Fighter/Cleric Opportunity Gish

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Alright, so the search for a Gish character build continues, as ever. And there are a few that seem pretty decent out there. This here, is my contribution to the cause. Yeah, its divine, not arcane; but its a melee/caster hybrid that can buff and do some ranged damage as well. It's designed to use the Glaive to (ab)use the Polearm Gamble/Blade Opportunist/Heavy Blade Opportunity combo that seems pretty potent. As for why Fighter/Cleric? Well, fighter needs Wisdom already as a second stat, thus making most Cleric powers useable almost as well as Clerics can themselves; secondly, Holy Symbols only need be worn, not wielded, meaning that you can have a 2-hander and still use the powers without constant weapon-swapping. Furthermore, the Warpriest class has amazing synergy with the OA craziness that fighters can pull off.

So, without further adieu:

Fighter/Cleric Gish Stats: I tried it as Elf and Longtooth Shifter...I find Shifter to be better, thanks to stat bonuses and the pretty awesome encounter regen, which helps make up for a lower than average constitution. Here are both statlines, but for the rest of the build, I'm going to go with the Shifter.

Stat............Elf.....Shifter
Strength.......16........18*
Constitution...13........11
Dexterity.......16*......15
Intelligence....10........10
Wisdom..........16*.....16*
Charisma........8..........8

*= racial boosts

Stats are similar, but the second build has better primary stat (Str) and the same/slighly lower secondaries (Wis/Dex). Since many fighter abilities are Reliable, and regeneration as an encounter ability is awesome, I think that Shifter wins out, YMMV, and both are pretty effective looking. Key point is that 15 dex means you don't have to dump more points into it at the x4 and x8 levels. Just bring up Str and Wis (and maybe Con, too).

Next we get to Feats, either one would be the same:
(1)Initiate of the Faith - Straightforward, need this, it's the point. Allows healing 1/day and implement usage.
(2)Blade Opportunity - Now have a healthy +5 on OA's, that will only grow.
(4)Toughness - Extra HP is good since we have low Con, but this could be substituted for Focus or whatever.
(6)Novice Power - Straightforward, get a cleric encounter power.
(8)Acolyte Power - Same, but for Utility power.
(10)Adept Power - Ditto, but Daily.
(11)Polearm Gamble - The start of the combo of awesome.

'Nuff said on these, I think. Toughness is a floating choice, I guess. Personally, I think it's nice, but it could easily change, it's hardly critical. Next come powers, whose choices I will try to be a bit more in depth about, and why I chose the powers I did for certain levels.

At-Will:
(1)Cleave - Yup, nice for swarms, and reach makes it pretty cool.
(1)Reaping Strike - The 2-hander power of choice, great with 18 starting Str.

Encounter:
(1)Spinning Sweep - Knocking people prone at range is fun. Again, hardly critical, take the power of your choice here.
(3)Daunting Light (Cleric) - Ranged blast against Reflex, and sets up Combat Advantage.
(7)Sudden Surge - Free movement to nail someone and shift to be next to some nice potential OA victims.
(11)Battle Cry - Close attack that also lets you heal the entire party? Yes, please!

Daily:
(1)Comback Strike - Useful to keep yourself alive and let the real healer focus elsewhere. Could be changed, though.
(5)Crack the Shell - Nice, lets you make baddies easier to kill and has ongoing damage, my fave at this level.
(9)Flame Strike - Make Dragonborn cry by having this nail people from far, far away, and leaving them on fire. Huge AoE!

Utility:
(2)No Opening - Encounter power that negates the disadvantage of Polearm Gamble for a serious threat...yeah.
(6)Cure Serious Wounds - Party synergy, big sudden heal for someone, saves actual healing surges. Awesome.
(10)Into the Fray - Extra movement. Could take Last Ditch, but I prefer encounter powers, personally.

So, those are my choices, up to 11. Makes a strong melee character a decent party buffer (read: healer) with a couple ranged attacks when needed, and still gives you basically the same melee potential for awesomeness that comes from being a OA polearm fighter. As you level past 11, you can just keep picking appropriate powers. Warpriest is totally awesome. It helps bump your AC in Scale, which you can negate the movement penalty on, thanks to Scale Spec. It further buffs your team by allowing an encounter reroll of a 1 to you or an adjacent ally. PLUS at 16, when you nail someone with a melee at-will, you can give it effectively a fighter mark that lasts the encounter, except that you can attack with an OA, instead of an immediate interrupt. Since your OA's will be using at-wills at level 12, you can mark something, and force it to chase you around, or suffer OA's. Furthermore, this Warpriest mark does not specify adjacent, so you can shift a square away, and still keep it locked, while engaging more people. Hell, the only bad thing about the Warpriest mark is that it only lets you do it to one poor sucker at a time. :D

The powers for Warpriest are better than the Fighter options available to a polearm specialist, IMO. Battle Favor lets you get an effect like Cure Serious or recover a daily, once per day when you get a nat 20. Pretty pimptastic in my book. And lastly at 20 it gives you a close burst 5 AoE versus Will that lets you absolutely own the face of someone taking ongoing Radiant damage...and thanks to Flame Strike (and I'm sure other possible Cleric choices) you can get away with that.

I'm spent, what does everyone think? Any obvious flaws? Improvements? High-fives? :D
The two have great synergy (Fighter/Cleric being clearly superior to Cleric/Fighter I think).

I was thinking of writing this up myself It also makes an excellent character for solo games.
I agree, Cleric/Fighter doesn't really gain you as much. You can trade a few melee abilities for the moderately better Fighter ones, but really, you just end up wasting a lot of feats for little gain. Cleric on top of fighter gets you healing and ranged damage, plus a sweet PP.
I can't tell you how perfect this post is for helping me build the character I want. Thanks!
I like the idea of the wisdom synergy between the classes, though you are using quite a few feats to set up the combo, and as I've mentioned on similar threads I'm not going to become a believer in OA-centric reach fighter builds until I see one in action, because it still seems like you're better off marking enemies and standing right next to them so you can keep them under control with combat challenge, instead of keeping them 1 square away where (even if they're marked) they can just wander off and kill the squishies.

Though obviously if you're looking for a healing/fighter hybrid with a few ranged AOEs this is absolutely perfect. I just have this obsession that since fighters are so good at defending, they should generally try really hard to do it :D
Well, really it's all about trading more stickiness for AC/Reflex. Since whenever someone gets near me I get an OA, it's easier to prematurely halt someone's movement. Once they're marked, yeah, you do have to stay close, but reach makes it possible to hit and mark targets that would otherwise be out of reach. Trading a bit of durability for increased marking range is what the Polearm builds seem to be all about. The question is whether that loss of AC/Reflex is worth it for potential extra damage.
Have you considered fully multiclassing into Cleric? It actually seems pretty solid to me. One of the coolest benefits is getting an actually good at-will power to use with Heavy Blade Opp. (Righteous Brand). You also get one of the Cleric's 10th level Utilities, (or 2 if you chose one with your utlility swap feat) and they're all pretty solid. Your level 7 encounter could be whatever, but blinding is a great effect and immobilize is hilarious with your polearm. Stay one space away please.

For your level 19 dailies, I'd say that the cleric dailies at this level are amazing, and probably better than most, if not all, of the PP dailies.

Fire Storm = mark everyone in 11x11 area + MASSIVE DAMAGE (lol), with sustaining effects to continue with still pretty decent damage, Holy Wrath affects close burst 3 (mark) and gives you regen 10 and +2 to attack rolls for the rest of the encounter, Indomitable Spirit has a MCLW attached to it, and... well I don't really like Knight of Glory much, but it does quite nice damage if it hits, and uses a minor action to attack.
Have you considered fully multiclassing into Cleric? It actually seems pretty solid to me. One of the coolest benefits is getting an actually good at-will power to use with Heavy Blade Opp. (Righteous Brand).

Winner. I've thought about this too. I'd pick human for the 3 at-wills going this route.
Furthermore, this Warpriest mark does not specify adjacent, so you can shift a square away, and still keep it locked, while engaging more people. Hell, the only bad thing about the Warpriest mark is that it only lets you do it to one poor sucker at a time. :D

You can't make an opportunity attack unless your adjacent to the enemy. Even if you're wielding a polearm and the enemy provokes an OA, you have to be adjacent to make the attack. I can go into more detail if you need me to...
Ok guys but lets suppose you get a boss monster and some minions...

unless the minions walk around if the battleground allows it (not narrow corridor 5 squares width of the minions are medium) the fighter can hold the boss close and chop the minions that try to pass by.. he can avoid being flanked by a thieve minion also... or throw a skirmisher among the players to get mobbed/flanked and so on

its much more tactical... than just roll a dice or hope an enemy will walk around you without shifting to get an AO...

You guys are too used to 1xplayers combat OA arent ment for that..

besides.. Instead of shifter Id go for a Bug Bear or Minotaur.. because I like shields =)
...Instead of shifter Id go for a Bug Bear or Minotaur.. because I like shields =)

That doesn't work. Bugbear and Minotaur allow you to "use weapons of one size larger as though they were your size," which is not equivalent to "you may use weapons as though you were one size larger."