The Tenacious Troubadour

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The Tenacious Troubadour


“Now, let me tell you the tale of the Heroes of Our Age, their prowess legendary, and their feats…”
“heal plz”
“And their feats unsurpassed! For I walked with those great men, and I…”
“pls halp, ned buf”
“And I… hate this job.”


Race: Half-Elf
Class: Bard, Virtue of Valor
Multi-Class: Artificier, Cleric, Shaman
Paragon Path: War Chanter
Epic Destiny: Fatesinger

Ability Scores, Level 1:
8 STR (-1)
18 CON (+4)
10 DEX (+0)
11 INT (+0)
13 WIS (+1)
18 CHA (+4)

Ability Scores, Level 30:
10 STR (+0)
26 CON (+8)
12 DEX (+1)
13 INT (+1)
15 WIS (+2)
26 CHA (+8)

HP: 203
Surges: 15 (50 HP)
AC/Fort/Ref/Will: 47/45/40/46
Initiative: +22; Speed: 8
Attack Bonus: +35 (with weapon), +32 (with implement)
Skills: Arcana (+21), Bluff (+28), Diplomacy (+30/+35), Heal (+22), Intimidate (+24), Nature (+22), Religion (+21), Streetwise (+28)

Gear: +6 Feytouched Elderhide, +6 Lilting Songblade (Longsword), Light Shield, Helm of Heroes (epic tier), +6 Brooch of Vitality, Couters of Second Chances (paragon tier), Gloves of the Healer (epic tier), Shadow Band, Luminary Ring, Healer’s Sash, Sandals of Avandra


At-Will Powers:
Vicious Mockery
War Song Strike/Guiding Strike
Magic Weapon
Call Spirit Companion


Powers in bold are kept at level 30.


Encounter Powers:
1-Shout of Triumph
3-Song of the New Dawn
7-Unluck
11-Victorious Smite
13-Couplet of Deceptive Weakness/Insult of Passivity (replaces Shout of Triumph)
17-Sever the Source (replaces Unluck, Cleric MC)
23-Chant of Bad Fortune (replaces Song of the New Dawn)
27-Surge of Valor (replaces Couplet of Deceptive Weakness/Insult of Passivity)
Majestic Word
Words of Friendship
Healing Infusion
Spirit's Shield


Daily Powers:
1-Slayer’s Song
5-Tune of Ice and Wind/Vigorous Cadence
9-Wail of Anguish
15-Menacing Thunder/Satire of Evasion -> Lightning Sigil (replaces Tune of Ice and Wind/Vigorous Cadence)
19-Increasing the Tempo (replaces Slayer's Song)
20-Visions of Victory
25-Frenzied Rhythm (replaces Wail of Anguish)
29-Nothing
Healing Word


Utility Powers:
2-Song of Courage -> Protective Roots
6-Ode to Sacrifice
10-Illusory Erasure
12-Battle Chant
16-Haste
22-Adjure the Chosen
26-Fragment of the Song


Feats:
B-Ritual Caster
1-Improved Majestic Word
2-Focused Expertise (Longsword)
4-Spirit Talker
6-Hide Armor Expertise
8-Initiate of the Faith
10-Toughness
11-Versatile Master
11-Combat Virtuoso
Replace Toughness
12-Acolyte Power (Protective Roots)
14-Paragon Defenses
16-Mark of Healing
18-Novice Power (Sever the Source)
20-Improved Valor
21-Supreme Majesty
21-Robust Defenses – Replace Paragon Defenses
22-Second Skin
22-Multiclass Mastery (Student of Artifice + Adept Power [Lightning Sigil]) –Replace Improved Valor
22-Acolyte Power (change from Protective Roots to Adjure the Chosen)
24-Action Surge
26-Epic Reflex
28-Epic Will
30-Epic Fortitude


Set-Up:
A couple of things to make this even better, although they can be included in the Nova turn itself, they last all encounter, so why not set them up early?
-Lilting Songblade: Allies within 20 squares of me gain +4 item bonus to damage until the end of the encounter. Damage increases by 2 whenever an enemy is killed.
-Lightning Sigil: Give to an ally who will be making the most attacks in the upcoming nova.  They get a nice +13 lightning damage on every single hit.

Nova Turn:
Minor Action: Fragment of the Song, Close Burst 13, spending an action point grants two extra actions.
Action Point: Allies within 5 squares of me gain +8 to attack and +8 to damage.
Action Point 2: Hey, why not?
Move -> Minor Action: Adjure the Chosen, each target in a close burst 13 gains a +2 power bonus to speed, attack, and damage, and can crit on a 18-20.  Last until the end of my next turn.
Standard Action: Sever the Source, target gains vulnerability 12 to all damage.
Action Point Standard Action: Visions of Victory, with a hit, an ally can use an Encounter Power and automatically hit with it. +42 vs. AC thanks to CA and Action Surge.
Action Point Standard Action: Increasing the Tempo, ally gets four basic attacks.
Action Point Standard Action: Victorious Smite, an ally can shift 3 squares and make a basic attack against my target with a +8 bonus to attack and damage.
Action Point Standard Action: Surge of Valor, allies within 10 squares can shift 2 squares and make a melee basic attack with +9 to attack and damage. +42 vs. AC thanks to CA and Action Surge.
Free Action: Daily Item Power of the Helm of Heroes. Activated on the party's Striker during the attack that is granted to him by Surge of Valor. The basic attack becomes a standard action and he gains +10 power bonus to damage for that action.

Results:
-All allies get double benefit from Action Points spent during their nova turn.
-All allies gain +10 to hit.
-All allies gain +26 to damage, Lightning Sigil target gains +39 to damage. (counting extra damage from vulnerability as just a flat plus to damage, as I like typing larger numbers!)
-One ally can use an Encounter Power with no misses.
-Four basic attacks from the party Striker, or whoever has the strongest basic attack.
-A melee attack from everyone in the party but the Striker. (total bonus on the attack: +19 to attack, +35/+48 to damage)
-Striker gains a standard action to use during my turn. (total bonus on the action: +19 to attack, +43 [or more, if he has a Sigil] to damage)
-A select ally gets a basic attack against my target. (total bonus: +18 to hit, +34/+47 to damage)
Total: 9 extra actions granted, not counting the extra actions gotten from an ally spending an Action Point in the range of Fragment of the Song. Assumes the party is Bard + 3 characters capable of taking advantage of the basic attack bonuses.

Are Leaders really that uninteresting?
To the original poster:
Very nice bard build, one of the first since PHB2 came out.



To the second poster:
It really depends on how you look at a role. Everyone has a second wind option now.

In 2nd and 3rd edition, the cleric pretty much sacrificed their action to cast a healing spell on another party member. In 4th edition, many powers allow for you to make an attack on an enemy, with a side effect of someone can spend a healing surge. As far as interest to play the role, 4th is miles ahead of previous editions.

As a leader, you provide the party with bonuses to do whatever the party is attempting. In a way, your role is to optimize the tactical options the party uses for any given encounter. You have a limited number of resources to accomplish this and must manage them to best effect. In addition, you bring certain at-will options to the table, but like other toons, these are generally your least useful options.

You determine who lives and who dies; the power of life and death is in your hands. Let's say you're out of group heals, and while the fighter is ok this round, both the ranger and wizard have multiple mobs on them, and they're down to single digits of health. You choose who to heal. Depending on the situation, one will be a better tactical option then the other; if you were ambushed by minions, the wizard can deal with most of them via a power. If the situation was a solo with area attacks, the ranger is probably a better choice. Still, you are the leader and the decision is yours.

Looking at the online roleplaying games. Some players look at the healing classes as a waste of time, because all you do is heal others. I know a lady in my guild who has a healing priest, healing druid, healing paladin and some kind of a mage. Some players love this role, while others do not. Everyone has their own preferences.

You could boil other classes down as easily. All the striker does is big numbers, but tactically speaking they are much less interesting to play then a leader who orchestrates the battle. A tank is just a dumb meat shield who stands there soaking damage, it is the strategy of the leader which gives them purpose. In the end, there are four basic roles - along with a degree of overlap, which most parties will need to have filled for a chance of success. It's a game, play the role you find fun.
You could boil other classes down as easily. All the striker does is big numbers, but tactically speaking they are much less interesting to play then a leader who orchestrates the battle. A tank is just a dumb meat shield who stands there soaking damage, it is the strategy of the leader which gives them purpose. In the end, there are four basic roles - along with a degree of overlap, which most parties will need to have filled for a chance of success. It's a game, play the role you find fun.

Well, I think the reason Strikers get the most attention on the CO board is because they're easy to look at. With a Striker, you put a build together, and you get a number out, and then people can come and say, "Wow, that number is really high!" or, "Here's how you might make that number higher." Leader don't really have anything like that. Its hard to quantify "healing ability" and "shifting allies around" versus "I can do this much damage each round."

Which is why I put in the Nova bit at the end, because at least now there's a "number" for people to focus on, outside of "I can heal good."
I was going to use the very same build in a one shot lvl 30 god fight. Friends moving away so kinda like a going away gift. Anyhow, I like the valor PP and the dishing out of temp hp since I think the bard lacks healing. Sadly however I hate the concept of a bard walking around in full plate! How can you dance in that? Doesn't matter for this case just one fight but still Argh!
I was going to use the very same build in a one shot lvl 30 god fight. Friends moving away so kinda like a going away gift. Anyhow, I like the valor PP and the dishing out of temp hp since I think the bard lacks healing. Sadly however I hate the concept of a bard walking around in full plate! How can you dance in that? Doesn't matter for this case just one fight but still Argh!

Who says you'd be dancing? You'll be singing, and timing your strikes with the rhythm of your song! You'll be attacking your foe's body and spirit with blade and verse! Ain't no dancing here, boy; you're an honest-to-goodness warrior skald, master of poetry and warfare, and the whole battle you'll be reciting the deeds of the heroes of old, inspiring your allies to kick some booty! ;)
Cattle die, kindred die, every man is mortal. But the good name never dies of one who has done well. Cattle die, kindred die, every man is mortal. But I know one thing that never dies: the glory of the great dead. - [i]Hávamál[/i] D&D 4th Edition Bard builds: The Dashing Swordsman, The Master of Sound and Illusions, The Warrior Skald Captain Morality! (No point in not having fun with it. )
There is always an opportunity to gonnagle, even in full plate. ;)
Clearly, the sections of his plate armor are just magically enchanted marimbas.

His heavy shield? A gong.

This is no heavily armored Bard, he is a one-man band.
“Now, let me tell you the tale of the Heroes of Our Age, their prowess legendary, and their feats…”
“heal plz”
“And their feats unsurpassed! For I walked with those great men, and I…”
“pls halp, ned buf”
“And I… hate this job.”

I cannot comment on the build, because I cann't read while LOL
I recently posted a dwarven shaman/invoker/flame of hope/demigod with a similar idea (healer + a nova turn). I came to the conclusion that plate armor is not very good if you don't qualify until epic, but I might be wrong.

Paragon to Robust is +1 to FRW, which I value more than +1 AC.

Next you have the "epic" feats, all of which I value more than +1 AC (they stack with robust). It's debatable whether +4 to one defense is better than +1 AC, but I believe it is. You have to think you will get hit vs. AC more than 4x vs. that defense.

So in epic, the 3 epic defense feats + a paragon->robust retrain take you through 26 and you're almost out of feats.

Heavy shield proficiency is probably worth it, though, and I should really add it to my build. It opens up the amazing Battleforged Shield and is boosting 2 defenses instead of just 1.
Playing this build in RPGA, thanks alot!
I'm trying to build a character based on this build, but there's something missing.

What skills does this take training in?

Also, what power did you take for Dilletante?
I'm trying to build a character based on this build, but there's something missing.

What skills does this take training in?

Also, what power did you take for Dilletante?

Yeah, I totally forgot to put skills in. I'm sure I can find them somewhere, probably Diplomacy, Bluff, I think Endurance? I just picked some skills I thought went with my stats fairly well. Obviously I got Acrobatics for Unfettered Stride later.

The Dilletante power could be anything, I guess. Commander's Strike seems like the best choice for this particular build. You could also swap the Longsword Songblade for a Dagger version and take a Sorcerer power for a little extra damage if need be.
How does Acrobatics, Arcana, Diplomacy, Heal and Perception work?
How does Acrobatics, Arcana, Diplomacy, Heal and Perception work?

Well, Diplomacy is always strong, as it keys off of Charisma. Perception is nice, although this Bard doesn't have much in the way of Wisdom, but its a good skill to have, even if you won't be hanging with the party's scout.

Acrobatics was kinda thrown in at the last moment. I ran out of feats that I wanted to get, so I just tossed Unfettered Stride in. It will most probably be gone from the build once Arcane Power gives us some more Bard feats.

Heal is interesting, as it can kinda-sorta help the Bard out with its lack of healing powers. Sucks that it takes a Standard to give second wind or a save to an ally, but it would certainly have its place in certain situations.

Another good skill would be Bluff, but that's probably just me loving my 3rd Edition Bard who used his Bluff skill to con his way into partial ownership of a town we came across. Bluff isn't quite as rediculous as it used to be.
The only reason I looked at Heal was because it's the skill that the most important ritual in the entire game, Raise Dead, keys off of.
Rough update finished for the release of Arcane Power. I have hopefully fixed all of the errors in the build. You might notice that the character has skills now! And an actual Dilettante power.

I feel like this character is almost a mix of every single role there is. He's obviously a Leader. As long as he has someone strong to funnel free attacks through, he's Striker-ish. Two of his Dailies are pretty good Controller powers, not to mention Vicious Mockery is Controller-ish. Plus his defenses and HP, on top of his new encounter-use of Divine Challenge makes him into a part-time Defender, if necessary.
Action Point: Allies within 5 squares of me gain +8 to attack and +8 to damage.

This bonus comes from War Chanter Inspire by Example right?

Action Point 2: Hey, why not?

Considering the answer to my first question is yes, wouldn't your allies get +16 to attack rolls and damage since now you spent two action points? I might be wrong but the war chanter ability doens't specify the bonus type.

Peace
Ash
When I saw the title of this thread I thought of this:

IMAGE(http://i181.photobucket.com/albums/x219/jaaboo/2008-05-31-jackblack_lotr.png)
Considering the answer to my first question is yes, wouldn't your allies get +16 to attack rolls and damage since now you spent two action points? I might be wrong but the war chanter ability doens't specify the bonus type.

Bonuses from the same source do not stack. So I'm fairly sure that since it is two uses of the same class power, the party would only gain the benefit of one.

Of course, if they DO stack, then spend both together at the top of the round for yet more damage craziness.
Bonuses from the same source do not stack. So I'm fairly sure that since it is two uses of the same class power, the party would only gain the benefit of one.

Of course, if they DO stack, then spend both together at the top of the round for yet more damage craziness.

Yeah i thought about this rule too...but different types of bonus from the same source do stack (I think)...since no specific type is given, I consider it untyped, which I think untyped with untyped stacks right? Anyway, I don't really know...but the nova would be much more awesome if it stacked... :D
Really wanna know how it works now!!!
And I think I forgot to add it before but now here it goes: Really nice build, loved the concept and everything...The first part:

“Now, let me tell you the tale of the Heroes of Our Age, their prowess legendary, and their feats…”
“heal plz”
“And their feats unsurpassed! For I walked with those great men, and I…”
“pls halp, ned buf”
“And I… hate this job.”

Genius!! :D

I'm working on a variation of this theme.  My characters goals are the same, crazy, crazy novas, damage and to-hit buffs, and good leaderly healing/saves/movement.

I've moved it to it's own thread as is appropriate.  Find it here


Bonuses from the same source do not stack. So I'm fairly sure that since it is two uses of the same class power, the party would only gain the benefit of one. Of course, if they DO stack, then spend both together at the top of the round for yet more damage craziness.

Yeah i thought about this rule too...but different types of bonus from the same source do stack (I think)...since no specific type is given, I consider it untyped, which I think untyped with untyped stacks right? Anyway, I don't really know...but the nova would be much more awesome if it stacked... :D Really wanna know how it works now!!!


According to the PHB, untyped bonuses do stack, except if they're from the same source (i.e. same power twice or same item twice)


All penalties do stack however, which could get interesting with Guiding strike and some other power combinations.

According to the PHB, untyped bonuses do stack, except if they're from the same source (i.e. same power twice or same item twice)

All penalties do stack however, which could get interesting with Guiding strike and some other power combinations.





Bonuses of the same type don't stack (but untyped bonuses always stack).

Penalties from the same power don't stack (otherwise, penalties do stack).


I think ruling that bonuses from the same power don't stack either might be a decent house rule, but RAW they do stack as far as I can tell (provided they don't have the same type).

So, I must say I love this build.  I would ask you guys how this character stacks up next to a warlord at giving a party a nova round?  It seems better to me, if for no other reason than some of the powers grant untyped basic attacks (ie melee OR ranged) and the obscene benefits of fatesinger and warchanter, that it would result in a bigger party nova round.  


Any opinions?

Not to double post, but it seems like  the Primal Power suppliment will allow a new feat that seems like it could be a very nice savings to this build. 


Hide Armor Expertise: Substitute Con modifier for Dex or Int to determine AC


Now you get the same AC without the skill check penalties (we ARE a skill monkey, no?) and without the movement penalty.


Now, since we have good con, this would bring us in line with plate AC in one feat rather than 2 (scale and plate profeciency).  However, we would need to take a primal multiclass, assuming that a primal class is a requirement for this feat.  At worst, we eat up our newly freed up feat with another ulticlass (which becomes 2 in epic for schticks and giggles) and at best we get rid of one of our current multiclasses and add a new one.  Would maybe warden make more sense than Paladin?  Maybe Shaman?  Your shaman powers would be basically worthless with a negative wisdom modifier, but a spirit companion could be useful even just for choke points and blocking flanks and whatnot with the high defenses and HP we have.

That's pretty cool. Wouldn't you need 28 con to meet the AC granted by plate, though?


EDIT: Second skin would get you a point closer. I assume that it grants a feat bonus so wouldn't stack with hide specialisation.

Yes, you max out at 1 ac shy of plate with the current build.  My mistaken assumption that if you start with 18 in your AC stat and bump it every level and wear hide armor will give you equivalent of pate AC is mistakenly based on the "everyone chooses demigod" mindset that was pretty prevaent when I got the notion stuck in my head.  So, yes, you will be 1 point lower with +6 plate vs +6 hide.  However, the hide scales better, I think.  At least it keeps even through much of the characters life, and at points is better (2 ac better from level 14 through when you get +4 armor)


When you start, the con mod is even with plate if you are at +4. As you gain stats, you go ahead of plate at level 8 (8vs7) and it gets even more so at 14 assuming you don't +4 armor yet.  Once you get +4 armor, around level 16 at the early side, plate goes ahead by one until 21, when hide catches up again.  They stay even till you make the leap to +6, at which point plate goes ahead by 1.


And this of course isn't counting skill check penalties or speed penalties associated with plate

Yep - but we'd both missed the epic level primal power feat Second Skin - which gives a +2 bonus to AC when you're wearing hide. Presumably it's a feat bonus, so will boost you by 1 relative to hide specialisation. So that gets you even with plate with a 26.


My bard will be at 24 con at 30, and was planning on going all the way to plate spec, and I'm really torn between the +1 AC of plate vs. the +1 speed, -2 to check penalty, and a free primal MC feat. I think the latter is probably better, but I hate to give up that AC! :P

Ok, the more I think about it, the more this has changed my estimation of stat allocation.  I put 13 strength so that I could qualify for scale armor cause otherwise my ac would be low.  Now, I can get my AC up to plate-ish levelswith 8 str.  Has str just replaced our wisdom as the obvious dump? 


We lose out on heavy shield, but I was already planning on taking Second Skin over the shield specialization...  I'm wiling to run around in a light shild, especially as it has no armor check penalty.  By epic we will have similar defenses but it could upen up some other good multiclasses.  We also lose Warlord multiclass.  Are the warlord powers the best we can get at this level, or can we substitute it elsewhere? 


We do gain the option to qualify for different feats and multiclasses b putting our 13 elsewhere.  What would you try and get for this character?  I don't have my books on me, but I'll take a look later and see what I can come up with

Ah, I hadn't even noticed this topic had been bumped.  Will definately get to updating this once I get my hands on Primal Power.


As stated, Hide Expertise seems to be the way to go.  While Guileful Switch will probably be removed from the build thanks to the errata, I am hesitant to drop the Warlord MC because of Hail of Steel.  On one hand, its a solid way to get a bunch of extra basic attacks.  One the other hand, it eats up two feats with Novice Power and Combat Virtuoso, which only really effects that one power.  If I drop Warlord MC, I can free up a whole bunch of feat slots on top of losing all the armor proficiency feats, and have some more room to play around with.  Perhaps have 13 WIS to grab a utility power or something else from Shaman or Cleric, or whatever I happen to find that's nice.


EDIT:  Looking through Divine Power, the Cleric encounter power Sever the Source seems like a fantastic replacement for Hail of Steel.  We can probably swing a 14 WIS minimum by epic, which means Sever the Source would give an enemy vulnerable 12 to all damage, which would far outpace giving the rest of the party one more attack assuming it is applied before all of the other attacks are granted and the Bard goes before his allies all move to attack.

I actually started a character based on your idea, because I really liked it.
( I am actually going for paladin and my next power at lvl 8 will prolly be Wrath of Gods :P)



I am looking forward on your update and hope you'll do it soon

Sorry for the long other build I posted in the middle of this thread.  It thought the thread was dead and wanted to see if there was any interest in a diverging variation.

Still, having played with my Str/Cha hybrid build a bunch, I've thought about this one too.

I'd recommend checking out the Mark of Healing (grant a save to every target of your healing powers, every time!)

With wisdom, you'd be better with the Artificer's Infusion of the day, and possibly some summoning/tinkering, though you'd need Virtuoso to replace the Int rolls with Cha.  Are any Artificer powers worth it?

With all that Con, you might get some benefit from the Shielding swordmage too actually, and maintain your songblade as a single weapon/implement.  You'd neet 13 INT for the MC.  Any thoughts on these? I like the flavor of Arcane Deflection (Daily 9) personally for my character (a swashbuckler-pirate-type), but I'll only have the INT at epic and then its not quite worth it.

And I like the idea of taking the 13 wis for multiclass cleric,  and I agree that  Sever the Source is good.  Cleric adds as much healing as warlord mc.  Also 13 wis opens up some primal multiclasses for getting the hide feat we need.  I like shaman cause I like the spirit companion, which would add maybe a little more healing power, but not much really.  Also, it makes perception not susk as much...   


Also, I was wondering if you wanted a familiar.  I like em, even for flavor, but are there any that are treally optimal?  By epic tier the Canione construct will be giving you resist 3 to all melee and ranged attacks.  The frog lets those next to you heal more.  The parrot helps as party face.  I dunno.  I can't decide.  I like so many of them

There's always the quickdraw hand/claw if you want to use any fancy wands +-or normal magic weapons for Weapon attacks, though that's more expensive.

Got a copy of Primal Power early today, and started working on updating the build.  Here's a little blurb of what I'm looking at so far:


-MC to Cleric and either Shaman or Druid in heroic.


-Take Sever the Source at 18 in place of where the current build took Hail of Steel.


-Take Magic Weapon as my Dilettante power rather than Commander's Strike, and take Combat Virtuoso to make it use CHA to hit.


-MC into Artificier at epic, and take Lightning Sigil in place of Horrifying Truth. (hate to see a good stun power go, but Lightning Sigil can give a whole load of damage to one person)


-Possibly dropping Psychic Lock and Vexing Flanker.  Since Magic Weapon only boosts an ally adjacent to me, I might not get to flank often, and I may start using Magic Weapon as my primary at-will over Viscious Mockery, so Psychic Lock loses some use.


-Will look at familiars after class, might be able to find something nice.


-Will have to go through a ton of classes to see if I can cherrypick a good Utility power.  Can still grab a Warlord power as long as I put an 11 in STR to start.  Also might check out Paladin, or just get one from the classes I've already MCed into.

There.  Got it updated.  Rather than talk about the build, I'll just say I spent the last 10 minutes not updating the build, but struggling with the new forum's formatting in order to make the first post not look like a terrible, jumbled mess.  I barely succeeded.  There are still huge gaps between sections for no discernable reason.  My post seems to change its spacing properties of its own accord, regardless of whether or not I have changed anything.  I well and truly hate this new formatting.


Fuming aside, this should be the best version of the build yet.

Looks great.  I don't know why I like this build so much.

Questions: Do you ever forsee actually using Wildshape?
Also what put your speed up to 8?
And with all those defenses, are you sure you don't want to be a semi-defender? Swordmage (no mark nevermind)?

On formatting, is Shift+Enter the only way to make normal line breaks?


Looks great.  I don't know why I like this build so much.

Questions: Do you ever forsee actually using Wildshape?
Also what put your speed up to 8?
And with all those defenses, are you sure you don't want to be a semi-defender? Swordmage?

On formatting, is Shift+Enter the only way to make normal line breaks?




I was unaware that Shift + Enter would do that.  I was doing it the hard way by copying it from Word with normal spacing and fooling around with it.  Well, at least its good to know that works.

I don't know if Wild Shape will ever be incredibly useful, but I needed a Primal MC, and a Wild Shape I use just for fooling around with RP or whatever is better than a Spirit Companion I have no powers to use with.


Speed is 8 because I'm no longer wearing Plate.  Sandals of Avandra give +2 to speed, and my base speed is back to 6 since I'm in Hide now.


It would still be possible to do a little bit of off-Defending.  Would most likely drop Mark of Healing in order to take whichever MC feat, since the Mark seems like the most expendable feat to swap for it.

Great concept. Been thinking about variants thereof for a while now, so I'll stop lurking moar and actually start posting. ;)


Imo, the real strength here is less the BIG once-per day Fragment of the Song Nova, but the effortless, ressource-unintensive "mini-nova" a Chanter can put out pretty much every  encounter. So I feel the Encounter Nova is the more interesting aspect to optimize here.


 


Some questions before I go into some of my thoughts on that:


- You say your setup phase stuff lasts all encounter. Battle Chant in particular doesn't, though?


- Luminary Ring is probably one of the most vaguely worded items in the game. The kinds of powers it affects generally are not "ranged", but bursts and such. As such the term "range" in its description cannot be a precise game mechanical term, but must be a "normal language" word, for "whatever distance measurement the power uses".  Thus it should by all standards affect "adjacent" "ranges" and increase them. This would greatly benefit the usability your Magic Weapon at-will there to get your backline buffed with it too.


 


That done, some thoughts and Ideas about improving Encounter Nova powah:


- Our driving goal should be to get Inspire by Example out pretty much every encounter. Thus we need an action point generation infrastructure, for which we need or at least could use outside help. Cleric MC is taken early, so we can use Symbols of Victory right when we start needing them, which is good. A good portion of our DIUs should probably be earmarked for these. We still need crits to get those delicious AP though. In Paragon, Divine Oracle teammate would be ideal here to toss us an autocrit in the mop-up phase of the encounter, failing that we can try to rely on natural crits (underlevelled Jagged Weapon?) and/or rationing IBE (boo!) when the encounter is weak enough. In Epic, there are more options for team help (Action grant, Legendary General) of which *something* might well be present, so this is largely a Paragon playability issue. (Actually, Legendary General is great for the Fragment Nova anyway. This guy really really wants Boulder as his tank :D)


- In epic, a solid addition to our ressource cheap Nova would be Adjure the Chosen, I think. Cleric U22 Encounter Power, Standard action, group+self get +2 power bonus to attack, damage, speed, and 18-20 crit range ENT. Standard action non-attack buffs hurt, but this is a strong enough one to justify the cost imo.  We're already cleric MC anyway, and don't even have to lose the excellent Severe the Source for it, since thats an attack power (despite also not actually attacking). Overlaps with the hit buff from Battle Chant, we can just leave that for later in the encounter. We'd also lose Climactic Chord, but thats a daily anyway, which I'm biased against in this list. :P


- We have one (or more, if we include Adjure) Cleric encounter powers, and any serious (ideally any period, AP infrastructure permitting) encounter has us spend an AP. Divine Mastery to get that power back for another turn of buffage after the first seems worth consideration.


- No mention of the absurdly strong value as a BUFF that Majestic Word gets for a Fatesinger.  Fate's Clarity gives the targets (2 due to Supreme Majesty) the rerolls even if they spend no surge for the Word, so they can get buffed without wasting long-term/daily ressources, ie surges. (Some heal capacity *in this encounter only* is wasted, sure, but that's worth it to maul the encounter to near-triviality in the opening gambit, sufficiently less healing is probably going to be required to make up for it). This reroll with Adjure from above gives 2 people Avenger-like critfishing in the Nova turn (accuracy too, but IBE should cover the autohit)


- Quickened Spellcasting could allow us to add one of our buff at-wills to the 2 non-attack-buff standard actions. That has to hit though, and we're already at 2-3 strong hit-independent effects, so adding hit dependency would be a style fail. I'm not convinced. Incidentally, since with Adjure we don't need to hit anymore for vital effects and would habitually spend our AP on a non-attack, we could kick Action Surge after Paragon.


- For a casual nova, we obviously don't want to spend 2 AP, getting one to spend each encounter is nontrivial enough. We can still use our second AP use from the lvl 16 feature though, by wagering it to give someone another Action during the buff via Destiny Fulfilled. That's gonna be pretty much auto-hit, so we'll get it back. For real lulz, have this be another big hit independent buff of theirs to improve the Nova if available. (Relentless Assault would be awesome with the groupwide critfishing I'm suggesting here, but getting that often enough to count as semi-casual nova requires rather specific build, I want to keep constraints on other groupmember builds to a minimum, ie nothing beyond "GIEF AP OR NO BUFF FOR U")


- Boots of Eagerness should be kept in mind here if we dig up another minor action buff (like Quickened magic Weapon), but for now the regular alotment+AP is enough: move in position if needed, standard Adjure, AP standard Sever, minor Majestic Word.


- This was a whole lot of ideas about encounter novaing, but the daily fragment nova DOES get improved by this too. For one, we can do this in the fragment encounter too (and just add some dailies to taste with the bonus actions), improving it alot. More importantly, the encounter Nova is brutal enough that everyone except us should rarely need APs in normal encounters, so saving enough AP for everyone to have however much they can spend on the Big One should be trivial.

Ah, my mind totally slipped on Battle Chant.  I honestly thought it was all encounter long.


I looked at Adjure the Chosen, but decided to pass, as I wasn't sure how effective the added crit range would be.  Its at epic, so most people in the party should have a 19-20 range by then.  Mostly I built this character to be pretty useful in whatever party he would be put into.  I worry that if his teammates aren't focused on critfishing then they would not benefit as much from the expanded crit range.


The methods to get more APs are certainly good, although I built the Bard without bothering to assume any party support.  I was also mainly focusing on the big Daily nova, so I didn't think much about individual encounter novas.  The only reason I don't include the buffed Majestic Word into the nova is that I honestly couldn't find any space to fit it in.


But your post reminds me of an idea I had way back when I made the first version of this build, which might be a good idea to start up now: The Party Nova Challenge.  Essentially a optimization challenge to see who can make a team of four who can bring the biggest Nova after one turn of set-up.  Just put them up against some unmoving blob with varying defenses depending on what level of challenge it is.  It could also be split up into which group has the best Encounter and Daily Novas, not only who gets the overall biggest bang, but who can bring the hurt any time of the day.

Am I right in assuming that you noly took the Druid multi class for hide expertise?
Not ment as critique just wondering.

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