Which leader is the best self buffer?

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For a small party where the Leader needs to add a little oomph himself, which leader has the most powers that buff not only his allies, but himself?
Artificer sigils?
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
Pure-class: Warlord.

Optimized answer: Hybrid of some kind. Cleric|Ranger, Warlock|Warlord, etc.
I wish I could remember the name of the PP, but I built a leader that used one that when I spent a surge, I could get only half the healing in exchange for a +2 to attacks (if I recall correctly). Take that, go Str Cleric, MC Fighter and do some power swapping and you'll be all set!
Leader "oomph" from powers invariably comes from buffing allies and/or granting them attacks while getting your own swing in, you do not ever give yourself a buff that would be equally powerful on an ally. Giving yourself Icebound Sigil so your Ice Shard Traps deals more damage, likewise Echoing Weapon on yourself, Draw their Eyes, etc. is playing the game wrong if you're actually playing the Leader (there's exceptions in Epic).

A better example, imo, is Chieftain's Weapon vs a Typed Weapon (Frost, Lightning, Radiant, Flaming). The former is fine for a Lazy whatever, but since the goal is 'dealing damage yourself', "Lazy" isn't an option. At the weakest, a Typed weapon is worth +2/4/6 damage over another weapon, this outclasses Chieftain's except for 3 levels of Hail of Steel use (17-20). You also have the fantastic option of Party Optimizing around damage types if you have anyone applying vulnerabilities.

Anywho ... Ironwrought Stormsoul or Firesoul Genasi Taclord with a the appropriate weapon, dragonshard, iaop, and damage feats ... pretty much exactly like the Handbook suggests.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
One thing that should also be mentioned is that, in small parties, it is often the leader's survivability more than their offensive prowess that gets run through the mill.  I've played in a couple small parties and, from my experience, as long as your warlord has a weapon (I mean a striker, not something equipped in his hand) they can function very well.

At low levels, in small party, there isn't much better than a Bravlord in my mind.  You can also go Str cleric and get a good amount of bang-for-your-buck but high AC, good enabling of 1 target and a decent ability to whack things themselves (generally high STR so you dont need to invest in an MBA) goes a really long way. 
Currently working on making a Dex based defender. Check it out here
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I like a STR Cleric in small parties because you're tough and can have enough healing leeway for when things go bad. Pre-BCL I liked Warlords but now lean divine.
Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?
Ideas:

- Runepriest:  buffs all party damage with heal, engaging enemies either grants damage bonus or THP; probably want to hybrid into warlord, cleric, or another role.
- Dwarf cleric:  Buffed Healing Words with Battle Healer and Dwarf Battle Priest
- Hybrid bard with something with a good MBA and use the skald powers to boost your own attacks 
Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?


OMG, really?  
Runepriest almost always benifit from his own buffs.  Many of which are enemy debuffs.  Probably your best option if you don't know what's going to happen.

But if you corrodiante with your party, warlords win.

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.

Devas can make channel divinity powers target themselves even if they wouldn't normally.
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
Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?

OMG, really?  

Could have sworn I saw it once, but I can't find it in the compendium. Don't remember exactly how it was phrased. Maybe it was just the Deva thing...

Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?

OMG, really?  

Could have sworn I saw it once, but I can't find it in the compendium. Don't remember exactly how it was phrased. Maybe it was just the Deva thing...

There's a "get a few HP when you use healing word" thing too.

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.

The armour that gives you temps equal to half the temps that you gave out or something.
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
Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?

OMG, really?  

Could have sworn I saw it once, but I can't find it in the compendium. Don't remember exactly how it was phrased. Maybe it was just the Deva thing...


Pretty sure there was a paragon path for one of the leaders that had a feature that did this.
Arcane Familiar > Chaos Shard. Find an attack power that targets an ally in the target line instead of enemies.
Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?

OMG, really?  

Could have sworn I saw it once, but I can't find it in the compendium. Don't remember exactly how it was phrased. Maybe it was just the Deva thing...


Pretty sure there was a paragon path for one of the leaders that had a feature that did this.


 There is also a daily warden power called Returning the Gift that sound kind of like what you are describing except that it is when someone buffs he he just kind of casts it back on them if they aren't a target of the buff as well..  Not really what you are looking for though unless you want to buff a defender  =P
You could be on about the bard pp war chanter that gives you thp when others kill on bloodied monsters.
Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?

OMG, really?  

Could have sworn I saw it once, but I can't find it in the compendium. Don't remember exactly how it was phrased. Maybe it was just the Deva thing...


Pretty sure there was a paragon path for one of the leaders that had a feature that did this.



Its like Sword Marshel or whatever for the Warlord, its a daily utility. Its like "Warlord, help thyself" or maybe thats the flavour text.
Yep, Sword Marshal's Boon. Not that great as a daily but at least now I know where I saw that text.
Isn't there a feat or power that allows you to include yourself in powers that are typically allies only?

OMG, really?  

Could have sworn I saw it once, but I can't find it in the compendium. Don't remember exactly how it was phrased. Maybe it was just the Deva thing...


Pretty sure there was a paragon path for one of the leaders that had a feature that did this.



Its like Sword Marshel or whatever for the Warlord, its a daily utility. Its like "Warlord, help thyself" or maybe thats the flavour text.



On reflection, I think it as a warlord path, but it only let your AP feature apply to yourself as if you were your ally, not any of your other buffs and power effects.
A str/cha warlord with the battlelord of kord paragon path is a really good self buffer; +2 hit and +cha damage for two rounds if you heal yourself with inspiring word. Becomes even more fun at epic when you get to heal and buff two targets at once; usually, assuming the enemies are playing tactically well, the leader will be a focus target so healing yourself often is easily justifyable.
Still coming back to the fact that your self buffed attack will probably be less accurate or as accurate as your striker ally, and deal a lot less damage than your striker buddy. Particularly in a small party, you need that striker mobile and active at all time, and as a leader, that should be your prime goal.

Perhaps, if the striker is not all that capable, you do not need a leader, but a second striker instead. 
If your problem is not good enough strikers, removing the leader from a party of 4 is definitely not the answer, bald. Now, maybe his strikers need to be better...
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Still coming back to the fact that your self buffed attack will probably be less accurate or as accurate as your striker ally, and deal a lot less damage than your striker buddy. Particularly in a small party, you need that striker mobile and active at all time, and as a leader, that should be your prime goal. 



That kinda depends - as you said, your striker buddy, especially if highly opped and high level, usually hits on a 4+ and has reroll options. As a highly opped leader, chances are you lack a way to attacks NADs with a weapon or superspecialisation in type of attack/magic to have an equally absurd hit rate. If my attack is then a hail of steel like effect that grants everyone attacks and of which it hitting is vital, I'd rather up my own chances of hitting than overkilling my striker's to hit rate.
Opportunity cost is everything. Having high Str, taking Ironwrought theme, and having a Greatspear in no way infringes on your ability to enable properly. Taking Sohei theme, Battle Awarness, and the Charge kit does.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.