Help With a Teleporting Striker Build

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EDIT:  I've finally completed a (semi) solid build for you guys to pick over located here within this thread.



My DM has recently asked that we begin another campaign using 4e and I'm finding very few things to get excited about.  I'm a die-hard 3.5 fan (god how I loved me some customization...) and I'm pretty late to the 4e scene in terms of a knowledge base to draw from.  Of the few character concepts I find remotely appealing, I've noticed that my intrigue for a teleport-based character is increasing.

I've done a small amount of homework so far:

 - I've visited the Complete Collection of Character Build Links countless times (I was initially trying to stay away from hybrids, but I'm beginning to understand and accept them more).

 - I've visited the Teleporter's Guide several times.

 - Finally, I've sifted through no less than four Arcane Slasher build threads.

What keeps happening with the vast majority of builds that I find is something very key to thier optimization gets errata'd and the build becomes pointless.  With how little I know of 4e in it's current state (there's only so much of the D&D handbooks and compendiums I can read before my eyes begin to bleed), I feel like I'm in over my head if I want a character I can have fun with and be proud of.

So my request:

 Please help me develop a build that will allow me to teleport via several different actions for a moderate distance (arbitrarily 3 - 5 at least?), provide respectable damage (it doesn't have to be the most optimized damage, but I would like to be considered a striker with respect to the damage dealt), and not get one-shot due to a glaringly weak defense or defenses.

I do not have to be a class that WotC defines as a Striker, I am open to hybrids, I have access to every available resource WotC has put out (Dragon Magazines included) and I am not restricted by campaign.  We will most likely not get beyond Paragon tier (if it even gets that far...) so any optimization should be directed to that level.

Beyond those requested parameters, I am very open to suggestions.  Thanks in advance to anyone willing to help out a poor soul that is having a hard time adjusting to a new world...
The Warlock is a striker that has quite a bit of teleportation powers.  Either teleporting itself, allies or opponents.  The Swordmage is similar but is a defender.  You could hybrid them together I suppose.  Be an Eladrin for the relevant feats.  

Just as a notice, most people on this forum prefer it when a poster provides a build to critique.  We don't usually make builds for people on demand.  You've said you're already reading up on the complete character build links, etc..  I would suggest you make a build and post it here for us to review so we can help you from there.

Welcome to the forum. 
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

Warlock|Swordmage, Aegis of Assault. Int/Cha, Tiefling or Eladrin. Exploit the fact that Aegis of Assault gives you a consistently triggerable out of turn MBA, and the Warlock has an in-class MBA (Eldritch Strike).

Standard turn 1 will look like this:

Minor: Curse
Move (downgrade to minor): Mark
Standard: Ranged attack.

Immediate Reaction: Teleport next to Marked enemy and thwack him.

In terms of action economy you're going to want to pick up ways to multi-curse, multi-mark, and free action curse. At level 10 you will get an at-will Move action power that teleports 1. That may not sound like much, but there are a number of items that increase teleport distance, so couple of magic items and you're set.
Spending a feat for item-swapping familiars helps the assault swordlock even more so you can have situation-relevant item enhancements for whatever you're doing at the moment.  Rakshasa's Claw is the premier choice, but it doesn't show up until Paragon.
Through multiclass you can pretty much add Ethereal Sidestep to any build you want. It's pretty trivial to add 3-5 squares to the teleport distance by mid-paragon or so.

Another way to do it is to offhand a Staff of the Travler with anything that shifts a lot, like a monk, pred druid, or rogue.

Not the most optimized options, but they allow for a lot of flexibility and can still easily meet the requirements you laid out.
Eladrin Knight -> Glimmering Blade?

Building on the Fighter base, you'll be a defender but with a very respectable amount of damage.

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?
Just as a notice, most people on this forum prefer it when a poster provides a build to critique.  We don't usually make builds for people on demand.  You've said you're already reading up on the complete character build links, etc..  I would suggest you make a build and post it here for us to review so we can help you from there.

Welcome to the forum. 


Thanks.  I've lurked over here quite a bit gathering ideas for 3.5 builds; but that was easy to do since I had 5+ years of experience to draw from.  I'll put the ideas and suggestions you and the other posters have given me together and give you guys something to look at.  What level in Paragon would be best for analysis?


 
Warlock|Swordmage, Aegis of Assault. Int/Cha, Tiefling or Eladrin. Exploit the fact that Aegis of Assault gives you a consistently triggerable out of turn MBA, and the Warlock has an in-class MBA (Eldritch Strike). 

Standard turn 1 will look like this:

Minor: Curse
Move (downgrade to minor): Mark
Standard: Ranged attack. 

Immediate Reaction: Teleport next to Marked enemy and thwack him. 

In terms of action economy you're going to want to pick up ways to multi-curse, multi-mark, and free action curse. At level 10 you will get an at-will Move action power that teleports 1. That may not sound like much, but there are a number of items that increase teleport distance, so couple of magic items and you're set.


I appreciate the breakdown of how the character would function; it gives me something to build from when I continue his progression.  Ideally I'd like to avoid  ending my turn in the thick of things, but I guess with a swordmage that's the optimal place to end.  I've noticed that Warlock/Swordmage is pretty much the standard for teleportation hybrids, so I think I'll stick with your suggestion.


Spending a feat for item-swapping familiars helps the assault swordlock even more so you can have situation-relevant item enhancements for whatever you're doing at the moment.  Rakshasa's Claw is the premier choice, but it doesn't show up until Paragon.


I've seen a lot of the dismembered hand / quickcurse rod swapping, so that was rattling around in my head for equipment necessary for the build. I also remember something about a weapon familiar allowing some sort of teleportation based off of a warlock or swordmage ability/power.


Through multiclass you can pretty much add Ethereal Sidestep to any build you want. It's pretty trivial to add 3-5 squares to the teleport distance by mid-paragon or so.

Another way to do it is to offhand a Staff of the Travler with anything that shifts a lot, like a monk, pred druid, or rogue.

Not the most optimized options, but they allow for a lot of flexibility and can still easily meet the requirements you laid out.


I see that power come up everytime I look at teleport builds, so that was on my radar.  I said the number was arbitrary (I honestly have no idea what teleport distances are achievable and how it would benefit me to extend them) and if extending my reach would be a dead end avenue then I don't need to build for it.  The staff has come up with nearly all of the builds I've seen, so that's another shoe-in for me; although I don't know if using that in my off-hand would negate some of my weapon damage potential.


Eladrin Knight -> Glimmering Blade?

Building on the Fighter base, you'll be a defender but with a very respectable amount of damage.


I'll be honest; I know very little about the Fighter (and subsequently the Knight) since I've focused my research on Strikers and Controllers.  I'll look into the Knight this evening.  And I'm not finding Glimmering Blade in the Character Builder.

However, I did stumble upon this build when googling Glimmering Blade and I like the cut of his jib.  I might start working on tweaking the damage for him as well as working on a Warlock/Swordmage Hybrid.

Thanks for all of your help so far, I greatly appreciate it.
Actually you'll end your turn away from things, ideally, and teleport in off-turn with your Immediate, then on your turn teleport away. The idea is you're essentially turning the Aegis of Assault into an off-turn striker mechanic, you don't want the baddy to have the option of trying to hit you instead of letting him hit an ally and generating an attack for you.

Standard turn 1 will look like this:

Minor: Curse
Move (downgrade to minor): Mark
Standard: Ranged attack.

Immediate Reaction: Teleport next to Marked enemy and thwack him.

What's the usual recommended way of increasing the range of the mark? I've never really been happy being a ranged defender when I have to aegis from all of 2 squares away. I know of Wandering Swordmage, but that's about it.
A somewhat unusual approach, which doesnt actually really work until paragon, is an Eladrin with the Fey Charge feat.  for a class, there are lots of good baselines to use to build a charger from.  Use a Greatspear as your weapon, with the Eladrin Soldier feat for your proficiency and a damage bonus.  Spear Expertise feat as well.  Get some fighter either as a base class or as a multi-class, for Surprising Charge feat.  From there, you've the basics of a character who can pretty much always charge via a teleport.

As for ranged marking, as a shielding swordmage, there is an E17 power that will mark everyone within 3, and if you have Resounding Thunder feat, it becomes 4.  There are a few other utilities and powers that will mark one or a small area of enemies at greater ranges.  For example, Swordmage Shielding Fire D5 is a range 10 mark.  There is enough in the power list to easilly mark everything everywhere fairly quickly actually, so don't sweat it too much.
What's the usual recommended way of increasing the range of the mark? I've never really been happy being a ranged defender when I have to aegis from all of 2 squares away. I know of Wandering Swordmage, but that's about it.

Mark, use Dimensional Vortex as your first Immediate for the encounter, teleport away on turn 2. A lot of it comes down to party comp and tactics. If there is another defender, whether you are geting help on the initiative front from a leader, movement enabling, whether there is another Warlock (because it doesn't matter who curses in that case). Etc.
Ideally I'd like to avoid  ending my turn in the thick of things, but I guess with a swordmage that's the optimal place to end.


Backtrack Bindings


A somewhat unusual approach, which doesnt actually really work until paragon, is an Eladrin with the Fey Charge feat.  for a class, there are lots of good baselines to use to build a charger from.  Use a Greatspear as your weapon, with the Eladrin Soldier feat for your proficiency and a damage bonus.  Spear Expertise feat as well.  Get some fighter either as a base class or as a multi-class, for Surprising Charge feat.  From there, you've the basics of a character who can pretty much always charge via a teleport.

As for ranged marking, as a shielding swordmage, there is an E17 power that will mark everyone within 3, and if you have Resounding Thunder feat, it becomes 4.  There are a few other utilities and powers that will mark one or a small area of enemies at greater ranges.  For example, Swordmage Shielding Fire D5 is a range 10 mark.  There is enough in the power list to easilly mark everything everywhere fairly quickly actually, so don't sweat it too much.


While it would be neat to teleport/charge into combat, I'm still leary about hanging out next to them after a good bonking.


Ideally I'd like to avoid  ending my turn in the thick of things, but I guess with a swordmage that's the optimal place to end.

 
Backtrack Bindings


Unfortunately, I don't believe we'll make it to the level I'll need to use those.


So I did a bit of copy/paste from monkeygentleman's Eladrin Knight thread.  

Show
====== Created Using Wizards of the Coast D&D Character Builder ======

Azazel, level 11 Half-Elf, Fighter (Knight), Evermeet Warlock
Knight Option: Spinning Deflection
Knight Weapon Specialization Option: Bludgeoning Staff
Arcane Implement Proficiency Option: Arcane Implement Proficiency (Staff)
Eldritch Strike Option: Eldritch Strike Constitution
Half-Elf Power Selection Option: Dilettante
Nelanther Isles (Nelanther Isles Benefit)
Theme: Guardian

FINAL ABILITY SCORES STR 10, CON 21, DEX 15, INT 11, WIS 11, CHA 14

STARTING ABILITY SCORES STR 9, CON 18, DEX 14, INT 10, WIS 10, CHA 11

AC: 26 Fort: 25 Ref: 21 Will: 20
HP: 96 Surges: 14 Surge Value: 24

TRAINED SKILLS Acrobatics +11, Athletics +9, Intimidate +12

UNTRAINED SKILLS Arcana +5, Bluff +7, Diplomacy +9, Dungeoneering +5, Endurance +10, Heal +5, History +5, Insight +9, Nature +5, Perception +7, Religion +5, Stealth +5, Streetwise +7, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Hammer Hands
Fighter Utility: Defend the Line
Multiple Class Attack: Power Strike
Fighter Utility: Measured Cut
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Acrobatics Utility 2: Agile Recovery
Guardian Utility 2: Guardian's Defense
Fighter Utility 2: Push Forward
Acrobatics Utility 6: Timely Dodge
Evermeet Warlock Attack 11: Blinding Beacon

FEATS
Level 1: Student of Malediction
Level 2: Arcane Implement Proficiency
Level 4: Staff Expertise
Level 6: World Serpent's Grasp
Level 8: White Lotus Evasion
Level 10: White Lotus Riposte
Level 11: White Lotus Master Riposte

ITEMS Adventurer's Kit Dwarven Rimefire Plate Armor +2 x1 Guardian staff of the Traveler +2 x1 Amulet of Protection +3 x1 Rushing Cleats x1 Bracers of Mighty Striking (paragon tier) x1 Casque of Tactics (heroic tier) x1 Shadowdancer's Gloves x1 ====== End ======


I really liked the theatrics of turning invisible to everything I'm adjacent to everytime I teleport, which is pretty often considering how many shifts I have while weilding the Staff of the Traveller as my weapon.  It's not exactly my "port in, strike, port out" tactic, but it's kind of close.  I know bursts and whatnot can still hit me and I'm not affecting those I'm not adjacent to.

I'm pretty lost with regard to feats and equipment; I just used what he had listed for the time being.  As for powers, I kinda poked around at what was available and took teleportation powers when I could; I'm still new to everything that's available in this game.  And don't get me started on paragon paths and epic destinies...  I'm so lost.  In 3.5 my tactic was to build from the top-down:  Find the Prestige Class I wanted and take not of the pre-req's - select any other classes that either boost my build theme or help me fulfill the pre-req's - then select my starting class.  I just don't know enough about what's out there to approach building a character this way in 4e so I'm stumbling blindly through what's available at each level.

I'm really digging a Nightcrawler/Azazel theme.  I was looking into Unseelie Agent as a theme, but decided it would be pointless if I couldn't make a shadowy weapon version of the Traveller's Staff.  I guess I could re-fluff the staff to be a sword/dagger like they've used and keep the proficiency and dmg dice of the staff with the reach of the sowrd/dagger.  That'd free up a feat or two.

I'm starting work on a swordmage/warlock hybrid now.  I've still got some reading to do and some threads to lurk through but hopefully I'll have a skeleton soon.

EDIT:  Cleaned up my character builder data... No idea why it's not posting like everyone else's does... 
Warlock|Swordmage, Aegis of Assault. Int/Cha, Tiefling or Eladrin. Exploit the fact that Aegis of Assault gives you a consistently triggerable out of turn MBA, and the Warlock has an in-class MBA (Eldritch Strike).

Standard turn 1 will look like this:

Minor: Curse
Move (downgrade to minor): Mark
Standard: Ranged attack.

Immediate Reaction: Teleport next to Marked enemy and thwack him.

In terms of action economy you're going to want to pick up ways to multi-curse, multi-mark, and free action curse. At level 10 you will get an at-will Move action power that teleports 1. That may not sound like much, but there are a number of items that increase teleport distance, so couple of magic items and you're set.



One of the things that has always bugged me about the warlock/swordmage builds is the action economy on the first turn. Unless you get really lucky, you are going to need to move into range of your ideal target for marking. This means something might end up getting sacrificed (only have 3 actions/turn)


Move: Move action (teleport?)

Standard: (attack)

Minor: Curse

Minor #2: Swordmage Mark


Getting around this requires trying to combo things togther into a single action whenever possible..


examples:
Eladrin Swordmage Advance feat (teleport + Eldtritch strike attack)
Twofold Pact feat (for the ranged attack + curse power. The Darth Vader build has it, I forget the name...)
Swordmage Standard action attacks that also mark.   

  
                


Eyes of the Vestige
Once playing 3.5 myself, i can see why you are so hesitant to stay next to a bad guy for any amount of time. That said, in 4.0, you are significantly more resilient. If you are optimizing, you are ridiculously more resilient. I would try to avoid building off the premise of needing to be away from monsters at the end of turn. Plus, they can then charge you if you are away from them and may be more likely to hit.

IMAGE(http://www.nodiatis.com/pub/20.jpg)


I really liked the theatrics of turning invisible to everything I'm adjacent to everytime I teleport, which is pretty often considering how many shifts I have while weilding the Staff of the Traveller as my weapon.  It's not exactly my "port in, strike, port out" tactic, but it's kind of close.  I know bursts and whatnot can still hit me and I'm not affecting those I'm not adjacent to.

I'm pretty lost with regard to feats and equipment; I just used what he had listed for the time being.  As for powers, I kinda poked around at what was available and took teleportation powers when I could; I'm still new to everything that's available in this game.  And don't get me started on paragon paths and epic destinies...  I'm so lost.  In 3.5 my tactic was to build from the top-down:  Find the Prestige Class I wanted and take not of the pre-req's - select any other classes that either boost my build theme or help me fulfill the pre-req's - then select my starting class.  I just don't know enough about what's out there to approach building a character this way in 4e so I'm stumbling blindly through what's available at each level.

I'm really digging a Nightcrawler/Azazel theme.  I was looking into Unseelie Agent as a theme, but decided it would be pointless if I couldn't make a shadowy weapon version of the Traveller's Staff.  I guess I could re-fluff the staff to be a sword/dagger like they've used and keep the proficiency and dmg dice of the staff with the reach of the sowrd/dagger.  That'd free up a feat or two.

I'm starting work on a swordmage/warlock hybrid now.  I've still got some reading to do and some threads to lurk through but hopefully I'll have a skeleton soon.




For items, here are some big ones:
Weapon: Rubicant Blade (+ teleport distance)
Armor: Eladrin Armor (+ teleport distance)
Neck: Cloak of translocation (Improved defenses when you teleport)
Helm: I forget the name but there is a rare one that gives you combat advantage (flanking type benefits for the 3.5 player) against something you teleport next to.

In addiiton to the warlock multiclass feat, also pick up acolyte power so you can grab the "dimensional step" warlock level 10 utility power. This give you an always available teleport move action (3 squares, aka 15 feet, with the weapon and armor listed above)   



    

Warlock|Swordmage, Aegis of Assault. Int/Cha, Tiefling or Eladrin. Exploit the fact that Aegis of Assault gives you a consistently triggerable out of turn MBA, and the Warlock has an in-class MBA (Eldritch Strike).

Standard turn 1 will look like this:

Minor: Curse
Move (downgrade to minor): Mark
Standard: Ranged attack.

Immediate Reaction: Teleport next to Marked enemy and thwack him.

In terms of action economy you're going to want to pick up ways to multi-curse, multi-mark, and free action curse. At level 10 you will get an at-will Move action power that teleports 1. That may not sound like much, but there are a number of items that increase teleport distance, so couple of magic items and you're set.



One of the things that has always bugged me about the warlock/swordmage builds is the action economy on the first turn. Unless you get really lucky, you are going to need to move into range of your ideal target for marking. This means something might end up getting sacrificed (only have 3 actions/turn)


Move: Move action (teleport?)

Standard: (attack)

Minor: Curse

Minor #2: Swordmage Mark


Getting around this requires trying to combo things togther into a single action whenever possible..


examples:
Eladrin Swordmage Advance feat (teleport + Eldtritch strike attack)
Twofold Pact feat (for the ranged attack + curse power. The Darth Vader build has it, I forget the name...)
Swordmage Standard action attacks that also mark.   


Who needs marks when you have Dimensional Vortex, Surprising Transposition and perhaps Countering Thunderclap?
Warlock|Swordmage, Aegis of Assault. Int/Cha, Tiefling or Eladrin. Exploit the fact that Aegis of Assault gives you a consistently triggerable out of turn MBA, and the Warlock has an in-class MBA (Eldritch Strike).

Standard turn 1 will look like this:

Minor: Curse
Move (downgrade to minor): Mark
Standard: Ranged attack.

Immediate Reaction: Teleport next to Marked enemy and thwack him.

In terms of action economy you're going to want to pick up ways to multi-curse, multi-mark, and free action curse. At level 10 you will get an at-will Move action power that teleports 1. That may not sound like much, but there are a number of items that increase teleport distance, so couple of magic items and you're set.



One of the things that has always bugged me about the warlock/swordmage builds is the action economy on the first turn. Unless you get really lucky, you are going to need to move into range of your ideal target for marking. This means something might end up getting sacrificed (only have 3 actions/turn)


Move: Move action (teleport?)

Standard: (attack)

Minor: Curse

Minor #2: Swordmage Mark


Getting around this requires trying to combo things togther into a single action whenever possible..


examples:
Eladrin Swordmage Advance feat (teleport + Eldtritch strike attack)
Twofold Pact feat (for the ranged attack + curse power. The Darth Vader build has it, I forget the name...)
Swordmage Standard action attacks that also mark.   


Who needs marks when you have Dimensional Vortex, Surprising Transposition and perhaps Countering Thunderclap?




eh.. good point. but .. but... but.. marking is what defenders do O_o 
Marking is part of what defenders do, and it enables quite a few defender mechanics.

But the Swordmage also has quite a few options for ruining the day of non-marked enemies.  Ideally as a Swordmage, you want to mark one target and then teleport off to someone else.  This gives you the option of ruining either of their turns.  Then the marked creature can either move over to attack you, or try attacking someone else at the mark penalty and possibly eatting an immediate from you.

This gives you a lot of flexability as a Swordmage.

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?
One of the things that has always bugged me about the warlock/swordmage builds is the action economy on the first turn. Unless you get really lucky, you are going to need to move into range of your ideal target for marking. This means something might end up getting sacrificed (only have 3 actions/turn)

It isn't as big a deal as you'd think. First round you're using Dimensional Vortex > you don't need to mark. Have a Warlock ally? You don't need to curse. Spreading curses around as free actions after the first one is relatively easy, though requires some investment. You can also Charge or use a ranged attack on turn 1, so you're Standard is all you really need to save. And bear in mind we're discussing a build that essentially uses the Aegis as a secondary striker mechanic. If you have any other interrupts available that you are pretty sure will trigger, you don't need the Aegis up at all.
Once playing 3.5 myself, i can see why you are so hesitant to stay next to a bad guy for any amount of time. That said, in 4.0, you are significantly more resilient. If you are optimizing, you are ridiculously more resilient. I would try to avoid building off the premise of needing to be away from monsters at the end of turn. Plus, they can then charge you if you are away from them and may be more likely to hit.


From all the builds I've sifted through, it appears that defensive optimization occurs right alongside the offensive optimization; so I'm beginning to understand part of the transition to 4e  



For items, here are some big ones:
Weapon: Rubicant Blade (+ teleport distance)
Armor: Eladrin Armor (+ teleport distance)
Neck: Cloak of translocation (Improved defenses when you teleport)
Helm: I forget the name but there is a rare one that gives you combat advantage (flanking type benefits for the 3.5 player) against something you teleport next to.

In addiiton to the warlock multiclass feat, also pick up acolyte power so you can grab the "dimensional step" warlock level 10 utility power. This give you an always available teleport move action (3 squares, aka 15 feet, with the weapon and armor listed above)


Thanks for the gear tips.  I've seen the cloak in enough builds to consider it heavily, so I'll be picking that up.  I like the Eladrin Armor as well, being able to shift->teleport farther helps a lot.  I'll look into the helm, but as far as the weapon, I think I'm set on using the Staff as a weapon; being able to use shifts as teleports just seems too good to pass up (unless there's a more optimized option of course).  If I choose Acolyte Power, what feat would you suggest replacing?


I'm having some trouble deciding on feats and powers hybriding the Warlock with the Swordmage, but as soon as I get my act together I'll post what I come up with.

my advice would be white lotus evasions. However....


If you are using staff of the traveler, ou already have your atwill teleport for you might not need the power swap. The armor may or may not boost the distance of your converted shift(via staff). My RAW understanding is not that clear, hopefully someone else will clear that up.    


Considering your melee basic attack slides targets 1 square (and opportunity attacks resolve before the trigger action does), you can turn fights into an amusing "capture the flag" game by using the wonderous item "battle standard of the hungry blade".  



Attack me = I Hit you (White Louts master Ripsote)

Attempt to grab Flag = I hit you (and you dont get the flag)

Try to move away = I hit you (and you are slowed by the flag)

Attack Ally (but not me) = I hit you (and slide you)           


my advice would be white lotus evasions. However....


If you are using staff of the traveler, ou already have your atwill teleport for you might not need the power swap. The armor may or may not boost the distance of your converted shift(via staff). My RAW understanding is not that clear, hopefully someone else will clear that up.



According to this post of the Teleportation Guide by Zathris, the armor boosts the teleport created by the staff (it's under the spoiler in the "booster's" section).



Considering your melee basic attack slides targets 1 square (and opportunity attacks resolve before the trigger action does), you can turn fights into an amusing "capture the flag" game by using the wonderous item "battle standard of the hungry blade".  



Attack me = I Hit you (White Louts master Ripsote)

Attempt to grab Flag = I hit you (and you dont get the flag)

Try to move away = I hit you (and you are slowed by the flag)

Attack Ally (but not me) = I hit you (and slide you)           


This looks fun... I'll have to do some reading on that standard.  Thanks for your input!

EDIT:  Holy hell...  It slows them too?!  That would make my World Serpent's Grasp feat just stupid good.  And I wouldn't need to worry so much about my stances slowing them and could focus more on damage. 
I'm having some trouble getting the Arcane Familiar feat in the Character Builder to retrain allowing me to use paragon familiars.  Any help would be appreaciated.

I'm dropping the Arcane Implement Feat (since I got it anyway from the Sun Elf variant) and thought that the Arcane Wisp or Dimensional Pet would be beneficial.  I was also considering the Weapon Familiar since it allows me to shift whenever it attacks, and it can attack whenever I do, so maybe some extra damage there?
I don't know about the new online CB, but the old one only allowed higher level familiars if you took the feat itself at higher levels. Might have to just houserule it onto yourself, or re-order your feats til it works.
A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
Anyone who uses that Battlestandard is a terrible Jerk who may as well be using the domination throne or statue of enemies can't teleport.
"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.
Anyone who uses that Battlestandard is a terrible Jerk who may as well be using the domination throne or statue of enemies can't teleport.


Seconded 
Any particular reason they're a jerk?  Or just the nature of the item?
Because it can be easily abused as ****. It does way (!) too much for its opportunity cost.
Eladrin Knight -> Glimmering Blade?

Building on the Fighter base, you'll be a defender but with a very respectable amount of damage.


Knights don't do a respectable amount of damage unless everything is next to them and lets them punish consistently.  They're solid, but with a maximum of two encounter powers and no dailies (and on the Eladrin build, using INT to attack is a good idea, and generally keeps you from using those fighter encounter powers).

See my sig for a (very out-of-date) sample.
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.
I'm having some trouble getting the Arcane Familiar feat in the Character Builder to retrain allowing me to use paragon familiars.  Any help would be appreaciated.

I'm dropping the Arcane Implement Feat (since I got it anyway from the Sun Elf variant) and thought that the Arcane Wisp or Dimensional Pet would be beneficial.  I was also considering the Weapon Familiar since it allows me to shift whenever it attacks, and it can attack whenever I do, so maybe some extra damage there?



You mean Floating Weapon (aka, what Arcane Slashers would have wanted pre-nerf)? It doesn't have an attack. The shifting property is pretty good when combined with Staff of the Traveler and TP boosters.
Anyway, to choose a familiar by its active benefits doesn't work, since it will die nearly instantly while in active mode.
That's why Rakshasa Claw in general, and few others for specific builds, are the cream of the crop. 
I don't know about the new online CB, but the old one only allowed higher level familiars if you took the feat itself at higher levels. Might have to just houserule it onto yourself, or re-order your feats til it works.


Yeah, I had to shift some feats around and bump my level to 12 to be able to take the Floating Weapon familiar; which after reading that I misread the entry, isn't what I want.


Anyone who uses that Battlestandard is a terrible Jerk who may as well be using the domination throne or statue of enemies can't teleport.


Seconded 


Because it can be easily abused as ****. It does way (!) too much for its opportunity cost.


I'm inclined to agree, especially with the setup I listed before.  While there are a few other variations of cheese I've seen in 4e, I may bow-out of using this one.


You mean Floating Weapon (aka, what Arcane Slashers would have wanted pre-nerf)? It doesn't have an attack. The shifting property is pretty good when combined with Staff of the Traveler and TP boosters.
Anyway, to choose a familiar by its active benefits doesn't work, since it will die nearly instantly while in active mode.
That's why Rakshasa Claw in general, and few others for specific builds, are the cream of the crop. 


Thanks for clearing that up; I misread the entry for the familiar.  and with the hoops I was jumping through reorganizing my feats to try and get it early, it's even moreso not worth it.  I'll stick with the Arcane Whisp / Dimensional Pet if I take a familiar.


Knights don't do a respectable amount of damage unless everything is next to them and lets them punish consistently.  They're solid, but with a maximum of two encounter powers and no dailies (and on the Eladrin build, using INT to attack is a good idea, and generally keeps you from using those fighter encounter powers).

See my sig for a (very out-of-date) sample.


Would a Knight using Eldritch Strike as his MBA (Half-Elf Dillettante), staying adjacent to as many enemies as he can, going invisible to enemies he's adjacent to when he teleports (Feywild Wake), and teleporting when he shifts (Traveller's Staff), all while having reach (Staff Expertise) begin to do some respectable damage?  I'm sifting through feats that either allow him to make more MBAs or buff his MBA but I'm very unfamiliar with defender marking and how to increase that function or use it effectively.


I'm pumped about all the feedback I'm getting, thanks for helping everyone.
A question:

During my Swordmage/Warlock hybridding I noticed some synergy between Eldritch Strike and Booming Blade.  If I use Booming Blade on my turn, then on the enemy's turn it incurs an OA from me, using my Eldritch Strike (because it counts as an MBA) I slide the enemy 1 square, would that slide trigger my Booming Blade?
A question:

During my Swordmage/Warlock hybridding I noticed some synergy between Eldritch Strike and Booming Blade.  If I use Booming Blade on my turn, then on the enemy's turn it incurs an OA from me, using my Eldritch Strike (because it counts as an MBA) I slide the enemy 1 square, would that slide trigger my Booming Blade?

Yes. Although the odds of the enemy provoking an OA are pretty slim with a tactically compentent DM. Generating extra attacks for team PC is a bad idea.
Turning invis or just having absurd defenses ftw? My SM|Lock/Sigil Carver/MoM is probably the one I get the most hate for playing because reducing the DM's choice for half the monsters to '70% chance to take 25% SMHP damage or 90% chance to do nothing' is pretty goddamn rediculous, too few DM's realize that the 2nd choice is the best.
"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.
A question:

During my Swordmage/Warlock hybridding I noticed some synergy between Eldritch Strike and Booming Blade.  If I use Booming Blade on my turn, then on the enemy's turn it incurs an OA from me, using my Eldritch Strike (because it counts as an MBA) I slide the enemy 1 square, would that slide trigger my Booming Blade?

Yes. Although the odds of the enemy provoking an OA are pretty slim with a tactically compentent DM. Generating extra attacks for team PC is a bad idea.



Warlock|Swordmage, especially an Int/Cha one, has access to two of the best encounter immediates in heroic: Dimensional Vortex and Touch of Command. 

Touch of Command might not look like much on first read, but an off-action dominate is fantastic, and the trigger is nearly gauranteed on a character that mixes it up in melee (even more so for one that is marking).  The RAW for becoming dominated mid-turn is arguable, but to me a totally fair interpretation is that you can make it take one of it's remaining actions, if it has any remaining.  If your DM agrees, then you get basically two turns of dominate on an enemy, without having to use any of your own in-turn actions to do so.  Just having it run in circles ought to be enough to get it killed by OA's in that time, and you could certainly trigger Booming Blade off of that as well.   
Oh really? Do tell.

Yes, I'm aware dominate is ridiculous if you use it tactically (up to and including being a trivial way for any Wizard who is bored to one-shot anything in the game). I'm equally aware that if you do it, the DM will also do it, and basically all monsters he does it with have decent MBAs.

@Zathris: Yes. Like I said, a tactically competent DM won't provoke the OA, doing nothing is better if those are the options.
Oh really? Do tell.

Yes, I'm aware dominate is ridiculous if you use it tactically (up to and including being a trivial way for any Wizard who is bored to one-shot anything in the game). I'm equally aware that if you do it, the DM will also do it, and basically all monsters he does it with have decent MBAs.

@Zathris: Yes. Like I said, a tactically competent DM won't provoke the OA, doing nothing is better if those are the options.




I didn't mean to comment for your benefit, but for the OP's, as he may not be aware of such tactics. 
Yes. Although the odds of the enemy provoking an OA are pretty slim with a tactically compentent DM. Generating extra attacks for team PC is a bad idea.


I was hoping to utilize Feywild Wake to become invisible to at least the guy I hit with Booming Blade, which I'm assuming would greatly increase my chance of getting an OA.


Turning invis or just having absurd defenses ftw? My SM|Lock/Sigil Carver/MoM is probably the one I get the most hate for playing because reducing the DM's choice for half the monsters to '70% chance to take 25% SMHP damage or 90% chance to do nothing' is pretty goddamn rediculous, too few DM's realize that the 2nd choice is the best.


What's SMHP?


Warlock|Swordmage, especially an Int/Cha one, has access to two of the best encounter immediates in heroic: Dimensional Vortex and Touch of Command.  

Touch of Command might not look like much on first read, but an off-action dominate is fantastic, and the trigger is nearly gauranteed on a character that mixes it up in melee (even more so for one that is marking).  The RAW for becoming dominated mid-turn is arguable, but to me a totally fair interpretation is that you can make it take one of it's remaining actions, if it has any remaining.  If your DM agrees, then you get basically two turns of dominate on an enemy, without having to use any of your own in-turn actions to do so.  Just having it run in circles ought to be enough to get it killed by OA's in that time, and you could certainly trigger Booming Blade off of that as well.   


This looks fantastic.  I look forward to wreaking havoc with this  Smile


A couple more questions as I'm crawling through the builder:

 - Do I get an option to get another at-will attack at some point in a SM/Warlock hybrid?  I absolutely love the potential of Luring Strike with Staff of the Traveller and teleport extension but I'd hate to miss out on Booming Blade.

 - As Aranador brought up earlier, I'm considering adding the Fey Charge Feat and optimizing some charge damage.  Would Fey Charge work in conjunction with Eladrin Swordmage Advance at all?  I saw a few debates about it and saw that eratta changed the word "use" to "expend" for Fey Charge while ESA says "use."  Even if it doesn't work, would a little charge optimization effectively bring some more damage to the build, or would feats/items be better spent on other damage-based things?

 - Aegis of Assault is being shown as an Encounter Power in the builder; would I only be able to use this once per encounter?  The line "until you use this power against another target" is confusing to me.

 - The builder says I don't get the at-wills or the pact boon from my chosen pact (Fey Pact); so do I gain the secondary benefits from certain powers based on my pact?  If so, is there a certain pact that you guys would recommend based on the powers you're suggesting and the teleporting/damage I'd like to do?

 - This is to make sure I understand the mechanics behind using Quickcurse Rods:  I plan on using the Staff of the Traveller in my offhand.  I would then use my familiar to FA switch to the Quickcurse Rod before I hit with an Eldritch Strike (or... since it just says "power", I could use it with any power?) thereby allowing me to curse another creature, and make sure I FA switch back to the Traveller's before something grants me a shift?

 - As an AoE option:  I saw someone use Swordburst + Arcane Admixture + Resounding Thunder.  Should I sprinkle in this AoE combo, or stick to more single target dps? 
SMHP = Standard Monster Hit Points

You can get another Warlock At-Will Attack Power via Twofold-Pact. For another Swordmage At-Will Attack Power, you need to be a Human.

Fey Charge doesn't word with ESA because it expends. The errata was made specifically so that it doesn't count as using it.

Aegis of Assault is an encounter power for Hybrid Swordmages, "until you use this power against another target" was left in from the at-will version just in case you somehow find a way to re-use it before you regain the use of it when your first target dies.

"ELDRITCH PACT (HYBRID)
This class feature functions as the warlock class feature, except that you don’t gain the at-will attack power or the Pact Boon granted by it. This means you meet prerequisites that require the pact you choose, and you can use the benefits tailored for it in certain powers."



Emphasis mine.

You can't use Eldritch Strike with Quickcurse Rod because Rods aren't weapons and Eldritch Strike lacks the Implement keyword, but other than that, what you describe works.

As a striker, you should focus on single target DPR, except when you can get your DPR via AoE attacks to the point where attacking a single target is a waste of time because you can blast them all away in one go.
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