Tune Up My Wrath Invoker Please

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I would like to hear any good ideas for tricks that I am missing on my Half Elf Wrath Invoker of Melora.  There are a couple elements that I know are suboptimal, but they are mechanical concessions to the character's story that I have in mind.  Windlord theme and Druid multiclass feat are there to underline that the character contains the fury of nature in the forms of winds and storms.

A specific concern I have is fights against 1-3 enemies.  I want to focus on area stuff to maximize the bonus to damage from my covenant, but I am thinking about trading out one encounter for a single target power.

====== Created Using Wizards of the Coast D&D Character Builder ======
Welden Breakbough, level 10
Half-Elf, Invoker
Build: Wrathful Invoker
Divine Covenant Option: Covenant of Wrath
Half-Elf Power Selection Option: Knack for Success
Borderland Nobility (+2 to Diplomacy)
Theme: Windlord

STR 10, CON 17, DEX 8, INT 13, WIS 22, CHA 10

STR 10, CON 13, DEX 8, INT 13, WIS 18, CHA 10

AC: 25 Fort: 22 Ref: 21 Will: 25
HP: 63 Surges: 9 Surge Value: 15

Arcana +12, Diplomacy +14, Insight +18, Nature +17, Religion +12

Acrobatics +3, Athletics +6, Bluff +5, Dungeoneering +12, Endurance +7, Heal +11, History +7, Intimidate +5, Perception +13, Stealth +3, Streetwise +5, Thievery +3

Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Windlord Attack: Wind Fury Assault
Half-Elf Racial Power: Knack for Success
Invoker Feature: Rebuke Undead
Covenant of Wrath Power: Armor of Wrath
Cleric Utility: Healing Word
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Visions of Blood
Invoker Attack 1: Lightning's Revelation
Invoker Attack 1: Silent Malediction
Diplomacy Utility 2: Master Diplomat
Invoker Attack 3: Word of Ruin
Invoker Attack 5: Searing Orb
Invoker Utility 6: Symbol of Hope
Invoker Attack 7: Rain of Blood
Invoker Attack 9: Malediction of Rigidity
Windlord Utility 10: Wind Step

Level 1: Ritual Caster
Level 1: Superior Implement Training (Accurate staff)
Level 2: Staff Expertise
Level 4: Sentinel Initiate
Level 6: Battlewise
Level 8: Hafted Defense
Level 10: Improved Defenses

Ritual Book
Hand of Fate
Comrades' Succor
Magic Accurate staff +3 x1
Rebuking Finemail +2 x1
Periapt of Cascading Health +2 x1
Gauntlets of Blood (heroic tier) x1
Philosopher's Crown (heroic tier) x1
Potion of Healing
====== End ======

I would get rid of hafted defense and perhaps improved defenses (actually, I would get rid of sentinel initiate as well, but you said that was set in stone, even though 30 minutes spent on rewriting the fluff of your powers gets you to the same goal). In its place, I would get Superior Will, since as a ranged character, that's the one defense that really matters, and Improved Initiative.

I do not really care for Malediction of Rigidity since each creature in close blast 5 might be hard to pull off, particularly if the DM throws encounters with 1-3 monsters at your party. Fourfold Invocation of Doom seems the better choice there.
For more or less the same reason, as E3, I would pick the level 1 power Thunder of Judgement. 

As a more general issue, do not build a controller for damage. The damage is nice, sure, but Visions of Blood, Rain of Blood, is where you shine.