Queen of the Horde: A Barbarian|Warlord nova build

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Queen of the Horde: Mul, Barbarian|Warlord, Captain of Fortune, Warmaster



BUILD GOAL:
Inspired by MC-Drowbane's Battery, this build has a double major in encounter nova striking and party nova enabling. Items are not required for this build to function, although obviously getting the right gear will boost her effectiveness.

I've gotten kind of bored of surprising charge and gouge barbarians, so this build hits like a truck without being dependent on charging to get its damage across. Once you hit epic, charging supplements the main damage by providing at-will DPR in the mop-up stage.

BUILD FEATURES:-Multiple methods of action point generation
-Can spend multiple action points per encounter, starting at level 16
-Grants an ally an extra action every time she spends an action point, starting at level 24
-Double rolls for the entire party until EoNT thanks to Captain of Fortune encounter power
-Double rolls for own nova until EoNT thanks to Avenger MC
-Multiattacking Barbarian powers
-Enabling Warlord powers
-Power recovery in epic on crit and on AP use
-Good defenses for a striker
-Provides 2 heals per encounter
-The charge-package provides good DPR
-Still effective even with no items and only inherent bonuses

PARTY SYNERGY:
-This build can be used as a primary or secondary striker and a secondary leader. She probably functions best as a "5th man/woman" in a party with a competent healer, since she is optimized more for enabling and nova than healing. 
-This build becomes broken-good if you've got a revenant, an enduring rage barbarian, or some other sub-zero build in your party. Every time your friend drops below zero, you gain an Action Point thanks to the Avenging Spirit feat. At 30th level, when you can spend unlimited AP's, this can let you throw out at least one AP every single round.

ACTION POINT GENERATION:
-Symbol of Victory: daily AP on a Crit. Can pick this up in heroic.
-Violet Solitaire: daily AP on a Crit. Can pick this up in epic.
-Vistani Foresight: start the day with an extra AP. Pick this up in epic.
-Avenging Spirit: at-will AP generation every single time an ally drops below zero. This should happen at least once a day unless your DM plays easy (in which case this build is overkill). Your allies should be willing to fuel this AP generation scheme since they get free standard actions out of the deal every time you AP. Plus, you can help them up twice per fight with your Inspiring Word.
If you have a subzero build in your party
, such as a Revenant or enduring rage Barbarian, you can realistically get one or more AP's per round. This build becomes ridiculously powerful with such a combo.

Thanks to:
LDB for his awesome handbooks, builds and layout
MC-Drowbane for inspiring me with his Battery Build 

THE BUILD



Race - Mul (PHB) - The right ability scores, and the ability to pick up human feats. Also brings some much-appreciated durability to the table with an extra healing surge and a nice racial power. Human also works for this build, but it misses out on Second Skin in epic.

Theme - Guardian (DR 399)I can't say no to a free attack outside my turn!

Hybrid Talent - Barbarian Armored Agility (PHB 3) - This patches up your Reflex and AC nicely. Better than burning 2 feats to get scale proficiency.

Multiclass - Avenger (PHB 2) - This multiclass feat gives you two turns of re-rolls, which is phenomenal when combined with Storm of Blades and/or Hurricane of Blades. Also, you get to use the almighty Symbol of Victory for AP generation.

Epic Destiny - War Master (PHB) - The cornerstone of this build. Granting an ally an extra action on every AP use is amazing. Plus the capstone feature lets you spend unlimited AP's per encounter.

Gear

Weapons - Unlike most barbarian builds these days, the gouge is shunned in favour of the Fullblade (AV). Charging is not as important to this build as it is to most barbarians, and the proficiency bonus of the fullblade is very nice.

Armor - with Barbarian Armored Agility, it's best to stick with Hide (PHB).


Ability Scores

Starting Array (after racial modifiers):
Strength 18 - All your attacks key off this.
Dexterity 14 - Important for AC, Reflex, Initiative, and Heavy Blade Mastery.
Constitution 15 - This will be enough to get Armor Specialization (Hide) and Second Skin.
Wisdom 13 - Useful for Avenger MC and Will defense
Intelligence/Charisma 10/8 - Irrelevant to this build

Ability Score Bonuses:
Level 4 - +1 Strength, +1 Dexterity
Level 8 - +1 Strength, +1 Dexterity
Level 11 - +1 to all scores
Level 14 - +1 Strength, +1 Dexterity
Level 18 - +1 Strength, +1 Dexterity
Level 21 - +1 to all scores
Level 24 - +1 Strength, +1 Dexterity
Level 28 - +1 Strength, +1 Dexterity

Final Array:
Strength 26
Constitution 17
Dexterity 22
Intelligence 10
Wisdom 16
Charisma 12


Captain of Fortune Paragon Path Features

L11 - Know Your Strength - Adds a bit of reliability to a swingy d12

L11 - Seize the Day - THP for you or your allies on an AP is appreciated, though it doesn't improve your nova directly.

L16 - Presence of Greatness - This is the reason for taking this path. Spending 2 action points per encounter, in combination with this build's action point generation is amazing. Note that this feature becomes redundant when with the Warmaster's capstone. If you are starting at level 30, or your DM lets you retrain your PP, switch to Adroit Explorer instead.



Skills

L1 - Athletics - Every barbarian should learn to swim.
L1 - Endurance - How are you going to rage and kill things if the flu keeps you down?
L1 - Intimidate - Strictly for thematic reasons. A barbarian should at least attempt to be intimidating.
L3 - Religion - This comes packaged with the MC Avenger feat, but you're too dumb to use it properly.


Heroic Powers

L1, At-Will - Howling Strike (PHB 2) - Gives great DPR when combined with the usual charge-package.

L1, At-Will - Direct the Strike (MP 2) - Wield an ally to hit things when you can't for whatever reason. A good back-up power.

L1, Encounter - Vengeance is Mine (MP 2) - Two MBA attacks (you + ally) when an enemy hits you?!? An amazing deal.

L1, Daily - Macetail's Rage (PHB) - Prone in a close burst, and THP equal to your Strength mod every time you hit is pretty nice. This is a good durability power for tough encounters.

L2, Utility - Knight's Move (MP 2) - Gives an ally your move action. This is often useful to get an ally out of a tight spot.

L3, Encounter - Brutal Slam (MP) - It's a decent power but nothing special. Thundering Howl or Shatterbone Strike also work at this level.

L5, Daily - Staggering Spin (PHB) - If you set this up right, your enemies could be in for a lot of hurt. Your first enabling daily power.

L6, Utility - Run Rampant (D 377) - Being immobilized or restrained as a melee character really sucks, so this can be very helpful. 

L7, Encounter - Curtain of Steel (PHB 2)/Join the Crowd (MP 2) - Both of these are terrific out of turn powers. Curtain of Steel hits for a lot of damage and can trigger Rampage on a crit. Join the Crowd, however, can be amazing when you have allies with really nasty burst powers.

L9, Daily - Oak Hammer Rage (PHB) - Your allies will really appreciate you knocking enemies prone. Plus, it adds a bit of damage vs. prone enemies.

L10, Utility - Draw Their Eyes (DR 381) - This is a mediocre power for a pure Warlord, but in the hands of a multi-attacker it's beautiful. This is a great power to open a battle with. You move up to your speed, and then get your STRENGTH modifier as a power bonus to damage until EoNT! Sure you grant CA, but it's unlikely your enemy will get to take advantage of it (hint: they'll be minced to pieces).


Paragon powers

L11, Encounter - Lady Luck Smiles (MP 2) - Deals average damage, and all your allies within 5 squares get double rolls until EoNT! A great power to use right before Hail of Steel, or when your ranger buddy is about to unleash a Blade Cascade.
 

L12, Utility - Favored Fortune (MP 2) - A decent power. Allows you or an ally to reroll a damage roll. Good for when you pull out a high [W] power.

L13, Encounter - Storm of Blades (PHB 2) - This is where your encounter nova really starts to shine. Use Disciple of Divine Wrath for double rolls and the Draw their Eyes power right before you use this for some horrendous damage. 

L15, Daily - War Master's Assault (MP) (replaces Staggering Spin) - A great opening power. You and your allies can charge or make MBA's. Your Charisma sucks so the rider is kind of wasted, but this is still a top notch power.

L16, Utility - Spur the Cycle (MP 2) - Gain an extra Standard Action when you drop an enemy. It's a daily, but very powerful. 

L17, Encounter - Hail of Steel (MP) (Replaces Join the Crowd/Curtain of Steel) - Why yes, I would love to hand out free attacks to the entire party! Combined with an AP and Hurricane of Blades or Storm of Blades this power can decimate an encounter. 

L19, Daily - Primal War Band Rage (PP) (Replaces Macetail's Rage)- Nice damage, and a very party-friendly power. Every enemy within 5 squares grants CA.

L20, Daily - Strike of Soul Fate (MP 2) - Mark an enemy and they have to roll twice to hit your allies. This can be useful with the right set up (hit them and run away). You probably have better things to do with your standard actions though.




Epic Powers

L22, Utility - Rush of Battle (MP) - Your friends get to play Ranger by making minor action attacks until SoNT. You can stack this with Hail of Steel to make your party Nova even more ridiculous.

L23, Encounter - nothing worth swapping for...

L25, Daily - Relentless Assault (MP) (replaces Oak Hammer Rage) - Wow. Essentially hands out Hail of Steel every time you or an ally crits! In fact, it's even better than a free Hail of Steel since the MBA's are opportunity actions.  Given how many attacks you can make in a round with Hurricane/Storm of Blades, this is almost guaranteed to go off a few times during the encounter.

L27, Encounter - Hurricane of Blades (PHB 2) (replaces Vengeance is Mine) - Four attacks as a standard is absolutely amazing.

L29, Daily - World Serpent Rage (PHB 2) (replaces War Master's Assault)- A great charge-friendly rage. Either your enemy tries to run and gets smacked, or you get a nice damage bonus.
 

Feats

L1 - Hybrid Talent (Barbarian Armored Agility) (PHB 3) - Take this so your AC doesn't suck.

L2 - Weapon Proficiency (Fullblade) (AV) - +3 Proficieny, High Crit, and a nice d12 damage die makes this a good pick.

L4 - Disciple of Divine Wrath (PHB) - Two turns of double rolls vs. an opponent is awesome. This isn't that impressive right now, but just wait till you get Storm/Hurricane of Blades...

L6 - Heavy Blade Expertise (HotFL) - Enjoy your feat tax!

L8 - Weapon Focus (Heavy Blade) (PHB) - A nice scaling damage bump.

L10 - Power Attack (PHB) - Ah, the much maligned power attack! It sucks in most situations, but combined with Action Surge and Disciple of Divine Wrath's double rolls, it's worth the risk for your nova round.

L11 - Fight On (MP 2) - Another use of your inspiring word is definitely appreciated.

L12 - Armor Specialization (Hide) (PHB) - A nice AC bump.

L14 - Action Surge (PHB) - A great boost for when you pull out an AP (which will be very often later on).

L16 - Avenging Spirit (MP) - This feat's usefulness really depends on your DM and your party composition. It grants you an AP every time an ally drops below zero. It works nicely with your 16th level PP feature, which allows you to use 2 AP's per encounter. If your DM sends a lot of hard encounters your way, PC's might drop to zero pretty often, giving you a steady stream of AP's to fuel your novas. Even if you get only one extra AP during the day, it's still worth it. Also, if you have a revenant, Enduring Rage barbarian, or another sub-zero build in your party this feat becomes incredible.

L18 - Improved Defenses (HotFL) - A feat tax for your NADs!

L20 - Vistani Heritage (PHB) - Lame feat, but grants access to your next choice...

L21 - Vistani Foresight (MP) - An extra AP per day is just beautiful, especially on this build, which can burn multiple AP's per encounter from level 16 onwards.

L21 - Second Skin (PP) (Replaces Armor Specialization (Hide)) - +2 AC is definitely worth retraining.

L22 - Martial Mastery (MP) - Regaining a martial encounter power when you spend an AP is great. Using Hail of Steel several times per fight is almost unfair.


L24 - Heavy Blade Mastery (PHB) - Barbarian crits are terrifying, so you'll put this feat to good use. Combine with Symbol of Victory for easy AP generation.

L26 - Epic Resurgence (PHB) - Regaining Hurricane of Blades on a Crit is just too amazing to pass up.

L28 - Martial Resolve (MP) - Great for getting rid of a lot of status conditions that could ruin your day.

L30 - Epic Will (PHB 2) - Time to patch up that will defense...


Magic Items

Armor - Feytouched Armor (MotP) - Provides a nice initiative boost. Going first is key to destroying your enemies with your nova.

Weapon - Withering (AV) - A cumulative AC penalty on every hit makes your enemy an easy target for you and your allies. Melegaunt's Darkblade (DUN 177) is also great in paragon tier to improve your crit-rate.

Symbol - Symbol of Victory (PHB) - Use this to get a free AP when you crit once per day! You can just pick up the cheap low-level version since all you care about is the daily power.

Arms - Iron Armbands of Power (AV) - A must have item bonus to damage.

Feet - Sandals of Avandra (AV) - A speed boost, and shifting half your speed at-will.

Hands - Great Hero's Gauntlets (AV 2) - +2 bonus to attack rolls on AP attacks, and THP equal to your surge value when you hit with an AP. Awesome for this build.

Head - Horned Helm (PHB) - A nice bonus to charge damage. You won't be charging all that much in epic, but it's still good for DPR when it's time to mop up the left-overs.

Neck - Torc of Power Preservation (AV) - An extra use of Hurricane of Blades once per day? Yes please!

Ring - Ring of Giants (D 378) - Makes your crits even more deadly.

Ring - Ring of Free Time (AV 2) - Resist 5 damage and an extra minor action are great benefits.

Waist - Diamond Cincture (AV 2) - A big bonus to your Fortitude, and self-healing as a minor. A Belt of Titan Strength (PHB) is also good if you want some huge daily nova damage.

Tattoo - Backlash Tattoo (AV 2) - Awesome, a free attack when you get bloodied!

Other - Solitaire (Violet) (AV) - A free AP when you crit! Just as awesome as the Symbol of Victory, but more expensive.


Sample level 30 build
Morgana Stormcrow, level 30
Mul, Warlord|Barbarian, Captain of Fortune, Warmaster
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Barbarian Armored Agility
Born of Two Races: Born of Two Races (Human)
Theme: Guardian
Background: Auspicious Birth, Primal Omen, Berserker - Follower of Kord (Auspicious Birth Benefit)

FINAL ABILITY SCORES: Str 26, Con 17, Dex 22, Int 10, Wis 16, Cha 12.
STARTING ABILITY SCORES: Str 16, Con 13, Dex 14, Int 8, Wis 14, Cha 10.

AC: 47 Fort: 46 Reflex: 43 Will: 42 
HP: 184 Surges: 11 Surge Value: 46

TRAINED SKILLS: Intimidate +21, Athletics +28, Endurance +25, Religion +20
UNTRAINED SKILLS: Acrobatics +21, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +18, Heal +18, History +15, Insight +20, Nature +18, Perception +20, Stealth +21, Streetwise +18, Thievery +21

FEATS: 
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Fullblade)
Level 4: Disciple of Divine Wrath 
Level 6: Heavy Blade Expertise
Level 8: Weapon Focus (Heavy Blade)
Level 10: Power Attack
Level 11: Fight On
Level 12: Armor Specialization (Hide) (retrained to Second Skin at Level 21)
Level 14: Action Surge
Level 16: Avenging Spirit
Level 18: Improved Defenses
Level 20: Vistani Heritage
Level 21: Vistani Foresight
Level 22: Martial Mastery
Level 24: Heavy Blade Mastery
Level 26: Epic Resurgence
Level 28: Martial Resolve
Level 30: Epic Will

POWERS
Hybrid at-will 1: Howling Strike
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Macetail's Rage
Hybrid utility 2: Encouraging Boost
Hybrid encounter 3: Brutal Slam
Hybrid daily 5: Staggering Spin
Hybrid utility 6: Run Rampant
Hybrid encounter 7: Curtain of Steel
Hybrid daily 9: Oak Hammer Rage
Hybrid utility 10: Draw Their Eyes
Hybrid encounter 13: Storm of Blades (replaces Brutal Slam)
Hybrid daily 15: War Master's Assault (replaces Staggering Spin)
Hybrid utility 16: Spur the Cycle
Hybrid encounter 17: Hail of Steel (replaces Curtain of Steel)
Hybrid daily 19: Victory Surge (replaces Macetail's Rage)
Hybrid utility 22: Rush of Battle
Hybrid encounter 23: Vengeance is Mine (replaces Vengeance is Mine)
Hybrid daily 25: Relentless Assault (replaces War Master's Assault)
Hybrid encounter 27: Hurricane of Blades (replaces Vengeance is Mine)
Hybrid daily 29: World Serpent Rage (replaces Oak Hammer Rage)

ITEMS: Marauder's Roc Hide Armor +6, Diamond Cincture (epic tier), Sandals of Avandra (epic tier), Withering Fullblade +6, Solitaire (Violet) (epic tier), Accurate symbol of Victory +6, Horned Helm (epic tier), Torc of Power Preservation +6, Backlash Tattoo (heroic tier), Great Hero's Gauntlets (epic tier), Ring of Giants (paragon tier), Ring of Free Time (epic tier), Feytouched Roc Hide Armor +6, Iron Armbands of Power (epic tier)



Party Encounter Nova (Level 17+ Paragon)

Note:
If you want to use this as your turn 1 Nova, pick up cunning stalker/combat reflexes/pack outcast to make sure you get CA. With CA, your Hail of Steel and Storm of Blades will hit on a 2 vs. average joe monsters. Along with double rolls from Disciple of Divine Wrath, this provides incentive to use Power Attack.

Note 2:
 This assumes you have gotten an AP from an ally dropping below zero, or symbol of victory.

Minor:
Disciple of Divine Wrath (double rolls until EoNT)
Move: Draw their Eyes (+Str power bonus to damage and move to your target)
Standard: Lady Luck Smiles (Double rolls for the entire party until EoNT. Your Ranger/Barbarian will put out some crazy damage when their turn comes around)
Action Point: Hail of Steel (Double rolls all around!)
Action Point 2: Storm of Blades (with Power Attack). You are double rolling and get +3 to attacks thanks to Action Surge. Assuming CA, you hit on a 2 pre-power attack so this is actually a DPR boost.
Free Action: There's a good chance you got a crit, triggering Rampage.
Immediate Action: If they survive to hit you back, use Vengeance is Mine for a double tap. If they hit your ally, use Guardian's Counter. Either way, you are almost guaranteed an out-of-turn hit (or two).

Party Daily Nova (Level 30 Epic)

Minor: Disciple of Divine Wrath (double rolls until EoNT)
Move: Draw their Eyes (+Str power bonus to damage) 
Standard: Lady Luck Smiles (double rolls for your allies until EoNT)
Action Point 1: Hail of Steel (regaining Hail of Steel by Martial Mastery). Grant a standard action to an ally.
Action Point 2: Hurricane of Blades (If you crit, regain Hurricane of Blades by Epic Resurgence and gain another AP by Symbol of Victory). Grant a standard action to an ally.
Free Action: If you crit at some point, trigger Symbol of Victory and Violet Solitaire to get 2 AP's. Also, recover Hurricane of Blades through Epic Resurgence.
Action Point 3 (assuming at least 1 crit): Hurricane of Blades. Grant a standard action to an ally.
Free Action: Torc of Power Preservation, attempt to regain Hurricane of Blades.
Action Point 4 (assuming Torc of Power Preservation worked): Hurricane of Blades. Grant a standard action to an ally.
Standard Action (Spur the Cycle): Something probably died during this nova sequence. Use the standard from Spur the Cycle to charge at a new target, or use Storm of Blades if you have a target in reach.
Free Action: Rampage MBA. You definitely got a crit somewhere during this sequence.
Immediate Action: If anyone attempts to hit an ally within range, use Guardian's Counter.

Turn 2: If anything survived the Nova, mop up with the Hail of Steel you recovered earlier.

During this Nova round, you have...
-made 36 attack rolls for 18 attacks (best case scenario)
-granted 10 attack rolls for 5 free action MBA's to your allies
-granted 4 double-rolled standard actions to your allies, which could potentially be used for Blade Cascade, Hurricane of Blades, or other crazy stuff.

If you swap Captain of Fortune for Adroit Explorer at level 30, add one more Action Point and one more granted standard action to this sequence.
reserved
Ok, finished the build write-up. Any comments/tips/criticism?
Warmaster + AP generation is fun.

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.

You can trigger the solitaire and the symbol of your first crit, and in the encounter nova why use power attack on storm of blades since it stops when you miss? Also, in the level 30 nova, why not use Hurricane of Blades, AP recharge hurricane of blades with mastery, hurricane of blades, recharge it on a crit, and use it again? I don't see the need to use storm of blades in the level 30 nova until you can't recharge hurricane anymore.
My Works
My House Rules Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter. Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura. Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage. the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova. Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR. Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad. Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion
One does not
111819409 wrote:
99856009 wrote:
by RAW, you can't horse into the forge of the dawn titan.




...Couldn't resist.


Ah, good point. For some strange reason I didn't realize I could trigger both the Solitaire and Symbol of Victory on a crit. I'll fix that.

With Disciple of Divine Wrath's double rolls, +3 attacks from Action surge, and hopefully a flanking buddy granting CA, you are almost guaranteed to hit with all 3 Storm of Blades attacks. In that case Power Attacking is worth the hit penalty, especially in epic tier when it grants +9 damage. 

For an average monster you will hit on a 2 with CA and action surge. If you Power Attack you will hit on a 4 instead, but with the Oath double rolls this is still a very high hit chance.

In the Epic Nova, Martial Mastery only works for Martial Powers, so it won't allow Hurricane of Blades to recharge. As far as I know, there is no such power recovery feat for Primal encounter powers on an AP.

Instead, Martial Mastery is used to recharge Hail of Steel (which is also awesome). Hurricane of Blades is recharged by either critting (Epic Resurgence) or by Torc of Power Preservation.
I don't think you can reasonably depend on a flanking buddy for a turn 1 nova.  Not unless you have a way to teleport them into place.

However, Superior Reflexes or some such could give it to you.

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.

Or Cunning Stalker, or the Pack Outcast theme.
I don't think you can reasonably depend on a flanking buddy for a turn 1 nova.  Not unless you have a way to teleport them into place.

However, Superior Reflexes or some such could give it to you.



Personally, I prefer to turn 2 nova rather than turn 1. Then I can feel out who the big threat is (which is not always obvious) and then my allies can swarm the big bad so that Hail of Steel delivers its full payload.

I guess it depends on your DM. Sometimes it's really obvious that the Dragon in the middle of the room is the one you want to pump full of steel.

For turn 1 nova, however, I could easily swap a feat for Superior Reflex or Cunning stalker as you suggested.  

Alternatively, using Battlefront Shift to move an ally into place works. 
AP recharge hurricane of blades with mastery



Martial Mastery only recharges Martial encounter powers.
Thanks for the help guys.

Any more tips/comment/criticisms?
Can I see a level 1 snapshot?
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