I have a level 16 daily nova build that I want to submit for consideration. Some of the math is beyond me (expected value of Headsman's Chop from Bruttal Barrage and when to start counting frost damage, for example) so I may be off. It solidly beats the other Bruttal Barrage build and I'm fairly certain that it beats the Ranger/Pit Fighter.
Hybrid Battlemind|Artificer/Soaring Blade
Brutal Barrage: +24 vs. AC, +26 on subsequent hits with combat advantage from Wintertouched.
Damage: 37+2d8 per hit, +5 from frost vulnerability after the first hit, +5 once the target is prone (when hit twice by Brutal Barrage) (7 con mod, 7 from Soaring Blade, 2 from Shocking Flame, 2 from Frozen Whetstone, 7 from Icebound Sigil, 12 from Lightning Sigil +2d8 from Promise of Storm)
Critical Hit: 19-20 crit range from Melegaunt's Darkblade, 53+4d6 from weapon, +1d6 from Executioner's Bracers, +2d10 from Soaring Blade.
Attacks: 12 4 from Augment 1 Bruttal Barrage. 4 from Augment 1 Bruttal Barrage on Action Point 4 from Rain of Hammers Ki Focus item daily power.
Bonus damage: 5 from Centered Flurry of Blows.
Sequence: Starting Adjacent Set up round: Apply Frozen Whetstone, activate Icebound Sigil, activate Lightning Sigil. Attack Round, Acctivate Promise of Storm, attack with Bruttal Barrage augment 1, action point, attack with bruttal barrage augment 1, activate Rain of Hammers Ki Focus daily power (Minor action, make an at-will attack against a target you hit this turn, which is safe to assume with 8 attacks) to make anothr augment 1 Bruttal Barrage
I get 557.7 damage nova but that's without Headsman's Chop damage.
====== Created Using Wizards of the Coast D&D Character Builder ====== level 16 Genasi, Battlemind|Artificer, Soaring Blade Hybrid Artificer: Hybrid Artificer Will Hybrid Talent: Battlemind Armor Proficiency Psionic Augmentation (Hybrid): Hybrid Power Point Option Elemental Manifestation: Stormsoul
FINAL ABILITY SCORES Str 9, Con 24, Dex 15, Int 13, Wis 16, Cha 11.
STARTING ABILITY SCORES Str 8, Con 18, Dex 13, Int 10, Wis 13, Cha 10.
ITEMS Cloak of Distortion +3, Summoned Wyrmscale Armor +4, Heavy Shield, Melegaunt's Darkblade Longsword +4, Executioner's Bracers (heroic tier), Rain of Hammers Ki Focus +1, Frozen Whetstone (heroic tier) (100) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Does promise of storm say damage rolls or does it apply to static damage?
to calculate headman's chop multiply 5 damage by the chance that you will have proned him given that many hits. Given i attacks what are the chance that any 2 hit This is the binomial distribution where n is the number of attacks you've made thus far, k is 2, and p is the chance that you've hit perform this calculation for each attack, namely setting n to 2 for your 3rd attack, 3 for your 4th attack, 4 for your 5th attack... multiply. You'll soon realize that the chance that you will have proned him quickly goes up to .99 quickly thus you're effectivly adding 5* hit% each time.
FEATS Human: Power of the Sun Level 1: Deva Heritage Level 2: Radiant Recovery Level 4: Weapon Focus (Light Blade) Level 6: Improved Defenses Level 8: Cunning Stalker Level 10: Resourceful Leader Level 11: Deft Blade Level 12: Light Blade Expertise
POWERS Ambitious Effort New Power: Mocking Smite Bonus At-Will Power: Virtuous Strike Blackguard daily 5: Majestic Halo Blackguard utility 6: Wrath of the Gods Blackguard daily 9: Glorious Charge Blackguard utility 10: Spirit of the Virtuous Charger
ITEMS Heavy Shield, Summoned Gith Plate Armor +3, Iron Armbands of Power (heroic tier), Gauntlets of Blood (heroic tier), Horned Helm (heroic tier), Vanguard Rapier +3, Siberys Shard of Radiance (paragon tier), Badge of the Berserker +2, Boots of Adept Charging (heroic tier), Ruby Scabbard (heroic tier)
The key to this build is Radiant Recovery giving him 4 THP that he can burn to fuel Dark Menace. He also has 2 minor action encounter powers that grant him THP (and defense buffs to keep them) so he can do it again if he gets hit(average enemy his level needs 14+ to hit his AC). If you have an ally that can grant THP at-will, it gives you extra insurance as well.
He can get CA on his own by charging a lone enemy(ignoring OAs to do so) which should be doable the majority of the time. If he's charging an enemy he hit last round, they'll have vulnerable 5 radiant and his DPR goes up 4.75.
Virtuous Strike Charge: Level 12 enemy Reflex: 24 To hit: +23 vs Ref (+6 CHA +6 level +3 prof +3 enh +2 expertise +1 charge +2 CA) Average Damage, hit(CA, Charge): 1d8 Rapier+1d8 Vanguard +1d6 Helm + 6 Cha + 3 Enh + 2 WF + 2 IABP + 3 Shard + 6 Dark Menace + 6 Spirit of Vice) = 40.5 Average Damage, Crit: 3d8+50 = 63.5 .05(0) + .9 (40.5) + .05(63.5) = 39.63 (or 44.38 if he's hitting the same target - which may be difficult even with Boots of Adept Charging, especially since he's trying to hold onto temps).
His encounter 1-round nova is kinda fun though: NovaShow
Minor: Vice's Reward: 10 THP, +2 defenses. AP(we get 1 for each of the first 3 encounters thanks to Adroid Explorer, also gain resist 10): Charge lone/flanked/dazed enemy Free: Dread Smite: 10 auto cold and necrotic damage, 5 ongoing cold and necrotic if he hits. Free: Mocking Smite: 6 auto psychic and radiant damage and invisible if he hits. Free: Dark Menace: 6 damage negated by resist for +6 damage on next attack Attack: Virtuous Strike: Hit on a 2, 2d8+1d6+29(ruby scabbard too!) + 5 ongoing + 5 radiant vulnerable + invisible +2 to saves + 4 THP + shift 1 away. Free: Vanguard weapon to give allies +1 to hit and +6 damage for a round(if the AP to do it, +5 more for Warlord MC). Standard: Charge another target (is there an easy way to increase shift 1 to 2?) Free: Dark Menace: 6 damage negated by resist for +6 damage on next attack Attack: Virtuous Strike: As above without smites, but with +5 damage from radiant vulnerability
Assuming we don't roll 1s (90% likely) that's 4d8+2d6+73 cold, necrotic, psychic, and radiant damage + 5 ongoing and we have +2 defenses, invisibility, +2 to saves, 10 THP and DR 10.
His Daily Nova is the same, just drop Wrath of the Gods and Spirit of the Virtuous Charge before hand for two more helpings of CHA damage on each attack(5xCha total) yielding the above +24 damage between the two hits.
There's probably ways of improving it more (a mount or something) but I dislike mounts since every game I've been in where my character had one, it either couldn't fit into the dungeon or died within a session or two of me getting it...
For a couple more feats, you could probably go Magic Domain to make it Arcane, Arcane Admixture and add cold to it... I'll worry about that later. Tired.
I think I have a new King for Level 12. 84.0 DPR - Arrow (level 12) - [1, 6, 8]
Can someone explain this build? I don't understand how he's taking a bunch of rogue powers that require a crossbow without MCing or Hybriding rogue. Did this change last minute or something? A traditional way of getting this is with Treetop Sniper. The attacks I'm referring to are: Fleeting Spirit Strike, Go for the Eyes, Chameleon, Snap Shot Most of this build still works, but I assume he will have to drop fighter for rogue and take superior crossbow or Treetop Sniper. Crossbow gains +1 hit - same feat cost to get Weapon Prof and Speed Loader as it would be to get Weapon Prof and Treetop Sniper. Loses some damage on Bow Exp and Battle Fury Stance.
Huntsmaster seems like a waste for any real build. It's lvl 11 feature give you +2 vs quarry instead of +1 from Battlefield Archer. fine for DPR kings, no good for real builds. Unless I'm missing something~
Overall this build looks awesomely fun and I'll definitely be playing it if I can iron out using rogue powers as a Ranger|Fighter with a greatbow.
how is he taking a bunch of rogue powers that require a crossbow without MCing or Hybriding rogue.
Bump. Current king of level 12 (Arrow) needs to be fixed. The DPR doesn't change, but the powers listed are not possible with the current build.
Also for anyone looking at this from a practical build perspective - while the DPR is great the Nova potential is much less than LDB's Shoot to Thrill. I'd suggest combining some of the elements from this build with LDB's to add more damage. This is also outlined on pg 10 of shoot to thrill by another poster.
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.
I was playing around with a bugbear rogue and noticed while doing so some long-dead builds.
I think my Pyromancers went extinct on the distinction of whetstones being "when hit by this weapon" and I'm using the daggers as implements. If whetstones apply to implement attacks, my paragon and epic pyromancers are still valid. If not, they're all gone.
halfbond's avenger/daggermasters don't work anymore after the daggermaster change.
heRaw's level 12 daggermaster doesn't entirely work since a) he's violated the accepted item limits for level 12 (has 2 level 13 items) and it was made before the bloodiron nerf to attacks from the weapon only.
Here's a replacement. It's not on the level of langeweile's bugbear rogue, but since he's not perma-hidden, he's far less likely to be utterly nerfed by your DM ni some way. Also, daggermaster!
In actual play, I'd probably replace Nimble Blade with Disciple of Divine Wrath for two rounds of 2d20 18-20 crit range and to avoid the dreaded 1 while using Knockout. I'd get Nimble Blade back and get Superior Will for the next to feats.