Build Objectives:1. Create an instant advantage, without relying too heavily on any particular items.
2. Be able to take a hard punch to the chin, and laugh it off.
How do we do it?1. Go first.
2. Action Point on T1-- use your attacks to hammer multiple bad guys at once.
3. Have enough defensive tools to remain standing after being heavily focus fired.
Build Features
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1. Huge personal Init mod-- +40 by 30th, and +18 as early as L11, completely naked.
-- Along the way, he also provides a +(Cha mod) Init boost for his entire party. By 30th, this is +9.
2. Strong defensive features. They are numbered here according to the level at which they are aquired:
1. 1/enc Inspiring Word
1. Hide Armor (via Hybrid Talent, Warlord Armor Proficiency)
6. Sudden Scales
10. Fog Form
11. gain Resist 10 All when you AP.
12. Destined For Greatness
22. Wind Shape
3. Area burst 2 in 10 Blazing Starfall, by L12.
4. 2 powers to help allies gain position-- Knight's Move (@2nd), and Tactical Orders (@16th)
5. An extra AP each day, beginning at L16.
6. Quickened Blazing Starfall @ L21... so you're hitting Team Monster with 3 area burst powers before they get a turn.
L30 CB Summary, with manual edits to allow for Essentials feats
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====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 30
Human, Warlord|Sorcerer, Adroit Explorer, Demigod
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Ambitious Effort: Ambitious Effort New Power
Arcane Admixture Damage Type: Arcane Admixture Thunder
Divine Spark: Divine Spark Charisma
Divine Spark: Divine Spark Dexterity
Arcane Admixture Power: Blazing Starfall
Quickened Spellcasting: Blazing Starfall
FINAL ABILITY SCORES
Str 10, Con 14, Dex 26, Int 14, Wis 12, Cha 28.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.
AC: 44 Fort: 38 Reflex: 41 Will: 47
HP: 171 Surges: 8 Surge Value: 42
TRAINED SKILLS
Insight +21, Diplomacy +29, Athletics +19, Intimidate +29, Arcana +22
UNTRAINED SKILLS
Acrobatics +22, Bluff +24, Dungeoneering +16, Endurance +16, Heal +16, History +17, Nature +16, Perception +16, Religion +17, Stealth +22, Streetwise +24, Thievery +22
FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
Level 2: Implement Focus (dagger)
Level 4: Versatile Expertise (retrained to Superior Initiative at Level 21)
Level 6: Improved Initiative
Level 8: Dual Implement Spellcaster
Level 10: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 11: Resounding Thunder
Level 12: Arcane Admixture
Level 14: Improved Defenses
Level 16: Arcane Reserves
Level 18: Arcane Initiate
Level 20: Destructive Wizardry
Level 21: Quickened Spellcasting
Level 22: Sorcerous Flux
Level 24: Superior Reflexes
Level 26: Superior Will
Level 28: Ruthless Spellfury
Level 30: Arcane Spellfury
POWERS
Ambitious Effort New Power: Chains of Fire
Arcane Initiate: Winged Horde
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Acid Orb
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Ice Dragon's Teeth (retrained to Swirling Stars at Level 12)
Hybrid daily 5: Howling Tempest
Hybrid utility 6: Sudden Scales
Hybrid encounter 7: Thunder Bomb
Hybrid daily 9: Howling Hurricane
Hybrid utility 10: Fog Form
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Tactical Orders
Hybrid encounter 17: Thunderstroke (replaces Swirling Stars)
Hybrid daily 19: Lightning Daggers (replaces Howling Tempest)
Hybrid utility 22: Wind Shape
Hybrid encounter 23: We Will Not Fail (replaces Chains of Fire)
Hybrid daily 25: Acid Typhoon (replaces Howling Hurricane)
Hybrid encounter 27: Thunderous Might (replaces Thunder Bomb)
Hybrid daily 29: Hellish Firestorm (replaces Lightning Daggers)
ITEMS
Adventurer's Kit, Magic Incendiary dagger +6 (2), Magic Elderhide Armor +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Initiative Modifier: +40.
Party Init Boost: +9.
Utility Powers:
Knight's Move
Sudden Scales
Fog Form
Destined for Greatness
Tactical Orders
Wind Shape
Divine Regeneration
At-Wills:
Blazing Starfall, +34 vs Reflex, 2d4+40.
-- Area burst 2 within 10.
-- +4 damage when you hit multiple targets (Destructive Wizardry)
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
-- Quickened once per encounter.
Acid Orb, +34 vs Reflex, 2d10+36.
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
Direct the Strike, variable
Encounter Powers:
Pincer Maneuver, variable. (ally bonus for attacking from flanking = +9 damage)
Thunderstroke, +34 vs Reflex 2d8+36 damage
-- +3d8 damage to target in origin square
-- Area burst 2 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)
We Will Not Fail, variable. (ally bonus to damage = +7 damage)
Thunderous Might, +33 vs Fortitude 4d8+36 damage
-- Area burst 2 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Daily Powers:
War Master's Assault, variable. (ally bonus to hit and damage = +9)
Bloodied Greatness, variable
Acid Typhoon, +33 vs Fortitude 4d8+36, ongoing 10 Acid damage (save ends).
-- Miss = 1/2 damage, and ongoing 5 Acid damage (save ends)
-- Area burst 3 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Hellish Firestorm, +33 vs Fortitude, 3d10+40, ongoing 10 Fire damage (save ends)
-- Miss = 1/2 damage, and ongoing 5 Fire damage (save ends)
-- Area burst 3 within 20 squares
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Level Progression:Level 1 Snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 1
Human, Warlord|Sorcerer
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
FINAL ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.
AC: 16 Fort: 13 Reflex: 14 Will: 16
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Insight +5, Diplomacy +9, Athletics +3, Intimidate +9
UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +4, Dungeoneering, Endurance, Heal, History +1, Nature, Perception, Religion +1, Stealth +2, Streetwise +4, Thievery +2
FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
POWERS
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Acid Orb
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
ITEMS
Incendiary dagger, Hide Armor, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Initiative Mod: +5
Party Init Boost: +2
At-Wills:
Blazing Starfall. +5 vs Reflex, 1d4+9 damage.
Acid Orb. +5 vs Reflex, 1d10+7
Direct the Strike, variable
Encounter Power:
Powerful Warning.
Daily Power:
Destructive Surprise.
Comments:
At this point, you're comparable to many other Level 1 Strikers, except that you pack a 1/enc heal. Hide armor and operating at range give you solid survivability, and you're able to switch gears between hitting your enemies with personal attacks, or ordering your allies to punch monsters in the face.
L2
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Feat: Implement Focus.
2U: Knight's Move (Warlord 2U).
We gain +1 static damage, and can now throw a move to one of our allies.
L3
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3E: Ice Dragon's Teeth.
This pick is made to help a little with control. The damage is decent, the power benefits from your Incendiary Dagger's +1 vs Reflex, and the Slow is handy.
L4
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Stat-Ups: +1 Cha, +1 Dex
Feat: Versatile Expertise (Light Blade, _____)
Nothing much to say here. Accuracy is king, and we're pumping our key stats.
L5
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D5: Howling Tempest.
Deafened is basically pointless, but big slide and auto damage = good times.
L6
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Feat: Improved Initiative
6U: Sudden Scales
This is an awesome level. Sudden Scales is a great 'out', and Improved Initiative bumps your Initiative Mod up to a robust +12.
L7
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7E: Thunder Bomb.
Another area burst 1 Slow, but this one attacks Fort (meh), and Immobilizes the target in the origin square of the burst (nice!). Naturally, it also has the Thunder keyword, which is cool later on.
L8
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Stat-Ups: +1 Cha, +1 Dex.
Feat: Dual Implement Spellcaster
Stats round up to even numbers, which is always a great thing. DIS also gives you a decent damage boost.
L9
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9D: Howling Hurricane.
I actually like Howling Tempest far better than this cousin of it, but the damage here remains solid, and by L9, you're already sliding targets you hit with it 5 squares. Lots of tactical application here, and... there's the Thunder keyword again.
L10
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Feat: Expert Combat Leader.
10U: Fog Form.
Another "No, you don't!" to help keep you up and active, and retrain fodder that gives you a +1 init boost for your party over what you already brought to the table.
Level 11 Snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 11
Human, Warlord|Sorcerer, Adroit Explorer
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Ambitious Effort: Ambitious Effort New Power
FINAL ABILITY SCORES
Str 9, Con 13, Dex 19, Int 13, Wis 11, Cha 21.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.
AC: 25 Fort: 21 Reflex: 22 Will: 24
HP: 75 Surges: 7 Surge Value: 18
TRAINED SKILLS
Insight +10, Diplomacy +15, Athletics +8, Intimidate +15
UNTRAINED SKILLS
Acrobatics +8, Arcana +6, Bluff +10, Dungeoneering +5, Endurance +5, Heal +5, History +6, Nature +5, Perception +5, Religion +6, Stealth +8, Streetwise +10, Thievery +8
FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
Level 2: Implement Focus
Level 4: Versatile Expertise
Level 6: Improved Initiative
Level 8: Dual Implement Spellcaster
Level 10: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 11: Resounding Thunder
POWERS
Ambitious Effort New Power: Vengeance is Mine
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Acid Orb
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Ice Dragon's Teeth
Hybrid daily 5: Howling Tempest
Hybrid utility 6: Sudden Scales
Hybrid encounter 7: Thunder Bomb
Hybrid daily 9: Howling Hurricane
Hybrid utility 10: Fog Form
ITEMS
Adventurer's Kit, Magic Earthhide Armor +3, Magic Incendiary dagger +2, Magic Incendiary dagger +3, Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Initiative Mod: +18
Party Init Boost: +5
Utility Powers:
Knight's Move
Sudden Scales
Fog Form
At-Wills:
Blazing Starfall, +15 vs Reflex, 1d4+21 damage.
Acid Orb. +15 vs Reflex, 1d10+18 damage.
Direct the Strike, variable.
Encounter Powers:
Powerful Warning
Vengance is Mine-- with which you use Acid Orb.
Ice Dragon's Teeth, +15 vs Reflex, 2d8+18.
Thunder Bomb, +14 vs Fort, 2d8+18. Now an area burst 2 in 10.
Daily Powers:
Destructive Surprise
Howling Tempest, +14 vs Fort, 2d6+18 damage. Now an area burst 2 in 10.
Howling Hurricane, +14 vs Fort, 3d8+18 damage. Now an area burst 2 in 10.
Comments:
At this point, a lot of pieces are in place. Your Init mod is high enough that you go early as a matter of habit, and you're giving your party a big enough boost that they should have solid positions in the initiative order, as well.
What you're looking to do on T1 (turn 1) at this point is simple: rush forward and drop 1 or 2 (depending on AP availability) Area burst 2 within 10 powers on Team Monster.
When you get to use that AP, you're a very happy camper. In addition to letting you attack that 5x5 box twice, it also gives you Resist 10 all until the end of your next turn.
Since you aren't relying on defensive Immediates to keep you safe after you AP, you get to laugh for two reasons if you get hit before your second turn... 1) you take 10 less damage, and that's always funny. 2) Vengance is Mine means you get to throw an Acid Orb in your assailant's face, and let an ally punch it in the teeth.
If the DM goes after one of your friends, instead... Powerful Warning is waiting.
L12
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Feat: Arcane Admixture: Thunder @ Blazing Starfall.
12U: Destined for Greatness.
Retrain: (lose) Ice Dragon's Teeth, (gain) Swirling Stars
Your Blazing Starfall is now an Area burst 2 within 10 squares. Destined for Greatness makes you VERY tough to keep out of a fight.
L13
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(lose Powerful Warning)
13E: Pincer Maneuver
Your allies will use Pincer Maneuver to jump into flanking, and they'll be rewarded with +(Cha mod) damage for their willingness to do so. By the time you get this, that (Cha mod) already = +5. This power is a weapon.
L14
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Stat-Ups: +1 Cha, +1 Dex.
Feat: Improved Defenses.
Even numbered level + stats rounding to an even number + Improved Defenses = +3 to Fortitude, +4 to Reflex, +4 to Will.
Gotta love it!!!
L15
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(lose Destructive Surprise)
D15: War Master's Assault.
War Master's Assault gives +(Cha mod) to all of the related attacks. At L15, your Cha mod is +6. That's a recipe for fine red mist.
L16
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Feat: Arcane Reserves.
16U: Tactical Orders.
At this point, you also get the sweeeeet L16 Adroit Explorer feature, which is a bonus Action Point every time you take an extended rest. In other words, you get to AP nova on T1 in each of your first 3 encounters of any given workday. For all of you LFR players, that's just what the doctor ordered.
Another side effect of using your AP to blow your Arcane encounter powers on T1... you benefit from Arcane Reserves for the rest of the encounter.
Tactical Orders gets picked up here to help you and Team Hero with positioning. Want to make life rough for Team Monster's Artillery? Tactical Orders + move = you can drop bombs on a 5x5 box 22 squares away from where you started-- and drag your Defender closer to Team Monster in the process.
L17
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(lose Swirling Stars)
17E: Thunderstroke
Thunderstroke = area burst 2 in 20 (for you), and whoever has the misfortune of being in the origin square is a sad panda.
L18
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Stat-Ups: +1 Cha, +1 Dex.
Feat: Arcane Initiate.
This isn't an exciting level, but it's a stepping stone.
L19
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(lose Howling Tempest)
19D: Lightning Daggers.
Not much conversation needed around this one.
L20
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Feat: War Wizardry
20D: Bloodied Greatness
War Wizardry throws a nice damage boost on top of your area burst powers, and makes that T1 hurt a bit more. Bloodied Greatness is basically a throw-in.
L21 Snapshot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Blitz, level 21
Human, Warlord|Sorcerer, Adroit Explorer, Demigod
Hybrid Talent: Warlord Armor Proficiency
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Sorcerous Power: Sorcerous Power Dexterity
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Ambitious Effort: Ambitious Effort New Power
Arcane Admixture Damage Type: Arcane Admixture Thunder
Divine Spark: Divine Spark Dexterity
Divine Spark: Divine Spark Charisma
Arcane Admixture Power: Blazing Starfall
Quickened Spellcasting: Blazing Starfall
FINAL ABILITY SCORES
Str 10, Con 14, Dex 24, Int 14, Wis 12, Cha 26.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.
AC: 36 Fort: 31 Reflex: 34 Will: 36
HP: 126 Surges: 8 Surge Value: 31
TRAINED SKILLS
Insight +16, Diplomacy +23, Athletics +14, Intimidate +23, Arcana +17
UNTRAINED SKILLS
Acrobatics +16, Bluff +18, Dungeoneering +11, Endurance +11, Heal +11, History +12, Nature +11, Perception +11, Religion +12, Stealth +16, Streetwise +18, Thievery +16
FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Incendiary dagger)
Level 2: Implement Focus
Level 4: Versatile Expertise
Level 6: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 8: Dual Implement Spellcaster
Level 10: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 11: Resounding Thunder
Level 12: Arcane Admixture
Level 14: Improved Defenses
Level 16: Arcane Reserves
Level 18: Arcane Initiate
Level 20: Destructive Wizardry
Level 21: Quickened Spellcasting
POWERS
Ambitious Effort New Power: Chains of Fire
Arcane Initiate: Chilling Cloud
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Acid Orb
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Destructive Surprise
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Ice Dragon's Teeth (retrained to Swirling Stars at Level 12)
Hybrid daily 5: Howling Tempest
Hybrid utility 6: Sudden Scales
Hybrid encounter 7: Thunder Bomb
Hybrid daily 9: Howling Hurricane
Hybrid utility 10: Fog Form
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Destructive Surprise)
Hybrid utility 16: Tactical Orders
Hybrid encounter 17: Thunderstroke (replaces Swirling Stars)
Hybrid daily 19: Lightning Daggers (replaces Howling Tempest)
ITEMS
Adventurer's Kit, Magic Stalkerhide Armor +5, Magic Incendiary dagger +5, Magic Incendiary dagger +4, Amulet of Protection +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Initiative Mod: +33
Party Init Boost: +8
Utility Powers:
Knight's Move
Sudden Scales
Fog Form
Destined for Greatness
Tactical Orders
At-Wills:
Blazing Starfall, +26 vs Reflex 2d4+35.
-- +4 damage when you hit multiple targets (Destructive Wizardry)
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
Acid Orb, +26 vs Reflex 1d10+31.
-- +2 damage when you have expended your Arcane Encounter powers (Arcane Reserves)
Direct the Strike, variable
Encounter Powers:
Thunder Bomb, +25 vs Fort 2d8+31.
-- Area burst 2 within 10 (Resounding Thunder)
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Chains of Fire, +26 vs Reflex 2d8+35.
-- +4 damage when you hit multiple targets (Destructive Wizardry)
Pincer Maneuver, variable (ally bonus for attacking from flanking = +8 damage)
Thunderstroke, +26 vs Reflex 2d8+31.
-- +3d8 damage @ target in origin square.
-- Area burst 2 within 20 (Resounding Thunder)
Daily Powers:
Howling Hurricane, +25 vs Fortitude 3d8+31.
-- Area burst 2 within 10 (Resounding Thunder)
-- +4 damage when you hit multiple targets (Destructive Wizardry)
War Master's Assault, variable. (party bonus to hit and damage = +8)
Lightning Daggers, +26 vs Reflex 2d4+31.
Bloodied Greatness, variable.
Comments:
Quickened Spellcasting arrives, and things get silly.
Your new T1... after rocking out on Initiative.
--Action Point--, gain Resist 10 all
(move) as needed
(standard) Thunderstroke
(standard) Thunder Bomb
(minor) Blazing Starfall
Factoring in Destructive Wizardry, the statics alone add up to more than 110 damage. In other words, you just made a mess... and are left standing there with Resist 10 all, and a smirk on your face.
L22
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Feat: Sorcerous Flux
22U: Wind Shape
Your T1 becomes even more devastating, as Sorc Flux lets you designate one guy to be your new girlfriend. Wind Shape gives you another proactive defensive power, and you spend a lot of time laughing, and feeling invincible.
L23
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(lose Chains of Fire)
23E: We Will Not Fail (Warlord 17E)
This one is taken to cut your number of Arcane Encounter powers down to two, and to add a little more sillycakes to your T1. It stands to reason that you're going to miss at least one attack during that onslaught, and We Will Not Fail gives you an opportunity to get one of your buddies involved in the rain of pain.
L24
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Stat-Ups: +1 Cha, +1 Dex.
Feat: Superior Reflexes
...aaaannndddd, Divine Recovery, from Demigod ED.
At this point, you should have to TRY to die.
As if that weren't enough, you now have Combat Advantage for that T1 burst nova, thanks to Superior Reflexes.
L25
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(lose Howling Hurricane)
25D: Acid Typhoon.
Thanks to Resounding Thunder, this is an Area burst 3 within 20.
L26
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Feat: Superior Will
26U: Divine Regeneration
Even Daze and Stun can't stop you now. I want to point out the synergy between Superior Reflexes & Superior Will and Destined for Greatness. Not only are you getting to attempt a save at the start of your turn, you get a 2nd chance at it, with a substantial bonus to the roll, AND you get to spend a surge. In other words, you're going to make that save far more often than you aren't.
The sillycakes that is Divine Regeneration is well documented. Have fun, sirs.
L27
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(lose Thunder Bomb)
27E: Thunderous Might
This is an Area burst 2 within 20 squares, and you get to slide targets 7 squares by the time you get this. In other words, you can drop this on backrank types, slide them into the frontline, and attack a bigger clump with your Thunderstroke and Quickened Blazing Starfall.
L28
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Stat-Ups: +1 Cha, +1 Dex.
Feat: Ruthless Spellfury
Your last stat bumps. At this point, you are giving out a +9 Init boost to your party. Ruthless Spellfury also gives you a chance of completely removing someone from the grid during your T1 burst nova.
L29
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(lose Lightning Daggers)
29D: Hellish Firestorm
Like Acid Typhoon, Resounding Thunder turns this into an Area burst 3 within 20 squares. This one also gives ongoing damage (save ends), even on a miss.