PEACH: Elemental Dragon, Swordmage|Artificer

8 posts / 0 new
Last post
This is a build that I am currently playing with plans to go to lvl 30. It's built somewhat around the Dr. No build, although I went Draconic Incarnation rather than Sage of Ages. I understand that Sage is a VERY good ED for many arcane users, but this ED is more for rp reasons. Also, our group tends not to clump up as much as Sigil Carver likes allies to do, so that PP wasn't as good for the char. We're currently lvl 25, so I have it built only up to that, for now. I would appreciate any advice that can be given on the build please.

Show build

====== Created Using Wizards of the Coast D&D Character Builder ======
Immeral, level 25
Eladrin, Artificer/Swordmage, Malec-Keth Janissary, Draconic Incarnation
Hybrid Artificer Option: Hybrid Artificer Will
Swordmage Aegis (Hybrid) Option: Aegis of Shielding
Hybrid Talent Option: Swordmage Warding
Devshirme Training Option: Gain Training in a skill
Ancient Resurgence Option: Intelligence
Ancient Resurgence Option: Constitution
Proficiency: Implement Proficiency (Orb)
Theme: Iliyanbruen Guardian
 
FINAL ABILITY SCORES
STR 14, CON 25, DEX 12, INT 27, WIS 10, CHA 16
 
STARTING ABILITY SCORES
STR 12, CON 16, DEX 10, INT 16, WIS 8, CHA 12
 
 
AC: 46 Fort: 42 Ref: 41 Will: 43
HP: 158 Surges: 14 Surge Value: 39
 
TRAINED SKILLS
Arcana +31, Dungeoneering +17, Endurance +24, Heal +17, Intimidate +20, Perception +17
 
UNTRAINED SKILLS
Acrobatics +13, Athletics +14, Bluff +15, Diplomacy +15, History +28, Insight +12, Nature +14, Religion +24, Stealth +13, Streetwise +15, Thievery +13
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Eladrin Racial Power: Fey Step
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Swordmage Feature: Aegis of Shielding
Warlord Feature: Inspiring Word
Artificer Attack 1: Magic Weapon
Swordmage Attack 1: Sword Burst
Artificer Attack 1: Scouring Weapon
Artificer Attack 1: Punishing Eye
Artificer Utility 2: Swift Mender
Swordmage Attack 3: Transposing Lunge
Swordmage Attack 5: Swordmage Shielding Fire
Swordmage Utility 6: Swordmage's Decree
Artifier Attack 7: Repulsion Strike
Artificer Attack 9: Radiant Sigil
Warlord Utility 6: Reorient the Axis
Malec-Keth Janissary Attack 11: Loyal Unto Death
Malec-Keth Janissary Utility 12: Ever-Present Escort
Artificer Attack 13: Positive Energy Infusion (Replaces Scouring Weapon)
Swordmage Attack 15: Rubicant's Assault (Replaces Radiant Sigil)
Swordmage Utility 16: Borrowed Confidence
Artificer Attack 17: Siphon Fate (Replaces Repulsion Strike) 
Warlord Attack 17: Hail of Steel (Replaces Siphon Fate)
Artificer Attack 19: Hellfire Sigil (Replaces Swordmage Shielding Fire)
Malec-Keth Janissary Attack 20: Elemental Scourge
Swordmage Utility 22: Giant's Might
Artificer Attack 23: Prismatic Strike (Replaces Positive Energy Infusion)
Artificer Attack 25: Synchronized Weaponry (Replaces Punishing Eye)
 
FEATS
Level 1: White Lotus Dueling Expertise
Level 1: Intelligent Blademaster
Level 1: Hybrid Talent
Level 11: Enhanced Resistive Formula
Level 12: Fiery Blood
Level 14: Student of Battle
Level 16: Fey Tactics
Level 16: Fey Step Trailblazer
Level 18: Novice Power
Level 20: Acolyte Power
Level 20: Greater Swordmage Warding
Level 21: Rapid Aegis Reaction
Level 21: Total Aegis
Level 22: Superior Will
Level 22: Epic Will
Level 23: Superior Initiative
Level 24: Epic Fortitude
 
ITEMS
Firewind Blade Longsword +5 x1
Shared Valor Swordwing Armor +6 x1
Bracers of Mental Might x1
Fey Warrior's Boots x1
Burning Gauntlets (epic tier) x1
Eye of Awareness x1
Torc of Power Preservation +5 x1
Opal Ring of Remembrance x1
Eladrin Ring of Passage x1
Belt of the Witch King x1
Elven Chain Shirt (paragon tier)
Fire Horn
Khyber Shard of the Fiery Depth (epic tier)
Tattoo of Vengeance (paragon tier) x1
====== End ======


Oh, and as far as going up to 30, I plan on retraining Oni's Gift out at 26 for Giant's Might. Although I'm not certain on what feats I should take, Strength Through Challenge, Epic Resurgance, Eladrin Swordmage Advance, Epic Reflexes, Reserve Manuever, Toughness, or Swordmage Implement Expertise are all options I'm thinking about for the last 5 levels. At level 27 I plan on swapping TL for CoD, and at 29 I plan to replace Rubicant's Assault for Transdimensional Invasion, and retraining Synchronized Weaponry back to Punishing Eye. Then, at 30, I plan on taking both Synchronized Weaponry and Either Ward of Scales or Reaper's Challenge. Of course, if I've missed better options out there, all of this may change.

Also, choosing to go with Fey Tactics and Fey Step Trailblazer are for positioning effects. When combined with his theme, it allows me to move up to 3 allies wherever I go when I use Fey Step, which atm is 7 squares. I do plan on eventually getting a far step amulet, which, if I understand the readings correctly, should make Fey step become a tele within 10. Combine this with RtA, and that will allow all of our groups melee members to get wherever we need to go before the enemy normally gets a chance to move, due to his high Init (at least, the current highest in our group).

So, as I said before, I would really appreciate any input on this char currently, as well as future options, especially feats since I only have 3 left, but 7 choices that I'm thinking of currently.

Thanks in advance.
Would really appreciate any thoughts or, more importantly, helpful criticisms on this build.

If it helps, our group is currently running with 7 players, with me as the sole defender (atm), 1 leader (Melee Skald), 2 Controllers, though one is a summoner type Druid that has his summons to help with defending, another controller that built themselves as more of a striker (Bladesinger), 1 Striker with minor leader abilities, and 1 that is creating a new toon. 

Also, after thinking it over, I've tossed out the idea for SIE and ESA. SIE, in the end, wouldn't truly help the build overall, and ESA just wouldn't be as beneficial as some of the others.
I don't have proper time to read through and type a response to everything, but ... With 7 players, there is literally no excuse for you to not be next to at least 3 allies at all times, you have effectively 4 melee characters (3+summon) and can drag people with you; beat it into your allies heads that Magic Weapon, +2 Defenses, and you getting OAs as punishment is worth clumping.

I don't see the point of your heavy MC Warlord, trying to amp up your Leader side is killing your Defender side; in addition to the above, my real advice is "Convince that last person to reroll as an Enabling Leader" so that you can have more than 1 useful IA. And get rid of RoTA, silly to have that when you have Slick.
"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.
First off, thanks for the input.

I don't see the point of your heavy MC Warlord, trying to amp up your Leader side is killing your Defender side; in addition to the above, my real advice is "Convince that last person to reroll as an Enabling Leader" so that you can have more than 1 useful IA. And get rid of RoTA, silly to have that when you have Slick.



RoTA turned out to be an actual misread. I always thought of it as including yourself in the burst, which actual made it better for my opening round plans. After taking a moment and rereading RoTA, Slick is far better due to extra defense added and slide rather than shift. Dropping Acolyte Power would open up a feat for RM (DV), though that would later change to TL. I know that DV is good due to targeting Will and forcing target to make the attack against another of your choice, but in our game it has to reroll the attack, and if I miss, then it's a wasted II, while with TL, even on a miss I still get to reduce damage, so that gives me more of a win-win than DV.

Other than that, how would you amp up the defender side of it? I understand I could drop HoS for a more defensive power (like DV), but I had it there more for a nova round (Prismatic Strike and HoS). The actual Nova round would probably consist of this:

If Repositioning needed:
Minor if allies need repositioned: Slick, or
Move if I need repositioning: Either Fey Step or Ring
Minor: Synch Weap
AP
Std: HoS
Std via AP: PS

If no repositioning needed:
Minor: Synch Weapon
AP
Minor: Fire Horn
Std: HoS
Std via AP: PS
So you're not marking anything in the first turn and don't have a markless punishment? And you're the defender? And you're not Magic Weaponing before HoS in favor of doing your own trippleshot? And you're half Leader?

I think we've found the problem.
"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.
First turn strategy changed due to my misreading of RoTA. That will now always be for marking as well as general setup. MW is more of a priority on the first turn. Since it lasts until EoNT, that opens things up slightly. If it misses on the first turn, then of course I'd use MW on the next turn. Also, I would normally target whichever melee went next with SW, so that would allow for MW to be brought right back up, at the cost of 7 damage.  

As far as markless punishment, that would be an area where I could use some work on. Sure, DV is a form of markless punishment, but it is highly detrimental to this purely melee build since it would draw quite a few OA's. Other than that and Battle Awareness, I am drawing a complete blank on markless punishment to protect allies. If the enemy is attacking me, I don't mind.   
Being an effective Defender means balacing the Enemies choice between attacking you or attacking your allies. As it stands, Enemies have very little reason to attack you, your Defenses are very good, you have decent HP, healing, and you don't contribute much damage to the combats yourself (roughly xd8+d4+29). That was kinda the whole point of Sigil Carver and several other Swordmage choices, Mark lots of stuff, have multiple IAs that are either Aegis based (Transposing Lunge, Thunder Riposte, Circle of Devastation) general mark based (Foe caller Gauntlets) or markless (Dimensional Vortex, Guardian, Battle Awareness, Surprising Transposition), and combine that with the frequent OAs from the PP.
"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.
Again, thanks for the info. Sorry for the late reply. Had finals and was going back through the build. You're right, Warlord was taking away too much from the defending. Although stats can't be changed (which takes Battle Awareness out of the equation), I can slowly fix the previous error of judgement. Here's where the build will be heading then.

build to 30

====== Created Using Wizards of the Coast D&D Character Builder ======
Immeral, level 30
Sun Elf (Eladrin), Artificer/Swordmage, Malec-Keth Janissary, Draconic Incarnation
Hybrid Artificer Option: Hybrid Artificer Will
Swordmage Aegis (Hybrid) Option: Aegis of Shielding
Hybrid Talent Option: Swordmage Warding
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Light blade)
Devshirme Training Option: Gain Training in a skill
Ancient Resurgence Option: Intelligence
Ancient Resurgence Option: Constitution
Quickened Spellcasting: Magic Weapon
Out for Revenge (+2 to Intimidate)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 14, CON 26, DEX 12, INT 28, WIS 10, CHA 16
 
STARTING ABILITY SCORES
STR 12, CON 16, DEX 10, INT 16, WIS 8, CHA 12
 
 
AC: 50 Fort: 48 Ref: 50 Will: 49
HP: 219 Surges: 15 Surge Value: 54
 
TRAINED SKILLS
Arcana +35, Endurance +28, Heal +20, Intimidate +25, Perception +22
 
UNTRAINED SKILLS
Acrobatics +16, Athletics +17, Bluff +18, Diplomacy +18, Dungeoneering +15, History +30, Insight +17, Nature +15, Religion +28, Stealth +16, Streetwise +18, Thievery +16
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Eladrin Racial Power: Fey Step
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Swordmage Feature: Aegis of Shielding
Artificer Attack 1: Magic Weapon
Swordmage Attack 1: Sword Burst
Artificer Attack 1: Punishing Eye
Artificer Utility 2: Swift Mender
Swordmage Attack 3: Transposing Lunge
Swordmage Attack 3: Dimensional Vortex
Swordmage Utility 6: Armathor's Step
Artificer Utility 10: Slick Concoction
Malec-Keth Janissary Attack 11: Loyal Unto Death
Malec-Keth Janissary Utility 12: Ever-Present Escort
Swordmage Utility 16: Borrowed Confidence
Artificer Attack 19: Hellfire Sigil
Malec-Keth Janissary Attack 20: Elemental Scourge
Swordmage Utility 22: Giant's Might
Artificer Attack 23: Prismatic Strike
Swordmage Attack 25: Quicksilver Blade
Artificer Attack 25: Synchronized Weaponry
Draconic Incarnation Attack 26: Draconic Form
Swordmage Attack 27: Circle of Devastation
Swordmage Attack 29: Transdimensional Invasion
 
FEATS
Level 1: White Lotus Dueling Expertise
Level 1: Intelligent Blademaster
Level 1: Hybrid Talent
Level 11: Enhanced Resistive Formula
Level 12: Fiery Blood
Level 16: Fey Step Trailblazer
Level 20: Greater Swordmage Warding
Level 21: Rapid Aegis Reaction
Level 21: Total Aegis
Level 22: Superior Will
Level 22: Epic Will
Level 23: Superior Initiative
Level 24: Epic Fortitude
Level 25: Reserve Manuever
Level 26: Strength Through Challenge
Level 26: Greater Aegis of Shielding
Level 27: Eladrin Swordmage Advance
Level 28: Quickened Spellcasting
Level 28: Epic Reflex
Level 30: Toughness
   
ITEMS
Shared Valor Swordwing Armor +6 x1
Eye of Awareness x1
Fey Warrior's Boots x1
Opal Ring of Remembrance x1
Iron Armbands of Power (epic tier) x1
Salve of Power
Solitaire (Aquamarine)
Tattoo of Vengeance (paragon tier) x1
Khyber Shard of the Fiery Depth (epic tier)
Foe Caller Gauntlets x1
Firewind Blade Longsword +6 x1
Elven Chain Shirt (paragon tier)
Brooch of Vitality +6 x1
Ring of Guarded Will x1
Belt of Vim (epic tier) x1
====== End ======


Since we just hit lvl 25, I can thankfully start retraining now. Levels would go something like this:

Lvl 25: Retrain out Acolyte Power for Reserve Manuever (DV)
Lvl 25: Replace Punishing Eye with Synchronized Weaponry
Lvl 26: Retrain out Fey Tactics for Strength Through Challenge
Lvl 27: Retrain out Novice Power for Eladrin Swordmage Advance
Lvl 27: Replace Siphon Fate with Circle of Devastation
Lvl 28: Retrain out Student of Battle for Quickened Spellcaster
Lvl 29: Retrain out Synchronized Weaponry for Punishing Eye
Lvl 29: Replace Rubicant's Assault with Transdimensional Invasion
Lvl 30: Learn Synchronized Weaponry and Quicksilver Blade via Anciant Arcanist feature
 
Also, Theme can be "retrained" any time we gain a level as long as it still fits the character, so I already changed to Guardian.
Sign In to post comments