Community

 
Dungeons & Dra.. 4e Character Optim.. Killswitch: A "We Win" button for your party....
Jump Menu:
Post Reply
Page 1 of 47  •  1 2 3 4 5 6 ... 47 Next
Switch to Forum Live View Killswitch: A "We Win" button for your party. Artificer|Warlord/Spell Commander/Planeshaper.
3 years ago  ::  Jun 08, 2010 - 7:47PM #1
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498
Killswitch

Artificer|Warlord/Spell Commander/Demigod


images?q=tbn:ANd9GcSwXPcjQqwmxZ8fD7S0qqrBc8kgtliEw-fiZzjZof2n6Ggmj5I&t=1&usg=__VNnrvXuXLYA071_r3_AUUO9M8ck=




Build Objectives:
-- Create Instant Advantage, and decide the outcome of the encounter on T1. This becomes possible in very early Paragon, with the arrival of the 'Combat Commander' and 'Enhanced Resistive Formula' feats, and the 'Spell Commander' Paragon Path.

-- Be truly 'optimal' from Level 1 through Level 30.

I am in the process of editing this initial post for clarification. Please bear with me in the interim, as this is a work in progress.

FAQ Show

1. Isn't this basically just a LazyLord?

No.

While this build makes use of Warlord enabling attacks, it also makes very heavy use of many Artificer features. Part of its strategy for front-loading damage is using Immediate action Artificer attacks like Shocking Feedback, as well as Spell Tracer and the Action Point feature from the Spell Commander Paragon Path. Additionally, part of its 'healing' set-up is Enhanced Resistive Formula, which lets it throw big stacks of temps on itself + its 'squishiest' ally before Team Monster gets to attack. It is also able to pick up both Reorient the Axis, as well as Slick Concoction, which gives it a very strong party-movement set. At later levels, it adds further to its Nova ability by grabbing Quickened Spellcasting: Magic Weapon.

2. How does this build create 'instant advantage' at Heroic tier?

That aspect of the build really kicks in at Paragon, when you pick up the 'Combat Commander' feat, pushing your party-wide initiative boost up higher.

3. My games start at Level 1. Why should I play this at Heroic?

Direct the Strike + Magic Weapon = fantastic At-Will punch. In a party with strong basic attacks, DtS effectively gives you very big At-Will DPR. In a party with only average basic attacks, you use Magic Weapon as your go-to At-Will attack, and help key allies hit harder, and for more damage. Use it with a Ranger, Barbarian, Invoker, Wizard, Socrerer, etc, and reap the benefits.

Through this tier, 3/3 of your Encounter powers are Immediate action attacks, which means that you're attacking on your own turn, and then attack again between your turns-- for 3 rounds. In other words, you're generating a LOT of damage already.

Reorient the Axis lets you move your allies 5 squares by L6, and 6 squares by L8. In other words, by L8, you save your party a full move action.

Punishing Eye is sick.

By end of tier, you bring 3 minor action heals, one of which is the 'spend 2 surge' Rousing Words.

Summary... this build has a lot going for it before you get to Paragon.

4. Isn't this build a little light on healing?

No.

It has 3 minor action heals/encounter by L10, one of which allows the ally to spend 2 surges.

By L12, it has 3 minor action heals, plus the ability to turn 1 surge into big stacks of temp HP for you + your squishiest ally.

Consider the impact of throwing 27 temp hp on you (the Leader) + your party's Controller, before Team Monster gets a turn... and still having 3 heals left, when one of those heals for bloodied value.

5. This build sucks if the group doesn't have good basic attacks, right?

Not really. Magic Weapon, Shocking Feedback, and Debilitating Intercession don't care about your allies' basic attacks. Spell Tracer is still a double attack when used to grant a basic to an ally with only an 'OK' basic, and double attacks are great. When it comes down to it, you only actually have 1 Warlord Encounter power at a time for your entire career.

Also... if you don't have strong basic attacks, what do you usually have, instead? Odds are good that you'll have at least 1 multi-target attacker in the group if this is the case. This makes Magic Weapon all that much more awesome. Suddenly, you're talking about giving say... an Invoker +1 to hit, and +(Con mod) damage on his Hand of Radiance. Better yet... you're helping land Silent Malediction, or Searing Orb, and boosting the damage per target in the process.

There's also the matter of simply pushing your party ahead in the initiative order...

6. Where do you get off saying that this build 'decides the outcome of an Encounter on Turn 1'?

First, understand that this gets done by Creating Instant Advantage. The ability to do so kicks in at Paragon, with the arrival of the 'Combat Commander' feat, and Enhanced Resistive Formula.

Here are samples of what this looks like in play, given party comps of Killswitch plus characters listed in the Sblock header. These assume Combat Commander + Enhanced Resistive Formula.

"Non-Optimal" party: Chaladin, Rogue, Wizard, Archer Show

a) Initiative is rolled. All Heroes except Chaladin beat Team Monster. Rogue is first, but holds for Killswitch to go first.

b) Killswitch's T1:
(minor) Enhanced Resistive Formula. Killswitch + Wizard gain +27 temp HP, each.
(move) Reorient the Axis. Rogue + Chaladin move into flanking vs a Team Monster Brute, Wizard and Archer move adjacent to Killswitch.
(standard) Magic Weapon @ the Brute currently flanked by Chaladin and Rogue.

c) Rogue's turn. Rogue uses Sly Flourish + Low Slash vs the Brute, leaving it very hurt. Rogue then moves to his next target.

d) Archer's turn. Twin Strike @ Brute, made with Magic Weapon rider applied. Brute dies.

e) Wizard moves into range, and drops Prismatic Spray (with Magic Weapon rider applied), successfully blinding and damaging 2/3 targets.

Team Monster now gets their first turn, with this 'current state':

1 dead Monster
2 blind & damaged monsters
1 monster starting its turn with a Hero adjacent (movement options hindered)
a Defender in the middle of the grid, with an upcoming turn.
the 2 most appealing Hero targets each sitting safely at range, with +27 temp hp, each.
when Team Monster lands their first hit, they are going to eat an Immediate attack from Killswitch.

Team Hero is in control.


My most common party: Chaladin, Druid, Avenger, Pacifist Cleric Show

a) initiative is rolled. All Heroes except Chaladin beat all Monsters. Killswitch goes first.

b) Killswitch T1:
(minor) Enhanced Resistive Formula. Killswitch + Druid gain +27 temp hp.
(move) Reorient the Axis. Chaladin and Druid move up to flank a target. Avenger moves to an outlier.
(standard) Direct the Strike. Since Avenger hasn't Oathed yet, Druid gets to make the attack-- with CA. Grasping Claws + Merciless Killer + Claw Gloves = monster is hurt, and immobilized.

c) Avenger's turn. Since he starts adjacent, the Avenger doesn't have to use a Move action. Oath + RRoT + Overwhelming Strike. His enemy is *very* hurt.

d) Druid's turn. Grasping Claws. Target is now very hurt, and still Immobilized.

e) Cleric's turn. Cleric moves into range, and uses 'Rebuke Violence' on an enemy.

Team Monster's first turn comes up, with this 'current state':

1 monster heavily damaged, and immobilized between Druid and Chaladin.
1 monster heavily damaged, with a Pursuit Avenger adjacent to it.
1 monster can't attack at all.
2 attractive targets sitting at +27 temp HP
2.5 enemy healers on the map, one of which is heavily defense-oriented.

Team Hero is in control.


"Angry DM" Party: Fighter, Avenger, Ranger, Invoker|Cleric Show

a) initiative is rolled. This party is built for havoc, so all party members have initiative feats. All of Team Hero beats Team Monster.

b) Killswitch goes first (allies who beat him hold turns). T1:
(minor) Enhanced Resistive Formula. Killswitch + Invoker gain +27 temp HP.
(move) Reorient the Axis. Fighter and Ranger move to flank a target, Avenger moves to an outlier. Invoker|Cleric moves sideways to open space.
(standard) Pincer Maneuver. Fighter + Ranger each attack their target. Fighter marks the target in the process.

c) Avenger's turn. Oath + RRoT + Overwhelming Strike. His target is now very hurt.

d) Ranger's turn. Ranger uses Twin Strike, Off Hand Strike to kill his target, and then uses his fun utility powers to Quarry and move to a new target, gaining CA against the new target in the process.

e) Invoker|Cleric's turn. Move up, Silent Malediction, Action Point, Hand of Radiance. Invoker successfully Stuns 1 target, Dazes a missed target, and hits 2/3 with HoR, damaging Ranger's new target, and Avenger's current target. Invoker|Cleric is now Dazed.

f) Fighter's turn. Fighter moves forward, and uses Come and Get It, dragging 2 enemies to himself, and marking both.

Team Monster's first turn, with this 'current state':

1 dead monster
1 very badly damaged monster, with a Pursuit Avenger adjacent to it.
2 monsters marked and adjacent to Fighter.
1 damaged artillery, with a Ranger adjacent to it.
1 stunned monster
1 dazed monster
the most attractive target is the Dazed Invoker|Cleric, who has +27 temp HP

Team Monster doesn't have the means to threaten anyone. Team Hero is in control.


7. If it doesn't kill something by itself on Turn 1, why call it 'Killswitch'?

(move) go adjacent to an ally
(standard) Magic Weapon
--Action Point-- , grants an ally a basic attack, per Spell Commander AP feature
(AP- standard) Spell Tracer. Personal attack + grant an ally a basic

between turns...
(Immediate) Shocking Feedback

That's 5 attacks, and can be executed by L11.

T1 is just about 'Creating Instant Advantage'. The bomb drops on T2 or T3.

8. Wow, you sound really full of yourself.


1. That's not a question, but to address it...

2. I post builds because I am the type of person who loves having fun, and helping other people have fun. It's really as simple as that. I don't care about an online persona, or forum status, or any BS like that. I come here because I'm enthusiastic, and enjoy interacting with other people who share this interest.


Updated Killswitch Show

====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch19, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Wand)
Human Power Selection: Bonus At-Will Power
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 42
HP: 179 Surges: 12 Surge Value: 44

TRAINED SKILLS
Endurance +26, History +30, Arcana +30, Heal +21

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +16, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16, Athletics +15

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Potent Restorables (retrained to Enhanced Resistive Formula at Level 12)
Level 10: Weapon Focus (Crossbow)
Level 11: Combat Commander
Level 12: Danger Sense
Level 14: Improved Defenses
Level 16: Psychic Lock
Level 18: Saving Inspiration
Level 20: Focused Mind
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Shared Resources
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory (retrained to Caustic Rampart at Level 9)
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Scent of Victory)
Hybrid utility 16: Slick Concoction
Hybrid daily 19: Exhorted Counterattack (replaces Warlord's Recovery)
Hybrid utility 22: Tactical Orders
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Warlord's Resurgence (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)

ITEMS
Headband of Intellect (heroic tier), Boots of Eagerness (heroic tier), Adventurer's Kit, Feytouched Starleather Armor +6, Mindiron Superior crossbow +6, Cloak of Distortion +6, Bracers of Archery (epic tier), Gloves of the Healer (epic tier), Diamond Cincture (paragon tier), Ring of Protection (paragon tier), Ring of Fey Travel (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod:
Personal: +40
Party: +10

At-Wills:
Direct the Strike
Magic Weapon
: +38 vs AC, 2d10+25 damage. Rider: +1, +6
Thundering Armor: +34 vs Fortitude, 2d8+22 damage.

Encounter Powers:
Shocking Feedback: +37 vs AC, 2d10+25 Lightning damage.
Spell Tracer: +37 vs AC, 2d10+25 force damage.
Rejuvinating Intercession: +37 vs AC, 2d10+25 damage
Insightful Assault
*Note: You may use one of your Encounter powers twice/enc, courtesy of Planeshaper's L21 feautre.

Daily Powers:
Punishing Eye. Damage bonus = +10
Living Gate: +37 vs AC, 4d10+25 damage.
Warlord's Resurgence
Skirmisher's Command

Utility Powers:
Swift Mender
Reorient the Axis
. Allies shift 10 squares.
Rousing Words
Alter Spell Power. +10 damage.
Slick Concoction
Tactical Orders

Planar Refuge.

Healing & HP considerations:
2 x Inspiring Word. Heals for surge+6d6 hp.
1 x Rousing Words. Heals for 2 surges.
Enhanced Resistive Formula. 2 targets gain +62 temp HP.
1 -or- 2 x Rejuvinating Intercession. on-hit, heals triggering ally for surge+6 hp.

Turn 1:
(minor) Enhanced Resistive Formula. Killswitch + squishiest ally gain +62 temp HP.
(move) Reorient the Axis. Allies shift 10 squares.
(standard) Magic Weapon, Direct the Strike, Insightful Assault, or War Master's Assault.

Nova:
(minor) Quickened: Magic Weapon
(standard) Magic Weapon
--Action Point--, grant ally a basic attack, or the use of a Level 1 arcane attack power
(AP Standard) Spell Tracer

5 attacks, plus Immediate after your turn.

Notes:
Total features by this level include:
a) 3 multi-Hero movement powers...
Reorient the Axis (move action), allies shift 10
Slick Concoction (minor action), you slide allies 5
Tactical Orders (minor action), you + 1 ally shift respective speeds. Note: as listed, your speed is 7.

b) Strong healing set up.

c) tons of front-loaded damage. With Spell Tracer, 2 Immediate action attacks, Insightful Assault, and Quickened: Magic Weapon, you're able to generate about 10 attacks over the first 2 turns of an Encounter, without expending an Action Point, or using any Daily powers.

d) Your Daily powers are appropriately high-impact, and will feel awesome to throw down, with the exception of the somewhat "meh" Living Gate-- though the positioning utility of this power is nuts.

e) You have very 'busy' turns, and lots of opportunity to play a very tactical game.


Level 11 Snapshot Show
====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch19, level 11
Human, Artificer|Warlord, Spell Commander
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Wand)
Human Power Selection: Bonus At-Will Power

FINAL ABILITY SCORES
Str 9, Con 17, Dex 11, Int 23, Wis 11, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 26 Fort: 21 Reflex: 25 Will: 21
HP: 79 Surges: 9 Surge Value: 19

TRAINED SKILLS
Endurance +13, History +16, Arcana +16, Heal +10

UNTRAINED SKILLS
Acrobatics +6, Bluff +6, Diplomacy +6, Dungeoneering +5, Insight +5, Intimidate +6, Nature +5, Perception +5, Religion +11, Stealth +5, Streetwise +6, Thievery +5, Athletics +4

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative
Level 8: Potent Restorables
Level 10: Weapon Focus (Crossbow)
Level 11: Combat Commander

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory (retrained to Caustic Rampart at Level 9)
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rousing Words

ITEMS
Feytouched Drowmesh +3, Magic Superior crossbow +3, Cloak of Distortion +2, Bracers of Archery (heroic tier), Acrobat Boots (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod:
Personal: +18
Party: +6

At-Wills:
Direct the Strike
Magic Weapon
: +19 vs AC, 1d10+13 damage. Rider: +1, +3.
Thundering Armor: +15 vs Fort, 1d8+11.

Encounter Powers:
Powerful Warning
Shocking Feedback
: +18 vs AC, 2d10+13 Lightning damage.
Debilitating Intercession: +18 vs AC, 2d10+13 Necrotic damage.
Spell Tracer: +18 vs AC, 2d10+13 force damage, and grant an ally a basic.

Daily Powers:
Punishing Eye
Caustic Rampart
Warlord's Recovery

Utility Powers:
Swift Mender
Reorient the Axis
(allies shift 6)
Rousing Words

Healing & HP maintenance line-up:
2 x Inspiring Word, heals for surge+3d6
Rousing Words, heals for 2 surges
Resistive Formula, surge+6 temp HP.

T1:
(minor) Resistive Formula
(move) Reorient the Axis
(standard) Magic Weapon or Direct the Strike

Nova:
(standard) Magic Weapon
--Action Point-- grant an ally a basic attack, or the use of a Level 1 arcane at-will attack power.
(standard) Spell Tracer

that's good for 4 attacks. You also get an Immediate before your next turn. Wheeee!!!


Level 21 Snapshot Show
====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch19, level 21
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Wand)
Human Power Selection: Bonus At-Will Power
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 20, Dex 12, Int 28, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 34 Fort: 32 Reflex: 37 Will: 30
HP: 132 Surges: 11 Surge Value: 33

TRAINED SKILLS
Endurance +20, History +24, Arcana +24, Heal +16

UNTRAINED SKILLS
Acrobatics +11, Bluff +11, Diplomacy +11, Dungeoneering +11, Insight +11, Intimidate +11, Nature +11, Perception +11, Religion +19, Stealth +11, Streetwise +11, Thievery +11, Athletics +10

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Potent Restorables (retrained to Enhanced Resistive Formula at Level 12)
Level 10: Weapon Focus (Crossbow)
Level 11: Combat Commander
Level 12: Danger Sense
Level 14: Improved Defenses
Level 16: Psychic Lock
Level 18: Saving Inspiration
Level 20: Focused Mind
Level 21: Quickened Spellcasting

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Thundering Armor
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory (retrained to Caustic Rampart at Level 9)
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Scent of Victory)
Hybrid utility 16: Slick Concoction
Hybrid daily 19: Exhorted Counterattack (replaces Warlord's Recovery)

ITEMS
Mindiron Superior crossbow +4, Bracers of Archery (paragon tier), Timeless Locket +4, Magic Drowmesh +4, Headband of Intellect (heroic tier), Boots of Eagerness (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Initiative Mod:
Personal: +31
Party: +9

At-Wills:
Direct the Strike
Magic Weapon
: +28 vs AC, 2d10+19 damage. Rider: +1, +5
Thundering Armor: +24 vs Fort, 2d8+16 Thunder damage.

Encounter Powers:
Shocking Feedback: +27 vs AC, 2d10+19 Lightning damage.
Debilitating Intercession: +27 vs AC, 2d10+19 Necrotic damage.
Spell Tracer: +27 vs AC, 2d10+19 force damage.
Pincer Maneuver
*Note: You may pick 1 Encounter power to use twice per encounter, courtesy of Planeshaper L21 feature.

Daily Powers:
Punishing Eye. Damage grant = +9
War Master's Assault.
Living Gate
Exhorted Counterattack.

Utility Powers:
Swift Mender
Reorient the Axis
. Allies shift 9
Rousing Words
Alter Spell Power
. adds +9 damage
Slick Concoction

Healing & HP Considerations:
2 x Inspiring Word. heals for surge+5d6
1 x Rousing Words
Enhanced Resistive Formula you + ally gain 48 temp HP, each.

T1:
(minor) Enhanced Resistive Formula
(move) Reorient the Axis
(standard) Magic Weapon, Direct the Strike, or Pincer Maneuver

Nova:
(minor) Quickened: Magic Weapon
(standard) Magic Weapon
--Action Point-- grant an ally a basic, or the use of a Level 1 arcane at-will attack power.
(standard) Spell Tracer

that's 5 attacks on target, plus an Immediate after your turn, for a total of 6 attacks generated.

Notes:
At this point, your Int mod is nuts, which means your initiative contribution is big, your own init is high, and your Reorient the Axis really cuts the length of the battlefield. Additionally, Quickened Spellcasting: Magic Weapon, and the L21 Planeshaper feature that lets you use an Enc power twice contribute very nicely to your ability to frontload damage.

You, sir, are a wrecking machine.




Basic Killswitch frame:
stripped down L30 CB summary Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Killswitch13, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 44
HP: 179 Surges: 12 Surge Value: 44

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Weapon Focus (Crossbow)
Level 10: Potent Restorables (retrained to Danger Sense at Level 12)
Level 11: Combat Commander
Level 12: Enhanced Resistive Formula
Level 14: Improved Defenses
Level 16:
Level 18:
Level 20:
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24:
Level 26:
Level 28:
Level 30:

POWERS
Hybrid at-will 1: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1:
Hybrid utility 2:
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5:
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9:
Hybrid utility 10:
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16:
Hybrid daily 19:
Hybrid utility 22:
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25:
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)
Hybrid daily 29:

ITEMS
Bracers of Archery (epic tier), _____ Superior Crossbow +6, masterwork Leather Armor +6, current neck item +6 (or Cloak of Distortion +X). Note: When able, you'll want to grab armor or a neck slot with an item bonus to initiative. Feytouched armor and Timeless Locket are my usual go-tos. Feytouched is dirt cheap, and has a very good Encounter power built into it. ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Basic Frame features:
-- +36 init mod while naked at L30.
-- Reorient the Axis and Improved Initiative by L6.
-- Heavy offense right away-- strong Magic Weapon at L1, 3 Immediate attacks by L7, etc.
-- huge Intelligence to fuel Reorient, party Init bonus, AC & Reflex, to-hit & damage, etc.
-- key Artificer, Warlord, Spell Commander, and Planeshaper powers & features.



Variants...

1. "Main Healer" Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Killswitch12, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 44
HP: 179 Surges: 12 Surge Value: 44

TRAINED SKILLS
History +30, Heal +21, Athletics +20, Arcana +30

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +16, Endurance +21, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Weapon Focus (Crossbow)
Level 10: Potent Restorables (retrained to Danger Sense at Level 12)
Level 11: Combat Commander
Level 12: Enhanced Resistive Formula
Level 14: Saving Inspiration
Level 16: Improved Defenses
Level 18: Steady Shooter
Level 20: Fleet-Footed
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Shared Resources
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Thundering Armor
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender (retrained to Shake it Off at Level 10)
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Destructive Surprise
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Static Shell
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Warlord's Banner
Hybrid daily 19: Exhorted Counterattack (replaces Static Shell)
Hybrid utility 22: Hero's Elixir
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Life-Shock Sigil (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)
Hybrid daily 29: Break it Up (replaces War Master's Assault)

ITEMS
Adventurer's Kit, Amulet of Protection +6, Feytouched Starleather Armor +6, Magic Superior crossbow +6, Bracers of Archery (epic tier), Circlet of Indomitability (paragon tier), Gloves of the Healer (epic tier), Boots of Eagerness (heroic tier), Diamond Cincture (paragon tier), Ring of Protection (paragon tier), Ring of Tactical Brilliance (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



"Main Healer" build comments Show

This variant is put together for those who want to play the build while also packing more healing than the original posted version. It is an effective sole Leader through Heroic, has a heavy bloom at L12, and is magnificent through Epic.

It does all of this while still retaining the "go first, create instant advantage", and Nova capability of the original build.

Heal, Save, & Defense features, listed by Level aquired:
1. Two Minor action heals-- 1/enc Curative Admixture, 1/enc Inspiring Word.
1. At-Will +1 AC buff & attack-- Thundering Armor.
2. Minor action granted save 1/enc, Swift Mender/Shake it Off.
3. Immediate Interrupt granting 'resist 5 all' for 1 turn-- Shocking Feedback.
10. a 3rd Minor action, 1/enc heal-- Rousing Words

11. a 4th Minor action, 1/enc heal-- adds an Inspiring Word, via "Fight On"
12. Enhanced Resistive Formula. At this point, you stop using Curative Admixture, and begin using Resistive Formula to convert 1 surge into surge +X temps for two party members.
* current heal line-up @ L12:
--2 x Inspiring Word
--1 x Rousing Words
--1 x Enhanced Resistive Formula (massive temps for 2 Heroes)
14. Saving Inspiration-- your 2 Inspiring Words now each grant a saving throw.
16. standard action, 1/enc party heal & attack buff-- Warlord's Banner.

22. 1/day, total hp value heal-- Hero's Elixir.
23. 1/enc Immediate Reaction attack + grant surge-- Rejuvinating Intercession.
24. Shared Resources-- your Inspiring Words now grant temps to all allies in the burst.
25. 1/day weapon/implement buff that grants substantial surge-free healing on each hit. Lifeshock Sigil.
26. 1/day party reset button. Planar Refuge.

Total healing lineup:
-- 2 x Inspiring Word. (@ paragon, Heal + Save) (@ Epic, Heal + Save + Temps for all in burst)
-- 1 x Rousing Words
-- 1 x Enhanced Resistive Formula (temps for 2)
-- Warlord's Banner
-- Hero's Elixir
-- Rejuvinating Intercession
-- Lifeshock Sigil
-- Planar Refuge

...and, of course, you're smoking bad guys quickly.


2. Heavy offense variant CB Summary Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Killswitch13, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 47 Reflex: 49 Will: 44
HP: 179 Surges: 12 Surge Value: 44

TRAINED SKILLS
History +30, Heal +21, Athletics +20, Arcana +30

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +16, Endurance +21, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Caster (retrained to Fight On at Level 11)
Level 2: Speed Loader
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Weapon Focus (Crossbow)
Level 10: Potent Restorables (retrained to Danger Sense at Level 12)
Level 11: Combat Commander
Level 12: Enhanced Resistive Formula
Level 14: Steady Shooter
Level 16: Improved Defenses
Level 18: Action Surge
Level 20: Fleet-Footed (retrained to Enabling Shot at Level 23)
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Bow Mastery
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Thundering Armor
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender (retrained to Shake it Off at Level 10)
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Destructive Surprise
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Static Shell
Hybrid utility 10: Slick Concoction
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Tactical Orders
Hybrid daily 19: Exhorted Counterattack (replaces Static Shell)
Hybrid utility 22: Rush of Battle
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Skirmisher's Command (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)
Hybrid daily 29: Break it Up (replaces War Master's Assault)

ITEMS
Adventurer's Kit, Amulet of Protection +6, Feytouched Starleather Armor +6, Mindiron Superior crossbow +6, Bracers of Archery (epic tier), Headband of Intellect (heroic tier), Gloves of the Healer (epic tier), Boots of Eagerness (heroic tier), Diamond Cincture (paragon tier), Ring of Protection (paragon tier), Ring of Tactical Brilliance (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Heavy offense & movement variant Show

This is one of my absolute favorite variants to run. Specifically, I love running this with the second Leader being a Bard or Laser Cleric type-- someone who brings heavy heals, and lots of control. The action economy here is absolutely sick, and Reorient the Axis + Tactical Orders + Slick Concoction lets you chew up a long grid instantly on turn 1 when necessary. When you *don't* have to do that (read as: basically, all the time), then you're able to use your Reorient or Slick Concoction on T1 as normal, and then fire off the other one later in the encounter to set up more advantageous positioning.

This one is so fun, it's kind of filthy.

Key features:
-- Reorient the Axis & Slick Concoction, both by L10.
-- Tactical Orders by 16
-- Action Surge @ 18th, which serves to protect Spell Tracer and the AP Nova.
-- Steady Shooter pushed up to L14
-- Extremely aggressive Daily power selections, which make for Serious Pain.
-- Bow Mastery + Enabling Shot.

Sample T1 & T2 sequence:
T1:
(minor) Resistive Formula @ self
(move) Reorient the Axis
(standard) Direct the Strike or Insightful Assault-- depending on level.

T2:
(minor) Magic Weapon, via Quickened Spellcasting
(standard) Spell Tracer-- attack & grant basic
--Action Point--, grant basic attack via Spell Commander AP feature
(standard) Pincer Maneuver
(minor) Slick Concoction-- toss your allies into positions adjacent to new victims, as previous targets were just obliterated.

...sooooo fun...


3. Item Neutral & Strong Basic Attack variant Show

====== Created Using Wizards of the Coast D&D Character Builder ======
killswitch16, level 30
Human, Artificer|Warlord, Spell Commander, Planeshaper
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Human Power Selection: Bonus At-Will Power
Quickened Spellcasting: Magic Weapon

FINAL ABILITY SCORES
Str 10, Con 22, Dex 12, Int 30, Wis 12, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.


AC: 45 Fort: 44 Reflex: 48 Will: 41
HP: 194 Surges: 12 Surge Value: 48

TRAINED SKILLS
Arcana +30, Endurance +26, History +30, Dungeoneering +21, Heal +21

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Insight +16, Intimidate +16, Nature +16, Perception +16, Religion +25, Stealth +16, Streetwise +16, Thievery +16, Athletics +15

FEATS
Human: Blade Initiate
Level 1: Intelligent Blademaster
Level 2: Versatile Expertise
Level 4: Focused Mind (retrained to Fight On at Level 11)
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Potent Restorables (retrained to Enhanced Resistive Formula at Level 12)
Level 10: Weapon Focus (Light Blade)
Level 11: Combat Commander
Level 12: Danger Sense
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 22)
Level 16: Saving Inspiration
Level 18: Toughness
Level 20: Inspired Defense
Level 21: Quickened Spellcasting
Level 22: Epic Will
Level 24: Shared Resources
Level 26: Martial Mastery
Level 28: Epic Fortitude
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Magic Weapon
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Static Shell
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Scent of Victory)
Hybrid utility 16: Slick Concoction
Hybrid daily 19: Exhorted Counterattack (replaces Static Shell)
Hybrid utility 22: Tactical Orders
Hybrid encounter 23: Rejuvenating Intercession (replaces Debilitating Intercession)
Hybrid daily 25: Warlord's Resurgence (replaces Exhorted Counterattack)
Hybrid encounter 27: Insightful Assault (replaces Pincer Maneuver)

ITEMS
Adventurer's Kit, Magic Starleather Armor +6, Magic Dagger +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Notes for Item Neutral & Strong Basic Attack variant Show

1. This version is designed to be well-rounded, and item independent through all tiers.
It replaces gear related feats (Psychic Lock, Steady Shooter) with Swordmage MC + Intelligent Blademaster, and grabs an extra feat running off Inspiring Word. The SM entry feat frees up a Skill slot, which goes to Dungeoneering, and gives you SM Warding 1/day. Intelligent Blademaster gives you a decent RBA with your Dagger, for use with powers like Insightful Assault and War Master's Assault. The strong RBA also gives you the ability to play alongside another enabler, which is LOTS OF FUN. This one also grabs Rousing Words with the 10U slot, because... honestly, I get entirely too many questions about whether or not Killswitch functions as sole Leader in a party, or comments about his 'lack of healing'. Instead of pointing out that you can easily take this power and have a ridiculous healing rotation by Level 12, I figured I'd just plug it in.

2. T1, T2, and Nova turns are exactly the same as they list for other variants.
The only difference here is that you actually have a decent basic for those 'everybody attack!' powers.

3. LFR and Dark Sun friendly.
Artificers aren't tech-flavored. They actually make fantastic 'Veiled Alliance' members, among other things.

Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 7:59PM #2
WEContact
Date Joined: Jun 10, 2008
Posts: 1,947
Engage. This looks like an extremely fun build. The fluff meshes perfectly with the excellent Spell Commander PP.
Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 8:11PM #3
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498

Jun 8, 2010 -- 7:59PM, WEContact wrote:

Engage. This looks like an extremely fun build. The fluff meshes perfectly with the excellent Spell Commander PP.




Thanks, WEC!

Getting a little head start on the level-by-level stuff. Going to try to knock out 1-10 before I go to sleep in 20 mins or so.

Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 8:30PM #4
Roofshadow
Date Joined: Feb 11, 2009
Posts: 246
No Bow Mastery?
Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 9:04PM #5
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498

Jun 8, 2010 -- 8:30PM, Roofshadow wrote:

No Bow Mastery?




Nah. A LOT of this guy's damage comes from granting damage to allies, so the jump from 5% to 10% crit range doesn't benefit him as much as the elements I've included, IMO.

For Sage of Ages variants, that feat gains a lot of value, as the build becomes more of a personal damage dealer at Epic. All in all, I feel that Planeshaper (+1 Int mod @ 21st, plus extra use of an Enc power each encounter @ 21st) brings more value to this build than Sage of Ages, and it does so earlier. I'll include more discussion on that subject as I get farther into the build progression.

Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 10:10PM #6
Baracq
Date Joined: Feb 2, 2007
Posts: 160
Why psychic lock?  Granted, I don't really know artificer powers, but the only psychic power I actually recognize on that list is Punishing Eye.  Psychic Lock requires a hit to apply the penalty, and Punishing Eye doesn't actually hit anything.
Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 10:12PM #7
Roofshadow
Date Joined: Feb 11, 2009
Posts: 246
He's using a mindiron crossbow.

And fair enough about bow mastery.  I only asked since you were listing the damaging factors of the build in the OP, but since it will be mostly from your allies it does lose value.
Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 10:12PM #8
Roele
Date Joined: Jun 22, 2009
Posts: 123

Jun 8, 2010 -- 10:10PM, Baracq wrote:

Why psychic lock?  Granted, I don't really know artificer powers, but the only psychic power I actually recognize on that list is Punishing Eye.  Psychic Lock requires a hit to apply the penalty, and Punishing Eye doesn't actually hit anything.




He'll probably grab a mindiron crossbow in paragon to make use of it, and get a constant +1 to attack via the Headband of Intellect.

San Francisco Bay Area D&Der.

Loyal fan of the Birthright campaign setting.
Quick Reply
Cancel
3 years ago  ::  Jun 08, 2010 - 11:40PM #9
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101
Great build!

I have a pair of things to tell you, though:

Level 10 recuperative enchantment is very nice, but i still prefer healing figurine. It's more tactically rewarding.

A little note: i don't like high initiative on leaders, since you will probably want to go last anyway. Imho improved initiative is a wasted slot.
Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

Quick Reply
Cancel
3 years ago  ::  Jun 09, 2010 - 12:45AM #10
Merchant_of_Shadows
Date Joined: Jan 13, 2008
Posts: 1,005

From where are you getting the idea that leaders want to go last. Healers want to go last, since healing is retroactive. Leaders want to go first, since their buffs are proactive. Buffing your multiattacking ranger and fighter with magic weapon and sending them with reorient the axix in the face of the enemy controller before their turn has even came is what good leaders do.

Much better to do this first and then fix them with heals and saves on your next trun, rather than fight an uphill battle when you first leave the enemy to shower them with damage and conditions before you step in.

You are leader. Lead.

Quick Reply
Cancel
Page 1 of 47  •  1 2 3 4 5 6 ... 47 Next
Jump Menu:
 
Dungeons & Dra.. 4e Character Optim.. Killswitch: A "We Win" button for your party....
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing