Build Goal: To create a primary healer (on par or just below pacifist cleric levels) while still maintaining powerful enabling capabilities (the best at-will basic attack granting in the game). The main idea is to optimize
temporary hit point generation via Spirit of Vigor and the Rainbringer paragon path, creating a powerful main healer. Unlike a pacifist cleric, however, this build also has incredible basic attack granting powers (feat-supported Spirit Infusion, immediate action Warlord powers) as well as the important movement/initiative-boosting powers of the Warlord. A secondary goal is control, via slow/restrain-type powers in conjunction with a tanking spirit companion.
The Rain Lord
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Human Shaman|Warlord/Rainbringer/Pyreen
Theme: Elemental Priest
Background: Auspicious Birth
Hybrid Defenses: +2 Will
Ability Scores
Level 1: Str 12 Con 12 Dex 10 Int 16 Wis 18 Cha 8
Level 30: Str 14 Con 14 Dex 12 Int 26 Wis 28 Cha 10
Skills
Endurance +22, Nature +29, Perception +29, Heal +29, Insight +29
(Roll twice on Endurance, Nature, Heal, and Insight)
Defenses
AC 44 = 10 + 15 + 8 + 10 + 1 = 44
Fort 43 = 10 + 15 + 2 + 6 + 1 + 3 + 2 (*diamond cincture) + 4 = 44
Ref 48 = 10 + 15 + 8 + 6 + 1 + 3 + 4 + 1 = 48
Will 47 = 10 + 15 + 9 + 6 + 1 + 2 + 4 = 47
Hit Points/Surges
Hit Points: 185, Bloodied: 92, Surge Value: 46, Surges per Day: 9
Initiative/Movement
Intitiative: +46 (15+8+9+8+6(*timeless locket)), +8 to allies
Speed: 6
Powers
At-Wills: Spirit Infusion, Direct the Strike, Spirit of the Tempest
Theme: Spirit of Athas
Encounter 1: Powerful Warning
Daily 1: Spirit of the Healing Flood
Encounter 2: Grappling Spirits
Utility 2: Spirit's Sacrifice
Encounter 3: Granite Armor
Daily 5: Scent of Victory (@L15 retrain to Shrieking Wind Spirits)
Utility 6: Reorient the Axis
Encounter 7: Hammer of the Grasping Tides
Daily 9: Primordial Retribution
Utility 10: Call Forth the Spirit World
Encounter 11: Hailburst (@L27 reserve maneuver for Powerful Warning)
Utility 12: Balm of Rain
Encounter 13: Blade Burst Trap (replaces Powerful Warning)
Daily 15: War Master's Assault (replaces Spirit of the Healing Flood)
Utility 16: Bolstering Shout
Encounter 17: We Will Not Fail (replaces Granite Armor)
Daily 19: Primordial Retribution (replaces L9 Primordial Retribution)
Daily 20: Rain Serpent Elemental
Utility 22: Medicines of Many Forms
Encounter 23: Spirit of the Vengeful Mountain (replaces Hammer of the Grasping Tides)
Daily 25: Stormhawk's Gambit (replaces Shrieking Wind Spirits)
Encounter 27: A Plan Comes Together (replaces Blade Burst Trap)
Daily 29: Fury of Athas (replaces Primordial Retribution)
Feats
Human: Spirit of Vigor
L1: Hybrid Talent (Spirit's Power)
L2: Primal Sharpshooter (Grappling Spirits)
L4: Versatile Expertise (Spear, Totem)
L6: Superior Implement Training (Accurate Totem)
L8: Battlewise
L10: Improved Initiative (retrained to Fight On at level 11)
L11: Combat Commander
L12: Elemental Spirit Adept
L14: Nimble Spirit
L16: Shield Proficiency (Light)
L18: Improved Defenses
L20: Improved Initiative (retrained to Superior Initiative at level 21)
L21: Primal Resurgence
L22: Martial Mastery
L24: Superior Will
L26: Reserve Maneuver
L28: Epic Fortitude
L30: Epic Reflex
Items
Shared Valor Armor +6, Magic Javelin +6, Life River Totem +6, Timeless Locket +6, Diamond Cincture (Paragon), Focused Shield, Gloves of the Healer, Battle Standard of Healing
Spirit Infusion: The core of the build is Spirit Infusion, the best at-will basic attack granter in the game. In a typical turn, the Rain Lord will move the spirit into position (move action), Spirit Infusion (standard, basic attack at +2 to hit/+Int to dmg, all allies get +1 to hit everything adjacent to the disappeared spirit), and resummon the spirit as a minor (an ally gets Int mod temp hit points, and you get 1/2 that, thanks to Shared Valor armor). It's important to note that you WANT the spirit around in between turns, so you should be resummoning as a minor AFTER the attack (if you do it in the wrong order, your spirit is gone and you don't get OAs).
Immediate Action Encounters: Because Spirit Infusion is so good, like Killswitch (an inspiration for most hybrid healer builds!), the Rain Lord focuses on immediate action lazylord powers which still allow him to Spirit Infuse most every turn (making exceptions only when a spirit tanking or control opportunity arises).
Rainbringer Temp Hps: Every time you use a healing power, all adjacent allies get 1/2 their healing surge in temp hps. With powers like
Call Forth the Spirit World, combined with going first and
Reorient the Axis, it is quite easy to start most, if not every, fight with everyone at +1/2 healing surge hit points (you included, at half value, due to Shared Valor armor).
Surgeless Healing and Saves: The build is filled with surgeless healing, temp hps, and resist effects, such as Pyreen's and Rainbringer's regeneration, Call Forth the Spirit World healing bloodied allies, defense bonuses from Spirit of Athas, resist from Granite Armor, weakening via Hailburst, etc. As far as saving throws, you have the guaranteed effect from Spirit of the Tempest + Medicine of Many Forms and Spirit's Sacrifice. In addition, Pyreen can give everyone saves, and you can even take their stunned, then save against it via Superior Will.
Secondary Control: With large friendly area effects droppable out to range 20, the Rain Lord can control quite well. Grappling Spirits + dropped spirit companion is hard control right at level 2, and Hammer + spirit pet can also force aoos or lost actions. In addition, many of the dailies are quite good control powers (Shrieking Wind Spirits, Primordial Retribution). Elemental Priest conjurations occupy squares, which, combined with the spirit companion, can cut off a lot of real estate.
Skills Powerhouse: Assuming one can find a use for Endurance, Nature, Heal, and Insight, the build rolls two dice for all of those skills. In addition, Speak with Spirits adds a substantial bonus every encounter.
Front-Loaded: This build is designed to be extremely effective in early heroic tier. Human gives an extra feat, an extra skill, and an extra power in Spirit of the Tempest. The Seeker MC gives an extra encounter control power (hard control, combined with the Spirit Companion) and an extra skill. Spirit of Athas adds an extra body early on. Spirit of the Healing Flood, Granite Armor, and the temp hps from Spirit Infusion are all incredibly powerful at the lowest levels (they decline in power in later heroic). The spirit companion, thanks to Hybrid Talent, has teeth, and it's also a very effective tank in early/mid-heroic due to monsters not being able to deal the necessary damage to kill it.
Level 30 Highlights
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Turn 1: No Action Points, Only Encounter Powers
1. Initiative = +40 w/o items, +8 to allies
2. (Free) Drop spirit in among monsters
3. (Standard) Spirit of the Vengeful Mountain, 7x7 area Restrain/can't teleport
4. (Free) We Will Not Fail: ally gets an attack against target you missed
5. (Move) Reorient the Axis, get as many allies adjacent to you and targets as possible
6. (Minor) Call Forth the Spirit World (7x7 area, restrained enemies are now -4 to attack), each adjacent ally gets 1/2 healing surge value temp hps from Rainbringer, each adjacent ally can also make a save at start of his turn via Pyreen's Restoration
7. (Free) A Plan Comes Together (when focus target starts its turn, 2 out of turn attacks+daze+prone)
8. (Immediate Interrupt) Powerful Warning (if the focus target manages to hit on its turn)
Summary: Restrain + additional -2 to attacks in a 7x7 area + 4 additional basic attacks (1 against a missed target, 3 against a focus target) + 1/2 healing surge temp hps, free beginning-of-turn-saves, and regen 2 (for bloodied allies) to everyone adjacent to you. This is doable every encounter with NO ACTION POINTS.
Action Points
Action point expenditure will heal adjacent allies for 3d6 and also recover a martial attack power (which are all off-turn attacks, so hard to use proactively). In general, action points should probably not be spent on turn 1 in this build (the exception might be a double aoe attack with Stormhawk's Gambit/Vengeful Mountain/Hailburst, recovering WWNF). Typical strategy should be to let an ally get in position for APCT, then use your action point on turn 2 (using War Master's Assault or Fury of Athas + a Spirit Infusion) and recover APCT.
Temp Hit Points
We can grant temp hit points with our 1 healing spirit and 2 inspiring words, with 3 utility powers (bolstering shout, medicines of many forms, call forth the spirit world). Most importantly, every time we summon our spirit as a minor action, we can give one ally Int temp hps (Spirit of Vigor).
Healing Surge Powers
We have 1 healing spirit and 2 inspiring words, plus bolstering shout (mass second wind as minors), medicines of many forms (mass surges), and Rejuvenate the Land (daily healing). Balm of Restoration can grant one surge and give concealment as a standard (if we're desperate).
Surgeless Healing
Call forth the Spirit World can heal bloodied allies 5/turn. Rejuvenate the Land heals 10/turn as a daily. Rain Serpent Elemental also heals 10/turn to bloodied as a daily. Action points give 3d6 healing to adjacent allies. Adjacent bloodied allies gain regen 2. Spirit of Athas can also be used as a minor action "utility" to give everyone resist 5 for a turn.
Saving Throws
Spirit of the Tempest as an at-will grants saves, and we'll often be adjacent to the melee, so it's not hard to use. Medicines of many forms is a mass save grant every encounter. Spirit's Sacrifice can give us a save if needed. Rejuvenate the Land gives mass saves (daily). Finally, Pyreen's Restoration gives anyone adjacent start-of-turn saves and we can take conditions off of them onto us.
At-Wills
1. Spirit Infusion: Int temp hps to attacker (minor) + basic w/+2 to hit and +8 to damage + everyone gets +1 vs. all targets adjacent to disappearing spirit until end of your next turn
2. Direct the Strike: If we're dazed or our spirit is off tanking or Call of the Spirit World is up
3. Spirit of the Tempest: Very good if we absolutely need to get a condition off someone.
4. Spirit's Wrath: Spirit can OA and make target grant CA. Not the best, but still free attacks...
What about Daze?
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Daze is no fun for this build, and you could argue for taking the Spirit's Boon hybrid talent. But I think this is wrong for a variety of reasons. First, you want the spirit around in between turns. Second, Spirit of Vigor only triggers when you summon the spirit as a MINOR action, so you really don't want to even be using Nimble Spirit except when forced to. Despite the fact we can't sustain our minor zones or use our minor healing powers, the build always has Direct the Strike as a fallback option (this should usually be viable even when dazed), so we're unlikely to ever be shut down short of a stun (and we do eventually take Superior Will to deal with that eventuality).
What if no one in my group has a good basic attack?
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I'm not gonna lie. If that's the case, you probably should play something else. You could consider a shaman|artificer, so you'd have Magic Weapon. But you'd probably be better off playing Killswitch. Spirit Infusion is THE reason to play a shaman; if it doesn't have a juicy target, you're better off trying something else imo.
If Your DM Allows Orb of Nimble Thoughts
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Then you should consider Arcane Initiate or Disciplined Talent and use an Orb of Nimble Thoughts as your primary implement and Magic Missile/Kinetic Trawl as your RBA for use w/War Master's Assault, etc.
If Your DM Rules Spirit of Athas lasts the whole encounter
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Then you should definitely take Warding Elemental, as it will give resist 5 for an entire encounter. This is obviously too good, and, in my experience, most DMs will rule Spirit of Athas is just an "until the end of next turn" deal.
Level 11 Snapshot
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Human Shaman|Warlord/Rainbringer
Theme: Elemental Priest
Background: Auspicious Birth
Ability Scores
Level 1: Str 12 Con 12 Dex 10 Int 16 Wis 18 Cha 8
Level 11: Str 13 Con 13 Dex 11 Int 19 Wis 21 Cha 9
Skills
Endurance +11, Nature +15, Perception +15, Heal +15, Insight +15
(Roll twice on Endurance, Nature, Heal)
Defenses
AC 23 = 10 + 5 + 4 + 4 = 23
Fort 20 = 10 + 5 + 1 + 3 + 1 = 20
Ref 23 = 10 + 5 + 4 + 3 + 1 = 23
Will 26 = 10 + 5 + 5 + 3 + 2 + 1 = 26
Hit Points/Surges
Hit Points: 83, Bloodied: 41, Surge Value: 20, Surges per Day: 8
Initiative/Movement
Intitiative: +14 (5+5+4), +4 to allies
Speed: 6
Powers
At-Wills: Spirit Infusion, Direct the Strike, Spirit of the Tempest
Theme: Spirit of Athas
Encounter 1: Powerful Warning
Daily 1: Spirit of the Healing Flood
Encounter 2: Grappling Spirits
Utility 2: Spirit's Sacrifice
Encounter 3: Granite Armor
Daily 5: Scent of Victory (@L15 retrain to Shrieking Wind Spirits)
Utility 6: Reorient the Axis
Encounter 7: Hammer of the Grasping Tides
Daily 9: Primordial Retribution
Utility 10: Call Forth the Spirit World
Encounter 11: Hailburst
Feats
Human: Spirit of Vigor
L1: Hybrid Talent (Spirit's Power)
L2: Primal Sharpshooter (Grappling Spirits)
L4: Versatile Expertise (Spear, Totem)
L6: Superior Implement Training (Accurate Totem)
L8: Battlewise
L10: Improved Initiative (retrained to Fight On at level 11)
L11: Combat Commander
Items
Shared Valor Armor +2, Magic Javelin +2, Magic Totem +3, Amulet of Health +3, Battle Standard of Healing
Level 11 Turn 1 / Basics
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Initiative: +14 for self, +4 for allies
At-Will: Grant basic with +2 to hit, +4 to damage, ally gets 4 temp hps each time spirit is summoned
Turn 1 Single-Target Daily Nova
1: Go first.
2: (Move) Reorient the Axis
3: (Minor) Spirit of Athas
4: (Standard) Dismiss to attack and go for -2 to defenses on target.
5: (AP Standard) Lamb to the Slaughter (pull 5, up to 3 allies charge target)
Turn 1 Encounter Control+Enable
1: Go first.
2: (Minor) Summon spirit companion in enemies
3: (Encounter) Hammer of the Grasping Tides (slow enemies in burst 2, range 20)
4: (Move) Reorient the Axis, move spirit also
5: (AP Standard) Direct the Strike or Spirit Infusion if spirit can get to ally, ally regains 3d6 hps
Turn 1 Daily Control (Have spirit already out)
1: (Minor) Summon elementals w/Primordial Retribution.
2: (Standard) Restrain 4 enemies.
3: (Move) Reorient the Axis, move spirit also
4: (AP Standard) Spirit Infusion or go for more restraining if you missed, ally regains 3d6 hps
Healing: 1 Healing Spirit, 2 Inspiring Word
Temp HP: 1/2 Healing Surge Value on any healing power, Int temp hps whenever summon spirit
Resist: Granite Armor for Resist 6 to all damage to one ally for a turn
Non-Surge Healing: Call Forth the Spirit World (bloodied allies regain 5 hps/turn)
Skills: Endurance, Nature, Heal all gets double rolls, Perception/Insight are maxed, plus Speak with Spirits for +Wis 1/enc.
Level 21 Snapshot
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Human Shaman|Warlord/Rainbringer/Pyreen
Theme: Elemental Priest
Background: Auspicious Birth
Hybrid Defenses: +2 Will
Ability Scores
Level 1: Str 12 Con 12 Dex 10 Int 16 Wis 18 Cha 8
Level 21: Str 14 Con 14 Dex 12 Int 24 Wis 26 Cha 10
Skills
Endurance +17, Nature +23, Perception +23, Heal +23, Insight +23
(Roll twice on Endurance, Nature, Heal, and Insight)
Defenses
AC 35 = 10 + 10 + 7 + 7 + 1 = 35
Fort 31 = 10 + 10 + 2 + 4 + 1 + 3 + 1 (*diamond cincture) = 31
Ref 36 = 10 + 10 + 7 + 4 + 1 + 3 + 1 = 36
Will 38 = 10 + 10 + 8 + 4 + 1 + 2 + 3 = 38
Hit Points/Surges
Hit Points: 138, Bloodied: 69, Surge Value: 34, Surges per Day: 9
Initiative/Movement
Intitiative: +37 (10+8+8+7+4(*timeless locket)), +7 to allies
Speed: 6
Powers
At-Wills: Spirit Infusion, Direct the Strike, Spirit of the Tempest
Theme: Spirit of Athas
Encounter 1: Powerful Warning
Daily 1: Spirit of the Healing Flood
Encounter 2: Grappling Spirits
Utility 2: Spirit's Sacrifice
Encounter 3: Granite Armor
Daily 5: Scent of Victory (@L15 retrain to Shrieking Wind Spirits)
Utility 6: Reorient the Axis
Encounter 7: Hammer of the Grasping Tides
Daily 9: Primordial Retribution
Utility 10: Call Forth the Spirit World
Encounter 11: Hailburst
Utility 12: Balm of Rain
Encounter 13: Blade Burst Trap (replaces Powerful Warning)
Daily 15: War Master's Assault (replaces Spirit of the Healing Flood)
Utility 16: Bolstering Shout
Encounter 17: We Will Not Fail (replaces Granite Armor)
Daily 19: Primordial Retribution (replaces L9 Primordial Retribution)
Daily 20: Rain Serpent Elemental
Feats
Human: Spirit of Vigor
L1: Hybrid Talent (Spirit's Power)
L2: Primal Sharpshooter (Grappling Spirits)
L4: Versatile Expertise (Spear, Totem)
L6: Superior Implement Training (Accurate Totem)
L8: Battlewise
L10: Improved Initiative (retrained to Fight On at level 11)
L11: Combat Commander
L12: Elemental Spirit Adept
L14: Nimble Spirit
L16: Shield Proficiency (Light)
L18: Improved Defenses
L20: Improved Initiative (retrained to Superior Initiative at level 21)
L21: Primal Resurgence
Items
Shared Valor Armor +4, Magic Javelin +4, Life River Totem +4, Timeless Locket +4, Diamond Cincture (Heroic), Focused Shield, Gloves of the Healer, Battle Standard of Healing
Level 21 Turn 1 / Basics
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Initiative: +37 for self, +7 to allies
At-Will: Spirit Infusion, grant basic with +2 to hit, +7 to damage, 7 temp hps when spirit summoned next to ally, +1 to hit against all enemies adjacent to spirit when it's dismissed
Turn 1 Daily Enabling Nova
1. Go first.
2. (Free) Drop Spirit.
3. (Move) Reorient the Axis, everyone move to one target, adjacent to you if poss.
4. (Minor) Bolstering Shout, 1/2 healing surge temp hps to all
5. (Standard) War Master's Assault (use Grappling Spirits)
6. (Free) Use We Will Not Fail if you miss
7. (AP Standard) Spirit Infusion, ally gets back 3d6 hps
Turn 1 Encounter Control
1. Go first.
2. (Free) Spirit in middle of monsters.
3. (Encounter) Hammer of Grasping Tides.
4. (Free) We Will Not Fail on any miss.
5. (Move) Reorient the Axis (allies adjacent to you), move spirit
6. (Minor) Call Forth the Spirit World (-2 to attack for enemies), 1/2 healing surge temp hps for all
7. (AP Standard) Grappling Spirits on another target, or Hailburst if you have targets, 3d6 hps for ally.
Turn 1 Encounter Nova
1. Go first.
2. (Free) Spirit next to ally.
3. (Move) Reorient the Axis (converge on a target).
4. (Minor) Bolstering Shout, 1/2 healing surge temp hps for all
5. (Standard) Spirit Infusion, everyone gets +1 to hit against all targets
6. (Free) Resummon spirit.
7. (AP Standard) Spirit Infusion, everyone gets another +1 to hit, 3d6 hps for ally.
Turn 1 Daily Control Nova
1. Go first.
2. (Minor) Primordial Retribution
3. (Standard) Restrain attack w/PR.
4. (Move) Reorient the Axis.
5. (Free) Drop spirit.
6. (AP Standard) Rain Serpent Elemental, 3d6 hps for ally
7. (Free) We Will Not Fail on any miss
Immediate: Blade Burst Trap available turn 1 in all cases.
Skills: Endurance/Nature/Heal/Insight double roll, Perception maxes, +Speak with Spirits 1/enc
Rainbringer: 2 utilities, 3 healing surge powers to trigger it
Temp Hps: Still have Spirit of Vigor for use w/Spirit Infusion
More Surges: Rain Serpent zone, Bolstering Shout for second winds, Balm of Restoration
Enjoy the build!
(Ignore the subsequent posts; those are remnants of the old writeup.)