Denial Build

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I'm trying to find the right combination of powers/feats/items that can utilize Polarm Gamble, Repel Charge, Polearm Momentum, Hindering Shield and something like the Knights Battle Guardian (any Defender punishment that can be used on a per turn basis), to basically shove back enemies and disable for doing just about anything.

It will also likely be bolstered by many of the things that increase push distance. 

The Knights Hammering Hands stance seems close, but a lot of the stuff doesn't trigger if it's not an attack.  Heavy Blade Opportunity works for some of the stuff, but not everything since they aren't all opportunity attacks.

The easiest thing would be to find a way to add a push to all MBA, but I can't seem to find anything in the compendium.  I'm hoping my searches haven't been worded correctly and all you CO veterans can point me in the right direction. 
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.
Eldritch Strike might be what you're looking for. Lashing Flail can do it too, but you lose the polearm stuff.
Half elf with vampire slam would work. 

That is an implement attack so it might mess some stuff up.  Edit: Polearm gamble won't work.
Mark of storms + lighting weapon + rushing cleats.

I did something similar with a swordmage|wizard/fighter.  Mark someone, prone them a few squares away.  The can get up and charge you for more if they want, or take a penalty to attack someone else.  No hindering shield though.

Polearm gamble + HBO is also fun.

Could also work with a paladin marks.  Though you need to reengage.

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.

Rapidstrike bracers also work once an encounter if you have a push at will already.  But it takes up your arm slot and is midparagon. 

Storm warpriest/devout warpriest can push 2 at will in paragon with charges and OAs with Storm Hammer and HBO, but they are not going to have any additional defender punishment unless you pick it up from feats and items. 
I'm trying to find the right combination of powers/feats/items that can utilize Polarm Gamble, Repel Charge, Polearm Momentum, Hindering Shield and something like the Knights Battle Guardian (any Defender punishment that can be used on a per turn basis), to basically shove back enemies and disable for doing just about anything.

It will also likely be bolstered by many of the things that increase push distance. 

The Knights Hammering Hands stance seems close, but a lot of the stuff doesn't trigger if it's not an attack.  Heavy Blade Opportunity works for some of the stuff, but not everything since they aren't all opportunity attacks.

The easiest thing would be to find a way to add a push to all MBA, but I can't seem to find anything in the compendium.  I'm hoping my searches haven't been worded correctly and all you CO veterans can point me in the right direction. 

Something like this might be what you are looking for community.wizards.com/go/thread/view/758...
Though that build is horribly out of date.
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
Here's an old list that might help.  Though I was going Arena Fighter Hammer/Flail instead of Polearm Gamble, some of it might still be useful.

Abduction Iron Ki Focus (Superior Ki Focus) just hands you slide 2 on all MBAs if you can use one, and is one level cheaper than a Lightning Weapon.

edit:  I seem to remember you were also around for this monstrosity, which I think works better now with some of the new tricks we have.
Flail Expertise, Lashing Flail, Hindering Shield, Dragging Flail = Slowed target that is prone and where you want them.  Since this all works on an mba, it is perfect for a knight.


Lashing Flail = MBA gains slide 1 on a hit
Flail Expertise = Slide becomes prone
Dragging Flail = Prone gains slide 1
Hindering Shield = Slide gains slow

The set up above is completely magic item neutral.  Add in magic items such as a staggering weapon(increase slide distance by 1 for each plus) and rushing cleats(increase slide/push distance by 1) and you can reach truly amazing distances.  Just a +3 staggering ahulak with rushing cleats and a shield means that you are proning and sliding a target 5 squares away and leaving it slowed until the start of your next turn.

Repel charge means they can't just charge you because you get your attack BEFORE they can attack you.          
Awesome and concise Koshinuke!

Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )

 

Yes, excellent work Koshinuke!