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Dungeons & Dra.. 4e General Discuss.. Making the Infidel Flee: An Avenging Feycharger
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Switch to Forum Live View Making the Infidel Flee: An Avenging Feycharger
4 years ago  ::  Apr 22, 2009 - 6:19AM #1
Ignis_Fatuus
Date Joined: Oct 24, 2007
Posts: 1,483


This thread is no longer updated, the newest version of this build is found here, in post 500 of Auspex7's avenger build thread.



Althæa of the Holy Order of the Hiding Sun


 

Although not a full out twinked windrise ports feycharging build, it has a couple of interesting tricks based mostly on the idea that I'm not an interesting target for my chosen enemy, so that she/he/it will go after somebody else in my party, thereby triggering my censure of pursuit!


Therefore:
  • Polearm Gamble + Mobile Warrior so I can shift away after attacking and get an OA if he/it/she wants to get next to me.
  • High defenses to make me hard to hit (After a charge: AC: 53, Fort: 39, Reflex: 46, Will: 44).
  • Powers/items that give concealment/invisibility/damaging auras.
  • Powers/items that give recursive attacks

Then, after the infidel has run away, I charge him/her/it using:

  • Fey Charge so I can use fey step for the charge (triggering Feywild protectionand Cloak of Translocation)
  • Invigorating Pursuit for a bonus to damage and AC.
  • Zealot's Veil (Zealous Assassin PP) and Surprising Charge to gain CA and an extra [W] damage.
  • Horned Helmet for a +3d6 damage.
  • Thundergod Weapon for an extra 2d6 damage and 1d12 on crits.
  • The problem of combing charging, reach and OoE is solved by the stowing the greatspear with a free action (fast hand thievery utility) and draw it with a free action (battle harness) between the move and the attack (Allowed as per Dragon 379:41).

So at level 30 if my stealth check succeeds and I use power attack then I charge with a +35 attack bonus and deal 3d10 (maximised) +5d6 (maximised) + 54 = 114 damage, gaining a +2 to damage, a +7 to AC a +5 to Ref and a +2 to Fort and Will until the end of my next turn and I can shift 1 square, slide the target 1 square and shift another square! This would give me a DPR of 113.9!


If the enemy decided to approach me instead, I will get no censure damage, but I did get a free opportunity attack due to polearm gamble. Giving me a DPR of 132!

DPR Calculations Show
Situation 1:
Charge: (1-[0.4]2])*(114) + (1-[1-0.10]2)*(95.5)=113.9
Free Crit Attack: (1-[0.55]2])*(65) + (1-[1-0.10]2)*(24.5)=50.0

Situation 2:
OA = (0.5)*(52) + (1-[1-0.10]2)*(24.5)=21.5+11.875=30.7
Charge = (1-[0.4]2])*(101) + (1-[1-0.10]2)*(86.5)=101.3


The Build Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Althaea Taint Slayer, level 30
Eladrin, Avenger, Zealous Assassin, Punisher of the Gods
Avenger's Censure: Censure of Pursuit

FINAL ABILITY SCORES
Str 16, Con 12, Dex 24, Int 14, Wis 25, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 10, Dex 15, Int 10, Wis 17, Cha 8.


AC: 46 Fort: 37 Reflex: 41 Will: 42
HP: 200 Surges: 8 Surge Value: 50

TRAINED SKILLS
Thievery +28, Religion +23, Stealth +34, Acrobatics +28, Perception +28, Athletics +24

UNTRAINED SKILLS
Arcana +19, Bluff +15, Diplomacy +15, Dungeoneering +22, Endurance +16, Heal +22, History +19, Insight +22, Intimidate +15, Nature +22, Streetwise +15

FEATS
Level 1: Eladrin Soldier
Level 2: Power of Skill
Level 4: Weapon Expertise (Spear)
Level 6: Invigorating Pursuit
Level 8: Battle Awareness
Level 10: Improved Armor of Faith
Level 11: Polearm Gamble
Level 12: Painful Oath
Level 14: Fey Charge
Level 16: Surprising Charge
Level 18: Power Attack
Level 20: Feywild Protection
Level 21: Hand of Divine Guidance
Level 22: Hammer of Justice
Level 24: Mobile Warrior
Level 26: Robust Defenses
Level 28: Divine Mastery
Level 30: Powerful Charge

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Radiant Vengeance
Avenger encounter 1: Whirlwind Charge
Avenger daily 1: Aspect of Might
Avenger utility 2: Fast Hands
Avenger encounter 3: Fury's Advance
Avenger daily 5: Executioner's Cloak
Avenger utility 6: Silver Shadow
Avenger encounter 7: Intervening Blades
Avenger daily 9: Temple of Shadow
Avenger utility 10: Wings of Vengeance
Avenger encounter 13: Fury's Advance (replaces Fury's Advance)
Avenger daily 15: Temple of Brilliance (replaces Executioner's Cloak)
Avenger utility 16: Battle Blessing
Avenger encounter 17: Wrathful Charge (replaces Whirlwind Charge)
Avenger daily 19: Temple of Respite (replaces Temple of Shadow)
Avenger utility 22: Shield of Providence
Avenger encounter 23: Intervening Blades (replaces Intervening Blades)
Avenger daily 25: Aspect of Death (replaces Aspect of Might)
Avenger encounter 27: Astral Charge (replaces Intervening Blades)
Avenger daily 29: Final Oath (replaces Temple of Respite)

ITEMS
Strikebacks (heroic tier), Boots of Adept Charging (heroic tier), Battle Harness Starweave Armor +6, Thundergod Greatspear +6, Cloak of Translocation +6, Horned Helm (epic tier), Iron Armbands of Power (epic tier), Boots of Stealth (epic tier), Backlash Tattoo (heroic tier), Belt of Lucky Strikes (heroic tier), Ring of Unwelcome Gifting (paragon tier), War Ring (paragon tier), Davros Elden's Defensive Step (heroic tier), Solitaire (Violet) (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



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4 years ago  ::  Apr 27, 2009 - 3:46AM #2
Ignis_Fatuus
Date Joined: Oct 24, 2007
Posts: 1,483

Nobody likes it? Is it that bland?


 

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4 years ago  ::  Apr 27, 2009 - 6:14AM #3
Sagacious-Atom
Date Joined: Feb 18, 2009
Posts: 488
I don't think it's a matter so much of whether your build is poor or good or not, I think that most people, when comparing level 30 strikers, just like to get raw DPR numbers to compare, and so without them, they might get disinterested.

Not me though, I just don't like Eladrin >:0


(joking?)
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4 years ago  ::  Apr 27, 2009 - 7:45AM #4
Wetzilla
Date Joined: Oct 8, 2006
Posts: 53
It seems like a cool build, but you won't really be using the Avengers key feature, the OoE really at all. Since you are using a reach weapon, you have to stop a square away on a charge, so you won't be next to your target. It seems that you only took the Avenger for the PP and a few extra defenses on a charge, which you could possibly pick up through MCing avenger.
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4 years ago  ::  Apr 27, 2009 - 8:09AM #5
Ignis_Fatuus
Date Joined: Oct 24, 2007
Posts: 1,483

Wetzilla wrote:

It seems like a cool build, but you won't really be using the Avengers key feature, the OoE really at all. Since you are using a reach weapon, you have to stop a square away on a charge, so you won't be next to your target.


EDIT: This used to be fixed with a homebrew weapon, but is now solved with the combination of battle harness and fast hands.

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4 years ago  ::  Apr 27, 2009 - 9:36AM #6
Wetzilla
Date Joined: Oct 8, 2006
Posts: 53
Oh, well then, if your DM has allowed for this homebrew weapon then I see no reason why this build wouldn't work, and work fairly well.
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4 years ago  ::  Apr 28, 2009 - 1:56AM #7
Ignis_Fatuus
Date Joined: Oct 24, 2007
Posts: 1,483

Wetzilla wrote:

Oh, well then, if your DM has allowed for this homebrew weapon then I see no reason why this build wouldn't work, and work fairly well.


I'm still in doubt about my epic destiny though.

Chosen might open up spear mastery but it's other features are somewhat uninteresting. If my DM would agree upon using a power like tempus's glare (for one encounter those that miss gain damage equal to half their level) for our homebrewed godess than it might become a bit more interesting, but I doubt I could convince him...

Deadly Trickster is great, especially the combination of never missing (OoE and 3 double rerolls a day makes missing very difficult) and never being hit (high defenses, several other deterrents and 3 forced auto fails for the DM make hitting you very difficult) and of course the 28% chance of keeping your dailies/encounters is nothing to scoff at although it would be more interesting if there would be better charge powers that I could reuse (but hopefully DP will solve that).

Punisher of the Gods on the other hands is very nice in and of it self (even when not abused) and making a save to prevent damage and repel legion's aura both help rather nicely to convince my enemy to move away...

What do you gals/guys think would be the most interesting epic destiny for this build?

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4 years ago  ::  Apr 28, 2009 - 6:43AM #8
Matt12
Date Joined: Jul 13, 2008
Posts: 792
What, no Power Attack feat?

With your stats, 2Handed Weapon, plus rolling 2x Attack dice to hit, the -2 to hit vs the damage increase is a worthwhile trade off.


Charging Feats -
This is more of a style question but how often do you think you really use charge in combat?

Is it worth burning all those feats for the number of times you'll be using charge?


Level 2 Utility
With all your charging feats and character built around charging. You might want to think about changing your level two utility to allow you to change your Oath target.
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4 years ago  ::  Apr 28, 2009 - 7:42AM #9
Ignis_Fatuus
Date Joined: Oct 24, 2007
Posts: 1,483

Matt12 wrote:

What, no Power Attack feat?


FEATS:
8: Invigorating Pursuit (retrained to Power Attack at Level 11)
And yes it's a nice way to increase your damage, especially for at-will attacks (although there apparently is a treshold, even for avengers, where the amount of damage you do without power attack is big enough not to want to risk the -2 to attack).

Matt12 wrote:

This is more of a style question but how often do you think you really use charge in combat?


My enemy will often flee so it will be easy to charge him and even if he/she/it stays put I can shift 2 squares away after every charge to create the proper distance myself. So I think I'll charge whenever I'm not using a daily or encounter power. Maybe it would be better to change my level 17 and level 27 encounter powers into the charging powers of that level as the items I have compensate the lower [W]'s of those powers.

Matt12 wrote:

Is it worth burning all those feats for the number of times you'll be using charge??


It's actually only 3 feats (I'm not counting melee training as that also powers opportunity attacks/polearm gamble/battle awareness):
12: Fey Charge
16: Surprising Charge
18: Invigorating Pursuit

Matt12 wrote:

With all your charging feats and character built around charging. You might want to think about changing your level two utility to allow you to change your Oath target.


Since I can teleport 5 squares of the charge I don't really have to worry about what's in between, but your right, maybe in the long run (when I care less about an invisible move) it might be an idea to change this...

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4 years ago  ::  Apr 28, 2009 - 12:20PM #10
Satori
Date Joined: Sep 11, 2005
Posts: 321
This sounds like a good build.

Unfortunately, I cannot break it down and think about how it would play in the lower levels...and I've yet to experience epic level play.

Still, it sounds like you have all your bases covered.
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Dungeons & Dra.. 4e General Discuss.. Making the Infidel Flee: An Avenging Feycharger
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