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Switch to Forum Live View Ways to Gain or Downgrade Actions
3 years ago  ::  Jun 23, 2010 - 12:40PM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,517
A list of ways to gain extra actions.  Let me know if i missed anything.

Full Turn...
Warmaster: ED 21: Standard/Move/Minor during a surprise round
Borrowed Time: Ardent 22 Daily: Standard, Ally takes a Standard/Move/Minor
Radiant One: ED 30: Once per day, take a turn

Standard Show

Extra...
Sea Tyrant Oracle: PP 11: Spend an AP on an attack and and miss  all targets, must use before the end of the encounter
Life Singer: PP 12: You and Each ally, can't attack with it
Timeless Locket: Neck 15 Daily: Minor gives you a standard,  can't attack with it
Spur The Cycle: Barbarian 16 Daily: Kill an enemy
Baldric of Time: Waist 16: Roll a 20 on initative
Gem of Valor: Consumable 20: Use it and roll a 20
Time Stop: Wizard  22 Daily: Minor gives you 2 standards, can't attack with it
Unexpected Clarity: Barbarian 22 Daily: Give up your Rampage
Eternal Seeker: ED 24: The turn after you spend an AP
Legendary Weapon: weapon(any) 25 Daily: on critical hit
Clockwork Cowl: Head  26 Daily: Minor gives you 2 standards, can't attack with it
Fatesinger : ED 26 Daily: Spend an AP in the zone to get 2  actions
Steal Time: Wizard 27 Encounter: On a hit Stun and gain the standard


As an Action Point...
Symbol of Victory: Holy Symbol 9+  Daily: On a crit
Avenging Spirit: Feat: Paragon Human, fighter or warlord: Ally   is reduced to 0
Battle Field Archer: PP 12 Encounter: Kill an enemy
Pathfinder:  PP 12 Daily: Ally spends an  AP
Heroic Interjection: Bard 16 Daily: Ally spends  one, and gains  one
Adroit Explorer: PP Human 16: Start with 2 each day
Infernal Strategist: PP 20 Daily: Hit (relaible)
Vistani Foresight: Feat: Epic, Vistani Heritage: Start with 2   each day
Fatesinger: ED 21: Spend an AP to make an ally attack, if he  hits, regain the AP
Act of Desperation: Fighter 22 Daily: Minor, Ally is dying,  use  that turn
Harper  of Legend: ED 24: Start with 2 each day
Violet Solitair: Wonderous  26 Daily: On a crit

Action Point Limit...
Charm of Abundant Action: Wonderous 28: 1/encounter.
Crown of victory: Head 29: spend 2 per encounter.
Warmaster: ED 30: No limit

As a Minor instead...
Dwarf Racial: Dwarf: Second Wind
Duty's Virtue: Feat: Aid defense.
Frantic Recovery: Feat, Human: With an action point, Second Wind
Combat Medic: Feat, Heal: Stabilize dying
Switft Turning: Feat,  cleric, turn undead: Turn undead
Quick Fingers: Rogue 2: Thievery check
Master Spy: PP  11: Bluff to gain CA
Daring Blade: PP 16: Bluff to gain CA
Sword  of Assault: PP 16: 1/encounter At-will attack
Beastlord: ED: 1/round command  your beast
Quickened Spellcasting: Feat: Epic, arcane: 1/encounter At-will  attack
Primal Summoning Expertise: Feat, 21 druid: Standard  action command to a summon



For ally's..
Pack Master: PP 11: With an action point, lose the extra action
Light Bringer: PP 11: With an action point, lose the extra  action
Favored of Mielikki: PP 11: With an action point, lose the extra action, spend a surge
Life Singer: PP 12: You and Each ally, can't attack with it
Haste: Bard 16: Minor
Warmaster:  ED 24: With an action point
Warmaster: ED 26 Daily: Standard(Basicly a free action), You  and Ally's gain a Standard.
Haste Sigil: Artificer 29: Minor

Move Show

Extra...
Avengin Opportunist: Feat, Human avenger: 1/enounter, Kill your oath
Eldritch Speed: Swordmage 2 Daily: Durring the first round
Baldric of Time: Waist 6: Roll a 20 on initative
Boots of Eagerness : Feet 9 Encounter: Minor
Time Bender: PP 16: Loose your move action form next turn
Surprise Action: Feat 21, 17 Wis, Ranger: In a suprise round, with a minor.
Claim the Dead: Assassin 22 Encounter: Kill a target
Keybearer: ED 26 Daily: Every round, sustain standard.


Extra, with an action point (11)
Horizon Waker: PP:
Divine Oracle: PP:
Mercurial Assasin: PP:
Vessel of Ichore: PP: While bloodied
Pathfinder: PP:
Cat Burglar: PP:
Master Infiltrator: PP:
Daring Acrobat: PP:
Gatcrasher: PP: Teleport your speed
Evermeet Warlock: PP: +1 speed for a turn
Planeshaper: PP: Teleport 10
Dujun of Erathis: PP: Ally's get a move action, you loose your extra action
Combat Veteran: PP: Ally get a move action

Master of Moments: ED 24: and a minor

As a Minor instead...
Kobold Racial: Kobold: Shift
Quick Familiar: Feat, Familar: Move the familar
Shapeshifting Contortioinist: Feat, changling: Excape
Escape Artist: Feat, Acrobatics: Excape
Arcane Familiar: Feat, arcane: Saddle Squire for mount and dismount
Boots of the Fencing Master: Boots 2: 1/enounter shift 2
Practiced Rider: Nature Utility 6: Mount or Dismount
Bonded Summoner: PP 11 + Magehand: Teleport 2
Packrunner: PP 16: You and your beast Shift

Master of Moments : ED 24: move action as 2 minors

Minor Show

Extra...
Clockwork Engineer: PP 11: With an AP, for sommons only
Vessel of Ichore: PP 11: With an AP,  while not bloodied
Surprise Action: Feat 21, 17 Wis, Ranger: In a suprise round, with a move.
Master of Moments: ED 21: With an AP, and a move action
Master of Moments: ED 24
Ring of Free Time: Ring 29, enounter: 1/turn after a milestone


As a Free instead...
Quickdraw : Feat, Dex 13: Draw a weapon/object
Swift Familiar: Feat,  Familar: 1/turn, between active and  passive
Arcane Familiar: Feat, arcane: Disembodied Hand, Draw or stow
Speed   Loader: Feat: Load a crossbow
Fast Hands: Thievery 2 At-Will: Draw or stow
Stormhawk Vigilance: Shaman 2 Daily: Roll init, and each ally  in burst can draw a weapon/impilment
Battle Harness: Light Armor 4: Draw or stow
Spell Anchors: hands 9: Daily for a free sustain minor.
Cloaked Sniper: PP  11: Load a crossbow
Quick Wild Shape: Feat, 11 druid: Wild shape
Rapid Infusion: Feat, 11, artifice: Healing infusion
Combat Opening: Feat, 11, half-elf fighter: MBA from Combat  Challenge
Sudden Call: Feat, 11 shaman: 1/encounter Call Spirit Companion
Nimble Spirit: Feat, 11 shaman: Call Spirit Companion
Avalanche Hurler: PP 12: Draw or stow
Charging Aegis: Feat, 21, swordmage: Mark with aegis after a   charge

Immidiates...
Rapid ____ = Feat: Epic, Certain Defenders Defenders can use their mark 1/round without expending their immidiate

Actions at 0 or below Show

Unnatrual Vitality: Revenant: Till you fail a death saving throw (but your dazed)
Death's Quickening: Feat Revenant: Minor.
Fierce Vitality: Feat Revenant: Stay conscious untill you fail 2 death saves (still dazed)
Avenging Haunt: PP 16 Revenant : Stay conscious untill you die (still dazed)
Eternal Blade: PP 16: 1 turn
Blooded Champion: PP 16 Minotaur: Till you fail a death saving throw
Soulforged: Plate 19: 1 turn
Ghostly Vitality: Feat Revenant 21: Move and minor.
Enduring Rage: Feat Barbarian rageblood 21: while raging
Quori Desperation: Feat Kalshtar 21: 1 turn
Perfect Slayer: ED 24: 1 turn


Song 'n Silence's List
guides Show
my builds Show

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.
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3 years ago  ::  Jun 23, 2010 - 12:43PM #2
Baracq
Date Joined: Feb 2, 2007
Posts: 160
There's Primal Summoning Expertise, maybe (I can't remember the exact name)?  You gain access to your summons' standard commands as minor actions.

Edit:  On the move as minor, there's Bonded Summoner's level 11 feature, Summoner's Slip, and its interaction with Mage Hand.  Teleport 2 as a minor action.

Edit 2:  Nimble Spirit/Sudden Call give minor actions as free actions with tier-dependent frequency.
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3 years ago  ::  Jun 23, 2010 - 12:56PM #3
ShakaUVM
Date Joined: Feb 3, 2003
Posts: 3,825

Jun 23, 2010 -- 12:40PM, mellored wrote:

Pack Master: PP 11: With an action point, loose the extra action
Light Bringer: PP 11: With an action point, loose the extra  action
Favored of Mielikki: PP 11: With an action point, loose the extra action, spend a surge


Nice list!

Loose != lose, though.

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3 years ago  ::  Jun 23, 2010 - 12:57PM #4
ankiyavon
Date Joined: Dec 25, 2009
Posts: 3,463
Baldric of Time (level 6/16) gives you an extra (move/standard) action during the first round when you roll a 20 for init.
The difference between madness and genius is determined only by degrees of success.
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3 years ago  ::  Jun 23, 2010 - 1:04PM #5
mellored
Date Joined: Jul 8, 2008
Posts: 19,517

Jun 23, 2010 -- 12:43PM, Baracq wrote:

There's Primal Summoning Expertise, maybe (I can't remember the exact name)?  You gain access to your summons' standard commands as minor actions.

Edit:  On the move as minor, there's Bonded Summoner's level 11 feature, Summoner's Slip, and its interaction with Mage Hand.  Teleport 2 as a minor action.

Edit 2:  Nimble Spirit/Sudden Call give minor actions as free actions with tier-dependent frequency.


Added Primal Summoning and Nimble/Sudden

Not sure bonded summoner applies.  Though it's a nifty trick.

Jun 23, 2010 -- 12:56PM, ShakaUVM wrote:

Jun 23, 2010 -- 12:40PM, mellored wrote:

Pack Master: PP 11: With an action point, loose the extra action
Light Bringer: PP 11: With an action point, loose the extra  action
Favored of Mielikki: PP 11: With an action point, loose the extra action, spend a surge



Nice list!

Loose != lose, though.




Jun 23, 2010 -- 12:57PM, ankiyavon wrote:

Baldric of Time (level 6/16) gives you an extra (move/standard) action during the first round when you roll a 20 for init.


Added

guides Show
my builds Show

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.
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3 years ago  ::  Jun 23, 2010 - 1:28PM #6
borg285
Date Joined: Jan 23, 2008
Posts: 2,868
missing fast hands: 1/round draw/show/pickup as a free action
DPR King Candidates 3.0
How much damage should I shoot for? Show

You're fired          : 1 Kills Per 5 Rounds = .2 KPR
Fair Striker          : 2 Kills Per 5 Rounds = .4 KPR
Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR
Nerfbat please     : 4 Kills Per 5 Rounds = .8 KPR
It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR

DPR?  KPR?  KP4R?  Bless you Show

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?
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3 years ago  ::  Jun 23, 2010 - 1:54PM #7
mellored
Date Joined: Jul 8, 2008
Posts: 19,517

Jun 23, 2010 -- 1:28PM, borg285 wrote:

missing fast hands: 1/round draw/show/pickup as a free action


Don't see it in the compendium.  Though i added quick draw, nimble fingers and stormhawk vigilance

guides Show
my builds Show

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.
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3 years ago  ::  Jun 23, 2010 - 2:22PM #8
rczarnec
Date Joined: Jan 30, 2009
Posts: 323
The Boots of the Fencing Master encounter power is a 2 square shift as a minor action.
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3 years ago  ::  Jun 23, 2010 - 2:42PM #9
ankiyavon
Date Joined: Dec 25, 2009
Posts: 3,463

Jun 23, 2010 -- 1:54PM, mellored wrote:


Don't see it in the compendium.  Though i added quick draw, nimble fingers and stormhawk vigilance




Compendium still doesn't have skill powers for some reason.

Fast Hands is the level 2 Thievery skill power (utility, obviously).

The difference between madness and genius is determined only by degrees of success.
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3 years ago  ::  Jun 23, 2010 - 4:01PM #10
mellored
Date Joined: Jul 8, 2008
Posts: 19,517

Jun 23, 2010 -- 2:22PM, rczarnec wrote:

The Boots of the Fencing Master encounter power is a 2 square shift as a minor action.


Added.  Also added the above Bonded summoner trick.

Jun 23, 2010 -- 2:42PM, ankiyavon wrote:

Jun 23, 2010 -- 1:54PM, mellored wrote:


Don't see it in the compendium.  Though i added quick draw, nimble fingers and stormhawk vigilance



Compendium still doesn't have skill powers for some reason.

Fast Hands is the level 2 Thievery skill power (utility, obviously).



Added

guides Show
my builds Show

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.
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