Optimizing A Level 9 Half-Elf Blackguard's DPR

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Hey all,

So a gaming group of mine is getting back together for a new game and I was wondering, what's the best way to optimize a level 9 blackguard.

I have read the Blackguard Handbook we have here. I saw a few options. For a half-elf, it seems you can go Cha-heavy and rely on Versitile Master Eldritch Strike when you hit level 11. However, to maximize that, I have to be willing to roll with a bad strength score for about 2 levels - which will probably be about a month or two. During that time, I'm afraid I will be next to useless.

I tried optimizing a Gouge Charge-based build, but this is where half-elves lack of strength score really hurts. To make that work, I also need a Dex of 17 and a Wis of 13. Doable by 20, but I have to *really* hurt my DPR by rolling with a 18 strength after all mods, and a 14 Cha after all mods to have it functional by level 9. Basically, I hit like an unaccurate wet noodle when I don't have a CA on the charge target, or can't charge for some reason.

Unfortunately, I'm locked into half-elf - the story is a continuation of an old game, and this character is my former Chaladin, having been corrupted by dark powers. Unfortunately, for the time being, the dark side requires more physical strength than the light one. As the game is starting fresh, he's letting me basically retool everything about the character though, so I can shift Cha to Str if need be.

How would you build this character for maximum, consistant output? I don't want to spend a month or two making attacks with Strength dependant powers with a 10-11 in strength, but nor do I want to be a 1 trick pony who, if he can't charge, suddenly becomes the worst striker in history. Thanks in advance.
Go Hybrid, dump Strength. You'll be able to pick any Paladin powers you want. Virtuous Strike is great for a Charisma-based MBA. I hear Executioner works really well as the build's other half, since its striker feature applies to basic attacks, and poisons don't require attack rolls (so you can just dump Dex too).

Alternatively, grab Melee Training and retrain that out for Versatile Master. You'll be 3 or so damage down on your MBA, but at least you'll be able to hit properly.
Melee training (Con/Cha) will hold you over till 11.

5e houserules and tweaks.

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List of no-action attacks.
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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.

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