I want to hit the entire battlefield. Options?

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I have a vision of a lone wizard raining death and devastation on an entire battlefield every turn, bolts of lightning crashing down from the sky hitting everything and everyone. Or a raptor-riding dive bomber, raining explosive destruction on all below.

The best blast I think we can pull off is blast 8, beguiling strands arcane admixture thunder/resounding thunder with enlarge spell, weapon of summer and master of flame. I believe the best burst is burst 4, the same techniques applied to thunderwave/the new wizard spell preview. Neither are friendly, but that's not a priority, nor is massive damage (although it helps).

You could also use the infinite arrow hack, Inevitable Volley and Inevitable Accuracy with Inescapable Shot and Divine Bolts all tied together with Grazing Shot. As long as there are still three targets on the field, and you don't get three natural 20s in a row, that arrow will split and spin and soar indefinitely. Good arc lightning flavor on that one, too, but it's a little cheesy with deliberate missing.

What're your solutions for blanketing the battlefield with damage?
I think you'd cover more of the battlefield as a dragonborn machinegun breath sorceror. Hurling breath, resounding thunder, enlarge spell will give you three blast 7 attacks a turn.
Shadar-Kai, Swordmage, Ghost Blade.
On the melee front, a level 30 striker with a multi-attack at-will (probably twin strike), with goad of blood made into an encounter power with lorekeeper, a rending and a harmony blade, mobile warrior, martial supremacy, staff of the traveler, teleport boosters... not an infinite damage combo, not unless you go for the golden mean infinite critical loop (which is limited to burst 5), but you'd still be flying across the battlefield stabbing things, then teleporting to another enemy, stabbing it, rinse and repeat.

EDIT:
I think you'd cover more of the battlefield as a dragonborn machinegun breath sorceror. Hurling breath, resounding thunder, enlarge spell will give you three blast 7 attacks a turn.

More than that if you go revenant cheese and stack on the extra actions. If you reliably hurt yourself each time that's up to 7 fireballs!

Shadar-Kai, Swordmage, Ghost Blade.

Omnipresent Assault plus the above strategy would be an unbelievable daily!
Yeah, and also, by RAW, Omnipresent Assault doesn't say a word about how many times you get to attack any single critter, only that you can't attack the same critter twice in succession.
I'm not sure about that. "Until you have attacked each eligible target once, you can teleport adjacent to a different target and repeat the attack against the new target. You then teleport back to your starting position." Once you've attacked each eligible target once, you won't teleport to another target and repeat the attack.

EDIT: Wow, that is a very poorly written power. Looks like they duplicated part of the mobility in the effects - you target everything, and can teleport adjacent before the attack. ALSO, you can teleport and attack different targets until they're all attacked once. WTF?
Cursebite? (Close burst 20) Need to have everybody cursed, though.
Yup. And it targets sight.
At level 30, you can get an encounter Area or Close Burst 8. Use Archmage's level 30 feature on one of the burst 5 daily powers and stack it with Master of Flame, Resounding Thunder, and Enlarge Spell.
I was hoping for something at-will, although getting a hit on everybody in range sight is pretty wicked.
Yes. It's a awesome.

"I target Nessus. All of it."
Legions Hold + Archmange + Acadamy Master (Master's Surge).

Burst 20 (21 with resounding thunder), as long as you keep missing.

There's also a "range sight" ED.  Then just be a rain-jer(k).

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.

Yeah, Cosmic Soul: All your ranged and area powers become ranged sight. Sadly, it dosen't extend to bursts and blasts.
Cosmic Soul is pretty badass. "In addition, you can speak all languages" means you have an automatic success on all your Insight checks with Traveler's Insight, as well!
Soooooo, an infinite insight check? Sicker than smallpox.
"anyone who has hated in their heart will die from a bolt of light from the heavens"  (unless you stay inside).

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.

Combine that with the infinite arrow hack, you can destroy an entire city this way - there'll almost certainly be at least one more target nearby. And if you miss, that was just one standard action.

Hmm. An infinite range infinite divine bolt that destroys every living being but doesn't touch any buildings, items or technology? We just invented a neutron bomb :D
Combine that with the infinite arrow hack, you can destroy an entire city this way - there'll almost certainly be at least one more target nearby. And if you miss, that was just one standard action.

Hmm. An infinite range infinite divine bolt that destroys every living being but doesn't touch any buildings, items or technology? We just invented a neutron bomb :D

Better.  It doesn't kill your allies.  Only those who you don't want (and you have the insight to know who that is).

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 blast I think we can pull off is blast 8, beguiling strands arcane admixture thunder/resounding thunder with enlarge spell, weapon of summer and master of flame. I believe the best burst is burst 4, the same techniques applied to thunderwave/the new wizard spell preview. Neither are friendly, but that's not a priority, nor is massive damage (although it helps).


Enlarge Spell doesn't work with Beguiling Strands because it has no damage die. 
Oh yeah, good call. That's still blast 7, though, I think.
It also doesn't work with the dragonborn racial Dragon Breath and Hurl Breath, because the racial is not a wizard power.
I believe it just needs to be an arcane power, which Ancient Soul makes it. But I might have misremembered.
If you are looking for an every turn all day long solution I guess you could go Blizzard Mage and Archmage. Start each encounter with turning on Blizzard that keeps wrecking havoc in a close burst 10 for the entire encounter. Every encounter.

Hail of Arrows + Legendary Sovereign ED. Unless you miss every single target, you can use the attack indefinately. With a great bow and some range boosting you hit every enemy within 70+ range every turn.
You could also use the infinite arrow hack, Inevitable Volley and Inevitable Accuracy with Inescapable Shot and Divine Bolts all tied together with Grazing Shot. As long as there are still three targets on the field, and you don't get three natural 20s in a row, that arrow will split and spin and soar indefinitely. Good arc lightning flavor on that one, too, but it's a little cheesy with deliberate missing.

Combine that with the infinite arrow hack, you can destroy an entire city this way - there'll almost certainly be at least one more target nearby. And if you miss, that was just one standard action.
Hmm. An infinite range infinite divine bolt that destroys every living being but doesn't touch any buildings, items or technology? We just invented a neutron bomb :D

'Unfortunately' it no longer works like that.  At least not since WotC errata'd the 'free action' (p.88 in the 29 September 2011 update document):

"A creature can take a free action to use an attack power only once per turn. Creatures don’t normally have attack powers that can be used as free actions, but some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn." 

Inevitable shot is an attack power that grants a ranged basic attack. Inevitable Volley grants two 'Power of Skill' divine bolts on a miss as an encounter power. And Inevitable Accuracy allows you to regain Inevitable Shot on a miss. However, you can't take a free action to re-use Inevitable Shot again during the same turn. At best you'll be able to reuse Inevitable shot on the next turn you are able to make a ranged basic attack (and miss).

Btw, how are you able to auto-miss (excepting a '20') anyway?  I've heard of cheese such as closing your eyes the instant you make a shot (which I think many DM's would frown on), but does this guarantee missing on a 19?
Inevitable Shot is not technically an attack power thanks to the wording of what an attack power is.  It's a Free Action Utility Power that allows you to use an Attack Power.

It's absurd and makes no sense, but that's what the RAW is.  Still, any DM worth their salt won't allow it to work.
"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.
Auto missing is easy, and get's easier the higher you level. Mainly, don't bump the attack stat, and use unproficent no-magic weapons (I.e. thow rocks with 10 dex at orcus). Running also helps, as does droping prone.

I made a little guide for it.

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.

Auto missing is easy, and get's easier the higher you level. Mainly, don't bump the attack stat, and use unproficent no-magic weapons (I.e. thow rocks with 10 dex at orcus). Running also helps, as does droping prone. I made a little guide for it.

Thanks for the guide tip.  Will check it out.

Inevitable Shot is not technically an attack power thanks to the wording of what an attack power is.  It's a Free Action Utility Power that allows you to use an Attack Power.

It's absurd and makes no sense, but that's what the RAW is.  Still, any DM worth their salt won't allow it to work.

(flipping through Rules Compendium... found it!) "If a power's type isn't stated, the power is an attack power if it includes an attack roll or if it deals damage. Otherwise it is a utility power."(p.90)  Sounds like you're right.

Even so, the intent and language of the free action update is clear.  "...some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn."

Is Inevitable Shot an "other effect" or "ability" that grants the ability to use an attack power (usually a basic attack) as a free action? Yes. (It's a free action class feature that does just that).

Is the Two Weapon Opening feat or Barbarian's Rampage an "other effect" or "ability" that grants the ability to use an attack power (usually a basic attack) as a free action? Yes. (While not attack powers, WotC explicitly worded the free action update in a manner to prevent recursive free action crits from any attack granting free action game element).

Can Harmony Blade or Rending Weapon grant an attack on a second critical hit on the same turn? RAW = Yes, since they do not explicitly state the extra MBA's on crits is a free action. (WotC -- close the loopholes, please!)
Someone already mentioned Omnipresent Assault -- if you can get your allies in on it, then this becomes even better.

Something like a Battle Captain's inspiring word that gives you a blanket attack bonus for all your attacks is quite helpful. If you can get to where you hit on a natural 2, that's great. Doesn't have to be a battle captain -- there are other things that do that -- but that's the first that came to mind.

Combine with swordmage 16, Borrowed Confidence, and then you have a 1/400 miss chance.

If you're an elf, you can combine this with Elven Accuracy + Elven Arcane Precision. This is the combination of "roll twice" and "reroll," which gives you a total of four attack rolls per target. 1/160000 miss chance.

(Alternately: If you pick up Omnipresent Assault via Traveler's Harlequin instead of via Ghost Blade, you can keep taking extended rests until you roll a 1 on your d12 for that Traveler's Harlequin class feature. Presuming you hit on a 2, and you've rolled a 1 on your d12, you can never miss.)

If you're very very lucky, at some point after you make this character, your DM will give you a fight with a truly massive number of minions.

Make sure you buy your ally friend a Lilting Songblade and he uses it before you begin your legion-slaughter... after enough minions have died, you can begin to one-shot things with actually substantial hit point totals.
The world is a mess, I just need to... rule it.
I believe it just needs to be an arcane power, which Ancient Soul makes it. But I might have misremembered.



Not misremembered per se, at one time this worked. Then they errata'd Enlarge Spell to be wizard  only.


Even so, the intent and language of the free action update is clear.  "...some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn."

Is Inevitable Shot an "other effect" or "ability" that grants the ability to use an attack power (usually a basic attack) as a free action? Yes. (It's a free action class feature that does just that).

But the clear difference is that the attack Inevitable Shot grants isn't a free attack, it's an unspecified action attack and therefore no action. Powers and other effects which grant free attack always state the granted attack is a free action in the power's or effect's discription. Look at any Warlord power that grants free action attacks.

If the attack granted by Inevitable shot was a free action then the feat Inevitable Volley and the utility power Swirling Arrows would be nonfunctional. Luckily the granted attacks are "no action" and so those work just fine.


Even so, the intent and language of the free action update is clear.  "...some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn."

Is Inevitable Shot an "other effect" or "ability" that grants the ability to use an attack power (usually a basic attack) as a free action? Yes. (It's a free action class feature that does just that).

But the clear difference is that the attack Inevitable Shot grants isn't a free attack, it's an unspecified action attack and therefore no action. Powers and other effects which grant free attack always state the granted attack is a free action in the power's or effect's discription. Look at any Warlord power that grants free action attacks.

The warlord powers are defining what type of action their ally is taking. So, when I use Commander's Strike to grant my ally an attack, I'm taking a Standard action and my ally is taking a Free action. However, Inevitable Shot is already defined in the power as a Free action.


If the attack granted by Inevitable shot was a free action then the feat Inevitable Volley and the utility power Swirling Arrows would be nonfunctional. Luckily the granted attacks are "no action" and so those work just fine.



Inevitable Volley - Specific beats general. The general rule is that you can only take one free action attack, but the specific instance allows you to take two attacks as a single free action.

Swirling Arrows - also Specific beats general. The power specifically allows you to use Inevitable Shot even though you ordinarily wouldn't be allowed to use it, just as many dragons have a similar feature that allows them to recharge their dragon breath when bloodied and use it immediately, when they normally would have to wait until their turn.
I believe it just needs to be an arcane power, which Ancient Soul makes it. But I might have misremembered.



Not misremembered per se, at one time this worked. Then they errata'd Enlarge Spell to be wizard  only.


A working solution is the ninefold master paragon path which makes your dragon breath belong to each arcane class you possess...
Someone already mentioned Omnipresent Assault -- if you can get your allies in on it, then this becomes even better.

Something like a Battle Captain's inspiring word that gives you a blanket attack bonus for all your attacks is quite helpful. If you can get to where you hit on a natural 2, that's great. Doesn't have to be a battle captain -- there are other things that do that -- but that's the first that came to mind.

Combine with swordmage 16, Borrowed Confidence, and then you have a 1/400 miss chance.

If you're an elf, you can combine this with Elven Accuracy + Elven Arcane Precision. This is the combination of "roll twice" and "reroll," which gives you a total of four attack rolls per target. 1/160000 miss chance.

(Alternately: If you pick up Omnipresent Assault via Traveler's Harlequin instead of via Ghost Blade, you can keep taking extended rests until you roll a 1 on your d12 for that Traveler's Harlequin class feature. Presuming you hit on a 2, and you've rolled a 1 on your d12, you can never miss.)

If you're very very lucky, at some point after you make this character, your DM will give you a fight with a truly massive number of minions.

Make sure you buy your ally friend a Lilting Songblade and he uses it before you begin your legion-slaughter... after enough minions have died, you can begin to one-shot things with actually substantial hit point totals.


Actually, Omnipresent Assault is infinite damage, or something close to it.

You get to attack everything you can see, and you can keep attacking until everything has been hit once. Nowhere does it say you can only attack anyone once.



Even so, the intent and language of the free action update is clear.  "...some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn."

Is Inevitable Shot an "other effect" or "ability" that grants the ability to use an attack power (usually a basic attack) as a free action? Yes. (It's a free action class feature that does just that).

But the clear difference is that the attack Inevitable Shot grants isn't a free attack, it's an unspecified action attack and therefore no action. Powers and other effects which grant free attack always state the granted attack is a free action in the power's or effect's discription. Look at any Warlord power that grants free action attacks.

The warlord powers are defining what type of action their ally is taking. So, when I use Commander's Strike to grant my ally an attack, I'm taking a Standard action and my ally is taking a Free action. However, Inevitable Shot is already defined in the power as a Free action.



You're taking a free action to use Inevitable shot, but the power is granting you a no action RBA. Inevitable shot is not an attack power, so is not covered by the free action limit. The granted RBA is a no action, so is not covered by the free action limit.


The proper DM call/minor houserule to break the combo is that you don't regain inevitable shot from Inevitable Accuracy until after you have used the power, so can't trigger it from the previous inevitable shot. And that "using inevitable shot and don't hit with it" requires you to miss with BOTH shots granted by Inevitable Volley to recharge the power (which slightly increases the chance of the deliberate miss failing, since you only need to hit once for it to stop, but the first is still better).
"I am the seeker, I am the stalker, I am the walrus"
Well, at least none of these 'game breaking' combo's really exist before level 30 (other than inevitable shot, which is debatable).  Level 30 has always been kind of a wonky level.

You're taking a free action to use Inevitable shot, but the power is granting you a no action RBA. Inevitable shot is not an attack power, so is not covered by the free action limit. The granted RBA is a no action, so is not covered by the free action limit.

I'm not even 100% that Inevitable Shot is a power to begin with. How does one determine whether a class feature is a power? Is Combat Challenge a power (in DDI it is 'dressed' like a power but it isn't in PHB nor Class Compendium)?  Is Rampage a power (it has language that sounds like it could be 'dressed' like a power, but is it)? Is a Warlock Pact Boon a power (see Combat Challenge)? 

Even if Inevitable Shot isn't classified as an attack power, it still is affected by the free action limit; ergo it's an ability/effect -- not just limited to (attack) powers -- that lets someone use an attack power as a free action. Inevitable Shot grants you the ability to make a ranged basic attack as a free action.  Inevitable Shot, as a free action, grants you the ability to make a ranged basic attack. Or reading the update another way, "A creature can take a free action (Inevitable Shot) to use an attack power (Ranged Basic Attack) only once per turn." (This kind of reminds me of the Jupiter Files debate of planet vs. planetoid)

The proper DM call/minor houserule to break the combo is that you don't regain inevitable shot from Inevitable Accuracy until after you have used the power, so can't trigger it from the previous inevitable shot. And that "using inevitable shot and don't hit with it" requires you to miss with BOTH shots granted by Inevitable Volley to recharge the power (which slightly increases the chance of the deliberate miss failing, since you only need to hit once for it to stop, but the first is still better).

Regardless of interpretation, agreed this would be a balanced call (DM's perogative and probably RAI); however RAW, only one of the attack rolls needs to miss.

Just image Inevitable shot reads: "You make a ranged basic attack as a no action against an enemy within 5 squares of the creature you missed, using that creature’s space as the attack’s origin square." 

In fact, it is perfectly fine to always imagine it is written as such because the addition of "as a no action" is entirely superfluous and changes nothing about how the power functions in any game context. The power literally has no change in function with or without my additional text both by RAW and RAI. My text addition only serves as a clarification for those not familiar with the nuances of the rules.

So why does Inevitable shot work like this? Well, Inevitable Shot is technically composed 2 actions. The first action, activating Inevitable Shot, is a free action. The second action, making a ranged basic attack, is a unspecified action (and therefor always a "no action"). In this way it is identical to how the Warlod power Direct the Strike works, except the initial action for Direct the Strike is a standard action and the granted action is a free action. Inevitable Shot itself has no attack roll, no target line and is in no way an attack by any of the many definitions this game has for what an "attack" is. As per the rules, any extra action granted by a power or effect that has no specified action type is a "no action." There are no inherit limitations whatsoever given by the game on when and how  a "no action" may be taken.
... [see above text] ...

I'm not arguing that the ranged basic attack itself is a free action or no action action.  Just that the verbage of the 'one free action per turn' limitation isn't restricted to the attack power itself, but encapsulates "some powers and other effects" that grant the ability to use the attack power.  Any/all free action game elements that grant the ability to use an attack power (such as basic attack) are restricted to one per turn, in the aggregate.

As a parallel example, In mellored's guide Ways to Gain or Downgrade Actions the half-elf fighter feat "Combat Opening" is listed as means to enable an "MBA from Combat Challenge... As a Free Instead...".

Combat Opening: "Benefit: When you can make a melee basic attack against a target because of Combat Challenge, you can instead choose to let an ally make a melee basic attack against that target as a free action."

Combat Challenge: "...In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt."

With Combat Opening, "instead of" (per mellored's verbage) spending your immediate interrupt to make the melee basic attack, you spend a free action to let an ally make a melee basic attack.

At least that's how I and others on these boards interpret Combat Opening.  The free action update/interpretation is no different.
The single sentence you gave would be ambiguous if it had no context, but both the prior and following sentences clarify that it's the attack itself that needs to be a free action, not the granting effect.

I'll concede you're probably right.  Your logic-fu is strong erachima.

Great combo monkeygentleman!  Bad.. bad Wizards.


On the original topic.   Invoker with vanguard's lightning + power of the storm + Keeper of the Nine + way to get/stay bloodied + invoked devastation + resounding thunder = another At-Will that is area burst 4.

A stealth-lock could conceivably use party-friendly Cursebite (Level 1) plus Cursegrind (Level 13) against all creatures cursed in a close burst 20, twice per encounter. Adroit Explorer could grant you a third 'sweep the battlefield' use.  A party of stealth-locks...  Well, let's just not go there.