Arcane Feycharger (345dpr all day)

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Update: R.I.P. (May 5 Update - Arcane Feychargers fortunately still work, but they don't get any special synergies from feycharging. Last working build was Long Night Feycharger with about 948 DPR)


Arcane Feycharger (R.I.P.)
This is a obsolete thread (nerfbat). Check out AlphatheGreat's Arcane Slasher if you want a teleporting crazy damage guy...

I always liked the idea of the an eladrin teleporting at-will all over the battlefield, dropping enemies left and right. ZephyrTempest did a great incarnation of this idea with his Feycharger. For a little inspirational video, check out Nightcrawler (first 3 minutes)


The power of a Feycharger can be increased greatly by going arcane, decreasing the charge miss chance to only 0.25% (1:400) and dealing a buckload of damage (436DPR for five encounters/day, healing 31hp) since the second half of the inspiration for this build is stick128's Cold Sorcerer. Also a big thanks to Kryx, Ytterbium_Dragon, deathmaster35 and borg285 for improvements and error hunting. The builds works like a normal warlock/paladin in heroic, and are great as early as paragon lvl 11 with 4 full at-will attacks per round. Oh, and take a look at the new Divine Arcane Feycharger (494 DPR for five encounters/day, 616 DPR 1enc/day).


AlphatheGreat has written a great summary about how feycharging works, so you don't have to read the whole thread (originally posted here, used with permission ):

Feycharging Howto

Just to explain what exactly gets so powerful about a feycharger, the current top damage-per-round build is the Long Night Feycharger, an Arcane Feycharger variation.

The arcane feycharger is a Warlock hybrid Swordmage, Multiclass Fighter, Multiclass Rogue (windrise ports allows 2 Multiclass feats).

Important Elements:
Fey Charge(fighter) allows you to use  Fey Step as part of a charge
Fey Gambit(rogue) gives combat advantage whenever you fey step next to a target
Roundabout charge(rogue) lets you go wherever you want on a charge, as long as you end up next to your target. 
Eladrin Swordmage Advance(swordmage) gives you a free melee basic attack when you use fey step to teleport next to an enemy.
Eldritch Strike(warlock at-will): an arcane at-will that counts as a melee basic attack
Planestrider Boots(level 18 item): when you teleport with a power, you can split the teleport into two teleports whose sum is the total distance allowed.

The process:
1. Charge the target, activate Fey Charge
2. Split the fey charge teleport so you end the first teleport next to the target, which grants an MBA with ESA with combat advantage.
3. Finish your teleport to end next  to the target again, triggering another ESA mba, and then take your Fey Charge mba.
That's three arcane at-will melee attacks in one charge.  By comparison, Twin Strike does only two attacks that don't benefit from your attribute bonuses, whereas Eldritch Strike does.  That's powerful enough. It gets worse, because Eldritch Strike being an arcane at-will means you can tag in a lot of extra stuff.

Added stuff:
1.  Arcane Admixture lets you change the damage type of Eldritch Strike to frost(for use with Lasting Frost), or Thunder(for use with other things, like Echoes of Thunder).
2.  Lasting frost adds static damage in the form of frost vulnerability.  Need I elaborate?
3.  Echoes of Thunder gives a stacking +1 bonus to hit until the end of your next turn whenever you hit with a Thunder power.  3 attacks from fey charge means you get a +3 if you hit with all three.  Next turn you keep stacking, for a potential +5 on your actual fey charge.  It gets worse if you add a Dancing Weapon.
4.  Dancing Weapon.  Not exclusive to feychargers, but if you have 5 of them you will get another melee basic attack(albeit less accurate one, as we can only afford 5 +4 versions at level 30), which is cumulative with and benefits from Echoes of Thunder.  That's 4 arcane melee attacks each turn.
5.  White Lotus Riposte and White Lotus Master Riposte.  Requires you to hit with an arcane at-will attack power.  Combined with Aegis of Assault, your opponent is forced into choosing between attacking you and triggering Riposte(stat damage) and Master Riposte(hit them with the same arcane at-will, in this case Eldritch Strike), or making a break for one of your allies and take an Assault mba(eldritch strike), which benefits from Echoes of Thunder... you get the drift.
6.  Radiant vulnerability exploitation.  There's a whole mess there.  Suffice to say it can stack up fast.  Rod of Starlight, Pelor's Sun Blessing(divine boon), etc.
7.  Arcane Slasher tactics(see my sig).  The Long Night Feycharger takes the Long Night Scion PP and the Radiant One ED.  Whenever he teleports he does a "slash" which deals con cold damage which benefits from lasting frost, which triggers Radiant One's int radiant damage, which benefits from radiant vulnerability....
You can see how that would be intense with the Arcane Feycharger.
*Start with a move action split-teleport(Ethereal Sidestep) to slash them twice, ending the teleport 2 squares away.
*Sustain your Dancing weapon with a minor action.
*Fey Charge, activating the first ESA attack 
*finish your teleport which gives another slash, and triggers another ESA
*Your dancing weapon attacks
*on their turn they either attack you and take Riposte Damage+Riposte Attack, attack no one and be effectively stunned for the round, or shift and charge an ally.
In the last instance you can split your Aegis of Assault teleport to get another slash in before you hit them with your Eldritch Strike.  It turns out that the Riposte does the same expected damage as the Assault total.

It gets well over 500 expected damage per round.

In sum, the arcane feycharger gets all the benefits of a multiattacker, all the static-damage bonuses that arcane attacks give, gets a catch-22 worth up to 100 damage per round, all the benefits wizards has built in to combo off teleporting, and can "plug in" to a high percentage of the more cheesy CO tactics.  It's absurd that one build can abuse so many different tactics at the same time.

Arcane Feycharger (436DPR)


Since Reapers Touch is Shadar-Kai only as of Dragon Annual, only the melee arcane feycharger still works (unless you allow War Wizard). Very nice from a dpr standpoint, but i really wish the more balanced old wizard build would still work...

Build

Build


Race: Eladrin
Class: Warlock|Swordmage
Aegis: Assault
Multi: Fighter
PP: Academy Master
ED: Sage of Ages

Stats:
Str: 13->15->17 (2)
Con: 18->20->26 (6)
Dex: 13-15->21 (4)
Int: 10-12->14
Wis: 8->10
Cha: 10->12

Feats:
Fighter MC, Rogue MC, Fey Charge [MP], Fey Gambit [MP], Roundabout Charge, Eladrin Swordmage Advance [AP], Weapon Focus(light blade), Focused Expertise (light blade), Armor Proficiency(Chain), Arcane Admixture (Thunder, Eldrich Strike), Echoes of Thunder, Fighter Power(Battle Furor), Weapon Proficiency (Katar), Light Blade Mastery, White Lotus Riposte, White Lotus Master Riposte, TWF, TWO



Powers:
at-will: Eldrich Strike , 1 Swordmage
encounter: PP, 3 open
daily: Battle Furor [Dragon 379], PP, 2 open
utility: Trick of Knowledge (enc26, from ED) [AP], PP, 5 open

Gear:
hand1: Bloodrion Katar+6 [AV]
hand2: Bloodiron Katar+6 [AV]
armor: Runic Chain+6 [AV2]
neck: Cloak of Translocation+6 [AV2]
hands: Gauntlets of Destruction [PHB]
head: Horned Helmet [AV]
arms: Ankhmon's Bracers [AV2]
feet: Planestrider Boots [MotP]
belt: Belt of Vim [AV]
ring1: Shadow Band [AV]
ring2: War Ring [AV]
misc: 5x Dancing Katar+4 [PHB]



To Hit and Damage Calcs

To Hit & damage calculations


to hit (round1):
+15(lvl)+8(con)+6(enh)+3(weapon)+3(expertise)+2(CA)= +37 (+38 on charge)

to hit (round2+):
+42 (or better, via academy master)

damage mba:
hit: 2d6+1d10(bracers)+8(con)+6(enh)+3(focus)+5(pp)+8(stance)+1(twf) = 2d6+1d10+31 (45) [+3d6 on charge]
crit: 6d6+14d10+53 (161) [+18 on charge]
off hit: 2d6+1d10(bracers)+8(con)+6(enh)+3(focus)+5(pp)+8(stance) = 2d6+30 (44)
off crit: 6d6+14d10+52 (160)

dancing katar:
hit: 2d6+1d10(bracers)+8(con)+4(enh)+3(focus)+5(pp)+8(stance) = 2d6+1d10+28 (42)
crit: 5d6+3d6+50 (82)

damage charge attack: 0.8075*(57)+0.19*(179) = 80.0375
two: 0.19*0.85*(44)+0.19*0.1*(160) = 10.146
total attack 1 = 90.1835

damage normal mba: 0.85*(45)+0.1*(161) = 54.35
two: 0.1*0.85*(44)+0.1*0.1*(160) = 5.34
total normal mba = 59.69

damage dancing: 0.85*(42)+0.1*(82) = 43.9

Attacks: 1xCharge+2xESA+1xcatch22+1xdancing

total DPR 5 attacks: 313.154 + 112.776 (echoes of thunder*) + 10.5 (curse) -> 436 DPR

Additional damage echoes of thunder [Feat, PHB2]


per hit:
charge: 0.9775*3(normal)+0.19*0.95*3(two) = 3.474
0.95*3(normal)+0.1*0.95*3(two) = 3.135

after first hit: 3.474
after second: 3.474 + 3.135
after third: 3.474 + 2*3.135
after forth: 3.474 + 3*3.135 -> + 12.879 at start of round 2,
after fifth: 3.474 + 4*3.135 -> + 16.014 at start of round 2,

5 attacks, after round 1
1: 16.014
2: 19.488
3: 22.623
4: 25.758
5: 28.893
-----
+112.776


Healing


charge: 0.9775*6(normal)+0.19*0.95*6(two) = 6.948
normal: 0.95*6+0.1*0.95*6 = 6.27
dancing: 0.95*6 = 5.7

5 attacks -> 31 hitpoints healed


 





Ok, here is the Divine Feycharger modified for double Eladrin Swordmage Advance. Deals 451 DPR now...


Divine Arcane Feycharger (494 DPR)


This build uses a little tidbit in the wording of Eladrin Swordmage Advance: If we get adjacent to the target via Fey Step, we get a free mba. If we now split the Fey Step in two via Planestrider Boots, we get adjacent to the target, with Fey Step, twice, for two ESA mbas per round. This however requires Roundabout Charge in order to still qualify for the charge requirements. Due to the use of Ankhmon's Gauntlets, the new version also heals itself each round. The current numbers are 5enc/day 494 DPR and 29 hitpoints/round healed, and 1enc/day 616 DPR with 34 hitpoints/round healed.

Build

Build


Race: Eladrin
Background: Windrise Ports
Class: Paladin|Swordmage
Aegis: Assault
Multi: Fighter, Rogue
PP: Morninglord
ED: Sage of Ages

Stats:
Str: 13->15->21 (6)
Con: 10->12
Dex: 13-15->17
Int: 10-12->14
Wis: 8->10
cha: 18->20->26 (6)

Feats: Fey Charge [MP], Eladrin Swordmage Advance [AP], Focused Expertise(Heavy Blade), Hybrid Talent(Paladin Armor Prof.), Weapon Proficiency(Fullblade), Fighter MC, Rogue MC (via Windrise Background), Power of Arcana [DP], White Lotus Riposte, White Lotus Master Riposte, Arcane Admixture (Virtuous Strike, Thunder), Echoes of Thunder, White Lotus Enervation, Punishing Radiance [DP], Fey Gambit, Roundabout Charge, Heavy Blade Mastery, Font of Radiance

Powers:
at-will: Virtuous Strike [DP], 1 Swordmage
encounter: PP, 3 open
daily: Quicksilver Blade [FRPG], PP, 2 open
utility: Trick of Knowledge (enc26, from ED) [AP], PP, 5 open

Gear:
hand1: Bloodiron Fullblade+6 [AV]
symbol: Symbol of Divine Light+4 [AV2]
armor: Runic Plate+6 [AV2]
neck: Cloak of Translocation+6 [AV2]
hands: Gauntlets of Destruction [PHB]
head: Horned Helmet [AV]
arms: Ankhmon's Bracers [AV2]
feet: Planestrider Boots [MotP]
belt: Belt of Vim [AV]
ring1: Shadow Band [AV]
ring2: War Ring [AV]
boon: pelors sun blesing+1
misc: 5x Dancing Fullblade+4 [PHB]


to hit and damage

to-hit and damage calculation



to-hit (after 1st round, enervation+domain):
+15(lvl)+8(cha)+6(enh)+3(weapon)+3(expertise)+2(CA) = +37 (+42 after round 1)

damage base:
hit: 2d12+1d10+8(cha)+6(enh)+10(morning)+5(symbol)+2(pelor)+5(shard) = 2d12+1d10+36 (56)  [+3d6 on charge]
crit: 14d10+6d12+70(normal) -> (196) [+18 on charge]

dancing hit: 2d12+1d10+8(cha)+4(enh)+10(morning)+5(symbol)+2(pelor)+3(shard) = 2d12+1d10+42 (52)
dancing crit: 5d6+3d12+66 (normal) -> (107)

damage calcs

mba charge: 0.8075*(68)+0.19*(215) = 95.76
    
mba: 0.85*(56)+0.1*(196) = 67.2
 
mba dancing: 0.85*(52)+0.1*(107) = 54.9

attacks:
5/day: charge mba, ESA x2, riposte/assault x1, dancing x1.
1/day: charge mba, quicksilver mba,  ESA x2, riposte/assault x1, dancing x1

5/day (dancing) =  352.26 + 100.4925 (echoes) + 40.75 (rad) = 494 DPR
1/day (quicksilver) =  419.46 + 146.2575 (echoes) + 50.33 (rad) = 616 DPR

Additional Damage Sources


I. Punishing Radiance & Font of Radiance
Punishing Radiance adds stacking vulnerability 10 on a crit until the end of the next round, font of radiance will trigger 3d6+vulnerability damage. With 5 attacks/round, chances to crit are about 0.5/round.

5 attacks:
1-(0.81*0.9^4) = 0.468559 (chance for one crit in round n-1)

damage font of radiance: 3d6+27 (39)
0.468559*(39) = 18.273801

round n damage:
charge:0.468559*(0.9975*10) = 4.673876025
normal:0.468559*(4*(0.95*10)) = 17.805242

total: 22.48 + 18.27 = 40.75


6 attacks:
1-(0.81*0.9^5) = 0.5217031 (chance for one crit in round n-1)

damage font of radiance: 3d6+27 (39)
0.5217031*(39) = 20.35

round n damage:
charge:0.5217031*(0.9975*10) = 5.203988423
normal:0.5217031*(5*(0.95*10)) = 24.78089725


total: 29.98 + 20.35 = 50.33

II. Echoes of Thunder
per hit:
charge: 0.9775*3(normal) = 2.9325
normal: 0.95*3(normal) = 2.85

after first hit: 2.9325
after second: 2.9325 + 2.85
after third: 2.9325 + 2*2.85
after forth: 2.9325 + 3*2.85
after fifth: 2.9325 + 4*2.85
-> + 14.3325 at start of round 2, assuming 5 attacks
-> + 17.1825 at start of round 2, assuming 6 attacks

5 attacks, after round 1
1: 14.3325
2: 17.265
3: 20.115
4: 22.965
5: 25.815
------
+100.4925


6 attacks, after round 1
1: 17.1825
2: 20.115
3: 22.965
4: 25.815
5: 28.665
6: 31.515
------
+146.2575


Healing per Round: 


5 attacks: 4*5.7(normal)+1*5.985 = 28.785
6 attacks: +5.7 = 34.485




 


Feychargers in Paragon


Feychargers work from level 11+, but they do have some pitfalls early on. The biggest one is the increased probability of missing the charge, thus loosing fey step. Some ways to avoid that and generally do well in paragon (thanks to borg285):



Show

Avoiding the charge miss

The daggermaster build can use an AP for a reroll.

Items:
cloak of translocation -> daily item use: regain teleportation power (fey step)
dice of auspicious fortune -> daily item use: 3d20 rolls -> encounter power: swap current roll with stored one
after dice are used up: potion of clarity (50gp): minor action spend healing surge for one reroll in encounter


Other
Between lvl 19 (Akhamon's Bracers) and lvl 26, Runic Armor doesn't make sense, since the high arcana check is only required from lvl 26+. Salubrious Armor adds +2 item bonus when healed, which happens all the time due to bracers.


 


Build Options: More Feychargers


1. Cleaving Feycharger


Similar to ZephyrTempest's build, but with swordmage & swordmaster. With five attacks on a charge (and 5/day 6 attacks, using daily item powers, but no salves), there is a high chance to get at least one critical hit per round, recharging a fighter encounter power via the Swordmaster lvl 16 feature. A good candidate for that is Trip Up, adding another attack about every other round.


Cleaving Feycharger

Race: Eladrin
Class: Fighter|Ranger
MCs: Swordmage, Rogue
PP: Swordmaster
ED: Radiant One

Feats:
Deft Hurler Style, MC Swordmage, MC Rogue, Roundabout Charge, Fey Gambit, Fey Charge, Weapon Focus, Weapon Expertise, Eladrin Swordmage Advance, Weapon Proficiency (drow longblade), Weapon Mastery, Hybrid Talent (fighter armor)  12

Powers:
at-will: Cleave, Throw and Stab
encounter: Trip-Up
daily: -
Util: Martial Supremacy (ftr22)

str 18->26 (6)
con 10->12
dex: 13-15->18  (1)
int: 13-15->22  (5)
wis: 10->12
cha: 8->10

Gear:
hand1: Radiant Longsword+6 [AV]
hand2: Drow Long Blade+6 [AV]
armor: Agile Chain+6 [PHB]
neck: Cloak of Translocation+6 [AV2]
hands: Gloves of Destuction
head: Horned Helmet [AV]
arms: Barrage Bracers [AV2]
feet: Planestrider Boots [MotP]
belt: Belt of breaching [AV2]
ring1: Shadow Band [AV]
ring2: Ring of Giants
misc: 5x Dancing Longblade+4 [PHB]

Attacks: Use Throw and Stab, substitute the charge with cleave (possible due to Swordmaster), modify the cleave with deft hurler style -> total of 3. Add 2x ESA -> total 5, with dancing weapons its 6.  


2. Crushing Surge Feycharger


Almost the original feycharger. Uses Cruhing Surge on charge for marks and reckless attacker. 

Crushing Surge Feycharger

Class: Fighter|Swordmage(MC Rogue)/Kensai/Sage of Ages

3. Vadalis Griffonmaster Feycharger


Uses the griffon companion for lots and lots of attacks. 1xcharge + 1x catch22 + 2x ESA + 1x Dancing + 1x beast command + 1x beast charge = 7 attacks. If your DM doesn't allow Windrise(FR)+Eberron, loose mc rogue and thus the second ESA attack.


Valadis Griffonmaster Feycharger

Class: Ranger|Swordmage(MC Fighter, MC Rogue)/Vadalis Griffonmaster/*

4. Beastform Druid Feycharger


Duids have nice at-will mba powers, and racial powers are not disallowed in beast form -> be a blink dog...


Beastform Druid Feycharger

Class: Druid|Swordmage(MC Fighter, MC Rogue)/any/any
A good build example would be Lurians Druid Feycharger.


5. Barbarian Feycharger


Well, eladrins are not the typical barbarian race, but barbrians do charge well... 


Show

Class: Barbarian|Swordmage(MC Fighter, MC Rogue)/any/any

6. Defending Arcane Feycharger


Arcane Feycharger with more focus on the defender role.


7. Nonhbrid Bard Arcane Feycharger


Good Arcane Feychargers are also possible without hybrid rules or windrise ports. Just pick Bard.


Nonhybrid Arcane Feycharger

Class: Bard(MC Rogue, Swordmage, Fighter)/PMC Paladin/Sage of Ages

Full version can be found here

8. Warlord Feycharger


Warlords are a natural fit for feychargers, due to trailblazer and fey tactics, which allows a feycharger warlord to take one ally along for the ride (ends adjacent), and teleport another ally (ends anywhere). DPR is nowhere close to the striker builds, but more than 100 DPR is still considerable for a leader.


Warlord Feycharger

Class: Warlord|Swordmaged(MC Rogue, Fighter)

Feats: Feystep Trailblazer, Fey Tactics


9. DIY Feycharger


base pack: a good MBA, Race: Eladrin, fighter mc or hybrid + fey charge, swordmage mc or hybrid swordmage + eladrin swordmage advance (-> 2 mbas per round, one of them charge)


arcane booster 1: white lotus riposte, white lotus master riposte, hybrid swordmage with aegis of assault (-> catch 22 situation, basically another melee basic attack)


arcane booster 2: Arcane Admixture Thunder, Echoes of Thunder (-> escalating thunder damage)

hit booster: try to get stacking +1 to hit per hit: e.g. Academy Master, Barrage Bracers, Power of Skill etc.


usability booster: rogue MC, roundabout charge, fey gambit, sage of ages (->+4 to hit +2 to all def, roll twice, i.e. very unlikely to miss, charge is always possible, )

Would you mind doing a level by level eventually? Be nice to break down when this build starts peaking (I imagine not till Paragon)
Would you mind doing a level by level eventually? Be nice to break down when this build starts peaking (I imagine not till Paragon)

In heroic, the fey feats are not available (fey charge+gambit are paragon feats), so its a normal wizard with 1 encounter per day magic missile as a minor action

In paragon its a high crit wizard (all wizard powers have a critical hit range of 18-20) with the option to use magic missile on a charge, and also magic missile as a minor action 4 encounters/day.

So in paragon, it would probably work like this:
minor action: magic missile (melee or ranged)
standard action: feycharge magic missile (melee)

The real damage kicks in at epic, when we can do 3 attacks, and all on or after the charge....
I've been wondering about the feat Multiclass Mastery, can you explain this one? I assume its how your Wizard was able to Multiclass multiple times but I'd just like the clarification of how it works.

Thanks!
I've been wondering about the feat Multiclass Mastery, can you explain this one? I assume its how your Wizard was able to Multiclass multiple times but I'd just like the clarification of how it works.

Thanks!

Ok, i'm just using it the way it was described to me, since i don't have the book myself. Its a epic feat. You have to be a bard or MC bard, no other requirements. When picking Multiclass Mastery, you get to pick two multiclass feats (fighter and swordmage in this case).

The Wizard|Rogue is from Dragon 374 (hybrid multiclassing), and also the reason why i have a useless at will power and horrible hitpoints. Unfortunately, there is no hybrid bard description right now, otherwise i could go wizard|bard mc rogue...
Very cool build. Glad I was able to inspire at least a little bit.
Ah nice I'm looking forward to seeing that feat's full information.
Reading the feat now (I have the book) and Song N Silence has it down perfectly. It is really interesting.
Can you give us a snap shot of your stat progression? And with the hybrid requirement that about half your daily/encounter/utility be from the rogue class do you end up with at least 1 daily and encounter and a few utility that is useless? But this is a very intriguing build.
Very cool build. Glad I was able to inspire at least a little bit.

Thank you, glad you like it !

Basically the whole high damage mechanic is stolen from you ;). The first incarnation was actually even closer to your build, a eldarin sorcerer/academy master/sage of ages with MC Bard->fighter+swordmage. It had just two attacks and i couldn't sneak in MC rogue for daggermaster, and it was a mess to get the high stats necessary for unstoppable charge, charisma was a little low, but it might get even higher damage if i could find a way to make ends meet.

And as soon as there is a hybrid version of sorcerer, it could be a eldarin sorcerer|wizard for the full three attacks, using Combat Virtuoso for the magic missile, with all the fun you get from Fury of the Storm and Ruthless Spellfury.

By the way, do you think a rending weapon would work ? I'm thinking swordmage implement+rending kopesh...

Edit: Btw, what about high crit weapons, would they add the weapon high crit dice, or the spell dice... ?
Can you give us a snap shot of your stat progression? And with the hybrid requirement that about half your daily/encounter/utility be from the rogue class do you end up with at least 1 daily and encounter and a few utility that is useless? But this is a very intriguing build.

On the useless rogue powers: I will have to look at it. The rogue utility power certainly won't be useless, i hope there is also a daily attack power that doesn't require an actual attack (e.g. a stance), same for encounter power. If you have good ideas for the rogue part, i'm all ears

Here is the stat progression, bumps spent are in ():

str 14->16->21 (5)
con 14->16->17 (1)
dex 14->16
int 18-> 26 (6)
wis 8->10
cha 11->13
About the useless Rogue encounter power, you could use Reserve Training to sub in something from wizard and still follow the hybrid restrictions, I think. Hybrid requires you know at least one encounter power from the Rogue side. However, Reserve training gets around this as you still know the Rogue encounter power but you just don't have it readied, instead subbing in a Wizard Power.

Just a thought, though this does put strain on an already feat intensive build.
Thanks for the nod 8).

I can't wait until they release the official hybrid stuff, all Eladrin will be a lot more fun to play when they do .

EDIT:
Also, lol @ Nightcrawler video, I am playing the Feycharger in one of my games and I named him Tralwen Girch (mixed around letters for Nightcrawler :P).
You don't have a familiar. Some familiars grant another +2 bonus to arcana checks if you want to get your checks higher.
One thing to remember, every time you hit, Echoes of Thunder gives you +3 to damage for that turn and the next, and it stacks with itself. So if you hit 3times a turn, every turn, you will be getting +18 to damage every round. You won't hit every time though so this should be multiplied by your hit %. Still, pretty hot.
I think he has a badger for the extra damage
You could use Quicksilver Stance for another Magic Missle every round as a Move Action right? Pewpewpewpew.
About the useless Rogue encounter power, you could use Reserve Training to sub in something from wizard and still follow the hybrid restrictions, I think. Hybrid requires you know at least one encounter power from the Rogue side. However, Reserve training gets around this as you still know the Rogue encounter power but you just don't have it readied, instead subbing in a Wizard Power.

Just a thought, though this does put strain on an already feat intensive build.

Good idea, but there are really no non-essential feats to spare, so i'll just have to hope for a rogue encounter power that does some nice things on a miss...

You don't have a familiar. Some familiars grant another +2 bonus to arcana checks if you want to get your checks higher.

Yes, but i would loose leather armor profiency or weapon focus, so i would probably go for the skill focus feat (+3 to arcana checks). With this, i could increase the chance to 99.6625% (2 bonuses), 93.6% (3 bonuses) and 72.54% (4 bonuses).

I think he has a badger for the extra damage

No, but a badger would be a good idea if i wasn't so featstarved...

Thanks for the nod 8).

I can't wait until they release the official hybrid stuff, all Eladrin will be a lot more fun to play when they do .

The melee version can also get the swordmage bonus attack with hybrids: Fighter|Rogue / MC Swordmage and you are set . Pity there is no way to use a rogue at-will power on a charge, otherwise it would be perfect...

EDIT:
Also, lol @ Nightcrawler video, I am playing the Feycharger in one of my games and I named him Tralwen Girch (mixed around letters for Nightcrawler :P).

We need a tiefling/shadar-kai/eldarin ! The stats from the eldarin, the looks from the shadar-kai and the tail from the tiefling... ;)

You could use Quicksilver Stance for another Magic Missle every round as a Move Action right? Pewpewpewpew.

Yes, it would increase the DPR to 263. I didn't want to include it, since quicksilver stance only works 1/day, with no good way to regain it multiple times (unlike Wizards Fury, which can be recycled with salves of power). But if you want to use it, you could switch leather to cloth (-2 AC, still 49) and use the feat to get the stance.

One thing to remember, every time you hit, Echoes of Thunder gives you +3 to damage for that turn and the next, and it stacks with itself. So if you hit 3times a turn, every turn, you will be getting +18 to damage every round. You won't hit every time though so this should be multiplied by your hit %. Still, pretty hot.

Yes, i didn't include it in the first post, its kinda hard to get the calculation done right. If i'm not completely wrong, it would add about 35 DPR in each round after the first. ...

damage attack 1: (bonus for next attack: 0.92775*(3) = 2.78)
two attack 1: 0.2775*0.8*(2.78) = 0.62 (bonus for next attack = 2.78 + 0.2775*0.8*(3) = 3.44)

damage attack 2: 0.8*(3.44) = 2.75 (bonus for next attack = 3.44 + 0.8*(3) = 5.84)
two attack 2: 0.15*0.8*(5.84) = 0.7 (bonus for next attack = 5.84 + 0.15*0.8*(3) = 6.2)

damage attack 3: 0.8*(6.2) = 4.96 (bonus for next attack = 6.2 + 0.8*(3) = 8.6)
two attack 3: 0.15*0.8*(8.6) = 1.3 (bonus for next attack = 8.6 + 0.15*0.8*(3) = 8.96)

Round 2 (and any round spent fighting the same enemy after the first round)

damage attack 4: 0.9775*(8.96) = 8.76 (bonus for next attack = 8.96+ 0.9775*(3) = 11.89)
two attack 4: 0.2775*0.8*(11.89) = 2.64 (bonus for next attack = 11.89+0.2775*0.8*(3) = 12.556)

damage attack 5: 0.8*(11.556) = 9.24 (bonus for next attack = 11.556 + 0.8*(3) = 13.956)
two attack 5: 0.15*0.8*(13.956) = 1.67 (bonus for next attack = 13.956 + 0.15*0.8*(3) = 14.316 )

damage attack 6: 0.8*(14.316) = 11.45 (bonus for next attack = 14.316 + 0.8*(3) = 16.71)
two attack 3: 0.15*0.8*(16.71) = 2
Something else, lose the Iron of Spite and get Eagle Eye Goggles (Iron of Spite). I think there is another +6 item bonus to Arcana, but I could be wrong. Either way, +3 to attacks > +6 item bonus to Arcana, even in this build.
Something else, lose the Iron of Spite and get Eagle Eye Goggles (Iron of Spite). I think there is another +6 item bonus to Arcana, but I could be wrong. Either way, +3 to attacks > +6 item bonus to Arcana, even in this build.

The other +6 item bonus to Arcana item would be very helpful, do you remember which book / dragon it was in ? Without the iron of spite, i could use a horned helmet...

Eagle Eye Googles only work for ranged basic attacks. I have to use Magic Missile as a melee basic attack on the charge and on the swordmage attack. The minor action Magic Missile could be used as a ranged basic attack, but it would provoke an OA.
How viable is this character at intervals before 30? Does he put out DPR that is comparative to other DPR builds like stormwarden? Can we see some of that pre-30 data? Or are you waiting til you see PHB2 classes in Hybrid form to complete the build?
I wonder if instead of using a Wizard|Rogue this build might be better through Wizard|Swordmage. You'd lose the capstone of 18-20 crit range, but you can take the sorcerer implement mastery feat instead to get 19-20 crit range. This might be worth it if you wanted to open up a more viable paragon path and be able to use Aegis of Assault for even more teleportation goodness. Are you using rogue for anything else besides daggermaster?
I wonder if instead of using a Wizard|Rogue this build might be better through Wizard|Swordmage. You'd lose the capstone of 18-20 crit range, but you can take the sorcerer implement mastery feat instead to get 19-20 crit range. This might be worth it if you wanted to open up a more viable paragon path and be able to use Aegis of Assault for even more teleportation goodness. Are you using rogue for anything else besides daggermaster?

A couple feats require rogue, such as roundabout charge. That might not necessarily invalidate your point though.
I haven't looked at the hybrid rules, but generally understand them, if this character were to MC rogue couldn't it gain feats and PPs from that MC? And instead use Swordmage as the other half of the Hybrid?
How viable is this character at intervals before 30? Does he put out DPR that is comparative to other DPR builds like stormwarden? Can we see some of that pre-30 data? Or are you waiting til you see PHB2 classes in Hybrid form to complete the build?

Bumping for a hopeful response.

Also: Could you post the stats?
I wonder if instead of using a Wizard|Rogue this build might be better through Wizard|Swordmage. You'd lose the capstone of 18-20 crit range, but you can take the sorcerer implement mastery feat instead to get 19-20 crit range. This might be worth it if you wanted to open up a more viable paragon path and be able to use Aegis of Assault for even more teleportation goodness. Are you using rogue for anything else besides daggermaster?

I also use it for roundabout charge and fey gambit, which is essential if i want to charge the same enemy all the time / have the +3 to hit from CA. But, if you don't take daggermaster and start off wizard|swordmage, you have the great swordburst and better power selection, could take MC bard with the Multiclass Mastery feat in epic for fighter/rogue. During paragon, MC fighter for feycharge. If your DM allows free actions after a charge, it would be even better during paragon levels, allowing the 3 attack routine before epic levels. Or even a 4 attack routine, if you count the aegis attack...

I haven't looked at the hybrid rules, but generally understand them, if this character were to MC rogue couldn't it gain feats and PPs from that MC? And instead use Swordmage as the other half of the Hybrid?

Not without loosing daggermaster: Assuming you have a swordmaster|wizard MC rogue, you take daggermaster. Now, you cannot retrain rogue to bard for multiclass mastery, since retraining is only allowed if the feat is not required for other feats, paragon paths etc. So you wouldn't get fey charge, with is kinda the point of the whole build... ;)

About your question about every level, i currently don't have enough free time to make a full 1-30 progression, so i can only give you the answer i gave to the first poster -> here. I added the stat progression to the main post.
I also use it for roundabout charge and fey gambit, which is essential if i want to charge the same enemy all the time / have the +3 to hit from CA. But, if you don't take daggermaster and start off wizard|swordmage, you have the great swordburst and better power selection, could take MC bard with the Multiclass Mastery feat in epic for fighter/rogue. During paragon, MC fighter for feycharge. If your DM allows free actions after a charge, it would be even better during paragon levels, allowing the 3 attack routine before epic levels. Or even a 4 attack routine, if you count the aegis attack...

Any chance you could work up a rough version of this option? To maximize a build for Paragon levels?

It's very cool
Any chance you could work up a rough version of this option? To maximize a build for Paragon levels?

It's very cool

I'll create a sketch in a minute, will flesh it out more after work... :D
Ok, here it is. The above build, but optimized for damage. The defenses are suffering a bit, but i think 47/40/45/39 is still ok.

Nice things(tm):
better damage :
306 DPR (4 attacks per round, all day)
402 DPR (5 attacks per round, two encounters per day)
the chance to miss the charge attack is 1:400 (roll 1 twice on d20), i.e. very rare
each hit adds +1 to hit and +3 to damage for the next hit (stacking, until end of next turn)
sage of ages gets a even more reliable (99.2%), and 3 or 4 effects get more likely (91% for 3, 65.7% for 4)

Arcane Feycharger, 4 attacks, 2/day 5 attacks per round


Outline for a 4 attack per round feycharger, work in progress...

4 attacks per round:
1 standard -> charge
1 free -> Eldarin Swordmage Advance
1 minor -> Wizards Fury
1 interrupt -> Aegis / White Lotus Riposte (if enemy attacks you, free attack. If he attacks others, free attack

5 attacks per round:
2/day: Quicksilver Stance/Quicksilver blade
move(minor) -> quicksilver attack

So assuming 4 encounters per day, we have two encounters with 4 attacks, and two encounters with 5 attacks per round

to hit:

Magic Missle
to hit attack 1: +40 vs Ref 42, roll twice, take better 0.0025 miss 0.19 crit 0.8075 hit
to hit other attacks: +40* vs Ref 42, 0.85 hit 0.1 crit

*: actually, its +39.9975, since the first attack won't hit in some cases (on average, one attack in 400 will miss) - but after the first round of combat, this chance is even smaller (by a lot, we need only one hit to get the +1 bonus...), and our actual to hit will be above the reflex defense...

Hit: 8(int)+6(item)+6(enh)+6(dual implement)+6(subtle)+1(twf)+5(academy master) = 4d4+38 (50)
crit: 7d8+2d6 + 54 (97)
two hit: 8(int)+6(item)+6(enh)+6(dual implement)+6(subtle)+5(academy master) = 4d4+37 (49)
two crit: 7d8+2d6 + 53 (96)

damage attack 1: 0.8075*(50)+0.19*(97) = 58.805
two 1: 0.19*0.85*(49)+0 .19*0.1*(96) = 9.7375
total attack 1 = 68.5425

damage attack 2 to 5: 0.85*(50)+0.1*(97) = 52.2
two2 to 5: 0.1*0.85*(49)+0.1 *0.1*(96) = 5.125
total attack 2 to 4 = 57.325

total DPR 4 attacks: 240.52 +66 echoes of thunder -> 306 DPR (up to 7 encounters/day)

total DPR 5 attacks: 292.29 + 105 echoes of thunder -> 402 DPR (2 encounters/day)

additional damage echoes of thunder
after first hit: 0.9975 * 3 + 0.19*0.95*3= 3.534
following: (rowchance)*0.95 * 3 + 0.1*0.95*3
after second 0.9975*0.95 * 3 + 0.9975*0.1*0.95*3 = 3.127 (0.9476=
after third 0.9476*0.95*3 + 0.9476*0.1*0.95*3 = 2.97 (0.9)
after forth 0.9*0.95*3 + 0.9*0.1*0.95*3 = 2.82 (0.855) -> + 12.451
after fifth 0.855*0.95*4 + 0.855*0.1*0.95*4 = 2.68 -> + 15.131

so on average, +3 per attack

4 attacks, after round 1
1: 12
2: 15
3: 18
4: 21
------
+66


5 attacks, after round 1
1: 15
2: 18
3: 21
4: 24
5: 27
-----
105

Build
Race: Eldarin
Class: Wizard|Swordmage
Multi: Bard, Fighter, Rogue
PP: Academy Master
Epic: Sage of Ages

Stats: (bumps)
Str: 14->16->21 (5)
Con: 14->16->17 (1)
Dex: 14->16
Int: 18-> 26 (6)
Wis: 8->10
Cha: 11->13

HP: 173 ; Bloodied: 86 ; Surges: 9 (43)
AC/Fort/Ref/Will: 47/40/45/39
Initiative: +24; Speed: 8 (land) 8 (fly)

Feats:
Arcane Admixture (magic missile, thunder), Dual Implement Spellcaster, Echoes of Thunder, Reapers Touch, Unstoppable Charge, Roundabout Charge, Fey Charge, Fey Gambit, Eladrin Swordmage Advance, Two Weapon Fighting, Two Weapon Opening, Implement Expertise (staff), Bard MC, Multiclass Mastery (rogue, fighter), White Lotus Riposte, White Lotus Master Riposte, Fighter Daily (Quicksilver Stance), Wizard Implement Expertise

Powers:
at-will: Magic Missile, Swordburst
encounter: Learned Boost(PP), 3 open
daily: Wizards Fury (D2, minor action magic missile 1/round), Masters Surge(PP), Quicksilver Blade, Quicksilver Stance(Fighter)
utility: Arcane Insight (Enc2, reroll arcana check), Trick of Knowledge (enc26, from ED), Refined Recall(PP), 4 open

Gear:
hand1: Staff of Missile Mastery+6
hand2: Subtle dagger+6
armor: battle harness leather+6
neck: cloak of displacement+6
hands: gauntlets of destruction
head: iron of spite
arms: flame bracers
feet: airstriders
belt: ?
ring1: shadow band
ring2: war ring
misc: salves of power

could take MC bard with the Multiclass Mastery feat in epic for fighter/rogue.

Ah there is the problem that I wasn't getting. Multiclass Mastery is an Epic Feat.

About the expanded build: I saw that post about effectiveness at earlier levels, but was hoping for more details through stats, etc. But I understand if your time is constrained. Very fun build... I want.. :P

Also: Those defense numbers look far more appealing on the rogue build. (lost Leather and feywild protection in this build). It also is unable to get fey charge or fey gambit(choose 1) until epic (assuming you take fighter or rogue MC early on and swap out for multiclass mastery)

What kind of DPR would this Swordmage incarnation output? Any guesstimate? It has +1 to hit, 4 attacks instead of 3, and 1 less crit range. Shouldn't be drastically lower. Maybe 200 w/ echoes?
Also: Those defense numbers look far more appealing on the rogue build. (lost Leather and feywild protection in this build). It also is unable to get fey charge or fey gambit(choose 1) until epic (assuming you take fighter or rogue MC early on and swap out for multiclass mastery)

Yes, well, i'll have to play around a little to see how much dpr each feat adds, and will probably switch out those with the least impact for better defenses.

What kind of DPR would this Swordmage incarnation output? Any guesstimate? It has +1 to hit, 4 attacks instead of 3, and 1 less crit range. Shouldn't be drastically lower. Maybe 200 w/ echoes?

i think the swordmage will have better damage, i guess about 270 DPR. First, he starts off with +1 to hit - thats a 99% chance to hit with the first attack. And even better, with every attack that hits i get +1 to the one, so there is a 99% chance for the second attack to have +1 to hit, and a 99%+85% chance for the third attack to have +2 etc. I'm didn't do the maths for the average probable to hit bonus yet, but i would be surprised if i would miss on anything but a 1 after the first round of combat.

Also, +5 damage to at-wills from Academy Master, and one more attack to get even stronger echoes of thunder...
oooooh staff of missile mastery! That is really good if I'm reading it properly. +6 attack/dmg as normal with an additional+6 attack/dmg with Magic Missile? It's weird because it doesn't say "In addition" like staff of ruin does, but I assume it has to be that or it cancels it's own item bonus out...

I'm thinking jagged may be better than subtle. 19-20 crit range, 10 ongoing on crit, or +6 dmg on CA(always with Fey Gambit) and 1d6 on crits. It depends on the math, subtle is more consistent for sure.

And a fix: You have "Weapon Specialization (staff)". I assume you meant focus?
oooooh staff of missile mastery! That is really good if I'm reading it properly. +6 attack/dmg +6 attack/dmg with Magic Missile? It's weird because it doesn't say "In addition" like staff of ruin does, but I assume it has to be that or it cancels it's own item bonus out...

its an item bonus, so it stacks with the enhancement bonus of the staff. Doesn't stack with the iron armbands, however (so i switched them to flame bracers. +2d6 on critical).

I'm thinking jagged may be better than subtle. 19-20 crit range, 10 ongoing on crit, or +6 dmg on CA(always with Fey Gambit) and 1d6 on crits. It depends on the math, subtle is more consistent for sure.

yes, but i'm now getting my crit range from the staff (see below), so i can have both (except for the ongoing damage).

And a fix: You have "Weapon Specialization (staff)". I assume you meant focus?

No, actually i meant Wizard Implement Expertise for critical hits with the staff . Thanks for catching that. I updated the post with the new DPR, turned out nice (300 dpr all day, 400 dpr for 2 encounters/day). :D
About the expanded build: I saw that post about effectiveness at earlier levels, but was hoping for more details through stats, etc. But I understand if your time is constrained. Very fun build... I want.. :P

Ok, here is a lvl 11 snapshot (assuming a free action is possible after a charge). Deals about 45 DPR, without counting the

Arcane Feycharger, paragon (11)

Race: Eldarin
Class: Wizard|Swordmage
Multi: Fighter
PP: Academy Master

Stats
Str: 14->16 (1)
Con: 14->16 (1)
Dex: 14->15
Int: 18-> 21 (2)
Wis: 8->9
Cha: 11->12

Attacks
Magic Missile -> 1 wizards fury, 1 charge, 1 eldarin swordmage advance, 0-1 aegis)
To hit: +5(lvl)+5(int)+2(expertise)+1(item)+3(enh) -> +16 to hit vs Ref 13 (+17 on charge)
damage: 2d4+5(int)+3(enh)+2(item)+2(dual implement caster) = 2d4+12 (17)
crit 19-20: 20+10(ongoing)


minor(ranged or melee): Magic Missile
standard(charge or standard melee): Magic Missile
free(eldarin swordmage advance): Magic Missile
free(aegis): Magic Missile

I will assume 3 attacks, since the enemy is not yet in the lose-lose situation (no white lotus riposte), and we don't necessarily have a free charge every round. (1 attack standard, 1 attack minor, 0.5 from aegis, 0.5 from swordmage advance). For every hit, the next attack gets +1 to hit.

After three attacks, lets say you have on average +2 to hit (actually, the average is a bit more)
round2:
attack 1: 0.65*(17)+0.1*(40) = 15.05
attack 2: 15.05 +0.85*0.05*(17) = 15.77
attack 3: 15.77+(0.85)²*0.1*(17) = 16.99

-> about 48 DPR (probably a little more, since we get more than +2 to hit from round 1)

Feats:
Eladrin Swordmage Advance, Reapers Touch, Fey Charge, Fighter Multiclass*, Armor: Leather*, Implement Expertise(dagger), Dual Implement Caster

Powers:
at-will: Magic Missile, Swordburst
encounter: Learned Boost(PP), 3 open
daily: Wizards Fury (D2, minor action magic missile 1/round), 3 open
utility: all open

Gear:
hand1: jagged dagger+3
hand2: dagger+2
armor: battle harness leather+2
neck: cloak of displacement+2
misc: salves of power

Spelling error: Echoes of Thunder, not Echos.

What I'm trying to figure out in my mind with this build is this:
No Further Actions: After you resolve a charge attack, you can’t take any further actions this turn, unless you spend an action point to take an extra action.

How does this work with the build?

Why did you split the stats the way you did? Is there a feat that requires 21 str, or a feat for 17 Con?

Also: Thank you for the lvl 11 build.
What I'm trying to figure out in my mind with this build is this:

Originally Posted by PHB p.287
No Further Actions: After you resolve a charge attack, you can’t take any further actions this turn, unless you spend an action point to take an extra action.

How does this work with the build?

Why did you split the stats the way you did? Is there a feat that requires 21 str, or a feat for 17 Con?

There is a feat called unstoppable charge. Now, guess which stat requirements it has, and what it does... ;)

Btw, earlier on, lacking unstoppable charge, you need to use the minor action before the charge. Which leaves the free action of Eldarin Swordmage Advance. You can normally use free actions anytime, any number during your turn, your allies turn or your enemies turn, during and with powers etc, so i think its not be unresonable to assume the free action will be after the movement part of the charge (it doesn't trigger off the charge, it triggers off the movement of the charge, which happens before the melee basic attack).
Got a question for you
Eladrin Swordmage Advance lets you use fey step and get a free basic attack.
But fey step is an encounter power yet you treat it as it's at-will. Due to Fey Charge, you can get it back, only if you hit. THerefore it has diminishing returns, yet you don't take this into account.
What supports this use?

How are you able to use the dagger as an implement in your 11th lvl snapshot?
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
There is a feat called unstoppable charge. Now, guess what stat requirements it has, and what it does... ;)

Ugh.. I really need a subscription... I swore I looked in MP for Unstoppable Charge and Roundabout Charge! And then subsequently searched every Dragon magazine.


Got a question for you
Eladrin Swordmage Advance lets you use fey step and get a free basic attack.
But fey step is an encounter power yet you treat it as it's at-will. Due to Fey Charge, you can get it back, only if you hit. THerefore it has diminishing returns, yet you don't take this into account.
What supports this use?

The hit chance is incredibly high and continues to grow each time the creature is hit. It is outlined in the updated build:
to hit attack 1: +40 vs Ref 42, roll twice, take better 0.0025 miss 0.19 crit 0.8075 hit
to hit other attacks: +40* vs Ref 42, 0.85 hit 0.1 crit

*: actually, its +39.9975, since the first attack won't hit in some cases (on average, one attack in 400 will miss) - but after the first round of combat, this chance is even smaller (by a lot, we need only one hit to get the +1 bonus...), and our actual to hit will be above the reflex defense...

When you get some time or are near your character builder: Could you put in the defense values for lvl 11?
I'm having a hard time seeing why you are able to "roll twice, take better", and why does the chance to hit increase each time the creature is hit?
I'm not doubting you, just finding it hard to pinpoint support. I want to find what is critical to the DPR (epic / paragon)
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
When you get some time or are near your character builder: Could you put in the defense values for lvl 11?

I don't have the character builder (linux system). Thats why i was a bit reluctant to do a 1-30 progression

Got a question for you
Eladrin Swordmage Advance lets you use fey step and get a free basic attack.
But fey step is an encounter power yet you treat it as it's at-will. Due to Fey Charge, you can get it back, only if you hit. THerefore it has diminishing returns, yet you don't take this into account.
What supports this use?

What Kryx said.

Here are the maths:
On a charge, we miss on a natural 1 (95%)
BUT
with our ED 24 feature, we can roll twice once per turn (using it for the charge attack)
-> we miss only if we roll two natural 1s. On average, this happens once every 400 rounds, thats only 0.25% of all cases.

How are you able to use the dagger as an implement in your 11th lvl snapshot?

The snapshot is for the wizard|swordmage hybrid, which can use all wizard and swordmage implements for both his wizard and swordmage spells. A dagger is a light blade, and swordmages can use light and heavy blades...

I'm having a hard time seeing why you are able to "roll twice, take better", and why does the chance to hit increase each time the creature is hit?
I'm not doubting you, just finding it hard to pinpoint support. I want to find what is critical to the DPR (epic / paragon)

No problem. The Sage of Ages ED has the following feature:
Keeper's Prescience (24th lvl) At the start of each of your turns roll a d20. You can use the result in place of any d20 roll you need to make before the start of your next turn.


Now, this is actually superior to just rolling twice, taking the better. Its more like, "roll twice, take the better, and if the other roll was good, keep it for a later d20 roll".

But to make it mathematically easy, i use this roll exclusively for my charge attack, that way its the standard "roll twice, take better"
hand1: Staff of Missile Mastery+2
hand2: jagged dagger+3

I see that both the staff and dagger specify "this implement/weapon", so how are you distributing magic missile channeling, because you obviously can't assume both properties apply to the casting.

Also, what would be your paragon feat linup after 11th?
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?