PEACH: Early Heroic Invoker|Ranger Controller

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After some searching and a helpful thread (CharOp delivers) I've decided to play a Invoker|Ranger that turns his Divine Bolts into an RBA through Power of Skill in order to prone/slow/slide two enemies with it through Clever Shot. A heavy handing of control overall with Thunder of Judgment, Silent Malediction and Stalker's Mist.

Bonus At-will over Heroic Effort to get Hand of Radiance because we will be facing many undead.

Please PEACH.

In terms of race: I would have maybe probably prefered Mul for WIS/CON and so I could get rid of the daze conditions some of my invoker powers would inflict on me, but we're starting at level 2 and I didnt want to get stuck without an Expertise feat for two levels (plus HoR for an undead campaign).

Theme: Fey Beast Tamer to have something useful and cool to do with my move actions. The Owlbear can flank, put pressure on enemies and help with damage (and eventually grant CA as well). Eventually I could pick up Hybrid Talent (Beastmaster) to get some "wall of fur" type mechanic going on. On top of getting a Storm Talon for the +2 to hit on my at-will and upcoming lightning/thunder powers. Maybe I'd even get a mount for the thematics (friend of the animals).

I also considered Noble Adept for the bonus to rolls.


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====== Created Using Wizards of the Coast D&D Character Builder ======
Kyril, level 2
Human, Ranger/Invoker
Hybrid Ranger Option: Hybrid Ranger Reflex
Covenant Manifestation Option: Manifestation of Wrath
Hybrid Invoker Option: Hybrid Invoker Fortitude
Human Power Selection Option: Bonus At-Will Power
Associate: Trained Young Owlbear
Impiltur (Impiltur Benefit)
Theme: Fey Beast Tamer
 
FINAL ABILITY SCORES
STR 8, CON 14, DEX 11, INT 10, WIS 20, CHA 10
 
STARTING ABILITY SCORES
STR 8, CON 14, DEX 11, INT 10, WIS 18, CHA 10
 
 
AC: 15 Fort: 15 Ref: 13 Will: 17
HP: 35 Surges: 8 Surge Value: 8
 
TRAINED SKILLS
Dungeoneering +12, Heal +12, Insight +12, Nature +12, Perception +12
 
UNTRAINED SKILLS
Acrobatics +0, Arcana +1, Athletics –1, Bluff +1, Diplomacy +1, Endurance +2, History +1, Intimidate +1, Religion +1, Stealth +0, Streetwise +1, Thievery +0
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Hunter's Quarry  Power: Hunter's Quarry
Ranger Attack: Clever Shot
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Divine Bolts
Invoker Attack 1: Thunder of Judgment
Invoker Attack 1: Silent Malediction
Ranger Utility 2: Stalker's Mist
 
FEATS
Archery Mastery
Level 1: Power of Skill
Level 2: Staff Expertise
 
ITEMS
Eagle Eye Goggles (heroic tier) x1
Magic Staff +1 x1
Magic Hide Armor +1 x1
====== End ======


A typical fight against melee combatants could go like so:
5 melee combatants start their turn with
1 is one square away from an ally => prone
1 is seven squares away from the nearest ally => slow (save ends)

Then, when they're properly in melee adjacent to my allies, drop Thunder of Judgment to daze and slide them 1 (so they can't charge).

Very good chance I'll waste monster's turns and guaranteed I'll help allies to hit by making monsters grant CA.
I'm pretty sure that divine bolts -> prone thing won't work.

Clever shot uses a RBA as a mechanic, but it doesn't become something you can swap in for an RBA (for direct the strike, for example):

"Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:" 
Power of Skill is pretty precise: "You can use any power you have that is associated with this feat as a basic attack."

There have been many builds built around this with Rapid Shot.
Clever shot is associated with that feat?

Looks like it's:
"Associated Powers: Divine BoltsOverwhelming StrikeRighteous BrandValiant Strike"

So you can use divine bolts as an RBA... but that doesn't let you use clever shot's power when you're doing an RBA. You only get the cool proning/sliding stuff when you use Clever Shot.
You know very well what I'm refering to.

Check out this build for example.


On my turn as a standard action I can use Clever Shot which is very specific:
"You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
    * You slide the target up to 2 squares.
    * The target falls prone.
    * The target is slowed (save ends)."


And since Power of Skill lets me use Divine Bolts as a basic attack, than that's what I use and hence the target of the attack gets proned if hit. The target here being two creatures.

Could you at least check the sources before pouncing on my thread with build breaking falsehoods minutes after I make it?
Oh. Apologies. I was reading the order of operations backwards.

I was going

Divine Bolts (a two target now RBA) -> Clever Shot -> Prone. Which doesn't work.

When it's actually the opposite (Clever Shot -> Divine Bolts). That one reads fine.  And is pretty powerful (especially with the flexible options).

My brain just naturally followed the top path as that's how your description listed it ("Divine Bolts into an RBA through Power of Skill in order to prone two enemies with it through Clever Shot").
Maybe you could attempt to make the argument that Clever Short specifies "You make a ranged basic attack with a weapon" while Divine Bolts is an implement attack, not a weapon attack. Then again, RBAs are initially assumed to be weapon attacks and a staff is both a weapon and an implement (same logic as Dizzying Mace builds).
"Attacking with a weapon" and "making a weapon attack" are not necessarily the same thing.  Using a weapon as an implement still counts as attacking with a weapon.
"Attacking with a weapon" and "making a weapon attack" are not necessarily the same thing.  Using a weapon as an implement still counts as attacking with a weapon.


Or using an implement that acts as a weapon (e.g. a staff or a "mace" rod).

Wednesday Character:

Dredge, Level 2 Revenant!Githzerai Night Stalker Assassin

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====== Created Using Wizards of the Coast D&D Character Builder ======
Dredge, level 2
Revenant, Assassin
Build: Night Stalker Assassin
Guild Training: Night Stalker
Assassin: Black Flame Form
Choose your Race in Life: Githzerai
Background: Silent Hunter (Silent Hunter Benefit)

FINAL ABILITY SCORES
Str 8, Con 15, Dex 20, Int 12, Wis 13, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 18, Int 12, Wis 13, Cha 16.


AC: 18 Fort: 14 Reflex: 16 Will: 16
HP: 29 Surges: 8 Surge Value: 7

TRAINED SKILLS
Stealth +12, Thievery +11, Bluff +10, Acrobatics +11, Perception +8

UNTRAINED SKILLS
Arcana +2, Diplomacy +5, Dungeoneering +2, Endurance +5, Heal +2, History +2, Insight +2, Intimidate +7, Nature +2, Religion +2, Streetwise +5, Athletics

FEATS
Level 1: Githzerai Blade Master
Level 2: Ki Focus Expertise

POWERS
Assassin at-will 1: Shadow Storm
Assassin at-will 1: Executioner's Noose
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Targeted for Death
Assassin utility 2: Agile Recovery

ITEMS
Leather Armor, Bastard sword, Light Shield, Flensing Fullblade +1, Helm of Seven Deaths, Magic Ki Focus +1
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Friday Character:

Snow, Level 3 Razorclaw Shifter Flashing Blade Scout

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====== Created Using Wizards of the Coast D&D Character Builder ======
Snow, level 3
Razorclaw Shifter, Scout
Two-Weapon Style: Flashing Blade Mastery
Ranger Wilderness Knacks: Ambush Expertise
Ranger Wilderness Knacks: Watchful Rest
Background: River Smuggler (River Smuggler Benefit)

FINAL ABILITY SCORES
Str 8, Con 15, Dex 20, Int 12, Wis 18, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 18, Int 12, Wis 16, Cha 13.


AC: 18 Fort: 15 Reflex: 18 Will: 16
HP: 37 Surges: 9 Surge Value: 9

TRAINED SKILLS
Nature +10, Perception +10, Streetwise +8, Acrobatics +13, Stealth +13

UNTRAINED SKILLS
Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +5, Endurance +3, Heal +5, History +2, Insight +5, Intimidate +2, Religion +2, Thievery +6, Athletics +1

FEATS
Feat User Choice: Spiked Chain Training
Level 1: Light Blade Expertise
Level 2: Improved Defenses

POWERS
Scout aspect of the wild (scout) 1: Aspect of the Charging Ram
Scout aspect of the wild (scout) 1: Aspect of the Dancing Serpent
Level 2 Scout Utility Power: Invigorating Stride

ITEMS
Leather Armor, Adventurer's Kit, Climber's Kit, Sack (8), Relentless Spiked chain +1, Dagger, Quickhit Braces (heroic tier)
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Saturday Characters:

Vorgh, Level 15 Human Storm Sorcerer|Blizzard Mage

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====== Created Using Wizards of the Coast D&D Character Builder ======
Vorgh, level 15
Human, Sorcerer, Blizzard Mage
Build: Storm Sorcerer
Spell Source: Storm Magic
Eldritch Strike: Eldritch Strike Charisma
Arcane Admixture Damage Type: Arcane Admixture Cold
Human Power Selection: Heroic Effort
Windrise Ports Benefit: Windrise Ports (Acrobatics)
Arcane Admixture Power: Flame Spiral
Background: Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 9, Con 16, Dex 20, Int 13, Wis 14, Cha 24.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 16, Int 12, Wis 13, Cha 18.


AC: 28 Fort: 26 Reflex: 29 Will: 33
HP: 98 Surges: 9 Surge Value: 24

TRAINED SKILLS
Diplomacy +21, Arcana +15, Acrobatics +19, Bluff +21, Insight +16

UNTRAINED SKILLS
Dungeoneering +13, Endurance +14, Heal +13, History +12, Intimidate +18, Nature +13, Perception +13, Religion +12, Stealth +16, Streetwise +18, Thievery +16, Athletics +10

FEATS
Human: Staff Expertise
Level 1: Improved Defenses
Level 2: Dual Implement Spellcaster
Level 4: Implement Focus (Staff)
Level 6: Grounding Shot
Level 8: Unarmored Agility
Level 10: Against All Odds (retrained to Repel Charge at Level 11)
Level 11: War Wizardry
Level 12: Jack of All Trades
Level 14: Arcane Admixture

POWERS
Power User Choice: Eldritch Strike
Primordial Adept Starting Feature: Solkara's Wave
Ring of Borrowed Spells: Ice Dragon's Teeth
Ring of Borrowed Spells: Earthquake Strike
Sorcerer at-will 1: Blazing Starfall
Sorcerer at-will 1: Dragonfrost
Sorcerer encounter 1: Thundering Roar
Sorcerer daily 1: Ice Javelins
Sorcerer utility 2: Dragonflame Mantle
Sorcerer encounter 3: Flame Spiral
Sorcerer daily 5: Palest Flames
Sorcerer utility 6: Sudden Scales
Sorcerer encounter 7: Rimestorm
Sorcerer daily 9: Howling Hurricane
Sorcerer utility 10: Narrow Escape
Sorcerer encounter 13: Thunder Breath (replaces Thundering Roar)
Sorcerer daily 15: Lightning Daggers (replaces Ice Javelins)

ITEMS
Acrobat Boots (heroic tier), Viper Belt (heroic tier), Helm of Seven Deaths, Rhythm Blade Dagger +2, Ioun's Revelation (level 3), Executioner's Bracers (heroic tier), Backlash Tattoo (heroic tier), Ring of Fury (paragon tier), Raven Cloak +3, Staff of Ruin +3, Robe of Defying Flames Githweave Armor +3, Gloves of Ice (paragon tier), Potion of Cure Moderate Wounds, Ring of Borrowed Spells, Fundamental Ice (heroic tier) (5), Foe Stone (paragon tier)
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Sheska, Level 15 Human Brawler Fighter|Shock Trooper

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====== Created Using Wizards of the Coast D&D Character Builder ======
Sheska, level 15
Human, Fighter, Shock Trooper
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Human Power Selection: Heroic Effort
Background: Former Gladiator (Former Gladiator Benefit)

FINAL ABILITY SCORES
Str 24, Con 13, Dex 16, Int 14, Wis 20, Cha 9.

STARTING ABILITY SCORES
Str 18, Con 12, Dex 15, Int 13, Wis 16, Cha 8.


AC: 32 Fort: 34 Reflex: 27 Will: 29
HP: 112 Surges: 10 Surge Value: 29

TRAINED SKILLS
Intimidate +13, Endurance +15, Heal +19, Athletics +21, History +16

UNTRAINED SKILLS
Acrobatics +12, Arcana +11, Bluff +8, Diplomacy +8, Dungeoneering +14, Insight +14, Nature +14, Perception +14, Religion +11, Stealth +12, Streetwise +8, Thievery +12

FEATS
Human: Master at Arms
Level 1: Improved Defenses
Level 2: Weapon Focus (Unarmed)
Level 4: Brawler Guard
Level 6: Inescapable Hold
Level 8: Focused Superiority (retrained to Striking Resurgence at Level 11)
Level 10: Brutal Brawler
Level 11: Deft Hurler Style
Level 12: Armor Specialization (Scale)
Level 14: Marked Scourge

POWERS
Fighter at-will 1: Grappling Strike
Fighter at-will 1: Cleave
Power User Choice: Direct the Strike
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Driving Attack
Fighter utility 2: Pass Forward
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It
Fighter daily 9: Pitiless Grapple
Fighter utility 10: Clearheaded
Fighter encounter 13: Stranglehold (replaces Steel Serpent Strike)
Fighter daily 15: Dust Storm Assault (replaces Driving Attack)

ITEMS
Power Jewel (heroic tier), Battle-Scarred Champion (heroic tier), Iron Armbands of Power (heroic tier), Davros Elden's Hasty Resurgence (heroic tier), Ioun's Revelation (level 3), Frozen Wyvernscale Armor +3, Spiked gauntlet of Great Opportunity +2, Pileus Helm (Level 6), Rope of Slave Fighting (heroic tier), Battlestrider Greaves (paragon tier), Lightning Javelin +3, Amulet of False Life +3, Backlash Tattoo (heroic tier), Potion of Cure Moderate Wounds
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Mari, Level 15 Human Archery Ranger|Battlefield Archer

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====== Created Using Wizards of the Coast D&D Character Builder ======
Mari, level 15
Human, Ranger, Battlefield Archer
Build: Archer Ranger
Fighting Style: Archer Fighting Style
Ranger: Prime Shot
Human Power Selection: Heroic Effort
Background: Fugitive from a Vengeful Rival (Fugitive from a Vengeful Rival Benefit)

FINAL ABILITY SCORES
Str 9, Con 16, Dex 24, Int 13, Wis 20, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 18, Int 12, Wis 16, Cha 13.


AC: 32 Fort: 28 Reflex: 31 Will: 28
HP: 98 Surges: 9 Surge Value: 24

TRAINED SKILLS
Bluff +19, Nature +19, Stealth +22, Dungeoneering +19, Acrobatics +21, Perception +21

UNTRAINED SKILLS
Arcana +10, Diplomacy +11, Endurance +12, Heal +14, History +10, Insight +14, Intimidate +11, Religion +10, Streetwise +11, Thievery +16, Athletics +8

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Expertise
Level 2: Improved Defenses
Level 4: Predatory Action
Level 6: Weapon Focus (Crossbow)
Level 8: Lethal Hunter
Level 10: Grounding Shot
Level 11: Steady Shooter
Level 12: Armor Specialization (Hide)
Level 14: Shadow of the Wild

POWERS
Power User Choice: Rapid Shot
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Sure Shot
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Spitting-Cobra Stance
Ranger utility 6: Healing Lore
Ranger encounter 7: Biting Volley
Ranger daily 9: Attacks on the Run
Ranger utility 10: Defensive Volley
Ranger encounter 13: Pinning Strike (replaces Two-Fanged Strike)
Ranger daily 15: Confounding Arrows (replaces Sure Shot)

ITEMS
Swiftshot Superior crossbow +3, Feytouched Earthhide Armor +3, Cloak of Distortion +3, Bracers of Archery (heroic tier), Acrobat Boots (heroic tier), Gauntlets of Blood (heroic tier), Ioun's Revelation (level 3), Crimson Determination (heroic tier), Eagle Eye Goggles (heroic tier), Tattoo of Bloodied Chains (heroic tier), Elven Chain Shirt (heroic tier), Viper Belt (heroic tier), Endless Quiver, Lightning Arrow +2 (4), Potion of Cure Moderate Wounds, Stone of Wind (paragon tier)
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Sunday Character:

Bowen, Level 1 Half-Elf Euphoric Ardent

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====== Created Using Wizards of the Coast D&D Character Builder ======
Bowen, level 1
Half-Elf, Ardent
Build: Euphoric Ardent
Ardent Mantle: Mantle of Elation
Half-Elf Power Selection: Knack for Success
Background: Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)

FINAL ABILITY SCORES
Str 8, Con 18, Dex 14, Int 12, Wis 14, Cha 20.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 14, Int 12, Wis 14, Cha 18.


AC: 15 Fort: 15 Reflex: 12 Will: 16
HP: 30 Surges: 11 Surge Value: 7

TRAINED SKILLS
Streetwise +10, Endurance +8, Diplomacy +12, Insight +9

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +5, Dungeoneering +2, Heal +2, History +1, Intimidate +5, Nature +2, Perception +2, Religion +1, Stealth +1, Thievery +1, Athletics -2

FEATS
Level 1: Valenar Weapon Training

POWERS
Ardent at-will 1: Intent Laid Bare
Ardent at-will 1: Energizing Strike
Ardent daily 1: Battleborn Acuity

ITEMS
Falchion, Hide Armor
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I've decided to play a Invoker|Ranger that turns his Divine Bolts into an RBA through Power of Skill in order to prone/slow/slide two enemies with it through Clever Shot. A heavy handing of control overall with Thunder of Judgment, Silent Malediction and Stalker's Mist.

Sounds like a blast to play, and more controllery then a non-hybrid wrathvoker of equal level.  Stalker's Mist looks like a very good controller power, too (reminds me of Stinking Cloud, but ally-friendly).
I've decided to play a Invoker|Ranger that turns his Divine Bolts into an RBA through Power of Skill in order to prone/slow/slide two enemies with it through Clever Shot. A heavy handing of control overall with Thunder of Judgment, Silent Malediction and Stalker's Mist.

Sounds like a blast to play, and more controllery then a non-hybrid wrathvoker of equal level.  Stalker's Mist looks like a very good controller power, too (reminds me of Stinking Cloud, but ally-friendly).



I've found another shtick to add to this.

Instead of Human, you got Half-Elf and pick Song of Serendipity as your Dilettante. Then you pick up Master of Stories (Skald MC) at level 4 or 6 and now your Divine Bolts can prone two enemies while giving two allies a +2 power bonus to attack, for a total of +4 to attack. Now that's some serious enabling.
I've found another shtick to add to this.

Instead of Human, you got Half-Elf and pick Song of Serendipity as your Dilettante. Then you pick up Master of Stories (Skald MC) at level 4 or 6 and now your Divine Bolts can prone two enemies while giving two allies a +2 power bonus to attack, for a total of +4 to attack. Now that's some serious enabling.

Nice augment.  An alternative route is to pick up Corellon's Boon of Arcane Might and choose Song of Serendipity as the encounter power (from the property).  You can pick up Master of Stories as a human sooner, with your extra feat (Half-Elf is good for the Con/Wis boosts, but you also lose HoR).  Might be worth staying human if your DM lets you start out with the boon at level 2...No Half-Elf needed.

I assume that we're just completely forgetting about the Hunter's Quarry (hybrid) power.

Clever Shot doesn't have a Target, Attack, or Hit line, and thus can't trigger Quarry. Clever Shot doesn't hit.

Even if you use the human bonus at-will to make a more traditional Ranger attack, this character doesn't have much in the way of Strength or Dexterity to land the hit.

I'm assuming the build basically ignores Quarry.
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.
Yes it does ignore quarry in case that wasn't clear. The only reason I'd consider quarrying is if I ever decide to get a beast (towards Epic) so that I could use the minor beast attack feat (Quick Beast Attack) to trigger the quarry dice off of that since the beast can trigger quarry dice from basic attacks. This fits the controller role pretty nicely with something like the Constricting Serpent or Savage Wolf feats which immobilize or prone enemies on beast basic attacks, making it a minor action control attack on top of some damage.