Continuing my need to make wonky builds, I created a fully functional Striker/Leader using the normal Twin Strike and Frost-Tech, but with Artificer and Cleric buffs built in. Through Hybridization, you get your two leader heals, some party supporting utilities and all the Twin Strike uber damage your DM can take.
(Disclaimer: This is a paragon build. This also requires a minor amount of setup.)
(Disclaimer 2: This build also assumes the new Half-Elf will be +2 Cha, and +2 to Wis or Con. The point buy will be messed up given that the Character builder does not yet have this data. If HElves end up being +2 Con and +2 to Wis or Cha, this build gets a small boost.)
ITEMS Gloves of Ice (paragon tier), Frost Shortbow +3, Siberys Shard of Merciless Cold (paragon tier), Bracers of Archery (heroic tier), Magic Leather Armor +2, Amulet of Protection +2, Frozen Whetstone (heroic tier) (3) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The fun and unique part of this build comes from the three separate Daily weapon augments that add 3+ damage and some amount to hit. These calcs also assume you are using a Frozen Whetstone to add some more damage. You can drop these if you have other item dailies since you still get the frost keyword from your weapon. Standard setup is minor for a weapon augment and move->minor for the Frozen Whetstone. If you want to go nova, it will take two rounds for all three weapon augments and a whetstone.
Assumptions: 1) CA from Wintertouched is active. 2) At least one weapon augment and whetstone have been applied (see breakdown below).
Weapon of the Gods gives 1d6 damage and imposes a -2 AC penalty. This effective +2 to hit is factored in:
w/ WotG
2*0.85*28+2*0.05*(34+10.5) = 52.05
vs. Bloodied
2*0.9*28+2*0.05*(34+10.5) = 54.85
Frostbound Sigil gives +3 damage:
w/ Icebound Sigil
2*0.75*(24.5+3)+2*0.05*(31+10.5) = 45.4
vs. Bloodied
2*0.8*(24.5+3)+2*0.05*(31+10.5) = 48.15
If you use all three weapon augments, you pull close to the lead for one encounter a day:
Fully Buffed
2*0.9*(24.5+3+3.5+3)+2*0.05*(40+10.5) = 66.25
vs. Bloodied
2*0.9*(24.5+3+3.5+3)+2*0.05*(40+10.5) = 66.25
Hope you like the build and feel free to offer suggestions on how to go even higher. I could probably get a +4 on Con based buffs if I give up on ever hitting with an Artificer power.
Have you pushed this build into EPIC yet? I may use this build in a high level campaign a buddy of mine is starting.
It's funny because I only just started getting into DnD again and this is one of the last builds I posted before my hiatus. Memories.
Anyways, no I didn't ever get into epic, but I am sure with all of the new tomfoolery, the build can only improve from the version I posted. Perhaps someone who knows all of the possible current options could help update it.
Continuing my need to make wonky builds, I created a fully functional Striker/Leader using the normal Twin Strike and Frost-Tech, but with Artificer and Cleric buffs built in. Through Hybridization, you get your two leader heals, some party supporting utilities and all the Twin Strike uber damage your DM can take.
(Disclaimer: This is a paragon build. This also requires a minor amount of setup.)
ITEMS Gloves of Ice (epic tier) x1 Bracers of Archery (paragon tier) x1 Siberys Shard of Merciless Cold (epic tier) Frost Shortbow +5 x1 Amulet of Protection +5 x1 Veteran's Nagascale Armor +5 x1 ====== End ======
The fun and unique part of this build comes from the three separate Daily weapon augments that add 3+ damage and some amount to hit. These calcs also assume you are using a Frozen Whetstone to add some more damage. You can drop these if you have other item dailies since you still get the frost keyword from your weapon. Standard setup is minor for a weapon augment and move->minor for the Frozen Whetstone. If you want to go nova, it will take two rounds for all three weapon augments and a whetstone.
Assumptions: 1) CA from Wintertouched is active. 2) At least one weapon augment and whetstone have been applied (see breakdown below).
So at 24, this build hits a bit of a wall. You can still pump awesome damage out for being a decent healer and buffer, but the biggest issue is the number of attacks. The DPR king builds are finding a way to make 3 or 4 attacks, where this build makes just the two. Make no mistake, this is still a lot of damage and you will miss very rarely, but I thought I would clarify why it's half the current DPR king value.
You can probably add some theoretical DPR given all of the immediate attacks, but that doesn't fit into these calculations or methodology.
I'll be pouring over the posts here during christmas break and adding them to the new DPR king candidates 3.0 thread. It's got a slick way of allowing you to update your build w/o needing me much at all. You'll find tons of new builds there, and a very nice way to compare builds: KPR (Kills per round). See my sig.
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?
Edit: redact this next paragraph, WOTC dictates 8,119 GP, which works...I was going off Lair assault.. first you are assuming you can have 3 level 6 items at that level. Going on Lair assault, that wont quite work...instead you should consider the items to be: vanguard spear +1 (level 3, thus purchaseable), iron armbands of power (heroic) (level 6), Dire Boar (level 7 item that is a level 6 instead), Hide armor of the charging wind +1 (level 5 item)...marauder hide armor might be better to use here.
Furthermore, how are you getting 4d12? The spear is 1d12, the surprising charge is 1d12...being mounted with a spear is 1d12, you have an extra d12 that isn't apparent...
As for the boar, you are charging on the boar, it isn't charging... thus the boar only does a gore attack, which is +13 (+11 base +2 combat advantage), 2d10 +4....and it doesn't knock the enemy prone.
So your damage should be 2d12 (weapon) + 1d12 (surprising charge) + 1d8 (vanguard) + 1d6 (Horned Helm, if you dont agree with item levels above) + 1d6 (quarry) + 5 (str) + 2(wis) + 1 (enchantment) + 2 (armbands) + 1 (versitile) + 1 (expertise)
However, not sure the rules about Themes, but if you took the Hordelands Nomad Theme, you'd get Mounted Combat for free...thus you could then use the free feat for something like Powerful Charge (+2 dmg)...so if you went that route, you'd be +14 to dmg...
Edit: So, based on a comment, where you can have items worht up to 8,119 GP at this level...if you do that, and use the theme, then: you: 3d12 +1d8 +2d6 +14 boar: 2d10 +4
A level 6 character can easily have 3 level 6 items, assuming it was levelled and not created. DPR Kings assumes a normal wealth allotment. Not sure why you think the high level character creation rules are relevant.
Edit: redact this next paragraph, WOTC dictates 8,119 GP, which works...I was going off Lair assault.. first you are assuming you can have 3 level 6 items at that level. Going on Lair assault, that wont quite work...instead you should consider the items to be: vanguard spear +1 (level 3, thus purchaseable), iron armbands of power (heroic) (level 6), Dire Boar (level 7 item that is a level 6 instead), Hide armor of the charging wind +1 (level 5 item)...marauder hide armor might be better to use here.
Furthermore, how are you getting 4d12? The spear is 1d12, the surprising charge is 1d12...being mounted with a spear is 1d12, you have an extra d12 that isn't apparent...
As for the boar, you are charging on the boar, it isn't charging... thus the boar only does a gore attack, which is +13 (+11 base +2 combat advantage), 2d10 +4....and it doesn't knock the enemy prone.
So your damage should be 2d12 (weapon) + 1d12 (surprising charge) + 1d8 (vanguard) + 1d6 (Horned Helm, if you dont agree with item levels above) + 1d6 (quarry) + 5 (str) + 2(wis) + 1 (enchantment) + 2 (armbands) + 1 (versitile) + 1 (expertise)
However, not sure the rules about Themes, but if you took the Hordelands Nomad Theme, you'd get Mounted Combat for free...thus you could then use the free feat for something like Powerful Charge (+2 dmg)...so if you went that route, you'd be +14 to dmg...
Edit: So, based on a comment, where you can have items worht up to 8,119 GP at this level...if you do that, and use the theme, then: you: 3d12 +1d8 +2d6 +14 boar: 2d10 +4
Heroic Tier Prerequisite: Dex 17, fighter or rogue Benefit: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.
Based on that, it isn't a double, it's simply 1 weapon more. If it was double, that'd be awesome but totally broken...regardless, you have a stellar build for level 6...I think my addition of taking the theme that grants you mounted combat and then taking powerful charge would increase the damage to the max.
.7038 KPR is still #1 for level 6....
one other quick note... Saying you want to use this build for Lair Assault...(which is what drew me to it in the first place) Instead of the wild boar (lvl 6), you could take a Griffon (lvl 7): you get Fly 10 speed and, when you charge, you get 2 free claw attacks: +14/16 vs AC (12 base, 2 CA, potentially +2 more if the griffon is bloodied)...and the damage is 2d6 +10 per hit...Let's also not forget that the Griffon has 98 HPs and you have 58 HPs, so that is some nice damage absorption...
You would have to drop the horned helm and your items would most likely be: Vanguard Lance +1, Iron Armbands of Power (lvl 6), Hide Armor of the Charging Wind (lvl 5), Griffon (lvl 7)
So, based on the different equpiment layout... PC DPR: .8 * 41.5 = 36 PC Crit: .05 * 68.5 (64 max dmg + 4.5 (weapon crit 1d8) = 3.725 Griffon DPR: .7 * 34 (3.5 *4 + 20) = 23.8 Griffon Crit: .05 * 44 (6 * 4 + 20) = 2.2