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Switch to Forum Live View The Illusion of Hope: An Orbizard|Invoker
3 years ago  ::  Sep 27, 2010 - 12:35PM #1
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,975
This is an offshoot of one of my hybrid builds for my Hybrid Compendium. Basically, it does one trick extraordinarily well at level 13th and should be putting itself into top-tier controller builds just on that basis. Namely:
On an Action Point, it grants the party +Int to attack rolls against those targets until Start of Next Turn. At 11th, this is +5 to hit to hit against whoever was targeted by the Action Point attack. This also works for the Wizard|Invoker

13th level, it gains Seal of the Heretic. Because the Invoker choice is Wrath, it is -5 to all saves until End of Next Turn on a hit. As we're generally spending an Action Point, odds are we're not missing.

This is then followed up by an attack that does heavy control with a Save Ends. Stun, Dominate, etc...the people hit on this basis alone are not happy.

But this means really good things for the party - everyone in the party can target those people with their save ends attacks and get +Int to hit and have their targets have -5 to saves.

Finally, Orb of Heightened Imposition means that we can spend the Orb of Imposition power on any encounter power, not just wizard. So the next round, we can extend that -5 penalty to saves. This trick only works for the hybrid - the Wizard can't get Wrath, the Invoker can't get Orb of Imposition, and PMC'ing loses Flame of Hope.

level 13 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Invoker_Wizard, level 13
Deva, Invoker|Wizard, Flame of Hope
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Reflex
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Orb)
Hybrid Talent: Arcane Implement Mastery
Arcane Implement Mastery: Orb of Imposition

FINAL ABILITY SCORES
Str 11, Con 13, Dex 9, Int 21, Wis 21, Cha 13.

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


AC: 26 Fort: 20 Reflex: 25 Will: 26
HP: 71 Surges: 7 Surge Value: 17

TRAINED SKILLS
Religion +18, Insight +16, Arcana +16

UNTRAINED SKILLS
Acrobatics +5, Bluff +7, Diplomacy +7, Dungeoneering +11, Endurance +7, Heal +11, History +13, Intimidate +7, Nature +11, Perception +11, Stealth +5, Streetwise +7, Thievery +5, Athletics +6

FEATS
Level 1: Unarmored Agility
Level 2: Battle Intuition
Level 4: Versatile Expertise
Level 6: Superior Implement Training (Accurate orb)
Level 8: Enlarge Spell
Level 10: Hybrid Talent
Level 11: Initiate of the Faith
Level 12: Spell Focus

POWERS
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Winged Horde
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Silent Malediction
Hybrid utility 2: Shield
Hybrid encounter 3: Maze of Mirrors
Hybrid daily 5: Visions of Avarice
Hybrid utility 6: Demand Justice
Hybrid encounter 7: Twist of Space
Hybrid daily 9: Mirage Arcana
Hybrid utility 10: Illusory Wall
Hybrid encounter 13: Seal of the Heretic (replaces Maze of Mirrors)

ITEMS
Accurate orb of Heightened Imposition +3, Shimmering Githweave Armor +3, Accurate orb of Nimble Thoughts +1, Resplendent Cloak +3, Symbol of Victory +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


level 30 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Invoker_Wizard, level 30
Deva, Wizard/Invoker, Flame of Hope, Soul of the World
Covenant Manifestation Option: Manifestation of Wrath
Hybrid Invoker Option: Hybrid Invoker Reflex
Hybrid Talent Option: Arcane Implement Mastery
Arcane Implement Mastery Option: Orb of Imposition
Knowledge of Ancient Lives Option: Knowledge of Ancient Lives (Warlord)
Past Spirit Option: Past Spirit (Tiefling)
Past Spirit Option: Past Spirit (Drow)
Auspicious Birth (Auspicious Birth Benefit)
 
FINAL ABILITY SCORES
STR 12, CON 14, DEX 10, INT 28, WIS 28, CHA 14
 
STARTING ABILITY SCORES
STR 10, CON 12, DEX 8, INT 16, WIS 16, CHA 12
 
 
AC: 43 Fort: 41 Ref: 43 Will: 45
HP: 154 Surges: 8 Surge Value: 38
 
TRAINED SKILLS
Arcana +35, Insight +29, Religion +35
 
UNTRAINED SKILLS
Acrobatics +15, Athletics +16, Bluff +17, Diplomacy +17, Dungeoneering +24, Endurance +17, Heal +24, History +30, Intimidate +17, Nature +24, Perception +30, Stealth +20, Streetwise +17, Thievery +15
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Deva Racial Power: Memory of a Thousand Lifetimes
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Orb of Imposition  Power: Orb of Imposition
Cleric Utility: Healing Word
Tiefling Racial Power: Infernal Wrath
Drow Racial Power: Cloud of Darkness
Invoker Attack 1: Hand of Radiance
Wizard Attack 1: Freezing Burst
Wizard Utility 2: Shield
Invoker Utility 6: Demand Justice
Warlord Utility 6: Reorient the Axis
Wizard Utility 10: Illusory Wall
Flame of Hope Attack 11: Numinous Cascade
Flame of Hope Utility 12: Blinding Ward
Invoker Attack 13: Seal of the Heretic
Insight Utility 16: Insightful Riposte
Invoker Attack 19: Forced Submission
Flame of Hope Attack 20: Sunburst Bulwark
Warlord Utility 22: Rush of Battle
Wizard Attack 23: Chain Lightning
Wizard Attack 25: Prismatic Spray
Soul of the World Utility 26: Past Life Manifestation
Wizard Attack 27: Impenetrable Gloom
Wizard Attack 29: Visions of Wrath
 
FEATS
Level 1: Unarmored Agility
Level 2: Battle Intuition
Level 4: Orb Expertise
Level 6: Superior Implement Training (Accurate orb)
Level 8: Enlarge Spell
Level 10: Hybrid Talent
Level 11: Initiate of the Faith
Level 12: Spell Focus
Level 14: Staff Expertise
Level 16: Improved Defenses
Level 20: Skill Power
Level 21: Dispater's Iron Discipline
Level 21: Superior Initiative
Level 22: Royal Command of Asmodeus
Level 24: Lolth Blessed
Level 26: Epic Fortitude
Level 28: Quickened Spellcasting
Level 30: Arcane Familiar
 
ITEMS
Accurate orb of Heightened Imposition +6 x1
Symbol of Victory +2 x1
Cunning Quarterstaff +6 x1
Opal Ring of Remembrance (epic tier) x1
Circlet of Arkhosia (epic tier) x1
Zephyr Boots (epic tier) x1
Belt of the Witch King (paragon tier) x1
Robe of Eyes Mindpatterned Armor +6 x1
Ring of Free Time (epic tier) x1
Many-Fingered Gloves (paragon tier) x1
Greater Ring of Invisibility (epic tier) x1
Curse Eye Tattoo (heroic tier) x1
Cloak of Distortion +5 x1
Bracers of Mental Might (heroic tier) x1
Siberys Shard of the Mage (epic tier)
Accurate orb of Nimble Thoughts +4
====== End ======



iplay4e(with dnd4e file)
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3 years ago  ::  Sep 27, 2010 - 12:35PM #2
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,975
Paragon Tactics Show

A reasonably straightforward Wizard|Invoker who concentrates on the following things:
Going first
Starting a party nova with an action point
Severely penalizing saves for enemies in a way that it helps the entire party.

Cleric is really just for the Holy Symbol slot. Assuming he gets a critical hit at some point, he gets an action point to be spent later.

Basically, this is what happens:
He goes first(high initiative)
Spends an action point and uses Seal of the Heretic - he has a +Int bonus to hit(for him and the rest of the party until start of turn on the targets)
Uses a Daily of his choice on the targets he used Seal of the Heretic on. He has +Int to hit and they're likely at -5 or -7 or worse to saves(I haven't gone through and found all the penalty to save items). All his Dailies involve the targets having extraordinarily hard difficulty in being able to act.
On his next round, he extends Seal of the Heretic with the special property of his Orb.

If all goes well, the party nukes the living daylights out those 3 targets. Note that this is really the only way to pull the stunt with Seal of the Heretic that I'm doing - you need the Wrath rider option and Orb of Imposition to make it work.


Epic Tactics Show

New things start to show up throughout Epic due to his Epic Destiny. Namely, he qualifies as a Tiefling and a Drow..
Royal Crown of Asmodeus = Stun -> Dominate
Greater Ring of Invisibility+Cloud of Darkness means he's effectively invisible for a significant percentage of combats or gaining constant CA.
Dispater's Iron Discipline = +Int to all saves vs. Dominate, Daze, and Stun. Crown of Arkhosia = make a save at the start of your turn. This is effectively near-immunity to those effects. This might even be valuable enough to move up to sooner.
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3 years ago  ::  Sep 27, 2010 - 12:42PM #3
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,975
(more posts to talk about things)
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3 years ago  ::  Sep 27, 2010 - 12:42PM #4
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,975
(now ok to post)
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3 years ago  ::  Sep 27, 2010 - 12:46PM #5
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260
NICE!  This build made me fall for invokers btw.  I updated your submission thread name/link to this one.  Can't wait!
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3 years ago  ::  Sep 27, 2010 - 1:08PM #6
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,975
I'm still working out the exact details of Secrets of Belial and Knowledge of Ancient Lives. He'll likely retrain Time Stop into Quickening Order as an example.
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3 years ago  ::  Sep 27, 2010 - 6:51PM #7
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498
This... is really good.

Solid defenses through the early stages of its career (L+14 AC is OK with me for ranged operators), great powers to choose from, defining 'trick'/element, better utilities than a straight invoker, Memory of a Thousand Lifetimes, etc... Feat progression is solid...

Other than possibly adapting power selection to  varying tastes, there's really nothing I see that would improve the build at all. This one is really well put together.

I like it a LOT.
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3 years ago  ::  Sep 27, 2010 - 7:26PM #8
Alanlichen
Date Joined: Aug 30, 2007
Posts: 377
For items, a familiar with a staff of defence might be good to switch that orb after you roll the initiative. 
Also, Warp in the Weave, the Lv 7 encounter utility might be good go grab, since you don't have many HP anyway and spend an HS to ignore damages from one area attack and its annoying effects is another way to keey you rocking.
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3 years ago  ::  Sep 27, 2010 - 7:46PM #9
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,975

Sep 27, 2010 -- 6:51PM, Auspex7 wrote:

This... is really good.

Solid defenses through the early stages of its career (L+14 AC is OK with me for ranged operators), great powers to choose from, defining 'trick'/element, better utilities than a straight invoker, Memory of a Thousand Lifetimes, etc... Feat progression is solid...

Other than possibly adapting power selection to  varying tastes, there's really nothing I see that would improve the build at all. This one is really well put together.

I like it a LOT.




Thanks! I like how it fits all together. Now I just need to figure out what I want for that 'pick any other class and be able to retrain powers into it' trick. I'm looking for the really killer utility powers primarily.

Sep 27, 2010 -- 7:26PM, Alanlichen wrote:

For items, a familiar with a staff of defence might be good to switch that orb after you roll the initiative.  
Also, Warp in the Weave, the Lv 7 encounter utility might be good go grab, since you don't have many HP anyway and spend an HS to ignore damages from one area attack and its annoying effects is another way to keey you rocking.





The character generally needs 2 orbs - the initiative one, the heightened imposition one, and then finally carries a Cunning Staff for the save penalties.

Warp in the Weave isn't anywhere near as good as Demand Justice for this build. Even when something gets lucky, I can force it to reroll...
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3 years ago  ::  Sep 27, 2010 - 7:54PM #10
Alanlichen
Date Joined: Aug 30, 2007
Posts: 377
Maybe another orb of Karmic resonance and inescapable force (both lowest level) in case? There would be no daily power limit after essential anyway.
Warp in the Weave is a defensive power and skill power, so it only costs one feat and does not auto kick out Demand Justice.
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