Update July 17 Cleanup and update (Dual strike got put in it's place)
Update May 15 I added some Heroic builds Mainly level 1-3.
Update May 1 It has been brought to my attention that there are a few power that make or break many of these builds. I'll put an '*' for Twin/Dual strike, '%' for Reaper's touch + White Lotus feats and '#' for Charging next to all who employ such means, not as a deterrent, but as a flag for those who's DM may not accept such things. These means include [INDENT]Twin/Dual strike (Resource) and Versatile Master (resource) Reaper's touch White Lotus Riposte (Resource)[/INDENT]
This thread is to consider the DPR progression of many popular DPR kings. Hopefully we'll get a better idea of how things grow, or if they are just 30th level imposers.
-Rank 1: no resource expenditure(pure at-will, no HP fed into bloodclaw, no granting CA or the like, does not rely on enemy's actions) to -Rank 2: at-will expenditure(Bloodclaw, polearm gamble) to -Rank 3: 3-5 encounters / day stances/rages... through salves of power making these encounter stances/rages, to
Dont forget to pack a few Firestorm[Dragon 373] ammunition pieces(30 gp / pop) to give everyone a burst 1 power that does 1d6 to all adjacent creatures for minion clearing. You can also go nova with it and deal 9d6 to the center target, and totaling 63d6 +6*(dex+static) in damage
Human Tempest Fighter Feats: Deft Hurler, Mounted Combat, Spirited Rider To Hit (mainhand): +3 (prof) + 1 (magic) + 5 (str) + 1 (tempest) +1 (level) +1 (charge)= 12 vs. 17 = 80% Damage (Cleave mainhand): 1d6 + 1d8(vanguard) + 2 (tempest) + 2 (reckless) + 5 (charge) + 1 (magic) + 5 (str) = 23 * 0.8 = 18.4 To Hit (Thrown offhand): +2 (prof) + 1 (magic) +5 (str) + 1(tempest) +1 (level) = 10 vs. 17 = 70% * .80 (only if main hand hits) = 56% Damage (offhand): 1d6 + 1(magic) +5 (str) + 2 (bracers) = 11.5 * 0.56 = 6.44 Crit Mainhand: 5% chance, 8 extra damage = 0.4 Crit Offhand: 5% * .8 (only if mainhand hits), 8 extra damage = 0.32 25.56 DPR at level 3Charging MountsShow
You must be the indicated level to gain the mount feature Warhorse(level 3): +5 damage on charge attacks Giant riding lizard(level 6): makes an attack whenever you do @ +10 vs AC, 2d6+5 Rhinoceros(level 7): makes attack with you @ +13 vs AC, 2d6+5 Elephant(level 8 huge): Makes trample attack able to go through creatures@+11 vs AC, 1d10+7+ prone Celestial Charger(level 10):+2d6 damage on charge attacks
Level 3 Human, Ranger Dex 20 Feats: Weapon Proficiency (Greatbow), Weapon Focus (Bow), Lethal Hunter. Items: Prime Shot Greatbow +1, Bracers of Archery (a bit expensive for most level 3 characters) to hit(Twin strike) :+10 attack bonus (+5 dex, +1 (1/2 lvl), +2 Proficiency, +1 enhancement,+1 Prime Shot bonus) vs 17 AC = 70% chance to hit Damage = 1d12 + 1(enhancement) + 1(focus) + 2(bracers) + 1(primeshot bow) .7(5) + .65(d12) + .05(12+1d6) = 17 DPR HQ: 4.43625 damage expected with a 70% hit rate and Lethal hunter 21.44 at level 3
Bugbear Brutal Scoundrel Rogue with Mage's large double sword and backstabber @ 1st -With CA d10 + 1(magic) + 4(str) + 4(dex) + 2d8 = ouchie -+3 (prof) +2(CA) +5(dex) + 1(magic) =+11 vs 13 ref = 90% hit rate -Drow can pull off Brutal Scoundrel with Distant Advantage, Superior Crossbow and their octopus racial ability -@2nd lvl take weapon expertise and only miss on a 1, or Battle Awareness + Riposte strike = Catch 22 -21 DPR with CA at 1st 'Nuff said -8.8 DPR w/o CANova at 2ndShow
Feat: Backstabber, Battle Awareness Powers: Riposte Strike, Piercing Strike, Dazing strike, Blinding Barrage, Sneak in the attack Items: Mage's Large Double Sword, Swiftshot Large hand Crossbow
Round 1: (Assume I go first) Std: Blinding Barrage (Apply SA due to first strike), Minor:Sneak in the attack(assume used due to them being blind), Minor: Swiftshot Daily power RBA, Free: Drop crossbow Round 2: Minor: Draw double sword, Minor: Predatory Eye, Std:Riposte Strike(With CA due to them being blind), Get free MBA due to catch 22 of Riposte Strike and Battle Awareness, AP: Std:Dazing strike Round 3: Peircing Strike (Apply SA due to dazed)
It will be left to the reader to calculate Nova for the following levels 4: Novice Power(Rain of Blows) 6: Mounted Combat (Giant Lizard)
Dwarf/Elf avenger of Tempus -roll 2d20, take better = accurate -Gains tons of benefits from power attack (doesn't hurt as much as for others) -Dwarven weapon trainging (Exocutioner's axe (High crit, brutal 2)) -Elven accuracy lets you try a 2d20 roll again -1/2 orc using racial +1[w] to whirlwind charge makes mean RRoT(for best results get a full blade) -Nerf target RRoT with vicious great axe/Exocutioner's axe = ouchie -RRoT: 2*12+11(5(wis) + 1(magic)+3(bloodclaw) + 2(dwarven)) + 1d12(high crit, brutal still applies) + 1d6(flame bracers) ~ 50 damage/encounter @ 2nd! -17.75 DPR (Rending + PA + Melee training + DWT) -18.7 DPR w/ Dwarven weapon Training and +1 bloodclaw Exocutioner's axe @ 1st
Goliath Rageblood Barbarian with 20 Str -Goliath resist 5 1/encounter for 1 round is phenomenal at low levels. -Goliath Great weapon Prowess: +2 damage w/ 2 handers -3[w] encounter power @ 1st -If you drop a guy charge another 1/encounter -{1/2 orc to upgrade to 4[w] (8d6 w/heavy flail) encounter power, Bugbear(6d8 heavy flail encounter), Goliath, Minotaur, Dragonborn, Eladrin w/ Eladrin soldier and Great spear} -+1 Vanguard (level 3 item) Property: +1d8 on all charges -Horned helm (Level 6) +1d6 on charges -Lancing Gloves(level 7) +2 damage while mounted -Howling Strike: 1d12(great axe) + 1d6 + 5(str) + 1(magic) + 2(goliath) + 1d8(vanguard) @ +9 vs 15 AC = 75% to hit -Crit: free attack = 18.6 DPR @ 1st -Mounted Combat and a warhorse at 3rd -Howling Mounted Charge: +10 vs 17 AC (70% to hit) , 1d12(great axe) + 1d6 + 5(str) + 1(magic) + 2(goliath) + 1d8(vanguard)+5(mount) = -20.8 DPR @ 3rd
Eladrin/Dwarf tempest*** with +1 bloodclaw urgosh with Eladrin Soldier -Rain of Blows, Dual Strike(d12/d8), +2 damage from Soldier, +2 tempest is solid -Fulfills role of Striker and Defender superbly -Villain's menace loves Dual strike -Battle cleric + Righteous brand + Dual strike = :D -Other good races {1/2 orc (3[w] encounter power), elf (better RoB), dwarf (classic urgosh)} -18.35 DPR (Bloodclaw) -@6th get mounted combat, Giant Riding Lizard (He attacks whenever you do ) -@6th 26.5(dual) + 13.7(lizard) = 40.2 DPR (+2 bloodclaw + lizard + armbands) ***pre-errata (Dual strike the same target with two attacks instead of the updated 2 targets
Dwarf Ranger with War axes with Dwarven Weapon Training -Stats aren't in the best spot but 2xd12 + 2x2(dwarven training)... + HQ = :D -Minor Second wind + toughness(ranger free) + Cloak of the walking wounded = Durable -Consider Longtooth, Bugbear, Eladrin, Elf if going past level 3. Dwarf just doesn't give enough returns -Battle cleric + Righteous brand + twin strike = :D -Gets whirlwind @1st, 2 levels earlier than fighter -@6th get mounted combat, Giant Riding Lizard (He attacks whenever you do ) see above -18 DPR (Bloodclaw)
Dwarven Battlerager with urgosh and dwarven weapon training -Broken in Heroic due to THP shield. -difficult but not impossible to get damage comparable to his tempest brother as he too has access to dual strike -Again dwarves and their weapon trainging really helps out in the damage department, killing 2 birds with 1 stone (prof and damage compensation for low str) -15.4 DPR*Treatise on Battlerager reactive THP vs Barbarian/warlock THP by Borris_Bear Show
I think what I mean to say Shaku is that the power of the Battlerager is more then just some temporary hit points, its that they're reactive. For example, if a Hexhammer or Barbarian had just activated his Big Fat THP Boost Power for 10 THP giving him 50 Effective health, and then was flanked and mobbed by three starving grizzly bears, each hitting for 10 damage each (not shabby for brutes), he would go down in 5 hits or midway through the second enemy round. If the pressure comes on THP gained from attacks is strictly limited as to how often they can be generated, and thus does not re actively scale with the beating you receive.
From a tactical DM perspective, its really hard to keep Battleragers at range, considering he will try to be in the thick of the brawl every time and can immobilize his primary targets.
If the Battlerager with 20 con were in the same mess, starting with the same health and THP, each bear would activate his bubble, reducing their damage by 7. Instead of 5 hits to drop the poor striker, with 50 effective health (40 + 10 THPs) the bears would need 15 hits (40 / 3 + First 10 THP). That is three times the durability vs very very hard hitting melee. If they hit any softer they will basically never kill him. If that same force were directed against a squishy rogue or ranger, he'd die faster then you can say "I wish I wasn't in a party of five strikers because every has to play pew pew classaarggggh"
Thats why I note the power of the Battlerager. Also doing 50 ranged damage to a 20 con chain armor fighter who roots anyone he OAs and is -5 to be hit with range attacks out of his charge range is a very lame solution in my opinion. In that scenario you're also letting the defender now work at range as well! Heck, if I were that rager I'd pull out my Heavy Shield (which of course Battleragers are proficient in) and hunker down. At that point I'd only have 1 less AC then a Scale Fighter, or equal AC if we both went for plate. If the solution to a powerful combo is enough damage to kill another character 3 times over delivered in a very structured way then I would say the problem is the character.
Tactical discussion. Lets say the party comes across the Elven Archer Patrol who absolutely hates battleragers and dwarves. Their parents were killed by Battleragers. So was their dogs. Dwarf pulls out shield and is now in Chain + Heavy Shield. Most Arrows miss because they're at -5 to hit. Second Round archers move in to within 5 and tear the rager up pretty good. I mean they really lay into him, knocking him unconcious. On his round he gets healed to consciousness. He stands up, activates Second Wind, and charges the nearest archer. On the Archer's turn they back up or shift back to continue fighting their hated Battle Rager enemy, except the archer who was charged, who just eats a hammer OA sandwich. Their ranged attacks are less effective because the dwarf has +2 to all defenses and has the highest health and nearly AC possible for a character his level. Now on the PCs turn they have this very vulnerable ranger artillary separated from his buddies. They mob him. Repeat. The point is this fight just got massively easier because the archers are trying to stop the dwarf instead of basically any other target so they can capitalize on his "weakness" to range damage.
Now despite my long winded ramble I'd like to point out this post is about Strikers Level 1-3 and not How Broken Are Battleragers, and would like to humbly say this is all I want to say about Ragers in this.
* Battlerager has been changed since this treatise was created and may have assumptions invalidated
Dwarf Warlock (hexhammer) with +1 bloodclaw Mordenkrad -Dwarven weapon training +2 melee attacks and prof with all axes, hammers(Mordenkrad) -Bracers of mighty strikeing +2 damage to your 'Melee basic attack'(Eldritch strike) -Eldritch strike has slide 1 for good control -Infernolock you swim in a haze of temporary hit points, so bloodclaw isn't that bad. -Damage 2d6 (brutal 1) + 1d6 + 4(cha/con) + 2(dwarven) + 1(magic) + 3(bloodclaw) + 2(bracers) @ 65% to hit = 15.275 DPR
Halfling/dragonborn sorcerer -Of the few who use Bracers of mighty striking(Reaper's Touch) / Bracers of perfect shot -add secondary stat to all arcane damage rolls, good for area effects -Chaos: unblockable aura damage(like Rain of Steel) is precious -Great versatility at range and melee -6d6 daily 1 -Imp. Expertise + draconic spellcaster stack -Single: 1d8 + 4(cha) + 4(str) + 1(magic) + 1(staff of ruin) + 2(bracers) + push @ +7 vs 13 ref = 75% to hit = 13 DPR -Area: 1d8 + 4(cha) + 4(str) + 1(magic) + 1(staff of ruin) @ +7 vs 13 ref = 75% to hit = 11.45 DPR (3x3)
1 staff of ruin enhancement 1 staff of ruin item bonus 5 int 3 strength (elemental empowerment) 2 elemental echo 1 chessenta background 1d8 promise of storm 1d6 thunderwave = 21 first thunderwave, +20 second thunderwave (*2 targets maybe = 82)
Attack bonus: 5 int 1 staff of ruin 1 elemental echo 1 chessenta background 1 level 2 +9 vs fort (vs 14 fort, means about 80% chance to hit)
For comparison Let's consider a wizard and the generic player (18 in main stat and magic weapon) Wizard's scorching burst -1d6+4(int) + 1(magic) @ +5 vs 13 ref = 65% to hit = 6 DPR
Generic -1d8(weapon/whatever) + 4(main stat) + 1(magic) @ +6 vs 15 AC = 60% to hit = 6.3 DPR
Do you have a heroic build to add?
As an afterthought I have noticed a common thread Twin strike > Reaper's touch* + White Lotus feats > Charging * Fey charger is the exceptional exception, being the king and not employing twin strike
Things I've noteced employed by some of the top candidates Echoes of thunderShow
Although few at-will powers have the thunder keyword, Arcane admixture can grant that keyword on your arcane power. This puts arcane at-will powers at an advantage. Currently I find no thunder weapon that works like a frost weapon (at-will power to turn your damage to cold) that one could use, under the assumption that using this power would add the thunder keyword. Without this ability non-arcane classes will be hard put to be able to use Echoes of thunder.
Echoes of thunder, although it seems like it only adds a small ammount, grows exponentially with the number of attacks you have. This is the fundamental designer flaw of the feat. Linear growth acts as follows: On each attack you add X damage. Exponential growth: on the first hit you add X damage, on the second you add 2X, on the next add 3X... In heroic let's assume you can get 5 attacks and assume all hit: Since all 5 attacks hit last round you add 5 damage to the first attack. On the second attack you add 6 damage. On the third attack you add 7 damage... This kind of growth will increase the total damage / round you churn out exponentially as a function of the number of attacks you can make. This is one of the critical feats of the FeyCharger build.
The feat(MP 143) is nice if things were ballanced. If you have a 50% chance to hit then the expected number of fey charges you get is 2, as you auto get the first, and then have a 50% chance to get the second, 25% to get the third... = 1+.5+.25... = 2 The perk that comes is when you have a 99.999% chance to hit. This lets you refresh your fey step every round. That wouldn't be that bad if it weren't for Eladrin swordmage advance, which lets you get MBA as a free action when you use your fey step. Now, assumming your chance of missing is dismal, you can fey charge and get 2 attacks / round.
Much controversy has been over the ligitimacy of a non-shadar-kai using Reaper's touch, as the feat is surrounded by shadar-kai only feats and in a shadar-kai expose. Most accept Reaper's touch usable by any arcane class. The critical thing is that it turns one of your at-wills into a melee basic attack, which is granted by many things(charge, eladrin swordmage advance, warlords....). As with most 4e DPR optimization the goal is to get as many attacks as possible. Getting MBAs is the easiest to do, and to be able to replace it with an at-will is superb. This at-will may have key keywords that you use to pull off some amayzing tricks (Dansing sword,echoes of thunder, polearm momentum, bracers of mighty striking...)
Salve of power [AV 176] level 10 item -(Daily item usage)Spend a healing surge and get a level 1/5 daily power refreshed Dansing Sword [PHB 233] level 20 item -(Daily) Sustain Minor: sword makes a MBA as if you were holding the weapon yourself The most efficent use of salve of power is to replenish a daily 1/5 that lasts the entire encounter, which enables you to get extra attacks (wizard's fury, Rain of steel) or gives you abilities that are unachievable otherwise (Form of the Fearsom Ram, Form of Winter's herald) The Wizard | swordmage fey charger (early in his career) would use these salves of power to refresh Wizard's fury so that he can cast Magic missile as a minor every round. Later it is better to spend the money on many dancing weapons and use that minor action to deliver this MBA(magic missile) through the sword, not having to spend healing surges and still getting wizard's fury once per day.