Please help with yet another Ranger|Cleric

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Looking for help with the build below. I'm still fairly new, so go easy. If I've missed something obvious, please let me know.  This is my first crack at a build.

It is a Stormsoul Genasi, Ranger|Cleric (Reflex|Battle Lore), Morninglord, Radiant One.
I don't have a campaign setting, or a party makeup. Yes, this is a build in a vacuum and I realise that may be harder to judge/improve, but that's what I have. The intent is to play it from 1-30. Below the build, I have some questions.


Show
STARTING ABILITY SCORES Str 18, Con 10, Dex 13, Int 10, Wis 13, Cha 8.

FEATS
Level 1: Spiked Chain Training
Level 2: Light Blade Expertise
Level 4: Weapon Focus (Light Blade) --> this gets retrained to Lightning Soul later
Level 6: Improved Defenses --> should I retrain to Superior Will later?
Level 8: Cunning Stalker
Level 10: Nimble Blade
Level 11: Shocking Flame
Level 12: Hybrid Talent
Level 14: Prime Punisher
Level 16: Called Shot
Level 18: Prime Quarry --> this gets retrained to Improved Prime Shot later
Level 20: Pervasive Light
Level 21: Extra Manifestation
Level 22: Radiant Advantage
Level 24: Double Manifestation
Level 26: ???????? --> Slashing Storm or Rending Tempest or Armor Specialization (Scale)
Level 28: Martial Mastery OR Divine Mastery
Level 30: Resilient Focus --> or Improved Defenses if I took it out for Superior Will?


POWERS
Hybrid at-will 1: Righteous Brand
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Lashing Leaves
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Lashing Leaves)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Ranger's Parry
Hybrid encounter 17: Untamed Outburst (replaces Ruffling Sting)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Moment of Glory)
27 ???
29 ???



1) Generally, is it OK? Any major oversights, anything above that doesn't really work together etc.?


2) Is it worth working in Hobbling Strike and World Serpent's Grasp in place of Cunning Stalker? What would you take out if it IS worth it?


3) Starting Ability Scores: How do I improve them? Should I move Nimble Blade at the end and get +DEX only on the levels where each stat goes up by 1? Or maybe move Nimble Blade after 11, and have DEX finish at 16?


4) Retraining: what else should I retrain? Maybe Cunning Stalker once I get Radiant Advantage? What do you think of my retraining options above (Improved Defenses, etc.)?


5) The last few levels (26+) are up in the air. What would you recommend for feats and powers?


If you've read this far, thanks. Looking forward to constructive feedback.


EDIT: "final" build after all the help & advice is below

Stormsoul Genasi, Ranger|Cleric (Reflex|Battle Lore), Morninglord, Destined Scion Background is Auspicious Birth and Theme is Sohei, learns Firesoul, the Hybrid Talent is Channel Divinity  

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FINAL ABILITY SCORES Str 30, Con 12, Dex 18, Int 14, Wis 20, Cha 10.

STARTING ABILITY SCORES Str 18, Con 10, Dex 13, Int 10, Wis 13, Cha 8.


AC: 31 Fort: 42 Reflex: 33 Will: 39 HP: 187 Surges: 7 Surge Value: 46


TRAINED SKILLS Perception +27, Insight +27, Athletics +30, Religion +22, Dungeoneering +25 (retrained Nature @ 26 to get Eyes of the Deep Delver via Skill Power)


UNTRAINED SKILLS Acrobatics +19, Arcana +17, Bluff +15, Diplomacy +15, Endurance +18, Heal +20, History +17, Intimidate +15, Nature +22, Stealth +19, Streetwise +15, Thievery +19


FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Disciple of Divine Wrath
Level 11: Reserve Maneuver
Level 12: Headsman's Chop (retrained to Hybrid Talent at Level 18)
Level 14: Shocking Flame
Level 16: Improved Defenses
Level 18: Solar Enemy
Level 20: Extra Manifestation
Level 21: Double Manifestation
Level 22: Rending Tempest
Level 24: Heavy Blade Mastery
Level 26: Skill Power
Level 28: Epic Fortitude
Level 30: Epic Will


POWERS
Channel Divinity (Hybrid Cleric): Punish the Profane
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Righteous Brand
Reserve Maneuver: Off-Hand Strike
Skill Power: Eyes of the Deep Delver
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Disruptive Strike
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Insightful Riposte
Hybrid encounter 17: Divine Phalanx (replaces Mighty Hew)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Weapon of Astral Flame)
Hybrid encounter 27: Valorous Charge (replaces Divine Phalanx)
Hybrid daily: none 

 
If you're starting from level 1, look at Weapon of Astral Flame for your Cleric D1.  Gives an encounter-long Minor attack option which is great at lower levels before you've got a large selection of them.

Consider Deliverance of Faith for U6, giving yourself a fat buffer of THP is always good.  The problem is that this set up is incredibly light on healing surges.  Look into having a leader with Ritual Casting and access to Comrade's Succor.  10gp in components is negligible.

I like Insightful Riposte for a U16.

In your current set up, you won't have Superior Will until Epic.  Starting in mid Paragon, you'll start hitting a lot of dazes and stuns.  Ideally you want it by then, or your turns can get pretty boring.

Sohei is an excellent choice for a theme, giving you another Minor action attack, a small bonus to Perception/Insight, and a bonus to saving throws against daze/stun/domination.  And the level 6 power swap is excellent, especially if you're not going to have Superior Will before Epic.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?

Looking for help with the build below. I'm still fairly new, so go easy. If I've missed something obvious, please let me know.  This is my first crack at a build.

It is a Stormsoul Genasi, Ranger|Cleric (Reflex|Battle Lore), Morninglord, Radiant One.
I don't have a campaign setting, or a party makeup. Yes, this is a build in a vacuum and I realise that may be harder to judge/improve, but that's what I have. The intent is to play it from 1-30. Below the build, I have some questions.


Show
STARTING ABILITY SCORES Str 18, Con 10, Dex 13, Int 10, Wis 13, Cha 8.

FEATS
Level 1: Spiked Chain Training
Level 2: Light Blade Expertise
Level 4: Weapon Focus (Light Blade) --> this gets retrained to Lightning Soul later
Level 6: Improved Defenses --> should I retrain to Superior Will later?
Level 8: Cunning Stalker
Level 10: Nimble Blade
Level 11: Shocking Flame
Level 12: Hybrid Talent
Level 14: Prime Punisher
Level 16: Called Shot
Level 18: Prime Quarry --> this gets retrained to Improved Prime Shot later
Level 20: Pervasive Light
Level 21: Extra Manifestation
Level 22: Radiant Advantage
Level 24: Double Manifestation
Level 26: ???????? --> Slashing Storm or Rending Tempest or Armor Specialization (Scale)
Level 28: Martial Mastery OR Divine Mastery
Level 30: Resilient Focus --> or Improved Defenses if I took it out for Superior Will?


POWERS
Hybrid at-will 1: Righteous Brand
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Lashing Leaves
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Lashing Leaves)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Ranger's Parry
Hybrid encounter 17: Untamed Outburst (replaces Ruffling Sting)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Moment of Glory)
27 ???
29 ???



1) Generally, is it OK? Any major oversights, anything above that doesn't really work together etc.?


2) Is it worth working in Hobbling Strike and World Serpent's Grasp in place of Cunning Stalker? What would you take out if it IS worth it?


3) Starting Ability Scores: How do I improve them? Should I move Nimble Blade at the end and get +DEX only on the levels where each stat goes up by 1? Or maybe move Nimble Blade after 11, and have DEX finish at 16?


4) Retraining: what else should I retrain? Maybe Cunning Stalker once I get Radiant Advantage? What do you think of my retraining options above (Improved Defenses, etc.)?


5) The last few levels (26+) are up in the air. What would you recommend for feats and powers?


If you've read this far, thanks. Looking forward to constructive feedback.




Extra/Double Manifestation makes only sense if you go for Firewind Blade without picking Radiant One. So no sense at all in your case.

No you should not retrain Improved Defenses. Just add Superior Will instead of something else. Or, if you have to, at least pick Sup Will and Fort and forget about Ref, since the former two are the most relevant NADs.

Retrain Cunning Stalker to Radiant Advantage in epic. 

DON'T Resilient Focus, DON'T Slashing Storm. DON'T Armor Specialization.

If you can afford the Dex, pick Rending Tempest.

Drop Pervasive Light, it makes no sense at all. You need to deal radiant damage to make Morninglord work in the first place. So, before epic you'll need a Radiant Weapon. Later on Radiant One will do the job.

Didn't look at the powers too close, but Untamed Outburst is crap. You already have Twin Strike and want to maximize your number of swings/turn. Even more since you're a Morninglord, so your static mods will be insanely high. So stick with minor action attacks.
Rest seems OK overall. 
Thanks all for the replies! I took the suggestions and modified the build:


Show
FEATS
Level 1: Spiked Chain Training
Level 2: Light Blade Expertise
Level 4: Weapon Focus (Light Blade) (retrained to Lightning Soul at Level 11)
Level 6: Improved Defenses
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Hybrid Talent
Level 11: Superior Will
Level 12: Nimble Blade
Level 14: Prime Punisher
Level 16: Called Shot
Level 18: Prime Quarry (retrained to Improved Prime Shot at Level 22)
Level 20: Shocking Flame
Level 21: Rending Tempest
Level 22: ???
Level 24: ???
Level 26: ???
Level 28: ???  

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Righteous Brand
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Lashing Leaves
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Lashing Leaves)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Ranger's Parry Insightful Riposte
Hybrid encounter 17: Untamed Outburst (replaces Ruffling Sting)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Moment of Glory)
27: ???
29: ???  




For the Ability Scores, I would do the following:
+STR, +DEX
+STR, +WIS
Level 11: +1 to all (DEX and WIS at 15)
+STR, +WIS
+STR, +DEX
Level 21: +1 to all (DEX and WIS at 17)
  
The Theme becomes Sohei, and the Background is Auspicious Birth. 

If I remove Untamed Outburst, what should replace it?
Should Lashing Leaves be replaced as well, since that is a Standard Action, not a Minor? 
What should I slot in for the remaining feats...? Weapon Focus (Heavy Blade), Two-Weapon Fighting, something else?
  
I'd recommend a Firewind Blade as your weapon (by the time you can reliably deal fire damage), in which case your MC becomes open and you can take Battle Awareness.
@OP: As erachima already said, for the FWB route at least, this would be much better (no Rending Tempest then, which doesn't hurt too much). At char creation buy your points, so that the sum of Int+Wis mods is maxed (RO feature is exactly like vulnerability, so Firewind Blade likes Wis and Int equally in this build). Later on put all in Wis secondary for Prime shot feats prereq and Will defense. 


Extra/Double Manifestation makes only sense if you go for Firewind Blade without picking Radiant One.

 
Uhm, no? More damage is more damage.


I disagree. 4 damage (on attacks only) for two feats is not a good trade for such a feat starved build. Even more since he already got the keyword via RO.

Regarding Firewind Blade and Heavy Blades... The reason I made the build use Light Blades is because after searching/reading, I thought the consensus was Light Blades were better for Rangers. Light Blade Expertise, Nimble Blade, Spiked Chain... 


Is the information I found incorrect or maybe I misinterpreted? Or should I stick with Light Blades and drop the Spiked Chain, gaining a Multiclass feat?


The reason for pumping DEX was to meet the requirements for Rending Tempest (and Nimble Blade before that). If I drop Rending Tempest, that gives me +2 to INT (which would be 1 extra damage) but Nimble Blade moves to Epic. If I drop Nimble Blade as well, maybe it isn't worth going the Light Blades route anymore and that is what you were getting at? But if that is the case, my initial confusion remains (ie, seeing that most recommend Light Blades over Heavy Blades).


Regarding Firewind Blade and Heavy Blades... The reason I made the build use Light Blades is because after searching/reading, I thought the consensus was Light Blades were better for Rangers. Light Blade Expertise, Nimble Blade, Spiked Chain... 


Is the information I found incorrect or maybe I misinterpreted? Or should I stick with Light Blades and drop the Spiked Chain, gaining a Multiclass feat?


The reason for pumping DEX was to meet the requirements for Rending Tempest (and Nimble Blade before that). If I drop Rending Tempest, that gives me +2 to INT (which would be 1 extra damage) but Nimble Blade moves to Epic. If I drop Nimble Blade as well, maybe it isn't worth going the Light Blades route anymore and that is what you were getting at? But if that is the case, my initial confusion remains (ie, seeing that most recommend Light Blades over Heavy Blades).




If you stack vulnerabilities and pick Radiant One, which your build both happens to do, there's no other way than Firewind Blade, cause the additional damage via vulnerabilites/RO get's doubled by Firewind Blade's procc. That much damage can never be compensated by Light Blade support's higher accuracy. It's like throwing ~30 pts of static damage mods away (unbuffed). If you don't stack vulnerabilities or equal working boosters to such an extreme extent, light blades might be better for you.


an additional 1+enh+INT+WIS+4+10 damage each



What's the +4 from? Shocking Flame? Doesn't add to FWB's procc.

OK, thank you for explaining the difference. Makes sense now...


So I guess now I have to decide whether to go Heavy Blades or switch from Radiant One to something else, if I want to keep Light Blades.

Went the HB route:

  

Show
FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Battle Awareness
Level 11: Shocking Flame
Level 12: Hybrid Talent
Level 14: Prime Punisher
Level 16: Called Shot
Level 18: Prime Quarry (retrained to Improved Prime Shot at Level 22)
Level 20: ???
Level 21: ???
Level 22: ???
Level 24: ???
Level 26: ???

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Righteous Brand
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Lashing Leaves
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Lashing Leaves)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Insightful Riposte
Hybrid encounter 17: Untamed Outburst (replaces Ruffling Sting)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Moment of Glory)



What should I do for the remaining levels? I dropped Rending Tempest and pumped WIS (WIS and INT at 13 to start, before racial adjustments) and will use the last bump on INT to even it out and get another +1. There are many feats left and I'm not sure what is best to pick. Is there a better multiclass feat than Battle Awareness?

Also, what should I replace Untamed Outburst with? 

EDIT: formatting and unknown feats 

Went the HB route:

  

Show
FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Battle Awareness
Level 11: Shocking Flame
Level 12: Hybrid Talent
Level 14: Prime Punisher
Level 16: Called Shot
Level 18: Prime Quarry (retrained to Improved Prime Shot at Level 22)

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Righteous Brand
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Lashing Leaves
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Lashing Leaves)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Insightful Riposte
Hybrid encounter 17: Untamed Outburst (replaces Ruffling Sting)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Moment of Glory)



What should I do for the remaining levels? I dropped Rending Tempest and pumped WIS (WIS and INT at 13 to start, before racial adjustments) and will use the last bump on INT to even it out and get another +1. There are many feats left and I'm not sure what is best to pick.

Also, what should I replace Untamed Outburst with? 


I wouldn't pick up anything at level 17, since a minor attack is still probably better than Untamed Outburst and most other ranger choices at that level. If I did pick something up, I'd maybe replace Mighty Hew with either Sever the Source or Divine Phalanx, but these are very party specific choices that don't play well into your typical role. Still, they can be very useful in the right situation. NEVERMIND: I saw you didn't pick up Disruptive Strike. That power is a priority, defintively above Lashing Leaves in any case. It's an off-turn action with a guaranteed trigger (99% of all encounters anyway) that lets you both attack and avoid getting hit. It's a must on any ranger.

Also, I believe that Discipline of Divine Wrath is the superior MC choice for most Rangers. It's a cheap way to increase your expected DPR by a third. Do not underestimate the benefit of rolling twice for every attack during a nova round, especially if you're using Blade Cascade, a power which depends on hitting for getting more hits.

Are you starting out at level 18? If not, then you may consider picking some other feat at level 12, then retraining whatever you picked for Hybrid Talent at level 14, at the same time you pick up Prime Punisher, just because HT is a useless feat for you for 2 levels at level 12.

Other than that, congrats. You have to prototype oped-to-death Cleric|Ranger.


Personal notes, you have other utility choices you could consider depending on your party's needs (are you an off-healer or full striker?), Resume the Hunt is the only one that must stay no matter what, but as for the others, you can look at these:
Enter the Crucible
Adamant Recovery
Death Threat
Holy Celerity
Root Gate (mixes well with Divine Phalanx and Valorous Charge E27, campaign/party specific though)

If your party is already well equipped in healing, you could forgo the otherwise splendid Invigorating Stride for more unorthodox U2 choices such as Stalker's Mist and Resurgent Strength (the healing word I have on my ranger|cleric is all I've ever needed in my own party for instance).
OK so I'll remove Lashing Leaves for Disruptive Strike. I'll also ditch Untamed Outburst.
Divine Phalanx looks fun.

What feat would you suggest at level 12 (that I will later retrain to HT)?
I haven't thought about Disciple of Divine Wrath, looks interesting (in place of Battle Awareness).
Also, any suggestions for the remaining feat slots?


PS -- no, not starting at 18, just didn't know what to put there since the build has changed so much from the OP

Actually I'm surprised this hasn't come up before but, since you're a morninglord with relatively low INT/WIS, the paragon path's encounter power is a waste for you. You should pick up the feat Reserver Maneuver as soon as you can and get out of Pure Glow and into something useful.

In terms of a temporary feat, one that could be very useful for you would be Skill Power to let you pick up Enter the Crucible in early paragon for a few levels (resist 10 for the encounter).

Another potential choice would be Headsman's Chop if someone in your party can prone consistently.


For the remaining feat slots, I'd pick up Improved Defenses once again.

If you do decide to pick up Discipline of Divine Wrath, you could top it off with Vengeful Declaration (let's you use Oath of Enmity as a free action, minors are hard to spare for a ranger after all) and you could pick up Divine Mastery to let you recharge your OoE on an AP. This would mean that you can roll twice against two different opponents for two rounds each, for every encounter out of two. As much as you'd need for your career (again don't underestimate rolling twice for each of your attacks). 


You can pick up Skill Power once again later on to get Eyes of the Deep Delver, which can be very useful in Epic where monsters love being invisible.

Epic Will would be a wise choice. Epic Fortitude if you have room.

That should do it for the feats. Others might have some ideas as well.
Post your build when you're done, I'd like to use it as a prototype model.

Based on previous advice, I had intended to re-insert Improved Defenses - except I totally forgot to!


Reserve Maneuver would only fit if I lost (moved) the multiclass feat, or Shocking Flame. Otherwise, I'd get it way later (level 20+). Is that what you suggest, moving one of those feats?


I'm going to go with Headsman's Chop since that is what I was leaning towards before even posting. I can decide when the time comes if something else is better for a few levels.


Will see about your other feat suggestions when I have a bit more time, and then post the build again. Though it won't be complete, I'm sure


Thanks for the help.

I'd get Reserve Maneuver no later than level 12, pushing the Prime Shot feats down a feat. Or I'd maybe replace Cunning Stalker. Keep it up.
My head is spinning...here are the powers and feats, I'll post the build once the last few choices are complete:

Show

FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Disciple of Divine Wrath --> used to be Battle Awareness
Level 11: Reserve Maneuver
Level 12: Headsman's Chop (retrained to Hybrid Talent at Level 14)
Level 14: Shocking Flame
Level 16: Prime Punisher
Level 18: Called Shot
Level 20: Prime Quarry (retrained to Improved Prime Shot at Level 22)
Level 21: Improved Defenses
Level 22: Vengeful Declaration --> since we have Disciple of Divine Wrath...
Level 24: Divine Mastery
Level 26: Epic Will
Level 28: Epic Fortitude
Level 30: ??? last feat!

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Righteous Brand
Reserve Maneuver: Toppling Rush --> What are some better options?
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Disruptive Strike
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Disruptive Strike)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Insightful Riposte
Hybrid encounter 17: Divine Phalanx (replaces Ruffling Sting)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Weapon of Astral Flame)
Hybrid encounter 27: Death Rend (replaces Toppling Rush)
Hybrid daily 29: ??? still need one more daily

 

So...   Not sure about the power for Reserve Maneuver or the last few powers really, like Death Rend. I liked some of the other ones, but wasn't sure what is good at this level. Missing one daily and one feat. Assuming Epic Will/Fort stack since they didn't say "feat bonus" so for Will I have Superior Will + Epic Will, and for Fort I have Improved Defenses + Epic Fortitude. What does everyone think? IIRC, someone advised me against Divine Mastery but that was when the build was different. Is it worth taking the Manifestations in place of something I have? Or maybe Skill Power pre-30 and move the rest back?
ok so we're reaching micro levels of op-ing. Here's my take:

-> you mean you'll retrain HT at level 16, not 14

Toppling Rush is meh, I'd get Off-hand strike. You're a ranger, multi-attacking is what you do, minor attacks are how you do that. When the moment comes when you really want to unload major damage, that's what dailies are for. If you were trying to add some proning to your build for the sake of Headsman's Chop, it's not worth it in the case of Toppling rush, you'd have spent your standard and the enemy will get up before you can lay the breadth of your multiattacks on him. Someone else needs to bring the proning and you need to make sure they do it often enough to make Headsman's Chop worth it.

At level 13 I'd replace Off-hand Strike with Off-hand Diversion, I'd keep Disruptive Strike for your whole career, off-turn attacks with reliable triggers add to your multiattacking prowess. I'm surprised you'd want to replace Disruptive Strike and keep Mighty Hew for your whole career (noticed you never replaced that). Mighty Hew doesn't trigger as often because it requires an adjacent enemy to attack an ally, as opposed to an adjacent enemy attacking you (or an ally) for Disruptive Strike.

By replacing Ruffling Sting at level 17, you're potentially leaving yourself with only one minor attack which isn't what you should be doing as a multiattacker. You should have atleast 2 minor attacks, even 3 wouldn't be out of place (BTW: what theme and background have you picked? Sohei gives you an extra minor action attack, Ironwrought will let you roll twice for an attack, but you could look at others as well). I'd vote to replace Mighty Hew by Divine Phalanx instead.

E27, if you get there, is between Death Rend and Valorous Charge. My thinking is that you'll have 2 minor ranger attacks, disruptive strike, and you'll be forced to have a cleric power. I'd replace Divine Phalanx by Valorous Charge. But if you want Death Rend for the stunning, then I'd finally yield Disruptive Strike for it.

D29 is between Weave a Web of Steel or Astral Exile. Weave a Web of Steel is a more classic choice but if you ever get to level 29, I like the flavor of Astral Exile, though its utility is situation (though potentially very useful). It'll depend how much heat your DM has in for your character.

 
Epic Will/Fort do stack. I'd go Skill Power for Eyes of the Deep Delver at level 26 and push the rest back.

Others can chime in.



BTW, yes divine mastery is neigh useless on a Cleric|Ranger except for recharging OoE. Here's how a harder-than-average encounter would go down:

Move next to enemy.
OoE it as a free action.
Blade Cascade as a standard action => Good chances it might already be dead given your Morninglord/RadiantOne/FirewindBlades
Resume The Hunt as a Free Action, move next to another enemy
Spend AP, recharge OoE
OoE adjacent enemy as a free action
Cruel Cage of Steel as a standard action => another enemy dead or near-death and incapacitated


And you still have a minor action to spare for a minor attack (Nonchalant Collapse) in case one of them needs an extra hit to die. Rolling twice through OoE makes each of those dailies so much more deadly and accurate, since they depend on multiple successful hits to get the most out of them.
Minor Actions are overrated in actual play, 2 is more than enough.

The Prime Shot feat tree is even more overrated, you're spending 3 feats for +1 hit +5 damage when disobeying Focus Fire, you could just as easily spend the feats on extra attacks, get your Imp Defs sooner, Dual Manifest, etc.
"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.
Minor Actions are overrated in actual play, 2 is more than enough.

The Prime Shot feat tree is even more overrated, you're spending 3 feats for +1 hit +5 damage when disobeying Focus Fire, you could just as easily spend the feats on extra attacks, get your Imp Defs sooner, Dual Manifest, etc.


Speaking from actual play, I often wish I had more minor attacks.

What's the benefit of getting Dual Manifestation?
What's the benefit of getting Dual Manifestation?



Like, +10 damage.


Per individual hit?


On minor attack encounter: A minor attack is definitively an improvement over Topling Rush in any case, and I've love to hear what other encounter powers would be better.
Yep. If you had lightning, it gives you fire and thus firewind (4+5+1 = 10). If you had fire, it gives you lightning and thus Ring of the Radiant Storm and Promise of Storm (4+2+damage rerolls+3d8 a round/enc +a daily recharge + whatever >10 on nova rounds, which should be most rounds).


He's lightning and he already gets fire from Radiant One, thus he already has firewind.



Didn't know about Ring of the Radiant Storm before, that's nice.
Yep. If you had lightning, it gives you fire and thus firewind (4+5+1 = 10). If you had fire, it gives you lightning and thus Ring of the Radiant Storm and Promise of Storm (4+2+damage rerolls+3d8 a round/enc +a daily recharge + whatever >10 on nova rounds, which should be most rounds).



Erm, if i'm not missing something big, all this build gains from Double Manifestation is +4 damage, of a type he already has. For 2 feats. And it doesn't add to FWB's procc, so, i don't see, why to pick it, at all..


Possibly because now you can pick a different ED? Not that the Resists and Extra Turn 1/day aren't nice, but switching to Destined Scion is +2 Hit +1 Damage right off the bat, which added to Shocking Flame, is well over 10 damage. If Int was remotely high, you'd be correct that Dual Manifestation wouldn't be worth it, but you're adding 1 damage, woo.

edit: And before someone asks, you get radiant by wearing the Crown of the Brilliant Sun, which has amusing wording that enables most Lightning support to work on top of Morninglordness.
"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.

Another try:

Show
FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Disciple of Divine Wrath
Level 11: Reserve Maneuver
Level 12: Headsman's Chop (retrained to Hybrid Talent at Level 16)
Level 14: Shocking Flame
Level 16: Prime Punisher
Level 18: Called Shot
Level 20: Prime Quarry (retrained to Improved Prime Shot at Level 22)
Level 21: Improved Defenses
Level 22: Vengeful Declaration
Level 24: Divine Mastery
Level 26: Skill Power --> retrained Nature to Dungeoneering
Level 28: Epic Fortitude 
Level 30: Epic Will

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Righteous Brand
Reserve Maneuver: Off-Hand Strike
Skill Power: Eyes of the Deep Delver
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Disruptive Strike
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Insightful Riposte
Hybrid encounter 17: Divine Phalanx (replaces Mighty Hew)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Weapon of Astral Flame)
Hybrid encounter 27: Valorous Charge (replaces Divine Phalanx)
Hybrid daily 29: ??? --> left blank because I don't know what it should replace since they all seem good

 

Let us assume that the reading of FWB will be the one that gives my build the fewest advantages. So then, 2 Manifestation feats for 4 damage.
Supposing that is the case, what would be better than the Prime shot feat tree? 
From my limited playing experience, I found minor actions useful. However, my experience is limited  


PS -- I absolutely hate the post editor here and not being able to copy/paste with line breaks because it treats it as html right away?! Couldn't even do PRE tags when editing source
You may drop the OoE optimizing feats. Too high of an opportunity cost on a non-critfisher build, imo.

You guys keep telling him what to drop without proposing better alternatives.

Zathris already did above. The problem of OoE OP on a non-Avenger is, that you waste 2-3 (OoE itself is no waste ofc, but there are other viable options for your MC slot, as well) feats on the killing of 2 enemies/enc. That includes the possibility of overkill, due to focus fire, as well.
Dropping RO and picking Destined Scion gives you 2 hit + 1 damage +2 to saving throws compared to the RO route for the cost of 2 feats and your helm slot. Good trade, imo.
If your INT mod was higher RO would be superior, cause additional damage = 2 x INT mod. In this case it's equal, due to the +1 WIS mod from Destined Scion for +1 vulnerability via Pelor's boon.
If I end up dropping the OoE OP feats (3), and add in the manifestation feats (2), that leaves me with one slot, which I assume would be Battle Awareness?
If, however, I drop the Prime feat tree, go Destined Scion for ED, that gives me three more feat slots and maybe a different HT? What happens then?
If I end up dropping the OoE OP feats (3), and add in the manifestation feats (2), that leaves me with one slot, which I assume would be Battle Awareness?
If, however, I drop the Prime feat tree, go Destined Scion for ED, that gives me three more feat slots and maybe a different HT? What happens then?


You could pick HT: Two Weapon Fighting Style which lets you wield an non off-hand weapon in your off-hand instead of having the Long Drow Knife (replacing that proficiency feat). This has the benefit of increase you off-hand die size slighty (pretty meh), gives you 5 HP (meh), but also removes your ability to do ranged attacks (which turns out is useful). All in all, your HT isn't so useful.

You can still keep Discipline of Divine Wrath over Battle Awareness and not pick up the epic feats related to it. It's still better.
From what you're saying, it sounds like any HT isn't so good, unless you go for the Prime tree? But if I do drop the prime tree, what feats go in its place? Whatever the HT is, I still get 3 feat slots.

Edit: Haven't completed the Destined Scion version, but here is V2 of the build I last posted 
Show
FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Disciple of Divine Wrath
Level 11: Reserve Maneuver
Level 12: Headsman's Chop (retrained to Hybrid Talent at Level 16)
Level 14: Shocking Flame
Level 16: Prime Punisher
Level 18: Called Shot
Level 20: Prime Quarry (retrained to Improved Prime Shot at Level 22)
Level 21: Improved Defenses
Level 22: Extra Manifestation
Level 24: Double Manifestation
Level 26: Skill Power
Level 28: Epic Fortitude
Level 30: Epic Will

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Righteous Brand
Reserve Maneuver: Off-Hand Strike
Skill Power: Eyes of the Deep Delver
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Disruptive Strike
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Insightful Riposte
Hybrid encounter 17: Divine Phalanx (replaces Mighty Hew)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Weapon of Astral Flame)
Hybrid encounter 27: Valorous Charge (replaces Divine Phalanx)
Hybrid daily 29: ??? 


The above is still with the RO ED. Ability scores are the same as they were before. 
Hybrid Talent Channel Divinity for Punish the Profane, now you can take all Ranger Encounter Powers, you can spend a further feat to gain one of the more useful Domain or Diety CD's like Sudden Strife or the ever popular Solar Enemy.
"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.
Assuming I go Destined Scion, the feats I would have then are:
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Disciple of Divine Wrath
Level 11: Reserve Maneuver
Level 12: Headsman's Chop (retrained to Hybrid Talent at Level 16)
Level 14: Shocking Flame
Level 16: Improved Defenses
Level 18: Solar Enemy
Level 20: Extra Manifestation
Level 21: Double Manifestation
Level 22: ???
Level 24: ???
Level 26: Skill Power
Level 28: Epic Fortitude
Level 30: Epic Will  
   
Now, I don't have to bump INT at the start, so I pump all STR and WIS, or I could get some DEX for other feats (2 feats open)?
Also, I am curious - initially the consensus seemed to be to go FWB (thus, also HB) since I am doing RO ED, but it was clear my INT couldn't be high AND that INT = WIS for the purposes of bumping damage. Now, after having changed to FWB, it seems the RO ED isn't that great with low INT. So why was there consensus initially to do FWB with RO ED? I am not being snarky with this, it is an honest question, and am curious.
Bump DEX to 17 and get Heavy Blade Mastery and Rending Tempest.

Stormsoul Genasi, Ranger|Cleric (Reflex|Battle Lore), Morninglord, Destined Scion
Background is Auspicious Birth and Theme is Sohei, learns Firesoul, the Hybrid Talent is Channel Divinity

Show
FINAL ABILITY SCORES Str 30, Con 12, Dex 18, Int 14, Wis 20, Cha 10.

STARTING ABILITY SCORES Str 18, Con 10, Dex 13, Int 10, Wis 13, Cha 8.


AC: 31 Fort: 42 Reflex: 33 Will: 39 HP: 187 Surges: 7 Surge Value: 46


TRAINED SKILLS Perception +27, Insight +27, Athletics +30, Religion +22, Dungeoneering +25 (started out with Nature, retrained @ L26)


UNTRAINED SKILLS Acrobatics +19, Arcana +17, Bluff +15, Diplomacy +15, Endurance +18, Heal +20, History +17, Intimidate +15, Nature +22, Stealth +19, Streetwise +15, Thievery +19


FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade) (retrained to Lightning Soul at Level 11)
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Improved Defenses (retrained to Superior Will at Level 12)
Level 8: Cunning Stalker (retrained to Radiant Advantage at Level 21)
Level 10: Disciple of Divine Wrath
Level 11: Reserve Maneuver
Level 12: Headsman's Chop (retrained to Hybrid Talent at Level 18)
Level 14: Shocking Flame
Level 16: Improved Defenses
Level 18: Solar Enemy
Level 20: Extra Manifestation
Level 21: Double Manifestation
Level 22: Rending Tempest
Level 24: Heavy Blade Mastery
Level 26: Skill Power
Level 28: Epic Fortitude
Level 30: Epic Will


POWERS
Channel Divinity (Hybrid Cleric): Punish the Profane
Hybrid at-will 1: Righteous Brand
Hybrid at-will 1: Twin Strike
Reserve Maneuver: Off-Hand Strike
Skill Power: Eyes of the Deep Delver
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory (retrained to Weapon of Astral Flame at Level 10)
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Disruptive Strike
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Resume the Hunt
Hybrid encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Hybrid daily 15: Blade Cascade (replaces Frenzied Skirmish)
Hybrid utility 16: Insightful Riposte
Hybrid encounter 17: Divine Phalanx (replaces Mighty Hew)
Hybrid daily 19: Cruel Cage of Steel (replaces Attacks on the Run)
Hybrid utility 22: Master of the Hunt
Hybrid encounter 23: Nonchalant Collapse (replaces Off-Hand Diversion)
Hybrid daily 25: Righteous Might (replaces Weapon of Astral Flame)
Hybrid encounter 27: Valorous Charge (replaces Divine Phalanx)
Hybrid daily 29: took nothing; did not replace Blade Cascade or Cruel Cage of Steel 


Level 4: +STR, +WIS
Level 8: +STR, +DEX
Level 11: +1 ALL
Level 14: +STR, +WIS
Level 18: +STR, +DEX
Level 21: +1 ALL, and +2 STR, +2 WIS (Destined Scion bumps)
Level 24: +STR, +WIS
Level 28: +STR, +DEX (bumped DEX here because it was at 17, and WIS was at 20


Whew. Does everyone agree that the above is generally better than RO ED + Prime/Called tree?

I may not have the latest wording on Crown of the Brilliant Sun (mentioned by Zathris, top of page 4), but it REPLACES lightning damage with radiant damage, or it allows me to add radiant damage? It is tripping me up because it says lightning POWER (not damage), but ends with "deal radiant damage INSTEAD"

Two things you're not getting about the crown, keyword rules and timing.

Keyword rules says if you add or remove a damage type, you add or remove a keyword.

Most Lightning support depends on hitting with a Lightning power. You hit with the power.

After you've hit and are dealing damage, you replace all the lightning damage with radiant damage. At this point you lose the lightning keyword and gain the radiant keyword. Anything that triggered off "hitting" with a Radiant power wouldn't function, because you didn't have the radiant keyword when you hit.

But most Radiant support deals with when you deal damage, not when you hit. Like vulnerability. So the Crown allows you to access almost all of both Lightning and Radiant's support at the same time, due to the timing.
Ah, thank you.

While wearing the crown:
hitting = trigger lightning support
damage dealing = trigger radiant support 

So, if I understood correctly, the Crown's effect happens during damage, NOT during hitting. When I am hitting, I get the benefits of most lightning support. When I am dealing damage, I get the benefits of most radiant support. Which is how the crown gives me a "2 for 1" - benefits of lightning support on hit, and benefits of radiant support during damage dealing.

Correct.
Here's a thing about your PP: if you can get someone else to play a Morninglord for you (and I know that this isn't something to count on), it opens up options like Blade Dancer, which actually gives you power you want, so you don't have to take Reserve Maneuver (also, +3 to AC/Reflex pretty much all the time). 
I think I will stick with Destined Scion for now, but thanks.

And thanks everyone for the help and advice! I appreciate it. I've added the "final" build to the first post. 
Destined Scion is an Epic Destiny, not a Paragon Path. Anyway, your build is fine, I'm just saying that you could be even better given the right party composition.