So, after being on the fence between Planestriders for damage and Rushing Cleats for control, in comes Dragon 382 and the Fierce Thrasher Form feat. Now I can have the best of both worlds!
ITEMS Demonskin Tattoo (paragon tier), Eladrin Ring of Passage (paragon tier), Diamond Cincture (paragon tier), Planestrider Boots (paragon tier), Marauder's Swordwing Armor +6, Cloak of Translocation +6, Horned Helm (epic tier), Diamond Cincture (epic tier), Subtle Glaive +6, Iron Armbands of Power (epic tier), Golden Ring of Teros (epic tier), Rain of Hammers Ki Focus +6, Symbol of Reflection +6, Claw Gloves (heroic tier), Siberys Shard of the Mage (epic tier)
Now for the summary of the crazy stuff. Note that this all assumes that I use Giant's Might, Ironskin and Master of the Hunt:
Misc Bonuses Keeper's Prescience (Eternal Seeker) Resist 5 to All (Ironskin - Swordmage Utility 16) Shift 1 square and are invisible to the target when you hit a target with CA(Primal Panther) Increase Size to Large (Giant's Might) Split teleport into 2 (Planestrider Boots) +2 to Fey Step (Eladrin Ring of Passage) +8 to damage rolls (Master of the Hunt - Eternal Seeker)
Per Teleport Bonuses Melee Basic Attack(Eladrin Swordmage Advance) CA against enemy teleported adjacent to (Fey Gambit) 10 damage to each enemy adjacent (Form of the Thunderstorm)
Attack +32 base attack bonus +2 power bonus to melee attack rolls (Giant's Might) +2 CA (Fey Gambit)
Total Power Bonus for basic attacks: +36 vs Reflex
Add when charging: +1 charge +1 bonus to attack rolls (Enraged Boar Form)
Total Power Bonus for charge: +38 vs Reflex
Hit Results 2d8 +8 (Wis Mod) +6 (Enhancement Bonus) +6 (Subtle Weapon) +2 bonus to damage rolls against enemies granting combat advantage (Ferocious Tiger Form) +5 power bonus to melee damage rolls (Giant's Might) +6 (Iron Armbands of Power) +1d10 (Claw Gloves) +5 (Shard of the Mage)
Total Damage for each basic attack: 2d8 + 1d10 + 38
Add when charging: +3d6 (Horned Helm) +2 bonus to damage rolls(Enraged Boar Form) Marked by Aegis of Assault (-3 to hit anyone other that the Blinkbeast)
Total damage of charge: 2d8 + 3d6 + 1d10 + 40
Defense Bonuses before first being bloodied +10 to AC = 2 bonus to AC (Shiere Knight PP) + 2 bonus to AC (Feywild Protection) + 1 bonus to AC (Sun Elf Grace) + 2 item bonus to AC (Golden Ring of Teros) + 2 bonus to AC (Cloak of Translocation) + 1 to AC (Marauder's Armor)
+7 to Fort = 2 bonus to Fort(Shiere Knight PP) + 2 bonus to Fort (Feywild Protection) + 1 bonus to Fort (Sun Elf Grace) +2 item bonus to Fort (Golden Ring of Teros)
+7 to Ref = 2 bonus to Ref (Shiere Knight PP) + 2 bonus to Ref (Feywild Protection) + 1 bonus to Ref (Sun Elf Grace) + 2 bonus to Ref (Cloak of Translocation)
+ 5 bonus to Will = 2 bonus to Will (Shiere Knight PP) + 2 bonus to Will (Feywild Protection) + 1 bonus to Will (Sun Elf Grace)
Also, throw in another d20 roll from Keeper's Prescience to replace the charge if it misses.
If all attacks hit the same target: 6d8 + 3d10 + 3d6 + 160
If any of the attacks hit: They are slid two and knocked prone, the Blinkbeast can shift 1 and turn invisible until the end of the next turn
If the charge hits: They are marked by Aegis of Assault, they take a -3 to hit anyone other than the Blinkbeast
New defenses:
49 AC 48 Fort 46 Ref 46 Will Resist 5 to all damage Invisibility: Target takes -5 to hit with melee and ranged attacks
So now we have a 10 FOOT TALL METAL WOLF that disappears, reappears in a burst of lightning. It then bats the target to the side, knocking them prone and turning invisible. Then it reappears adjacent to another target, shocking them with its presence. It attacks and knocks it prone before shifting and turning invisible. Then this INVISIBLE10 foot tall Metal Wolf finishes its charge, sliding the target away 2 squares, shifting away one and preparing for the next turn's charge.
In the meantime...
If the secondary target doesn't attack the Blinkbeast it CAN'T SEE, then the Blinkbeast gets to teleport, deal another 10 damage to all enemies adjacent and slide the target 2 away to interrupt the attack. If the target has no reach, this essentially nullifies the attack. Oh, and anyone that moves adjacent to the Blinkbeast gets slid 2 squares and knocked prone if the OA hits.
I don't know if this can be optimized any further, but I thought I should update you guys.
Nice build ! I added a link in to it in the arcane feycharger thread, hope you don't mind. I wonder however, why did you choose shire knight PP ? The +2 to defenses feature isn't that great, considering your defenses are already very high...
Why does everybody choose to use swords and glaives with this build?
I was thinking that the Staff of the Serpent would be a great boon with the extra 1d6 on every melee attack. It also has great synergy with the Coiled Serpent PP for a total of 3d6
@SongNSilence: You added a link? Sweet! That was the guide that led me to make this build, so I'm glad I could be a part of it.
As for the PP, can you think of any better ones? I just really, really like defenses. In the interest of discussion I looked over the list of available PPs. I saw a few of interest:
Kensei: Pro - At level 11, you can spend an action point to reroll. When your entire build depends on not losing your Fey Step, every little bit helps right? Furthermore, you gain +1 to all attacks(11th level), +4 to all damage.(16th level) Con - You can't use any of the powers. At level 26, you get Keeper's Prescience so this ability is kept mostly as a desperation move. Not so much of a con as much as a 'we can do better', then again you can't have too many rerolls.
Blood Moon Stalker: Pro - At level 16, you get a 19-20 crit range in beast form(which we should be in most of the time). Con - Um... what?
Coiled Serpent: Pro - At level 11, you gain resist 15 poison and +5 to stealth. At level 16, when you hit with a melee attack you add 2d6 poison damage. You can use all of the powers while in Beast Form. Con - Poison resist can be very common. Other than that, no real argument. Solid choice.
Con Counterpoint- If I swap Enraged Boar Form for Acolyote of the Veil and swap Sun Elf Grace for Venom Hand Master, I can grab Sun Elf Grace at 30. This allows me to keep my +1 to all defenses while ignoring resistance to that 2d6 poison damage. We can add the Staff of the Serpent for another d6, but I would prefer to keep a Subtle Glaive. (Since I'll always have combat advantage after each teleport, that's an automatic 6 damage on hit == maximized Staff of the Serpent die.)
Wandering Swordmage: Pro - Combining the Aegis Boost(which takes advantage of your ridiculous Wisdom) with the Total Aegis feat at Epic can make for fun times as an off tank. You have some weaker defenses than the Shiere Knight, but you'll at least be guaranteed your interrupt. Hell, if you're against a melee boss, you'll be able to keep him locked down with your slide and knock prone. Con - You can't really use any of the powers, and there's no damage boost or reroll. Still, if you don't care for damage and like interrupting people, go for it.
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If you think the defenses are too much, I might go Coiled Serpent and just swap my feats around. I'll lose 1 to hit and 2 to all defenses. In exchange, I'll have to put off Sun Elf Grace until later and I gain a total of 6d6 to damage, but still probably worth it.
Built the Coiled Serpent build for fun below. This is more 'striker'-ish in my opinion. If it passes peer review, I'll post it in the first post and say the other one is a more tanky-tank build with unhitability.
ITEMS Demonskin Tattoo (paragon tier), Eladrin Ring of Passage (paragon tier), Diamond Cincture (paragon tier), Planestrider Boots (paragon tier), Marauder's Swordwing Armor +6, Cloak of Translocation +6, Horned Helm (epic tier), Diamond Cincture (epic tier), Subtle Glaive +6, Iron Armbands of Power (epic tier), Golden Ring of Teros (epic tier), Rain of Hammers Ki Focus +6, Symbol of Reflection +6, Claw Gloves (heroic tier), Siberys Shard of the Mage (epic tier)
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@woif: I like polearms. :P
Refer to my Coiled Serpent PP argument for my response to your proposal. In case of tl;dr:
We can add the Staff of the Serpent for another d6, but I would prefer to keep a Subtle Glaive. Since I'll always have combat advantage after each teleport, that's an automatic 6 damage on hit == maximized Staff of the Serpent die.
Consider the Wandering Swordmage PP: it has a feature to expand your Aegis to a close burst 2+Wis mod. With it and Total Aegis you can mark every enemy within 9 squares. More of a defender focus.
Also I'd swap out some of your power choices. There are plenty of Swordmage powers that don't require a high Int. Right at level 1, Lashing Asp is a good example. Later on, powers like Flamewall Strike, Glamor Blade (yeah there's an attack, but the effect is nice) and Mirrorblade Army are better for you than they might be for an actual Swordmage.
@Dirge-Overdrive: While the Aegis Boost from Wandering Swordmage is nice, I can still only interrupt one guy at a time and I can't really use any of the powers while in beast form. Still, for an off-tank role it's okay. Free attacks on any one target I want is nice.
Regarding the powers...
Lashing Asp kinda sucks since I have pretty much no Con. At level 30, I'm only doing an extra 1 damage. If anything, I'd probably be better off taking Burning Blade since it results in a +3 to damage instead.
Mirrorblade Army also suffers the Con problem, resulting in a grand total of 1 clone. Furthermore, we share the same pool of actions don't we? If so, then I'd be fine just attack by myself. Besides, Form of the Thunderstorm adds 10 thunder damage to every teleport. Since it allows me to teleport my speed as a move action and I can split that in 2, I can do 20 thunder damage without a single attack roll just by moving. Then I can actually attack.
Glamor Blade, while not suffering the Con problem of MA, still suffers from the Pool of Actions problem. While the shared pool of health is nice, Primal Wolf allows me to knock them down. In a time before the Fierce Thrasher Form feat kicks in, this is very nice for extra damage and combat advantage. Flamewall Strike, while good for a minor controller role, suffers from the Con problem, resulting in a grand total of 1d8+1 at level 30. I was sort of 'meh' about it.
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On a side note, I noticed that with the Kensei PP all the stuff affects our MBA Savage Rend.
This means that when choosing between Shiere Knight and Kensei:
I'll lose 2 to all defenses from the Shiere Knight Paragon Path. I'll gain +1 to all attacks(11th level), +4 to all damage(16th level) and a desperation reroll(11th level) from Kensei.
It comes down to whether the difference between 6d6 and 12 flat damage is worth losing +1 to hit and a reroll.
How are you getting 3 multiclass feats, outside of abusing a known CB bug?
The Windrise Ports background only allows two total multiclass feats (plus a free language, irrelevant here); yet you're taking Battle Awareness, Acolyte of the Veil, and Sneak of Shadows...
This build also suffers from the fact that you can't mark people while in Beast Form (even with Charging Aegis, which just allows you to use the non-beast-form aegis power as a free action). You need to get in Quick Wild Shape so you can switch between them. But even them, I'm not sure you'll have enough actions (can't wildshape after charging) to keep it up.
Gloves of antipathy may good too, to stop people shifting in and avoiding polearm gamble (which I believe an errata changed).
Apologies, I should have read the thread more carefully. You can use Aegis of Assault in Beast Form because it is neither an attack, utility or feat power - it is a class feature. Nice.