Bulldozer: The Minotaur Spear and Shield Guardian Push Fighter

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Bulldozer
IMAGE(http://img3.imageshack.us/img3/8784/minoboarwithtuskage.jpg)



Bully is a Minotaur Fighter // Warlord // Beast-blooded Minotaur // Eternal Defender that focuses on keeping his allies safe by maneuvering his enemies around the battlefield and limiting their options to fight back.

Level 1
Bulldozer
Race: Minotaur
Class: Fighter
Weapon Talent: One-Handed

Ability Scores
STR: 18
CON: 15
DEX: 14
INT: 10
WIS: 14
CHA: 8

HP: 35; Bloodied: 17; Surges: 11 (8)
AC/Fort/Ref/Will: 19/16/14/12
Initiative: +2; Speed: 5

At-Wills: Tide of Iron, Footwork Lure
Encounter: Goring Charge, Passing Attack
Daily: Comeback Strike

Skills
Endurance +6 (+8 without shield)
Perception (Last of the Breed) +10
Athletics +7 (+9 to climb with kit, +11 with kit and without shield)

Feat: Toughness

Gear: Scale Armor, Heavy Shield, Trident, Standard Adventurer's Kit, Climber's Kit, 18 gold pieces

Tide of Iron/Footwork Lure
+7 vs. AC
1d8+4 damage and Push or Slide 1 Square

Combat Challenge Immediate Interrupt
+7 vs. AC
1d8+4 damage

--------------------

At first level, you defend mostly by pushing or pulling your enemies away from your allies through your at-wills, and of course with your Combat Challenge and Superiority features.

Toughness bumps your HP to a solid 35 at level 1.


The rest of Heroic Tier
Level 2

Utility: Pass Forward
Feat: Shield Push

Pass Forward is to maneuver around an enemy without eating an OA. Letting your enemy get free attacks on you is rarely desired. This lets you move to set up a flank or to reach another enemy. But also consider that your at-wills push and slide an enemy. Pass Forward can help you move around to pick in what direction you want to push or slide your enemy without provoking an OA for your movement.

Shield Push is to continuing tightening that noose around your marked enemies. You can spoil an enemy attack by using your Combat Challenge attack to push him out of reach of an ally. This will get better as your Push optimization gets better.


Level 3

Encounter: Rain of Blows

This attack power has incredible potential to deal a lot of damage. When fighting elites or solos, this is what you use after you knock them prone. As a plus, it can also mark up to 3 enemies depending on how you hit.


Level 4

Feat: Student of Battle
+1 Strength, +1 Constitution

The warlord class has a few powers that synergize well with Bulldozer's fighting style. Student of Battle opens up the power swap feats and grants Inspiring Word once a day (awesome!).

Strength will be increased at every opportunity. This is the only level where Constitution is increased, for the additional Healing Surge.


Level 5

Daily: Agonizing Assault

A single-target power that immobilizes and dazes (save ends). A nice control attack against a strong foe.


Level 6

Utility: Settle the Score
Feat: Opportunity Gore

Settle the Score has a nice effect if used against an enemy that will be around for a while.

Opportunity Gore grants you the ability to knock enemies prone with an OA. This is a strong effect combined with Combat Superiority. By trying to move away from you, an enemy provokes an OA that not only cancels their movement but also knocks them prone. More than likely, the risk is to great to attempt the move. That leaves shifting away, attacking an adjacent ally, or attacking you. Two of those three options trigger your Combat Challenge attack.


Level 7

Encounter: Come and Get It

You want to get surrounded, and there's no better way of getting surrounded than by making people move next to you.


Level 8

Feat: Acolyte Power (Swap Settle the Score for Guileful Switch)
+1 Strength, +1 Dexterity

Guileful Switch is... crazy. It's almost like an action point in each encounter depending on your target's place in the initiative order. Using it with Come and Get It or your various push/slide powers can set up your party controller for an AoE effect or your striker for some ranged Blast/Burst powers immediately after your turn. Then you get to go again !

Increase Dexterity so that at level 11 you get an increased modifier for better Initiative and Reflex.


Level 9

Daily: Thicket of Blades

A close burst that slows your enemies until they save.


Level 10

Utility: Defensive Resurgence
Feat: Armor Proficiency (Plate)

Defensive Resurgence is another Healing Surge use in a day. Between Comeback Strike, Inspiring Word, and Defensive Resurgence you can use three Healing Surges per day before you need to use your Second Wind or have an ally heal you.

Plate Armor is for the higher Armor Class.


Level 11
Bulldozer
Race: Minotaur
Class: Fighter
Weapon Talent: One-Handed
Multiclass: Warlord
Paragon Path: Beastblooded Minotaur

Ability Scores
STR: 21
CON: 17
DEX: 16
INT: 11
WIS: 15
CHA: 9

HP: 102; Bloodied: 51; Surges: 12 (25)
AC/Fort/Ref/Will: 28/24/22/19
Initiative: +8; Speed: 5

At-Will Powers: Tide of Iron, Footwork Lure
Encounter Powers: Passing Attack, Rain of Blows, Come and Get It, Goring Charge, Sweeping Gore
Daily Powers: Comeback Strike, Agonizing Assault, Shift the Battlefield
Utility Powers: Pass Forward, Guileful Switch, Defensive Resurgence

Skills:
Athletics +11 (+13 climbing with kit, +15 with kit and without shield)
Endurance +10
Heal +12
Perception +15

Feats: Opportunity Gore, Shield Push, Toughness, Student of Battle (Heal), Acolyte Power (Guileful Switch), Armor Proficiency (Plate), Polearm Momentum

11th Level Retrain: Swap Thicket of Blades for Shift the Battlefield

Gear:
+3 Trident
+3 Plate Armor
+2 Cloak of Distortion
Rushing Cleats
Heavy Shield
2,400 gold pieces

Tide of Iron/Footwork Lure
+16 vs. AC
1d8+8 damage and Push/Slide 2 Squares and Knock Prone

Goring Charge Opportunity Attack
+18 vs. AC
2d6+5 damage and Knock Prone and Cancel Movement

Combat Challenge Immediate Interrupt
+16 vs. AC
1d8+8 damage and Push 2 Squares and Knock Prone

--------------------

Sweeping Gore is a decent power with a slide effect. Unfortunately, because it lacks the weapon keyword, it will not trigger Polearm Momentum.

On the flip side, Shift the Battlefield will. Swap out Thicket of Blades for it. With Rushing Cleats and Polearm Momentum, you now hit everyone in a close burst and slide them 2 squares to knock them prone.

With Polearm Momentum and Rushing Cleats, both of your at-wills can knock enemies prone. Also, the effect granted by Shield Push on your Combat Challenge attacks triggers Polearm Momentum to knock mark-violators prone. Power selection from now on will reflect a focus on synergy with Polearm Momentum and Rushing Cleats.


The rest of Paragon Tier
Level 12

Utility (Daily): Thrashing Horns
Feat: Distracting Shield

Thrashing Horns is ok. Our OAs already knock enemies prone, but the option of pushing them can come in handy.

Distracting Shield adds another -2 penalty to attacks against allies after a Combat Challenge attack. An enemy marked by you basically has the following options:

- Move away. This provokes an OA that can knock them prone.
- Shift away. This triggers a Combat Challenge attack that can knock them prone and confer an additional -2 penalty to attacks.
- Attack an ally. This triggers a Combat Challenge attack that can knock them prone and confer an additional -2 penalty to attacks. It may also ruin the attack attempt by pushing the foe away from his target.
- Attack you. Triggers nothing but your ire.

The choice for your enemy should be an easy one.


Level 13

Encounter: Scattering Swing (replace Passing Attack)
COMBO: Scattering Swing+Rushing Cleats+Polearm Momentum

On a hit, you slide each target 2 squares and knock the prone. On a miss, you push each target two squares and knock them prone. This is a guaranteed knock-down against any enemy adjacent to you when you use it.


Level 14

Feat: Shield Specialization
+1 Strength, +1 Wisdom

Your AC and Reflex Defense get a boost here, and so does your Will Defense and OA modifier thanks to the increase in Wisdom.


Level 15

Daily: Serpent Dance Strike (replace Comeback Strike)

This power is useful in those times your enemies are too spread out to use Come and Get It. Next level your Reach increases to 2, which means you can hit enemies three squares away on each of the secondary attacks of this power including the shift.


Level 16

Utility: Menacing Stance
Feat: Spear Push
Feature: Savage Apotheosis

Menacing Stance is great for keeping enemies adjacent to you Marked without having to attack each one of them. It gets handier as your Reach increases because you can keep enemies next to you Marked while you hit another enemy 3-4 squares away with Footwork Lure and reel him in. Also, after you kill an enemy, you can simply move adjacent to another one and essentially Mark him without attacking.

Spear Push just adds to the Push optimization. Between this, Rushing Cleats, and Gauntlets of the Ram, you can push enemies up to 4 squares on any push power if you need to.

Savage Apotheosis increases your Reach and Speed at this level, so you now can attack up to 2 squares away with you powers and have the same speed as a character in light armor.


Level 17

Encounter: NO CHANGE


Level 18

Feat: Polearm Gamble
+1 Strength, +1 Dexterity

Polearm Gamble is grabbed now in preparation for the epic tier.


Level 19

Daily: NO CHANGE


Level 20

Daily: Giant's Sweep
Feat: Weapon Proficiency (Greatspear)

COMBO: Giant's Sweep+Rushing Cleats+Polearm Momentum

Giant's Sweep is a very nice daily power that hits at close burst 2. It pushes and knocks enemies prone on a hit. Awesome. Thing is, it also pushes on a miss, which means it also knocks people prone on a miss thanks to Polearm Momentum. Another power that guarantees a knock-down when used.

The weapon proficiency is for future levels to come and doesn't come into play at this level.


Level 21
Bulldozer
Race: Minotaur
Class: Fighter
Weapon Talent: One-Handed
Multiclass: Warlord
Paragon Path: Beastblooded Minotaur
Epic Destiny: Eternal Defender

Ability Scores
STR: 26
CON: 18
DEX: 18
INT: 12
WIS: 17
CHA: 10

HP: 168; Bloodied: 84; Surges: 13 (42)
AC/Fort/Ref/Will: 40/34/31/27
Initiative: +14; Speed: 6

At-Will Powers: Tide of Iron, Footwork Lure
Encounter Powers: Rain of Blows, Come and Get It, Goring Charge, Sweeping Gore, Scattering Swing
Daily Powers: Agonizing Assault, Shift the Battlefield, Serpent Dance Strike, Giant's Sweep
Utility Powers: Pass Forward, Guileful Switch, Defensive Resurgence, Marking Stance, Thrashing Horns

Skills:
Athletics +19 (+21 climbing with kit, +23 with kit and without shield)
Endurance +16
Heal +18
Perception +21

Feats: Opportunity Gore, Shield Push, Toughness, Student of Battle (Heal), Acolyte Power (Guileful Switch), Armor Proficiency (Plate), Polearm Momentum, Distracting Shield, Shield Specialization, Spear Push, Polearm Gamble, Weapon Proficiency (Greatspear), Mobile Warrior

Gear:
+5 Trident
+4 Agile Plate
+4 Cloak of Distortion
Heavy Shield of Deflection (Epic)
Rushing Cleats
Gauntlets of the Ram
13,000+ gold

Tide of Iron
+26 vs. AC
2d8+13 damage and Push 4 Squares and Knock Prone

Footwork Lure
+26 vs. AC
1d8+13 damage and Pull 2 Squares and Knock Prone

Goring Charge Opportunity Attack
+29 vs. AC
3d6+8 damage and Knock Prone and Cancel Movement

Combat Challenge Immediate Interrupt
+26 vs. AC
2d8 damage and Push 4 Squares and Knock Prone and Confer Additional -2 Penalty to Target's Attack Rolls

--------------------

Mobile Warrior is an excellent feat that aids in moving about the battlefield. When used with Tide of Iron, it lets you stay adjacent to an enemy after you've pushed him two squares.

Depending on the battlefield arrangement, Mobile Warrior and Pass Forward may let you attack an enemy to shift adjacent to another enemy and then use Pass Forward to maneuver around that enemy all without provoking. Again, it all depends on positions, but the options for some tactical movement exists.


The rest of Epic Tier
Level 22

Utility: Howl of Defiance
Feat: Martial Mastery

Like Menacing Stance, Howl of Defiance avoids the need to continuously use Burst powers. In this case, it marks enemies until the end of the encounter. A good power to use after Come and Get It, or Warrior's Urging next level.


Level 23

Encounter: Warrior's Urging (replace Come and Get It)

The bigger and better version of Come and Get It!


Level 24

Feat: Goring Shove
Feature: Godlike Stance
+1 Strength, +1 Wisdom
Retrain: Spear Push for Uncanny Scent

Godlike Stance increases your Reach by 1, for a total Reach of 3. It also allows you to wield weapons as a large creature. At this level, you will switch to wielding a Greatspear in one hand (your shield in the other as normal). Your Reach is now 4.

With Polearm Gamble, enemies now provoke an OA when they move adjacent to you. And that OA will be a Gore attack that knocks them prone. Any enemy that moves adjacent to you will have to attack you from the prone position if they want to get an attack off.

And of course, with Goring Shove picked up at this level, enemies that move adjacent to you can be subject to a Push effect on top of being knocked prone if you so choose (probably a Push of 3 with the Gauntlets and the Cleats, but possibly 4 with Thrashing Horns).

So what options does a marked enemy against you have?

Enemy moves away from you: Provokes an OA and gets knocked prone with an optional Push.
Enemy moves adjacent to you: Provokes an OA and gets knocked prone with an optional Push.
Enemy shifts away: Triggers CC and gets pushed and knocked prone.
Enemy attacks an ally: Triggers CC and gets pushed and knocked prone and hopefully cannot continue the attack.
Enemy makes a ranged or area attack power: Provokes an OA and gets knocked prone with an optional Push.
Enemy attacks you: Nothing triggers.


Level 25

Daily: Marking Barrage (replace Shift the Battlefield)
Retrain: Distracting Shield for Adept Power (Swap Marking Barrage for Primordial Onslaught)

Primordial Onslaught is awesome, especially in a party with a warlord (or two) that hands out free attacks. A great power to link with Warrior's Urging through an Action Point or Guileful Switch. With Primordial Surge, you will be able to slide and knock prone your enemies targeted by this power on any attack that hits them for the rest of the encounter. Your allies can also slide them, meaning they can move those enemies right back to you for safekeeping.


Level 26

Utility: Implacable Destruction
Feat: Martial Resolve
Retrain: Agonizing Assault for Hounding Longarm

Martial Resolve gives you a chance to avoid losing your turn to a Stun effect.

COMBO: Hounding Longarm+Primordial Onslaught+Rushing Cleats+Polearm Momentum

Hounding Longarm lets you shift one square and hit a non-adjacent enemy as an immediate interrupt when that enemy shifts or makes an attack that doesn't include you as a target. When you hit, you can slide that enemy 2 squares thanks to Primordial Onslaught and Rushing Cleats and cause him to fall prone because of Polearm Momentum, more than likely spoiling the enemy's attack. Basically, what this combo does for 1 encounter per day is increase the range of your Combat Challenge to 5 squares against 1 enemy!


Level 27

Encounter: NO CHANGE


Level 28

Feat: Iron Will
+1 Strength, +1 Constitution


Level 29

Daily: Force the Battle (replace Serpent Dance Strike)

With Force the Battle, any enemy that begins its turn adjacent to you is subject to a Footwork Lure attack that will knock that enemy prone if it hits. The enemy will then have the basic following options:

- Stand up and move away. The movement provokes an OA that will cancel the move and knock the enemy prone again.
- Stand up and shift away. The shift will trigger a Combat Challenge attack that will knock the enemy prone.
- Stand up and attack an ally. This will trigger the same attack as the shift.
- Crawl away, twice, and remain prone. The first crawl will provoke an OA that will cancel the movement. The second crawl can actually succeed in moving away from the fighter at half speed but the enemy will remain prone for the round.
- Stand up and attack you. Nothing triggers.

See? Not a difficult decision to make.


Level 30

Bulldozer
Race: Minotaur
Class: Fighter
Weapon Talent: One-Handed
Multiclass: Warlord
Paragon Path: Beastblooded Minotaur
Epic Destiny: Eternal Defender

Ability Scores
STR: 28
CON: 19
DEX: 18
INT: 12
WIS: 18
CHA: 10

HP: 223; Bloodied: 111; Surges: 13 (55)
AC/Fort/Ref/Will: 51/44/38/39
Initiative: +24; Speed: 7

At-Will Powers: Tide of Iron, Footwork Lure
Encounter Powers: Goring Charge, Rain of Blows, Sweeping Gore, Scattering Swing, Warrior's Urging
Daily Powers: Giant's Sweep, Hounding Longarm, Primordial Onslaught, Force the Battle
Utility Powers: Pass Forward, Guileful Switch, Defensive Resurgence, Marking Stance, Thrashing Horns, Howling Defiance, Implacable Destruction

Skills:
Athletics +25 (+27 climbing with kit, +29 climbing with kit and without shield)
Endurance +21
Heal +24
Perception +27

Feats: Opportunity Gore, Shield Push, Toughness, Student of Battle (Heal), Acolyte Power (Guileful Switch), Armor Proficiency (Plate), Polearm Momentum, Shield Specialization, Polearm Gamble, Weapon Proficiency (Greatspear), Mobile Warrior, Martial Mastery, Goring Shove, Uncanny Scent, Martial Resolve, Adept Power (Primordial Onslaught), Iron Will, Marked Scourge

Gear:
+6 Controlling Greatspear
+4 Skyrender Javelin
+6 Agile Plate
+6 Cloak of Distortion
Heavy Shield of Deflection (Epic)
Rushing Cleats
Gauntlets of the Ram
Eye of Awareness
Shadow Band
Ring of Personal Gravity
Girdle of the Dragon (Paragon)
49,000 gold pieces

Tide of Iron
+34 vs. AC
2d8+15 damage and Push 4 Squares and Knock Prone

Footwork Lure
+34 vs. AC
1d8+15 damage and Slide 2 Squares and Knock Prone

Goring Charge Opportunity Attack
+36 vs. AC
3d6+9 damage and Knock Prone and Cancel Enemy Movement

Combat Challenge Immediate Interrupt
+34 vs. AC
2d8+15 damage and Push 4 Squares and Knock Prone

Polearm Gamble Opportunity Attack

+38 vs. AC
2d8+15 damage and Cancel Enemy Movement and Shift 1 Square Away

A thank you to Lord Duskblade for coming up with a format that, at least in my opinion, is rather easy to read .
I like Defenders that Defend. Therefore, I really like this build.

What about the feat Pin Down and a Grasping weapon? This build could benefit from this methinks.
No Daunting Challange?

Very nice build BTW
Overreaching weapon only lets you hit 3 squares away (no extra reach as such) so i would suggest the reaching gloves if you want that 1 more reach.
Nice build there -- love the Minotaur myself, and between this and the Holy Cow build I have a hard time deciding what to play.

But do you think it's worthwhile going Battlerager, picking up a halberd and going for debuffing melee enemies with your ever-growing reach? You'd lose the pushing/proning from Tide of Iron and gain attacks that blind/slow/weaken once per encounter.
I like Defenders that Defend. Therefore, I really like this build.

What about the feat Pin Down and a Grasping weapon? This build could benefit from this methinks.

Thanks and good suggestion. It hadn't crossed my mind, but I think it'd be a good option to have against elites or even solos. I also like the idea of grabbing someone from 3-4 squares away and just pinning them to the ground .

Where do you think would be a good place to fit in Pin Down?
No Daunting Challenge?

Very nice build BTW

I wanted to fit it in, but there wasn't really room. Three of the paragon tier feats get retrained later, and I wanted to keep Iron Will and Shield Specialization to emphasize the defenses.

Probably the most times it would come into play is when you mark someone through an attack granted by the warlord, and you can't pull that enemy towards you. Otherwise, you'll hopefully be next to the guy and he will hopefully attack you .
Overreaching weapon only lets you hit 3 squares away (no extra reach as such) so i would suggest the reaching gloves if you want that 1 more reach.

That's why I said not to bother if your DM doesn't treat it as Reach . I'm not a big fan of those gloves, since a -2 penalty to attacks is a big deal. I'm even looking for room in the build to add Weapon Expertise once the PHB2 gets out.

But who knows what each DM will rule, so we should consider other weapon enhancements just in case:

- Grasping was a good suggestion for more stickiness.
- A Controlling weapon is always an option, but unless your team is set up to take advantage of so much pushing or pulling, you may want a little more.
- A Feyslaughter weapon also seems like a nice option. You are limiting mobility by pushing/sliding enemies and knocking them prone. This makes sure they can't simply teleport around and ignore your attempts at controlling them.
- A Force weapon combined with Solid Sound will boost one of your Defenses each turn. That's great for a defensive warrior. And if you get attacks from Combat Challenge, you can benefit from this combo again on someone else's turn (boost reflex from your regular attack, boost will from your CC attack).

I'll keep looking for more.
Nice build there -- love the Minotaur myself, and between this and the Holy Cow build I have a hard time deciding what to play.

But do you think it's worthwhile going Battlerager, picking up a halberd and going for debuffing melee enemies with your ever-growing reach? You'd lose the pushing/proning from Tide of Iron and gain attacks that blind/slow/weaken once per encounter.

That is certainly an option, but it'd be pretty different from the current build. More emphasis would have to be put on Constitution to take better advantage of Battlerage Vigor and your invigorating powers. Your defenses will probably be lower, and your to-hit goes down if you use a mace, hammer, or axe (though Weapon Expertise can put you back in line with Weapon Talent fighters).

That said, you'll take hits much better, deal more damage, and add some real nice conditions to enemies (like Blind and Weakened or Dazed).

I think it's definitely viable though.
Thanks and good suggestion. It hadn't crossed my mind, but I think it'd be a good option to have against elites or even solos. I also like the idea of grabbing someone from 3-4 squares away and just pinning them to the ground .

Where do you think would be a good place to fit in Pin Down?

I guess the only expendable feat is Spear Push, as this can be replicated by a number of items. Of course then you're dependent on the DM handing out these items. Still, I think Spear Push, or possibly Iron Will or Mobile Warrior, are the only feats you can do without. I think I would take Pin Down and Polearm Momemtum at the same level. At that point any target you hit with Tide or Lure is in a bad place lol. Since you were planning to swap Spear Push for Polearm Gamble in Epic, perhaps you could just take Gamble over Iron Will. Alternatively, you could just take Gamble instead of Durable. Take Reaching Whirlwind instead of Mobile Warrior, and retrain Imp Init to Uncanny Scent at 21st.

I once thought, when 4E came out, that it was awesome that we had so many feat slots. Nowadays, I realize the folly of thinking that lol. It's still awesome, but some builds are tough to fit everything in you want.
At level 24 you gain the ability to use a medium-sized two-handed weapon in one hand, thus the proficiency in the Greatspear.

As far as i know, the ability that the eternal defender grants just lets you use a weapon one size larger, not break the 1-handed and 2-handed rule (PHB 215). This worked so in 3rd edition, but as far as I know, it doesn´t apply in 4th.

So, you would have a d12 greatspear, but it would still be a 2-handed weapons.
I guess the only expendable feat is Spear Push, as this can be replicated by a number of items. Of course then you're dependent on the DM handing out these items. Still, I think Spear Push, or possibly Iron Will or Mobile Warrior, are the only feats you can do without. I think I would take Pin Down and Polearm Momemtum at the same level. At that point any target you hit with Tide or Lure is in a bad place lol. Since you were planning to swap Spear Push for Polearm Gamble in Epic, perhaps you could just take Gamble over Iron Will. Alternatively, you could just take Gamble instead of Durable. Take Reaching Whirlwind instead of Mobile Warrior, and retrain Imp Init to Uncanny Scent at 21st.

I once thought, when 4E came out, that it was awesome that we had so many feat slots. Nowadays, I realize the folly of thinking that lol. It's still awesome, but some builds are tough to fit everything in you want.

I agree that Spear Push is a good candidate to swap out for Pin Down. Between Rushing Cleats, Gauntlets of the Ram, and/or a Ring of Ramming, you should be able to push an enemy the minimum of two squares to trigger Polearm Momentum. For slides, you only need Rushing Cleats.

I'd like to keep Iron Will in there just to shore up the Will Defense. And I'm not keen on swapping out Mobile Warrior because with Mobile Warrior I could push someone two squares with Tide of Iron to knock them prone and still remain adjacent to them. It's still nice just to be able to reposition a bit after each attack.

Question: What do you guys think of the 10th level utility power Hunker Down? I know that normally it's lackluster because you are slowed. However, at the levels where you have 4-5 squares of Reach, I think it may be a reasonable option for an effective +2 to every Defense. Although you only have speed 2, you can still move adjacent to a target 5 squares away through Tide of Iron, or pull someone 4 squares away right next to you with Footwork Lure. Just a thought.

Also, I was looking at Pinning Smash as a replacement to Rain of Steel for the 5th level daily. I was inspired by the Grasping weapon bit. I think being able to immobilize an enemy indefinitely is great, and with a grasping weapon, you could keep two enemies occupied and threaten a third adjacent enemy with your Mark. Thoughts?

I'm currently revising the build and will hopefully edit it shortly.
As far as i know, the ability that the eternal defender grants just lets you use a weapon one size larger, not break the 1-handed and 2-handed rule (PHB 215). This worked so in 3rd edition, but as far as I know, it doesn´t apply in 4th.

So, you would have a d12 greatspear, but it would still be a 2-handed weapons.

Hey Folomo. Actually, what you are describing is the Oversized Weapon racial feature. The Godlike Stature ability of the Eternal Defender specifically allows you to wield a weapon as a large creature does. On page 220 of the PHB it says that large creatures can treat two-handed medium-sized weapons as one-handed weapons. That is why you don't switch to a large greatspear (although you could). By keeping a medium greatspear, you are able to wield it in one hand just like a large creature could.
Question: What do you guys think of the 10th level utility power Hunker Down? I know that normally it's lackluster because you are slowed. However, at the levels where you have 4-5 squares of Reach, I think it may be a reasonable option for an effective +2 to every Defense. Although you only have speed 2, you can still move adjacent to a target 5 squares away through Tide of Iron, or pull someone 4 squares away right next to you with Footwork Lure. Just a thought.

I think that's a fantastic idea if you value the defense. I agree with the tremendous reach this character has, being slowed isn't that big of a deal. Like you stated, those two at wills close the gap anytime you need to.
Here is the version I am using for LFR.. currently 4th lvl.
I am still not completely happy with the Feat choices after lvl 12.
I fully expect to update this build again with PH2 Feats/Powers.

Minotaur Fighter[Tempest] // Beastblooded Minotaur // Eternal Defender

Defensive, debuff warrior. Focus is on multiple attacks, each hit with the whip reducing the targets attacks (vs self or 1 ally). Later each attack will also lower the targets

ac. You can forgo damage to prevent movement. This build relies on strikers to deal the damage.

Starting Ability Scores

Strength 20
Constitution 13
Dexterity 14
Intelligence 8
Wisdom 10
Charisma 10

Ending Ability Scores

Strength 30 (boost every level)
Constitution 15
Dexterity 22 (boost every level)
Intelligence 10
Wisdom 12
Charisma 12

Feats:

1. Whip Training
2. Two Weapon Fighting
4. Binding Style
6. Deft Hurler
8. Whip Expert
10. Whip Specialist
11. Serpent Strike Fighting
12. Pin Down
14. Daunting Challenge
16. Point-Blank Shot
18. Mettle
20. Evasion
21. Mobile Warrior
22. Triumphant Attack
24. Two-Weapon Flurry
26. Victor's Confidence
28. Practiced Reliability
30. Flail Mastery

Powers

1. Dual Strike, Cleave, Passing Attack, Tempest Dance, Goring Charge
2. Unstoppable
3. Sweeping Blow
5. Hounding Longarm
6. Defensive Training
7. Come and Get It
8. Whip Crack (replace Defensive Training)
9. Vicious Surge
10. Defensive Resurgence, Entagling Whip (replace Sweeping Gore)
11. Sweeping Gore
12. Trashing Horns
13. Chains of Sorrow (replace Passing Attack)
15. Serpent Dance Strike (replace Tempest Dance)
16. Giant Stride
17. Exercism of Steel (replace Sweeping Blow)
19. Devastation's Wake (replace Hounding Longarm)
20. Giant's Sweep
22. Howl of Defiance
23. Warrior's Urging (replace Come and Get It)
25. Pinpoint Cyclone (replace Victorious Surge)
26. Implacable Destruction
27.
29. Force the Battle (replace Devastation's Wake)

Items

Dwarven Chain -> Displacer Hide: healing at low lvls, then avoid the damage at high lvls
Veterans cloth Armor +1 : duh.. get a daily back during a short rest
Withering whip: extra AC penalties
grasping javelin: grab with weapon(at range if you throw it)
Counterstrike Guards: allow you a second chance to hit (and impose your penalties)
Boots of Spider Climbing -> Zephyr Boots: take advantage of that speed, and attack from above
Gloves of Accuracy: helps to mark targets at range.
Helm of Swift punishment: more attacks = more penalties
Cloak of distortion: protect against ranged attacks
Ring of Freedom of Movement: gets you into the fight
Ring of Personal Gravity: control the battlefield
sash of ensnarement: so you can hold a brute down and work on his budies.
Belt of mountain endurance: equip before sash.. so it can be used while sash is holding a grab (or during a short rest) extra hp from surge.
cord of forsight: equip during an extended rest to get temp hp

Tactics

Open Up with any power that delivers the highest #of attacks.. so you can Mark & Debuff as many targets as possible.
Try to Focus Fire your strikers on the targets that you hitthe most often.
Use the whip as your primary weapon, imposing a -2 penalty to attacks (on yourself),
marking the enemy, so enemy has a -2 to attack everyone,
If you can hit the same target multiple times (Dual Strike) you will lower his attack to -4 against you.. thus tempting him to attack allies (only -2 to hit)..
but this provokes an attack.. which if it hits.. will add another -2 penalty to his attack vs the ally he was attacking.
When you get Binding Style you can skip dealing damage.. and just imobalize the target but you still apply your attack penalties.
Deft Hurler then allow you to use Cleave to hit a creature in reach with your whip.. then throw your javelin at a ranged target (without provoking an attack).
Serpent Strike Fighting allows you to apply a -2 AC penalty when you hit with an opportunity attack.
Pin Down will help you hold a target so the party can focus fire. Daunting Challenge will increase your Mark penalty from -2 to -3.
Point Blank Shot will help you to cleave into ranged attackers. mettle & Evasion will build up your defenses.
Mobile Warrior will help you move through the minions to hit the leaders. Triumphant attack apply a -2 penalty to all attacks & defenses when you crit.
Two weapon flurry will double your chance of imposing AC penalties on opportunity attacks.
Victors confidance will let your buff up your saves by killing minions. practice reliability makes a valuable power reliable.
flail mastery increases your crit chances (thus improving the chance of adding penalties).
I have revised the build quite a bit, and these changes have been edited into the OP. It took a lot longer than I thought though so I'm not quite finished yet. There are still some concerns I have and some changes that I will likely make.

I'm planning to include some variant build options for playing the same type of character in a bit of a different way. This will include some of the suggestions that have been made here.

All in all though I like the way it turned out mostly.

Let me know what you guys think and feel free to offer suggestions because I am still planning on making changes.

@haferka: Nice build! I want to take a closer look at it tomorrow. How has it been working out for you so far until level 4?
As far as i know, the ability that the eternal defender grants just lets you use a weapon one size larger, not break the 1-handed and 2-handed rule (PHB 215). This worked so in 3rd edition, but as far as I know, it doesn´t apply in 4th.

So, you would have a d12 greatspear, but it would still be a 2-handed weapons.

That's true. You can't wield a Greatspeat in one hand, ever.
Unless you have Godlike Stature. The epic destiny feature is quite different from the Oversized racial feature.
Well, I'll be. I was all ready to attack Khan, but here it is:

"You can wield weapons as if you were one size larger, and if you are normally medium or large, your melee reach increases by 1" MP 154.

It is notably different than Oversized wielding weapons of one size category larger as if you were that size.

A quick look at the errata section doesn't turn up anything of note.

Hmm, good catch there Khan.
I have revised the build quite a bit, and these changes have been edited into the OP. It took a lot longer than I thought though so I'm not quite finished yet. There are still some concerns I have and some changes that I will likely make.

I'm planning to include some variant build options for playing the same type of character in a bit of a different way. This will include some of the suggestions that have been made here.

All in all though I like the way it turned out mostly.

Let me know what you guys think and feel free to offer suggestions because I am still planning on making changes.

@haferka: Nice build! I want to take a closer look at it tomorrow. How has it been working out for you so far until level 4?

Amazingly well.. the other LFR players seem to want me as their defender...
Using dual strike to immobalize the target, vs doing damage.. has also been really nice.. and the last couple games.. when I had a higher lvl Defender.. I just let him mark the targets.. and I applied my whip penalties to attacks gainst him..
If none of the monsters are shifty or like to charge.. I will typically switch back to dual whip.. just for the extra penalties.
Once I hit 6th I fully expect stick with whip & spear much more often.. since I will be able to get a melee (whip) and ranged (spear) using the cleave.. (both of those attacks will get STR to damage.. unlike dual stike
I really like this build. Congrats, Khan, I'll certainly be using it, when my bugbear brutal scoundrel dies, heheh...
It's clear this build is a little forward looking, but I think the heroic tier could use some improvement.

- In heroic tier I find Pass Forward uninspiring. You rarely need it; and when you do you can often risk the OA, and when you do that, they might even still miss. Finally, triggering an OA can actually be a nice combo with another defender if you can set it up right. I'd try to select something else (Shielded Sides or Boundless Endurance, for instance). Many people disagree, but this is my experience.

- Sweeping Blow is arguably the most powerful fighter level 3 power - but you don't have the weapon group to support it. With a spear, Rain of Blows is more attractive; you'd need to be adjacent to 4 enemies before sweeping blow is better than rain of blows; and if you're ever only adjacent to 1 or two, rain of blows is much better, if you have a spear.

- Pinning Smash isn't that great. Sure it's a safe immobilize - but how long do you need the immobilize to last? Immobilize is best when no one is next to the target; that way you (the defender) can go and defend against someone else. What if you're a great defender, and the target wants to attack you anyhow - he won't ignore your mark? Then Pinning smash is useless. What if does ignore the mark and hits an ally of yours? Then you cant use your best CC ability, the shield push with polearm momentum; because if you do the immobilize ends. If you want immobilization, I'd choose Dizzying Blow, it does much more damage, and the immobilize is (save ends) - permitting the best use, where you can just ignore the target once he's no longer adjacent, and it's reliable to boot, which is nice.

- I'd switch order on Opportunity Gore and Toughness. Toughness is fantastic at 1st level, and opportunity gore less so. There aren't that many OA's (esp. once the enemy sees what happens), and you tend to hit them anyhow due to CS, and finally if you hit, their movement is canceled anyhow, so prone isn't as much of a benefit as it might be. 'course, this depends on the DM, but I'd move toughness up as much as possible.
Well, I'll be. I was all ready to attack Khan, but here it is:

"You can wield weapons as if you were one size larger, and if you are normally medium or large, your melee reach increases by 1" MP 154.

It is notably different than Oversized wielding weapons of one size category larger as if you were that size.

A quick look at the errata section doesn't turn up anything of note.

Hmm, good catch there Khan.

I find that hard to believe.

And if we're going by technical wording, the ability does not give you the ability to wield two-handed weapons in one hand.
I find that hard to believe.

And if we're going by technical wording, the ability does not give you the ability to wield two-handed weapons in one hand.

The ability allows you to treat weapons as though you were one size larger, which for PCs usually translates into treating them as though the character is Large. And the PHB p. 220 says:
"Large creatures can use two-handed weapons intended for creatures one size category smaller than themselves and treat them as one-handed weapons."

Note the difference between this and the Oversized trait:
"You can use weapons of your size or one size larger than you as if they were your size."
Amazingly well.. the other LFR players seem to want me as their defender...

That doesn't surprise me .
Using dual strike to immobalize the target, vs doing damage.. has also been really nice.. and the last couple games.. when I had a higher lvl Defender.. I just let him mark the targets.. and I applied my whip penalties to attacks gainst him..
If none of the monsters are shifty or like to charge.. I will typically switch back to dual whip.. just for the extra penalties.
Once I hit 6th I fully expect stick with whip & spear much more often.. since I will be able to get a melee (whip) and ranged (spear) using the cleave.. (both of those attacks will get STR to damage.. unlike dual stike

What I like about your build is that it can be incredibly sticky by immobilizing enemies and stacking on large to-hit penalties. But also, it has the option to deal some hefty damage through Deft Hurler and TWF powers. A very nice blend.

I must say I was pleasantly surprised to see another sticky-type minotaur fighter.
I really like this build. Congrats, Khan, I'll certainly be using it, when my bugbear brutal scoundrel dies, heheh...

Thanks . Though I hope that doesn't happen for a while ;).
It's clear this build is a little forward looking, but I think the heroic tier could use some improvement.

100% agreed. Ugh... the original build had a lot more retraining and stuff going on, trying to change and adapt as new feats and features were made available. But as I made various changes here and there, trying to keep track of when and where I get this or that and when I swapped it out, it became a little mind-numbing and I just scrapped a lot of it and just grabbed stuff when I could.

I agree the Heroic Tier could use some work though.
- In heroic tier I find Pass Forward uninspiring. You rarely need it; and when you do you can often risk the OA, and when you do that, they might even still miss. Finally, triggering an OA can actually be a nice combo with another defender if you can set it up right. I'd try to select something else (Shielded Sides or Boundless Endurance, for instance). Many people disagree, but this is my experience.

I agree with you. Originally, I couldn't decide between Shielded Sides and Defensive Stance, but either was retrained later for Pass Forward.

The thing is, I find most of the level 2 Utility powers underwhelming. Even now, looking back, I'm considering grabbing Create Opening, because it lets me mark an additional creature as a minor action.

All that said though, whatever power gets chosen I will want to retrain later for Pass Forward. I think the power definitely has its uses, especially with sliding/pushing powers and in later levels with greater Reach and Mobile Warrior.
- Sweeping Blow is arguably the most powerful fighter level 3 power - but you don't have the weapon group to support it. With a spear, Rain of Blows is more attractive; you'd need to be adjacent to 4 enemies before sweeping blow is better than rain of blows; and if you're ever only adjacent to 1 or two, rain of blows is much better, if you have a spear.

Rain of Blows was also originally in the build. I would definitely put it back in, but then I have to reconsider my power swaps at later levels. I imagine I wouldn't grab Vorpal Tornado and therefore wouldn't get Cruel Reaper-->Chimera Battlestrike.

That seems reasonable.
- Pinning Smash isn't that great. Sure it's a safe immobilize - but how long do you need the immobilize to last? Immobilize is best when no one is next to the target; that way you (the defender) can go and defend against someone else. What if you're a great defender, and the target wants to attack you anyhow - he won't ignore your mark? Then Pinning smash is useless. What if does ignore the mark and hits an ally of yours? Then you cant use your best CC ability, the shield push with polearm momentum; because if you do the immobilize ends. If you want immobilization, I'd choose Dizzying Blow, it does much more damage, and the immobilize is (save ends) - permitting the best use, where you can just ignore the target once he's no longer adjacent, and it's reliable to boot, which is nice.

Pinning Smash does seem a bit redundant in this build. I thought of it as a sort of clutch power.

That said, would you consider Agonizing Assault to be a better choice than Dizzying Blow? The latter is Reliable and does ~4-5 more damage, but the former also Dazes on a hit.
- I'd switch order on Opportunity Gore and Toughness. Toughness is fantastic at 1st level, and opportunity gore less so. There aren't that many OA's (esp. once the enemy sees what happens), and you tend to hit them anyhow due to CS, and finally if you hit, their movement is canceled anyhow, so prone isn't as much of a benefit as it might be. 'course, this depends on the DM, but I'd move toughness up as much as possible.

Good advice. Consider it done!

Thanks a lot for the helpful suggestions Eamon, that's exactly what I was looking for.
What I like about your build is that it can be incredibly sticky by immobilizing enemies and stacking on large to-hit penalties. But also, it has the option to deal some hefty damage through Deft Hurler and TWF powers. A very nice blend.

Thanks. It was particularly nasty when we played last night.. we pinned a Large zombie yanti in a corner. One ally created darkness in the zombies squares.. -5 to attack vs us.. -5 for us to attack it. Another ally then used a power to negate our -5 penalty to hit .. one of the other fighters marked the zombie.. and I stacked up 2 more hits on it every round.. giving it -9 totall to hit they fighter that had him marked..

I have no idea what the 2 powers they used to create the darkness or negate our penalties... but it was cool..

It was a solo creature.. that made 4-6 attacks per round (using action points). So it could have been much much worse for us if the tactic had not worked... The zombie did try to climb the wall to get away.. but the several people hit it stoping the movement.
I must admit I'm curious about the emphasis on Dex. Is it needed for certain feats? A starting of 14 I can understand, but even then... is it for prereqs at some point?

I just feel that more emphasis on Wis would probably suit him better, rather than the occasional point into Dex - especially with Marked Scourge.
If you were talking about my version:

Serpent Strike Fighting requires a 17 dex & str, which is the basis of my build..
After 11th.. I switch to Hide armor.. so more dex = more AC.
Some of the Tempest powers add Dex mod to damage.
Multiclass Whip Powers use Dex to hit.
I "expect" to see more Dex based powers in the future.
Dex also helps my ref saves.. and bumps my Initiative.. (the more quickly I can start defending the better)
I must admit I'm curious about the emphasis on Dex. Is it needed for certain feats? A starting of 14 I can understand, but even then... is it for prereqs at some point?

I just feel that more emphasis on Wis would probably suit him better, rather than the occasional point into Dex - especially with Marked Scourge.

We need a 15 Dexterity for Polearm Gamble and Momentum. To get these feats as quickly as possible, we start out with the 14 dexterity. To be honest though, I also like the boost to Initiative and to Reflex defense. (I also think Mobile Warrior has a minimum dexterity requirement.)

I really just tagged on Marked Scourge at the end of the build (it was obtained at level 30) because I couldn't decide on what feat to grab. If I were to boost wisdom over dexterity, I think the difference would be 1 point, which isn't much.

Honestly, Marked Scourge could be any feat at that level (though I may bring it forward if I try to mix in a bit of a higher damage potential into the build). If I grab it earlier in the build and put a little more focus on damage, I will likely boost Wisdom over Dexterity as you suggest. But the build as is focuses more on defense and control.

I will make some changes (including the ones referenced in Eamon's post) soon.
Hi Kahn,

i really like this build! How about using a halberd instead of a greatspear ? You don't need to take a weapon profiency feat that way, and can use the saved feat to get knock-back swing.
Now, on an opportunity attack, hit or miss, you can push + knockdown.
Hi Kahn,

i really like this build! How about using a halberd instead of a greatspear ? You don't need to take a weapon profiency feat that way, and can use the saved feat to get knock-back swing.
Now, on an opportunity attack, hit or miss, you can push + knockdown.

That's definitely attractive, but you'll be hitting most of the time anyhow due to the high wis, and all your attacks will lose out +1 attack bonus due to the lower proficiency bonus. I think the greatspear is the more conservative approach, but if you change the build a bit, you might get a halberd to work fine too. For that matter, a glaive might be quite funny with a Tide of Iron OA. And I've always wanted a vorpal glaive with Gauntlet's of Destruction sometime , anyhow. I bet lots of varieties could be considered, as long as the prereqs are affordable.
Pinning Smash does seem a bit redundant in this build. I thought of it as a sort of clutch power.

That said, would you consider Agonizing Assault to be a better choice than Dizzying Blow? The latter is Reliable and does ~4-5 more damage, but the former also Dazes on a hit.

That's a hard choice - if you're likely to hit, then reliable isn't worth much, and Daze is pretty neat. If you're not so likely to hit, well, Agonizing Assault's 1/2 damage on miss isn't really going to help much (and Dizzying Blow does more damage on hit anyhow), but a chance to try again for the immobilize effect via reliable might.

If you've got trouble hitting, I'd take the reliable power, but if you're fairly confident you'll hit, Daze is hard to say no to ...

I think I'd take Dizzying blow, and hope immobilize is good enough to work like daze, and retrain if it turns out disappointing. But that's just wishful thinking, I know

Thanks a lot for the helpful suggestions Eamon, that's exactly what I was looking for.

Glad to be of help!

Nice build; esp. the Tide of Iron polearm combo is hilarious .
Hi Kahn,

i really like this build!

Thank you SongNSilence, I really liked your book ;).
How about using a halberd instead of a greatspear ? You don't need to take a weapon profiency feat that way, and can use the saved feat to get knock-back swing.
Now, on an opportunity attack, hit or miss, you can push + knockdown.

That's absolutely awesome! It is along the same lines as Scattering Swing and Giant's Sweep in that it will push and knock enemies prone even on a miss.

I would definitely consider it as a variant option for the build. But I would personally keep the spear for at least two reasons, the primary one being the +1 to attack. I want the attack modifier to be as high as possible, which is why the weapon is a regular magic weapon for most of the build. When PHB 2 comes out in a couple of weeks and we finally get to see what Weapon Expertise looks like, I'm planning on fitting it into the build somehow because I want as high of an attack bonus as possible.

The second reason, which is only now a concern, would be Rain of Blows. A halberd build wouldn't get to use it, though you'd probably have another sliding power (like Chimera Battlestrike in the original build).

That's a hard choice - if you're likely to hit, then reliable isn't worth much, and Daze is pretty neat. If you're not so likely to hit, well, Agonizing Assault's 1/2 damage on miss isn't really going to help much (and Dizzying Blow does more damage on hit anyhow), but a chance to try again for the immobilize effect via reliable might.

If you've got trouble hitting, I'd take the reliable power, but if you're fairly confident you'll hit, Daze is hard to say no to ...

I think I'd take Dizzying blow, and hope immobilize is good enough to work like daze, and retrain if it turns out disappointing. But that's just wishful thinking, I know

Yeah, I went with Agonizing Assault. I think we'll just cross our fingers at the table whenever I use it.
Glad to be of help!

Nice build; esp. the Tide of Iron polearm combo is hilarious .

Thanks .

I've made revisions to the Heroic Tier, and the relevant changes to the rest of the build in light of those revisions.

1. Toughness and Opportunity Gore were switched so that Toughness is grabbed at level 1 for increased durability.
2. Rain of Blows was picked over Sweeping Blow for big offensive potential. This means no new encounter powers are chosen at level 17 and no warlord encounter powers are grabbed via multiclassing.
3. Agonizing Assault was picked over Pinning Smash, but is retrained at the same level for the same power in Epic Tier.

I didn't change Pass Forward simply because I couldn't choose a different utility power at that level to take its place.

So I'm considering variants, including some suggestions already made:

LordofLeapin made the good suggestion of using a Grasping Weapon with the Pin Down feat. I think this is a good controlling benefit to keep an enemy off party members.

For a more defensive warrior, a Force weapon with the Solid Sound feat would buff one of your NADs by two each round (and even another NAD if you get a CC attack or an OA). The Force weapon also has a nice controlling Daily power as well. Also, choosing Hunker Down as your 10th level Utility would add another 2 points to all defenses, and your Reach would help overcome the Slowed condition.

For a hardier defender, you could choose all Healing Surge utility powers. Rousing Words instead of Guileful Switch, Iron Warrior instead of Marking Stance, and Unyielding instead of Howling Defiance to help make sure you don't go down for a long time.

For a defender that wants to deal a little more damage, we can do a couple of things. First, instead of boosting dexterity and constitution twice, you only boost them once each and boost Wisdom four times. That gets you a Wisdom of 20. Grab Marked Scourge earlier in Paragon Tier for an additional +5 damage. Also, instead of the Epic Shield of Deflection, grab the Paragon Iron Armbands of Might for another +4 damage. Weapon Focus would add another +3 damage by Epic Tiers, and you could invest in an Adamantine weapon to avoid DR. A bigger focus on Stances would increase your damage as well, by grabbing powers like Rain of Steel and Quicksilver Stance over Agonizing Assault and Serpent Dance Strike respectively.

At level 24, you could switch to a Halberd instead of a Greatspear as SongNSilence suggests. That would require you to swap out Rain of Blows, but you could then gain Chimera Battlestrike (a close burst sliding power). But with a Halberd you are guaranteed to push and knock prone on an OA. Also, a Halberd would open up the Staggering weapon enhancement, which would increase the sliding distance of all your Sliding powers for added control.

I'm sure there are a lot of other ways this build could go so other suggestions (and critiques) are of course appreciated. I apologize for the delay in editing and responding. There was a passing in the family, so last week and this past weekend were a bit hectic for everyone around here. Hopefully, I will have more time this week to clean up the OP and put in some more details. I'd like to have a stat block for each level, though that seems a bit daunting right now .

Anyways, let me know what you guys think!

EDIT: Another possible variant would be a mounted build. This idea was inspired by SongNSilence's thread 'mounts and space'. But with a Reach of 4 and on a Large mount, Bulldozer would threaten 96 squares:

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This is instead of Bulldozer normally threatening 80 squares without a mount:

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I'd have to check to see what Mount could carry Dozer and his gear. At level 24, he is 9'3" and weighs 700lbs without gear.
Do the Push elements of Thrashing Horns and Goring Shove stack?
Hmm... that's an interesting question.

If I were DMing the session, I would rule that they do stack, simply because it doesn't seem to me that satisfying one power somehow satisfies the other, or prevents you from satisfying the other.

So, when you use Opportunity Gore, you push the enemy 1 square because you just hit with Goring Charge, and you push the enemy another square because you just hit them with an opportunity attack.

It makes sense to me but what do others think?
I can't believe I managed to come up with an unanswered question! :D
Very cool build, I'm starting a game this week at level 11 and I'm going to be playing something similar. I went Half-Elf so i could dip into Barbarian for the at-will Pressing Strike, which let's me shift 2 and push 1, works with 2 handers.

Combining that Heavy Blade Opportunity and Polearm Gamble, to get a shift 2 squares then push and knock down opportunity attack when an enemy enters and adjacent square.

The Farslayer Glaive, is in case enemies end up far away I can still attack them,

Level: 11
Race: Half-Elf
Class: Battlerager Fighter
Paragon: Polearm Master

Current: Str 20, Con 16, Dex 15, Int 12, Wis 19, Cha 11
Starting: Str 17, Con 15, Dex 14, Int 11, Wis 16, Cha 10

FEATS (*retrained)
01: Armor Proficiency (Plate)
02: xxx >@11 Polearm Gamble
04: Blade Opportunist
06: Weapon Expertise (heavy blades)
08: Weapon Focus (heavy blades)
10: Polearm Momentum
11: Versatile Master (Pressing Strike)
12: Heavy Blade Opportunity
14: Spear Push

POWERS
01A Crushing Surge
01A Brash Strike
11A Pressing Strike
01E Passing Attack
01D Villain's Menace
02U Pass Forward
03E Probing Attack
05D Rain of Steel
06U Settling the Score
07E Come and Get It
09D Thicket of Blades
10U Menacing Stance
11E Leveraging Strike

ITEMS
Farslayer Glaive +3 - level 13, 17000 gp, weapon
- Enhancement: +3 attack rolls and damage rolls
- Critical: +3d6 damage
- Power (At-Will): Standard Action. Make a melee basic attack with this weapon against a target up to 5 squares away from you.
Gauntlets of the Ram - level 8, 3400 gp, hands
- Property: Add 1 square to the distance of any push effect you create.
OK, I'm -really- liking this thread :D Only one problem though - I seem to be missing some feats? Apart from the PHB, PHB2, and MP, what else is needed? In particular I'm looking to find some of those whip feats...
THey are from Dragon Magazine 368

Whip Expert
Whip Novice
Whip Specialist
Whip Training
So, now that I've seen the Talenta Sharrash in the upcoming Eberron Player's Guide, this build can use a bit of an update. Most notably, the build will be able to pull off the Polearm Gamble/Tide of Iron trick much sooner, at level 16 (eight levels earlier than the original build).

(The Talenta Sharrash is a +3 proficiency one-handed heavy blade/polearm that lacks the reach quality. It's a superior weapon.)

So, here is the revised build:

Heroic Feats:

1. Toughness
2. Weapon Proficiency: Talenta Sharrash
4. Shield Push
6. Distracting Shield
8. Polearm Momentum
10. Weapon Expertise (Heavy Blades)

Paragon Feats:

11. Spear Push
12. Heavy Blade Opportunity
14. Paragon Defenses
16. Polearm Gamble
18. Armor Specialization (Scale)
20. Daunting Challenge

Epic Feats:

21. Mobile Warrior, Retrain Paragon Defenses ---> Robust Defenses
22. Martial Mastery, Retrain Spear Push ---> Heavy Blade Mastery
24. Martial Resolve
26. Epic Will
28. Epic Reflexes
30. Epic Fortitude

There's actually quite a few significant changes.

1. No more warlord multiclass. With the Weapon Proficiency feat needed, and the inclusion of Weapon Expertise, I just couldn't find room. I don't think it is a big loss, since the most noteworthy combo was at level 25.

2. No Rain of Blows. Since we're now using a heavy blade/polearm, we don't qualify for the potential two extra attacks. Admittedly though, the power may still be worth it, though I have a thing for close bursts ;).

3. No more Opportunity Gore. In the original build, you were using a spear for Spear Push, and so there was no Heavy Blade Opportunity. Now, HBO+Tide of Iron can replace Opportunity Gore, and I didn't want to give up any of the heroic feats for it.

4. No Plate Armor. I went with better Non-AC defenses and a higher speed instead.

5. Some powers will be changed around. Obviously, we're missing Rain of Blows and the warlord powers, which means the powers may be different at later levels.

6. Most importantly, your trick works eight levels earlier. You're already pushing and knocking enemies prone with your Combat Challenge attacks and at-wills. Now, when enemies move adjacent to you, they provoke an OA that can also push and knock prone through HBO+Tide of Iron. (NOTE: Polearm Gamble itself does not require a reach weapon to trigger, however, because the attack happens two squares away from you, you will need reach to make the OA, which is why you're a minotaur and take Beast-Blooded Minotaur for Savage Apotheosis at level 16.)

So, before I edit the original post, I'd like to hear suggestions on the changes that have been made. If anyone can see room for improvement I'm all ears.

Here is what I'm thinking for powers:

Level 3: Sweeping Blow over Rain of Blows.
Level 6: Daring Shot over Settle the Score.
Level 15: Swap out Comeback Strike for Quicksilver Stance.
Level 17: Swap out Sweeping Blow for Vorpal Tornado.
Level 19: Swap out Agonizing Assault for Devastation's Wake.
Level 25: No Change (maybe swap out Shift the Battlefield for Marking Barrage?)
Level 27: Swap out Vorpal Tornado for Cruel Reaper??

Anyways, let me know what you think .

PS. This is also possible with a Goliath Stoneblessed at level 11. Though by using a one-handed weapon, you miss out on your 16th level feature.
The Talenta Sharrash is a superior two-handed weapon.
Indeed. I must have hit my head that... whole week, because I came up with several builds using it as a one-handed weapon.

I don't know why I read it that way. I was honestly shocked when I read it again and saw that it was two-handed. It really seemed plausible to me that some sort of gremlin changed the text on me at some point - that's how convinced I was.

Oh well. That's why I didn't update the OP though. Good thing too .

All that said though... would it be a better weapon to use at epic levels over the Greatspear? Same proficiency and both are polearms. You will have 1 greater Reach with the spear, but will be able to use Heavy Blade Opportunity with the Sharrash.

The spear is better for most of your regular attacks, but the heavy blade is better for your OAs.
I've been working myself for a while on a similar build, the goal being to use tide of iron and footwork lure with a polearm.

I first went with the spear (shield and spear style feat) then thanks to eternal defender ED I used great spear.

Actually I'm on a similar version of this build, pushing/sliding and knocking prone ennemys. I took Polearm momemtum, polearm gamble and heavy blade opportunity as the heart of the build that make it pretty powerfull. The build use a glaive (one handed) thanks to Eternal defender.

As I chose Polearm master as a PP, I got rid of the talentha sarash question.

I would be pleased to post my build if you're interested in, but I don't know the thing [XXX] and [/XXX] for the hide/show button.

PS: excuse my english, not my first language.
I would be pleased to post my build if you're interested in, but I don't know the thing [XXX] and [/XXX] for the hide/show button.

sblock
/sblock
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I Can Kill You With My Brain: The Psion's Handbook - Wiki | Discussion Thread
I've been working myself for a while on a similar build, the goal being to use tide of iron and footwork lure with a polearm.

I first went with the spear (shield and spear style feat) then thanks to eternal defender ED I used great spear.

Actually I'm on a similar version of this build, pushing/sliding and knocking prone ennemys. I took Polearm momemtum, polearm gamble and heavy blade opportunity as the heart of the build that make it pretty powerfull. The build use a glaive (one handed) thanks to Eternal defender.

As I chose Polearm master as a PP, I got rid of the talentha sarash question.

I would be pleased to post my build if you're interested in, but I don't know the thing [XXX] and [/XXX] for the hide/show button.

PS: excuse my english, not my first language.

Awesome, I'd love to see what you came up with! As Belile pointed out, you hide text with [ sblock ] and [ /sblock ], but without the spaces between the words and the brackets.

I think with Opportunity Gore and Goring Shove, you don't need to use Heavy Blade Opportunity. It already does what Tide of Iron would do, and Footwork Lure won't be that useful against an adjacent enemy on an OA. In light of that, it would be better in my opinion to keep the Spear with the greater reach and forget the Sharrash.