Optimizing Ease of Play

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My Lair Assault DM has asked me to prepare some spare characters this weekend because a few people have indicated interest in coming to play Kill the Wizard. They've played previous editions of D&D, but have not touched 4e, so I have to suppress my usual gag-reflex for all things Essentials and actually make some straightforwardly easy-to-use characters that perform at a high enough baseline for Lair Assault. So far, I've arrived at the following list of potential characters:

Strikers:
Slayer (Gouge Charger)
Thief (Rapier Charge)
Hybrid Blackguard|Executioner - in case anyone wanted something with actual encounter powers. This basically runs like a Slayer otherwise.

Controllers:
Hunter 
???

Defenders:
Knight (Mark of Storm, Flail Expertise)

Leaders:
...Skald?

Did I miss anything? And really, what is the "easiest" leader to play that would still perform at a respectable charop standard? This is a bit of a crazy request, I know, but the issue essentially boils down to "I need to make the strongest possible characters that a newbie at the game can't possibly screw up if he tried".
Leaders and Controllers are too complicated, at any tier, to be "easy" if they need to be played at a Lair Assault level of system mastery. Probably better off rolling up with five beefy strikers and crossing your fingers.

Or take the knowledgeable guys you have and put 1-2 in each group with the newbies, and make the guys who know what they are doing play the leaders.
If it's old scholl players, you probably want a heal focused cleric.

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.

Skald is certainly an easy leader to play, but it doesn't really hold a candle to something like a warlord.  I'd second Alc - have at least one 4e vet at the table and give him/her the leader.  This party is begging for an enabler and I've found 4e newcomers to typically be turned off by having to "give their turn to someone else."
You can get a Tiefling fire elementalist up to +20 damage on fire powers at level 8. Drow/revenant should only be 2 behind that mark, from missing a con bump and not getting hellfire blood.

Chargers are often more optimal, but +15 vs reflex, 1d12+1d6+18 is a pretty great granted RBA, and some people prefer the ranged feel. This obviously falls in value if there's lots of fire resist in kill the wizard.
I agree with the redomandations for a veteran leader.

Otherwise you might want storm or sun warpriest or maybe torm.  Those first two are fairly easy to play and effective enough in most parties.  Probably use dwarf for the race and for lair assault you probably want a starting 20 wisdom.  Other domains like earth and selune could also be good, but you can replicate a good bit of their effectiveness with moment of glory for a one off encounter like lair assault.

Regular pre-essentials laser cleric with BCL is probably the easiest leader to play if the party needs ranged support.  Give them a couple of party friendly AOE powers and maybe a "power of" feat since they will be using an at will a lot.  Something like "power of the sun" could work if you gave some of the strikers radiant weapons.