I was wondering if there was a class or build that does more damage with a melee basic attack than the Slayer and more dual-weapon damage than the Scout?
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 would say whoever is at the other end of the warlord, but that's probably not very helpful.
I'll check out the CharOp forum....I am only interested in at-will attacks, since my campaign will not be using encounter or daily powers. I also will not be using such things as combat advantage (no sneak attack), charging, ongoing damage, or critical hits. I am also assuming no assistance from the other players (no buffs). I'm just looking at bare bones, attack after attack damage potential. That's why I posted here instead of CharOP.
My campaign will go all the way to level 30, so level 30 damage is my priority. I am also wondering if there is a class or build that gets more of an attack bonus than a Slayer (equal doesn't matter).
Do the builds in the "regular" books have class features every few levels like the Essentials builds? When I looked in the DDi under builds I think I just saw stuff for 1st level.
I am going 1-30, but the damage at level 30 is the most important.half elfs are part of the essentials races, but I don't think I'll do revenants or other shadow races. I don't remember half elves having a unique, cool combat bonus, though.There are no critical hits. I'm just looking at "regular" damage.Each round consists of either a "standard" (attack) action or a "full move" action. There are no minor, free or move actions (i.e. no stances or thief tricks). Sheathing, drawing, loading...etc a weapon are all considered part of the standard attack action.I consider paragon paths to be a part of builds, so paragon paths certainly count.I'll definitely check up on the twin strike ranger. My library has the 3 player's handbooks, but not the "power" books.
If I might make so bold, isn't what you are discribing basically playing the martial classes from 3e/3.5?Would that not be an easier starting point than 4e characters? All the 3e monsters that have been statted out still exist.
If I might make so bold, isn't what you are discribing basically playing the martial classes from 3e/3.5?Would that not be an easier starting point than 4e characters? All the 3e monsters that have been statted out still exist. That would be even more broken than 4E tbh. At least we got rid of Pun Pun.
Each round consists of either a "standard" (attack) action or a "full move" action. There are no minor, free or move actions (i.e. no stances or thief tricks). Sheathing, drawing, loading...etc a weapon are all considered part of the standard attack action.
Actually, the best fantasy stories of all time (Tolkien's Middle Earth books) don't go into great detail about Gandalf's spells. They pretty much just say that he uses magic. Even in the movies, it's not like he's alternating between fireball, lightning bolt, magic missile, cone of cold, meteor shower, polymorph self...etc.