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Switch to Forum Live View Mora, the unkillable avenger
3 years ago  ::  Oct 15, 2010 - 8:52PM #21
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498

Oct 14, 2010 -- 10:59AM, mellored wrote:

She's been sitting in my revenant handbook for a while, and i've gotten a few request to see her fleshed out.  Comments welcome.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 30
Revenant, Avenger, Horizon Walker, Raven Consort
Avenger's Censure: Censure of Pursuit
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Crossbow)
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 12, Con 17, Dex 23, Int 12, Wis 25, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.


AC: 41 Fort: 30 Reflex: 33 Will: 36
HP: 208 Surges: 10 Surge Value: 59

TRAINED SKILLS
Religion +21, Acrobatics +26, Perception +27, Stealth +26, Athletics +21

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +22, Endurance +20, Heal +22, History +16, Insight +22, Intimidate +17, Nature +22, Streetwise +15, Thievery +21

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Unarmored Agility (retrained to Painful Oath at Level 11)
Level 4: Melee Training (Wisdom)
Level 6: Warrior of the Wild
Level 8: Avenging Resolution
Level 10: Versatile Expertise
Level 11: Fierce Vitality
Level 12: Disciple of Death
Level 14: Paragon Defenses
Level 16: Superior Will
Level 18: Weapon Focus (Heavy Blade)
Level 20: Reserve Maneuver
Level 21: Ghostly Vitality
Level 22: Hand of Divine Guidance
Level 24: Diciple of Death
Level 26: Slashing Storm
Level 28: Epic Resurgence
Level 30: Divine Mastery

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Avenger's Resolve
Avenger encounter 3: Fury's Advance
Avenger daily 5: Bond of Foresight
Avenger encounter 7: Relentless Stride
Avenger daily 9: Blade of Repulsion
Avenger encounter 13: Inexorable Pursuit (replaces Angelic Alacrity)
Avenger daily 15: Aspect of Fury (replaces Aspect of Might)
Avenger utility 16: Refire the Forge
Avenger encounter 17: Soulforge Hammering (replaces Fury's Advance)
Avenger daily 19: Blade of Astral Hosts (replaces Blade of Repulsion)
Avenger utility 22: Twin Step
Avenger daily 25: Aspect of Death (replaces Aspect of Fury)
Avenger encounter 27: Astral Charge (replaces Inexorable Pursuit)
Avenger daily 29: Final Oath (replaces Blade of Astral Hosts)

ITEMS
Boots of the Fencing Master (heroic tier), Symbol of Victory +2, Battlecrazed Fullblade +6, Bloodthread Mindpatterned Armor +6, Belt of Sonnlinor Righteousness (epic tier), Iron Armbands of Power (epic tier), Dual Arrow +6 (2), Bolt of Transit +6 (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======




Mellored,

Popped over to check it out, here are some comments, impressions, notes, and ramblings:

1. The defenses are impossibly low. It looks like you don't have the listed inventory items equipped for the CB summary.

2. Your primary and secondary stat both show as odd numbers in the L30 CB summary-- did you miss a stat-up?

3. I see that you retrain out of Unarmored Agility at 11? Painful Oath is a great pick up (mandatory at 11, IMO), so no gripe about making room for that one. Is there something else you feel like you could drop to keep UA?

4. I see Holy Blessing --> Relentless Stride mentioned, and I see that you also reference having Deliverance of Faith, but there isn't a 6U listed in the CB summary.

5. Relating to Deliverance of Faith, Avenger's Resolve, etc-- action economy could be a speedbump. In many encounters, T1 is move, Oath, standard. T2, you'll want to unload Fury's Advance, or fire off Soulforge Hammering. T3, you hope to be putting a first turn into your 2nd target, and T4, you're looking to finish that guy off. Because you're trying to squeeze in so many attacks, it's often hard to fit in the Minor action it takes to use DoF or Avenger's Resolve-- ironically, unless you have Holy Blessing as well, because it frees up a Minor action-- usually during T3. It's not always this way, of course. It is the kind of thing that may influence choices if you're on the fence, though.

6. I really like Astral Charge. Move + Oath + Astral Charge is a very nice opening turn. If you're able to bury the target on your 2nd turn, you have a chance to prevent it from ever getting a turn of its own.

7. Looking at your power progression, the ones you keep, the ones you drop, etc, it seems like you have a good rotation at every level along the way.


All in all, it looks like it's going to be ridiculously tough-- as expected. Without crunching DPR, I think you're looking at around 16 by L10, you'll lag during Paragon (0 DPR perks or features from paragon path, not much feat support for DPR during that range), and picks up a little, ending OK at Epic. Slashing Storm is a huge boost all by itself. In terms of actual (as opposed to strictly At-Will) dpr, you gain a pop from Soulforge Hammering and Relentless Stride, but Astral Charge, while awesome, actually comes in at less DPR than a charging At-Will. At Epic, I think you're probably looking at 3-turn kill rate on your first target, and 2 turns on your second, then 4 turn kill rate against subsequent targets. Of course, Astral Charge means your first target is probably getting 2 turns at best, since it's stunned right out of the box.

Solid stuff overall. I think the biggest opportunity for improvement is just cleaning up the presentation.

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3 years ago  ::  Oct 16, 2010 - 8:55AM #22
mellored
Date Joined: Jul 8, 2008
Posts: 19,513

Oct 15, 2010 -- 8:52PM, Auspex7 wrote:

Mellored,

Popped over to check it out, here are some comments, impressions, notes, and ramblings:


I appreciate it


1. The defenses are impossibly low. It looks like you don't have the listed inventory items equipped for the CB summary.


She didn't have a neck item at all, added a regular amulet of protection.  It's also not adding the +3 from improved defense.  If you have a suggestion on for neck/rings/head/tatoo (backlash doesn't work to well) i'd appreciate it.


2. Your primary and secondary stat both show as odd numbers in the L30 CB summary-- did you miss a stat-up?


Fixed


3. I see that you retrain out of Unarmored Agility at 11? Painful Oath is a great pick up (mandatory at 11, IMO), so no gripe about making room for that one. Is there something else you feel like you could drop to keep UA?


It's more trading Unarmored Agility for Fierce Vitality.  And while it would certainly be a nice feat to have, it seems like AC attacks only do damage, which Fierce Vitality handles better.  You also get +2 from bloodthread (really +1 since it's a high level item)
The final effective defenses are AC: 44, Fort: 38, Ref:41, Will: 46, and infinite healing.


4. I see Holy Blessing --> Relentless Stride mentioned, and I see that you also reference having Deliverance of Faith, but there isn't a 6U listed in the CB summary.


Fixed


5. Relating to Deliverance of Faith, Avenger's Resolve, etc-- action economy could be a speedbump. In many encounters, T1 is move, Oath, standard. T2, you'll want to unload Fury's Advance, or fire off Soulforge Hammering. T3, you hope to be putting a first turn into your 2nd target, and T4, you're looking to finish that guy off. Because you're trying to squeeze in so many attacks, it's often hard to fit in the Minor action it takes to use DoF or Avenger's Resolve-- ironically, unless you have Holy Blessing as well, because it frees up a Minor action-- usually during T3. It's not always this way, of course. It is the kind of thing that may influence choices if you're on the fence, though.


I planed on retraining Deliverance of Fath in paragon where you no longer need THP (and before soulforged hammering).  I'll chose Agile Recovery, but if you have another idea, i welcome it.


6. I really like Astral Charge. Move + Oath + Astral Charge is a very nice opening turn. If you're able to bury the target on your 2nd turn, you have a chance to prevent it from ever getting a turn of its own.
7. Looking at your power progression, the ones you keep, the ones you drop, etc, it seems like you have a good rotation at every level along the way.


I try and keep 1 approach power, and the rest provide off action attacks.  But with so many approach powers, and room to retrain, i'm not sure Angelic Alarcity -> Inexorable Persuit -> Astral Charge is the best way to go (perhaps Crimson Stride insead of IP?).
 Also, since she ends up with a 2 long range teleports (fey strider, twin step), an approach power at high levels might not be neccicary.  Perhaps change to Vengefull Parry? (Relentless Stride, Lead the Step, and a possible Reforge the Fire would be the other interupts, and i could trade Lead the Step for Spot Weakness).


All in all, it looks like it's going to be ridiculously tough-- as expected. Without crunching DPR, I think you're looking at around 16 by L10, you'll lag during Paragon (0 DPR perks or features from paragon path, not much feat support for DPR during that range), and picks up a little, ending OK at Epic. Slashing Storm is a huge boost all by itself. In terms of actual (as opposed to strictly At-Will) dpr, you gain a pop from Soulforge Hammering and Relentless Stride, but Astral Charge, while awesome, actually comes in at less DPR than a charging At-Will. At Epic, I think you're probably looking at 3-turn kill rate on your first target, and 2 turns on your second, then 4 turn kill rate against subsequent targets. Of course, Astral Charge means your first target is probably getting 2 turns at best, since it's stunned right out of the box.


I'm depending on Battlecrazed to help out the DPR.  With Avenging Resolution it adds 4/8/12 to all the minor action attacks.  And you should be able to recharge Soulforged Hammering at least once per enounter high epic. Admittedly, it's still going to be behind others.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago  ::  Oct 16, 2010 - 9:16AM #23
mellored
Date Joined: Jul 8, 2008
Posts: 19,513
Added Ring of Personal Gravity
Added Death Song Ring (paragon tier)
Ring of Circling Fangs (paragon tier)
Changed lvl 23 to vengefull parry.
Retrainted Deliverance of Faith to Agile Recovery at lvl 12
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago  ::  Oct 16, 2010 - 12:12PM #24
mellored
Date Joined: Jul 8, 2008
Posts: 19,513
DPR scrach pad..

Assuming Oath Reroll, but not the persuit bonus for attacks.

Assuming 10 damage from circling fangs ring 1/round (the extra damage from Death Song Ring/Perusuit Bonus/Hunter's Quarry will make up for when it doesn't happen).

Assuming damage from slashing storm.

Assuming battlecrazed damage.

With Avenging resolution: 1d12 averages 6.75, and 1d6 averages 4.

Attack: Wis (8) + level (15) + prof (3) + Enh (6) + feat (3) = 35
Hit chance: 10-18 * 2  (1 - .55 * .55) = .6975
Damage 1|W|: 1d12 (6.75) + 3d6 (12) + Wis (8) + Enh (6) + Feat (3) + Armbands (6) = 41.75
.6975 * 41.75 = 29.120625
Damage 2|W|: 2d12 (13.5) + 3d6 (12) + Wis (8) + Enh (6) + Feat (3) + Armbands (6) = 48.5
.6975 * 48.75 = 34.003125

Crit chance: 19-20 * 2 (1 - .9 * .9) = .19
Crit damage: 1d12 (12) + 3d6 (18) + Wis (8) + Enh (6) + Feat (3) + Armbands (6) + High Crit (3d12(20.25)) + 6d6 (24) = 97.25
Damage 1|W|: 97.25 * .19 = 18.4775
Damage 2|W|: (97.25 + 12) * .19 = 20.7575

Damage per 1|W| attack: 47.598125
Damage per 2|W| attack: 54.760625

Extra damage: Slashing storm (8) + Painfull Oath (8) + Ring of Circling Fangs (10)
16 * 79.75 + 10 = 22.76

At-Will DPR: 77.520625

Assuming 2 1|W| attacks per round: chance to hit once 1-(.45 * .45 * .45 * .45): .95899375
Damage: 16 * .95899375 = 15.3349 + 10 (ring) = 25.3349

Actual Expected DPR (using encounter powers 2 1|W| attacks): 47.598125 * 2 + 22.76 = 117.95625
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago  ::  Oct 16, 2010 - 1:57PM #25
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498
mellored,

Assuming bloodied/Battlecrazed is a bit of a stretch for me, since you don't start battles bloodied, and may not become bloodied at all. I'm a really big believer in only 'assuming' anything that you can force 100% of the time, right out of the box. I prefer to plan around worst case scenario/least favorable situation, and then package other numbers as a range that you'll fall in as conditional elements are included.

As it is, it "breaks 100 DPR", but it doesn't hit that mark until it eats 1/2 of its hp in damage.

Of course, being able to hit 85+ all day long, and being tough as **** is awesome. The lower DPR mark doesn't detract from the build if you present it as "85-106". If you pitch it as 106, you're setting yourself and the build up for criticism.

I'd rather see it received in a positive light, because this is a very creative build, and definitely gets the job done.


Re: power selection philosophy--

I agree 100% about bringing 1 approach power, and then non-Standards around that, right up until L22. As you say, once late Paragon or early Epic hit, you have plenty of mobility powers, and you can just go with non-Standards. That's the approach I've been taking for a long time, and it works amazingly well. In Epic tier play, I find that it holds up just as well as you would think it does. Vengeful Parry is a fantastic call-- I often include that instead of Soulforge Hammering in builds. It's so ridiculously easy to catch VP triggers that it basically guarantees a 2-turn kill on your first target, and will actually create single turn kills on occasion.
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3 years ago  ::  Oct 16, 2010 - 2:41PM #26
mellored
Date Joined: Jul 8, 2008
Posts: 19,513

Oct 16, 2010 -- 1:57PM, Auspex7 wrote:

mellored,

Assuming bloodied/Battlecrazed is a bit of a stretch for me, since you don't start battles bloodied, and may not become bloodied at all. I'm a really big believer in only 'assuming' anything that you can force 100% of the time, right out of the box. I prefer to plan around worst case scenario/least favorable situation, and then package other numbers as a range that you'll fall in as conditional elements are included.


Your missing the "unkillable" part.  She very well CAN start battles bloodied
It's a bit rough in heroic, but with 2 defensive utils, and some support it's managable (i did it, with support from a sha-man, often going from -10 to 6 on his bonus heal).
In paragon, she'll be just fine bouncing around 0, at worst there's some action loss.
In epic there's virtually NO reason to spead a surge at all past lvl 24.  In fact, it's probably best to bloody yourself at the start of the day at that point, not that you need a rest


Of course, being able to hit 85+ all day long, and being tough as **** is awesome. The lower DPR mark doesn't detract from the build if you present it as "85-106". If you pitch it as 106, you're setting yourself and the build up for criticism.


My numbers where messed up, and i premptivly posted, you're actually pretty acruate.  75 DPR, or 120 with enounters. (i assume 1 off action attack per round).


Re: power selection philosophy--

I agree 100% about bringing 1 approach power, and then non-Standards around that, right up until L22. As you say, once late Paragon or early Epic hit, you have plenty of mobility powers, and you can just go with non-Standards. That's the approach I've been taking for a long time, and it works amazingly well. In Epic tier play, I find that it holds up just as well as you would think it does. Vengeful Parry is a fantastic call-- I often include that instead of Soulforge Hammering in builds. It's so ridiculously easy to catch VP triggers that it basically guarantees a 2-turn kill on your first target, and will actually create single turn kills on occasion.


Hmm...  Then i think i'll keep vengefull parry over astral charge.  It's not like she does any other status effect, and she can take the hit.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago  ::  Oct 16, 2010 - 2:49PM #27
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498
this has some seriously interesting flavor...

When you referenced not actually spending surges past L24, I went, "so... he's intentionally beating himself up at that poi-- NICE!!!"

That's actually pretty bad ass for a worshipper of the raven queen. living near death and all.
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3 years ago  ::  Oct 16, 2010 - 3:18PM #28
mellored
Date Joined: Jul 8, 2008
Posts: 19,513

Oct 16, 2010 -- 2:49PM, Auspex7 wrote:

this has some seriously interesting flavor...

When you referenced not actually spending surges past L24, I went, "so... he's intentionally beating himself up at that poi-- NICE!!!"

That's actually pretty bad ass for a worshipper of the raven queen. living near death and all.


Honestly it was the flavor i started with.  Wanting an avenger of the raven queen who lived near death, because it brought her closer to her queen.  Then i optimized, taking every + while bloodied and + to death stuff, and it turned out better then i hoped. 

She's also a lesbian stripper ninja with PMS (she get's annoyed when she's not bloodied)

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 years ago  ::  Oct 16, 2010 - 3:47PM #29
Auspex7
Date Joined: Mar 31, 2008
Posts: 2,498
how could something so wrong be so right?

/high5
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3 years ago  ::  Oct 26, 2010 - 11:19PM #30
Talos_Dragon
Date Joined: Dec 12, 2008
Posts: 155
Since Mora wants to get hit and won't care after a while  I thought of trying her as a Retribution Avenger.

Stats = 10/13/10/14/18/10  (+2 damage each time she is hit & Cumulative) 
Full Blade feat - Agree start off with a big W weapon

Powers I picked =
At Will = Overwhelming Strike (duh) & Bond of Retribution ( DO a touch of damage on monster's turn) 
Encounter = Rictus Grin (Not invulnerable so a -2 to attack roll  for enemies adjacent to her is nice)
Daily = Steelsworn OAth ( 3W and can switch Oath target)

Only worked on level 1 ( I have a undying defender and  thinking about going Avenger instead of rogue)

Comments/Suggestions?
 
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