Bully is a Minotaur Fighter // Warlord // Beast-blooded Minotaur // Eternal Defender that focuses on keeping his allies safe by maneuvering his enemies around the battlefield and limiting their options to fight back.
Skills Endurance +6 (+8 without shield) Perception (Last of the Breed) +10 Athletics +7 (+9 to climb with kit, +11 with kit and without shield)
Feat: Toughness
Gear: Scale Armor, Heavy Shield, Trident, Standard Adventurer's Kit, Climber's Kit, 18 gold pieces
Tide of Iron/Footwork Lure +7 vs. AC 1d8+4 damage and Push or Slide 1 Square
Combat Challenge Immediate Interrupt +7 vs. AC 1d8+4 damage
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At first level, you defend mostly by pushing or pulling your enemies away from your allies through your at-wills, and of course with your Combat Challenge and Superiority features.
Pass Forward is to maneuver around an enemy without eating an OA. Letting your enemy get free attacks on you is rarely desired. This lets you move to set up a flank or to reach another enemy. But also consider that your at-wills push and slide an enemy. Pass Forward can help you move around to pick in what direction you want to push or slide your enemy without provoking an OA for your movement.
Shield Push is to continuing tightening that noose around your marked enemies. You can spoil an enemy attack by using your Combat Challenge attack to push him out of reach of an ally. This will get better as your Push optimization gets better.
This attack power has incredible potential to deal a lot of damage. When fighting elites or solos, this is what you use after you knock them prone. As a plus, it can also mark up to 3 enemies depending on how you hit.
Feat: Student of Battle +1 Strength, +1 Constitution
The warlord class has a few powers that synergize well with Bulldozer's fighting style. Student of Battle opens up the power swap feats and grants Inspiring Word once a day (awesome!).
Strength will be increased at every opportunity. This is the only level where Constitution is increased, for the additional Healing Surge.
Settle the Score has a nice effect if used against an enemy that will be around for a while.
Opportunity Gore grants you the ability to knock enemies prone with an OA. This is a strong effect combined with Combat Superiority. By trying to move away from you, an enemy provokes an OA that not only cancels their movement but also knocks them prone. More than likely, the risk is to great to attempt the move. That leaves shifting away, attacking an adjacent ally, or attacking you. Two of those three options trigger your Combat Challenge attack.
Feat: Acolyte Power (Swap Settle the Score for Guileful Switch) +1 Strength, +1 Dexterity
Guileful Switch is... crazy. It's almost like an action point in each encounter depending on your target's place in the initiative order. Using it with Come and Get It or your various push/slide powers can set up your party controller for an AoE effect or your striker for some ranged Blast/Burst powers immediately after your turn. Then you get to go again !
Increase Dexterity so that at level 11 you get an increased modifier for better Initiative and Reflex.
Defensive Resurgence is another Healing Surge use in a day. Between Comeback Strike, Inspiring Word, and Defensive Resurgence you can use three Healing Surges per day before you need to use your Second Wind or have an ally heal you.
At-Will Powers: Tide of Iron, Footwork Lure Encounter Powers: Passing Attack, Rain of Blows, Come and Get It, Goring Charge, Sweeping Gore Daily Powers: Comeback Strike, Agonizing Assault, Shift the Battlefield Utility Powers: Pass Forward, Guileful Switch, Defensive Resurgence
Skills: Athletics +11 (+13 climbing with kit, +15 with kit and without shield) Endurance +10 Heal +12 Perception +15
Feats: Opportunity Gore, Shield Push, Toughness, Student of Battle (Heal), Acolyte Power (Guileful Switch), Armor Proficiency (Plate), Polearm Momentum
11th Level Retrain: Swap Thicket of Blades for Shift the Battlefield
Gear: +3 Trident +3 Plate Armor +2 Cloak of Distortion Rushing Cleats Heavy Shield 2,400 gold pieces
Tide of Iron/Footwork Lure +16 vs. AC 1d8+8 damage and Push/Slide 2 Squares and Knock Prone
Goring Charge Opportunity Attack +18 vs. AC 2d6+5 damage and Knock Prone and Cancel Movement
Combat Challenge Immediate Interrupt +16 vs. AC 1d8+8 damage and Push 2 Squares and Knock Prone
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Sweeping Gore is a decent power with a slide effect. Unfortunately, because it lacks the weapon keyword, it will not trigger Polearm Momentum.
On the flip side, Shift the Battlefield will. Swap out Thicket of Blades for it. With Rushing Cleats and Polearm Momentum, you now hit everyone in a close burst and slide them 2 squares to knock them prone.
With Polearm Momentum and Rushing Cleats, both of your at-wills can knock enemies prone. Also, the effect granted by Shield Push on your Combat Challenge attacks triggers Polearm Momentum to knock mark-violators prone. Power selection from now on will reflect a focus on synergy with Polearm Momentum and Rushing Cleats.
Thrashing Horns is ok. Our OAs already knock enemies prone, but the option of pushing them can come in handy.
Distracting Shield adds another -2 penalty to attacks against allies after a Combat Challenge attack. An enemy marked by you basically has the following options:
- Move away. This provokes an OA that can knock them prone. - Shift away. This triggers a Combat Challenge attack that can knock them prone and confer an additional -2 penalty to attacks. - Attack an ally. This triggers a Combat Challenge attack that can knock them prone and confer an additional -2 penalty to attacks. It may also ruin the attack attempt by pushing the foe away from his target. - Attack you. Triggers nothing but your ire.
On a hit, you slide each target 2 squares and knock the prone. On a miss, you push each target two squares and knock them prone. This is a guaranteed knock-down against any enemy adjacent to you when you use it.
This power is useful in those times your enemies are too spread out to use Come and Get It. Next level your Reach increases to 2, which means you can hit enemies three squares away on each of the secondary attacks of this power including the shift.
Utility: Menacing Stance Feat: Spear Push Feature: Savage Apotheosis
Menacing Stance is great for keeping enemies adjacent to you Marked without having to attack each one of them. It gets handier as your Reach increases because you can keep enemies next to you Marked while you hit another enemy 3-4 squares away with Footwork Lure and reel him in. Also, after you kill an enemy, you can simply move adjacent to another one and essentially Mark him without attacking.
Spear Push just adds to the Push optimization. Between this, Rushing Cleats, and Gauntlets of the Ram, you can push enemies up to 4 squares on any push power if you need to.
Savage Apotheosis increases your Reach and Speed at this level, so you now can attack up to 2 squares away with you powers and have the same speed as a character in light armor.
Giant's Sweep is a very nice daily power that hits at close burst 2. It pushes and knocks enemies prone on a hit. Awesome. Thing is, it also pushes on a miss, which means it also knocks people prone on a miss thanks to Polearm Momentum. Another power that guarantees a knock-down when used.
The weapon proficiency is for future levels to come and doesn't come into play at this level.
Gear: +5 Trident +4 Agile Plate +4 Cloak of Distortion Heavy Shield of Deflection (Epic) Rushing Cleats Gauntlets of the Ram 13,000+ gold
Tide of Iron +26 vs. AC 2d8+13 damage and Push 4 Squares and Knock Prone
Footwork Lure +26 vs. AC 1d8+13 damage and Pull 2 Squares and Knock Prone
Goring Charge Opportunity Attack +29 vs. AC 3d6+8 damage and Knock Prone and Cancel Movement
Combat Challenge Immediate Interrupt +26 vs. AC 2d8 damage and Push 4 Squares and Knock Prone and Confer Additional -2 Penalty to Target's Attack Rolls
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Mobile Warrior is an excellent feat that aids in moving about the battlefield. When used with Tide of Iron, it lets you stay adjacent to an enemy after you've pushed him two squares.
Depending on the battlefield arrangement, Mobile Warrior and Pass Forward may let you attack an enemy to shift adjacent to another enemy and then use Pass Forward to maneuver around that enemy all without provoking. Again, it all depends on positions, but the options for some tactical movement exists.
Like Menacing Stance, Howl of Defiance avoids the need to continuously use Burst powers. In this case, it marks enemies until the end of the encounter. A good power to use after Come and Get It, or Warrior's Urging next level.
Godlike Stance increases your Reach by 1, for a total Reach of 3. It also allows you to wield weapons as a large creature. At this level, you will switch to wielding a Greatspear in one hand (your shield in the other as normal). Your Reach is now 4.
With Polearm Gamble, enemies now provoke an OA when they move adjacent to you. And that OA will be a Gore attack that knocks them prone. Any enemy that moves adjacent to you will have to attack you from the prone position if they want to get an attack off.
And of course, with Goring Shove picked up at this level, enemies that move adjacent to you can be subject to a Push effect on top of being knocked prone if you so choose (probably a Push of 3 with the Gauntlets and the Cleats, but possibly 4 with Thrashing Horns).
So what options does a marked enemy against you have?
Enemy moves away from you: Provokes an OA and gets knocked prone with an optional Push. Enemy moves adjacent to you: Provokes an OA and gets knocked prone with an optional Push. Enemy shifts away: Triggers CC and gets pushed and knocked prone. Enemy attacks an ally: Triggers CC and gets pushed and knocked prone and hopefully cannot continue the attack. Enemy makes a ranged or area attack power: Provokes an OA and gets knocked prone with an optional Push. Enemy attacks you: Nothing triggers.
Daily: Marking Barrage (replace Shift the Battlefield) Retrain: Distracting Shield for Adept Power (Swap Marking Barrage for Primordial Onslaught)
Primordial Onslaught is awesome, especially in a party with a warlord (or two) that hands out free attacks. A great power to link with Warrior's Urging through an Action Point or Guileful Switch. With Primordial Surge, you will be able to slide and knock prone your enemies targeted by this power on any attack that hits them for the rest of the encounter. Your allies can also slide them, meaning they can move those enemies right back to you for safekeeping.
Hounding Longarm lets you shift one square and hit a non-adjacent enemy as an immediate interrupt when that enemy shifts or makes an attack that doesn't include you as a target. When you hit, you can slide that enemy 2 squares thanks to Primordial Onslaught and Rushing Cleats and cause him to fall prone because of Polearm Momentum, more than likely spoiling the enemy's attack. Basically, what this combo does for 1 encounter per day is increase the range of your Combat Challenge to 5 squares against 1 enemy!
Daily: Force the Battle (replace Serpent Dance Strike)
With Force the Battle, any enemy that begins its turn adjacent to you is subject to a Footwork Lure attack that will knock that enemy prone if it hits. The enemy will then have the basic following options:
- Stand up and move away. The movement provokes an OA that will cancel the move and knock the enemy prone again. - Stand up and shift away. The shift will trigger a Combat Challenge attack that will knock the enemy prone. - Stand up and attack an ally. This will trigger the same attack as the shift. - Crawl away, twice, and remain prone. The first crawl will provoke an OA that will cancel the movement. The second crawl can actually succeed in moving away from the fighter at half speed but the enemy will remain prone for the round. - Stand up and attack you. Nothing triggers.
Skills: Athletics +25 (+27 climbing with kit, +29 climbing with kit and without shield) Endurance +21 Heal +24 Perception +27
Feats: Opportunity Gore, Shield Push, Toughness, Student of Battle (Heal), Acolyte Power (Guileful Switch), Armor Proficiency (Plate), Polearm Momentum, Shield Specialization, Polearm Gamble, Weapon Proficiency (Greatspear), Mobile Warrior, Martial Mastery, Goring Shove, Uncanny Scent, Martial Resolve, Adept Power (Primordial Onslaught), Iron Will, Marked Scourge
Gear: +6 Controlling Greatspear +4 Skyrender Javelin +6 Agile Plate +6 Cloak of Distortion Heavy Shield of Deflection (Epic) Rushing Cleats Gauntlets of the Ram Eye of Awareness Shadow Band Ring of Personal Gravity Girdle of the Dragon (Paragon) 49,000 gold pieces
Tide of Iron +34 vs. AC 2d8+15 damage and Push 4 Squares and Knock Prone
Footwork Lure +34 vs. AC 1d8+15 damage and Slide 2 Squares and Knock Prone
Goring Charge Opportunity Attack +36 vs. AC 3d6+9 damage and Knock Prone and Cancel Enemy Movement
Combat Challenge Immediate Interrupt +34 vs. AC 2d8+15 damage and Push 4 Squares and Knock Prone Polearm Gamble Opportunity Attack +38 vs. AC 2d8+15 damage and Cancel Enemy Movement and Shift 1 Square Away
A thank you to Lord Duskblade for coming up with a format that, at least in my opinion, is rather easy to read .
Nice build there -- love the Minotaur myself, and between this and the Holy Cow build I have a hard time deciding what to play.
But do you think it's worthwhile going Battlerager, picking up a halberd and going for debuffing melee enemies with your ever-growing reach? You'd lose the pushing/proning from Tide of Iron and gain attacks that blind/slow/weaken once per encounter.
I like Defenders that Defend. Therefore, I really like this build.
What about the feat Pin Down and a Grasping weapon? This build could benefit from this methinks.
Thanks and good suggestion. It hadn't crossed my mind, but I think it'd be a good option to have against elites or even solos. I also like the idea of grabbing someone from 3-4 squares away and just pinning them to the ground .
Where do you think would be a good place to fit in Pin Down?
Jordain_Vizier]No Daunting Challenge?
Very nice build BTW
I wanted to fit it in, but there wasn't really room. Three of the paragon tier feats get retrained later, and I wanted to keep Iron Will and Shield Specialization to emphasize the defenses.
Probably the most times it would come into play is when you mark someone through an attack granted by the warlord, and you can't pull that enemy towards you. Otherwise, you'll hopefully be next to the guy and he will hopefully attack you wrote:
No Daunting Challenge?
Very nice build BTW[/quote] I wanted to fit it in, but there wasn't really room. Three of the paragon tier feats get retrained later, and I wanted to keep Iron Will and Shield Specialization to emphasize the defenses.
Probably the most times it would come into play is when you mark someone through an attack granted by the warlord, and you can't pull that enemy towards you. Otherwise, you'll hopefully be next to the guy and he will hopefully attack you .
Overreaching weapon only lets you hit 3 squares away (no extra reach as such) so i would suggest the reaching gloves if you want that 1 more reach.
That's why I said not to bother if your DM doesn't treat it as Reach . I'm not a big fan of those gloves, since a -2 penalty to attacks is a big deal. I'm even looking for room in the build to add Weapon Expertise once the PHB2 gets out.
But who knows what each DM will rule, so we should consider other weapon enhancements just in case:
- Grasping was a good suggestion for more stickiness. - A Controlling weapon is always an option, but unless your team is set up to take advantage of so much pushing or pulling, you may want a little more. - A Feyslaughter weapon also seems like a nice option. You are limiting mobility by pushing/sliding enemies and knocking them prone. This makes sure they can't simply teleport around and ignore your attempts at controlling them. - A Force weapon combined with Solid Sound will boost one of your Defenses each turn. That's great for a defensive warrior. And if you get attacks from Combat Challenge, you can benefit from this combo again on someone else's turn (boost reflex from your regular attack, boost will from your CC attack).
I'll keep looking for more.
Isenhertz]Nice build there -- love the Minotaur myself, and between this and the Holy Cow build I have a hard time deciding what to play.
But do you think it's worthwhile going Battlerager, picking up a halberd and going for debuffing melee enemies with your ever-growing reach? You'd lose the pushing/proning from Tide of Iron and gain attacks that blind/slow/weaken once per encounter.
That is certainly an option, but it'd be pretty different from the current build. More emphasis would have to be put on Constitution to take better advantage of Battlerage Vigor and your invigorating powers. Your defenses will probably be lower, and your to-hit goes down if you use a mace, hammer, or axe (though Weapon Expertise can put you back in line with Weapon Talent fighters).
That said, you'll take hits much better, deal more damage, and add some real nice conditions to enemies (like Blind and Weakened or Dazed).
I think it's definitely viable wrote:
Nice build there -- love the Minotaur myself, and between this and the Holy Cow build I have a hard time deciding what to play.
But do you think it's worthwhile going Battlerager, picking up a halberd and going for debuffing melee enemies with your ever-growing reach? You'd lose the pushing/proning from Tide of Iron and gain attacks that blind/slow/weaken once per encounter.[/quote] That is certainly an option, but it'd be pretty different from the current build. More emphasis would have to be put on Constitution to take better advantage of Battlerage Vigor and your invigorating powers. Your defenses will probably be lower, and your to-hit goes down if you use a mace, hammer, or axe (though Weapon Expertise can put you back in line with Weapon Talent fighters).
That said, you'll take hits much better, deal more damage, and add some real nice conditions to enemies (like Blind and Weakened or Dazed).
Thanks and good suggestion. It hadn't crossed my mind, but I think it'd be a good option to have against elites or even solos. I also like the idea of grabbing someone from 3-4 squares away and just pinning them to the ground .
Where do you think would be a good place to fit in Pin Down?
I guess the only expendable feat is Spear Push, as this can be replicated by a number of items. Of course then you're dependent on the DM handing out these items. Still, I think Spear Push, or possibly Iron Will or Mobile Warrior, are the only feats you can do without. I think I would take Pin Down and Polearm Momemtum at the same level. At that point any target you hit with Tide or Lure is in a bad place lol. Since you were planning to swap Spear Push for Polearm Gamble in Epic, perhaps you could just take Gamble over Iron Will. Alternatively, you could just take Gamble instead of Durable. Take Reaching Whirlwind instead of Mobile Warrior, and retrain Imp Init to Uncanny Scent at 21st.
I once thought, when 4E came out, that it was awesome that we had so many feat slots. Nowadays, I realize the folly of thinking that lol. It's still awesome, but some builds are tough to fit everything in you want.
At level 24 you gain the ability to use a medium-sized two-handed weapon in one hand, thus the proficiency in the Greatspear.
As far as i know, the ability that the eternal defender grants just lets you use a weapon one size larger, not break the 1-handed and 2-handed rule (PHB 215). This worked so in 3rd edition, but as far as I know, it doesn´t apply in 4th.
So, you would have a d12 greatspear, but it would still be a 2-handed weapons.
I guess the only expendable feat is Spear Push, as this can be replicated by a number of items. Of course then you're dependent on the DM handing out these items. Still, I think Spear Push, or possibly Iron Will or Mobile Warrior, are the only feats you can do without. I think I would take Pin Down and Polearm Momemtum at the same level. At that point any target you hit with Tide or Lure is in a bad place lol. Since you were planning to swap Spear Push for Polearm Gamble in Epic, perhaps you could just take Gamble over Iron Will. Alternatively, you could just take Gamble instead of Durable. Take Reaching Whirlwind instead of Mobile Warrior, and retrain Imp Init to Uncanny Scent at 21st.
I once thought, when 4E came out, that it was awesome that we had so many feat slots. Nowadays, I realize the folly of thinking that lol. It's still awesome, but some builds are tough to fit everything in you want.
I agree that Spear Push is a good candidate to swap out for Pin Down. Between Rushing Cleats, Gauntlets of the Ram, and/or a Ring of Ramming, you should be able to push an enemy the minimum of two squares to trigger Polearm Momentum. For slides, you only need Rushing Cleats.
I'd like to keep Iron Will in there just to shore up the Will Defense. And I'm not keen on swapping out Mobile Warrior because with Mobile Warrior I could push someone two squares with Tide of Iron to knock them prone and still remain adjacent to them. It's still nice just to be able to reposition a bit after each attack.
Question: What do you guys think of the 10th level utility power Hunker Down? I know that normally it's lackluster because you are slowed. However, at the levels where you have 4-5 squares of Reach, I think it may be a reasonable option for an effective +2 to every Defense. Although you only have speed 2, you can still move adjacent to a target 5 squares away through Tide of Iron, or pull someone 4 squares away right next to you with Footwork Lure. Just a thought.
Also, I was looking at Pinning Smash as a replacement to Rain of Steel for the 5th level daily. I was inspired by the Grasping weapon bit. I think being able to immobilize an enemy indefinitely is great, and with a grasping weapon, you could keep two enemies occupied and threaten a third adjacent enemy with your Mark. Thoughts?
I'm currently revising the build and will hopefully edit it shortly.
folomo]As far as i know, the ability that the eternal defender grants just lets you use a weapon one size larger, not break the 1-handed and 2-handed rule (PHB 215). This worked so in 3rd edition, but as far as I know, it doesn´t apply in 4th.
So, you would have a d12 greatspear, but it would still be a 2-handed weapons.
Hey Folomo. Actually, what you are describing is the Oversized Weapon racial feature. The Godlike Stature ability of the Eternal Defender specifically allows you to wield a weapon as a large creature does. On page 220 of the PHB it says that large creatures can treat two-handed medium-sized weapons as one-handed weapons. That is why you don't switch to a large greatspear (although you could). By keeping a medium greatspear, you are able to wield it in one hand just like a large creature wrote:
As far as i know, the ability that the eternal defender grants just lets you use a weapon one size larger, not break the 1-handed and 2-handed rule (PHB 215). This worked so in 3rd edition, but as far as I know, it doesn´t apply in 4th.
So, you would have a d12 greatspear, but it would still be a 2-handed weapons.[/quote] Hey Folomo. Actually, what you are describing is the Oversized Weapon racial feature. The Godlike Stature ability of the Eternal Defender specifically allows you to wield a weapon as a large creature does. On page 220 of the PHB it says that large creatures can treat two-handed medium-sized weapons as one-handed weapons. That is why you don't switch to a large greatspear (although you could). By keeping a medium greatspear, you are able to wield it in one hand just like a large creature could.
Khan the Destoyer]Question: What do you guys think of the 10th level utility power Hunker Down? I know that normally it's lackluster because you are slowed. However, at the levels where you have 4-5 squares of Reach, I think it may be a reasonable option for an effective +2 to every Defense. Although you only have speed 2, you can still move adjacent to a target 5 squares away through Tide of Iron, or pull someone 4 squares away right next to you with Footwork Lure. Just a thought.
I think that's a fantastic idea if you value the defense. I agree with the tremendous reach this character has, being slowed isn't that big of a deal. Like you stated, those two at wills close the gap anytime you n wrote:
Question: What do you guys think of the 10th level utility power Hunker Down? I know that normally it's lackluster because you are slowed. However, at the levels where you have 4-5 squares of Reach, I think it may be a reasonable option for an effective +2 to every Defense. Although you only have speed 2, you can still move adjacent to a target 5 squares away through Tide of Iron, or pull someone 4 squares away right next to you with Footwork Lure. Just a thought.[/quote] I think that's a fantastic idea if you value the defense. I agree with the tremendous reach this character has, being slowed isn't that big of a deal. Like you stated, those two at wills close the gap anytime you need to.