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.
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've been using a variation on this build every time I made an 'idea' party that was level 17 or higher (due to the 2 level 13 encounter powers that already existed that didn't require attack rolls, and at level 15 I had 3 daily powers that didn't require attack rolls); although, my variation actually starts to work at level 11, it always felt silly since it had tons of encounter powers that had attack rolls that I simply never bothered to use.
However I make one very large difference in my theme:
Your Taclord must NOT be a Battle Captain. Far more effective for the lazy lazy commander is:
Guildmaster Thief (note that being MC rogue grants you access to the third non attack daily power (pre MP2 and that Class Act article) and also grants uilities like Sneak in the Attack, which further extend your 'you! Hit this guy!' niche). Not only do you never make attack rolls, you also freely hand out your AP rolls to other people, thus granting more of your awesome AP benefits to party mates!
Admittedly you lose out the massive +to hit that comes from Battle Captain inspiring words, but since you are solely focusing on getting other people to do things, going 18 Int pre-racial is the way to go, which combines with Tactician's Word quite nicely to allow your inspiring words to at least give a nice boost, even if it's not the super mega boost that Battle Captain does. And if your party mates all happen to be +hit monsters, Battle Captain might be overkill anyway. (Not that ally party mates will be plus hit monsters. Especially not Axe Wielding Barbarians. But that's another story.)
Guildmaster Thief also asks that you take Cha as your secondary stat, so that you can grant the Flanking Damage bonus at level 16, which I think is a reasonable replacement of the Battle Captain +hit (at some point, damage is always useful, whereas +hit eventually is redundant), and that allows for my Gnome Warlord wielding a Non-Proficient Whip and wearing Non-Proficient Plate!
There are lots of powers that seem reasonable for such a build, except require an attack roll. Paint the Bull's Eye as an example - you throw a bola at them, nothing happens, except whenever they try to move, they stumble ineffectually(immobolize) and that stumbling throws them right into your friends attacks(the benefit of Paint the Bull's Eye).
I think the point is that you have to make an attack roll in that case. At the moment, this warlord does not make any attack rolls for herself.
Right - and at this point, part of the schtick is that the character is an effective warlord who actually dumps str, and uses an unenchanted weapon (possibly nonproficient). Actually having to roll to hit things in order to be effective would be pretty disasterous. Mind you, the shed-no-blood bolalord is an interesting build all by itself, but it's not at all the *same* build.
...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders. Thank you.
...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders. Thank you.
Personally I think that idea should be exiled to Corsica Elba....
...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders. Thank you.
Personally I think that idea should be exiled to Corsica....
...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders. Thank you.
Personally I think that idea should be exiled to Corsica....
While it actually makes me want to roll up a warlord for once
There are lots of powers that seem reasonable for such a build, except require an attack roll. Paint the Bull's Eye as an example - you throw a bola at them, nothing happens, except whenever they try to move, they stumble ineffectually(immobolize) and that stumbling throws them right into your friends attacks(the benefit of Paint the Bull's Eye).
I think the point is that you have to make an attack roll in that case. At the moment, this warlord does not make any attack rolls for herself.
Right - and at this point, part of the schtick is that the character is an effective warlord who actually dumps str, and uses an unenchanted weapon (possibly nonproficient). Actually having to roll to hit things in order to be effective would be pretty disasterous. Mind you, the shed-no-blood bolalord is an interesting build all by itself, but it's not at all the *same* build.
Sure it is. In an actual game, they act the same. They mostly pick the same powers. The Bolalord even uses a whip non-proficiently. The only real differences are the following: The Bolalord has a high Str/Int vs moderate Str/high Int/moderately high Wis. No real difference in terms of how powers behave.
With 1 or 2 powers, the Bolalord uses a magical Bola and does no damage. One of which is a sky blue at-will(Paint the Bull's Eye) instead of a black at-will(Direct the Strike) - that's roughly on par with having an encounter attack power for 5 levels that does actual damage. It isn't pure, but neither is leaving Battle Captain's 11th level attack power on the build for 5 levels.
Tsk Tsk.. moderate/high str on a lazy commander? No justice!
My gnome actually ends up with (at level 30) Str 12, Con 13, Dex 12. There is no way he can effectively make any attacks himself, whatsoever. Every single thing he does, every single round, is to grant someone else an attack (or more than one attack in the case of things like Pincer Maneuver). He finishes his build with Great-Reach gauntlets (which provide a further penalty to hit on top of his non-proficient armour penalty) and a non proficient Overreaching Talenta Sharrash.
His attack bonus at level 30 is +18 (assuming he wields a +6 version of his weapon, which isn't always nescessary), which simply can't hit anything at all. Even natural 20's wouldn't be crits against the worst brute he would fight.
I realize my gnome isn't exactly the same as the eladrin presented by the OP, but it is similar enough for me to say that the Bola-Lord simply isn't in the same ballpark when it comes to laziness. Not at all.