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Switch to Forum Live View Miscibility Table: Hybrid Builds
3 years ago  ::  Jun 16, 2010 - 9:37PM #61
Guest1185447559
Date Joined: Mar 17, 2010
Posts: 106
A Leader|Leader build for you. I'm going to keep adding to it when I get time.

community.wizards.com/go/thread/view/758...


Diabalos
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3 years ago  ::  Jun 17, 2010 - 6:26PM #62
embertiger
Date Joined: Jul 13, 2006
Posts: 520
A Hybrid Battlemind|Paladin build based around divine sanction:

community.wizards.com/go/thread/view/758...
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3 years ago  ::  Jul 07, 2010 - 8:11AM #63
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,972
Please take a look at your builds to make sure they're up to date(especially if you used Windrise Ports)
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3 years ago  ::  Jul 07, 2010 - 10:26AM #64
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,972
Also, if you have a hybrid build that you think I should include, but haven't, let me know...
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3 years ago  ::  Jul 10, 2010 - 8:20PM #65
paladin777
Date Joined: Feb 18, 2009
Posts: 50

Striker/Defender
Ranger/Fighter

I made this character because I wanted to use a dual-wielding single target DPR striker that wasn't already a cliché build such as the dual bastard sword ranger.  As is, I believe his DPR is actually higher than a dual bastard sword ranger anyway, as average damage for 1d10=5.5 as does his 1d6+2 (thanks to tempest technique). however he has an additional +1 to hit and will be taking nimble blade at lvl 8, and will eventually be taking the shock trooper paragon path for d8 damage rolls with his short swords.


Rendar, level 4 Longtooth Shifter, Fighter|Ranger Hybrid Ranger: Hybrid Ranger Reflex Hybrid Talent: Fighter Combat Talent Fighter Combat Talent: Tempest Technique (Hybrid) Background: Geography – Forest (+2 to Perception)


FINAL ABILITY SCORES Str 19, Con 12, Dex 17, Int 10, Wis 14, Cha 8.


STARTING ABILITY SCORES Str 16, Con 12, Dex 16, Int 10, Wis 12, Cha 8.


AC: 19 Fort: 16 Reflex: 17 Will: 13 HP: 35 Surges: 8 Surge Value: 8


TRAINED SKILLS Perception +11, Stealth +9, Nature +9, Athletics +12


UNTRAINED SKILLS Acrobatics +4, Arcana +2, Bluff +1, Diplomacy+1, Dungeoneering +4, Endurance +4, Heal +4, History +2, Insight +4, Intimidate +1, Religion +2, Streetwise +1, Thievery +4


FEATS Level 1: Hybrid Talent Level 2: Weapon Expertise (Light Blade) Level 4: Weapon Focus (Light Blade)


POWERS Hybrid at-will 1: Footwork Lure Hybrid at-will 1: Twin Strike Hybrid encounter 1: Off-Hand Strike Hybrid daily 1: Villain’s Menace Hybrid utility 2: Pass Forward Hybrid encounter 3: Rain of Blows


ITEMS Hide Armor, Adventurer’s Kit, Dagger (2), Rhythm Blade Short sword +1, Magic Short sword +1

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3 years ago  ::  Jul 10, 2010 - 8:26PM #66
Stardock
Date Joined: Sep 9, 2006
Posts: 387

Jul 10, 2010 -- 8:20PM, paladin777 wrote:


Striker/Defender
Ranger/Fighter

This is actually a pure striker build that uses fighter abilities for damage only.  It's also a character at his current level in a running game, and he kicks some serious tail.  He has a damage DPR even with a twin bastard sword pure ranger, with a +1 to hit (thanks to hybrid talent tempest technique)  Yes I know that the double sword and katar are better than short swords, but I hate the double sword asthetically, and I almost never  roll 20's so the high crit is wasted on me.  Plus the magic weapons that I have now are what I've got in game.  I'll update as he get's levels

Rendar, level 4 Longtooth Shifter, Fighter|Ranger Hybrid Ranger: Hybrid Ranger Reflex Hybrid Talent: Fighter Combat Talent Fighter Combat Talent: Tempest Technique (Hybrid) Background: Geography – Forest (+2 to Perception)


FINAL ABILITY SCORES Str 19, Con 12, Dex 17, Int 10, Wis 14, Cha 8.


STARTING ABILITY SCORES Str 16, Con 12, Dex 16, Int 10, Wis 12, Cha 8.


AC: 19 Fort: 16 Reflex: 17 Will: 13 HP: 35 Surges: 8 Surge Value: 8


TRAINED SKILLS Perception +11, Stealth +9, Nature +9, Athletics +12


UNTRAINED SKILLS Acrobatics +4, Arcana +2, Bluff +1, Diplomacy+1, Dungeoneering +4, Endurance +4, Heal +4, History +2, Insight +4, Intimidate +1, Religion +2, Streetwise +1, Thievery +4


FEATS Level 1: Hybrid Talent Level 2: Weapon Expertise (Light Blade) Level 4: Weapon Focus (Light Blade)


POWERS Hybrid at-will 1: Footwork Lure Hybrid at-will 1: Twin Strike Hybrid encounter 1: Off-Hand Strike Hybrid daily 1: Villain’s Menace Hybrid utility 2: Pass Forward Hybrid encounter 3: Rain of Blows


ITEMS Hide Armor, Adventurer’s Kit, Dagger (2), Rhythm Blade Short sword +1, Magic Short sword +1




I'm actually playing a character very similar to this at higher levels, but if you're like me you'll quickly run into an issue with action economy. There's simply too many minor action powers that you need to use to set-up your train of hurt. I find that I'm unable to get all my buffs onboard before the end of most encounters. That said, I enjoy the character.

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3 years ago  ::  Jul 10, 2010 - 8:32PM #67
paladin777
Date Joined: Feb 18, 2009
Posts: 50
I've kinda noticed that already, but I plan on focusing more on DPR than spike damage anyway (not that it will be ignored)
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3 years ago  ::  Jul 11, 2010 - 5:55AM #68
Liquidcourage
Date Joined: Jun 15, 2010
Posts: 37
I wanted to throw this build up real quick since there aren't a ton of recent/updated Barbarian builds, and this seemed like the place to do it.  I like throwing Hybrid Classes together and finding a way to make them fun and interesting without being ridiculously broken (in other words, able to play without your DM killing you).  Thus I present to you, the Warbarian.  Right now it's a level 21 build.  If it's recieved well I could probably do level 16 or maybe even level 11 versions.  Without much ado, here it is.

Warbarian Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Warbarian, level 21
Half-Orc, Warden|Barbarian, Icewrought Sentinel, Ceaseless Guardian
Hybrid Warden: Hybrid Warden Will
Hybrid Talent: Barbarian Armored Agility
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Polearm)

FINAL ABILITY SCORES
Str 26, Con 15, Dex 22, Int 10, Wis 16, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 8, Wis 14, Cha 10.


AC: 37 Fort: 34 Reflex: 34 Will: 29
HP: 151 Surges: 10 Surge Value: 37

TRAINED SKILLS
Endurance +18, Athletics +22, Perception +18, Heal +18

UNTRAINED SKILLS
Acrobatics +15, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +13, History +10, Insight +13, Intimidate +13, Nature +13, Religion +10, Stealth +15, Streetwise +11, Thievery +15

FEATS
Level 1: Weapon Proficiency (Greatspear)
Level 2: Versatile Expertise
Level 4: Hybrid Talent
Level 6: Mark of Warding
Level 8: Weapon Focus (Polearm)
Level 10: Deadly Draw
Level 11: Lasting Frost
Level 12: Paragon Defenses
Level 14: Charging Rampage (retrained to Spear Mastery at Level 21)
Level 16: Battle Awareness
Level 18: Polearm Momentum
Level 20: Polearm Gamble
Level 21: Primal Resurgence

POWERS
Hybrid at-will 1: Howling Strike
Hybrid at-will 1: Weight of Earth
Hybrid encounter 1: Roots of Stone
Hybrid daily 1: Form of Winter's Herald
Hybrid utility 2: Shrug it Off
Hybrid encounter 3: Brutal Slam
Hybrid daily 5: Rage of the Crimson Hurricane
Hybrid utility 6: Treacherous Ice
Hybrid encounter 7: Curtain of Steel
Hybrid daily 9: Rage of the Death Spirit
Hybrid utility 10: Reactive Surge
Hybrid encounter 13: Storm of Blades (replaces Curtain of Steel)
Hybrid daily 15: Form of the Crushing Mountain (replaces Form of Winter's Herald)
Hybrid utility 16: Spur the Cycle
Hybrid encounter 17: Warden's Lure (replaces Roots of Stone)
Hybrid daily 19: Desert Wind Rage (replaces Rage of the Crimson Hurricane)

ITEMS
Great Cat Darkhide Armor +4, Chill Wind Glaive +4, Iron Armbands of Power (paragon tier), Gloves of Ice (epic tier), Belt of Mountain Endurance (paragon tier), Boots of the Mighty Charge (heroic tier), Horned Helm (paragon tier), Badge of the Berserker +4, Siberys Shard of Merciless Cold (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


152,000gp left to spend of the expected 800,000.  I wasn't really worried about it.  Looking at things, the Barbarian/Warden don't lose a huge amount by combining themselves together, and gain quite a bit.  Both classes have dailies and other powers that are amazingly awesome, and some that are just 'pretty good'.  By putting them together, you get to handpick the best of the best and work with it, and grab the best hybrid talent you can of both of them.  For this build, that talent is Barbarian Agility, which gives the character a respectable AC, Ref, and Init.

The character has 2 rages and 2 forms, and these work perfectly.  Really.  It's like they were made to go together.  The rage is a standard action attack, and the form is a minor action, and both last all encounter.  Huzzah.  This means we're going to stack them, for at least two encounters.  I mean, you could just use one or the other, but after playing many, many table top games, three encounters just seems to be the magic number.  Don't worry about that third encounter though, with Wild Resurgence you'll at least retrieve one of your rages or forms for whatever you might need.

The funny trick here is Winter Winds, which is hilarious.  It turns all of our Primal Cold powers into powers that slide 2 (all of them will, since we're using a Chillwind Weapon).  That's just great since, you know, both Barbarians and Warden's use only Primal Powers.

So, we're going to charge with Howling Wind obviously, which we're insanely good at.  We'll do some decent damage, 2d10+5d6+26, but more importantly we'll slide the target 2 squares, and Polearm Momentum will knock them down.  Oh yeah, just because it's funny, our charge speed is 11.  Since we're basically always Raging, it's 13 with Howling Strike.  Yeah thirteen.  And I guess we could shift 2 if we wanted sometimes.  So now the target is prone, slid someplace, and has cold vulnerability 5.  We've probably also marked them with our Nature's Wrath, which gives them a -3 to attack anyone but us.  Now our target needs to make a decision, do they attempt to stand and come charging at us so they don't suffer the -3 and take a Polearm Gamble for some stupid damage?  Do they attempt to attack someone nearby, possibly suffering Warden's Fury which, by the way, is also a Primal Power, so it has a range 2, slides 2, prones, and brings major pain with them now suffering cold vulnerability?  Or do they run away from us at full speed, begging for mercy, or attempting to charge someone else?  That would be unfortunate, since however far they can run...

...we can run further. 
There is no escape from the Warbarian.  So what the heck, ignite the Rage of the Death Spirit, turn on the Form of the Icewrought Sentinel (which gives you +3 AC and Fort due to the Mark of Warding), mark everyone, make them unable to escape, and beat the living tar out of them, charging, bashing, proning, opportunity attacking, and in general being a snow-covered juggernaut.

Your hitpoints?  Great.  Your surges?  Plenty.  Your surge value?  45.  Your damage?  Certainly not bad for a Defender/Striker.  Your flexility?  Huge.  The ability to slide an opponent two squares just because you can is amazing.  Slide them next to you for Deadly Draw, slide them into a zone, slide them away...do whatever really.  That's it from me for now.
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3 years ago  ::  Jul 11, 2010 - 12:43PM #69
Dielzen
Date Joined: Jun 4, 2004
Posts: 1,505
You're welcome to add either (or both) of my builds to the listings.
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3 years ago  ::  Jul 11, 2010 - 12:52PM #70
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,972

Jul 11, 2010 -- 12:43PM, Dielzen wrote:

You're welcome to add either (or both) of my builds to the listings.




Done! Thanks!(filled up that Leader|Leader hole...)

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