Revenant Blackguard guidance?

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I'm trying to put together an effective Revenant Blackguard character, but I'm not sure what build I should go. I'm willing to be a Hybrid or multiclass anything, any sub-race, and any PP/ED if it matters. If just going an Evil Paladin would be better, I could settle for that.

I read the Blackguard guide, which mentions that Human, Half-Elf and Tiefling characters can be very strong. (Human to get a better Paladin At-Will, but Revenants don't have access to this; Half-Elf for another class' At-Will at Paragon; Tiefling b/c of Wrath of the Crimson Legion and other stuff.) It's rather silent on the Revenant, simply mentioning that it "can make for some interesting and potentially effective combinations." It mentions the possibility of going pure Cha, but I don't know how effective that would be for a Revenant.


More specifically:
*What sub-race would you recommend?
*What class combination would you recommend - pure Blackguard, Hybrid Blackguard, Blackguard + multiclass, specific PP/ED suggestion (if relevant)? Or would just going an Evil Paladin work better?
*Should I go the normal Str/Cha, pure Cha, or some other funky spread?
The Blackguard is second only to the vampire in terms of being a striker in name only. I'd suggest you be a Paladin|Warlock instead.

Do you mean it's more of a different role (defender?) or it's simply a weak class?
Weak class.
I've been managing a Blackguard|Sorcerer Hybrid for a while now.

Admittedly, I'm relegated to mostly a controller in heavy armor role (by personal choice, necessity, and my Templar theme).

Though I do have one very nice striker nova with Dread Strike, the Assassin Practiced Killer multi-class feat, the Spirit of Vice feature, and the Dark Menace feature.

I've found it quite nice and it's worked out so far, especially in my crazy, all-striker party.
(Our Vampire gets the most healing done for us)
The Blackguard is second only to the vampire in terms of being a striker in name only. I'd suggest you be a Paladin|Warlock instead.

Do you mean it's more of a different role (defender?) or it's simply a weak class?

It's one of the weaker classes overall as well as in the striker role.  But it's still playable (nearly any of them are).  So if that's what you want to play, do it.

As far as revenant, check my sig for their handbook.

List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
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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