Which class for a close blast specialist?

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I have an idea for a character... the specific class doesn't really matter to me.  What does matter is that the character will be a close blast specialist.


So my question to you is which class (or classes) has the best support for close blast shenanigans?


Thanks!


--sam

wizard is probably a good bet, they have blast powers at every single power selection level, have feats that boost blasts that are exclusive to the class and so on.
"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)

Dragonborn dragon sorcerer.  Machine gun dragonbreath.

Or do dragonborn/half elf/tiefling/kobold elementalist with static charge.  Add thunder and increase the blast to 4.  Suddenly at 11 you could have a close blast 4 that is friendly and you can add your con to twice if you take wind-rider.  And there are ways to abuse static charge that are insane. 

For example, static charge that hits 3 enemies that are adjacent to each other as shown:
x=enemy
p=you

  x
xpx

You hit all 3 x's with static charge.  Because it is friendly, you don't need to worry about whether or not you hit p.  Lay it right on him/her.  The top x could end up taking 1d8+con+con+cha+con+cha+con+riders.  Each of the others would take 1d8+con+con+riders.  And you can use mark of storm to slide them together to make it easier to bounce damage around.  Add arcane reach(requires dex15) and you can do a close blast 4 from 2 squares away.
Sorcerer or Wizard. Possibly Monk (close bursts are equivalent with all the mobility).
Wrath Invoker can put out a lot of area damage, and are pretty much the ideal Morninglords.
"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 haven't looked all that closely with invokers, do they have a lot of close blast/burst powers?  Are they mostly friendly?
Friendly invoker powers? I don't think there are any.
The Invoker handbook has a Deva build that specializes in Dominating and close attacks. Might be a bit outdated though.
What level?

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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.

If you want friendly than monk and cleric are two of your easier choices, but neither are normally that good at will close blast and will be more focused on encounter and daily powers.  Monk has a good close burst one and an ok close blast one.  Possibly going half-elf, especially with cleric, so you can pick up an at will close blast from another class like invoker or wizard is an option.

For controller your best choices are wizard and invoker.  Wizard at least can be sort of partly friendly but it takes some investment.

Sorcerer is your other good choice.

Hybrid is another option and something like cleric/invoker or cleric/wizard can open up a good mix of party friendly and unfriendly options without much effort.
Spellguard Wizard can do what you want, by making Area Bursts into Close Blasts. Not an amazing PP, but it lets you use a lot more powers how you want to.
Gonna second the wrathvoker/morninglord, though a well built thunderwave/polearm momentum wizard would be fun as hell to play.
Personally, I love the idea of doing an enchanter mage with beguiling strands -> Divine Oracle with glasya's charming words and a jagged dagger.

It's a party friendly CB5 that pushes, and has a pretty good chance to dominate at least one target.
If you're looking to have ALL close blast powers, go Dragon Sorc (they're one fo the few ones who can take blasts-only as every power choice, with the exception of there only being a single blast at-will.) 

Are you looking for anything in particular thematically, or are you just looking to play the most powerful blaster you can? If you're looking for a powerhouse, go invo.  
Friendly invoker powers? I don't think there are any.

Wait, you're being sarcastic, right?  The whole point of the Preservation build is that you want allies in your blasts.  I'm not saying it's the optimal path, but it's there.
Are you looking for anything in particular thematically, or are you just looking to play the most powerful blaster you can? If you're looking for a powerhouse, go invo.  




The theme is the character Omar from the HBO series, The Wire.  I had a another thread discussing different ways to represent Omar, but I'm intrigued by the idea of playing him as a close blast specialist.  it doesn't have to be the most "powerful" blaster. I'm OK with unfriendly powers so Wrathvoker might work.  I'll play with some of the ideas posted here in the character builder to see if it leads me somewhere.


Thanks for all the great responses. Keep them coming!

Friendly invoker powers? I don't think there are any.

Visions of Blood is an At-Will close blast with amazing control feat support. I don't know about Encounters, but the At-Will is amazing. It also goes very well with the Keeper of the Nine Paragon Path that allows you to create difficult terrain in all of the squares around you every time you use a close attack power
If you are looking for bigger blasts for more control, I would go Wizard with Beguiling strands. It doesn't do much damage, but it is a friendly close blast 5 with a 3 square push and I think that it is worth it. If you are going for damage then don't ask me
To add to the Invoker comments, the Wrathful and Malediction builds usually are not party friendly but the Preservation builds are very friendly and buff allies. 

I'd suggest a hybrid invoker/wizard and choose preservation as the covenant rider.  The stats match and you can cherry pick the best powers of each class.  With the preservation rider, you can also make 1 or 2 allies shift out of a blast when you use an invoker encounter or daily and they have some good encounter based ally movement utility powers.
And if you're going friendly, Coordinated Explosion is an easy bonus.

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?
(1) Rebreather Dragonborn (exploits breath weapon so it constantly recharges)

(2) Genasai Blaster Wizard for insane damage

(3) Barb/Sorc if you want to be able to wade through front lines without as much of a worry as the above 2. 
And which are the bests ways to recharge your breath weapon if you don't mind me asking? The only way I found so far is the spirit breath feat but that kinda limits you to warden/barbarian.
And which are the bests ways to recharge your breath weapon if you don't mind me asking? The only way I found so far is the spirit breath feat but that kinda limits you to warden/barbarian.



Ancient Soul works for a Dragon Magic Sorcerer.
Dragonborn Dragon Sorceror (STR fire breath)

Beginning Feats:
Ancient Soul = Regain usage of dragon breath after receiving fire damage.
Nusemnee's Atonement = Catch ally in breath and apply fire damage -5 to yourself (which triggers Ancient Soul).
Staff Expertise = Can use ranged attacks as close blast attacks 

Then pick fire powers that blast or burst, and make sure you get an ally (or yourself) in there. If getting an ally in there is a problem, take the Arcane Familiar feat or MC Shaman.
 
You should be able to use you breath weapon every turn as a Minor. 
Another option is Ninefold Master -> Arcane Sword.  Doesn't kick in until 30, but you get Breath as a true at-will which can benefit from things like the Spellfury line of feats, AND White Lotus goodness.

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?
Dragonborn Dragon Sorceror (STR fire breath)

Beginning Feats:
Ancient Soul = Regain usage of dragon breath after receiving fire damage.
Nusemnee's Atonement = Catch ally in breath and apply fire damage -5 to yourself (which triggers Ancient Soul).
Staff Expertise = Can use ranged attacks as close blast attacks 

Then pick fire powers that blast or burst, and make sure you get an ally (or yourself) in there. If getting an ally in there is a problem, take the Arcane Familiar feat or MC Shaman.
 
You should be able to use you breath weapon every turn as a Minor. 



staff expertise does not allow you to transform a ranged attack into a close blast...  Unless you mean that you don't provoke opportunity attacks anymore when using a ranged or area attack which is what it actually does.  Just saying, how you put it is very misleading or you don't get how the feat works.
"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)

I'd probably go with Incendiary Dagger instead of staff if you're aiming for all of that fire damage.  Most of your choices as a dragon sorc will be close blasts or bursts anyway, so aiming for more damage/accuracy would probably do better than not provoking with attacks you typically wouldn't use.

Make it a Flaming Incendiary dagger and you're all set!  Most of your attacks target Reflex anyway, so it works out pretty well. 

staff expertise does not allow you to transform a ranged attack into a close blast...  Unless you mean that you don't provoke opportunity attacks anymore when using a ranged or area attack which is what it actually does.  Just saying, how you put it is very misleading or you don't get how the feat works.



You are correct sir. My intent was to avoid OA.


I am not familiar witht he Flaming Incendiary Dagger. Is it under weapons or implements?  I would take staff expertise mainly so I can drop a area burst ranged attack on the enemy right next to me. Thus I am in the burst to trigger Ancient Soul when no allies are around (which happens).
 
Flaming Weapon (standard enchant) + Incendiary Dagger (superior implement)

Problem: Flaming now only converts untyped damage to be fire. As much as it's stupid, and should be reverted, it is indeed the rules.

Also, duke, hitting yourself intentionally is possibly the stupidest thing you can do for the Ancient Soul build because you will pierce your resists and thus take a gob of damage. The tradeoff is entirely not worth it.
"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.
Pierce your own resist? Not following...
Ok, so a Rebreather build works because you can resist a large portion of the damage you deal, thus allowing you to do it more often.

Relevant Text, Dragon Soul: "Your arcane powers ignore any target's resistance to that damage type up to the value of your resistance."

Taking my goofy trick (ie. not directly damage optimized) sorcerer as an example, at level 20 I have 118 hp and deal xdx+36 damage with my powers, Blazing Starfall therefore averages 38.5, compared to my surge value of 29. IIRC, a Rebreather never gets as many mods on their normal powers (DiS, SupImp, Item Bonus) so it's at least 11 lower. Still, hitting myself for 28 is not worth recharging Dragon Breath when you clearly have multiple enemies within 3 squares of you, because you will get hit in return.

Throw in Nusemnee's Atonement. Because I am not a target of the power, I no longer ignore my own resistances. At the very least, I have resist 10. 18 damage is a lot more managable. Throw in one of the few ways to get higher than Tier Average resist (at level 20, I could have resist 15), and now we're looking at me taking 13, compared to them taking 28.

If, as a Rebreather, you need to recharge Dragon Breath, 1. You screwed up and didn't move enemies around properly or you managed to miss your ally twice in a row. 2. You have items that can recharge it. 3. You can recharge it with an action point.

You never, ever, target yourself with your own powers as a sorcerer.
"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.
There is a fascinating feat called War Wizard's Staff I have been looking for a way to have fun with; when you use a close arcane attack using a staff as the impliment, you can slide one adjacent creature to a different square adjacent to you before resolving the attack.

This could be used to get an ally out of or into your way, place an enemy within your 3x3, or standard battlefield control; pretty cool.  

I toyed with a build using wizard/swordmage with Sword Burst as the at will combined with this feat (plus other staff support:  Staff Expertise, Staff Fighting, Hatfed Weapon Defense, Improved Staff of Defense, Deceptive Staff); unfortunately, his armor class sucked too badly to be an effective defender.  Maybe a wizard/sorcerer with the 'all close' power selection would make a better controller/striker?
Or you can deal infinite damage at level 16 with that feat (don't).
"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.
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