[Pregen - PEACH] Barbarian (Berserker)

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These Pregen threads are designed with the following in mind:


  • Simple is better than gimmicky and complex.  But the builds still need to be strong

  • The builds can get a lot of assistance from items, but need to be relatively item independant

  • LFR Legal

  • Only Concerned with Heroic and short term play.  These aren't designed to be played for a long time at any high level of op but are meant as introductions.

  • Meant to have a build of each class, regardless of the merits of the class in question.


Arid Desert Barbarian (Berserker) - * - **

The Berserker is a very straightforward class to play, the only complexity that new players have to worry about are in how they punish off-turn and their keywords for their abilities.  Berserkers get extra damage when they use powers with the Primal keyword, but lose defenses and some of their ability to punish.  It is worth noting that Poised Defender, which gives you +2 to AC while your defender aura is active is not included on your sheet for your base defenses and is not listed under your defender aura.


I am only including magical equipment for the Level 8 version of this character.  Using the equipment listed you can see what types of things you want to get from gear.  Since the Berserker punishes attackers by using their Opportunity Action anything they can get to help them punish as an immediate action is nice until they have 3-4 immediate actions to take.


Level 1:

Show
In the beginning the only major things you need to worry are about is how you are going to double punish and when you stop punishing and start murdering things.  The key early on will be double punishment to make sure things pay attention to you, and in the instances where you can double punish that enemy will be in a world of hurt.

How you double punish:
An adjacent enemy subject to your defender aura attacks an ally or shifts– First you use your Opportunity Action to hit that enemy with a MBA.  Then you use your Immediate Interrupt to hit that enemy with an MBA again using your Battle Awareness Feat.
Enemy subject to your defender aura attacks an ally within 2 squres – First you use your Opportunity Action to hit that enemy with a MBA.  Then you use your Immediate Interrupt swap positions with your ally to take the attack and hit the enemy with your MBA again.
Keep in mind that both of these Immediates are useful in instances where you can’t double punish.  Both of them are also usable when you are raging.

Race: Half-Orc gives you the bonuses to the right stats and lets you tack on an extra [W] when you really want to kill things.  Since you defend by hurting people who ignore you with large hits and are going to be using a 2handed weapon your entire career this works nicely.

Background: This is fairly standard and allows you to have high hit points without putting points into constitution. 

Theme: Guardian is an excellent theme option for any defender who uses their Opportunity Action to defend with.

Starting Stats: You will want high Dex for armor and initiative and high Strength as that is your attack stat so typically starting 16/16 pre-racial is the way to go.  Note that you have 13 Wisdom.  This is required as a prerequisite for your level 1 feat.

At-wills:
Typically if you are using your At-wills you want to use Jarring Smash to help get combat advantage for your allies and Run Down if for some reason things look like they want to get away from you.  At level one having a powerful way to generate non-conditional (beyond, you have to hit them) CA can be very helpful for the group especially if you have multiple ranged allies who would have a hard time benefitting from flanking.

Encounter Power:
Batter Down isn’t terribly flashy but it does what you want it to do (damage, makes it harder to get away and gives your allies CA).  Since it is martial you will be able to use it while defending perfectly fine.  It is a perfectly viable option to pick up Avalanche Strike instead to have an encounter power method of going into your berserker fury but I’ve found that using the minor action (which you have almost no use for otherwise) once you are bloodied to help mop up the encounter is generally the only reason you will want to go into your fury at level 1.

Daily Power:
This is your big choice.  This is a very hard hitting power and can easily delete a standard from the field.  You won’t, however, want to use it at the very start of the fight under most circumstances.  It is your only primal attack power and one of only two ways for you to enter your berserker fury (you can always spend a minor action on your turn to enter your fury), but you won’t be able to defend after using it.  It is also a viable option to go with an encounter power to enter your rage and instead pick up the daily “Sweeping Cut”. 

Feat:
Gives you an extra way to punish, a skill training, and will set you up to be able to poach things from fighter.  Basically amazing.  Keep in mind that while it should probably give you a card on your sheet for the encounter power interrupt of Battle Awareness it doesn’t so you will have to just remember it or make your own card.

====== Created Using Wizards of the Coast D&D Character Builder ======
Lagazi, level 1
Half-Orc, Barbarian (Berserker)
Heartland Option: Arid Desert
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Guardian 

FINAL ABILITY SCORES
STR 18, CON 11, DEX 18, INT 10, WIS 13, CHA 8
 
STARTING ABILITY SCORES
STR 16, CON 11, DEX 16, INT 10, WIS 13, CHA 8


AC: 17 Fort: 16 Ref: 16 Will: 11
HP: 33 Surges: 8 Surge Value: 8
 
TRAINED SKILLS
Athletics +9, Endurance +7, Heal +6, Perception +6
 
UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +1, History +0, Insight +1, Intimidate +1, Nature +1, Religion +0, Stealth +4, Streetwise –1, Thievery +4 


POWERS
Guardian Attack: Guardian's Counter
Half-Orc Racial Power: Furious Assault
Multiple Class Utility: Defender Aura
Barbarian Attack: Vengeful Guardian
Barbarian Attack 1: Run Down
Barbarian Attack 1: Jarring Smash
Barbarian Attack 1: Batter Down
Barbarian Attack 1: Life-Ending Strike

FEATS
Level 1: Battle Awareness


ITEMS
Greatsword x1
Cloth Armor (Basic Clothing) x1


Level 5:

Show
Note too much has changed since level 1, however you have more interrupts now.
List of Immediates:
Shrug if Off
Guardian’s Counter
Battle Awareness

Utility:
Shrug it off is amazing, but it is an immediate so make sure you note down that you can’t use your other immediate after using this.  This power has the primal keyword but is not an attack power so you can use it without entering your fury.  It is also an Immediate Reaction, so if you get hit with something that doesn't let you make Immediates (like daze) you won't be able to use it even if it was applied that attack.

Encounters:
You will notice that I’ve switched tactics and picked up an encounter way to enter my rage.  Partially it is because you will want to enter fury a little more often at this level.  Brutal Slam is an amazing way to set yourself and your allies up to get some murdering done.  Remember that you are allowed to reduce the push by any amount should you choose.  If there is a group of enemies right next to you and you don't feel like following him to kill him til he dies from it, feel free to knock him straight into the ground.

Dailies:
Sweeping Cut – I’ve switched the build to focus on going into a rage each and every encounter rather than once per day.  That being said you will actually want to use your dailies to make you more defendery. Sweeping Cut is a good way to make sure a big group of enemies stay right where you need them.  If you found that you really liked Life-Ending Strike feel free to keep it.

Dangerous Presence – Being a walking CA factory is a great rider for hitting almost as hard as Life-Ending Strike did.  And you can stay in your defender aura (which you will need up to keep the CA rolling).  There will be instances where you don’t use the CA portion of this ability and just use it as a finisher after you have entered your fury.  It’s not nearly as potent after that, but still very respectable.

Feats:
Berserk Vitality – Nice chunk of temporary hit points after you have made sure everyone is well and pissed off at you.  Since you will be entering your rage every combat with Brutal Slam you will get these temps each and every fight.

Improved Defenses – Simple, straightforward and useful.  There are other more complicated options and if you want to focus on AC you can take Unarmored Agility here without an issue.

====== Created Using Wizards of the Coast D&D Character Builder ======
LagaziLv5, level 5
Half-Orc, Barbarian (Berserker)
Heartland Option: Arid Desert
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Guardian


FINAL ABILITY SCORES
STR 19, CON 11, DEX 19, INT 10, WIS 13, CHA 8
 
STARTING ABILITY SCORES
STR 16, CON 11, DEX 16, INT 10, WIS 13, CHA 8
 
AC: 20 Fort: 20 Ref: 20 Will: 15
HP: 58 Surges: 8 Surge Value: 14
 
TRAINED SKILLS
Athletics +11, Endurance +9, Heal +8, Perception +10
 
UNTRAINED SKILLS
Acrobatics +6, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +3, History +2, Insight +5, Intimidate +3, Nature +3, Religion +2, Stealth +6, Streetwise +1, Thievery +6

POWERS
Guardian Attack: Guardian's Counter
Half-Orc Racial Power: Furious Assault
Multiple Class Utility: Defender Aura
Barbarian Attack: Vengeful Guardian
Barbarian Attack 1: Run Down
Barbarian Attack 1: Jarring Smash
Barbarian Attack 1: Sweeping Cut
Barbarian Attack 1: Batter Down
Barbarian Utility 2: Shrug It Off
Barbarian Attack 3: Brutal Slam
Barbarian Attack 5: Dangerous Presence

FEATS
Level 1: Berserk Vitality
Level 2: Battle Awareness
Level 4: Improved Defenses 

ITEMS
Magic Greatsword +2 x1
Magic Cloth Armor (Basic Clothing) +1 x1
Amulet of Protection +1 x1


Level 8:

Show
More Immediates!  Also this snapshot gives you an idea of the types of items you are hunting for.
List of Immediates:
Strikebacks
Shrug it Off
Guardian’s Counter
Battle Awareness
(Curtain of Steel)

Utility:
Run Rampant – As a defender you need to not get locked down by things.  As an aura defender this is especially important as you need to stay next to the things you threaten.  Although this utility has the Primal keyword, remember that only attack powers will put you into a fury.

Encounters:
You will be picking up Curtain of Steel and immediately replacing it with Come and Get It (via Novice Power).  As mentioned in the utilities section you really want to make sure to be able to get things next to you and there is no better way than yanking them all into your aura at the start of the fight.  Another option is to go for a more damage oriented route and use Curtain of Steel as is and either replace one of your lower powers with a fighter attack power or just use a lot of martial powers (Like Batter Down).

Dailies:
Unchanged.

Feats:
Novice Power – You want access to Come and Get it in order to put things in your aura and keep them there.  It is unfortunate that you have to give up such a powerhouse as Curtain of Steel to get it, but you are already pretty loaded up on Immediates anyway, so it shouldn’t be too saddening.

Two-Handed Weapon Expertise – You can also take Heavy Blade Expertise if you are worried about OAs.  Otherwise this is just the feat tax so you can hit with your weapon.

Items:
In general you are going to want to take items that do one of four things:
Give you extra mobility
Bring people in your Aura
Give you off-action hits
Make you hit harder

Fey Strike Weapon – An additional way to get people into your Defender Aura and useful as a ranged weapon for rare cases where you are stuck away from a target you really want to be murdering

Battle Harness – Initiative is great.  Most of the go-to survivability armors (like Dwarven Armor) don’t go
well with a cloth lifestyle.  But this will help you get positioned where you need to be.

Strikebacks – You have no good way to punish people for attacking you.  Correction: You had no good way to punish people for attacking you.

Boots of Free Movement – Combined with Run Rampant this makes you almost immune to those effects.

Circlet of Second Chances – There are a couple of effects (like Dazed) that will be really annoying for you.  Go ahead and get a reroll

Badge of the Berserker +2  - Getting into position can be annoying especially when you want to be right in the middle of a big batch of enemies.  Now you can charge the guy in the back of the group and threaten all his friends without getting turned into a Barbarian-shaped lump on the way there.

Iron Armbands of Power (heroic tier) – Almost a feat tax.  At lower levels you can also pick up Counterstrike Guards but you don’t want to have too many immediates.

====== Created Using Wizards of the Coast D&D Character Builder ======
Lagazi, level 8
Half-Orc, Barbarian (Berserker)
Heartland Option: Arid Desert
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Guardian
FINAL ABILITY SCORES
STR 20, CON 11, DEX 20, INT 10, WIS 13, CHA 8
STARTING ABILITY SCORES
STR 16, CON 11, DEX 16, INT 10, WIS 13, CHA 8 


AC: 24 Fort: 24 Ref: 24 Will: 18 (+2 AC while Defender Aura is active)
HP: 77 Surges: 8 Surge Value: 19

TRAINED SKILLS
Athletics +14, Endurance +11, Heal +10, Perception +12

 UNTRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, History +4, Insight +7, Intimidate +5, Nature +5, Religion +4, Stealth +9, Streetwise +3, Thievery +9

POWERS
Guardian Attack: Guardian's Counter
Half-Orc Racial Power: Furious Assault
Multiple Class Utility: Defender Aura 
Barbarian Attack: Vengeful Guardian
Barbarian Attack 1: Run Down
Barbarian Attack 1: Jarring Smash
Barbarian Attack 1: Avalanche Strike
Barbarian Attack 1: Sweeping Cut
Barbarian Utility 2: Shrug It Off
Barbarian Attack 3: Brutal Slam
Barbarian Attack 5: Dangerous Presence
Barbarian Utility 6: Run Rampant
Fighter Attack 7: Come and Get It 

FEATS
Level 1: Berserk Vitality
Level 2: Battle Awareness
Level 4: Improved Defenses
Level 6: Novice Power
Level 8: Two-Handed Weapon Expertise

ITEMS
Fey Strike Greatsword +2 x1
Battle Harness Cloth Armor (Basic Clothing) +2 x1
Strikebacks x1
Boots of Free Movement x1
Circlet of Second Chances x1
Badge of the Berserker +2 x1
Iron Armbands of Power (heroic tier) x1 

Currently working on making a Dex based defender. Check it out here
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
Point of Note:
Under LFR rules, You generally can only pick up uncommon items of your level or lower as a found slot item (Exceptions: common items can be +2 and occassionally you might find the item you want earlier as a story award) Strikebacks are a level 10 uncommon, That means they would not be available for a pregen 8 (unless it gets really lucky form the module getting run)
I think part of the benefit of going Arid Desert is so you can grab Unarmored Agility and still have the same AC/reflex bonus as hide+heavy shield. I'd take it before Berserker Vitality (as a rule of thumb i prefer to get hit less frequently than grab temps towards the end of the fight.

Double punishing is cool, but i would save the MC feat until at least level 2, the basic knight aura is good enough for the first few levels. 


To streamline the build a bit,  i'd probably do something like this (keeping it Half -orc)
Drop dex to preracial 15,  and get wisdom to 14 (First stat bump goes to dex, second to wis, rest to dex). Basically, this is the array: 16,11,15,8,14,10.
Feats:
Level 1: Unarmored Agility
Level 2: Battle Awareness
Level 4: Two-Handed Weapon Expertise
Level 6: Berserk Vitality (Except, depending on the party i'd probably go with Thirst for Blood)
Level 8: Superior Will 
 
This'll get +1 AC, and +2 Will  over over your build (granted it loses fort and reflex) but also gets you Superior Will right around when you first start to want it...
FWIW [4e designer] baseline assumption was that roughly 70% of your feats would be put towards combat effectiveness, parties would coordinate, and strikers would do 20/40/60 at-will damage+novas. If your party isn't doing that... well, you are below baseline, so yes, you need to optimize slightly to meet baseline. -Alcestis
Any special reason not to use a spiked chain here (via proficiency feat rather than MC) - slide/prone shenanigans are one of the best things you can do with the class.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Any special reason not to use a spiked chain here (via proficiency feat rather than MC) - slide/prone shenanigans are one of the best things you can do with the class.



The SLide prone shennanigans would increase the complexity of the build. TYrying to keep it as simple as possible.



My take on this would be different as I would want to capture the dual role nature of the berserker.


(excluding racial and 4/8 stat bumps)
16 str
11 con
16 dex
08 Int
13 Wis
10 CHa 

Feats:
1 Weapon Proficency:  Mordencrad
2 Unarmored Agility
4 Weapon Exptertise: 2 Handed
6 Battle Awareness (MC Fighter)
8 Novice Power: Fiighter - Come and Get it.    

Theme: gladiator

Encounter powers : batter down , avalanche strike (your primal attack power) come and get it

Disrupting advance (theme) and come and get it will reposition enemies tmake ep things in your aura
             

Any special reason not to use a spiked chain here (via proficiency feat rather than MC) - slide/prone shenanigans are one of the best things you can do with the class.

Or Cahulaks. Problem is without Mark of Storm, only way to slide at-will is Savage Reach, which means raging, which shuts down defender aura and kills defenses. Unless you can turn a push into a slide or figure out some other trick, proning at-will during heroic is difficult for this build with a flail. Polearm Momentum may be possible with Longtooth shifter or something, saccing a point of AC/Reflex/Init for a bunch of different benefits.

1. Unarmored Agility
2. Battle Awareness
4. Polearm Expertise
6. Polearm Momentum
8. Superior Will

Gets a little damage boost with Bloodfury Halberd and Longtooth Shifting. Extend Jarring Smash push with Rushing Cleats at 7. Of course, then there will be the complaint it's item dependent... And no room for Novice Power, which kind of is a must... whatever... Probably not the best way to go about this.

I think a Berserker needs to make a character creation decision. Are you ever going to rage? If yes, you rage early, ignore the aura, and build based on that with control tricks and pretend striking. If no, then pick all martial powers and never rage. I'd go for the latter. Powers like Avalanche Strike are silly on a level 1 Berserker. What do you do? I charge, action point, Avalanche Strike! Wtf, where did my defender aura go? Sorry buddy, it's gone, you can't get it back, but you took out a kobold, yeay?
You pick up the slide at Paragon, and pre-Paragon you pick up WSG + Dragging Flail, which combos nicely with Run Down.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
You pick up the slide at Paragon, and pre-Paragon you pick up WSG + Dragging Flail, which combos nicely with Run Down.

Right, but the build only cares about level 1-8. Doesn't matter what happens at paragon+. That's why I said "during heroic".
... Polearm Momentum may be possible with Longtooth shifter or something, saccing a point of AC/Reflex/Init for a bunch of different benefits.

1. Unarmored Agility
2. Battle Awareness
4. Polearm Expertise
6. Polearm Momentum
8. Superior Will


....And no room for Novice Power, which kind of is a must... whatever... Probably not the best way to go about this.

 

Pretty much my point, i think getting Sup Will in there is worth the loss of +1 to everything dex gives you. Seriously.

If we want to keep Novice power, it's easy enough....

Level 1: Unarmored Agility
Level 2: Battle Awareness
Level 4: Two-Handed Weapon Expertise
Level 6: Novice Power
Level 8: Superior Will 

But we lose Polearm momentum. Maybe go human and snag the extra feat?

But if the build is insisting on being able to defend for a few rounds, and then start berserking, Curtain of Steel is seriously a good power for triggering the 'zerking (you're pretty much garenteed to meet the condition trigger every round). So again, i don't really feel the need for Novice power.
Am i missing something? 
FWIW [4e designer] baseline assumption was that roughly 70% of your feats would be put towards combat effectiveness, parties would coordinate, and strikers would do 20/40/60 at-will damage+novas. If your party isn't doing that... well, you are below baseline, so yes, you need to optimize slightly to meet baseline. -Alcestis
Point of Note:
Under LFR rules, You generally can only pick up uncommon items of your level or lower as a found slot item (Exceptions: common items can be +2 and occassionally you might find the item you want earlier as a story award) Strikebacks are a level 10 uncommon, That means they would not be available for a pregen 8 (unless it gets really lucky form the module getting run)



I honestly don't know enough about LFR rules to be able to say anything about this.  Would it be enough of a problem to be worth swapping out the item?

I think part of the benefit of going Arid Desert is so you can grab Unarmored Agility and still have the same AC/reflex bonus as hide+heavy shield. I'd take it before Berserker Vitality (as a rule of thumb i prefer to get hit less frequently than grab temps towards the end of the fight.



Possibly true, I'm used to seeing it on a player who Berserkers out of the gate most fights. When you pick it up I go into explaining that you will want to berserk every fight basically on T2 or so.  And I give UA as an option that I talk about.  When I redo things in order to fit in Sup Will I'll talk about this as an option.


Double punishing is cool, but i would save the MC feat until at least level 2, the basic knight aura is good enough for the first few levels. 



Here is the reason I was going for double punish out of the gate:  On someone who doesn't MBA optimize and just naturally has a strong MBA they are better early in the game.  Yes the basic aura will work, but medium hit points for a standard at level 1 is only 30.  So if that was your attack target last turn and your double punishments hit its a decent chance that thing is dead. (1d10+4 ~ 9.5x3 = 28.5).  If you used batter down instead, average damage will kill it by 4 points.


Level 8: Superior Will 
Discussion etc 



That may actually be a really good way to go about doing it.  I'll probably switch to this.
Edit: Can't get on my builder right now someone else is using it.  So this will have to wait.

Any special reason not to use a spiked chain here (via proficiency feat rather than MC) - slide/prone shenanigans are one of the best things you can do with the class.



Basically complexity.  You don't need to do that in order to be effective.  Now, if you want to, hell yes.  But you might want to build your own character.  I'll go ahead and add this into the weapon discussion.


6. Polearm Momentum



Another one I'm not adding because it is an adaptation of the base rather than a good representation of the base.

You pick up the slide at Paragon, and pre-Paragon you pick up WSG + Dragging Flail, which combos nicely with Run Down.



These builds are designed for heroic.  At best they give a nod at paragon.


 So again, i don't really feel the need for Novice power.
Am i missing something? 



Novice Power really helps deal with the one big problem with a lot of the aura based defenders.  And that is, sometimes its just hard to convince your enemies to group up and stand around you.  CaGi means they don't have a choice and, once there, will have a hard time getting away as your punishment is an OA instead of an II.
Currently working on making a Dex based defender. Check it out here
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here


Here is the reason I was going for double punish out of the gate:  On someone who doesn't MBA optimize and just naturally has a strong MBA they are better early in the game.  Yes the basic aura will work, but medium hit points for a standard at level 1 is only 30.  So if that was your attack target last turn and your double punishments hit its a decent chance that thing is dead. (1d10+4 ~ 9.5x3 = 28.5).  If you used batter down instead, average damage will kill it by 4 points.


 


Math is hard to argue with.   

My original thought was trying to keep to simplicity at level 1, and you really don't get much simpler than "spend a feat and get +2 Ac".
Then, after they've played it for a level and gotten the basic gist of it, we go the next step and teach them how to double tap. The math doesn't quite work out as well at level 2, so yeah, it's probably better to MC first and UA second.


EDIT - Saw your note on Novice Power. And see your point.
FWIW [4e designer] baseline assumption was that roughly 70% of your feats would be put towards combat effectiveness, parties would coordinate, and strikers would do 20/40/60 at-will damage+novas. If your party isn't doing that... well, you are below baseline, so yes, you need to optimize slightly to meet baseline. -Alcestis
FWIW, to both people who said it, I know these are aimed at Paragon.  Which is why I said Run Down (at-will slowing) + World Serpent's Grasp is a nice combination, and Dragging Flail goes nicely with the several Berserker powers which already knock prone, as well as with WSG.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
FWIW, to both people who said it, I know these are aimed at Paragon.  Which is why I said Run Down (at-will slowing) + World Serpent's Grasp is a nice combination, and Dragging Flail goes nicely with the several Berserker powers which already knock prone, as well as with WSG.



I don't know what you mean by "aimed at paragon".  How I would use that phrase would mean the exact opposite of what is going on here.

The Rundown + WSG + Dragging Flail is nice.  Just not sure if it is worth it for the starter character. 
Currently working on making a Dex based defender. Check it out here
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
That would be because I derped and meant heroic.  My bad.  And it may not be worth trying to cram in Dragging Flail, but Run Down + WSG definitely is worth mentioning.  WSG is worth mentioning any time there's at-will slowing (it's such a good feat, even the newest new player should learn about it asap), and Run Down should definitely be among a Berserker's at-wills.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
That would be because I derped and meant heroic.  My bad.  And it may not be worth trying to cram in Dragging Flail, but Run Down + WSG definitely is worth mentioning.  WSG is worth mentioning any time there's at-will slowing (it's such a good feat, even the newest new player should learn about it asap), and Run Down should definitely be among a Berserker's at-wills.



Run Down is one of his at-wills but I see what you mean.  I'll include it as an option.  The builder I normally use has had the password changed, so I need to poke my friend when it isn't 7am.  I'm going to be changing stats slightly to take out imp defenses and put in Sup Will.  I'll make a comment about WSG when I shuffle things around.
Currently working on making a Dex based defender. Check it out here
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here