Odd stats (apposed to even) for a campaign.

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My mate is going to run a campaign. He's going to do it so instead of starting at level 1 and working up, we'll play a bit, then jump some levels, then play some more, then jump again, this is partly because we've never played at Paragon, and would like to.
Asking him, he says he's looking at levels 4, 7, 13 (and possibly jumping after that).
I'm looking at playing a Hexblade, Elemental, and going for the Lyrandar Wind-Rider paragon path, so I'll be doubling up (once I get there) on my Con mod damage.
I was going to go for a 16/16/13 build, but then I noticed that the level's he's chosen favor odd starting stats rather than even. The difference between 15 and 16 is nothing if we're not playing levels 1 to 3, or 8 to 10.
What array would people suggest for this? 17/15/13? With the higher stat in Con even though Char is my attack stat (I'll be playing a race that boosts both) or maybe a 15/15 with more points to spread around? I'm worried that 15/15 sounds "weak" in my own head even if mechanically its the same as 16/16 for the levels we'll be playing.
It doesn't help that I'm unsure what to multiclass into, since I can't seem to find any good combo's other than adding a couple more damage for another feat on top of the multiclass, and I'm unsure of the benefits of pushing a stat to move into Plate, or getting Scale specialisation.  
17/15 with the 17 in Cha. Even with Lyrandar, +1 hit is worth way more than +2 damage, especially when you consider that it's actually +1 hit and damage vs +2 damage.

It's worth pointing out that Elemental Hexblade is actually pretty horrible, Elemental Warlock on the other hand is fairly fantastic by comparison and blows the pants off the Hexblade.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
It's worth pointing out that Elemental Hexblade is actually pretty horrible



What is it that makes them horrible? I usually end up playing some sort of hybrid the Hexblade in general seemed good, with a cool melee weapon, but still having ranged dailies, it was only after that I decided on the Elemental because I liked the At-Will attack over the others, also I wanted to leave the Frost stuff since someone else was doing it and I didn't want to be too similar.    

It's worth pointing out that Elemental Hexblade is actually pretty horrible



What is it that makes them horrible? I usually end up playing some sort of hybrid the Hexblade in general seemed good, with a cool melee weapon, but still having ranged dailies, it was only after that I decided on the Elemental because I liked the At-Will attack over the others, also I wanted to leave the Frost stuff since someone else was doing it and I didn't want to be too similar.    



At very low level, they're average, at higher level they must charge in order to do their job as Strikers (ie. kill stuff fast enough), Heavy Blades are particularly bad for MBA-op, the pact boon-thing is particularly weak in comparison to the others, and non-pure Warlocks have very little support. There's maybe 2 Hexblades that are better at charging than a pure Warlock, but the pure Warlock has better overall damage thanks to better encounter powers and curse support which Hexblade lacks. Curse support is basically what makes the Warlock a good class.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
It's worth pointing out that Elemental Hexblade is actually pretty horrible



What is it that makes them horrible? I usually end up playing some sort of hybrid the Hexblade in general seemed good, with a cool melee weapon, but still having ranged dailies, it was only after that I decided on the Elemental because I liked the At-Will attack over the others, also I wanted to leave the Frost stuff since someone else was doing it and I didn't want to be too similar.    



At very low level, they're average, at higher level they must charge in order to do their job as Strikers (ie. kill stuff fast enough), Heavy Blades are particularly bad for MBA-op, the pact boon-thing is particularly weak in comparison to the others, and non-pure Warlocks have very little support. There's maybe 2 Hexblades that are better at charging than a pure Warlock, but the pure Warlock has better overall damage thanks to better encounter powers and curse support which Hexblade lacks. Curse support is basically what makes the Warlock a good class.

I got quite excited when I noticed I could be doing 2D4+30 as my basic attack at level 11, but I guess that just shows that i've never been above level 4 before

Might have to look at other classes, try and figure out something more useful. Cheers for the help!   
I got quite excited when I noticed I could be doing 2D4+30 as my basic attack at level 11, but I guess that just shows that i've never been above level 4 before

Well you're not wrong about that being a nice beefy attack, especially for an at-will that you can spam all day.

The problem is that you can't do much better than that. Other strikers can pull out minor action attacks, multi-attack powers, and other extra damage instances to produce a nova when you really need that monster dead now. The best most hexblades can do is to add on all the charge boosters they can and maybe swap in a nova power or two from another class.
But doesn't that mean it's only ever worth playing like a quater or less of all the strikers?
But doesn't that mean it's only ever worth playing like a quater or less of all the strikers?

Assassin: Makes baseline if powers are read by strict RAW.

Avenger: Has minor attacks, has a hyper-accurate striker mechanic that enables crit-fishing, particularly in Epic, has mutli-attacks.

Barbarian: Is better as a hybrid, but has builds that can make baseline, has multi-attacks.

Berserker: Not a defender, can probably make baseline as a striker.

Blackguard: Nope.

Elementalist: Can work.

Executioner: Nope.

Hexblade: Some Hexblades can meet benchmarks until ~16, I think is the point where pure ChargeOp doesn't cut it. Not all. Pixie Gloompact Staff Expertise MC Rogue for double-charge on an AP with Streak of Light kind of deal. If you want to get past that, you need to grab off-action (minor/multi) actions from elsewhere, but themes make that quite doable.

Monk: If AE "striking" is something your party is willing to optimize around, otherwise one build, unless you read the move and attack powers by RAW, in which case, works.

Ranger: I am the king of the most effective striking strategy in 4e.

Rogue: Minors, multis. Works.

Scout: Multi, can grab minors, tacks on ChargeOp. Takes work, but yeah, works.

Slayer: Rain of Blows. ChargeOp. Works.

Sorcerer: Flame Spiral, other multi-taps, some minors. Works.

Thief: ChargeOp. Actually does have a problem staying competitive unless you use the same build as everyone else, but can grab minors, has high DPR, can build itself a nice nova.

Warlock: Works. So many options to pick from though, you have to really know what you're doing.

Vampire: Nope.

So out of 17 strikers, only counting pure class here, 3 basically can't do their job at the minimum level (this won't matter so much till level ~5 in a normal party). Some more drop off in mid-Paragon. But more than half can make optimized benchmarks all the way to 30 and if you are willing to count a class if one build can make it, then really just Blackguard, Vampire, Executioner fail to measure up. 14/17 are strikers worth playing, then. Not bad numbers at all.

Though in almost all cases you really need some kind of elemental optimization.
Cheers for this, I might see if I can make something similar from a Sorcerer maybe, which I suppose opens up hybrids as well as useful Encounter powers
Cheers for this, I might see if I can make something similar from a Sorcerer maybe, which I suppose opens up hybrids as well as useful Encounter powers


Hybrid Sorcerer is rarely a good idea.

But hey, in a party with enabling leader(s) a Hexblade can be pretty effective. Even more since there's indeed a way for a very solid on-turn nova.
After you blew it, things get kinda dull, tho.
Just looked at the hybrid sorcerer, and it doesn't look good.

To be honest, going as a Dragonborn, and pumping as much Thunder/Lightning stuff as I could can probably be done out of most classes, I especially liked the idea that I could be in melee or ranged without needing to spend much resources that only worked on 1 or the other. I usually prefer melee, so might take a look at a Rogue or Avenger, since I've always liked them.

My last character was a Swordmage|Wizard, so I don't really want this character to be too similar. 
Dragonborn Dragon Sorcerer works great as Thunder/Lightning (MC Fighter, take Honorable Blade as your PP or pick up Rods either via MC Warlock or theme and use a Rod of the Dragonborn), Picking Lighthning as your breath type, take Thundering breath. All your powers are now either Thunder or Lightning, in addition to their previous type(s). Is a close in skirmisher (all the powers you should be taking are Close Bursts/Blasts or melee, either the MBA or an RBA depending on party comp).

A Cha-based striker will be very different.
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