Elementalist/Lyrandar Wind-Rider (Benchmark Build)

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Background
With the suspicion that this build would destroy all others in the holy war that is fixed-modifier abuse, I decided to wade through the calculations for an Elementalist/Lyrandar Wind-Rider. The build doesn't try to do anything exceptional other than abuse the best fixed modifiers available from myriad sources. The results:


My RBA-Shake Draws All the Boys to the Yard

Half-Elf Elementalist/Lyrandar Wind-Rider
Level 12
Str 11, Con 20, Dex 14, Int 9, Wis 11, Cha 22
Arcana+10, Bluff+17, Diplomacy+23bipr, Insight+17bipr
Group Diplomacy
Noble Theme
Redemption Seeker Background

Elemental Bolt (Ranged 10)
+19 vs Reflex RBA. (+6lvl+6Cha+2ft+3enh+1SIT+1PP)
     +2 with CA
     +1 if hit target since last turn
1d12+29 lightning slide 1. (+6Cha+7EM+2ft+3enh+3item+2DIS+5PP+1shard)
     +3 if target already vulnerable
     Target vulnerable 3 to own elemental attacks TEONT
     +1 extra target within 5 with EE(A)
     +1d10 both targets with EE(A)


Static Charge (Close Blast 3, Enemies Only)
+19 vs Reflex. (+6lvl+6Cha+2ft+3enh+1SIT+1PP)
     +2 with CA
     +1 if hit target since last turn
1d8+29 lightning slide 1. (+6Cha+7EM+2ft+3enh+3item+2DIS+5PP+1shard)
     +3 if target vulnerable via Elemental Bolt
     +6 lightning damage to one adjacent enemy
     +1 extra target adj to blast with EE(A)
     +1d10 all targets with EE(A) 


Ensorcelled Blade (Melee)
 +19 vs AC MBA. (+6lvl+6Cha+2ft+3prof+2enh)
     +2 with CA
     +1 if hit target since last turn
1d4+18. (+6Cha+7EM+2enh+3DIS)
     +1 extra target within 5 with EE(A)
     +1d10 both targets with EE(A) 


AC 28. (10+6lvl+5Con+2ft+3enh+1shld+1item)
Fortitude 26. (21+5Con)
Reflex 24. (21+2Dex+1shld)
Will 29. (21+6Cha+2cls)
---
87 HPs and 11 21-pt Surges
Resist 10 lightning
+10 THPs on minor 1/enc 


Initiative+8. Speed 6. Low-Light Vision.
     Fly 4 as free after EE(A)
     Fly 7 (hover) on AP TEONT
Common, Elven, pick one 


1: Mark of Storm
2: Unarmored Agility
4: White Lotus Dueling Expertise
6: Dual Implement Spellcaster
8: Superior Implement Training (Accurate)
10: Improved Defenses
11: Raging Storm
12: Arcane Spellfury 


1: Elemental Bolt
1: Static Charge
9: Ensorcelled Blade
---
1: Elemental Escalation (Air)
3: Elemental Escalation (Air)
7: Elemental Escalation (Air)
11: Wind Burst
---
1: Knack for Success
1: Noble Presence
2: Dragonflame Mantle
6: Sudden Scales
10: Maiden's Waking
12: Zephyr Wings (Fly 7) 


50165/48000
13: Accurate Staff of Ruin +3 17000
13: Stoneskin Armor +3 17000
11: Amulet of Protection +3 [7200]
9: Elven Chain Shirt +1 4200
8: Rhythm Dagger +2 3400
2: Eberron Shard of Lightning +1 520
2: Beryl of Catastrophe Avoidance +1 520
---
2: Endure Elements 100/20
2: Water Walk 100/20
3: Summon Winds 125/50


Methods

1. The build requires Mark of Storm, making it LFR-illegal. There's no workaround given that the PP requires the feat as a prerequisite.

2. Half-Elf is an optimal choice for this class, and happily is the "native" race for House Lyrandar. That said, the build suffers heavily from the Mark of Storm+Unarmored Agility double whammy. That is, by adding two feat taxes to the usual suspects (Expertise, Improved Defenses, and a damage feat), you leave almost no room for truly build-defining feats. Given this feat crunch, a Human Elementalist probably would be highly competitive despite losing -2 in damage modifiers by paragon for lack of a Constitution bump. This would be more than offset by being two levels ahead in picking up crucial feats. At level 12, this build has picked up only a single Spellfury feat and has yet to even dream of White Lotus Riposte and the Master upgrade.

3. The theme and background choices aren't optimal for DPR, of course. I was toying with a Diplomancer concept. This character's mantra would be, "Kill what you can't sweet-talk and sweet-talk what you can't kill."

4. It's nice to have an MBA by picking up Ensorcelled Blade at level 9, but there's considerable opportunity cost. Forgoing Staff Expertise for White Lotus Dueling Expertise is pretty much essential if an otherwise meh MBA isn't going to become borderline useless, which in turn means no Elemental Bolts vs adjacent targets unless you want to opt for some expensive armor options or suck up OAs. (Of course, a White Lotus Master Riposte build would be eager to suck up OAs, except for that pesky inability to use an immediate action on one's own turn.) 

Results
What we end up with is fairly impressive. At level 12, a baseline E/LWR opens combat with a +19 vs Reflex sans CA (~80% accuracy vs L12 monsters). He does 35.5 damage on his initial non-critical hit vs a single target within 10, or using Elemental Empowerment 41 damage each to a target within 10 and a second within 5. Follow-up attacks enjoy a +1 to hit for baseline 85% accuracy or a perfect 95% with CA, and average 38.5 hits to a vulnerable 3 target.

Assuming a Warlord and Shaman in the party, each granting an RBA and the Shaman establishing CA after the initial hit, the E/LWR could routinely inflict 110.3 damage to a single target in the first round and 34.1 damage to a secondary target when he triggers Elemental Empowerment. That's essentially a standard kill and knocking a second standard halfway to bloodied.

Without optimal party support, an E/LWR focus-firing on his own can steadily ping two targets with Elemental Empowerment-enhanced attacks each round for 34.1 hits in round 1 followed by 38.7 hits in each of rounds 2 and 3. (This assumes he never obtains CA.) This totals a near standard-killing 111.6 hits in round 3 (when his Elemental Empowerments run out). In short, an E/LWR can kill two standards in 3 rounds working by himself and burning all of his useful encounter attacks. This would place him fifth on the DPR Kings list with a 0.62 KPR, except that his round 4 and 5 damage drops off a bit and in a real fight he'll often be practicing control, because Targets 1 and 2 will scatter to opposite corners of the board to avoid his ongoing abuse. 

That's the pedestrian at-will. Static Charge is a great deal more fun because of the potential to truly abuse a single target in the middle of a cluster. Assuming a monster with three monsters adjacent, Static Charge will average 41.7 hits to the central target on a straight-up initial hit. Using an AP and Elemental Empowerment on the same turn, the total central-target damage becomes 90.9 hits. Not too shabby.

Conclusion
Life in Eberron is sweet, and a little less demanding, with a +29 fixed modifier to damage at level 12. Some general comparative benchmarks at the same level:
+13 Ranger with Twin Strike using Frostcheese
+16 Wizard optimized for fixed modifiers other than Genasi or Tiefling pyromancer
+18 Most strikers with Frostcheese or an Essentials striker without
+21 Son of Mercy+Lasting Frost on a healthy defender chassis  
+23-27 Essentials MBA striker with Frostcheese
+26 Genasi pyromancer with full kit on 
+31 this build after edits described below
+35 probably obtainable by an all-out offensive version of this build (see second post)  

Theoretically with Arcane Admixture and Lasting Frost an E/LWR could have far and away the highest fixed modifier in the game. Practically, given the feat starvation, this wouldn't be viable until late paragon if then.

While the primary encounter enhancement (adding an additional target) isn't optimal from a pure striker perspective (dropping a single target as quickly as possible being the one true goal), given the very high base DPR it's nothing to sneeze at, either. Tearing huge chunks out of a bystander makes life easier for the E/LWR's teammates.      

ADDENDUM 1
I caught some errors in this build by looking at a Genasi pyromancer. White Lotus Dueling Expertise gives us the choice of one proficiency. We'll take wands then exchange:

SIT (Accurate) for SIT (Dragontooth)
Accurate Staff of Ruin for Dragontooth Lightning Wand (even exchange)
Raging Storm for Lightning Soul

Accuracy is unchanged. Damage is +2 SIT -1 item +1 feat for a net +2, bringing the fixed modifier to +31.

ADDENDUM 2 
I'm reminded that the PP damage frequently will be applied to the adjacent-enemy damage of Static Shock, though some DMs may not allow it. (RAW isn't 100% clear.) That would up the example damage to 53.7 hits initially and 115.7 for the turn with an AP. Substantial improvement.

Also, I forgot to point out that the slide 1 for Static Shock takes place prior to damage rolls, so it should be substantially easier to focus fire with it than would otherwise be the case.

Lastly, Eagle Eye Goggles. Obviously, an easy +1 to attack with Elemental Bolt. I didn't list them just because they're really broken and way overdue for an errata.

ADDENDUM 3 
It's been pointed out that Arcane Spellfury is a trap. White Lotus Enervation does the same job, better, because one's allies also enjoy the targeting benefit. Also, there's a good argument that, at this point in the build, bonuses to accuracy suffer from the law of diminishing returns. While that's something of a heretical stance on this forum, the feat may be better invested in White Lotus Riposte with WLMR taken at level 14. My one concern with WLMR, specific to this build, is that this PC may be the toughest member of the party, even more robust than the defender. If so, I'm not sure that I would want to divert Team Monster's focus fire away from this character.

I have a Dragonborn that is op exactly the way you are saying and does a lttile more damage. He doesnt have unarmored agility, or nearly as much of the defensive items ( mainly bc he is a bacliner and even with those oped he still would get hit easily) Before he hits you once he does 1d12+35 and slide 1 and after he hits you once he does 1d12+46 damage. Only house rule is a free expertise feat (DM hates feat tax)


====== Created Using Wizards of the Coast D&D Character Builder ======
Basic op, level 12
Dragonborn, Elementalist, Lyrandar Wind-Rider
Elemental Specialty: Air Elementalist
Air Elementalist: Static Charge
Arcane Admixture Damage Type: Arcane Admixture Cold
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Constitution
Dragon Breath Damage Type: Dragon Breath Lightning
Arcane Admixture Power: Elemental Bolt


FINAL ABILITY SCORES
Str 9, Con 21, Dex 14, Int 11, Wis 12, Cha 21.


STARTING ABILITY SCORES
Str 8, Con 16, Dex 13, Int 10, Wis 11, Cha 16.



AC: 23 Fort: 25 Reflex: 22 Will: 27
HP: 88 Surges: 11 Surge Value: 27


TRAINED SKILLS
Arcana +11, Bluff +16, Endurance +16, Intimidate +18


UNTRAINED SKILLS
Acrobatics +8, Diplomacy +11, Dungeoneering +7, Heal +7, History +8, Insight +7, Nature +7, Perception +7, Religion +6, Stealth +8, Streetwise +11, Thievery +8, Athletics +5


FEATS
Level 1: Mark of Storm
Level 2: Implement Focus (Dagger)
Level 4: Superior Implement Training (Lancing dagger)
Level 6: Wintertouched
Level 8: Dual Implement Spellcaster
Level 10: Improved Defenses
Level 11: Arcane Admixture
Feat User Choice: Implement Expertise (Light Blade)
Level 12: Lasting Frost


POWERS
Elemental Magic: Ensorcelled Blade
Level 10 Elementalist Utility Power: Maiden's Waking
Level 2 Elementalist Utility Power: Dragonflame Mantle
Level 6 Elementalist Utility Power: Sudden Scales
Primordial Adept Starting Feature: Solkara's Wave


ITEMS
Subtle Lancing dagger +3, Shadowrift Blade Lancing dagger +3, Bracers of the Perfect Shot (heroic tier), Eberron Shard of Lightning (heroic tier), Eagle Eye Goggles (heroic tier), Cloak of Distortion +2, Magic Cloth Armor (Basic Clothing) +2, Gloves of Ice (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


 
You'll have to walk me through that. I see your build as having +30 on the first hit and +36 subsequently:

+5 Cha +7 class +2 feat +3 SIT +3 DIS +5 PP +2 item Bracers of the Perfect Shot +1 shard +2 Gloves of Ice = +30


+5 Lasting Frost +1 item (net) with CA (Subtle Weapon) = +36

EDIT: Are you counting the +3 elemental vulnerability and Lasting Frost? You really can't do that, because the Elemental Bolt add-on applies to any elemental keyword, including Cold. You're double-dipping.
 
While the frost feats are certainly nice ... AC 23? Gulp. I suppose it's OK if your DM fields heavily melee-centric encounters.

The Blightbeast PP also adds Con to any static modifier, as well as giving vuln 5.

A bit trickier to use though.  And no +1 to hit.

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 Blightbeast PP also adds Con to any static modifier, as well as giving vuln 5.

A bit trickier to use though.  And no +1 to hit.

Requires beast form and is the frequently resisted necrotic. Bleh. ;) I've tried to build Guardian Druids to exploit that PP, and it's not real easy. They're certainly not premium strikers despite the +secondary feature.
You'll have to walk me through that. I see your build as having +30 on the first hit and +36 subsequently:

+5 Cha +7 class +2 feat +3 SIT +3 DIS +5 PP +2 item Bracers of the Perfect Shot +1 shard +2 Gloves of Ice = +30


+5 Lasting Frost +1 item (net) with CA (Subtle Weapon) = +36

EDIT: Are you counting the +3 elemental vulnerability and Lasting Frost? You really can't do that, because the Elemental Bolt add-on applies to any elemental keyword, including Cold. You're double-dipping.
 
While the frost feats are certainly nice ... AC 23? Gulp. I suppose it's OK if your DM fields heavily melee-centric encounters.


Vulnerabilities stack unless they are the exactly the same. Vulnerable "Elemental" and Vulnerable Cold are not the same.

I went a slightly different direction, optimizing the AoE rather than the RBA:

Build


====== Created Using Wizards of the Coast D&D Character Builder ======
Abraxus, level 12
Dragonborn, Sorcerer (Elementalist), Lyrandar Wind-Rider
Elemental Specialty Option: Air Elementalist
Arcane Admixture Damage Type: Arcane Admixture Thunder
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Constitution
Dragon Breath Damage Type: Dragon Breath Lightning
Chessenta (Chessenta Benefit)
Theme: Primordial Adept

FINAL ABILITY SCORES
STR 13, CON 21, DEX 13, INT 11, WIS 9, CHA 21

STARTING ABILITY SCORES
STR 12, CON 16, DEX 12, INT 10, WIS 8, CHA 16


AC: 27 Fort: 24 Ref: 22 Will: 26
HP: 88 Surges: 11 Surge Value: 27

TRAINED SKILLS
Arcana +11, Athletics +12, Endurance +16, Intimidate +18

UNTRAINED SKILLS
Acrobatics +7, Bluff +11, Diplomacy +11, Dungeoneering +5, Heal +5, History +8, Insight +5, Nature +5, Perception +5, Religion +6, Stealth +7, Streetwise +11, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Primordial Adept Attack: Vezzuvu's Eruption
Dragonborn Racial Power: Dragon Breath
Sorcerer Attack: Elemental Bolt
Sorcerer Attack: Seismic Shock
Sorcerer Attack: Static Charge
Sorcerer Attack: Elemental Escalation (Air)
Sorcerer Utility 2: Spatial Trip
Sorcerer Utility 6: Sudden Scales
Sorcerer Utility 10: Sorcerous Pulse
Lyrandar Wind-Rider Attack 11: Wind Burst
Lyrandar Wind-Rider Utility 12: Zephyr Wings

FEATS
Level 1: Mark of Storm
Level 2: Superior Implement Training (Quickbeam staff)
Level 4: Staff Expertise
Level 6: Unarmored Agility
Level 8: Oncoming Storm
Level 11: Arcane Admixture
Level 11: Dual Implement Spellcaster
Level 12: Resounding Thunder

ITEMS
Quickbeam staff of Ruin +3 x1
Magic Cloth Armor (Basic Clothing) +3 x1
Amulet of Double Fortune +3 x1
Rhythm Blade Dagger +2 x1
Gloves of Piercing x1
Eagle Eye Goggles (heroic tier) x1
Eberron Shard of Lightning (heroic tier)
Boots of Quickness (heroic tier) x1
====== End ======


Some notes/areas of debate:
1)  The way Lyrandar Wind-Rider is worded, it appears to give +Con bonuses to the no-hit Charisma damage you get with Static Charge.  This is under debate.

2) You can resolve all of the slides of Mark of Storm before you deal the damage, maximizing Static Charge.

3) I believe you can choose what order you roll your attacks, benefiting from Oncoming Storm optimally.

4) While the prevaling opinion on these boards is that single target damage > multi target damage, I don't think this is always true.  For example, I would rather do 51% damage to 4 creatures rather than 100% damage to a single creature.  The more your party is optimized for multitarget damage, the better multitarget damage gets.

5) I think Dragonborn is better than Half-Elf for this character from an optimization standpoint, although your RP reasons for being a Half-Elf are well noted.  There was a recent build that used Half-Elf with this chasis to get Hellish Rebuke, but that is obviously a different direction.  The reasons I like Dragonborn are the minor action attack and Draconic Spellcaster (possibly saving a feat) at 16.

Scorpion Knight: High Armor, High Damage in Heroic Safe Haven: Stay near me and never get hit Eldritch Avenger: Crit Fishing at level 12, LFR friendly

Vulnerabilities stack unless they are the exactly the same. Vulnerable "Elemental" and Vulnerable Cold are not the same.

The rule you're citing refers to two damage types. Elemental is not a damage type. It's a power source. So vulnerable 3 "to your elemental attacks" doesn't necessarily stack, and I believe it should not stack here.

My first thought on first reading was, "That's an elegant way to neuter PermaFrost a bit."
Some notes/areas of debate:

1)  The way Lyrandar Wind-Rider is worded, it appears to give +Con bonuses to the no-hit Charisma damage you get with Static Charge.  This is under debate.

2) You can resolve all of the slides of Mark of Storm before you deal the damage, maximizing Static Charge.

3) I believe you can choose what order you roll your attacks, benefiting from Oncoming Storm optimally.

4) While the prevaling opinion on these boards is that single target damage > multi target damage, I don't think this is always true.  For example, I would rather do 51% damage to 4 creatures rather than 100% damage to a single creature.  The more your party is optimized for multitarget damage, the better multitarget damage gets.


5) I think Dragonborn is better than Half-Elf for this character from an optimization standpoint, although your RP reasons for being a Half-Elf are well noted.  There was a recent build that used Half-Elf with this chasis to get Hellish Rebuke, but that is obviously a different direction.  The reasons I like Dragonborn are the minor action attack and Draconic Spellcaster (possibly saving a feat) at 16.


1.) No, the RAW is clear on that. Some people think it isn't RAI. Not the same thing and certainly not a CharOp debate, we deal with RAW.

2.) Yep.

3.) Yes and in fact this has an official FAQ.

4.) We have an equation for this.

5.) Draconic Spellcaster really ought to be errata'd like the other Expertise feats were, but yes it saves a feat. Kind of. You might want one of the +2/3/4 damage feats if you're really trying to max statics and not provoking/-5 to hit allies from the other Expertise options are strong.
Vulnerabilities stack unless they are the exactly the same. Vulnerable "Elemental" and Vulnerable Cold are not the same.

The rule you're citing refers to two damage types. Elemental is not a damage type. It's a power source. So vulnerable 3 "to your elemental attacks" doesn't necessarily stack, and I believe it should not stack here.

My first thought on first reading was, "That's an elegant way to neuter PermaFrost a bit."

The rule I am citing refers to two vulnerabilities. Its example is two damage types. Not the same thing. The rule says vulnerabilities stack unless they are exactly the same. These are not exactly the same. Q.E.D.
1)  The way Lyrandar Wind-Rider is worded, it appears to give +Con bonuses to the no-hit Charisma damage you get with Static Charge.  This is under debate.

Yea, I went the conservative route on calculating damage for the riders, because that's a bit of a gray area. (Personally, I'd allow it for something like "if the target moves on its own turn." But getting an already obscene damage modifier twice, instantly, on a single attack? Seems like a stretch, even for RAW.)

I didn't optimize either at-will because both are real useful. Static Shock, far more fun and focus fire. Elemental Bolt, R+B+A = win. Obviously, you plan to rock the former almost exclusively and Felwyn the latter. Nothing wrong with either approach.
You'll have to walk me through that. I see your build as having +30 on the first hit and +36 subsequently:

+5 Cha +7 class +2 feat +3 SIT +3 DIS +5 PP +2 item Bracers of the Perfect Shot +1 shard +2 Gloves of Ice = +30


+5 Lasting Frost +1 item (net) with CA (Subtle Weapon) = +36

EDIT: Are you counting the +3 elemental vulnerability and Lasting Frost? You really can't do that, because the Elemental Bolt add-on applies to any elemental keyword, including Cold. You're double-dipping.
 
While the frost feats are certainly nice ... AC 23? Gulp. I suppose it's OK if your DM fields heavily melee-centric encounters.






+5 cha
+3 enhanement
+3 DIS
+7 elemental magic
+2 implement focus
+2 Primordial adept
+5 PP
+3 Lancing Dagger
+2 Bracers
+1 for shard
+2 for gloves of Ice


1d12+35

After Hit once...... 


+5 lasting frost Vunerable
+3 for Elemenatal Vunerable ( everywhere I look besides you says it stacks)
+1 (Net Subtle)


1d12+44


My numbers were off b/c by +2 I didnt realize Subtle and perfect shot bracers... my bad
Regarding AC... it is so low even when I op it i get hit 90% of the time. I have a good defender and a solid front line. I know I am squishy but I have ways with my ultilities to save myself when really needed.

The "elemental" in your elemental spells refers to the elemental keyword.  It does not refer to acid, fire, cold, lightning, or thunder.  As such, it is another type of vulnerability completely separate from any vulnerability to acid, fire, cold, lightning, or thunder. 

The only issue I see is if there are two Air Elementalists in the same group, would each be able to apply the vulnerable 3 to "your elemental spells" to a target or is one going to be left out.
Vulnerable to my elemental spells is not an identical effect to vulnerable to your elemental spells.

Oh, and as far as low AC:  being Con secondary helps that out way way more than you might think.  Especially if you go Dragonborn.
D&D Next = D&D: Quantum Edition
1.) No, the RAW is clear on that. Some people think it isn't RAI. Not the same thing and certainly not a CharOp debate, we deal with RAW.

Yes, but RAW often isn't as clear as we'd like to suggest it is. Damage bonuses that don't specify an attack roll remain a gray area when being applied more than once after a single attack roll and without being part of an effect line.
 
The rule I am citing refers to two vulnerabilities. Its example is two damage types. Not the same thing. The rule says vulnerabilities stack unless they are exactly the same. These are not exactly the same. Q.E.D.

Actually, what rule exactly is that? I was misremembering the rule about multiple-keyword attacks qualifying as any of the keywords against a specific vulnerability. As far as I can tell, we're still assuming that any multiple vulnerabilities can stack at all, and there's really no RAW, RAI, or clue.
Maybe it's a stupid question... but where are your Eagle Eye Googles and your Bracers of the Perfect Shock?

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

1.) No, the RAW is clear on that. Some people think it isn't RAI. Not the same thing and certainly not a CharOp debate, we deal with RAW.

Yes, but RAW often isn't as clear as we'd like to suggest it is. Damage bonuses that don't specify an attack roll remain a gray area when being applied more than once after a single attack roll and without being part of an effect line.


It's only a gray area if you presume that such a rule can't exist, because nearly all the other game elements don't do that.  Rules do what they say, and Windrider's damage bonus explicitly works with Static Charge secondary damage.

"a bonus equal to your Constitution modifier to damage from lightning or thunder attack powers"

asks two questions:

1)  Is it damage?  Y/N
2)  Is it from a lightning or thunder attack power?  Y/N

If the answer to both is "yes" then the bonus applies.  There is no other possible reading, other than things that base their argument on "Well, I don't think it should work that way."
D&D Next = D&D: Quantum Edition
The RAW argument I've heard against Windrider's damage bonus appying to damage without rolls is that "bonus" is defined in the Compendium as a bonus to damage rolls (I don't have the exact page #, I asked this on the "Ask a simple question" thread.)

The counterargument to the above argument is that bonuses to speed clearly don't involve rolling any dice,  so if in fact you can get a bonus to speed, you can get a bonus to damage that doesn't include rolling dice.

 

Scorpion Knight: High Armor, High Damage in Heroic Safe Haven: Stay near me and never get hit Eldritch Avenger: Crit Fishing at level 12, LFR friendly

You mean this?


bonus
A number added to a die roll. If a bonus has a type (such as a power or a feat bonus), the bonus is not cumulative with bonuses of the same type; only the highest bonus applies. Bonuses that have no type are called untyped bonuses. Such bonuses are cumulative. However, untyped bonuses from the same named game element (such as a power or a feat) are not cumulative; only the highest applies.

So, I guess then bonuses to AC, Fort, Ref, Will, or Healing Surge Value are invalid too, then?
D&D Next = D&D: Quantum Edition
Maybe it's a stupid question... but where are your Eagle Eye Googles and your Bracers of the Perfect Shock?

Yea, the goggles. I usually don't list them simply because they're broken. Personal bias. The bracers aren't needed because of Lightning Wand or Staff of Ruin doing the job. I'm sure there will be a good arm item to substitute once the build can afford to.

You might want to look into one of the +3/4 feat damage bonus feats that was in HoTEC.  It will give you 1 more damage over the focus.
1)  Is it damage?  Y/N
2)  Is it from a lightning or thunder attack power?  Y/N


3) Have I already applied the modifier to this Hit: description? Y
4) Does the granting condition specify that I can apply the modifier more than once to a given Hit: description? N
5) Am I being reasonable in assuming that lends uncertainty to the assumption that I can, indeed, apply the modifier twice to a given Hit: description? Y

It'd be different if the secondary damage was a distinct effect line, but it isn't. YMMV, but y'all are overly assertive in stating that RAW is unquestionable.
 
You might want to look into one of the +3/4 feat damage bonus feats that was in HoTEC.  It will give you 1 more damage over the focus.

Caught that one already, thanks. I forgot all about those last night while tinkering with this.

1)  Is it damage?  Y/N
2)  Is it from a lightning or thunder attack power?  Y/N


3) Have I already applied the modifier to this Hit: description? Y
4) Does the granting condition specify that I can apply the modifier more than once to a given Hit: description? N
5) Am I being reasonable in assuming that lends uncertainty to the assumption that I can, indeed, apply the modifier twice to a given Hit: description? Y


Please point out where 3, 4, and 5 are specified in the Lyrandar Wind-Rider feature.  Or, in any other generally-applicable rule. 

I'll wait.

Oh, and even if they were rules, they still wouldn't prevent the bonus from working even if they were damage rolls.  If Static Charge were "1d8 damage, and 1d4 damage to a creature adjacent to the target" then a bonus to damage rolls explicitly applies to both.  Even if that 1d4 is applied multiple times.

There is no debate.  You're just incorrect.
D&D Next = D&D: Quantum Edition
You mean this?


bonus
A number added to a die roll. 
So, I guess then bonuses to AC, Fort, Ref, Will, or Healing Surge Value are invalid too, then?



Yup, that's RAW.

I don't agree with this, but that is the argument. 

Scorpion Knight: High Armor, High Damage in Heroic Safe Haven: Stay near me and never get hit Eldritch Avenger: Crit Fishing at level 12, LFR friendly

The wording of the Wind-Rider feature states that it applies the bonus to damage from lightning or thunder attack powers.


You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers.


I emphasized what was important but did not change nor add any words to it.  It does not say damage rolls.  There for it is not limited to damage rolls from that attack power. 

As everyone knows, it does exactly what it says, no more, no less.  And it says add your con mod to damage from lightning or thunder powers.  There is nothing about when you hit, so you do not look at when you hit.  It only specifies damage from lightning or thunder attack powers.

Static Charge:
1) Is it an attack power? Yes
2) Does it do lightning or thunder damage?  Yes
3) Is the extra damage from an attack power that does lightning or thunder damage?  Yes

There is no reason I can see that it would not get the damage.

As a matter of fact, if going strictly by RAW, if the power was lightning or thunder and the other damage was acid, cold, fire, necrotic, psychic, or whatever, it would still get the +con damage because it is from a lightning or thunder power.
but y'all are overly assertive in stating that RAW is unquestionable.
 

People who know the right answer to something are assertive about it. Primarily because it is annoying having to correct people over and over again when something productive could be going on instead.
Please point out where 3, 4, and 5 are specified in the Lyrandar Wind-Rider feature.  Or, in any other generally-applicable rule. 

I'll wait.

You can keep both your straw man and the attitude to yourself, thanks. One of the bedrock underlying assumptions of this rules set is that a given modifier applies once to a given statistic.

Except there's always corner cases. Is the hit description for Static Shock (or Cleave, etc) a single statistic? That is a reasonable interpretation, no matter what sort of precedent you think it creates, because they are bundled in a single field, especially given that the power descriptions have a specific and readily available format for parsing distinct effects. Alternately, is it two statistics (damage to the target plus damage to the adjacent enemy) that happen to share a single field simply for convenience? That also is a reasonable interpretation.

As a DM, I actually agree with your interpretation. It's just that I can see the point of the other side, and in my experience DMs often get their hackles up when you try to apply big modifiers to adjacent effects, miss effects, Rain of Steel, zones, etc. They point out that they can reasonably argue that the modifier can't be applied, and the game moves on. I don't build my builds with the expectation of having the DM green-light every little thing. That way, I can be happily surprised if they do, rather than disappointed if they don't. 
People who know the right answer to something are assertive about it.



One of the bedrock underlying assumptions of this rules set is that a given modifier applies once to a given statistic.

No. Not surprising your conclusion is flawed since your premises are wrong. /shrug. There is a rule which says a given bonus applies once per damage roll. That's it. There is no rule which states anything close to your what you've said here. I mean, your argument would mean that some powers which have multiple damage rolls in one hit line would only get the mods to one of the rolls. It is nonsense.
Please point out where 3, 4, and 5 are specified in the Lyrandar Wind-Rider feature.  Or, in any other generally-applicable rule. 

I'll wait.

You can keep both your straw man and the attitude to yourself, thanks. One of the bedrock underlying assumptions of this rules set is that a given modifier applies once to a given statistic.


It is not a strawman to ask you to provide a quote for a rule you're using to make a judgment.  Quite the opposite: your failure to do so means that you are wrong.  That's how rules work.  You have to come up with something more substantive than "You guys are mean" and "This unprinted feeling is a bedrock assumption" in order to be taken seriously in a rules discussion.
D&D Next = D&D: Quantum Edition
People who know the right answer to something are assertive about it.




Yes, rolling your eyes at yourself is the right thing to do in this situation. Glad you've come around and decided to stop wasting time on settled rules questions.
Of course this is a funny aguement since he is taking the arguement that gives less damage.  Just calculate both and post both saying which way is which.  Not a big deal.  That way you have the potential regardless of which way a DM rules.
but y'all are overly assertive in stating that RAW is unquestionable.
 

People who know the right answer to something are assertive about it. Primarily because it is annoying having to correct people over and over again when something productive could be going on instead.



and in this case neither RAW nor RAI support you conclusion. Youre seriously trying to argue that the expression d8+CHA gives damage bonuses that dont require a roll twice. Its one instance of damage split among two creatures.

 
Being applied to two creatures means it's two instances of damage.

Unless you think a +1 bonus to damage rolls only applies to one target of an Area Burst power?

You're completely wrong.  Completely, totally, entirely wrong.  In order to not be wrong, show the rule that says you're correct.
D&D Next = D&D: Quantum Edition
Being applied to two creatures means it's two instances of damage.

Unless you think a +1 bonus to damage rolls only applies to one target of an Area Burst power?

You're completely wrong.  Completely, totally, entirely wrong.  In order to not be wrong, show the rule that says you're correct.



"show the rule that says you're correct." 

YOU dont have one. Why dont you try producing some support for your argument instead of merely stating "I'm Right! You're Wrong!"
RC pg. 222:  Also, an attack power might contain multiple damage rolls, such as a melee attack power against multiple targets.  If a creature has a bonus to damage rolls and uses such a power, the creature applies the bonus to every damage roll of that power.

And as I stated before, the ability states that it gives a con modifier damage bonus to damage from lightning and thunder powers.  It does not say damage rolls therefore it is applied to all damage that a lightning/thunder power does.  In the case of static charge it is doing two instances of damage on one hit.

Please show me where in the power/feature it says you do not add the damage to damage from a lightning or thunder effect.
Uh

I absolutely do.  Lyrandar Wind-rider says what it does.  You then do what it says, barring any other rules that prevent doing that.  An example of something like that would be "When you spend an action point, you can shift 3 squares as a free action" while immobilized:  sure, the game element tells you to shift, but the Immobilized condition prevents that.

What you're claiming is that there is some other rule that prevents Lyrandar Wind-Rider from working the way it says it does, and the burden is now on you to say otherwise.  I don't need a rule that says "Lyrandar Wind-Rider works the way it says it works."  You do need a rule that says the opposite.
D&D Next = D&D: Quantum Edition
RC pg. 222:  Also, an attack power might contain multiple damage rolls, such as a melee attack power against multiple targets.  If a creature has a bonus to damage rolls and uses such a power, the creature applies the bonus to every damage roll of that power.
And as I stated before, the ability states that it gives a con modifier damage bonus to damage from lightning and thunder powers.  It does not say damage rolls therefore it is applied to all damage that a lightning/thunder power does.  In the case of static charge it is doing two instances of damage on one hit.
Please show me where in the power/feature it says you do not add the damage to damage from a lightning or thunder effect.

You can't cite that rule here. This isn't a power with multiple damage rolls, so you're simply inferring that it has any relevance in this case.
 
I absolutely do.  Lyrandar Wind-rider says what it does.  You then do what it says

Everyone has agreed 100% with that point. The bonus is applied to the damage: to the target. The argument that you're not addressing is where does it state that the damage to the adjacent enemy is to be considered a second, distinct application of damage? Give us a rule stating as much and we'll happily shut up.

Until then, the argument stands. RAW is subject to multiple interpretations.

Storm Adept (11th level): You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers.


It applies to damage done by the attack power.  At no point in the feature does it say only to the target.  At no point in the feature does it say it is to damage rolls.  It says that it is applied to damage done by an attack power that has the lightning or thunder keywords.  That is what the feature says explicitly.


I stated it before.


Is the power lighting or thunder?  Yes.
Is the power an attack power that does damage? Yes.
Is the damage from a power that does lightning or thunder? Yes.


It therefore gets the bonus damage.  There is no target requirement in the feature so that means there is no target line required. It does not require a hit therefore no hit is required.  It only requires that the damage be from a thunder or lightning attack power.  It does not even require the damage to be thunder or lightning by RAW.

Arcane Spellfury is an elusive trap, don't take it. You're not going to attack the same target often enough to matter. Not unless the rest of your party is wet noodles and you really are soloing two standards off on your own.

Take Lightning Soul (+3 feat bonus to lightning damage and a side benefit) over Rising Storm.

And, really, having white lotus riposte and master riposte is probably worth dropping arcane spellfury and one other feat for a couple levels. It may convince your DM not to attack you, acting as a defensive feat, and there's a fair chance it will give you an extra cast once per combat, making it more damage than every other damage feat you have unless your combats go for a ridiculous number of rounds.

You'll also have trouble convincing the CharOp folks that Eagle Eye Goggles are too cheesy to take ;) 
Keith Richmond Living Forgotten Realms Epic Writing Director