Thought Switch (OA generator).

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Origionally purposed by svendj, it's the psion's turn to join the switch party.  This is a high level build (kicks in at 17), but functions at lower levels spaming dishearten and lazylording it up.  (svendj's Mindswitch, works better at lower levels, this one works better at high level).

This build depends on your allies having a good Opportunity Attack.  But having a a good melee basic attacks and agile opportunist would make it even better.

On turn 1, Allies will gain:
Positioning: Shift 7, Slide 1, Enemy slid 9
Lots of Attacks:
*Opportunity action: OA
*Free action: OA (+to hit/damage)
*Immidiate action: MBA.  (with agile opportunist).
*Free action (2 allies): MBA.
Accuracy: +7 for some OA's.  1 reroll for an OA.  1 free floating roll.
Damage: +7 for some OA's.  +2 always.  +9 Damage vs 1 enemy.

 

Totaling (with 4 allies) = 14 attacks, and 208 max bonus damage.

And +9 to everyone's initive.

Build:

Fey Beast Tamer (owl bear)
Psion|Warlord/Time Bender/Sage of Ages.
20 Int, 16 Cha, and 10+ Wis.
Tielfing (Secrets of Belial -> Opportunity Seized), +Int/Cha (pixie) race, or revenant (+cheeze).

Feats:  *arn't neccicaraly needed.
1) Hybrid Talent (inspiring)
2) Expertise Tax (staff or orb are both good, dagger is also possible)
4) Defense Tax (or superior will and lightning reflexes)
6) Superior Implement (Crystal Orb, or Accurate)
8) Superior Relexes.
10) Imperious Majesty
11) Combat Commander
12) Vistani Heritage
14) *Tail Slide, to trigger more agile opportunist.
16) Skill Power (insightful riposte).
18) *Controlling Advantage
20) MC Arcane (for sage of ages).
21) *Superior Initiative (may be overkill)
22) Vistani Foresight
24) Secrets of Belial -> Opportunity Seized
...

Powers:
2: Inspired Belligerence
6: Reorient The Axis
10 (6): Opportunity Seized
16: Insightful Riposte
17: Forced Opportunity
22: Forceful Repositioning
23: Sudden Control
27: A Plan Comes Together

Items:
Ring of Free time.
Helm of Exemplary Defense / Helm of Battle.
Violet Solitaire.
Arcane boosters.
Initiative boosters (Weapon of Speed).
Rerolls (Irrefutable armor, luckblade dagger).
Mount.


Alternates:
Forceful Repositioning: needs your allies to play along (agile oportunist), if they don't drop this.
   -> Knights Move.  Not just for repositioning.  Since it's a full move action, you could say...  give the avenger a chance to oath, a rogue a chance to low slash, or a defender a chance to mark (which you can trigger).
   -> Hidden Oppertunity.  1/day crit isn't a bad.

 

Timebender
  ->Battle Captain, +2 to hit for everyone.  You do loose your extra die though.
   + halistar clone theme, another way to get an extra move action.

  ->Flame of Hope, better vs solo's.
 

*Vistani Foresightand the Violet Solitaire (+lot's of rerolls) give you get 5 combat's with AP's.

Your accuacy is 15 (lvl) + 9 (int) + 6 (enh) + 3 (feat) + 2 (CA) +2 (trick) + 1 (superior) = 38.
38 vs 42 = hit on a 4.
Best 2 out of 5 rolls,  +3, insightful riposte, +1 AP.
~ 99.9%.

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.

Since most of the attacks are OA's, your allies can boost it game breakingly high:

Some OA boosts
Heavy Blade Opportunist (twin-strike is a good one)
Word of Diminishment (runepriest)
Yakuza (theme)
Helm of Opportunity
Internalize the Basic Kata
Weapon of Great Opportunity
Ardent: Mantle of Elation
Formation Fighting
Weaponmaster (Combat Superiority, and it's bonuses/feats)
*Two-Weapon Flurry  *Note that Forced Oppertunity 4 gives a free action, so it won't stack.
Numerous "can be used as an OA" powers and feats.

Numerous MBA booters (thief, slayer, eldrich strike cheese).

And of course, normal damage boosts, like frost cheese and iron armbands of power.



 

But running with a moderate assumption that you have 4 allies that can deal 0.2 KPR with a melee basic attack...
(or .14 KPR + agile oppertunist).

 

On turn 1 you can...

Kill 2 Standards

Minor: Trick of Knowlage, boost your accuracy.
Move:  Reorient the Axis to position everyone
Standard: Forced Oppertunity 4, boosted OA's.  Blooding standard 1.
Move: (time bender) Forceful Repositioning, agile oppertunist for everyone.  Killing standard 1.
Minor: (ring of free time) Inspired Belligerence, for +Cha damage vs standard 2.
AP: Sudden Control standard 2 into position, (improvised) RBA to provoke an OA.  Blooding standard 2.
Free: A Plan Comes Together, 2 more MBA's.  Killing standard 2.

Kill an  Elite

Minor: Trick of Knowlage, boost your accuracy.
Move:  Reorient the Axis to position everyone
Minor: (ring of free time) Inspired Belligerence, for +Cha damage.
Standard: Forced Oppertunity 4, boosted OA's.
Move: (time bender) Forceful Repositioning, agile oppertunist for everyone.  Bloodying Elite.
AP: Sudden Control, (improvised) RBA itself, provoking an OA.
Free: A Plan Comes Together, 2 more MBA's.  Killing Elite.

Bloody a Solo

Minor: Trick of Knowlage, boost your accuracy.
Move:  Reorient the Axis to position everyone
Minor: (ring of free time) Inspired Belligerence, for +Cha damage.
Standard: Forced Oppertunity 4, boosted OA's.
Move: (time bender) Forceful Repositioning, agile oppertunist for everyone.  Bloodying Elite.
AP: Sudden Control 6 dominating.
Free: A Plan Comes Together, 2 more MBA's.
Enemy: RBA itself (or run), provoking an OA.  Blooding Solo.

 

And then your party goes.

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.

One OA/Turn, so Sudden Control won't stack with Forced Opportunity unless you ready it off-turn. If you took War Master's Assault (free actions), use subsitute that in instead for a daily nova.

If you have 5 APs a day, and you're running a Int/Cha chassis, I still like taking Flame of Hope for its AP feature rather than the extra move action. That effectively frees up Sage of Ages since you don't have to care about accuracy for the most part, and you can pick up Master of Moments or something.

Also, Warlord has a U22 daily that makes an ally's OA auto-crit. 
One OA/Turn, so Sudden Control won't stack with Forced Opportunity

Forced Opportunist is an OA as a free action.
Sudden control will provoke a normal OA.

So yes, they stack.

Flame of Hope

Hmmm.... that's tasty.  But it's only works vs 1 target.  So the solo will be smashed, but it won't help as much vs 5 standards.
Also, the extra move grant's MBA's (if your allies spend the feat, which is iffy...).  Though i suppose you can go with the halistar clone theme.

Definatly an option, but it's not strictly better.

Warlord has a U22 daily

Noted. 

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.

Awesome, thanks! Kinda too busy writing the Psion handbook (feats, gaaah) to post it anytime soon, so thanks for putting it up. I'll check it out in more detail later. In the meantime, here's the intro & description I'd already written up. Feel free to copy whichever part into the first post 

Mindswitch (different name, same idea)

Build Goals:
- To replicate the ability of Killswitch to create Instant Advantage, deciding the outcome of encounters on turn 1. This goal is reached when you get access to the Psion’s level 17 at-will power Forced Opportunity, but until then you have plenty of tricks up your sleeve to assist the party and get it to where it needs to go.
- Optimize a Psion for leading. Forced Opportunity is key in this, but the class has plenty more to offer.

FAQ
1. Dude, Killswitch is a classic! Why should I play this over the original?

Because Killswitch is so awesome, it spawned a range of offshoots: Flameswitch, Lightswitch and Chordswitch among them. Mindswitch is another powerful and fun take on the Killswitch concept. The highlights of Mindswitch are:

- Getting the party where it needs to go by giving everyone two free move actions at the start of the encounter. You do this at level 10. 
- Shredding one target per turn to ribbons by giving everyone a simultaneous free opportunity attack against it. Because of your attack and damage bonuses, your allies don’t even need to have good basic attacks for this! Online at level 17. 
- Having controller powers as back-up, like a close blast 5 stun, an area burst 3 restrain and multiple dominates.

2. Okay, so what else does it do?

As a Pixie, Mindswitch rides on the shoulder of the ally with the best basic attack. Preferably the defender. At-will, you can offer that ally a pumped-up basic attack with Commander’s Strike. Or you can use an augmented Mind Thrust to dump an enemy’s defenses for a focused fire round.

As a Bravura Warlord, Mindswitch not only grants allies extra attacks during its turn, it also grants a free attack when they use an Action Point, when they make attacks of their own and when either they or Mindswitch are hit. So you can easily double the amount of attacks your party makes each round.

As a Time Bender, you can switch any d20 roll made during an encounter for a roll you made at the start of the encounter.

Like Killswitch, you pump the party’s initiative through the roof with Combat Commander. This makes sure the party goes first for Instant Advantage.

Even if encounters go bad, Mindswitch has access to three minor action heals at level 10. This is above par for normal leaders, let alone hybrid leader|non-leader characters.

3. So you’re claiming this decides encounters on turn 1? Prove it.

Alright, I’ll show you what this build is capable of. Let’s use a random party of an Avenger, a Knight, an Monk and a Wizard.

Turn zero: party wins initiative thanks to Combat Commander. Everyone who rolled higher than Mindswitch holds. Mindswitch is on the shoulder of the Knight, so you constantly benefit from the Knight’s protective aura.

Turn one:

Move action: Mindswitch uses Reorient the Axis to move the party towards the enemies, with everyone ending the free shift adjacent to the Knight.

Move action: assuming the allies aren’t in an optimal position yet, Mindswitch uses the free move action from Time Bender to use the Halaster’s Clone power Alter Time. You move zero squares, which means everyone gets to move their speed. The Knight, Avenger and Monk all move adjacent to an elite badguy who needs to die first, while the Wizard looks for a safe place to hide.

Standard action: Mindwitch uses an augment 4 Forced Opportunity to grant the Monk, Knight and Avenger a free opportunity attack with a bonus to attack and damage equal to your Cha-mod. Even if the Monk and the Avenger don’t have a good melee basic attack, they will still hit for decent damage.

Monk takes its turn. He hits the badguy, which triggers Impromptu Attack from Mindswitch for two additional free MBAs. Badguy becomes bloodied.

Knight takes its turn and hits the badguy. Badguy doesn’t die, so Knight uses an action point to make another attack. Mindswitch’s Bravura Presence grants the Knight another free action MBA. This is enough to kill the elite. Knight moves adjacent to brutes, who are now in the Knight’s defender aura.

Wizard uses his turn to lock down one group of enemies, while Avenger moves off to harass another target.

Result: without using any daily powers, Mindswitch granted the party 2 free move actions and 6 free attacks, which is enough to finish off a high priority elite before the monsters even got a turn. Party is then free to move off and finish the rest. Mindswitch has enough gas left in the tank to fire off another augment 4 Forced Opportunity, which should practically end the fight on round 2.


Level 6 overview:

Mindswitch can:
- grant the party two free move actions per combat with Alter Time and Reorient the Axis.
- encourage focused fire once with an augment 2 Mind Thrust.
- make and grant a free basic attack with Vengeance is Mine (Mind Thrust is also a basic attack).
- use the best MBA in the party with Commander’s Strike.
- grant each ally who uses an action point a free MBA.

Level 11 overview:

Mindswitch can:
- grant the power a huge initiative bonus with Combat Commander.
- grant the party two free move actions in the same turn thanks to A Skip in Time, which turns a minor into a move action.
- switch any d20 roll made during an encounter for a roll you made at the start of the encounter.
- prevent one hit and grant a counterattack with Powerful Warning

Level 17 overview:

Mindswitch can:
- grant everyone adjacent to a target a free opportunity attack with Forced Opportunity twice per encounter.
- grant the party two free move actions and still have a minor left thanks to Time Bender’s level 16 feature.
- grant two partymembers a free action MBA on their turn with Impromptu Attack.
- heal an ally with a minor action three times per encounter.

Level 23 overview:

Mindswitch can:
- use Forced Opportunity three times per encounter, or...
- dominate a target twice per encounter.
Acolyte of Divine Secrets gets you Invoker for Flame of Hope, and an encounter use of Hand of Radiance which targets 3 creatures.  Granted, you (probably) won't hit, but it sets those 3 up for the huge bonus from the level 11 feature of Flame of Hope, since it only cares about the targets of the attack and not hit or miss.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Acolyte of Divine Secrets gets you Invoker for Flame of Hope, and an encounter use of Hand of Radiance which targets 3 creatures.  Granted, you (probably) won't hit, but it sets those 3 up for the huge bonus from the level 11 feature of Flame of Hope, since it only cares about the targets of the attack and not hit or miss.

True, but your not granting attacks against 3 differnet creatures.

5 free attacks > 5 buffed attacks.

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.

Filled things out a bit.

Would an off hand Chieftan's Weapon do anything? 

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've never noticed Forced Opportunity before. I'm going to have to start paying attention to Psions. With that power coming online in late paragon, in the right party they remain competitive with Wizards. 

Would an off hand Chieftan's Weapon do anything? 

I can't imagine that it would impact Forced Opportunity, which requires a to-hit roll, unless you used it as your primary implement for that attack. 
Yeah .... Forced Opportunity is terribly worded, I could see a DM even ruling that it takes both your Opportunity Action AND Free Action for that turn.

Claiming Sudden Control is going to, by itself, finish off an elite is doubtful. Most creatures lack a RBA, are not that accurate vs themselves, and the average party doesn't have the OA capacity to do Bloody Damage on that. And adding Agile Opportunist into your own calculations is just maliciously false, MBA specialists have sufficient IAs (especially this high level) that you are not remotely adding attacks until round 4, I'd be more comfortable with the argument that Sudden Control is triggering 2 IAs than that joke of a feat being included.

Your claims are sugar coating at its worst.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Forced Opportunity is terribly worded, I could see a DM even ruling that it takes both your Opportunity Action AND Free Action for that turn.

I actually can't envision a DM not making that ruling. Forced Opportunity by itself, with a Fighter and a Yakuza among one's allies, is terribly powerful. Trying to stack additional opportunity- and free-action shenanigans on top of it probably will amount to a kamikaze dive into the Rule Zero destroyer squadron. Good luck and banzai baby, but don't be surprised if you end up cartwheeling into the drink.

What? You use the Opportunity Attack power as a free action. That is like saying that an MBA granted as a free action also takes your Standard, that is just nonsense.

It does use up your Free Action Attack Power for the turn though.

Assuming the party is optimized around the leader (as they should be if you're going to play this build) they'd simply not take off-action attacks since they are near guarunteed to use their Immediate anyway. Just load up on more minors. Which at 17 shouldn't be all that hard.
Yeah .... Forced Opportunity is terribly worded, I could see a DM even ruling that it takes both your Opportunity Action AND Free Action for that turn.

It's the same wording as say commander's strike.  That's not taking their standard action away...

Claiming Sudden Control is going to, by itself, finish off an elite is doubtful.  Most creatures lack a RBA, are not that accurate vs themselves, and the average party doesn't have the OA capacity to do Bloody Damage on that.

It's not about them hitting themselves.  It's about provoking a round of OA's.  The monster can always make an improvised attack.

Nor did i claim it would kill an an elite by itself.  It might finish an elite, who already got hit 8 times.

And adding Agile Opportunist into your own calculations is just maliciously false, MBA specialists have sufficient IAs (especially this high level) that you are not remotely adding attacks until round 4

Not if you go first.  IA's reset at the beginning of your allies turn.  It's only a waste if you go, enemies go, and then your allies go.  But you give your allies +9 init, so it's not likely.

Now, i agree it might be a bit optimistic to assume everyone will take a feat, but i wouldn't call it malicious.  I figured it was a good middle ground between assuming everyone was a half-elf elation ardent with twin-strike and heavy blade opportunist and the Yakuza theme and no one had an MBA.

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.

lol..
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

One question would be, can you make the granted attack while you are dazed? I'm inclined to say yes, because you are allowed free actions while dazed, and that's what the power grants. I'd further say, since this opportunity attack is not an opportunity action, it doesn't count toward your limit of opportunity actions for the turn. But it does count toward your limit of one free action attack per turn (which is also a wording nightmare, but whatever).

The "opportunity attack as a free action" wording makes it unnecessarily complex and unintuitive.
I've never noticed Forced Opportunity before. I'm going to have to start paying attention to Psions. With that power coming online in late paragon, in the right party they remain competitive with Wizards.

They seem more and more like a inverted warlord then wizard the longer i look at them.  They grant lot's of attacks (to the enemy), help position the group (by moving the enemy), and give massive bonuses (as penalties).

Would an off hand Chieftan's Weapon do anything? 

I can't imagine that it would impact Forced Opportunity, which requires a to-hit roll, unless you used it as your primary implement for that attack. 

Yea...  didn't think so.

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.

What? You use the Opportunity Attack power as a free action. That is like saying that an MBA granted as a free action also takes your Standard, that is just nonsense.

I'm not arguing that you're not technically correct. My point was supposed to be that some 99% of DMs (effectively all of them unless you or one of about four other regulars on this board are running the game) when presented with this nova routine will commence the following dialog:

YOU: See, I can stack his opportunity attacks ...
DM [blinks twice as total confusion spreads across face]: One opportunity attack per turn. Doesn't work.
YOU: But, no, see, that's opportunity actions ... 
DM: Whatever, seriously? Who's next?

Had I meant what you inferred, it would have been worded as, "Doesn't work." 
CharOp operates on RAW. So what some hypothetical DM will incorrectly rule is fairly irrelvant to critiquing a build.

Also I can tell you right now that every DM I know personally understands the RAW and will run it that way. Since that is more than half of all local DMs, I'd say the anecdotal odds of it being run correctly are rather high. And my numbers aren't even made up, they're just limited in applicability to my area.
Question about the free action OA of Forced Opportunity: multiple people say (and I agree) that the OA takes up an ally's free action attack for the turn. But the wording is comparable to the Barbarian class feature Rampage, in that it's a free action that grants you an attack. It's been claimed (and not disputed) several times here that Rampage does not take up your one free action attack. Then why would Forced Opportunity's OA?
Question about the free action OA of Forced Opportunity: multiple people say (and I agree) that the OA takes up an ally's free action attack for the turn. But the wording is comparable to the Barbarian class feature Rampage, in that it's a free action that grants you an attack. It's been claimed (and not disputed) several times here that Rampage does not take up your one free action attack. Then why would Forced Opportunity's OA?



I have never heard anyone claim that Rampage is not a free action attack. That is why you never see Whirling Barbarians with TWO.

Swiftcharge I believe is the example of which you are thinking. A free action power that grants you a no action charge. 
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Yeah, that encounter power that grants you a charge when you kill something.
Question about the free action OA of Forced Opportunity: multiple people say (and I agree) that the OA takes up an ally's free action attack for the turn. But the wording is comparable to the Barbarian class feature Rampage, in that it's a free action that grants you an attack. It's been claimed (and not disputed) several times here that Rampage does not take up your one free action attack. Then why would Forced Opportunity's OA?

They claim it's not an attack, it's a utility.  And there's no limits on free action utilities.

I don't see any way of of interpriting Forced Opportunity, or it's granted attacks as a utility.

But here's a question.  Is there any other psion powers can make an enemy do a ranged basic attack?  At lower levels hopefully? 

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.

Yeah, that encounter power that grants you a charge when you kill something.

Swift Chage is a utility power, by the definition in the RC. So it isn't a free action attack power and it grants you a no action charge. No one ever said that about Rampage, they said you could use Rampage and Swift Charge. Because Swift Charge is a free action, but not an attack power.
Claiming Sudden Control is going to, by itself, finish off an elite is doubtful.  Most creatures lack a RBA, are not that accurate vs themselves, and the average party doesn't have the OA capacity to do Bloody Damage on that.

It's not about them hitting themselves.  It's about provoking a round of OA's.  The monster can always make an improvised attack.


Care to tell me how a Dragon/Bear/Roper is making an improvised RBA?

I'll also refute the "So long as I go first" and/or "Minor Action Attacks are easy to gain" for the IAs granted. 
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
I don't know what your issue is...

But you can always dominate and provoke by running. You just loose some turn 2-3 ability.

And if you don't want IA's, i put up some alternitives, as well as mentioned the MBA damage calclations without them. It's hardly a strech, and could go much higher with more cooperation (yakuza, HBO+twin strike, ect..).

And while I do have plenty of "joke op" things, (even made a collection thread for them), this isn't one of them.

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.

Yeah, that encounter power that grants you a charge when you kill something.

Swift Chage is a utility power, by the definition in the RC. So it isn't a free action attack power and it grants you a no action charge. No one ever said that about Rampage, they said you could use Rampage and Swift Charge. Because Swift Charge is a free action, but not an attack power.


Thought so, thanks for clearing that up.