Detailed Build Notes
Level 1 Notes
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At-Will Powers -- Our primary goto is Staggering Note for both the positioning benefits and the small boost in damage output. Direct the Strike serves as a backup in the unlikely event that you can't get anything in range of an ally with a strong MBA. If you have a party light on melee atackers, switch this up and pick something that debuffs for your Bard At-Will
Encounter -- Two options here, Powerful Warning (W1) and Blunder (B1). Both have their obvious benefits, either in the form of tactical movement or being a non-standard attack. We're going with PW here, primarily due to our pick at 3rd
Daily -- Another annoying decision to make at level 1. Stirring Shout (B1) is full of win here, so we start with that. The problem is Lazylord has really weak options at D1/D5. You're basically looking to either have Destructive Surprise (W1) or Scent of Victory (W5). The decision here boils down to party. If you're running with a party that has a couple good MBAs and at least one good AoE striker (Monk/Sorc) then you might get good use out of Scent, but it's not likely. Destructive Surprise isn't too bad comparatively, and it has the better option in terms of working with a good Str/Dex character and melee/ranged.
Feat -- Playing up our battlefiend arrangement capabilities, we get Virtue of Cunning. Once/round, a missed ally can shift 1. Excellent for getting people into/out of flanking. Make sure to have DMs roll each attack seperately if they have two flanking someone, if you get lucky the first one will miss and you can move the ally before the 2nd attacks.
Level 1 CB summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 1
Tiefling, Bard|Warlord
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Canny Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 10, Con 11, Dex 10, Int 16, Wis 8, Cha 20.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 14, Wis 8, Cha 18.
AC: 17 Fort: 11 Reflex: 15 Will: 15
HP: 32 Surges: 7 Surge Value: 8
TRAINED SKILLS
Arcana +8, Bluff +12, Perception +6, Acrobatics +4
UNTRAINED SKILLS
Diplomacy +6, Dungeoneering, Endurance, Heal, History +4, Insight +2, Intimidate +6, Nature, Religion +4, Stealth +2, Streetwise +6, Thievery, Athletics
FEATS
Level 1: Hybrid Talent
POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout
ITEMS
Hide Armor, Light Shield, Wand Implement, Adventurer's Kit
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Level 2 Notes
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Feat -- Wand Expertise (HoFL) -- We're going to assume here that you don't get any free feats. If you get expertise for free, this build is going to play a little differently. First of all, you're using an Orb and picking up AIP (Orb) with this feat choice. This allows for the use of the Orb of Cheese (aka +Int to Initiative)...now before you stop reading this because of the Orb, bear two things in mind. First, we're changing the Orb type in Paragon Tier, and there's nothing that says you need to use it. As mentioned in the intro, this build has very little item dependancy, use a generic Orb +X if you want. The second thing is, Orb Expertise adds a +1 feat bonus to forced movement when using an Orb Implement. Right away, this turns Staggering Note into a Push 3 for even more options. Keep an eye out in later levels for powers that have movement effects.
Utility -- Encouraging Boost (w2) -- At low levels, where anything can happen, this is a great way to get in an extra heal per encounter. Don't get too attached to it, as we're retraining out of it at 6th, but it'll get you through those rough early levels where one bad decision/crit can kill a party member.
Level 3 Notes
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Encounter -- Song of the New Dawn (B3) -- If you took Blunder (B1), retrain it first, as there's no way we're going to skip out on this spell. Granting all allies adjacent to your target 2 chances to save beats anything else you could get at this point.
Level 4 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time
Feat -- Bard of All Trades -- Rocking the skill challenges. In fact, in some groups, they may not even bother with them, when you have this feat. This feat is, yet again, a build-defining pick. If you're looking at this pick and going "wut?" you may want to look at another build, as we'll be building on skills with our Paragon Path choice.
Level 5 Notes
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Daily -- Destructive Surprise (W1) -- The logic for this is presented in the Notes for level 1, so I won't repeat. I will say that there is a second choice here for your Bard daily, and that's Song of Discord (B5). Domination is part of what this build is based on, but it depends on your games. In LFR I find that solos are rare and the joy of "healing pinata" (aka Stirring Shout [B1]) is muted. In that scenario, go with Destructive Surprise at 1st and Song of Discord at 5.
Level 6 Notes
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Retrain -- Encouraging Boost (W2) to Moment of Escape (B2) -- MoE isn't very exciting, but if you have an ally in dire need of a withdrawal, this is a great way to get them moved. And, we need to be able to take a W6 for...
Utility -- Reorient the Axis (W6) -- Also know as Warlord Catapult If you read the intro, you need no explanation. If you skipped it...GO READ THE INTRO. Seriously, this utility is build-defining.
Feat -- Imperious Majesty -- Decision time -- This will depend on if you're going with Wand or Orb. I recommend Orb if you can afford the feat cost, but Wand is sufficient. If you got no free feats and want Orb, then retrain your feat choice at 2nd to AIP (Orb) and pick up Orb Expertise now. If you got a free choice and you don't want Orb, pick up Imperious Majesty now. The point is to have either the Orb of Cheese or Imperious Majesty at this level, to assist with the boon of your Reorient the Axis (W6) power.
Level 6 Gear/Play Notes
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Gear --
1 -- You want one Uncommon for certain, the Tactician's Chainmail Armor +X. This armor adds +1 to anything that involves your Int, such as your Virtue Distance and certain riders based on Int (like Reorient the Axis).
2 -- Your Implement is either a Common +X Wand/Orb, or the Uncommon Orb of Nimble Thoughts. This build is not using the Orb, but I'm making notes along the way to provide for its inclusion, especially at lower levels.
3 -- Your neck would love to be a Cloak of Distortion +X, but at this low level, it's quite fine to have a Common Necklace
Play --
Staggering Note is your goto At-Will. You should be moving around the battlefield and pushing targets into flanking with your best melee attacker. If you switched it up to go with DtS instead, then you can be much less mobile and use the terrain to make it harder to be hit. You have movement granting, save granting, healing, and attack granting, you're already a versatile leader and an asset in any party.
Level 7 Notes
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Encounter -- Friendly Fire (W7) -- Make sure to pay attention to the last sentence in this power description. You can't redirect a melee attack to another creature out of melee range, for instance. Some fights this power may not get used, so make sure to use it as soon as you can (and don't forget to combo this with the slide from your Virtue of Cunning on the miss).
Level 8 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time
Feat -- Superior Will (HoFL) -- As someone that values my defenses even more than my offense (I dare you to try to heal while stunned), this slot is a no-brainer +2/3/4 feat bonus to Will, and the ability to save vs. Stun/Daze at the start of your turn even if the effect normally wouldn't allow a save.
Level 9 Notes
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Daily -- Warlord's Recovery (W9) -- We take this power not for ourselves, but for our allies. When they "go Nova" it's often with bonuses that last two rounds. We use this during that timeframe to help them regain multi-attack powers (Rain of Blows, Lashing Leaves, Biting Volley, etc.) or non-standard attacks (Snap Shot, Low Slash, Ruffling Sting, etc.). For the same reason, if we can regain Friendly Fire, it's a big bonus.
Level 10 Notes
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Feat -- Fervent Talent (Ardent MC) -- Free skill (/yawn, we get +4 with untrained anyway) that you can pick any skill you want, as it doesn't really matter. A daily heal is so-so, but the real reason for this pickup is so we qualify for our PP of choice.
Utility -- Rallying Deflection (W10) -- Reduce damage to you, allow an enemy to charge the idiot, all as an Immediate Interrupt. If you can't reliably count on having a decent charger, go with either Warp in the Weave (Arcana 6), Mantle of Unity (B10), Song of Recovery (B10) or Bolstering Shout (B10). All are solid picks, pick the one that you feel covers up your most glaring weakness at this time. Keep an eye on this choice as you level and retrain as appropriate.
Level 11 Notes
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Paragon Path -- Infernal Eye -- Say hello to the Paragon Path that spawned this whole build. "AP Forgiveness" if you miss, skill boosts, init boosts, and none of the 3 powers uses a Standard Action.
AP Feature -- If you miss you regain the AP and the power, your turn is still wasted, but at least now you know you'll land that encounter/daily that will turn the tide of battle.
11 Feature -- Insight/Perception are now based on Charisma, further ensuring that Team PC goes first (or at least spreads out) because they're not surprised.
PP Encounter -- Vision of Death -- Nothing exciting, but it's an II. The Augment is somewhat weak, but unless you picked up an Orb with Augmentable options, you have nothing else to spend them on.
Feat -- Combat Commander -- I did say go first, right?
Gear -- OK, OK...Orb of Cheese has go to go, I know. You're already handing out +6 to yourself/allies (or more) and your own Init is based on your highest ability. Over the next few levels, be on the lookout for an Orb that's more useful. Any Orb will do, but I'll mention a few of the better ones (keep in mind I'm skipping all Orbs with only Daily powers) -- Far Seeing, Insurmountable Force (remember the bonus of Orb Expertise), Mental Constitution (my personal preference), Translocation Intereference, and Ghostbane Triumph. There's plenty more, but any one of those will do you well.
Level 11 CB Summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 11
Tiefling, Bard|Warlord, Infernal Eye
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 11, Con 12, Dex 11, Int 19, Wis 9, Cha 23.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 14, Wis 8, Cha 18.
AC: 27 Fort: 20 Reflex: 24 Will: 26
HP: 85 Surges: 8 Surge Value: 21
TRAINED SKILLS
Arcana +14, Bluff +18, Perception +16, Acrobatics +9, Insight +16
UNTRAINED SKILLS
Diplomacy +15, Dungeoneering +8, Endurance +9, Heal +8, History +13, Intimidate +15, Nature +8, Religion +13, Stealth +10, Streetwise +15, Thievery +8, Athletics +8
FEATS
Level 1: Hybrid Talent
Level 2: Implement Expertise (Wand)
Level 4: Bard of All Trades
Level 6: Imperious Majesty
Level 8: Superior Will
Level 10: Fervent Talent
Level 11: Combat Commander
POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection
ITEMS
Magic Braidmail Armor +3, Magic Wand +3, Amulet of Protection +3, Light Shield
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Level 12 Notes
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Feat -- Fight On! -- Back to being as strong of a leader as (almost) any other single-classed leader. We also have our Ardent MC Daily heal in our back pocket.
PP Utility -- Prescient Thought -- While I hate Daily utility powers, at least this one is a non-Standard and will happen in every encounter, so you can be sure to use it to great effect. With a Charisma bonus of +6 (7 at 14th), you almost guarantee a hit on an ally miss.
Level 13 Notes
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Encounter -- Powerful Warning (W1) into Pincer Maneuver (W13) -- You might have to move up to use this one best, but here we are once again with repostioning and granted attacks, our strongest features.
Level 14 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time
Feat -- Improved Defenses (HoFL) -- Continuing the position I took by selecting Superior Will at 4, here we take another defensive feat. +2 feat bonus to all NADs (doesn't stack with Superior Will).
Level 15 Notes
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Daily -- Destructive Surprise (W1) into Strike Up the Dance (B15) -- Time to take that weak level 1 daily and pick something more suiting to our modus operandi. The primary targets are brutes/soldiers that have little to no ranged threat. Park them off to the side for as long as you can while you direct traffic into those pesky controllers/artillery/lurkers that do the real damage.
Level 16 Notes
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PP Feature -- I think we talked earlier about Team PC going first? Watch your party members love you as they retrain out of Improved Initiative and start selling off items that raise their initiative. There aren't many leaders that single-handedly just freed up a feat slot. If you still have melee types that haven't picked up Agile Opportunist, fix that.
Feat -- Improved Cunning -- I just mentioned Agile Opportunist right?
Utility -- Press on Together (W16) -- We'll be retraining out of our best Save granting ability next level, so we'll use this to pick up the slack.
Level 17 Notes
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Encounter -- Song of the New Dawn (B3) into Shout of Evasion (B17) -- A massive boost to our opening turn. At this point the only thing that's going to slow you down is a DM who starts placing enemies 25+ squares away from the party.
Level 18 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time
Feat -- Ah, time to revisit the Wand/Orb issue. Going by the "stock" build, we're getting Superior Impement Training (Accurate Wand). If you went Orb, small change, just pick up the Accurate Orb. If, for some reason, you're playing with house money (free feats) this is an excellent time to pick up quality feat that the main build can't afford. Strong choices include Superior Fort/Ref, Improved Inspiring Word & Shield Mastery. You may also choose a good "fun" feat in this spot, like Clever Tail if you're using Inherent Bonuses, so you're juggling several orbs/wands for their properties/daily powers.
Level 19 Notes
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Daily -- Song of Discord (B5) into Increasing the Tempo (B19) -- This power has taken a slight hit, since you can't direct more than two attacks at any one target, but why would a build like this pick any other daily? OK, so by the time you use this power their aren't enough targets in range? (In all fairness, if the # of opponents hasn't severely dropped in T1, something went wrong) In that case change it up a little and drop Irresistable Dance (B19) on a cluster of brutes/soldiers. Unless you have an ally in serious trouble, don't even hesitate to include him in the Area if it means you get more enemies, you'll be shifting them ~8 away from your ally.
Level 20 Notes
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PP Daily -- Strangely, for a Bard, we do little debuffing. This Daily gives us some, at least. Minor to use and Free for the rest of the encounter. Pick one enemy within 5 and deal 5+CHA Fire/Psychic and impose a -2 to attacks, do this every round.
Feat -- Shield Mastery -- If you find this underwhelming, consult the options listed at level 18. Add Glaysa's Charming Words to the list, as well, if you have ways of getting more critical hits. This build doesn't take a feat for them, as many of its powers don't have attack rolls, so the value is limited.
Level 21 Notes
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Epic Destiny -- War Master (not to be confused with Warmaster) -- More Initiative, more healing, excellent
ED Feature -- A bonus to ally initiative and you get a bonus to attack rolls against targets that are adjacent to your allies, excellent when combined with our interrupts.
Feat -- Supreme Inspiration -- Now our two Warlord heals per encounter hit two allies (or us+ally) at a time. In effect we just went from 3/enc healing to 5/enc.
Level 21 CB Summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 21
Tiefling, Bard|Warlord, Infernal Eye, War Master
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 12, Con 13, Dex 12, Int 22, Wis 10, Cha 26.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 14, Wis 8, Cha 18.
AC: 36 Fort: 31 Reflex: 36 Will: 38
HP: 138 Surges: 8 Surge Value: 34
TRAINED SKILLS
Arcana +21, Bluff +25, Perception +23, Acrobatics +15, Insight +23
UNTRAINED SKILLS
Diplomacy +22, Dungeoneering +14, Endurance +14, Heal +14, History +20, Intimidate +22, Nature +14, Religion +20, Stealth +16, Streetwise +22, Thievery +14, Athletics +14
FEATS
Level 1: Hybrid Talent
Level 2: Implement Expertise (Wand)
Level 4: Bard of All Trades
Level 6: Imperious Majesty
Level 8: Superior Will
Level 10: Fervent Talent
Level 11: Combat Commander
Level 12: Fight On
Level 14: Improved Defenses
Level 16: Improved Cunning
Level 18: Superior Implement Training (Accurate wand)
Level 20: Shield Mastery
Level 21: Supreme Inspiration
POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: Strike Up the Dance (replaces Destructive Surprise)
Hybrid utility 16: Press on Together
Hybrid encounter 17: Shout of Evasion (replaces Song of the New Dawn)
Hybrid daily 19: Increasing the Tempo (replaces Song of Discord)
ITEMS
Magic Weavemail Armor +5, Magic Accurate wand +5, Amulet of Protection +5, Shield of Deflection Light Shield (paragon tier)
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Level 22 Notes
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Feat -- Martial Mastery -- DM tired of you owning everything in sight and likes to bring in a second wave of critters periodically to "punish" you for alpha-striking? Spend an Action Point and regain Reorient the Axis, and reload the Warlord Catapult. In LFR and owning encounters with such ease you're bored? Bust out the AP and regain something so you can burn down the encounter faster and get back to the only real challenge, roleplaying a Tiefling that doesn't want to burn down everything in sight.
Utility -- Climactic Chord (B22) -- Another Bard power that makes the Lazylord protest. Daily powers make me wince, but wow...a minor to give every ally within 10 the ability to use an At-Will with a bonus to the attack? Throw this at the Solo and watch the DM call combat on T2.
Level 23 Notes
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Encounter -- Pincer Maneuver (W13) into Rhythm of Disorientation (B23) -- An enemy-only burst that prones and grants adjacent allies an attack.
Level 24 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time
ED Feature -- When you heal allies, adjacent allies gain 15 THP. Decent.
Feat -- Epic Fortitude -- We value defenses around here, and that Fortitude was just TRBL.
Level 25 Notes
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Daily -- Strike Up the Dance (B15) into Frenzied Rhythm (B25) -- I'm not a fan of (save ends) powers in this build, so we take the opportunity to trade out one for a power that reorganizes the enemies on the battlefield and makes them attack each other (and stun!). Yet another power that gains from the Orb Expertise feat.
Level 26 Notes
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ED Utility -- A minor action (sustainable) to grant allies a bonus to focus fire, and you regain it when the target dies? Brilliant!
Feat -- Quickened Spellcasting (Staggering Note) -- Just another way to deal more damage at the beginning of combat.
Level 27 Notes
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Encounter -- Friendly Fire (W7) into A Plan Comes Together (W27) -- Another key piece of Turn 1 sequence.
Level 28 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time
Feat -- Epic Reflexes -- The final feat taken for this build. I leave level 30 to your whims.
Level 29 Notes
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Daily -- Warlord's Recovery (W9) into Perfect Front (W29) -- Turning your primary MBA target into an Avenger along with yourself? Not bad. Of course, if your primary target is already an Avenger...Break It Up (W29) is a decent fallback. Now you can attack the target with Staggering Note and grant two different allies a MBA, one from the stance and one from SN.
Level 30 Notes
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ED Feature -- Heal an ally Surge+20 as an Immediate Interrupt. The odds of an ally dropping unconscious are slim now.
Feat -- No feat is taken, go wild, put your tramp stamp on this build.
Level 30 CB Summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 30
Tiefling, Bard|Warlord, Infernal Eye, War Master
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Quickened Spellcasting: Staggering Note
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 12, Con 13, Dex 12, Int 24, Wis 10, Cha 28.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 14, Wis 8, Cha 18.
AC: 44 Fort: 41 Reflex: 47 Will: 44
HP: 185 Surges: 8 Surge Value: 46
TRAINED SKILLS
Arcana +27, Bluff +31, Perception +29, Acrobatics +20, Insight +29
UNTRAINED SKILLS
Diplomacy +28, Dungeoneering +19, Endurance +19, Heal +19, History +26, Intimidate +28, Nature +19, Religion +26, Stealth +21, Streetwise +28, Thievery +19, Athletics +19
FEATS
Level 1: Hybrid Talent
Level 2: Implement Expertise (Wand)
Level 4: Bard of All Trades
Level 6: Imperious Majesty
Level 8: Superior Will
Level 10: Fervent Talent
Level 11: Combat Commander
Level 12: Fight On
Level 14: Improved Defenses
Level 16: Improved Cunning
Level 18: Superior Implement Training (Accurate wand)
Level 20: Shield Mastery
Level 21: Supreme Inspiration
Level 22: Martial Mastery
Level 24: Epic Fortitude
Level 26: Quickened Spellcasting
Level 28: Epic Reflexes
POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: Strike Up the Dance (replaces Destructive Surprise)
Hybrid utility 16: Press on Together
Hybrid encounter 17: Shout of Evasion (replaces Song of the New Dawn)
Hybrid daily 19: Increasing the Tempo (replaces Song of Discord)
Hybrid utility 22: Climactic Chord
Hybrid encounter 23: Rhythm of Disorientation (replaces Pincer Maneuver)
Hybrid daily 25: Frenzied Rhythm (replaces Strike Up the Dance)
Hybrid encounter 27: A Plan Comes Together (replaces Friendly Fire)
Hybrid daily 29: Perfect Front (replaces Warlord's Recovery)
ITEMS
Magic Wand +6, Magic Spiritmail +6, Amulet of Protection +6, Shield of Deflection Light Shield (epic tier)
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