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Switch to Forum Live View The Inescapable Fisherman
4 years ago  ::  Mar 24, 2009 - 10:56AM #1
SongNSilence
Date Joined: Jun 16, 2007
Posts: 1,274

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 !

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4 years ago  ::  Mar 24, 2009 - 11:17AM #2
Llarish
Date Joined: Aug 17, 2007
Posts: 25
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
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4 years ago  ::  Mar 24, 2009 - 11:45AM #3
Arlen
Date Joined: Nov 23, 2005
Posts: 222
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.
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4 years ago  ::  Mar 24, 2009 - 12:12PM #4
SongNSilence
Date Joined: Jun 16, 2007
Posts: 1,274
For reference purposes, here is the old thread with fisherman builds that worked before the July 9 updates.

Spoiler: 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 Show


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 Show

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" Show

F = Fisherman
1-8 = Fish
* = Ice (difficult terrain)

*****
*123*
*3F5*
*678*
*****

Its fish 5's turn, it wants to move right (cannot shift).
We get an Opportunity Attack +5, we use Eldrich Strike,
which slides 1 square. But we have a Staggering Glaive,
so we slide it 7 squares, ending adjacent to us.

First slide 3 to the right
*****
*123*
*3F** 5
*678*
*****

Then slide 3 back

*****
*123*
*3F5*
*678*
*****

6 squares slide -> polearm momentum triggers->knockdown.
Since it was an Opportunity Attack, the target is additionally
slowed.

This already works with a cheap staggering weapon +1,
since our slide distance needs to be only 2 for polearm
momentum to trigger. So the trick already works at level 12.



[LIST=1]
  • 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 Show


    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 Show


    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) Show

    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 Show


    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 Show

    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 Show


    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 Show

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


    Fisherman, L21 Show


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

    Changes from level 20:


    Fisherman, L22-29 Show

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


    "Fisherman, lvl 30:" Show

    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!" Show

    F = Fisherman
    1-8 = Fish
    * = Ice (difficult terrain)

    *****
    *123*
    *3F5*
    *678*
    *****

    Its fish 5's turn, it wants to move right (cannot shift).
    We get an Opportunity Attack +8, turn it into Footwork
    Lure via Heavy Blade Opportunity. Footwork Lure is
    augmented by Catspaw Style -> we don't shift, but
    simply silde the enemy 1 adjacent to us. But we use
    a Staggering Glaive, so we slide it 7 squares, ending
    adjacent to us.

    First slide 3 to the right
    *****
    *123*
    *3F** 5
    *678*
    *****

    Then slide 3 back

    *****
    *123*
    *3F5*
    *678*
    *****

    6 squares slide -> polearm momentum triggers->knockdown.
    Since it was an Opportunity Attack, the target is additionally
    slowed.

    This already works with a cheap staggering weapon +1,
    since our slide distance needs to be only 2 for polearm
    momentum to trigger. So the trick already works at level 12.



    [LIST=1]
  • 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]

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    4 years ago  ::  Mar 24, 2009 - 1:53PM #5
    mad2crazy
    Date Joined: Aug 28, 2008
    Posts: 461
    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!).
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    4 years ago  ::  Mar 24, 2009 - 2:06PM #6
    Llarish
    Date Joined: Aug 17, 2007
    Posts: 25
    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
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    4 years ago  ::  Mar 24, 2009 - 2:28PM #7
    SongNSilence
    Date Joined: Jun 16, 2007
    Posts: 1,274

    mad2crazy wrote:

    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.

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    4 years ago  ::  Mar 24, 2009 - 2:31PM #8
    SongNSilence
    Date Joined: Jun 16, 2007
    Posts: 1,274

    mad2crazy wrote:

    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.

    Llarish wrote:

    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

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    4 years ago  ::  Mar 24, 2009 - 2:36PM #9
    mad2crazy
    Date Joined: Aug 28, 2008
    Posts: 461
    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.
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    4 years ago  ::  Mar 24, 2009 - 2:49PM #10
    SongNSilence
    Date Joined: Jun 16, 2007
    Posts: 1,274

    mad2crazy wrote:

    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.

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