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Unleashing Feywild: Feysword and Feyblade - a hardcore teleporting damage combo!
12 months ago  ::  Dec 17, 2008 - 8:11AM #1
Pandexander
Posts: 846
Newest Edit (1. March 2009)

Thanks to Dragon 372 these builds are now much stronger than they were a few weeks ago. See this newest version of the concepts here: http://forums.gleemax.com/showpost.php? … stcount=94



____________________________________________________________________________________________
The following concepts were for a few weeks in my mind. But now with the Manual of Planes the builds can be optimized, so I post them here.

What are Feysword and Feyblade?

Feysword and Feyblade are two concepts optimized to work with the other one. Both are fully indepent and can be solid solo concepts, but in a team, they show the real destructible potential of these builds.

The Feysword is the offensive part. He can deal great damage to a lot of enemies.
The Feyblade is the more defensive and supporting part. She has great survivability and with her help the Feysword can nearly double his damage potential.

At last: both builds are full defender concepts with a controller aspect.


The builds

Both builds are very simple builds. And the builds are nearly identical. Only the PP is different.

Races: Eladrin; Feyblade and Feysword are both Eladrin

Classes: Swordmage (Aegis of Assault) with multiclass Warlock (Fey Pact); again, both builds have the same classes

Paragon Path: Feytouched for the Feysword and Evermeet Warlock (from FRPG) for Feyblade; the only difference in these builds!

Stats:: STR 12, CON 12, DEX 13, INT 20, WIS 8, CHA 11; same stats for both builds => In Paragon tier STR and CON of 13 is needed to get Hide Armor Prof.; at level 8 CHA 13 is needed for Pact Initiate (Fey Pact); in Epic tier we have CON and DEX of 15 to get Armor Spec. (Hide) and Arcane Reach


How it works

It's simple. Everytime the Feysword teleports he deals damage to his adjacent enemies (adjacent to the space he left). The damage is his (maximized!) INT. Not that great, you think?
Ok, but he has 4 or 5 encounter teleports (one racial, two utilities and one or two encounter attack teleports). And he has 3 daily teleports (one of them lets you teleport three times!). Not impressed?
Once per round an enemy marked by his Aegis of Assault hits one of his friends he can teleport again!
That means: one teleport per round is nearly anytime possible!
And that means: minimum of once per round INT damage to all adjacent enemies. That's like a Stormwarden, only that the damage is not concentrated on one enemie (but: you can teleport more than once per round!).

Ok, that's the Feysword. Now the Feyblade:

Whenever she teleports, she gets invisible to all enemies that are adjacent to the square she left. That's great. That means she can be invisible to her marked target. And when the marked target attacks and hits her friend, the Feysword, she Aegis of Assault triggers for her. And she can teleport.
Ok, but where's the great trick?
Here: Whenever the Feyblade teleports, she can take one adjacent ally with her. Guess who... the Feysword. That means: Everytime she teleports, the Feysword is teleported, too. And that means: everytime she teleports, he can deal his damage again!


As I said in the first line of this post: this idea is a few weeks old. But now Manual of Planes is out. And on top of that builds...

Planestrider Boots (level 18 magic item)
When you use a power to teleport, you can
instead teleport twice as the same action. (...)
[in addition there is an magic item encounter power which let's you teleport 10 squares with a move action]

In a few words: these boots double the extra damage from teleports for the Feysword. And together with an Feyblade the extra damage is now four times (!) that much.

Nothing more to say?

_______________________________________________________________________________


Edit: Here's now a full build example, a level 17 snapshot (level 17 because this is the level where full potential is reached).

I show both builds, if there are differences between the builds, the Feyblade comes first, then the Feysword.

Race: Eladrin
Class: Swordmage
Paragon Path: Evermeet Warlock / Feytouched
Level: 17
Background (if used): Auspicious Birth

Attributes: STR 13, CON 13, DEX 15, INT 24, WIS 9, CHA 14

Feats: Heroic tier: Armor Proficiency (Hide), Eladrin Soldier, Intelligent Blademaster, Pact Initiate (Fey), Acolyte Power, Quick Draw, Toughness; Paragon tier: Arcane Reach, Double Aegis, Psychic Lock
(a few notes: the Feyblade could get the feat Nimble Blade; the reason: she's teleporting and getting invisible, and so have combat advantage a lot of times; perhaps it is a good idea to get a subtle short sword and trade Eladrin Soldier for Weapon Focus (Light blades) and Psychic Lock for Nimble Blade... just as you want)

Powers:
Racial Power: Fey Step

At-will Attack Powers: Frigid Blade (Swordmage 1), Sword Burst (Swordmage 1)

Encounter Attack Powers: Flame Cyclone (Swordmage 1), Blinding Beacon (Evermeet Warlock 11) / Will of the Feywild (Feytouched 11), Dimensional Slash (Swordmage 13), Spidersilk Slash (Swordmage 17)

Utility Powers: Dimensional Warp (Swordmage 2), Armathor’s Step (Swordmage 6), Troublesome Aid of Caiphon (Warlock 10), Feylights (Evermeet Warlock 12) / Twilight Teleport (Feytouched 12), Sudden Escape (Swordmage 16)
(a few notes: Troublesome Aid of Caiphon is IMHO too good to ignore it; because of that we have one teleport less, but I think that's ok; if you want you can trade Troublesome Aid of Caiphon against level 16 warlock Infuriating Elusiveness and take at level 10 the swordmage power Dimensional Dodge)

Daily Attack Powers: Dimensional Thunder (Swordmage 1), Lightning Strider (Swordmage 9), Glamor Blade (Swordmage 9)

Magic Items: according to the rules from DMG, p. 143
Githyanki Silver Longsword (level 14)
Veteran's Darkhide armor (level 17)
Iron Armbands of Power (level 6)
Planestrider Boots (level 18)
Headband of Intellect (level 10)
Cloak of Distortion (level 9)
Ring of the Dragonborn Emperor (level 15)
Belt of Vigor (level 2)
Escape Tattoo (level 3; from Adventurers Vaul 2 preview)
4x Tempest Whetstone (level 10)
12x Creeping Gatevine (level 10)
10x Flame Rose (level 10)
6x Fundamental Ice (level 10)
14x Glassteel Shard (level 7)

4,000 gp are left to pay

Combat Stats:
AC 37, FORT 23, REF 27, WILL 23
HP (with Auspicious Birth): 145
Bloodied: 72
Healing Surge Value: 37
Healing Surges: 11

Attack Bonus: +22 with longsword (weapon attack); +19 with longsword (implement attack)
Damage: 1d8 + 14 (melee attacks); 1d8 + 15 (close attacks)
INI: +12
Speed: 6

Trained Skills: Arcana, Athletics, Endurance, History, Perception, Religion
12 months ago  ::  Dec 17, 2008 - 12:52PM #2
AlphatheGreat
Posts: 575
I approve this build. :clap:

As an Assault Swordmage fanboy, I am frankly delighted to see a sweet setup like this one appear.

I think my favorite part is that swordmage teleportation is almost never the only effect. Triggering the Aegis means a basic attack. Teleportation powers almost always do some damage along with the movement. It would be one thing to say that two defenders can fly around the board doing the damage of two stormwardens(and then a little), another thing to say that they fly around the board doing more than striker damage, in an AoE manner, all the while still doing their normal damage!

Finally, no enemy is safe. With all this nasty teleportation flying around, these assault swordmages are going to be amazingly mobile...and totally unpredictable. It would be really tough for an enemy force to adjust, and doing so will leave them tactically weaker anyway!
12 months ago  ::  Dec 17, 2008 - 1:12PM #3
Demetri_Knighthawk
Posts: 1209
At what level does this build become effective? I cant entirely see this as a pair of 1st level solos, 5th-10th?
12 months ago  ::  Dec 17, 2008 - 2:14PM #4
Jordain_Vizier
Posts: 140
I guess the Flashstep Rogue will be a great addition to the party ;)

Really, I just posted the build, than scrolled down a bit and found this and another similar thread (Feylancer)... Fate, I say.
12 months ago  ::  Dec 17, 2008 - 2:16PM #5
urpok
Posts: 180
and eladrin taclord(fey charger) can fit here too...

<>
full strength of the combo is after 16th(or 17 cuz the boots are 18s lvl)
12 months ago  ::  Dec 17, 2008 - 3:08PM #6
Pandexander
Posts: 846

Demetri_Knighthawk wrote:

At what level does this build become effective? I cant entirely see this as a pair of 1st level solos, 5th-10th?


At level 11 the build begins to work in a good way (INT as damage to nearby enemies).

At level 17 full potential is reached (because of the Planestrider Boots).


urpok]and eladrin taclord(fey charger) can fit here too...


So it is. Should I mention we have one in our group? wrote:

and eladrin taclord(fey charger) can fit here too...[/quote]
So it is. Should I mention we have one in our group? ;)

The optimal case is: An eladrin warlord/fighter with Fey Charge, Fey Tactics and Fey Step Trailblazer => he is able to teleport up to two allies everytime he charges with Fey Step.

12 months ago  ::  Dec 17, 2008 - 3:11PM #7
Pandexander
Posts: 846

Jordain_Vizier wrote:

I guess the Flashstep Rogue will be a great addition to the party ;)

Really, I just posted the build, than scrolled down a bit and found this and another similar thread (Feylancer)... Fate, I say.


Eladrin are the coolest until Martial Power... ;)

The "Flashstep Rogue" is a great concept, I love it. But to be honest: it is not helpfull for the Feysword/Feyblade.
The great thing of the "Flashstep Rogue" (btw: I have the same concept under the name "Feycharger") is, that it is a fully stand-alone-concept.

12 months ago  ::  Dec 17, 2008 - 3:16PM #8
Jordain_Vizier
Posts: 140

Pandexander wrote:

Eladrin are the coolest until Martial Power... ;)

The "Flashstep Rogue" is a great concept, I love it. But to be honest: it is not helpfull for the Feysword/Feyblade.
The great thing of the "Flashstep Rogue" (btw: I have the same concept under the name "Feycharger") is, that it is a fully stand-alone-concept.


I know it doesn't help the combo at all, it just fits with the idea of a teleport mayhem each encounter :cool: .

I saw your build just after posting mine, and I've come to the conclusion that it's real that great minds thinks alike ;)

12 months ago  ::  Dec 17, 2008 - 3:51PM #9
urpok
Posts: 180
don't forget Fey Command =)

in fact my teleporter team is...

it is 2swordmages..feylock, WoST, Spiral Tactican and brb-charger=)

but me SM's are feylock and wandering one=)

still i've got enought teleports to use the each round=)
12 months ago  ::  Dec 18, 2008 - 11:56PM #10
Pandexander
Posts: 846

urpok wrote:

don't forget Fey Command =)


True. With Fey Command he is a real win for this team... too bad this feat needs CHA of 15... :raincloud

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