ESA optimization

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Eladrin Swordmage Advance is without a doubt a powerful feat. Use your Fey Step, get a free melee basic attack. It gets even better if you can use it multiple times per encounter. There are 2 ways to regain your Fey Step, but I'm having trouble finding the optimal chassis for it. It requires some jumping through hoops. 

Part 1: ESA. 
Requirements: Eladrin, Swordmage. 

Part 2: Ubiquitous Step. 
Regain Fey Step the first time you drop to zero power points.
Requirements: Eladrin, Fey Step racial power, Psionic Augmentation class feature. 

Part 3: Renewed by Blood.
Once per encounter, when you kill a target under your Warlock's Curse, you can regain Fey Step instead of gaining your normal pact boon. 
Requirements: Eladrin, Warlock.

So besides being a Swordmage (easy), a Warlock with Warlock's Curse (easy) and having the Psionic Augmentation class feature (harder), you need to have a pact boon (harder) and drop to zero power points once per encounter (harder).

At the very least you need to be an Eladrin hybrid Warlock with your hybrid talent spent on Warlock Pact Boon. This also gives you access to Eldritch Strike, which is a superb MBA for ESA. 

After that, you can either be a hybrid Psion (controller, ranged, Int), hybrid Battlemind (defender, melee, Con), hybrid Ardent (leader, melee, Cha) or hybrid Swordmage (defender, melee, Int). Hybrid Swordmage fits your racial stat bonus (Int/Cha) and is a proven combination. Hybrid Ardent works off the same main stat as Warlock and gives you some decent powers. Hybrid Battlemind doesn't really fit your stats and leaves you with a very bad AC. Hybrid Psion leaves you with a weird combination of ranged controller and melee striker attacks, not to mention a bad AC. 
So hybrid Swordmage or hybrid Ardent. 

If you chose a hybrid Ardent, your multiclass must be Swordmage. 
If you chose hybrid Swordmage however, the only way to pick up Psionic Augmentation is with the Awakened Potential feat. It requires 15 Int, but that's not a problem. 

So far we've used up 5 feats (hybrid talent, multiclass, ESA, Ubiquitous Step and Renewed by Blood) and we haven't come to the part yet where we need to drop to zero power points each encounter. Still, it's 3 free attacks per combat we're talking about, so it's worth the trouble. 

Dropping to zero power points is easy for a hybrid Ardent. Just pick one augmentable at-will and augment it at the right time to run out of power points. My favorite is Forward-Thinking Cut (level 7) with a reach weapon so you can attack a target 2 more times with the augment 1. 

For a hybrid Swordmage it's harder though. First off, the Awakened Potential power point only recharges after an extended rest, so you need the Escaped Thrall or Noble Adept theme to get a power point that recharges after a short rest. 
Spending it is also not as easy as it looks. You have your theme power, there are a couple of items with augmentable powers you can use, and some feats like Prescient Dodge that require the Psionic Augmentation class feature. 

---

TL;DR there are a few ways to build a character that uses ESA 3 times per encounter. Either Warlock|Ardent/Swordmage or Warlock|Swordmage/Awakened Potential. What's the best build?
Another option is Spiral Tactician PP.
 Second Step (11th level): When you spend an action point to take an extra action, you regain the use of your fey step racial power if you have used it during this encounter.


Requirements: Eladrin, Warlord, Tactical Presence class feature

Since Swordmage is a baseline requirement, you'll need to remove either Ubiquitous Step or Renewed by Blood, if you choose this route.

Also, I believe this can help, although it's a Daily.
Cloak of Translocation

Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn.


Power (Daily): Minor. You regain the use of an encounter teleportation power that you have already used during this encounter.



 
Or an even easier way is to snag a Fighter multiclass and grab:


Fey Charge

Paragon Tier
Prerequisite: 11th level, eladrin, fighter
Benefit: When you charge, you can expend your fey step racial power as a free action to replace up to 5 squares of your charge movement with teleportation.
    If the charge attack hits, you do not expend fey step.

Or an even easier way is to snag a Fighter multiclass and grab:


Fey Charge

Paragon Tier
Prerequisite: 11th level, eladrin, fighter
Benefit: When you charge, you can expend your fey step racial power as a free action to replace up to 5 squares of your charge movement with teleportation.
    If the charge attack hits, you do not expend fey step.




Doesn't work. Expending Fey Step isn't the same as using it, so it doesn't trigger ESA. Fey Charge was changed specifically to prevent that.
Hard to say, they are both good.

Ardent can easily use the PP and has some nice powers.  A ring of mental power get's you another charge and another MBA.

Assault mage would rather like eldrich strike and curse damage, booming blade can be used quite nicely.

Also, if you go revenant, it opens up battlemind (con/dex), at the cost of a feat.  Though i don't see it being much better.  Unless...  you do staff of the traveler + Psionic Speed + evermeet + stealth with eldrich strike for an OA (possibly a flail too).  But then you've got the issue where you don't neccicaraly want to use all your power points right away.


Overall i think ardent wins with Forward-Thinking Cut abuse.

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.

Dammit, more obstacles. 

1. If you want to select Pact Boon with your Hybrid Talent, you need to select the at-will power that goes with the boon in order to be allowed to take it. If you take Eldritch Strike, you can't get the Pact Boon with HT. So that means you need to take Intent Laid Bare. But...

2. If you select Psionic Augmentation - Hybrid Encounter Power, you can't get Forward-Thinking Cut until level 13, and then only at the cost if Intent Laid Bare. That means you need to spend another feat on Intelligent Blademaster for a good MBA.
If you take Psionic Augmentation - Hybrid Power Point however, you get both FTC and ILB at level 7 but also have 4 power points that you need to blaze through in order to rebuy Fey Step. The stupid part is, you only want to use the augment 1 on FTC so you can't get rid of them fast enough! >.< 

So basically, Eldritch Strike is a bust. That means the Warlock|Swordmage hybrid doesn't work without spending another feat on Intelligent Blademaster, and the Warlock|Ardent hybrid needs a power that you want to spend 2 power points on for 2 consecutive turns (Intent Laid Bare isn't it). Preferably it also deals striker-like damage. 

Suggestions?

EDIT: oh, and if you use only Ardent powers that means your Warlock's Curse isn't triggering anymore. We're heading straight for the cliff's edge here... 
twofold pact?
eladrain + human in epic?

Would renewed by blood work if you don't have a pact boon?  (probably not, but i'm no rules layer).

Edit: Binding Initiate?  (ardent|swordmage/binder)? 

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.

Yup, i think that works.

Ardent|swordmage with Binding Initiate and Student of Malediction.

Put someone under your curse (you don't have to use it).  Stand next to them when they die.  Don't get the pact boon.  And you recharge fey step.


3 feats is a bit much however.  So while funtional, it's not really viable. 

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.

Straight up Eladrin Warlock, MC Swordmage, Traveler's Harlequin for MC Ardent (via Awakened Potential) and may as well MC Barbarian for Feral Fey Step (Int will suffer a bit to qualify, but whatever). Grab Shadow Shroud Armor or some other item to burn your one power point. Not sure if it's worth the feats and PP though...
Straight up Eladrin Warlock, MC Swordmage, Traveler's Harlequin for MC Ardent (via Awakened Potential) and may as well MC Barbarian for Feral Fey Step (Int will suffer a bit to qualify, but whatever). Grab Shadow Shroud Armor or some other item to burn your one power point. Not sure if it's worth the feats and PP though...


Or you could go Swordmage|Warlock MC Ardent(Awakened Potential) and Nobel adept theme. You could swap out a level three power for the Noble Adept at-will Unnerving suggestion. At this point you should have at least three Power points. You could then use this in conjunction with the Shadow Shroud armor. Throw in the Cloak of translocation for extra goodies.

Don't really know if that helps you recharge any more but could be a nice combo w/ESA and the Slashing Wake of the Feytouched PP. INT/CHA Assault SM|Warlock, SK-two fold into Fey Pact perhaps?