Looking for a Duo optimized build set

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So, I took last Sunday's game off to celebrate my wife's Birthday. Normally I play every Sunday and I hate missing game times, but I had to and we had a fun time going to Sherlock Holmes and Red Robin. Apparently they had lots of fun during game night when they killed both of my characters. We are short a couple guys on a 6 character team so 2 of us have 2 characters each. So when I was gone they just put my guys in a safe room and continued on in the dungeon. Well, at the end of the dungeon something happened and the whole castle exploded and both my guys are now dead. So the DM asked me to roll 2 more.

I am looking for SYNERgY! Is there a duo team that rocks!? The other players on the team are pretty much damage people. We have a ranger who fires his bow from a distance. We have a Pixie that does minimal damage and no control and no defending ..why, oh why? We have a barbarian who is pretty much damage and we have a caster that does some damage with very very minimal control. We do NOT have healing or defending or controlling LOL. One of my guys who died was a leader, a Shaman/Warlord hybrid with all granting powers. He had one attack besides a single daily that attacked. So all he did was grant temp HP via sumoning his spirit for free every round and grants saving throws/MBA's and lot of heals. My other guy I wanted dead and he was a Brawler fighter/warden. He grabbed all day long, but was still only able to control like 2 people with his sash and his free hand.

So anyhow, now I need to come up with 2 more guys. or maybe bring the leader back and one other. Any suggestions? I did like that old combo with the teifling team that used tail Slide and gave an insane amount of attacks to this group of identical teiflings, but I can't remember what it was about or called and I don't remember if it will work with just 2 optimized characters. I think it was a warlord and it kept granting attacks to each consecutive teifling and slid them in place with tail slide.

EDIT: Sorry i forgot to mention we are level 11, just hit paragon. 
the easiest way I can think of is to just take powers that use the same element and give stacking vulnerability with powers like Solar Enemy. 
If you're in paragon, go for the radiant mafia.
Lazylord + Slayer = Awesome
Lazylord + Slayer = Awesome



Actually, yeah, that would do it right there.
also if you are in paragon, you can build around Agile Opportunist, with two charactors who can move eachother.
If you guy have links to these builds I would love to look at them. Lazylord I can assume is a warlord who does no attacking like the one I mentioned in the OP?
These builds are old, so I'm not sure they still function, and if they do, I'm not sure they're anything like what you're looking for, but:  Feysword and Feyblade.

Yes, a Lazylord is a Warlord who does not attack, typically dumping Str and maxing Int or Cha with the other as a strong secondary.  Example build.

t~
Niave "brother's grimm" optimization involves your choice of 


  • Warlord + {thief, slayer, Slayer}

  • Radiant Mafia

  • Frost cheese


 If you want dedicated optimization Here's another thread: community.wizards.com/go/thread/view/758... 

I had a thread a while back where i asked for this sort of thing called Brother's grimm but I can't seem to find it.
Knowing what sort of absurdity there is on the DPR king thread, I can't imagine that people take seriously a duo build and that any sane DM would allow it. 
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
I'd recommend a Berserker to accompany the Warlord. Have the berserker focus on primal powers and striking over defending. Personally I feel Berserkers have to flexability than single-minded slayers.
How much cheese?

Chargedent + Chargedent.

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.

Actually yes, that was the build I was looking for. I found it last night and have been working on it. I guess my question is  ... why Teifling? I haven't had much of a chance to look into all the other options that might be available, but I did take out weapon focus and put in soething else i can't remember LOL

My concern is that it only seems to have 6 PP's at level 11 so i can really only do the trick 3 times per character and then all my PP's are gone. I couldn't find a way at 11 to get more PP's but it was like 2:30-3:30am that i was workign on it so I very easily could have missed something. 
Actually yes, that was the build I was looking for. I found it last night and have been working on it. I guess my question is  ... why Teifling? I haven't had much of a chance to look into all the other options that might be available, but I did take out weapon focus and put in soething else i can't remember LOL

My concern is that it only seems to have 6 PP's at level 11 so i can really only do the trick 3 times per character and then all my PP's are gone. I couldn't find a way at 11 to get more PP's but it was like 2:30-3:30am that i was workign on it so I very easily could have missed something. 

Tieflings are mainly for tail slide.  You want to make sure you have room to charge again.

Probably a bit overkill on the movement, but i wanted to make sure somethign like difficult terrain, or a doorway didn't mess up the chain


And yes, you only get 3 extra attacks on turn 1.  Still should be enough to finish off an enemy or 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.

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