Exactly. Short to mid range operability with long range versatility. Full armor and some +2 to AC OA support through the gear or a feat and it doesn't look so bad to pull the trigger in crowd. Good hit points and decent healing so I can suck up a lot of hits. Divine challenge with the psychic locked powers I can pull from the new bard powers in AP.
This is the closer range, more melee focused Heavy Artillery build. The concept was to build a ranged hammer thrower that can step back from the enemy after challenged and twin strike him for 2XCon damage or better and Divine Challenge Damage if the enemy attacks someone else. Because his range is shorter, I think Plate is a fine choice to armor up with. The dynamic weapon allows the build to change the throwing hammer into a Warhammer and move in to use the Paladin melee powers with only a minor. While a little MAD, all the attacks are done with my highest stat so no problems hitting. But if I don't, Hammer Rhythm'll get them.
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POWERS 1, At-Will: Enfeebling Strike 1, At-Will: Bolstering Strike 1, At-Will: Twin Strike 1, Encounter: Fearsome Smite (replace with Novice power Prophesied Strike at 10th level) 1, Daily: Radiant Delirium 2, Utility: Sacred Circle 3, Encounter: Invigorating Smite 5, Daily: Sign of Vulnerability 6, Utility: Wrath of the Gods 7, Encounter: Divine Reverence 9, Daily: Crown of Glory 10, Utility: Cleansing Spirit
ITEMS Heavy Shield, Adventurer's Kit, Cloak of Distortion +1, Throwing hammer, Star of Corellon +2, Dynamic Throwing hammer +3 (can change to warhammer for melee attacks), Versatile Layered Plate Armor +2 (for extra mobility when needed)
The concept here is to focus on using the Greatbow for damage output and attacking with the greatbow in melee. Since I don't need to pump Con for Hammer Rhythm, I can put more points in Wis to buff the many of the Paladin powers and Paragon path powers. With the +2 feat to OAs and +2 item bonus to AC when the greatbow is used in melee means I'm much harder to hit with OAs. I also use scale instead of plate so I can improve my mobility around the table. This build is a lot more mobile because of the greatbow range.
This is the build I'm going to use during our next game session.
===== Created Using Wizards of the Coast D&DI Character Builder ======Show
You're starting stats are really poorly laid out considering what you want at level 11. Str 10, Con 12, Dex 12, Int 8, Wis 16, Cha 16
FINAL ABILITY SCORES Str 11, Con 15, Dex 15, Int 9, Wis 17, Cha 21.
You could have dropped starting wisdom to get a higher wisdom at level 11 and pretty stat distribution. Str 10, Con 15, Dex 13, Int 8, Wis 15, Cha 18 Will give you a Str 11, Con 16, Dex 14, Int 9, Wis 18, Cha 21.
I don't understand why scale specialization is a bonus, given it will drop your AC over what you would have with plate specialization.
You're starting stats are really poorly laid out considering what you want at level 11. Str 10, Con 12, Dex 12, Int 8, Wis 16, Cha 16
FINAL ABILITY SCORES Str 11, Con 15, Dex 15, Int 9, Wis 17, Cha 21.
You could have dropped starting wisdom to get a higher wisdom at level 11 and pretty stat distribution. Str 10, Con 15, Dex 13, Int 8, Wis 15, Cha 18 Will give you a Str 11, Con 16, Dex 14, Int 9, Wis 18, Cha 21.
I need Dex of 15 for Scale Specialization at 11th. The stat spread helps my NADs. Also, I'm not optimizing for 11th, the stats are set to obtain a final stat set at 30th of: Str 12, Con 18, Dex 16, Int 10, Wis 20, Cha 26
furious_kender wrote:
I don't understand why scale specialization is a bonus, given it will drop your AC over what you would have with plate specialization.
Because I remove the speed penalty and get Plate-esque AC.