F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
172.84 DPR Stormfury(30th) by dragon4e with slides, subzero and CAI've noticed the wizard build that's all the rage. I noticed though it's one target and worse staggering only apply to weapon attacks. I've been thinking about how I could do burst slides and then I said centered breath and mark of storm. Spark slippers wasnt exactly viable for monks if I wanted to use rushing cleats. I needed a damaging zone then I found Lightning Fury pp.Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Stormfury, level 30 Revenant, Monk|Sorcerer, Lightning Fury, Destined Scion Monastic Tradition (Hybrid): Centered Breath (Hybrid) Hybrid Monk: Hybrid Monk Fortitude Sorcerous Power: Sorcerous Power Dexterity Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Crossbow) Hybrid Talent: Soul of the Sorcerer Soul of the Sorcerer: Storm Soul Epic Heroism: Epic Heroism (Charisma) Epic Heroism: Epic Heroism (Dexterity) Choose your Race in Life: Deva Quickened Spellcasting: Ensorcelled Blade Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES Str 14, Con 14, Dex 28, Int 12, Wis 10, Cha 28.
STARTING ABILITY SCORES Str 12, Con 12, Dex 16, Int 10, Wis 8, Cha 16.
POWERS Hybrid at-will 1: Ensorcelled Blade Hybrid at-will 1: Five Storms Hybrid daily 1: Harmonious Thunder Hybrid encounter 7: Arc of the Flashing Storm Hybrid utility 10: Spider Technique
ITEMS Eberron Shard of Lightning (epic tier), Ring of Free Time (epic tier), Belt of Sonnlinor Righteousness (epic tier), Shadow Band (epic tier), Crown of the Brilliant Sun (paragon tier), Ring of the Radiant Storm (paragon tier), Tattoo of Vengeance (epic tier), Bracers of Archery (epic tier), Rhythm Blade Dagger +6, Rain of Hammers Ki Focus +6, Robe of Eyes Mindpatterned Armor +6, Many-Fingered Gloves (paragon tier), Ring of Circling Fangs (paragon tier), Mummified Hand (epic tier), Timeless Locket +6, Endless Quiver - Kamestiri Uniform (heroic tier), Foe Stone (paragon tier), Stone of Earth (paragon tier), Stone of Flame (paragon tier), Stone of Light (paragon tier), Stone of Storms (paragon tier), Stone of Wind (paragon tier), Solitaire (Violet) (epic tier), Charm of Abundant Action (epic tier), Rushing Cleats (heroic tier), Lightning Hand Crossbow +6, Ring of Tenacious Will (epic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Assuming monster defenses of AC 44 and nads of 42 Five Storms to hit +34 to hit and 2d8 + 31 Add Deadly Draw +36 to hit and 2d8 + 31
Subzero +38 to hit and 2d8 + 33 from potent rebirth and restless dead Add Deadly Draw +40 to hit and 2d8 + 33 Notice that Unstoppable Lightning does apply to Five Storms so yeah I don't worry about lightning resistance. Flurry is bad at 2 damage but I need the slides.
The big damage Lightning Field. After you hit with a lightning power, under the end of your next turn each enemy that move into a square adjacent to you or makes a melee attack against you take 2d6 + 9 lightning damage. I hit once with Five Storms and I got Mark of Storm and rushing cleats. I slide them around 2 times then flurry. I have Centered Master combined with rushing cleats that gives me 3 slides. Total slides is now 5.
1 - .05(Defense - (to hit) - 1)
1-.05(42 - 34 - 1) = 0.65 Five Storms 1-.05(42 - 36 - 1) = 0.75 Five Storms with CA 1-.05(42 - 38 - 1) = 0.85 Subzero Five Storms 1-.05(42 - 40 - 1) = 0.95 Subzero with CA
(chance to hit - chance to crit) *(damage on a hit) + (chance to crit)*(damage on a crit) = DPR
(0.65 - 0.05)*(2d8 + 31) + 0.05*(16 + 31 + 6d6) = 24 + 3.4 = 27.4 Five Storms (0.75 - 0.05)* 40 + 3.4 = 28 + 3.4 = 31.4 Five Storms with CA (0.85 - 0.05)*(2d8 + 33) + 0.05*(16 + 33 + 6d6) = 33.6 + 3.5 = 37.1 Subzero Five Storms (0.95 - 0.05)*42 + 3.5 = 37.8 + 3.5 = 41.3 Subzero Five Storms with CA I know I have rerolls from Ring of the Radiant Storm but how do I calculate that?
Flurry of Blows add 2. It depends on the hit of the powers 0.65 * 2 = 1.3 Five Storms 0.75 * 2 = 1.5 Five Storms with CA 0.85 * 2 = 1.7 Subzero Five Storms 0.95 * 2 = 1.9 Subzero Five Storms with CA
Lightning Field is automatic damage but it depend on a power that hit so I'll use the hit table I have. 0.65 * (2d6 + 9) = 10.4 * 5 slides = 52 Five Storms 0.75 * 16 = 12 * 5 = 60 Five Storms with CA 0.85 * 16 = 13.6 * 5 = 68 Subzero 0.95 * 16 = 15.2 * 5 = 76 Subzero with Ca
Every one of these is a close burst one with a aoe multipler of 1.45 (27.4 + 1.3 + 52)*1.45 = 117.015 Five Storms (31.4 + 1.5 + 60)*1.45 = 135.705 Five Storms with CA (37.1 + 1.7 + 68)*1.45 = 154.86 Subzero Five Storms (41.3 + 1.9 + 76)*1.45 = 172.84 Subzero Five Storms with CA
Well there you have it, it beat the first wizard build of 100 dpr but not the 303 latest one. I did not calculate dpr for getting hit. I have stormhawk for 40 dpr below 0 hp, lightning field for 2d6+9 when hit and ring of circling fang for 10 when bloodied. I have effective dr of 35 and insubstantial when below 0 hp. Changed Radiant Recovery to Superior Will. Between the charm and solitaire, if I crit I can get a AP and spend it that encounter.
172.84 DPR Stormfury(30th) by dragon4e with slides, subzero and CA I've noticed the wizard build that's all the rage. I noticed though it's one target and worse staggering only apply to weapon attacks. I've been thinking about how I could do burst slides and then I said centered breath and mark of storm. Spark slippers wasnt exactly viable for monks if I wanted to use rushing cleats. I needed a damaging zone then I found Lightning Fury pp.
This build probably would be ranked pretty high on the paragon list, as I don't think it has many epic damage boosters.
I whipped it up quickly. If I toss in a daily like cloak of winter storms, that'll pile up the damage considering it's now a slide two so slide some enemies closer so you can lay down some Five Storms and flurry Lightning Field.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
POWERS Hybrid at-will 1: Ensorcelled Blade Hybrid at-will 1: Five Storms Hybrid daily 1: Harmonious Thunder Hybrid encounter 7: Arc of the Flashing Storm Hybrid utility 10: Spider Technique
ITEMS Eberron Shard of Lightning (epic tier), Ring of Free Time (epic tier), Belt of Sonnlinor Righteousness (epic tier), Boots of Speed (epic tier), Shadow Band (epic tier), Iron Armbands of Power (epic tier), Tattoo of Vengeance (epic tier), Rhythm Blade Dagger +6, Rain of Hammers Ki Focus +6, Robe of Eyes Mindpatterned Armor +6, Many-Fingered Gloves (paragon tier), Ring of Circling Fangs (paragon tier), Mummified Hand (epic tier), Foe Stone (paragon tier), Stone of Earth (paragon tier), Stone of Flame (paragon tier), Stone of Light (paragon tier), Stone of Shadow (paragon tier), Stone of Spirit (paragon tier), Stone of Storms (paragon tier), Stone of Wind (paragon tier), Solitaire (Violet) (epic tier), Charm of Abundant Action (epic tier), Circlet of Arkhosia (paragon tier), Rushing Cleats (heroic tier), Ring of Tenacious Will (epic tier), Life Charm +6, Accurate rod of the Dragonborn +6, Rhythm Blade Wrist Razors +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Assuming monster defenses of AC 44 and nads of 42 Five Storms to hit +35 to hit and 2d8 + 18 burst 2 Add Deadly Draw +37 to hit and 2d8 + 18 Oncoming Storm +38 to hit and 2d8 + 18
Subzero +37 to hit and 2d8 + 18 from restless dead Add Deadly Draw +39 to hit and 2d8 + 18 Oncoming Storm +40 to hit and 2d8 + 18
Unstoppable Lightning does apply to Five Storms so yeah I don't worry about lightning resistance. Flurry is bad at 2 damage but I need the slides.
The big damage Lightning Field. After you hit with a lightning power, under the end of your next turn each enemy that move into a square adjacent to you or makes a melee attack against you take 2d6 + 9 lightning damage. I hit once with Five Storms and I got Mark of Storm and rushing cleats. I slide them around 2 times then flurry. I have Centered Master combined with rushing cleats that gives me 3 slides. Total slides is now 5.
1 - .05(Defense - (to hit) - 1)
1-.05(42 - 35 - 1) = 0.70 Five Storms burst 2 1-.05(42 - 37 - 1) = 0.80 Five Storms with CA 1-.05(42 - 38 -1) = 0.85 with oncoming storm added 1-.05(42 - 37 - 1) = 0.80 Subzero Five Storms 1-.05(42 - 39 - 1) = 0.90 Subzero with CA 1-.05(42 - 40 - 1) = 0.95 with oncoming storm added
(chance to hit - chance to crit) *(damage on a hit) + (chance to crit)*(damage on a crit) = DPR
(0.70 - 0.05)*(2d8 + 18) + 0.05*(16 + 18 + 6d6) = 17.55 + 2.75 = 20.3 Five Storms (0.75 - 0.05)* 27 + 2.75 = 18.9 + 2.75 = 21.65 Five Storms with CA (0.85 - 0.05)*27 + 2.75 = 21.6 + 2.75 = 24.35 with oncoming storm (0.80 - 0.05)*(2d8 + 18) + 0.05*(16 + 18 + 6d6) = 20.25 + 2.75 = 23 Subzero Five Storms (0.90 - 0.05)*27 + 2.75 = 22.95 + 2.75 = 25.7 Subzero Five Storms with CA (0.95 - 0.05)*27 + 2.75 = 24.3 + 2.75 = 27.05 with oncoming storm Flurry of Blows add 2. It depends on the hit of the powers 0.70 * 2 = 1.4 Five Storms 0.80 * 2 = 1.6 Five Storms with CA 0.85 * 2 = 1.7 with oncoming storm 0.80 * 2 = 1.6 Subzero Five Storms 0.90 * 2 = 1.8 Subzero Five Storms with CA 0.95 * 2 = 1.9 with oncoming storm
Lightning Field is automatic damage but it depend on a power that hit so I'll use the hit table I have. 0.70 * (2d6 + 9) = 11.2 * 5 slides = 56 Five Storms 0.80 * 16 = 12.8 * 5 = 64 Five Storms with CA 0.85 * 16 = 13.6 * 5 = 68 with oncoming storm 0.80 * 16 = 12.8 * 5 = 64 Subzero Five Storms 0.90 * 16 = 14.4 * 5 = 72 with CA too 0.95 * 16 = 15.2 * 5 = 76 with oncoming too Goal here is to pull all enemies close by sliding the burst 2 five storms into a burst one area so my multipler is 2.25. (20.3 + 1.4 + 56)*2.25 = 174.825 Five Storms (21.65 + 1.6 + 64)*2.25 = 196.3125 Five Storms with CA (24.35 + 1.7 + 68)*2.25 = 211.6125 Five Storms with CA and oncoming storm (23 + 1.6 + 64)*2.25 = 199.35 Subzero Five Storms (25.7 + 1.8 + 72)*2.25 = 223.875 Subzero Five Storms with CA (27.05 + 1.9 + 76)*2.25 = 236.1375 Five Storms with CA and oncoming storm
244 DPR Twinthunder by dragon4e slides,subzero and ca. An attempt to expand Dragonfury beyond dragonborn. Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Twinthunder, level 30 Revenant, Monk|Sorcerer, Lightning Fury, Avatar of Storm Monastic Tradition (Hybrid): Centered Breath (Hybrid) Hybrid Monk: Hybrid Monk Fortitude Sorcerous Power: Sorcerous Power Dexterity Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Holy Symbol) Hybrid Talent: Soul of the Sorcerer Soul of the Sorcerer: Storm Soul Choose your Race in Life: Deva Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES Str 14, Con 14, Dex 26, Int 12, Wis 14, Cha 26.
STARTING ABILITY SCORES Str 10, Con 10, Dex 16, Int 10, Wis 12, Cha 16.
ITEMS Siberys Shard of the Mage (epic tier), Eberron Shard of Lightning (epic tier), Ring of Free Time (epic tier), Belt of Sonnlinor Righteousness (epic tier), Boots of Speed (epic tier), Breakchain Tattoo (epic tier), Shadow Band (epic tier), Tattoo of Vengeance (epic tier), Rhythm Blade Dagger +6, Rain of Hammers Ki Focus +6, Robe of Eyes Mindpatterned Armor +6, Many-Fingered Gloves (paragon tier), Ring of Circling Fangs (paragon tier), Mummified Hand (epic tier), Foe Stone (paragon tier), Stone of Earth (paragon tier), Stone of Flame (paragon tier), Stone of Light (paragon tier), Stone of Shadow (paragon tier), Stone of Spirit (paragon tier), Stone of Storms (paragon tier), Stone of Wind (paragon tier), Solitaire (Violet) (epic tier), Charm of Abundant Action (epic tier), Circlet of Arkhosia (paragon tier), Rushing Cleats (heroic tier), Ring of Tenacious Will (epic tier), Life Charm +6, Lightning Resonating dagger +6, Rhythm Blade Wrist Razors +1, Fist of Kord +6 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Assuming monster defenses of AC 44 and nads of 42 Five Storms to hit +32 to hit and 2d8 + 17 +4 resonating dagger burst 2 Add Deadly Draw +35 to hit and 2d8 + 21 with nimble blade Oncoming Storm +36 to hit and 2d8 + 21
Subzero +34 to hit and 2d8 + 23 from potent rebirth Add Deadly Draw +37 to hit and 2d8 + 23 Oncoming Storm +38 to hit and 2d8 + 23
Unstoppable Lightning does apply to Five Storms so yeah I don't worry about lightning resistance. Flurry is bad at 4 damage but I need the slides.
The big damage Lightning Field. After you hit with a lightning power, under the end of your next turn each enemy that move into a square adjacent to you or makes a melee attack against you take 2d6 + 8 lightning damage. I hit once with Five Storms and I got Mark of Storm, resonating dagger and rushing cleats. I slide them around 3 times then flurry. I have Centered Master combined with rushing cleats that gives me 3 slides. Total slides is now 6.
1 - .05(Defense - (to hit) - 1)
1-.05(42 - 32 - 1) = 0.55 Five Storms burst 2 1-.05(42 - 35 - 1) = 0.70 Five Storms with CA 1-.05(42 - 36 -1) = 0.75 with oncoming storm added 1-.05(42 - 34 - 1) = 0.65 Subzero Five Storms 1-.05(42 - 37 - 1) = 0.80 Subzero with CA 1-.05(42 - 38 - 1) = 0.85 with oncoming storm added
(chance to hit - chance to crit) *(damage on a hit) + (chance to crit)*(damage on a crit) = DPR
(0.55 - 0.05)*(2d8 + 21) + 0.05*(16 + 21 + 6d6) = 15 + 2.9 = 17.9 Five Storms (0.70 - 0.05)*30 + 2.9 = 19.5 + 2.9 = 22.4 Five Storms with CA (0.75 - 0.05)*30 + 2.9 = 21 + 2.9 = 23.9 with oncoming storm (0.65 - 0.05)*(2d8 + 23) + 0.05*(16 + 23 + 6d6) = 19.2 + 3 = 22.2 Subzero Five Storms (0.80 - 0.05)*32 + 3 = 24 + 3 = 27 Subzero Five Storms with CA (0.85 - 0.05)*32 + 3 = 25.6 + 3 = 28.6 with oncoming storm Flurry of Blows add 4. It depends on the hit of the powers 0.55 * 4 = 2.2 Five Storms 0.70 * 4 = 2.8 Five Storms with CA 0.75 * 4 = 3.0 with oncoming storm 0.65 * 4 = 2.6 Subzero Five Storms 0.80 * 4 = 3.2 Subzero Five Storms with CA 0.85 * 4 = 3.4 with oncoming storm
Lightning Field is automatic damage but it depend on a power that hit so I'll use the hit table I have. 0.55 * (2d6 + 8) = 8.25 * 6 slides = 49.5 Five Storms 0.70 * 15 = 10.5 * 6 = 63 Five Storms with CA 0.75 * 15 = 11.25 * 6 = 67.5 with oncoming storm 0.65 * 15 = 9.75 * 6 = 58.5 Subzero Five Storms 0.80 * 15 = 12 * 6 = 72 with CA too 0.85 * 15 = 12.75 * 6 = 76.5 with oncoming too Goal here is to pull all enemies close by sliding the burst 2 five storms into a burst one area so my multipler is 2.25. (17.9 + 2.2 + 49.5)*2.25 = 156.6 Five Storms (22.4 + 2.8 + 63) *2.25 = 198.45 Five Storms with CA (23.9 + 3.0 + 67.5)*2.25 = 212.4 Five Storms with CA and oncoming storm (22.2 + 2.6 + 58.5)*2.25 = 187.425 Subzero Five Storms (27 + 3.2 + 72)*2.25 = 229.95 Subzero Five Storms with CA (28.6 + 3.4 + 76.5)*2.25 = 244.125 Five Storms with CA and oncoming storm
It's not better than dragonfury but getting accuracy is hard considering the stat boost lost for avatar of storm. All thing considered it's better to have +9 boost than +8.