Help me make a Bladesinger all it can be.

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Okay I know there is a thread about optimizing the Bladesinger, but it makes my head hurt, as it is missing something as far as I can tell.

Now is there any way to add to a Bladespell? The extra damage and such is nice, but there should be a way to beef it up even more???

The Bladesinger is an abomination of class design.  It says 'controller' on the label, but it doesn't really do any control in any meaningful way.  It's about competitive with the Binder on the control side of things (i.e. the Warlock does it better).  Combined with an ability to ignore Intelligence entirely and still be functional (through careful selection of daily powers, not that they're that good anyway), and you get a class that's just...strange.

That said, it has Defender-level AC and striker-level damage on-turn, so that's something.

Bladespells are very difficult to optimize, since they fall into the same category as Magic Missile:  no attack roll, no hits, no crits, no damage roll.  And while generic arcane-boosting things might appear to work, keep in mind you're still working with a MBA as an underlying attack power.  Bladesong is an absurdly good power, especially if you time it for an encounter-as-daily AOE power.

I've seen Bladesingers that were effective, but they were functionally strikers.  If you're looking for a controller, you may be disappointed.
D&D Next = D&D: Quantum Edition
The Bladesinger is an abomination of class design.  It says 'controller' on the label, but it doesn't really do any control in any meaningful way.  It's about competitive with the Binder on the control side of things (i.e. the Warlock does it better).  Combined with an ability to ignore Intelligence entirely and still be functional (through careful selection of daily powers, not that they're that good anyway), and you get a class that's just...strange.

That said, it has Defender-level AC and striker-level damage on-turn, so that's something.

Bladespells are very difficult to optimize, since they fall into the same category as Magic Missile:  no attack roll, no hits, no crits, no damage roll.  And while generic arcane-boosting things might appear to work, keep in mind you're still working with a MBA as an underlying attack power.  Bladesong is an absurdly good power, especially if you time it for an encounter-as-daily AOE power.

I've seen Bladesingers that were effective, but they were functionally strikers.  If you're looking for a controller, you may be disappointed.

Nah I just like the flavor behind it, hence my interest.

I know they are a far cry from great controllers, but they hit hard and are interesting.
I like going Half elf with Eldritch Strike dilettante This allow you to use Con, Wis, or Charisma as your primary stat and you gain the arcane keyword for Admixture or White Lotus feats. You will be a bit weak at heroic but you blossom at 11. Optimize light blade and Permafrost if you like more damage or add in just about any damage package you like. Armor of choice is Feral Armor in my oppinion for a nice nova.

If you really want to pack in the cheese Revenant Half elf has the perfect stats. 
Basically, ignore everything about the class setup, and play it as a striker, with some variation of a non-INT MBA, and either high INT, 1 point of DEX mod, and Radiant One ED if you're in Epic, or high DEX, ignore INT, and use Arcane Admixture to hit Morninglord and Lasting Frost vulns in paragon, or probably STR/DEX in heroic.

It's sad that the best way to play the class is to completely ignore the design, but it's true.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Could you shadar-kai and use magic missile as your MBA? Or would that not trigger your at-will powers with the 'hit' condition?
No hit; no bladespell, and whether that even works at all (using a melee range RBA as an MBA) is up for debate anyway.

So no.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
...What? Reaper's Touch says you can use it as a MBA.
Take low defenses. Max Int/Dex, with some Str (enough for Light Blade Mastery).  Grab Kulkor Arms Master, Martial Supremacy, Radiant One.  Make 2 attacks per round that do 100+ DPA at level 30 (you can probably increase this by stealing fire or radiant vulnerability somewhere, but I haven't decided on a good method to do that given that you aren't a divine class).
...What? Reaper's Touch says you can use it as a MBA.


My bad, thinking of the wrong game element.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Could you shadar-kai and use magic missile as your MBA? Or would that not trigger your at-will powers with the 'hit' condition?

If you manage dragonfrost and reapers touch it would work.

Not easy, and not neccicaraly better then just hitting someone with the sword either.

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.

The best thing I found about Bladesingers is they team up really well with a thief or blackguard, and you become a leader at paragon. Say there is a thief in your group, and you happen to be a human bladesinger with Pack Outcast and Unseen Hand. Your thief picks up a resist force item, and Agile Opportunist. Nearly every round you can charge a target close to your thief, slide your thief, and have him attack. This is better than what a warlord can do. It does take up an immediate, but that just means the thief doesn't have to invest any resources into immediate actions.

If you manage to combine this with KAM, with your first basic you use Shadow Sever to knock prone, with your second basic, you use unseen hand to bring your thief over for an attack. Crazy stuff for at-will. But even without KAM (which I don't like advocating), just going Adroit Explorer or something, multiclassing rogue, you can be respectable.

So, Bladesingers can be strikers, they can be defenders (go Blade Bravo, and prone people at your feet, boost defenses, and grab multiple shield-like powers), with a little cooperation from allies they can be leaders (not the healing kind, but the attack granting kind). They can even be skill monkeys, grabbing Jack of All Trades (feat and PP) and Disciple of Lore. What they don't do very well, is control.
The best thing I found about Bladesingers is they team up really well with a thief or blackguard, and you become a leader at paragon. Say there is a thief in your group, and you happen to be a human bladesinger with Pack Outcast and Unseen Hand. Your thief picks up a resist force item, and Agile Opportunist. Nearly every round you can charge a target close to your thief, slide your thief, and have him attack. This is better than what a warlord can do. It does take up an immediate, but that just means the thief doesn't have to invest any resources into immediate actions.

If you manage to combine this with KAM, with your first basic you use Shadow Sever to knock prone, with your second basic, you use unseen hand to bring your thief over for an attack. Crazy stuff for at-will. But even without KAM (which I don't like advocating), just going Adroit Explorer or something, multiclassing rogue, you can be respectable.

So, Bladesingers can be strikers, they can be defenders (go Blade Bravo, and prone people at your feet, boost defenses, and grab multiple shield-like powers), with a little cooperation from allies they can be leaders (not the healing kind, but the attack granting kind). They can even be skill monkeys, grabbing Jack of All Trades (feat and PP) and Disciple of Lore. What they don't do very well, is control.


It both amuses and depresses me that this class can be made competent at everything but its intended role, which it basically can never be much better at than a well-built Deft Hurler Cleave fighter or throw-and-stab ranger.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
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