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Switch to Forum Live View Gorgeous George: The Irresistible Defender
3 years ago  ::  Aug 13, 2010 - 5:54AM #1
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260

Gorgeous George: The Irresistible Defender


d04d07d29f3f842b36ea0ffa47cdccc7.jpg?v=102080



Let's face it... Gorgeous George is irresistible.  He loves being the life of the party and with his jet set lifestyle, George always seems to be in the middle of the action.  Women flock to him, orcs flock to him, demons flock to him, everybody loves to be around George.  Lets just say George always likes to have an entourage of groupies... and he prefers them on their backs.  There's just something about him that makes you want to be as close to him as possible; and never leave.

George is beefy;

he's never tried to pretend otherwise. 
George loves his Mutton, ale, and women.
George however, has a definative character flaw;
he's terrible at goodbyes, so terrible in fact that once he has your undivided attention, he is loathe to losing it. 
This makes George angry. 
George is a very jealous man, and he shares with no one.

Special Thanks to:
LDB, for the great build format
AlphaAnt, for his wonderful Warden handbook - the first I ever read!
community.wizards.com/go/thread/view/758...
Everyone who contributed to the Warden Concept: Second Wind op thread.
community.wizards.com/go/thread/view/758...
Grey Warden, for his awesome warden build that gave me the inspiration to push the envelope and quit taking things so seriously
community.wizards.com/go/thread/view/758...
obtusehobbit, for his awesome Warden build, great advice during these characters development, as well as his thread inspiring me to a make a Warden who's not just a tank!
community.wizards.com/go/thread/view/758... 
community.wizards.com/go/thread/view/758...
Valenkosh - for his inspiring Black Hole Build
community.wizards.com/go/thread/view/758...

Build premise
Spoiler: Show

Gorgeous George is a sticky Warden Second Wind optimization build.  In his youth George sought to be as fit and impervious to harm as possible, but now George just likes attention.  George's strategy is to gather a flock of admirers, lock them down around him, and punish them with
Crippling Crush damage as well as mark punishment and OA's should they decide to stray.  Restraining, immobilizing, slowing, and forms/feats/zones that create or enforce difficult terrain are the order of the day.  Not to be content with merely hampering foes, George can dish out plenty of extra damage thanks to a carefully selected repertoire of Feats and synergy with his Paragon Path Breach Warden.

George is definately no push over... sporting 4 second winds and a variety of ways to stay alive, exploit second wind and it's various defensive strategies, George is in for the long haul



1st level snapshot
Spoiler: Show

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength

Ability Scores with racial adjustments:
Strength 18 (+4)
Constitution 18 (+4)
Dexterity 12 (+1) 
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 10
HP: 35
Bloodied: 17 HP or less
Surges: 13
Surge Value: 8

AC: 19--> 10 base, +3 armor, +2 shield, +3 Constitution
Fortitude: 15--> 10 base, +4 Strength, +1 class
Reflex: 13--> 10 base, +2 shield, +1 class
Will: 12--> 10 base, +1 class, +1 Wisdom

Initiative: +1

Speed: 5--> 5 base

At-Will Powers:
L1: Thorn Strike - your pull at will
L1: Weight of Earth - your slow at will

Encounter Powers:
L1: Roots of Stone -

Daily Powers:
L1: Form of Winter's Herald - easily the best form at this level and introduces George to his calling

Feats:
L1: Bludgeon Expertise

Gear (Expected GP=100)
Warhammer (15 gp)
Hide Armor (30 gp)
Standard Adventurer's Kit (15 gp)
5 Throwing Hammers (25 gp)


Level 11 snapshot
Spoiler: Show

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Breach Warden

Ability Scores with racial adjustments:
Strength 21 (+5)
Constitution 21 (+5)
Dexterity 13 (+1)
Intelligence 9 (-1)
Wisdom 13 (+1)
Charisma 11 (+1)

HP: 118
Bloodied: 54 HP or less
Surges: 14
Surge Value: 27

AC: 26--> 10 base, +5 levels, +3 armor, +2 shield, +2 enhancement +5 Constitution
Fortitude: 23--> 10 base, +5 levels, +2 enhancement +5 Strength, +1 class
Reflex: 21--> 10 base, +5 levels, +2 shield, +2 enhancement, +1 BoQ, +1 DEX
Will: 21--> 10 base, +5 levels, +1 class, +2 enhancement, +2 Wisdom, +1 CoI

Initiative: +6--> +1 Dexterity, +5 levels

Speed: 5--> 5 base

At-Will Powers:
L1: Thorn Strike
L1: Weight of Earth

Encounter Powers:
L1: Roots of Stone
L3: Rough Strike
L7: Mountain's Stature
L11: Venting Breach

Daily Powers:
L1: Form of Winter's Herald
L5: Earth Shaking Rend
L9: Form of the Oak Sentinel

Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Soothing Wind - Super Mandatory now that the nerfed Dwarves in HotFL
L10: Spiritual Rejuvenation

Feats:
Level 1: Bludgeon Expertise
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Dwarven Weapon Training
Level 8: Improved Defenses
Level 10: Crushing Earthstrength
Level 11: Earthstrength Defenses

Magic Items (Expected GP=32,000):
(13,000): +3 Defensive Warhammer
(4,200): Battle Standard of the Hungry Blade
(4,200): +2 Cloak of the Walking Wounded
(3,400): Boots of Quickness (heroic)
(3,400): Circlet of Indomitability (heroic)
(3,400): Veteran's Hide Armor (heroic)
     (580): Bracers of Mighty Striking
        (10): Heavy Shield

Discussion


This is of course where we pick up our Paragon Path and George has deciden to go with Breach Warden.  Carefully selecting our damage type daily will situationally guarantee us advantages, as well as potential vulnerability synergy via Elemental Wind (16th level Utility) which after Second Wind will apply vulnerability of the chosen damage type to all of our marked enemies.  In addition we will be employing our Daily Free Action Stance Power (!) Recall the Breach which will apply 2d6 extra damage upon the intial triggering hit, but more importantly will damage any foe that hits us equal to our Con mod. 

With Breaching Action, whenever we use an action point to take an extra action and hit with a power all of our adjacent marked enemies will take Con mod in damage as well.

Whenever we Crit and enemy, or take damage ourselves from the chosen type, all enemies marked enemies take our Con mod in damage as well.

And finally Form of the Living Breach is an impressive form to fill out our selections which grants +2 to Defenses, and creates a permanent zone until the end of the encounter 3 squares around us.  When an enemy starts its turn within the zone, as a free action we can pull them one square and they are slowed until the end of your next turn.


Level 21 snapshot
Spoiler: Show

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Breach Warden
Epic Destiny: Indomitable Champion

Ability Scores with racial adjustments:
Strength 26 (+8)
Constitution 26 (+8)
Dexterity 14 (+2)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 12 (+1)

HP: 198
Bloodied: 90 HP or less
Surges: 19
Surge Value: 53

AC: 39--> 10 base, +10 levels, +4 armor, +2 shield, +5 enhancement +8 Constitution
Fortitude: 35--> 10 base, +10 levels, +4 enhancement +8 Strength, +1 class, +2 feat
Reflex: 31--> 10 base, +10 levels, +2 shield, +4 enhancement, +2 Dexterity, +1 BoQ, +2 feat
Will: 30--> 10 base, +10 levels, +1 class, +4 enhancement, +2 WIS, +2 feat, +1 Hoad

Initiative: +14--> +2 Dexterity, +10 levels, +2 Premonition Ring

Speed: 5--> 5 base

UNTRAINED SKILLS
Acrobatics +9, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +14, History +10, Insight +12, Intimidate +11, Religion +10, Stealth +9, Streetwise +11, Thievery +9

TRAINED SKILLS
Nature +17, Athletics +20, Perception +17, Endurance +22, Heal +17

FEATS

Level 1: Weapon Expertise (Hammer)
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Dwarven Weapon Training
Level 8: Improved Defenses
Level 10: Crushing Earthstrength
Level 11: Earthstrength Defenses
Level 12: Resilience of Stone
Level 14: Student of the Sword
Level 16: Hindering Shield
Level 18: Dwarven Durability
Level 20: Earthstrength Resilience
Level 21: Epic Recovery

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Endure Pain
Warden encounter 3: Rough Strike
Warden daily 5: Earth-Shaking Rend
Warden utility 6: Treacherous Ice
Warden encounter 7: Mountain's Stature
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Spiritual Rejuvenation
Warden encounter 13: Stormhowler's Strike (replaces Roots of Stone)
Warden daily 15: Form of the Crushing Mountain (replaces Form of the Oak Sentinel)
Warden utility 16: Diehard
Warden encounter 17: Warden's Lure (replaces Rough Strike)
Warden daily 19: Howl of Wrath (replaces Form of Winter's Herald)


ITEMS
Defensive Craghammer +4
Darkhide Armor of Enduring Health +5
Throwing Shield Heavy Shield (paragon tier)
Cloak of the Walking Wounded +4
Helm of Able Defense (paragon tier)
Ring of Feather Fall (paragon tier)
Boots of Quickness (heroic tier)
Strikebacks (heroic tier)
Sash of Vitality Ceaseless (paragon tier)
Iron Armbands of Power (paragon tier)
Battle Standard of the Hungry Blade (heroic tier)
Premonition Ring (paragon tier)



Level 30 Snapshot Show

Gorgeous George, level 30
Dwarf, Warden, Breach Warden, Indomitable Champion
Build: Earth Warden
Guardian Might: Earthstrength
Student of the Sword: Student of One-Handed Weapons
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Strength)
Theme - Gaurdian 


FINAL ABILITY SCORES
Str 28, Con 28, Dex 14, Int 10, Wis 14, Cha 12.


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


AC: 49
Fort: 47
Reflex: 45
Will: 46
HP: 268
Surges: 20
Surge Value: 76


TRAINED SKILLS
Nature +22, Athletics +27, Perception +22, Endurance +29


UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +19, Heal +17, History +15, Insight +17, Intimidate +16, Religion +15, Stealth +15, Streetwise +16, Thievery +15


FEATS
Level 1: Weapon Expertise (Hammer)
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Improved Defenses
Level 8: Crushing Earthstrength
Level 10: Student of the Sword
Level 11: Earthstrength Defenses
Level 12: Armor Specialization (Hide) (retrained to Second Skin at Level 21)
Level 14: Resilience of Stone
Level 16: Hindering Shield
Level 18: Dwarven Durability
Level 20: Earthstrength Resilience
Level 21: Epic Recovery
Level 22: Stoneheart Warrior
Level 24: Rapid Wild Defense
Level 26: Earthstrength Might
Level 28: Epic Will
Level 30: Epic Reflexes


POWERS
At-Will Powers:
L1: Thorn Strike - at will pull
L1: Weight of Earth - at will slow

Encounter Powers:
L11: Venting Breach
L17: Warden's Lure
L23: Nature's Ally
L27: Ravenous Earth

Daily Powers:

L5: Earth Shaking Rend
L15: Form of the Crushing Mountain
L20: Form of the Living Breach
L25: Form of the Entangling Spider

Utility Powers:
L2: Endure Pain (endurance skill power) - Resistance this high is good.
L6: Soothing Wind - Super Mandatory now that they nerfed Dwarves in HotFL
L10: Spiritual Rejuvenation - regain your second wind, nuff said.
L12: Recall the Breach - free action stance that auto damages enemies that hit you, cool.
L16: Cleansing Earth - subject to a condition and immediately make a save +9 against it once per ENC
L22: Renewal - minor action spend healing surge, regain ENC attack power.  Yes.

ITEMS
Elderhide Armor of Enduring Health +6
Defensive Warhammer +6
Iron Armbands of Power (epic tier)
Boots of Quickness (paragon tier)
Timeless Locket +6
Shadow Band (epic tier)
Belt of Vim (paragon tier)
Shield of Ultimate Protection Heavy Shield (epic tier)
Foe Caller Gauntlets (epic tier)
Battle Standard of the Hungry Blade (heroic tier)
Ring of Guarded Will (epic tier)
Circlet of Indomitability (paragon tier)
Feyslaughter Throwing hammer +5
Stone of Earth (paragon tier)
Dice of Auspicious Fortune (paragon tier)

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3 years ago  ::  Aug 13, 2010 - 5:55AM #2
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260

Level 30 "Sticky Nova, Form of the Living Breach damaging version" Show


Move/Minor Action - Form of the Living Breach (+2 Defenses)

Standard Action - Warden's Lure, pull all enemies adjacent to you hit or miss.  All enemies are slowed via Hindering Shield.  All enemies who are slowed take 9 damage via Crippling Crush.

Free Action - Mark all adjacent enemies with Nature's Wrath.

Free Action - Second Wind - All defenses increase +15, +9 for Earthstrength, +6 Defensive Weapon, all adjacent enemies gain vulnerable 9 to energy of our choice for the day via Elemental Wind until EONT.

Action Point - Earth Shaking Rend (close blast 3!) - knock all adjacent enemies prone, deal 18 damage to each via Breaching Action.

All enemies are now Prone, slowed, and in difficult terrain.  If they try to stand then use their standard to move out of zone they will be eating an OA, not to mention if they start their turn within 3 squares of us we will be pulling them 1 square as a free action and they will be slowed until EONT.

If they attempt to stand with their move and then Charge one of your allies with their Standard you can use Warden's Grasp to shift them and negate the attack.

Essentially they cant leave the zone.

Turn 2

Minor Action - Sustain Earth Shaking Rend zone.

Standard Action - Form of the Living Breach Attack - 4(W)+26 (+9 from vulnerability) to each sorrounding enemy.  Ongoing damage 10 versus each enemy and each adjacent enemy to target takes an additional 14 (9 from vulnerability).  Now add another 2d6 for each with Recall the Breach (+9 for vulnerability) as well as 9 more for Crippling Crush as you will be slowing them via Hindering Shield.



Level 30 "Stickier Nova, Form of the Crushing Mountain version" Show
 

Move/Minor Action - Form of the Crushing Mountain (+2 AC, enemies can't shift and must spend an extra square of movement to move away from you)

Standard Action - Warden's Lure, pull all enemies adjacent to you hit or miss.  All enemies are slowed via Hindering Shield.  All enemies who are slowed take 9 damage via Crippling Crush.

Free Action - Mark all adjacent enemies with Nature's Wrath.

Free Action - Second Wind - All defenses increase +15, +9 for Earthstrength, +6 Defensive Weapon

Action Point - Earth Shaking Rend (close blast 3!) - knock all adjacent enemies prone
All enemies are now Prone, slowed, difficult terrain and must spend an extra square of movement to leave squares adjacent.  If they try to stand then use their standard to move out of zone they will be eating an OA, not to mention if they start their turn within 3 squares of us we will be pulling them 1 square as a free action and they will be slowed until EONT.

So essentially they can't leave the zone.

Turn 2

Minor Action - Sustain Earth Shaking Rend zone

Standard Action - Ravenous Earth - 3(W)+17 and all adjacent squares to target become a zone of shifting ground until EONT.  any in the zone are immobilized and take 2d10 damage.



Opportunity Attacks


level 1
Spoiler: Show

Melee Basic Attack: +7 vs. AC
Hit: 1d10 +4 damage, and the target is slowed.


level 11
Spoiler: Show

Melee Basic Attack: +16 vs. AC
Hit: 1d10 +12 damage, and the target is slowed.


level 21
Spoiler: Show

Melee Basic Attack: +26 vs. AC
Hit: 2d10 +18 damage, and the target is slowed.


level 30
Spoiler: Show

Melee Basic Attack: +35 vs. AC
Hit: 2d10 +23 damage, and the target is slowed.


Optimized Second Wind/Item Defenses per tier

1st level
Spoiler: Show

AC -   Base 19 - 25 after second wind
Fort - Base 15 - 21 after second wind 
Ref -  Base 13 - 19 after second wind
Will - Base 12  - 18 after second wind


11th level
Spoiler: Show

AC -   Base 27 - 37 after second wind
Fort - Base 23 - 33 after second wind
Ref -  Base 21 - 31 after second wind
Will - Base 20 - 30 after second wind


21st level
Spoiler: Show

AC -   Base 39 - 53 after second wind------(55 at start of ENC till injured)
Fort - Base 35 - 49 after second wind------(51 at start of ENC till injured)
Ref -  Base 31 - 44 after second wind------(46 at start of ENC till injured)
Will - Base 30 - 44 after second wind------(46 at start of ENC till injured)


30th level
Spoiler: Show

AC -   Base 49 - 66 after second wind--(72 with Shield of Ultimate Defense)---(74 Form of the Living Breach)
Fort - Base 45 - 62 after second wind--(68 with Shield of Ultimate Defense)---(70 Form of the Living Breach)
Ref -  Base 39 - 56 after second wind--(62 with Shield of Ultimate Defense)---(64 Form of the Living Breach)
Will - Base 44 - 61 after second wind-- (68 with Shield of Ultimate Defense)---(70 Form of the Living Breach)
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3 years ago  ::  Aug 13, 2010 - 7:17AM #3
langeweile
Date Joined: Jul 30, 2008
Posts: 1,550
Very nice flavour !

But I only casually know Wardens (largely from the DM side), so please explain the following to me:
But how are you doing your encounter to encounter work in Heroic or Paragon ?
What do you have left it the chips are down, no encounter powers left and dailys used up in earlier fights ?
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3 years ago  ::  Aug 13, 2010 - 7:47AM #4
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260

Aug 13, 2010 -- 7:17AM, langeweile wrote:

Very nice flavour !

But I only casually know Wardens (largely from the DM side), so please explain the following to me:
But how are you doing your encounter to encounter work in Heroic or Paragon ?
What do you have left it the chips are down, no encounter powers left and dailys used up in earlier fights ?




Luck?  No seriously that's a great question which brings up a serious issue with this build, and I'm afraid most Wardens in general.  They aren't going to really hit their stride till about 9th level.  Their survivability, especially this build, will really kick into overdrive around 11th/12th level... after that with a few second winds per encounter he should be fine.  Unless your DM is overtly sadistic then nothing will save you anyway!

glad you liked it!

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3 years ago  ::  Aug 13, 2010 - 7:52AM #5
langeweile
Date Joined: Jul 30, 2008
Posts: 1,550
I wasn't talking about your surviveability - Warden's are great or even greater at that, no question.
I was interested in your capacities in building up "lure" on an encounter and on an at-will basis, because that's what I thought the build would be about.
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3 years ago  ::  Aug 13, 2010 - 8:09AM #6
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260
I will be posting per tier strategy's - early on no question will be relying on Form of the Winter's Herald as well as thorn Strike at Will (this pulls).  Mountain's Stature is 7th level pull or knock prone...  the build alas will not sticky shine until paragon as well.

Definately open to suggestions!
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3 years ago  ::  Aug 13, 2010 - 1:39PM #7
AlphaAnt
Date Joined: Aug 18, 2007
Posts: 737
Gah, that image creeps me out... Laughing

You'll want to take a look at your defenses when you second wind. You're missing the +2 from the act of second winding alone, but at 1st level you don't get Con to your NADs, just AC (that comes with Earthstrength Defenses).

Here's what I got:

Level 1:
AC: +5 (+2 for second wind, +3 for class feature)
Fort, Ref, Will +2

Level 11: You took Earthstrength Defenses here, so you now get +Con to all defenses
+10 to all defenses (+2 for second wind, +5 Con, +3 for Defensive Weapon)

Level 21 should give you a +13 to all defenses, and level 30 should give you a +16

I'm loving the dwarf love lately. I guess it's only due, since they're borderline overpowered now when you look at how well they synergize with the warden class features. I admit that I've neglected my LFR warden in recent months, and the change that they'll be getting in Essentials has renewed my interest to the point where I'll be pulling out that character a lot more often.

I'll add this thread to my build list the next time I'm at my home computer.
Yes, I am a defender apologist.
A Rock and a Hard Place: A Warden Handbook
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3 years ago  ::  Aug 13, 2010 - 1:54PM #8
PureChance
Date Joined: Jun 11, 2010
Posts: 222
Wait, second wind bonus to defences stacks with the earthstrength +con to AC (and defences with the relevent feat)?  I've been cheating myself!
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3 years ago  ::  Aug 13, 2010 - 2:06PM #9
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260

Aug 13, 2010 -- 1:39PM, AlphaAnt wrote:

Gah, that image creeps me out...

You'll want to take a look at your defenses when you second wind. You're missing the +2 from the act of second winding alone, but at 1st level you don't get Con to your NADs, just AC (that comes with Earthstrength Defenses).

Here's what I got:

Level 1:
AC: +5 (+2 for second wind, +3 for class feature)
Fort, Ref, Will +2

Level 11: You took Earthstrength Defenses here, so you now get +Con to all defenses
+10 to all defenses (+2 for second wind, +5 Con, +3 for Defensive Weapon)

Level 21 should give you a +13 to all defenses, and level 30 should give you a +16

I'm loving the dwarf love lately. I guess it's only due, since they're borderline overpowered now when you look at how well they synergize with the warden class features. I admit that I've neglected my LFR warden in recent months, and the change that they'll be getting in Essentials has renewed my interest to the point where I'll be pulling out that character a lot more often.

I'll add this thread to my build list the next time I'm at my home computer.





Ahhh good catch sir!  Thanks man!  Ya the image was a little intentional haha.  making adjustments now.

For all you Warden optimizers out there *obtusehobbit* here's my plan for future uberdom.  I need a reliable and consistent form of damage that will hurt me such as a zone, ongoing damage that I can opt not to save for (like stream of life cleric power tho I don't think one exists) or anything that can injure me even slightly via elemental damage for the next phase of my master plan.  Thoughts?

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3 years ago  ::  Aug 13, 2010 - 2:16PM #10
obtusehobbit
Date Joined: Feb 3, 2006
Posts: 524
Looks good, and thanks for the nod.

I will look it over a little more closely when I get the chance. I to love the dwarf love and the number of different and interesting Warden builds that have been put together over the last week or so.
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