The Inescapable Fisherman

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Note: The new July 9 Update introduced a very big change for the battlerager mechanic, so the build was made untouchable by high defenses. Of course, escape is still impossible :D The old builds are in the second post.


The Inescapeable Fisherman

If someone is adjacent to us, this someone will stay adjacent, unable to do anything. If he tries to move away, he won't (he does reliably take damage and gets knocked down in the process). If he tries to hit us, good luck (55/43/48/48). This can be done for up to 8 enemies at once, reliably, all the time (or more precisely, 7 encounters/day). He can deal at-will burst damage vs. all adjacent enemies (and 1 square away), and if someone hits him, master riposte triggers another burst for damage to all adjacent targets.

If you want to use this build without Windrise Ports, pick halfelf(con/int) warden/swordmage with versatile master: eldrich strike. Shouldn't change much (except for the loss of warlock encounter and daily powers)


Build 1: The unhitable inescapeable Fisherman (lvl 30)


Race: Changeling
Class: Warlock|Swordmage (hybrid)
Aegis: Warding
Background: Windports
Multi: Fighter, Warden
PP: Academy Master
ED: Sage of Ages

Stat progression: (bumps)
Str: 12->14
Con: 14-16->24 (6)
Dex: 14->16
Int: 14-16->24 (6)
Wis: 14->16
Cha: 8->10

Feats:
Hybrid Talent(swordmage defense), Focused Expertise (heavy blade), Battle Awareness, Polearm Momentum, Versatile Master, Arcane Admixture(Sword Burst, thunder), Echoes of Thunder, White Lotus Riposte, White Lotus Master Riposte, Hand Familiar, Skill Focus:Arcana, Greater Swordmage Warding, Warding Curse, Armor Proficiency(Chain), MC Warden, Adept Power (Form of Winter), Blade Opportunist, (Mark of Storm: nice but not required)

Defenses:
AC: 10+15(lvl)+6(enh)+12(chain)+1(swordmage)+2(g.swordmage)+2(shadow)+2(cloak)+2(e.destiny)+2(curse) = 54
Fort 10+15(lvl)+6(enh)+7(stat)+2(g.swordmage)+2(shadow)+2(e.destiny)+4(epic)+3(belt)+2(curse) = 49
Ref 10+15(lvl)+6(enh)+7(stat)+2(g.swordmage)+2(shadow)+2(cloak)+2(e.destiny)+2(curse)+1(class) = 49
Wil 10+15(lvl)+6(enh)+3(stat)+2(g.swordmage)+2(shadow)+1(class)+2(e.destiny)+2(curse) = 43

Powers:
at-will: Eldrich Strike, Sword Burst
encounter: 3 open, PP
daily: Form of Winters Herald (ward1), 2 open, PP
utility: 5 open, trick of knowledge(ED), PP


Items:
Hand1: +6 Staggering Glaive
Hand2:
Chest: +6 Runic Chain
Neck: +6 Cloak of Displacement
Waist: Belt of Vim
Feet: Rushing Cleats
Head: Helm of Opportunity
Hands: Greatreach Gauntlets
Arms: Iron Armbands of Power +6
Ring1: Shadow Band
Ring2: Opal Ring of Rememberance
misc: rod of feywild+2 (10), rod of the infernal+2 (8), quickcurse rod+1 (8), salves of power (6)
[/sblock]

Opportunity attack with Eldrich Strike
to hit: 15(lvl)+7(con)+6(enh)+3(expertise)+2(weapon)+3(helm)+2(ED)+2(opportunist) = +40* vs AC 44
effect: damage target + slide 8 + knockdown

Swordburst
to hit: 15(lvl)+7(int)+6(enh)+3(experise)+2(ring)+2(ED) = +35* vs Ref 42
effect: all enemies in close burst 2: damge + slide 2 + knockdown

*:actual value is higher due to arcane underpinning


How it works


The Fisherman:
Our fishing pole has reach 3, and with Eldrich Strike and a Staggering Weapon, we will slide our target adjacent to us, knocking it down. Alternatively, we can slide it 8 squares away and knock it down. We could also do dynamite fishing - i.e. use sword burst to hit everyone in a 5x5 area, sliding them adjacent to us and knocking them down.


The Pond:
The Pond is a 5x5 area of difficult terrain (Form of Winters Herald, 7 encounters/day, or 9 encounter/day with student of athaneum), centered on us. It only affects enemies, so no need to worry about your party. So, the fish is adjacent to us, but the big wide ocean calls... Ok, ill stop that. The enemy really really wants to get to the squishy mage, or anywhere but close to us (see the Bastion). So, it would like to shift and charge the squishy. But it can't, since the terrain is difficult. So, it moves, triggering an opportunity attack. Opportunity attacks are Eldrich Strikes with a high hit probability that slide 8 and knockdown (usually ending adjacent to us, or off the cliff if available).


The Bastion:
Some might say: Who cares ? I shall simply attack the fisherman. Fortunately, this is exactly what we want. Due to our very high defenses, its quite unlikely that someone will actually hit. But if a hit occurs, white lotus riposte and white lotus master riposte will trigger, dealing damage+knockdown to all enemies in a burst and even more to the offender...


Visualization


(doesn't work that well without codeblocks, any idea how to do it with this new "forum" ?)



In Short


  • If an enemy is adjacent, he cannot shift due to difficult terrain

  • If he moves or charges, i get an opportunity attack.

  • Since its an opportunity attack, i get +5 to hit (item, wisdom), so it hits

  • Since Eldrich Strike is a melee basic attack, i use this power, slide them 2 (or up to 7), and knock them prone with Polearm Momentum.

  • Since they are prone, they need a move action to stand up. But they already used their move action. So, they can use their standard action to stand up. Now, they only have a minor action left, stand adjacent to us, surrounded by difficult terrain.

  • (If they spend an Action Point, they still cannot shift)

  • Since its an Opportunity Attack, not a immediate reaction, i can do this once per enemy turn (as opposed to once per round). Or, in other words, i can do this once for every enemy trying to move

 


Conclusion



The Fisherman can effectively stunlock the whole encounter (ok, enemies can still attack the Fisherman, but they probably won't hit), thus fulfilling the defender role perfectly .

Comments/suggestions/improvements welcome !

I like the build idea that you have going on here, was looking at some of these elements but didn't think to put it together with the BRV Fighter. I think that is a pretty nice setup.

I have one question ATM about it. You mention that they cannot Shift and Charge due to the difficult terrain, but what keeps them from a simple Move+Charge or Charge. After you have expended the OA on the first guy that makes a break for it you are just making it more difficult to get to the party, but not impossible, correct? Not complaining about the build, just trying to make sure I have it all in my brain correctly (have read 4E a bit, but played very little so far so the rules aren't all set in my brain).

Llarish
If a monster gets hit from a Fighter's OA, his move action fails. He can't charge because he doesn't have enough movement to get to one of the fighter's allies, so he'll have to move again if he wants to flee. The fighter will then use Footwork Lure and drag him back in. It's pretty much a deathtrap for any unsuspecting victim.
For reference purposes, here is the old thread with fisherman builds that worked before the July 9 updates.

Show

The Inescapeable Fisherman

Warlock|Fighter/Iron Vanguard/Demigod



If someone tries to get adjacent to us, or is adjacent to us, this someone will stay adjacent, unable to do anything. If he tries to move away, he won't (he does reliably take damage, gets slowed and knocked down in the process). If he tries to hit us, good luck overcoming our temp hp (we have DR 5, and all the goodness of a Con 30 Dwarven Battleranger, for the equivalent of DR 36). This can be done for up to 8 enemies at once, reliably, all the time (or more precisely, 7 encounters/day).

The halfelf build at the end of the post has no temporary hitpoints, and uses a combination of curses and swordmage defenses to be very hard to hit (55/43/48/48). He can deal at-will burst damage vs. all adjacent enemies , and if someone hits him, master riposte triggers another sword burst for damage to all adjacent. Otherwise, he's using the normal fisherman tactic (form of winters herald+OA+slide+knockdown) to prevent any enemy from leaving their square adjacent to the fisherman.

The Inescapeable Fisherman (dwarf), lvl 1-30 progression


Stat progression: (bumps)
Str: 10->12->15 (3)
Con: 18-20->30 (8)
dex: 13->15->16 (1)
int: 10->12->15 (3)
wis: 13-15->18 (1)
cha: 8->10

Stat progression by level
4: con + dex
8: con + str
11: all +1
14: con + str
18: con + str
21: all +1, con +2, int +2
24: con + int
28: con + wis

Feat progression:
1 hybrid talent(battlerager vigor)
2 dwarf stoneblood
4 warden MC
6 weapon expertise (heavy blades)
8 sudden roots
10 adept power (winters herald)
11 polearm momentum
12 retrain weapon expertise to implement proficiency(heavy blades), focused expertise (heavy blades)
14 armor proficiency (chain)
16 improved vigor
18 hand familiar
20 armor proficiency(scale)
21 polearm gamble
22 warding curse
24 student of the athanaeum
26 armor proficiency(plate)
28 epic will
30 epic reflexes


The Inescapeable Fisherman (dwarf), lvl 30

Race: Dwarf
Class: Warlock|Fighter (hybrid)
Multi: Warden
PP: Iron Vanguard
ED: Demigod

Stats: (bumps)
Str: 11->13->16 (3)
Con: 18-20->30 (8)
dex: 13->15->16 (1)
int: 10->12->15 (3)
wis: 13-15->18 (1)
cha: 8->10

HP: 188; Bloodied: 94; Surges: 17 ()
AC/Fort/Ref/Will: (51/46/43/43)
Initiative: +17; Speed: 7 (land) 7 (fly)

Feats:
Improved Vigor, Hybrid Talent(Battlerager), Focused Expertise (heavy blade), Implement Proficiency (heavy blade), MC Warden, Sudden Roots, Adept Power, Polearm Momentum, Polearm Gamble, Student of the Anatheum, Dwarf Stoneblood, 3x Armor Proficiency (Chain, Scale, Plate), Epic Will, Epic Reflexes, Warding Curse

battlerager -> 18. DR: 5 -> 23 points damage buffer...

AC: 10+15(lvl)+12(armor)+6(enh)+3(agile)+2(shadow)+2(curse)+1(form) = 51
Fort: 10+15(lvl)+10(Con)+6(enh)+1(fighter)+2(shadow)+2(curse) = 46
Ref: 10+15(lvl)+3(Dex)+6(enh)+4(epic)+2(shadow)+2(curse)+1(warlock) = 43
Wil: 10+15(lvl)+4(Wil)+6(enh)+4(epic)+2(shadow)+2(curse) = 43

Powers:
at-will: Eldrich Strike, Crushing Surge

15(lvl)+10(con)+6(enh)+3(exp)+2(weapon) = 36 (41 on OAs)

Eldrich Strike +36 | +38 with CA
Eldrich Strike with OA; +41 | +43 with CA

Items:
Hand1: +6 Staggering Glaive
Hand2:
Chest: +6 Agile Tarrasque Plate
Neck: Cloak of the Walking Wounded
Waist: Belt of Mountain Endurance
Feet: Airstriders
Head: Helm of Opportunity
Hands: Greatreach Gauntlets
Arms: Iron Armbands of Power +6
Ring1: Shadow Band
Ring2: Nullifying Ring
misc: rod of feywild+2 (10), rod of the infernal+2 (8), quickcurse rod+1 (8), salves of power (6)


The Fisherman:
Our fishing pole has reach 3, and with Eldrich Strike and a Staggering Weapon, we will slide our target adjacent to us, knocking it down (and slowing it if the attack was an OA). Alternatively, we can slide it 7 squares away and knock it down (slowing it if the attack was an OA).

The Pond:
The Pond is a 5x5 area of difficult terrain (Form of Winters Herald, 7 encounters/day, or 9 encounter/day with student of athaneum), centered on us. It only affects enemies, so no need to worry about your party. So, the fish is adjacent to us, but the big wide ocean calls... Ok, ill stop that. The enemy really really wants to get to the squishy mage, or anywhere but close to us (see the Bastion). So, it would like to shift and charge the squishy. But it can't, since the terrain is difficult. So, it moves, triggering an opportunity attack. Opportunity attacks are +7 Eldrich Strikes that slide 7, slow and knockdown (Sudden Roots, +4 Wis, +3 Helm of Opportunity) - they WILL connect (on a roll of 2+, vs. lvl+14 AC).

The Bastion:
Some might say: Who cares ? I shall simply attack the fisherman. Fortunately, this is exactly what we want. We have very good defenses (51/48/44/45), but the real deal is our 18 temp hp from Battlerager, DR 5 from tarrasque plate, and start every battle with 32 temp hp (rod of the inferal+2) . This is effectively DR 23. If the enemy somehow manages to get past that, we can heal more than 50% of our health with a minor action. Additionally, we regain 10 hitpoints for every enemy we kill.

Synopsis

Visualization

F = Fisherman<br /> 1-8 = Fish<br /> * = Ice (difficult terrain)<br /> <br /> *****<br /> *123*<br /> *3F5*<br /> *678*<br /> *****<br /> <br /> Its fish 5's turn, it wants to move right (cannot shift). <br /> We get an Opportunity Attack +5, we use Eldrich Strike, <br /> which slides 1 square. But we have a Staggering Glaive, <br /> so we slide it 7 squares, ending adjacent to us. <br /> <br /> First slide 3 to the right<br /> *****<br /> *123*<br /> *3F** 5<br /> *678*<br /> *****<br /> <br /> Then slide 3 back<br /> <br /> *****<br /> *123*<br /> *3F5*<br /> *678*<br /> *****<br /> <br /> 6 squares slide -&gt; polearm momentum triggers-&gt;knockdown. <br /> Since it was an Opportunity Attack, the target is additionally <br /> slowed. <br /> <br /> This already works with a cheap staggering weapon +1, <br /> since our slide distance needs to be only 2 for polearm <br /> momentum to trigger. So the trick already works at level 12.



  • If an enemy is adjacent, he cannot shift due to difficult terrain
  • If he moves or charges, i get an opportunity attack.
  • Since its an opportunity attack, i get +5 to hit (item, wisdom), so it hits
  • Since i have Sudden Roots, they get slowed
  • Since Eldrich Strike is a melee basic attack, i use this power, slide them 2 (or up to 7), and knock them prone with Polearm Momentum.
  • Since they are prone, they need a move action to stand up. But they already used their move action. So, they can use their standard action to stand up. Now, they only have a minor action left, stand adjacent to us, surrounded by difficult terrain, and are slowed.
  • (If they spend an Action Point, they still cannot shift)
  • Since its an Opportunity Attack, not a immediate reaction, i can do this once per enemy turn (as opposed to once per round). Or, in other words, i can do this once for every enemy trying to move


Conclusion



The Fisherman can effectively stunlock the whole encounter, (ok, enemies can still attack the Fisherman, but he's a Con 30 dwarven battlerager). And since we get everyone adjacent to us, we have some very nice burst powers to immobilize the whole bunch, give them vulnerability 5 vs all damage or attack everyone twice. :D

We could use our dailies for stances, but i prefer to add even more control so i picked Hurl Trough Hell (remove enemy for 4 rounds) and Tendrils of Turban (immobilize+damage the whole encounter, this time at range).

He is also able to do the important parts of this as early as level 11.

In short, he is this really mean cursing Dwarf that enters Mordor alone, tells them to bring it on... and wins. ;)

Comments/suggestions/improvements welcome !

Halfelf charismatic unhitable fisherman, lvl 30


The goal i have in mind with this build is to deal very good (sword) burst damage every round to all adjacent targets (which cannot get away, due to the normal fisherman mechanic), and to further punish them with white lotus riposte and white lotus master riposte: every adjacent target will get 1d10+int damage on attacking us(riposte+iron of spite), and one target will trigger white lotus master riposte for another sword burst, damaging everyone. In this build, we are not invincible via crazy temporary hp like in the dwarf version, but by getting our defenses as high as possible...

Race: Halfelf
Class: Warlock|Swordmage (hybrid)
Aegis: Ensnarement
Background: Arcana
Multi: Fighter
PP: PMC Fighter
ED: Sage of Ages

Stat progression: (bumps)
Str: 12->14
Con: 9-11->13
dex: 14->16
int: 14->22 (6)
wis: 13->15
cha: 14-16->24 (6)

Feats:
Hybrid Talent(swordmage defense), Focused Expertise (heavy blade), Battle Awareness, Polearm Momentum, Versatile Master, Arcane Admixture(Sword Burst, thunder), Echoes of Thunder, White Lotus Riposte, White Lotus Master Riposte, Hand Familiar, Skill Focus:Arcana, Greater Swordmage Warding, Warding Curse, Adept Power, Acolyte Power, Novice Power, Armor Proficiency(Chain), +1

Defenses:
AC: 10+15(lvl)+6(enh)+12(chain)+3(agile)+1(swordmage)+2(g.swordmage)+2(shadow)+2(cloak)+2(e.destiny)+2(curse) = 57
Fort 10+15(lvl)+6(enh)+1(stat)+2(g.swordmage)+2(shadow)+2(e.destiny)+4(epic)+3(belt)+2(curse) = 43
Ref 10+15(lvl)+6(enh)+6(stat)+2(g.swordmage)+2(shadow)+2(cloak)+2(e.destiny)+2(curse)+1(class) = 48
Wil 10+15(lvl)+6(enh)+7(stat)+2(g.swordmage)+2(shadow)+1(eladrin)+1(class)+2(e.destiny)+2(curse) = 48

Powers:
at-will: Eldrich Strike, Sword Burst, 1 open
encounter: 4 open
daily: Form of Winters Herald (ward1, versatile master), quicksilver stance(f15), 2 open
utility: 6 open, trick of knowledge(ED)

Items:
Hand1: +6 Staggering Glaive
Hand2:
Chest: +6 Agile Chain
Neck: +6 Cloak of Displacement
Waist: Belt of Vim
Feet: Airstriders
Head: Iron of Spite
Hands: Greatreach Gauntlets
Arms: Iron Armbands of Power +6
Ring1: Shadow Band
Ring2: Opal Ring of Rememberance
misc: rod of feywild+2 (10), rod of the infernal+2 (8), quickcurse rod+1 (8), salves of power (6)

Halfelf sturdy unhitable Fisherman, lvl 30


The goal i have in mind with this build is to deal very good (sword) burst damage every round to all adjacent targets (which cannot get away, due to the normal fisherman mechanic), and to further punish them with white lotus riposte and white lotus master riposte: every adjacent target will get 1d10+int damage on attacking us(riposte+iron of spite), and one target will trigger white lotus master riposte for another sword burst, damaging everyone. In this build, we are not invincible via crazy temporary hp like in the dwarf version, but by getting our defenses as high as possible.

Instead of starting with warlock|swordmage, in this time we start with fighter|swordmage, which allows us to get form of winters herald without paragon multiclassing, thus freeing up feats and a paragon path (but loosing all the fun of warlock powers and curses).

Race: Halfelf
Class: Fighter|Swordmage (hybrid)
Aegis: Ensnarement
Background: Arcana
Multi: Warden
PP: Academy Master
ED: Sage of Ages

Stat progression: (bumps)
Str: 11->13
con: 14-16->24 (6)
dex: 14->16
int: 14->22 (6)
wis: 14->16
Cha: 8-10->12

Feats:
Hybrid Talent(swordmage defense), Focused Expertise (heavy blade), MC Warden, Polearm Momentum, Versatile Master, Armor Proficiency (Leather), Armor Proficiency (Chain), Arcane Admixture(Sword Burst, thunder), Echoes of Thunder, White Lotus Riposte, White Lotus Master Riposte, Hand Familiar, Skill Focus:Arcana, Greater Swordmage Warding, Adept Power(Form of Winters Herald), Blade Opportunist, Epic Reflexes, Epic Will

Defenses:
AC: 10+15(lvl)+6(enh)+12(chain)+3(agile)+1(swordmage)+2(g.swordmage)+2(shadow)+2(cloak)+2(e.destiny) = 55
Fort 10+15(lvl)+6(enh)+7(stat)+2(g.swordmage)+2(shadow)+2(e.destiny)+3(belt)+1(class) = 48
Ref 10+15(lvl)+6(enh)+6(stat)+2(g.swordmage)+2(shadow)+2(cloak)+2(e.destiny)+4(epic) = 49
Wil 10+15(lvl)+6(enh)+3(stat)+2(g.swordmage)+2(shadow)+1(eladrin)+1(class)+2(e.destiny)+4(epic) = 46

Powers:
at-will: Eldrich Strike, Sword Burst, 1 Fighter Power
encounter: 4 open
daily: Form of Winters Herald, quicksilver stance(f15), 2 open
utility: 6 open, trick of knowledge(ED)

Items:
Hand1: +6 Staggering Glaive
Hand2:
Chest: +6 Agile Chain
Neck: +6 Cloak of Displacement
Waist: Belt of Vim
Feet: Airstriders
Head: Iron of Spite
Hands: Greatreach Gauntlets
Arms: Iron Armbands of Power +6
Ring1: Shadow Band
Ring2: Nullifying Ring
misc: salves of power (6)

the old fisherman (non-hybrid version)

The Inescapable Fisherman



Battlerager/Dreadnought/Eternal Defender

Keep your friends close, but keep your enemies closer




Know this situation ? Enemy 1 tries to shift away and gets knocked prone. You lost your immediate interrupt. Now, Enemy 2 to X shift away and charge, and you cannot do a thing about it, your party dies, and you feel horribly guilty - sure, you still win the fight, but damage is slow, and res costs are high.

Fear not! Phb2 is out, with it the Warden, and no enemy adjacent to yourself shall ever get away again (well, there is still a small chance, but its really quite small now.)

Fisherman, L1


Race: Dwarf
Class: Fighter
Style: Battlerager

Stats:
str 16
con 15
dex 14
int 8
wis 15
cha 12

Feats: Improved Vigor


Fisherman, L2-10

Feats:
2 Weapon Expertise (Polearms)
4 Dwarf Stoneblood (retrain at 12, regain at 14)
6 MC Warden
8 Sudden Roots (retrain at 11, regain at 20)
10 Adept Power (Form of Winters Harald, Warden Daily 1)


Fisherman, L11


Race: Dwarf
Class: Fighter
Style: Battlerager
Multi: Warden
PP: Dreadnought

Stats
str 19
con 18
dex 15
int 9
wis 16
cha 13


Changes from level 10: new feats Heavy Blade Opportunity, Retrain Sudden Roots for Polearm Momentum


Fisherman, L12-20

Feats:
12 Catspaw Style, retrain Dwarf Stoneblood for Polearm Gamble
14 Dwarf Stoneblood
16 WF Polearm
18 Dwarven Durability
20 Sudden Roots


Fisherman, L21


Race: Dwarf
Class: Fighter
Style: Battlerager
Multi: Warden
PP: Dreadnought
Epic: Eternal Defender

Changes from level 20:


Fisherman, L22-29

Feats:
22 Epic Recovery
24 Reckless Attacker (retrain Crushing Surge->Dual Strike)
26 Plate Proficiency
28 Blade Opportunist


Fisherman, lvl 30:

Race: Dwarf
Class: Fighter
Style: Battlerager
Multi: Warden
PP: Dreadnought
Epic: Eternal Defender

HP: 221; Bloodied: 110; Surges: 17 (69)
AC/Fort/Ref/Will: 48/43/36/36 (or 53/48/41/41 vs if more than 5 squares distance)
Initiative: +18; Speed: 7 (land) 7 (fly)

Stats:
str: 26
con: 22
dex: 17
int: 10
wis: 17
cha: 14

Skills:
Feats: Improved Vigor, Weapon Expertise (Polearms), MC Warden, Sudden Roots, Adept Power, Heavy Blade Opportunity, Polearm Momentum, Catspaw Style, Polearm Gamble, WF Polearm, Dwarven Durability, Heavy Blade Mastery, Epic Recovery, Reckless Attacker, Plate Proficiency, Reaching Whirlwind, Blade Opportunist

At-Will Powers: Footwork Lure, Dual Strike
Encounter Powers: Staggering Swing, Trip Up, Inexorable Advance (PP), Cruel Reaper
Daily Powers: Force the Battle, Unyielding Avalanche, Form of Winters Herald(Warden 1 daily), Line-Breaker Assault (PP)
Utility Powers: Pass Forward, Settling the Score, Into the Fray, Blood Iron(PP), Giants Stride, Unyielding, Implaceable Destruction (ED)


Footwork Lure OA +42 to hit vs AC 44 (miss only on a 1!)
(this is the important control attack, dual strike is just for kickers)

Dual Strike: +34 to hit, 2 attacks, vs AC 44
main hand: 4d4+27, reroll 1's (39)
main hand, crit: 6d6+43, reroll 1's (67) + knockdown
off hand: 2d10+27, reroll 1's (39)
off hand, crit: 6d8+47, reroll 1's (77)
main base: 4d4+35, reroll 1's (47)
main base, crit: 6d6+51, reroll 1's (75)

DPR: 0.45*(39)+0.1*(67)+0.5*(39)+0.05*(77)+0.1*0.55*(47)+0.05*0.45*(47)+0.15*0.1*(75) = 52.36

(If we get a reckless instead of a staggering weapon, dpr increases by +15.29 to 67.65 DPR)

Gear:
Hand1: +6 Staggering Glaive
Hand2: +6 Bloodclaw Longspear
Chest: +6 Agile Tarrasque Plate
Neck: +6 Cloak of Distortion or Cloak of the Walking Wounded
Waist: Belt of Mountain Endurance
Feet: Airstriders
Head: Helm of Opportunity
Hands: Greatreach Gauntlets
Arms: Iron Armbands of Power +6
Ring1: Shadow Band
Ring2: Nullifying Ring
Equipment: Handy Haversack, 6 salves of power, Violet Solitaire, adventurer's kit


Tactics:



And just when they thought they were out, they were pulled back in.



The Fisherman:
Our fishing pole has reach 4 (or reach 3 below level 24), and with Footwork Lure, Catspaw Style and a Staggering Weapon, we will slide our target adjacent to us, knocking it down (and slowing it if the attack was an OA).

The Pond:
The Pond is a 5x5 area of difficult terrain (Form of Winters Herald, 7 encounters/day), centered on us. It only affects enemies, so no need to worry about your party. So, the fish is adjacent to us, but the big wide ocean calls... Ok, ill stop that. The enemy really really wants to get to the squishy mage, or anywhere but close to us (see the Bastion&The Hurt). So, it would like to shift and charge the squishy. But it can't, since the terrain is difficult. So, it moves, triggering an opportunity attack. Opportunity attacks are +8 Footwork Lures that slide adjacent and knockdown (HBO, Sudden Roots, +3 Wis, +3 Helm of Opportunity, +2 Blade Opportunist) - they WILL connect (on a roll of 2+, vs. lvl+14 AC).
Level 24+, the opportunity attack could also be a dual strike +8. That way, the move is still stopped and the target is slowed. So it is still adjacent to us, and surrounded by difficult terrain. All it can do is move 1 square away, where we will easiy catch it with footwork lure next round. I still prefer to also knock them down, safe is safe, and they cannot surprise you with an Action Point that way.

The Bastion:
Some might say: Who cares ? I shall simply attack the fisherman. Fortunately, this is exactly what we want. We have good defenses, 12 temp hp from Battlerager, DR 5, sometimes DR 10 (after AP & critical hit). Below level 24, we also sometimes have 9 invigoration temp hps. We can shrug off most conditions (Dreadnought), and heal almost 1.5 times our maximum own hitpoints per encounter, just by spending minor action second winds.

The Hurt:
Well, our damage is not that great, but we can dual strike, possibly triggering reckless attacker for additional attacks. Our offhand weapon would be a bloodclaw one (reckless don't work at range), so damage is ok (see DPR calculations below). Also, an enemy will most likely start its turn adjacent to us, for 1[w]+mod damage from our stances.

Encounter/Daily Powers:
Our Daily Powers (except Winters Herald) are stances (Force The Battle, Unyielding Avalanche), so nothing special, just safe damage for being adjacent to us for our catch

Massive Burst Damage:
Scattering Swing -> attack + slide 7(!!!) + knockdown each target in a close burst 2
Cruel Reaper -> Double Attack on each target in a close burst 2. We can shift 2 between the atacks.
Winters Harald Attack 1/enc: attack + immobilize(save ends) each target in a close burst 2

Synopsis

Now with Graphics!

F = Fisherman<br /> 1-8 = Fish<br /> * = Ice (difficult terrain)<br /> <br /> *****<br /> *123*<br /> *3F5*<br /> *678*<br /> *****<br /> <br /> Its fish 5's turn, it wants to move right (cannot shift). <br /> We get an Opportunity Attack +8, turn it into Footwork <br /> Lure via Heavy Blade Opportunity. Footwork Lure is <br /> augmented by Catspaw Style -&gt; we don't shift, but <br /> simply silde the enemy 1 adjacent to us. But we use <br /> a Staggering Glaive, so we slide it 7 squares, ending <br /> adjacent to us. <br /> <br /> First slide 3 to the right<br /> *****<br /> *123*<br /> *3F** 5<br /> *678*<br /> *****<br /> <br /> Then slide 3 back<br /> <br /> *****<br /> *123*<br /> *3F5*<br /> *678*<br /> *****<br /> <br /> 6 squares slide -&gt; polearm momentum triggers-&gt;knockdown. <br /> Since it was an Opportunity Attack, the target is additionally <br /> slowed. <br /> <br /> This already works with a cheap staggering weapon +1, <br /> since our slide distance needs to be only 2 for polearm <br /> momentum to trigger. So the trick already works at level 12.



  • If an enemy is adjacent, he cannot shift due to difficult terrain
  • If he moves or charges, i get an opportunity attack.
  • Since its an opportunity attack, i get +8 to hit (feat, item, wisdom), so it hits
  • Since i have Sudden Roots, they get slowed
  • Since i have HBO, i use footwork lure, slide them 2 (or up to 7), and knock them prone with Polearm Momentum.
  • Since they are prone, they need a move action to stand up. But they already used their move action. So, they can use their standard action to stand up. Now, they only have a minor action left, stand adjacent to us, surrounded by difficult terrain, and are slowed.
  • (If they spend an Action Point, they still cannot shift)
  • Since its an Opportunity Attack, not a immediate reaction, i can do this once per enemy turn (as opposed to once per round). Or, in other words, i can do this once for every enemy trying to moving


Conclusion



The Fisherman might not be in the top trier of damage dealers, but he can effectively stunlock the whole encounter, (ok, enemies can still attack the Fisherman, but he's a dwarven battlerager). And since we get everyone adjacent to us, we have some very nice burst 2 powers to immobilize the whole bunch, attack everyone twice or let everyone dance 7 squares around the battlefield, only to be back adjacent to us after the move, and be knocked down. :D

He is also able to do the important parts of this as early as level 11.

In short, he really deserves the epic destiny Eternal Defender, since that is what he is

Comments/suggestions/improvements welcome !
[i]

I love reach-controller builds and this is no exception, but I think you'll get more utility out of a shield (not to mention a cloak of displacement!).
OK, got it. Just went to look up the rules on it and found out that Opportunity Actions and Immediate Actions are two different things, right? So while you only have one Immediate Action in the space between one of your turns and the next, you have (theoretically) infinite Opportunity Actions limited to one per opponents turn.

Like I said, I have read the books but haven't played that much, so I was under the thought that Opportunity Action = Immediate Action. I believe that I was very wrong in that regard, and think I need to revise a few thoughts that I had on a reach build of my own.

Llarish
I love reach-controller builds and this is no exception, but I think you'll get more utility out of a shield (not to mention a cloak of displacement!).

Thank you

But, how would a shield help I don't need Tide of Iron, since pushing is bad for this build - the enemy is supposed to stay right where he is, so slide+knockdown is the name of the game. I also don't use my combat challenge attacks, i use OAs, so distracting shield would be useless, too. Finally, shields don't only use the second hand slot, thus reducing damage significantly (even with one attack powers, since we would lack bloodclaw), they also use the arm slot, as in, the iron armband of power slot...

The cloak of displacement i like a lot, but not for dwarves. Twice the healing from the minor action second wind is more important to me than range ac, especially after we start to use our second wind twice per encounter in epic.
I love reach-controller builds and this is no exception, but I think you'll get more utility out of a shield (not to mention a cloak of displacement!).

Hm, how would a shield help I don't need Tide of Iron, since pushing is bad for this build - the enemy is supposed to stay right where he is, so slide+knockdown is the name of the game. I also don't use my combat challenge attacks, i use OAs, so distracting shield would be useless, too. Finally, shields don't only use the second hand slot, thus reducing damage significantly (even with one attack powers, since we would lack bloodclaw), they also use the arm slot, as in, the iron armband of power slot...

The cloak of displacement i like a lot, but not for dwarves. Twice the healing from the minor action second wind is more important to me than range ac, especially after we start to use our second wind twice per encounter in epic.

OK, got it. Just went to look up the rules on it and found out that Opportunity Actions and Immediate Actions are two different things, right? So while you only have one Immediate Action in the space between one of your turns and the next, you have (theoretically) infinite Opportunity Actions limited to one per opponents turn.

Yep, therein lies the beauty of the build ;)
YMMV, but the DMs that I play with are pretty solid at reacting to battleragers insofar as ranged enemies and multi-level terrain. Don't forget, cloak of the walking wounded lets you spend two healing surges per second wind, but you're also planning on sacking a lot healing surges to your salves of power.

I have a fun swordmage reachtroller build in the wings if you want to help flesh it out. I noticed you've been very active lately so perhaps you can take the time to do it justice b/c I think it should be a pretty solid.
YMMV, but the DMs that I play with are pretty solid at reacting to battleragers insofar as ranged enemies and multi-level terrain. Don't forget, cloak of the walking wounded lets you spend two healing surges per second wind, but you're also planning on sacking a lot healing surges to your salves of power.

You have a point there. Completely forgot the healing surge requirement for the salves, so its the cloak.

I have a fun swordmage reachtroller build in the wings if you want to help flesh it out. I noticed you've been very active lately so perhaps you can take the time to do it justice b/c I think it should be a pretty solid.

Yes, i'm in the hospital until tomorrow, so i'm pretty much surfing the net all the time the last few days... I don't know much about swordmages, but i would be glad try and help if i can.
Very cool idea. I just wish there were more ways to get threatening reach so you could own the zone around you even more.
I guess polearm gamble with reach 3 lets you do most of that.

A few questions:
What does sudden roots do? And catspaw style? I don't have books with me and can't remember all the feats.
Are you going to wait til the end of your career for plate armor? I don't think I'd be comfortable in scale or chain without a heavy shield.

It'd be nice to fit Devoted Challenge and Potent Challenge in there somewhere. IIRC Devoted Challenge will be an improvement over Blade Opportunist.

Last, would you use a halberd or glaive in the early levels?
Sudden Roots is Heroic Tier, Requires Warden Class
Benefit: Whenever you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.

Catspaw changes Footwork Lure to this if you want "If you hit with this exploit, you can forgo shifting and instead slide the target 1 square to any space adjacent to you." It requires 13 Charisma to take, so that is probably the reason he is starting with a 12 Charisma.

And ya, after not reading any 4E stuff between September and March I kinda forgot how the OAs worked, and now feel like an idiot because I remember telling my friends that everyone got Combat Reflexes in 4E allowing them to OA multiple times.

Llarish

Edit: What has you in the hospital SongNSilence? I have spent my fair share of time there due to my wife's health. Hope everything is good and that you find yourself in the wide and wonderful world again soon.

And they let you surf the net? Must be nice. They never let us do anything like that in the ICU (obviously) or not.
Thank you tremendously for this build!

Our gaming group has been looking for a tank and while we were pondering the Boulder type build but hallelujah we now have the fisherman!

The gaming group I am with is all about comedy and to make a long story short, we have a mutual friend we call "the fisherman" for his ability to pin someone down in conversation and not let them escape. You can literally see the fear in someone's eyes when the fisherman is meandering towards them, story cocked and ready to deploy a 3 hour anecdote.

So again thanks for this build, the guy looking at tanks is already sold and in tears from laughing.
I could be mistaken, but I dont think this character has a threatening reach of more than 1. Although he may be able to hit creatures from 3 or 4 squares away on his turn, that does not mean that he threatens that reach for opportunity attacks.

If you use the Polearm Master Paragon class, you can use the Reaching Stance to threaten out to your weapon's reach and that would allow you to do what you want.
Very cool idea. I just wish there were more ways to get threatening reach so you could own the zone around you even more.
I guess polearm gamble with reach 3 lets you do most of that.

Unfortunately, no. We can catch people from 4 squares away, but we threaten (as in OA threaten) just the squares adjacent to us. But check out my signature-> ideas -> 16x16 squares threatening reach for 1 encounter/day

Are you going to wait til the end of your career for plate armor? I don't think I'd be comfortable in scale or chain without a heavy shield.

the AC difference between plate and scale is just one point. In fact, the plate armor the Fisherman uses has an AC worse than scale (12+enh). The big benefit: DR 5 to all. Together with Battlerager, we basically get DR 17 (or DR 26 if we keep invigorating). Tarrasque Plate is available at lvl 26 (+6 armor), which happens to be the level we pick plate profiency...

It'd be nice to fit Devoted Challenge and Potent Challenge in there somewhere. IIRC Devoted Challenge will be an improvement over Blade Opportunist.
Last, would you use a halberd or glaive in the early levels?

I think Devoted Challenge only works with Combat Challenge attacks, which we want to avoid. From level 11 (we get Heavy Blade Opportunity) onwards, pick glaive. Before that, its up to you (I'd go sword and board for +3 weapon, +AC), but you can also take a heavy 2h weapon.

Edit: What has you in the hospital SongNSilence? I have spent my fair share of time there due to my wife's health. Hope everything is good and that you find yourself in the wide and wonderful world again soon.

Ah, i don't know the english word, direct translation would be spontaneous pneumothorax (a fissure in the lung). But everything is good now (well except i have lots and lots to do at work, hope i can still at least update my builds )

And they let you surf the net? Must be nice. They never let us do anything like that in the ICU (obviously) or not.

I pretended i had to use my lapfop for work (not completely untrue) :D

Thank you tremendously for this build!

Our gaming group has been looking for a tank and while we were pondering the Boulder type build but hallelujah we now have the fisherman!

The gaming group I am with is all about comedy and to make a long story short, we have a mutual friend we call "the fisherman" for his ability to pin someone down in conversation and not let them escape. You can literally see the fear in someone's eyes when the fisherman is meandering towards them, story cocked and ready to deploy a 3 hour anecdote.

So again thanks for this build, the guy looking at tanks is already sold and in tears from laughing.

Thank you, glad you like it !

The build was done for a friend who likes to play dwarfs with a hobby, be it clockmakin, or bonsai gardening (don't ask, handy haversack with lightning and watering system ;)), and now fishing. So i thought i could give him a fitting combat style :D
So you are bringing the fish to you on your turn and then keeping them there when they try and move away?
So you are bringing the fish to you on your turn and then keeping them there when they try and move away?

Exactly !
So exactly how many fishies can you keep in your pond on average?
The number equals the number of squares that are adjacent to the character, so 8 for a medium or small creature.
So exactly how many fishies can you keep in your pond on average?

Eight (the number of adjacent squares).

Example:

F = Fisherman<br /> 1-8 = Fish<br /> * = Ice (difficult terrain)<br /> <br /> *****<br /> *123*<br /> *3F5*<br /> *678*<br /> *****<br /> <br /> Its fish 5's turn, it wants to move right (cannot shift). <br /> We get an Opportunity Attack +8, turn it into Footwork <br /> Lure via Heavy Blade Opportunity. Footwork Lure is <br /> augmented by Catspaw Style -&gt; we don't shift, but <br /> simply silde the enemy 1 adjacent to us. But we use <br /> a Staggering Glaive, so we slide it 7 squares, ending <br /> adjacent to us. <br /> <br /> First slide 3 to the right<br /> *****<br /> *123*<br /> *3F** 5<br /> *678*<br /> *****<br /> <br /> Then slide 3 back<br /> <br /> *****<br /> *123*<br /> *3F5*<br /> *678*<br /> *****<br /> <br /> 6 squares slide -&gt; polearm momentum triggers-&gt;knockdown. <br /> Since it was an Opportunity Attack, the target is additionally <br /> slowed. <br /> <br /> This already works with a cheap staggering weapon +1, <br /> since our slide distance needs to be only 2 for polearm <br /> momentum to trigger. So the trick already works at level 12.

So ... take Mounted Combat and ride a horse. It's a large creature, so it would increase your "area" to be 4x4 square. Would this build benefit from the extra area or would that be a hindrance?
So ... take Mounted Combat and ride a horse. It's a large creature, so it would increase your "area" to be 4x4 square. Would this build benefit from the extra area or would that be a hindrance?

You can even use a mount without mounted combat, since mounted combat only allows you to use the special mount ability and makes it harder to knock you off the mount (if i remember right, at work right now). For a exploration of mount benefits, check my signature -> ideas -> mounts and space.

I think a Griffin would fit perfectly
Interesting concept, but it does feel like you are throwing all of the secondary benefits of BRV in going heavy blades (bonus damage in chain, bonus damage using axe/hammer/pick). Not like you have much of a choice due to HBO/Footwork Lure being a core part of the build, but tragic still.

This build also seems very sub-par in the heroic tier...I don't have any suggestions, but I would think many groups would pass on this character for a better defender.

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Interesting concept, but it does feel like you are throwing all of the secondary benefits of BRV in going heavy blades (bonus damage in chain, bonus damage using axe/hammer/pick).

I only care about the primary benefit. And you are not optimizing the primary benefit if you stay in chain. Who cares a point of damage or two if you can get DR +5.

This build also seems very sub-par in the heroic tier...I don't have any suggestions, but I would think many groups would pass on this character for a better defender.

How so ? Just because you pick a glaive at level 11 doesn't mean you need to pick a glaive at level 1. Just because you pick up plate at level 26 doesn't mean you cannot use chain until then. Also, a dwarven battlerager by definition simply cannot be sup-par in heroic
Wouldn't you be better off lowering your starting wisdom by one and increasing your starting con by one? (giving you a starting con of 16 and a starting wis of 14). You don't need 15 wis until you hit paragon levels and by then you get your +1 to all stat increase, giving you your 15 wisdom when you need it.
If you cannot use any Dragon material:

a) What would you take instead of Cat's Paw Style.
b) How effective is the build without it?
I don't think the Catspaw feat is really needed. Not having it would give you a better starting point for stats.

Str: 16
Dex: 14
Con: 16
Int: 8
Wis: 15
Cha: 10

At level 4 you could even put a stat point in Dex so you qualify for Polearm Momentum nice and early. It would allow you to put Footwork Lure to very good use early on.

Example of level 4...

F = Fisherman
1 = Fish

XXXXX
XXFX1
XXXXX

F hits Fish 1 with Footwork Lure and shifts 1 to his left.

XXFXX
XXXX1
XXXXX

Fish 1 then must slide into the space F left triggering Polearm Momentum (prone).

XXFXX
XX1XX
XXXXX

I think this would make the build a lot more enjoyable in heroic tier.

I am planning on playing something similar in an upcoming game, but I went with Iron Vanguard PP for Trample the Fallen.

Great build idea for a fighter Song.
I've been playing around with this build trying to see if I could make an acceptable heroic tier defender, since the build really doesn't kick in until paragon. Taking Heavy Blade WE/WF instead of polearm means you can go longsword/heavy shield for the heroic, and transition into polearms with very little retraining. Also, I use chainmail through heroic and switch to scale in paragon. The reasoning is that since the character still lacks most of the control aspects of the build, more damage and being more "vunerable" works as a poor man's control mechanic.

Here is my version of the build at 16 (I might not be able to get/afford all the items I've listed by 16, but will get them when possible):
====== Created Using Wizards of the Coast D&DI Character Builder ======
Fisherman, level 16
Dwarf, Fighter, Iron Vanguard
Fighter Talents: Battlerager Vigor
Background: Cormyr (General)

FINAL ABILITY SCORES
Str 20, Con 18, Dex 16, Int 9, Wis 16, Cha 13.

Starting Ability Scores
Str 16, Con 13, Dex 14, Int 8, Wis 13, Cha 12.


AC: 30 Fort: 28 Reflex: 24 Will: 24
HP: 123 Surges: 13 Surge Value: 30

TRAINED SKILLS
Heal, Endurance, Insight, Athletics.

FEATS
1: Improved Vigor
2: Weapon Expertise (Heavy Blade)
4: Dwarf Stoneblood (retrained to Polearm Gamble at Level 12)
6: Defender of the Wild
8: Sudden Roots (retrained to Polearm Momentum at Level 11)
10: Adept Power
11: Heavy Blade Opportunity
12: Catspaw Style
14: Dwarf Stoneblood
16: Weapon Focus (Heavy Blade)

POWERS
1, At-Will: Crushing Surge
1, At-Will: Footwork Lure
1, Encounter: Shield Bash (retrained to Spinning Sweep at Level 10)
1, Daily: Villain's Menace (retrained to Form of Winter's Herald at Adept Power)
2, Utility: Pass Forward
3, Encounter: Dance of Steel
5, Daily: Rain of Steel
6, Utility: Unbreakable
7, Encounter: Come and Get It
9, Daily: Thicket of Blades
10, Utility: Into the Fray
13, Encounter: Scattering Swing (replaces Spinning Sweep)
15, Daily: Unyielding Avalanche (replaces Rain of Steel)
16, Utility: Immovable Mountain

ITEMS
Adventurer's Kit, Staggering Glaive +3, Dwarven Chainmail +1, Staggering Longsword +1, Shield of Speed and Evasion Heavy Shield (heroic tier), Dwarven Wyvernscale Armor +3, Bracers of Tactical Blows (paragon tier), Battlestrider Greaves (paragon tier), Helm of Opportunity (paragon tier), Giantkind Gloves (paragon tier), Cloak of Distortion +3, Cincture of Vivacity (paragon tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======

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Wouldn't you be better off lowering your starting wisdom by one and increasing your starting con by one? (giving you a starting con of 16 and a starting wis of 14). You don't need 15 wis until you hit paragon levels and by then you get your +1 to all stat increase, giving you your 15 wisdom when you need it.

Unfortunately, con +1 for 16 con requires two points (13->14), and wis -1 only gives me one point (13->12).

If you cannot use any Dragon material:

a) What would you take instead of Cat's Paw Style.
b) How effective is the build without it?

a) The build would change, since i don't need to start with Charisma 12 that way. If you just want to switch feats, i would take the epic +2 to all defenses feat.

b) Still ok, but a lot less effective: For footwork lure to trigger without Cat's Paw Style, you need the enemy to be non-adjacent. So, all your OAs (except the ones from Polearm Gamble) won't trigger a knockdown, since the sliding distance is too low.

I don't think the Catspaw feat is really needed. Not having it would give you a better starting point for stats.

The problem is, without catspaw style you don't trigger polearm momentum on your OAs: Since they interrupt the move, OAs hit while the enemy is still adjacent when you hit them with footwork lure. Might work if your DM allows staggering to work on non-fixed distance shifts or allows you to choose the slide path of footwork lure (i.e. "slide into the space you left" can slide all over the battlefield, ending in the space you left).

Another problem is the need to shift, which isn't desirable if you have multiple fish already adjacent.

Great build idea for a fighter Song.

Thank you !

I've been playing around with this build trying to see if I could make an acceptable heroic tier defender, since the build really doesn't kick in until paragon. Taking Heavy Blade WE/WF instead of polearm means you can go longsword/heavy shield for the heroic, and transition into polearms with very little retraining. Also, I use chainmail through heroic and switch to scale in paragon. The reasoning is that since the character still lacks most of the control aspects of the build, more damage and being more "vunerable" works as a poor man's control mechanic.

Good work !

I would keep chain until level 26, and only then switch directly to tarrasque plate (which has the chain AC, but also DR 5). The WE/WF polearm is a leftover from an older build iteration which used glaive+longspear for access to Rain of Blows. But in the current build, taking heavy blade is far better (and also a second glaive instead of a longspear at lvl 24).
I liked this build the second I saw it !

In fact, I think the warden PP Verdant Lord is based upon this core mechanic of creating a aera of difficult terrain around you, you marking all the nearby ennemies and forcing them to use a move action in order to escape, triggering insane opportunities attacks.

Using staggering weapon and polearm momentum with catspaw style and footwork lure is the icing on the cake of this build, making you a formidable stiky defender.

Here's the same build using a Warden, working at lvl 12 :

====== Created Using Wizards of the Coast D&DI Character Builder ======
Fisherman, level 12
Half-Elf, Warden, Verdant Lord
Guardian Might: Earthstrength
Background: Half-Elf - Outcast

FINAL ABILITY SCORES
Str 19, Con 18, Dex 15, Int 9, Wis 15, Cha 13.

Starting Ability Scores
Str 16, Con 13, Dex 14, Int 8, Wis 14, Cha 10.


AC: 26 Fort: 25 Reflex: 21 Will: 22
HP: 122 Surges: 13 Surge Value: 30

TRAINED SKILLS
Nature, Perception, Athletics, Endurance, Heal.

FEATS
1: Toughness
2: Blade Opportunist
4: Weapon Expertise (Polearm)
6: Student of the Sword
8: Human Perseverance (retrained to Versatile Master at Level 11)
10: Sudden Roots (retrained to Polearm Momentum at Level 12)
11: Heavy Blade Opportunity
12: Catspaw Style

POWERS
1, At-Will: Strength of Stone
1, At-Will: Weight of Earth
1, At-Will: Footwork Lure
1, Encounter: Hungry Earth
1, Daily: Form of Winter's Herald
2, Utility: Nature's Abundance
3, Encounter: Burst of Earth's Fury
5, Daily: Storm Strike (retrained to Form of the Relentless Panther at Level 5)
6, Utility: Bear's Endurance
7, Encounter: Stalker's Positioning
9, Daily: Form of the Oak Sentinel
10, Utility: Returning Strength

ITEMS
Staggering Glaive +3, Magic Earthhide Armor +3, Helm of Opportunity (heroic tier), Amulet of Protection +3, Strikebacks (heroic tier), Iron Armbands of Power (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======

See how you can make a difficult terrain around you for 3 encounters long using the Writhing Roots PP feature, and at lvl 12 you got Awaken the Forest to create an close burst 3 aera of difficult terrain, sustaining it with the minor you never use.

You notice my problem ATM with him is his low defenses for a defender, which bother me a lot. I'm looking for improving these in order to get a truly strong defender.
I think one of my favorite parts of this build is the synergy with AoE party members. As a wizard, I often have a difficult time catching enemies sufficiently clustered together to make full use of my talents. I don't know if Invokers suffer the same problem, but I have heard that Sorcerers would also greatly benefit from having their foes all bunched together.

In fact, I think I would actually enjoy playing any kind of controller with the fisherman around more than being the fisherman himself. I'm picturing a Katamari Damacy style defender striding around the field while his teammates push hapless opponents into his inescapable grip, then AoE the nuts out of the encounter.
So what do you think about doing this with a golath stoneblood? You get less THP from not being a dwarf (the racial soak 5 sorta makes up for it), but you get natural reach and treating reach 1/enounter?

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I was thinking about a build kind of like this one. A lot of the same feats, but I went Goliath Warden/Fighter/Stoneblessed (I was thinking about Dreadnought)/Eternal Defender. The extra reach there is pretty useful, and it's permanent.

Come to think of it, your build seems better because you get a lot of resist from Tarrasque plate and dreadnought. Hmmm....things to think about.
The Pond:
The Pond is a 5x5 area of difficult terrain (Form of Winters Herald, 7 encounters/day), centered on us. [/i]

does this mean you can cast it seven times a day? If do how?
So what do you think about doing this with a golath stoneblood? You get less THP from not being a dwarf (the racial soak 5 sorta makes up for it), but you get natural reach and treating reach 1/enounter?

You also loose the minor action second wind (which heals 2x healing surge damage), and the Dreadnought feature to shrug off (save ends)-effects is really important with our low NAD defenses. But the goliath should still do fine.

I was thinking about a build kind of like this one. A lot of the same feats, but I went Goliath Warden/Fighter/Stoneblessed (I was thinking about Dreadnought)/Eternal Defender. The extra reach there is pretty useful, and it's permanent.

Come to think of it, your build seems better because you get a lot of resist from Tarrasque plate and dreadnought. Hmmm....things to think about.

Warden is definitely also a very good option, and i actually like the flavor of warden powers more. Saving throws at the start of each turn is makes the loss of dreadnought bearable, and with goliath DR the missing temp hp don't hurt too much. Only problem is the loss of catspaw style, so you cannot necessarily keep everyone adjacent to you.

does this mean you can cast it seven times a day? If do how?

Salves of Power (Adventurers Vault, spend healing surge+daily power use to regain daily power lvl 5 or below). And if you wonder, why 7 (instead of 4): you regain a daily item use every milestone, i.e. every two encounters.
Salves of Power (Adventurers Vault, spend healing surge+daily power use to regain daily power lvl 5 or below). And if you wonder, why 7 (instead of 4): you regain a daily item use every milestone, i.e. every two encounters.

It does prevent you from using say, dwarven armour though.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

It does prevent you from using say, dwarven armour though.

Yes, thats why i don't use any item with daily item usages (or if i do, it has a good non-daily property). But i think agile armor +3 to ac is better than the dwarven armor daily power, anyway...
One question. As an Eternal Defender, the Glaive and Longspear both count as one-handed weapons for you. But you don't have the ranger multi-class, so you can't wield two one-handed weapons for Dual Strike. Do you have some way of getting around this?
One question. As an Eternal Defender, the Glaive and Longspear both count as one-handed weapons for you. But you don't have the ranger multi-class, so you can't wield two one-handed weapons for Dual Strike. Do you have some way of getting around this?

Yes, i do now. But i didn't when i started the build, so thanks for catching this. I will change it as soon as i get my hardcopy of arcane power...

Outline:
In epic, retrain Warden MC to Bard MC and pick up the feat Multiclass Mastery(Warden MC, Two Blade Warrior)
One question. As an Eternal Defender, the Glaive and Longspear both count as one-handed weapons for you. But you don't have the ranger multi-class, so you can't wield two one-handed weapons for Dual Strike. Do you have some way of getting around this?

I actauly like picking up a shield and taking tide of iron, sorta anti-fisherman, but sometimes there's things to push people into.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Outline:
In epic, retain Warden MC to Bard MC and pick up the feat Multiclass Mastery(Warden MC, Two Blade Warrior)

You would have to retrain any power swap feats (Acolyte power) out first.
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