The Spartan – Fighter / Kensei / Ceaseless Guardian
Intro Note
This build is a slight rework and reformat of the old Spartan build found here. The reason for the New Thread is to provide more room for the new format, and so that I can continue to expand the info about the build as the old thread was running out of room.
This build uses the following sources: AV - Adventurer's Vault AV 2 - Adventurer's Vault 2 D XXX - Dragon Magazine, issue XXX MP - Martial Power MP 2 - Martial Power 2 PE: HoFL - Player’s Essentials: Heroes of the Forgotten Lands PHB - Player's Handbook PHB 2 - Player's Handbook 2 PHB 3 - Player's Handbook 3 PHH 1 - Player's Handbook Heroes: Series 1 PrP - Primal Power
Gear (Expected GP = 100): Trident (2) (AV) (10gp each, 20gp total) Scale Armor (PHB) (45gp) Heavy Shield (PHB) (10gp) Standard Adventurer's kit (PHB) (15gp) Total: 90gp
Discussion:
Okay first lets go over the ability score breakdown. Here we see that Strength receive most of the points (9 out of 22 each, for a 16 before racial modifiers) because it is our primary stat. Dexterity is close runner ups to Strength (7 out of 22, for a 15 before racial modifiers) this is primarily for feat qualification purposes, but also serves to buff our reflex and initiative. Wisdom gets most of the rest of our points (5 out of 22 for a 14 before racial) this once again is primarily for feat qualification purposes, but also serves to up our OA attacks, and Will Defense. Finally, Constitution receives the last point (1 out of 22, for an 11 before racial modifiers) for an extra bit of toughness. Intelligence and Charisma are the builds dump stats but since we are trained in Intimidate we put a 10 there and put the 8 in Intelligence.
From the get go you are a full on defender, with heavy armor, and the Toughness feat you can take a beating. Meanwhile your encounter and daily powers allow you to put down multiple marks and thanks to Shield Push ignoring your mark a dangerous option. Meanwhile Footwork Lure and Tide of Iron allow you to mess with your opponent’s plans by moving them around as needed.
At this level you pick up Spear Expertise helping to increase your accuracy and making charging a nice opening move for the build. You also pick up our first magic items for armor you pick up Dwarven Armor for some nice surge free healing once a day. Meanwhile for weapons you pick up an Inescapable Trident to help your accuracy some, and then last but not least you pick up the generic Amulet of Protection to boost your defenses. Now as for powers you get increased maneuverability with the Pass Forward Utility which can allow you to reposition with relative easy while sticking on your primary target.
At this level, you pick up Rain of Blows giving you the ability to help out the striker with some solid single target DPR once per encounter. With items you pick up Casque of Tactics to help your initiative.
Changes: +6 HP +1 to attacks, defenses, and checks Ability Score Boosts: +1 Strength (19), +1 Wisdom (15) New Feat: Battering Shield (PHB 3)
Magic Items (Expected GP = 3,200): L4 (840gp):Casque of Tactics (AV) L3 (680gp): +1 Inescapable Trident (AV) L2 (520gp):+1Scale Dwarven Armor (PHB) L1 [360gp):+1 Amulet of Protection (PHB) TOTAL: 2,400gp
Discussion:
At this level you pick up Battering Shield which increase the distance of your pushes and slides from your at will attacks and combat challenge attacks by 1 square. When it comes to stats you invest in Strength and Wisdom to advance you primary and secondary stat.
Changes: +6 HP New Daily Attack Power: Rain of Steel (PHB)
Magic Items (Expected GP = 4,480): L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV) L4 (840gp):Casque of Tactics (AV) L3 (680gp): +1 Inescapable Trident (AV) L2 (520gp):+1 Scale Dwarven Armor (PHB) L1 (360gp):+1 Amulet of Protection (PHB) TOTAL: 4,200gp
Discussion:
At this level, you get the powerful Rain of Steel giving you a nice way to up your DPR for an encounter once per day. Speaking of DPR at this level you pick up Iron Armbands of Power gives you a very welcome bonus to your damage.
Changes: +6 HP +1 to attacks, defenses, and checks New Feat: Swift Spear (D 379) New Utility Power: Daring Shout (PHH 1)
Magic Items (Expected GP = 6,400): L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB) L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV) L4 (840gp):Casque of Tactics (AV) L3 (680gp): +1 Inescapable Trident (AV) L1 (360gp):+1 Amulet of Protection (PHB) TOTAL: 6,280gp
Discussion:
Here you add in Swift Spear allowing you to slide opponents with your opportunity attacks helping you exert even more control over them. We also gain the utility Daring Shout a nice minor action mass mark with the added benefit of granting Temporary HP. For items you upgrade or any build for that matter. Also in this level you upgrade your armor for a nice boost to AC.
Changes: +6 HP New Encounter Attack Power: Come and Get It (PHB)
Magic Items (Expected GP = 9,600): L8 (3,400gp): +2 Steadfast Amulet (AV) L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB) L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV) L4 (840gp):Casque of Tactics (AV) L3 (680gp): +1 Inescapable Trident (AV) L2 (520gp):+1 Scale Dwarven Armor (PHB) TOTAL: 9,320gp Discussion:
At this level, you gain the awesome fighter power Come and Get it helping to make you just that much more sticky. You also replace the Amulet of Protection with a Steadfast Amulet helping to make you more resistant to the Stun and Daze conditions.
Changes: +7 HP +1 to attacks, defenses, and checks Ability Score Boosts: +1 Strength (20), +1Wisdom (18) New Feat: Polearm Momentum (MP)
Magic Items (Expected GP = 12,800): L8 (3,400gp): +2 Steadfast Amulet (AV) L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB) L7 (2,600gp): Rushing Cleats (AV) L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV) L4 (840gp):Casque of Tactics (AV) L3 (680gp): +1 Inescapable Trident (AV) TOTAL: 11,920gp
Discussion:
At this point you get a boost to Strength and Wisdom continuing to buff you primary stat and Secondary Stat. For feats you gain Polearm Momentum which turns all those Slide and Push effects you have into prone effects as well. Speaking of Pushing and Sliding you also pick up Rushing Cleats here to further increase the distance of you forced movement effects by 1 square. This means that you Combat Challenge attacks now Push the target 3 squares and knock them prone pretty much guarantying that the enemies attack is negated.
Changes: +6 HP New Daily Attack Power: Thicket of Blades (PHB)
Magic Items (Expected GP = 16,000): L8 (3,400gp): +2 Steadfast Amulet (AV) L8 (3,400gp): +2 Inescapable Trident (AV) L7 (2,600gp): +2 Drakescale Dwarven Armor (PHB) L7 (2,600gp): Rushing Cleats (AV) L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV) L4 (840gp): Casque of Tactics (Heroic Tier) (AV) TOTAL: 14,640gp
Discussion:
Here you gain the powerful daily Thicket of Blades allowing you a close burst attack that hands out the a save end slow effect to really help you lockdown multiple enemies. You also get an upgrade to our weapon allowing us better accuracy and damage with your attacks.
Changes: +6 HP +1 to attacks, defenses, and checks New Feat: Mobile Challenge (D 378) New Utility Power: Reactive Surge (PHB 3)
Magic Items (Expected GP = 22,400): L9 (4,200gp):+2 Feyslaughter Trident (AV) L8 (3,400gp): +2 Steadfast Amulet (AV) L8 (3,400gp):Gauntlets of the Ram (PHB) L7 (2,600gp):+2 Drakescale Dwarven Armor (PHB) L7 (2,600gp): Rushing Cleats (AV) L6 (1,800gp): Iron Armbands of Power (Heroic Tier) (AV) L4 (840gp):Casque of Tactics (Heroic Tier) (AV) TOTAL: 18,840gp
Discussion:
Here you pick up Reactive Surge a utility that will help you to stay standing by giving you an the ability to spend a surge when you are bloodied once an encounter. You also pick up Mobile Challenge allowing you to now have a chance to stuff Shift then Charge Tactics and overall increasing your ability to lockdown enemies by increasing your overall mobility. You also switch your Weapon over from Inescapable to Feyslaughter allowing you to lockdown even teleporting enemies.
Okay here not much changes about how you fight changes but you just do it better. You get a nice boost to accuracy from your Paragon Path feature Kensei Focus and Impaling Spear. Finally you get some added combat endurance out of the Diamond Cincture which gives you easy way to access a healing surge when you need it.
At this level you pick up your Multiclass into Warden which provides you free action mark ability useable once an encounter. Meanwhile you get the upgrade our armor again to sure up your defense and pick up Ultimate Parry a semi useful utility.
Here you trade out Hack and Hew for Scattering Sweep which works like your Daily Power Shift the Battlefield which is awesome. On the item front you upgrade your weapon and neck slot item and call it good.
At this level, you bump your main ability score in Strength and your secondary score in Wisdom. You also gain a nice boost to your Non-AC defense with the Improved Defense feat. Finally with items you get the Backlash Tattoo and Strikebacks for a nice set of reprisal powers.
At this level you add the Unyielding Avalanche daily attack power giving you another DPR boosting stance to go with Rain of Blows and at the same time giving you some more healing options. With items you upgrade your Casque of Tactics for a bit more initiative.
At this level you pick up the powerful feat Ubiquitous Shield getting rid of that pesky +2 to hit you from Combat Advantage. You also upgrade our Iron Armbands of Power which combines with you new class feature Kensei Mastery for a nice +6 bump to damage. Finally you pick up a nice emergency button in Iron Warrior Utility useful for spending a slightly ramped up healing surge and/or making a saving throw.
At this level you pick up the Mountain Breaking Blow allowing you to pick a single target, hit them for solid damage, push them up to 5 squares, knocking them prone, and then chase them down all in one power. You also get an upgrade to your armor for more AC to help keep you alive.
At this level you pick up the powerful Maneuvering Attack which allows you to get combat advantage against any enemy you slide, push, or pull with an attack which thanks to your multiple effects that do so means you should have constant CA against your enemies. You also get to bump your primary and secondary stat again. Meanwhile, when it comes to items you upgrade Steadfast Amulet to further boost your defenses.
Here you pick up Persistence of Blades another powerful Daily Stance . This one allows allows you a take a reroll when you make an attack and don’t like the results. With items you simply upgrade your Trident for a bit more accuracy and damage.
At this level you pick up armor Specialization Scale helping to increase your maneuverability and AC. Meanwhile you upgrade your Diamond Cincture for some more access to healing surges and a slight boost to fortitude defense. Finally you pick up a strong multimarking and maneuverability daily in Weapon Soul Dance.
Okay so you are finally at epic tier here you get a big boost to our mobility by retraining Mobile Challenge into Mobile Warrior. You are now able to punish more two enemies a round thanks to Rapid Combat Challenge. Finally you get a large bonus to Strength thanks to your epic destiny Ceaseless Guardian as well as a nice boost to speed. For items you upgrade your Armor for some more AC.
At this level, you pick up Martial Mastery which allows you to recharge an encounter power when you spend an AP which can be a big boost to your abilities for that combat. When it comes to powers you pick up Undeniable Challenge allowing you to enforce your mark even on those normally outside your range by simply not allowing them to attack anyone else for a round. For items you upgrade your Steadfast Amulet to increase your durability and call it good.
Here you upgrade Mountain Breaking Blow with Warrior’s Urging which gives you two encounter powers that can pull enemies to you. Looking at items you replace your Casque of Tactics with the Eye of Awareness giving you a nice boost to Will Defense and even more Initiative.
At this level you finally pick up Weapon Focus to help push you damage just that little bit extra. Speaking of upping your damage here you also pick up an upgrade to your weapon.
Here, you add Reaper’s Stance another auto damage power that hands out ongoing damage as well as weapon damage, and a nice boost to all your damage rolls based on your Dexterity. With items you upgrade your Casque of Tactics to the Superior Eye of Awareness giving you a larger bonus to Initiative along with a nice boost to your Will defense.
At this level you pick up the powerful utility Always Ready a nice daily power allowing you to once per day go first no matter what your initiative is. Meanwhile you get a boost to your Reflex defense with Epic Reflexes. Continuing down the increased durability line you also pick up that powerful Shadow Band giving you constant concealment and effectively +2 to AC and your Non AC defenses.
Here you pick up the powerful Cruel Reaper allowing you to not only mark lots of enemies with two close burst 2 attacks but reposition yourselves by providing a shift between attacks. Also you give your armor a final upgrade securing your AC.
At this level, you cash in on your final ability score investments, and pick up the feat Superior Initiative. With items you do the final upgrade to your neck slot item and pick up the final upgrade to your Iron Armbands of Power.
Here you pick up the awesomely powerful Force of Battle allowing you to deal more damage with your attacks as well as punishing those who stand next to you with a free At Will attack. With items you max out your weapon at a +6 leaving you primary item slots all maxed out.
The core concept is to make and effective and versatile defender able to adapt to the situation at hand. The build gains this by combining a number of factors from strong mark punishment, excellent maneuverability, and multiple forced movement effects. In the following section we will talk about what each element of the build brings to the table and now it works.
Part 1 - Marking
For a fighter the ability to mark and punish is key to their job as a defender. Out of the box the Fighter gives you the base ability to mark by allowing you to mark when ever you attack someone. This works well with the high number of multi-target powers you have to allow you to easily mark multiple enemies. Now while you can only attack one with your CC until epic when you get the ability to attack two just having the threat of the attack can go a long way to stopping the enemy as while you may know who you are going to attack they have no clue until you actually use the attack. You also pick up some nice ability to minor/free action mark with your utility powers and your MC ability. Overall you should be able to maintain multiple marks though out 67 rounds of combat by Epic level which should be more then enough.
Part 2 - Mark Punishment
The next part of the mark is your ability to punish and enforce the mark. For you this is done with the feat Shield Push. The feat by itself simple allows you to push a target with you CC attack, but with the build focus on forced movement you easily turn this into a push of 3 by early Paragon. Since your CC attack is an interrupt you should be able to use this forced movement to negate the enemies attack on your ally. Meanwhile the damage you deal with your CC attack is nothing to sneeze at either with high strength, weapon focus, Kensei bonus and other modifiers to damage you are dealing a solid amount of damage with your CC attack through out your career. This combines with you overall solid accuracy for a very powerful mark punishment.
Part 3 - Accuracy
A fighter needs to be able to hit the enemies if he hopes to deter them from attacking his allies. While the base weapon The Spartan uses is not the most accurate all together with your Class Features and feats you end up highly accurate. This starts off early with your weapon talent class feature and the early arrival of Spear Expertise. Once you get into paragon you get the bonus from Kensei and a way to get constant CA in with Maneuvering attack. For your OA attacks you also go with a Wisdom secondary stat to make them about as accurate as you can get an attack. Overall you end up being a nice highly accurate fighter especially in regards to your CC and OA attacks.
Part 4 - Mobility
One of the tactics that this build uses is a strong mobility. This is important as a Fighter requires that you be next to your marked enemy to enforce your mark punishment. To that end you need to be able to stay near your enemies, While, the fighter provides some amount of stickiness to prevent the enemies from moving away you also incorporate mobility to stay close to your target even if they try to escape. In early levels this takes the form of powers that allow you to shift and the feat mobile challenge. By Epic you are also sporting a nice 7 squares of movement and Mobile Warrior. All together these things allow you to consistently stay in the thick of combat where you can bring you ability to bare.
Part 5 - Forced Movement
One way to protect your allies that doesn’t require a mark punishment is to keep the enemies away from your allies. With this build you do that through a strong focus on forced movement effects such as slides, pulls, and pushes. Both your At wills give us this as do several of your encounters through out your career. Combined with your mobility this strong forced movement effect can be used to isolate enemies away from your allies and then keep them there.
Part 6 - Durability
With all your abilities you are going to be the target for a lot of attacks, to that end you need to be able to take the punishment. The build incorporates all the basic needs to survive with solid defenses and several abilities to spend your healing surges when needed. You also have solid HP and surge value thanks to the toughness feat. You can also use your mobility to help keep yourself up, by disengaging when overwhelmed. While you are not the most durable fighter out there you have plenty of ability to take a hit and keep on going.
A word on Items:
While the build above includes Item Optimization the base elements presented here are supported fully with in the confines of Class Features, Powers, and Feats. You can easily switch out the items with your desired items or with what items you can get your hands on and still be effective. The only thing the items do here is enhance the abilities of the build they do not actively determine the abilities of the build.
In this section we will take a look at some of the numbers the build generates in this case we are looking at the accuracy, damage and effects of your Combat Challenge attacks, and OA attacks. The numbers are generated using the suggested items presented in the base build, so there may be some changes if you do not use those items. In particular the items that are important for this section beyond the standard appropriate level magic weapon are: Iron Armbands of Power, Rushing Cleats, and Strikebacks.
Melee Basic Attack: +18 vs. AC or Reflex Hit: 1d8+9 damage, and the target is pushed 3 squares, and knocked prone. Critical: 2d6+17 damage, and the target is pushed 3 squares, and knocked prone
Melee Basic Attack: +31* vs. AC or Reflex Hit: 2d8+20 damage, and the target is pushed up to 3 squares, and is knocked prone, Critical: 4d6+40 damage, and the target is pushed 3 squares, and is knocked prone.
*At this point you should have near constant CA thanks to Maneuvering Attack the +2 to hit provided by that is calculated into the base to hit.
Melee Basic Attack: +39* vs. AC or Reflex Hit: 2d8+25 damage, and the target is pushed up to 3 square, and is knocked prone Critical: 6d6+45 damage, and the target is pushed up to 3 squares, and is knocked prone.
*At this point you should have near constant CA thanks to Maneuvering Attack the +2 to hit provided by that is calculated into the base to hit.
Melee Basic Attack: +21 vs. AC or Reflex Hit: 1d8+9 damage, and the target’s movement ends, you slide the target 3 squares, it is knocked prone. Critical: 2d6+17 damage, and the target’s movement ends, you slide the target 3 squares, it is knocked prone.
Melee Basic Attack: +36* vs. AC or Reflex Hit: 2d8+20 damage, and the target’s movement ends, you slide the target 3 squares, it is knocked prone Critical: 4d6+40 damage, and the target’s movement ends, you slide the target 3 squares, it is knocked prone.
*At this point you should have near constant CA thanks to Maneuvering Attack. The +2 to hit provided by that is calculated into the base to hit.
Melee Basic Attack: +46* vs. AC or Reflex Hit: 2d8+25 damage, and the target’s movement ends, you slide the target 3 squares, it is knocked prone. Critical: 6d6+45 damage, and the target’s movement ends, you slide the target 3 squares, it is knocked prone.
*At this point you should have near constant CA thanks to Maneuvering Attack. The +2 to hit provided by that is calculated into the base to hit.
Magic Items (Expected GP = 14,625,000): L29 (2.625,000gp): Ring of Free Time L29 (2.625,000gp):+6 Feyslaughter Trident (AV) L28 (2,125,000gp): +6 Steadfast Amulet (AV) L27 (1,625,000gp):+6 Elderscale Dwarven Armor (PHB) L27 (1,625,000 gp): Shadow Band (AV) L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV) L23 (425,000gp): Eye of Awareness (AV) L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2) L10 (5,000gp): Strikebacks (AV) L9 (4,200gp): Backlash Tattoo (AV 2) L7 (2,600gp): Rushing Cleats (AV) TOTAL: 12,509,800gp
What has Changed
While this build has higher upper level damage then the primary build by replacing Weapon Focus with Draconic Arrogance. However the build loses out a bit on the NAD side of things and loses Ubiquitous shield which combined make a big hit to the builds durability. Overall if you want a more aggressive version of the build this is a nice option if you don’t want to completely focus on DPR.
Magic Items (Expected GP = 14,625,000): L29 (2.625,000gp): Ring of Free Time L29 (2.625,000gp):+6 Feyslaughter Trident (AV) L28 (2,125,000gp): +6 Steadfast Amulet (AV) L27 (1,625,000gp):+6 Elderscale Dwarven Armor (PHB) L27 (1,625,000 gp): Shadow Band (AV) L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV) L23 (425,000gp): Eye of Awareness (AV) L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2) L10 (5,000gp): Strikebacks (AV) L9 (4,200gp): Backlash Tattoo (AV 2) L7 (2,600gp): Rushing Cleats (AV) TOTAL: 12,509,800gp
What has Changed
This build sacrifices durability and multi punishment ability for a much stronger overall single target DPR and Mark Punishment ability. However this build plays more as a Tough Striker with a side of a defender then a full on defender.
Encounter Attack Powers: L1 - Hack Hew (MP 2) (Replaced by Scattering Swing) L3 – Rain of Blows (PHB) (Replaced by Mountain Breaking Blow) L7 - Come and Get It (PHB) (Replaced by Warrior’s Urging) L7 - Come and Get it (PHB) (Obtained at 11th and Replace by Scattering Swing at 21st) L13 - Scattering Swing (MP) L13 - Scattering Swing (MP) L17 - Mountain Breaking Blow (PHB) (Replaced by Cruel Reaper) L23 - Warrior’s Urging (PHB) L27 - Cruel Reaper (PHB)
Daily Attack Powers: L1 – Comeback Strike (PHB) (Replaced by Strike of the Watchful Guard) L5 - Rain Steel (PHB) (Replaced by Reaper’s Stance ) L9 - Shift the Battlefield (PHB) (Replaced by Unyielding Avalanche) L15 - Unyielding Avalanche (PHB) L19 - Persistence of Blades (MP 2) (Replaced by Force of Battle) L20 - Bloodied Greatness (PHB 2) L25 - Reaper’s Stance (PHB) L29 - Force of Battle (PHB)
Magic Items (Expected GP = 14,625,000): L29 (2.625,000gp):Ring of Free Time L29 (2.625,000gp): +6 Feyslaughter Trident (AV) L28 (2,125,000gp):+6 Steadfast Amulet (AV) L27 (1,625,000gp): +6 Elderscale Dwarven Armor (PHB) L27 (1,625,000 gp):Shadow Band (AV) L26 (1,125,000gp):Iron Armbands of Power (Epic Tier) (AV) L23 (425,000gp):Eye of Awareness (AV) L20 (125,000gp):Diamond Cincture (Paragon Tier) (AV 2) L10 (5,000gp):Strikebacks (AV) L9 (4,200gp):Backlash Tattoo (AV 2) L7 (2,600gp):Rushing Cleats (AV) TOTAL: 12,509,800gp
What has Changed
This variant has a much heavier focus on durability and is able to take a beating, but to do so it sacrifices some DPR and Accuracy. The build does however add a new trick that the primary build doesn’t have with Adroit Explorer, Martial Mastery, and Demigod working together you can easily spam key encounter powers multiple times in a single encounter. This helps to make up for you lack of At-Will DPR by allowing you to use your more powerful encounters instead. Overall the build is a very solid example, but lacks the some of the accuracy and consistent DPR of the primary build.
Changes: +6 HP +1 to attacks, defenses, and checks New Feat: Epic Reflexes (PHB 2)
Magic Items (Expected GP = 14,625,000): L29 (2.625,000gp): Ring of Free Time L29 (2.625,000gp): +6 Feyslaughter Trident (AV) L28 (2,125,000gp): +6 Steadfast Amulet (AV) L27 (1,625,000gp): +6 Elderscale Dwarven Armor (PHB) L27 (1,625,000 gp): Shadow Band (AV) L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV) L23 (425,000gp): Eye of Awareness (AV) L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2) L10 (5,000gp): Strikebacks (AV) L9 (4,200gp): Backlash Tattoo (AV 2) L7 (2,600gp): Rushing Cleats (AV) TOTAL: 12,509,800gp
What has Changed
This variant stacks up really well against the primary build losing some defense, but in return it actually gets a nice boost in overall toughness from strong racial support, and with a nice boost to DPR when bloodied. Overall I think the builds are nearly equal in power.
Magic Items (Expected GP = 14,625,000): L29 (2.625,000gp): Ring of Free Time L29 (2.625,000gp): +6 Feyslaughter Trident (AV) L28 (2,125,000gp): +6 Steadfast Amulet (AV) L27 (1,625,000gp): +6 Elderscale Dwarven Armor (PHB) L27 (1,625,000 gp): Shadow Band (AV) L26 (1,125,000gp): Iron Armbands of Power (Epic Tier) (AV) L23 (425,000gp): Eye of Awareness (AV) L20 (125,000gp): Diamond Cincture (Paragon Tier) (AV 2) L10 (5,000gp): Strikebacks (AV) L9 (4,200gp): Backlash Tattoo (AV 2) L7 (2,600gp): Rushing Cleats (AV) TOTAL: 12,509,800gp
What has Changed
This variant stacks up really well against the primary build. It has slightly lower NADs, and some speed. However in return it gets a nice boost in overall toughness via more surges for a higher value and an easy way to access them due to racial ability. Meanwhile the strong racial support opens up Devoted Challenge for a nice boost to the builds combat challenge ability. Overall I think this build and the primary build are nearly equal in power.
How are you generating the push 1 at Heroic and Paragon levels on Opportunity Attacks? Shield Push only applies to attacks granted by Combat Challenge (not opportunity attacks), so there's nothing for Battering Shield and Rushing Cleats to increase. Are you using a feat that allows you to use Tide of Iron as an Opportunity Attack?
This is generally done by getting a Heavy Blade of some sort, and then using Heavy Blade Opportunity to get some kind of special at-will pushing attack, but I'm not away of any weapon that's a one-handed Heavy Blade that's also a Polearm or a Spear. The Glaive is a Heavy Blade and a Polearm, but it's two-handed so you can use Shield Push or Battering Shield with that.
Thanks in advance for providing clarification. Would like to play-test the concept.
How are you generating the push 1 at Heroic and Paragon levels on Opportunity Attacks? Shield Push only applies to attacks granted by Combat Challenge (not opportunity attacks), so there's nothing for Battering Shield and Rushing Cleats to increase. Are you using a feat that allows you to use Tide of Iron as an Opportunity Attack?
This is generally done by getting a Heavy Blade of some sort, and then using Heavy Blade Opportunity to get some kind of special at-will pushing attack, but I'm not away of any weapon that's a one-handed Heavy Blade that's also a Polearm or a Spear. The Glaive is a Heavy Blade and a Polearm, but it's two-handed so you can use Shield Push or Battering Shield with that.
Thanks in advance for providing clarification. Would like to play-test the concept.
I suspect the answer is swift spear:
Heroic Tier Prerequisite: Fighter Benefit: When you hit with an opportunity attack with a spear, you can also slide that enemy 1 square to a space adjacent to you.
Combine that with the various push/slide enhancing feats and items on this build and you can slide enemies around you on OAs.
First off, great build! A trident man, that's just cool, I just weapons that don't see the light of day very often! So, I have a question about taking Toughness at first level. It just seems this is a mediocre feat to me, you only get a boost to HP's 3 times in your career, and as a fighter you're getting plenty of HP's anyway. Have you considered something like Forceful Opportunist, Mobile Challenge, or World Serpent's Grasp? Yeah Mobile Warrior is an upgrade but you don't have access to it until Epic tier, which is a lot of playtime without it. Unless it's a prereq for a feat or power and I've missed it, I just think there are better options out there than toughness. Feedback?