DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
I think the subtle weapon doesn't work. This works with implement attacks because the rules only specify that properties of off-hand weapons don't apply to weapon attacks made with the main hand weapon. Please dig into this and make sure you aren't breaking any rules. If there is something I haven't accounted for in the cheesy key section please ask and we'll hum an haw at it.
The subtle weapon also doesn't work because it's now an item bonus, so it won't stack with Iron Armbands.
(And thanks for reminding me about the difference with off-hand weapon and item properties - I was wondering why people weren't stacking up Vanguard's and Thundergod's weapons.)
I think the subtle weapon doesn't work. This works with implement attacks because the rules only specify that properties of off-hand weapons don't apply to weapon attacks made with the main hand weapon. Please dig into this and make sure you aren't breaking any rules. If there is something I haven't accounted for in the cheesy key section please ask and we'll hum an haw at it.
It doesn't matter whether you can use it as an implement; properties of weapons won't apply to attacks that you don't make with that weapon. It will still be a weapon (and thus subject to that rule) if you can use it as an implement.
Subtle only added 1 dmg over IAoP anyways - I'll just scrap it and look for another item. I need to revise it as the default scout stuff are stances - I didn't realize. I would expect the revision to come in around 77.
Submission: King of Lvl 16 Revision: 1.2 Class/Race: Half-Elf Avenger MC Ranger PP Resurgent Wilder Final Ability Scores: Str 16, Con 13, Dex 15, Int 9, Wis 24, Cha 11 Powers: Twin Strike, Overwhelming Strike Feats: Valenar Weapon Training, Master at Arms, Two Weapon Fighting, Adept Dilletante, Power Attack, Power of Skill, Versatile Master, Two-Weapon Opening, Painful Oath, Devastating Critical Items: Insight of the Vault (heroic tier), Iron Armbands of Power (heroic tier), War Ring (paragon tier) (2), Harmony Blade Double Scimitar +3, Gauntlets of Blood (paragon tier), The Raven Queen's Shroud (level 3), Frozen Whetstone (paragon tier) (5) Setup: Have enough Frozen Whetstones. Attack: Twin Strike vs Oath of Enmity with Harmony Blade Double Scimitar and Volatile Surges Intention: Crit-fishing to get many additional attacks with harmony blade (no free action!) Based on: -
Hi ! Here's a new level 16 character. The only purpose of this build is to show you a DPR with three digits (102,5875 if the opponent attacks you, 115,8875 if it doesn't). If you really wanna play it, i advise you to swap some agressive feats with more defensive ones. Take a look at the end for more explanations.
(By the way, sorry in advance for my bad english ; if you notice any mistake, please tell me)
====== Created Using Wizards of the Coast D&D Character Builder ====== King of Level 16, level 16 Half-Elf, Fighter (Knight), Kulkor Arms Master Knight Option: Shield Finesse Eldritch Strike Option: Eldritch Strike Charisma Half-Elf Power Selection Option: Dilettante
FINAL ABILITY SCORES STR 11, CON 20, DEX 12, INT 9, WIS 11, CHA 24
STARTING ABILITY SCORES STR 10, CON 14, DEX 11, INT 8, WIS 10, CHA 18
ITEMS Feyslaughter Rapier +3 x1 Magic Plate Armor +4 x1 Amulet of Protection +4 x1 Heavy Shield x1 Frozen Whetstone (paragon tier) Gloves of Ice (paragon tier) x1 Bracers of Mighty Striking (paragon tier) x1 Siberys Shard of Merciless Cold (paragon tier) ====== End ======
The mechanic is simple : - Eldritch Strike on your turn to slow the target with Defend the Line, and knock it prone with World Serpent's Grasp if already slowed - Assuming you just knocked the enemy prone, make another Eldricht Strike thanks to the level 16 PP feature - During the ennemy's turn, you'll get a third attack because of three things : * White Lotus Master Riposte if it attacks you ; since Defender Aura doesn't mark, it is completely legal * Trigger the Knight's feature "Battle Guardian" if it attacks an ally or shift (or a regular opportunity attack if it moves) * If it has any way to teleport away from you, the Feyslaughter Weapon solves the problem
In our DPR calculations, you'll assume that the ennemy was already slowed and that you don't have any annoying condition on you. If the ennemy wasn't slowed, you don't have CA and you'll have to use the PP feature during the ennemy's turn. The rest of it is just a classic collection of static modifiers, extra damage and cold vulnerability. We use a Rapier for accuracy and bit of damage thanks to Light Blade Expertise.
To-hit with every Eldricht Strike : 8 half-level 7 charisma 3 proficiency 3 enhancement 2 expertise 1 Weapon Talent 2 CA = 26 vs. Ref (28) Crit 5% // Normal Hit 90% // Miss 5%
Damage with every Eldricht Strike : 1d8 Feyslaughter Rapier 7 charisma 3 enhancement 2 expertise 2 Weapon Mastery 2 Gloves of Ice 4 Bracers of Mighty Striking 5 Lasting Frost 3 Siberys Shard of Merciless Cold 4 Whetstone = 1d8 + 32 [+ 3d6] Crit 50,5 // Normal Hit 36,5 // Miss 0
The second and third attacks will occur only of you hit with the first one, so you multiply these values by 0,95.
DPR for the first attack : 33,375 DPR for the second and third attacks : 33,60625 DPR for three attacks : 102,5875
On top of it, you add the damages dealt by White Lotus Riposte if the target attacks you during its turn (which is likely to happen given) : 7 charisma + 5 lasting frost = 14 14*0,95 = 13,3
Final DPR (if the opponent attacks you / if it doesn't) : 102,5875 / 115,8875
The pros of the build : - Is it necessary to mention that is has an awesome DPR ? And it only gets better with the level (when you can grab White Lotus Enervation, Silvery Glow, Arcane Reserves...) - You have some way to control the ennemy with slowing, sliding and knocking prone - Sometimes you can "interrupt" a melee attack against an ally with Battle Guardian and Eldritch Strike's sliding, because the ennemy will be out of reach before the resolution of the attack. - You have the choice of the primary ability score : Charisma, Constitution or Wisdom (i took Charisma because i like being the party face :D) - You have the choice of the second ability score. Mix it with a third to have normalized NAD. - You're a striker and you wear a plate and a heavy shield. You'll love it.
The cons of the build : - You're a defender and you have the worst NAD ever. You'll hate it. - Zero mobility. - It's completely unplayable in heroic. - It's still unplayable in paragonic because the character is supposed to be a defender. You have defender features but you don't have the defenses to handle it. Ennemies will eat you. The worst thing about it is that your aura doesn't affect marked ennemies : if a true defender does his job, you won't be that efficient anymore. Yet, with some modifications, you can become a very solid offtank (but you must divide the DPR by 2). - The only "striker" features you have are Weapon Talent (+1 to attack rolls) and Weapon Mastery (+2 to damage rolls). That means you'll need a lot of items to improve your DPR. - The build is already item dependent anyway. If you don't get a Feyslaughter weapon, you'll still be able to do your job in most of the encounters, but you really need a Frost weapon or some Frozen Whetstones to deal decent damages. And you definitely don't have a room for Arcane Admixture. - It's not flexible at all. You rely on your at-will and you don't have nice encounter or daily powers to use as a minor action like a Ranger. - It might be boring to play, unless there is some synergy in your team with the whole "slowing and knocking prone" thing.
I'm really waiting for the Hybrid Knight. If WotC doesn't screw it up, this build might become one of the best offtank, as you get Warlock's Curse, Eldricht Strike at level 1, some place for more feats (get rid of Warlock multiclassing and Versatile Master), and proper encounter and daily powers.
(Thanks to mellored for giving me the idea with his Super Knight build and the guys form CharOp Irc for their advices)
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 like this build because it is still a top contender even without the inconsistet factors of CA and charging. If you see any errors let me know and I'll correct them.
Note: This build uses material published in Dragon 400 that is not in the Character Builder as of this post.
Edit: Since both CA and charging are often assumed in these builds I've included those DPR numbers in the main block.
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.
Here is an updated version of Arrow (current level 12 DPR King). Please remember that the DPR and Nova are on a ranged character! It's very rare to see any ranged classes come close to their higher power melee cousins so I am proud that at this level it's possible to compete in the elite DPR ranks as an archer. =)
Big Props to LDB as his builds always inspire me and I just look for minor improvements to make on top.
84.0 DPR - Arrow (level 12) - [1, 6, 8] Attack and Damage Math Spoiler:Show
Twin Strike +24 to hit +6 Level +6 Dex +2 Prof +3 Enhance +2 Expertise +1 Prime Shot +2 CA +2 Hunt Master's Mark
Ok, BIG couple of questions here regarding the Arrow build: 1) Why got Huntmaster if you are using a Greatbow? Huntmaster is all around a Great Spear 2) How are you getting Called Shot for the Level 11 added Feat and Silvery Glow, neither show up in CB for me.