King Fisher (net snare avenger)

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King Fisher has Single target lockdown, with a side of damage.

Net snare is a wonder power that grabs+prones (with expertise).
Add dragging flail and we slide as well.

So.. at-will prone-grab-slide.  Which is basicly a stun against any melee enemy.  For ranged enemies, prone-grab them at your feat, and threaten with an OA.  Prone+shift with an MBA, repel charge, and mobile warrior should keep us at a safe distance most of the time.  Ranged-grab if needed.  Reach and close attackers are a weakness.

Avenger as a base means high accuracy.  Foamgather Warrior, Cunning Stalker, Kensei, and Destined Scion for even more.   +41 (roll twice)= 96%.  With heroic effort (+4) and Brawling Warrior (+1) it should be extreamly rare that we miss, even with non-oath attacks.

And of course... lot's of off action attacks (and extra action points) to keep our striker quota up.  Even with low-ish damage, (~35 per hit), it will still be well into striker territory (~100 DPR), just not the DPR kings.

Item indepenant.  Though i grabbed a few good ones.  Rushing cleats helps with reach enemies.  The second net is there because the net is occupied when it's grabbing someone.  And as many symbol of victory's we can get our hands on.

[sblock build] ====== Created Using Wizards of the Coast D&D Character Builder ======
King Fisher, level 30
Human, Avenger, Kensei, Destined Scion
Avenger's Censure Option: Censure of Pursuit
Kensei Focus Option: Kensei Focus Net
Epic Heroism Option: Wisdom
Epic Heroism Option: Dexterity
Human Power Selection Option: Heroic Effort
Impiltur (Impiltur Benefit)
Theme: Guardian

FINAL ABILITY SCORES
STR 12, CON 13, DEX 24, INT 10, WIS 30, CHA 12

STARTING ABILITY SCORES
STR 10, CON 11, DEX 14, INT 8, WIS 18, CHA 10


AC: 44 Fort: 37 Ref: 43 Will: 48
HP: 218 Surges: 8 Surge Value: 54

TRAINED SKILLS
Acrobatics +28, Athletics +22, Endurance +23, Perception +33, Religion +21, Stealth +28

UNTRAINED SKILLS
Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +25, Heal +25, History +15, Insight +27, Intimidate +16, Nature +25, Streetwise +16, Thievery +22

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Feat Attack: Net Snare
Human Racial Power: Heroic Effort
Avenger Feature: Abjure Undead
Avenger Feature: Divine Guidance
Avenger Feature: Oath of Enmity
Feat Utility: Deft Diver
Avenger Attack 1: Overwhelming Strike
Acrobatics Utility 2: Agile Recovery
Avenger Attack 3: Relentless Stride
Avenger Attack 5: Bond of Foresight
Perception Utility 6: Guided Shot
Human Utility 10: Flush with Success
Kensei Attack 11: Masterstroke
Kensei Utility 12: Ultimate Parry
Avenger Attack 15: Zealous Onslaught
Avenger Utility 16: Refire the Forge
Avenger Attack 17: Vengeful Parry
Avenger Attack 17: Soulforge Hammering
Avenger Attack 19: Vengeful Recovery
Kensei Attack 20: Weaponsoul Dance
Avenger Utility 22: Refuge of Piety
Destined Scion Utility 26: Epic Recovery
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Foamgather Warrior
Level 1: Foamgather Heritage
Level 2: Flail Expertise
Level 4: Brawling Warrior
Level 6: Dragging Flail
Level 8: Unarmored Agility
Level 10: Power of Skill
Level 11: Painful Oath
Level 12: Weapon Focus (Flail)
Level 14: Avenging Spirit
Level 16: Improved Defenses
Level 18: Cunning Stalker
Level 20: Repel Charge
Level 21: Mobile Warrior
Level 22: Hand of Divine Guidance
Level 24: Reserve Manuver
Level 26: Divine Mastery
Level 28: Epic Resurgence
Level 30: Vengeful Declaration

ITEMS
Feyslaughter Net +6 x1
Rushing Cleats x1
Amulet of Protection +6 x1
Iron Armbands of Power (epic tier) x1
Magic Dragoncloth Armor +6 x1
Symbol of Victory +2 x1
Distance Net +6 x1
====== End ======[/sblock]

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.

DPR stuff...

[sblock To hit: .96]
15 (lvl)
10 (wis)
6 (ehn)
3 (feat)
2 (prof)
2 (CA)
1 (foam)
1 (PP)
1 (ED)
= +41.  80%.
1-(.2*.2) = .96
[/sblock]


[sblock Damage: 36]
2d6 (weapon)
10 (painful oath/stat)
6 (armbands)
6 (enh)
4 (PP)
3 (feat)
= 36[/sblock]

[sblock crits 4.94]
+5 (max)
+21 (crit dice)
26*.19 = 4.94
[/sblock]
.96*36 +4.94 = 39.5

Encounter nova...

T1:
Move->move
Free->Oath
Minor->Fury's Advance
Standard->Netsnare
Reaction->Relentless Stride (enemy won't be next to you).
=118.5

T2:
Standard-> Soulforged hammering
Minor->Soulforged hammering
AP->Net Snare (recover relentless stride)
Reaction->Relentless Stride.
~118.5

T3-5:
minor->Soulforged hammering
Standard->net snare.
+Vengeful Parry
+1 more encounter recovered by a crit.
~79


T5+:
Move->Move
Standard->Net snare
~39.5

PEACH

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.

Finished the numbers (or close enough to it).

I realise it's not my most elegant or powerful build...  but no comments?

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.

I made a character like this back last year. It didn't pique my interest after playing it. Too 1 enemy focused. But it is a neat build for sure.
The build reminds me of RenZhe's Spiderman, which I've always liked a lot. 

So this build is basically a defender (single target melee controller) instead of a striker. 

What is Censure of Pursuit doing for you? It seems that your Oath target should always be grabbed, so it can't move away from you. 

Headman's Chop seems a good addition with all the minor and off-action attacks, doubly so because the Net is an off-hand weapon so you can wield a "real" sword or axe in your main hand. 

Pin Down seems reeeally good with Net Snare and Flail Expertise. Though 17 Str is a tough prerequisite. 

This is a bit more "out there", but if you pick Were(creature) as your theme, you can take Constrictor's Grasp at paragon to deal Dex-mod damage when the enemy fails to escape. Although escaping against your Fort isn't very hard. 
Brutal Grappler Form also gives you auto-CA against targets you have grabbed, but I'm not sure it's better than Cunning Stalker.
And of course +1d10 damage. 
The build reminds me of RenZhe's Spiderman, which I've always liked a lot. 

So this build is basically a defender (single target melee controller) instead of a striker.

Basicly.  Though damage could be amped up a bit with items (radiant shard).

What is Censure of Pursuit doing for you? It seems that your Oath target should always be grabbed, so it can't move away from you.

Nothing much, but censure of unity requires adjacent allies, which kinda defeats the purpose of a lockdown, and the extra Dex get's me Mobile Warrior, and intitive.  Retribution, even without Int, would probably add more total damage though.

Headman's Chop seems a good addition with all the minor and off-action attacks, doubly so because the Net is an off-hand weapon so you can wield a "real" sword or axe in your main hand.

Certainly a possibility, trading out avenging spirit for it.  Though i like having a flail off-hand for to prone+slide with repell charge.

Pin Down seems reeeally good with Net Snare and Flail Expertise. Though 17 Str is a tough prerequisite.

It's very tempting.  I was seriously considering makeing this a brawler version.  Grabing inescapeable hold, and fort boosters.  But ultimately i decided slide+prone+grab was good enough.  And that hiting more often and do more damage is better then putting a -2 to hit on the enemy.

This is a bit more "out there", but if you pick Were(creature) as your theme, you can take Constrictor's Grasp at paragon to deal Dex-mod damage when the enemy fails to escape. Although escaping against your Fort isn't very hard. 
Brutal Grappler Form also gives you auto-CA against targets you have grabbed, but I'm not sure it's better than Cunning Stalker.
And of course +1d10 damage. 

Those all require MC into druid, so i would loose my dragging flail.  Claw gloves would be a nice addition.

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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