth
Hellfire Blood
Ghostly Vitality
Arcane Admixture: Fire
Darren Gambler
[one open slot]

BONUSES TO-HIT:
+15 half level
+9 charisma
+1 charge
+6 enhancement
+3 proficiency
+2 combat advantage
+1 fighter weapon talent
+3 expertise
+1 nimble blade
+1 accurate dagger
+1 arcane spellfury (hit)
+2 restless dead
+2 deva's potent rebirth
+1 spellseer familiar
+1 sorcerous reserves
+1 hellfire blood
+1 reckless charge
+1 reckless curse
+1 academy master
+1 master's blade (while in stance)
+1 barrage bracers (hit)
+1 charger's headdress
+reroll (martial supremacy)
+2 on reroll (darren gambler)

TOTAL:
56 to-hit at-will charge + reroll (+2)
54 to-hit at-will the first attack+ reroll (+2)

ITEMS:
Master's Blade Accurate Dagger +6
Shadow Warlock Armor
Life Charm
Belt of Sonnlinor Righteousness
Zephyr Boots (for flying enemies)
Barrage Bracers
Charger's Headdress

SUMMARY:
Revenant deva warlock|fighter qualifies for potent rebirth/hybrid talent (one-handed weapon talent) to use Ensorcelled Blade (when he gets it as Soul of the World) with +3 CA from SWA and +1 from fighter weapon talent. Arcane prodigy makes him a sorcerer, which qualifies for sorcerous reserves/accurate dagger proficiency so he gains +2 to all arcane attacks. Academy master and arcane spellfury give him +2 if he hits. Arcane familiar/spellseer familiar gives him +1 to hit with his familiar placed near his target. Light blade expertise, nimble blade, reckless charge gives him +5 to his attacks (on a charge). Soul of the World lets him become both a Tiefling and a Human which qualifies him for reckless curse and hellfire blood (with arcane admixture taking care of the fire requirement). Ghostly vitality is so he can survive while qualifying for the bloodied requirements of other feats, including restless dead. Master's Blade gives him +1 to hit whenever in a stance, Martial Supremacy lets him reroll any basic attacks as an encounter stance, and darren gambler gives a +2 bonus to that reroll.

I'm pretty sure I covered all the myriad requirements and pre-requisites. He curses, stances, then charges at +52 to hit. If he hits (and he must) and continues hitting, it'll be an at-will +54 to hit. That's enough to auto-hit Vecna, although he'll do maybe 15 damage. Catch them by surprise, certainly, as this odd creature swoops down for an unnaturally accurate strike only to poke them with a sharp stick.

Did I forget anything? Miss any good alternatives? Forget to spot the old build that did +66 at-will and actually does damage that I hadn't noticed?

I love this game.

EDIT: Replaced Druid with Rogue, Dragonborn with Deva, Raging Drake Form for Potent Rebirth for a net increase +1. Reckless Curse dropped, one slot open.
EDIT: Added Arcane Admixture: Fire to keep fire damage while using Master's Blade for +1 to attack while in a stance. Can still drop Disciple of Inspiration if needed, as he is now practically unable to miss.
EDIT: Replaced Reincarnate Champion with Soul of the World since he lost the primal class, gained sorcerer at-will. Replaced hybrid rogue with hybrid fighter for Martial Supremacy for rerolls (for some reason) and stance bonus, replaced rogue weapon talent with fighter weapon talent for no net loss. Replaced Half-Elf with Human for Reckless Curse.
EDIT: With Tarmalune & Darren Gambler, reroll on Martial Supremacy now has +2 bonus, for an effective 54/56 to hit.
Revenant half-elves don't have the half-elf racial feature that lets them take human feats; reckless curse is out.
Damn, I didn't notice it was a racial feature and not something automatic. Down to +51 to hit.

Replace it with Impending Victory for +1 against bloodied enemies.
If you can squeese it..  Deva's Potent Rebirth = +2.

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.

Dropping Dragonborn for Deva would remove Raging Drake Form and add Deva's Potent Rebirth for a net of +1 accuracy and an open hybrid slot and Wild Dilettante feat slot, which we can replace with Rogue and Rogue Weapon Talent for another +1. Now we're at 53, with one feat slot open.
Wild dilettante feat required it be an implement at-will, so you can't use it with ensorcelled blade.
Made irrelevant by dropping druid/wild shape/dragonborn/raging drake form for rogue/rogue talent/deva/potent rebirth. Good to know though.

Considering dropping Disciple of Inspiration because... well, he's not going to miss, even with only +50 to hit. That gives two feat slots for whatever else might help.
Adding a Master's Blade means any time he uses any of his rogue stances (at least 3, by level 30) he also gets +1 to attack.

It would lose fire damage, so adding Arcane Admixture (fire) would keep it, to qualify for Hellfire Blood.

+1 to all attacks again. Up to 54.
Rerolls would probably be the only way to boost this.  Since you roll a 1  5% of the time, and roll a double 1  0.25% of the time.  Can you squeese avenger/Martial Supremacy?

Oh, and there's a few attacks that have built in bonuses (astral seal, careful attack).  Probably not worth it though.

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.

Losing Sorcerer would lose Sorcerous Reserves +1 and Arcane Spellfury +1.
MC fighter + Martial Supremacy would add rerolls.

You can do the math (I can't), what's the turnout on that one?

If we did that, adding Hybrid Avenger would lose Rogue Weapon Talent +1, and require an avenger at-will, which would lose all the feats that require an arcane at-will - I don't think it'll work.

Also, attacks with built in bonuses need to be arcane and usable as MBAs to work with this build. That more or less limits it to some Sorcerer attacks and Eldritch Strike.
Why not hybrid fighter instead of rogue, and pick up fighter weapon talent instead of rogues...

Martial Supremicy is a stance, so master's blade would work too.

Anyways the reroll math depends on your target number, but it's worth +1- +5.

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.

Reincarnate Champion requires you to be a primal class.
Reincarnate Champion requires you to be a primal class.

Soul of the world requires deva, which let's you be dragonborn and tiefling, and grab any power (half-elf not needed).

Stat bump is to Wis|Int though...

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.

So with Soul of the World and Hybrid Fighter (Weapon Talent), you break even on the weapon talent and gain a reroll, lose 1 to stat bump, but free up two half-elf feats (for a total of 3 dropping Disciple of Inspiration) and a fourth race. 51/53 to-hit again.

Suggestions?

EDIT: HA! Human + Reckless Curse again. Back to 52/54!
Power of Arcana gets you the arcane avenger at-will.  It is implement and ranged, so that needs fixing.  If only sorcerous blade channeling was arcane instead of just sorcerer attacks.  Is there any other feat or magic-item that lets you channel a ranged power as a melee?
Surely what we should be optimizing is your hit chance, not your attack bonus... right?

Once your attack bonus = their defense - 2, more attack bonus isn't much use, barring situational penalties such as concealment.

Rerolls, rerolls rerolls, imo! Sage of Ages has a reroll and +2 to hit. 
Sage would be nice, but you have to sacrifice a fair bit to achive the +2, and the reroll isn't a true reroll...

Plus if your DM levels up bahamut then 54 might look about right.

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 you have the Tarmalune background, you can take Darren Gambler which gives you a +2 whenever you reroll anything.

Eladrin can get +1 hit with Eldritch Strike, not enough to overcome your Sorc benefits.

Guardian theme gives you a +1 hit against targets that attack your bonded charge.

Human Swordmages can get +5 attack against an enemy that triggers their Shielding Aegis (Aegis Accuracy +1 against mark violators, Retributive Shield +2 to next attack against enemy that triggered Shielding II, Risky Aegis (Human only) +2 to attack and damage against enemy that triggered any Aegis)

Last 2 are really just a "Defender Varient" of this concept.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Sweet, I'd never even heard of Tarmalune, good find.

I think this might have maxed out. Why can't I find any item bonuses to attack, anyway? I can only find one for RBAs.

Ok, just found the Headband of Intellect. I need to give this combo psychic damage, without losing the fire. Mindbite Scorn would only add the psychic damage if it already hit, so I don't think it'd work. Mindiron weapon would add half psychic, but lose the Master's Blade, so it would break even.

Laurel Circlet would do the same thing for charm and illusion keywords, which I don't think you can add any easier than psychic.

Oh my god how did I miss Barrage Bracers. 53/57 now (counting +2 to reroll as a +2 in general).
Charger's Headdress too. 54/58 and rising.

EDIT: Against All Odds is interesting, but it isn't reliable enough.
Beast Within would be fine if I can make room for Minotaur.
Sage would be nice, but you have to sacrifice a fair bit to achive the +2, and the reroll isn't a true reroll... Plus if your DM levels up bahamut then 54 might look about right.



This is a bit off topic but I think in one important respect, sage is much, much better than most other rerolls.

You get to see the result before you choose your action.

Levels up Bahamut to what... level 40? heh. 
You're a warlock, no? Any room for Star pact and Improved Fate of the Void?
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