Detailed Build
Level 1 Notes
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Race -- Considering this build is all about flexibility, the choice is clear, Human. We pick up Energizing Strike (Ardent 1) as our Human Bonus At-Will. At base level, this power grants more THP than any other one of the Ardent At-Wills, and this is our goto power for the build, when in doubt, spam Energizing Strike.
Powers
Focusing Strike (Ardent At-Will 1) -- One person gets a saving throw, augment 2 for 2W damage and all allies in 5 can make saves
Cutting Words (Bard At-Will 1) -- Ranged power that pulls the target 2 squares. Use this in scenarios where you can't get in melee range with something
Focused Sound (Bard Enc 1) -- Any hits against the target crit on 18-20 for 1 round
Stirring Shout (Bard Daily 1) -- Healing Pinata...a great power for providing extra healing power in a tough encounter.
Feat -- Shield Proficiency (Light) and Superior Will. You're a frontline leader. If you don't have defenses, you'll get pounded quickly. Also, I dare you to heal while Stunned. This combo sets the tone early, you're going to have to work to hurt me.
Level 2 Notes
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Utility -- Psionic Charge (A2) or Dimension Swap (A2) -- None of the choices at this level are clear standouts. The list is further restricted to Ardent powers due to our upcoming Bard selection at 6. In heroic, Psionic Charge is the winner, assuming someone is a decent charger in your group and doesn't mind delaying. In Paragon+ (or Heroic if you lack a good charger) you'll get better performance out of Dimension Swap.
Feat -- Versatile Expertise (Heavy/Light Blades) -- We're using both Implement and Weapon attacks, so we're stuck with Versatile. The benefit for Heavy Blade Expertise isn't that great, anyway, so don't feel too stressed that we're missing a cool toy. The only real strain is that (currently) this feat kicks in on the 5s, instead of on the 1s, so we're behind the attack bonus for 4 levels.
Level 3 Notes
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At-Will -- The rules for Hybrid Psionic classes are a little wacky. There's no choice that offers anything we want at this level, so we hold onto Focusing Strike (in the CB you have to replace it with itself, kind of annoying).
Encounter -- Cunning Ferocity (B3) -- Bonus damage to encourage focus-fire
Level 4 Notes
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Stats -- Bump Con/Cha -- We do this almost every time.
Feat -- Hybrid Talent (Bardic Virtue [of Valor]) -- Now each turn we can hand anyone within 5 squares Level/2+Cha THP and an ally within 5 that bloodies/kills 1+Con THP. Our primary combo is online and rolling.
Level 5 Notes
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Daily -- Invitation to Defeat (A5) -- Sustain: Minor. This power has many strong features. Pull everything within 5 of you adjacent (or nearly adjacent), Weaken adjacent enemies, AND add CHA psychic damage any time adjacent enemies are hit. An excellent addition to any nova round.
Level 6 Notes
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Utility -- Ode to Sacrifice (B6) -- Being able to move a status effect around from one ally to another requires some measure of knowledge of our party. Some things are obvious, move the slow/immob to a ranged character, move the daze to ourself (with the last of our actions, after already using our Standard/Move), and then the new target gets a bonus to the save equal to our CON. Other minor things are to move effects to those that have the Superior defenses feat that grants a bonus against it, the OGD to an ally that's got resistance to that damage type, etc.
Feat -- Weapon Focus (Heavy Blade) -- This won't help our Implement attacks, but we'll be using Weapon powers for a vast majority of our attacks.
Level 7 Notes
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At-Will -- Rewarding Strike (A7) -- Sometimes THP generation isn't enough to keep up with the loss of HP by an ally. This power covers that gap. Don't bother using this power unless you're spending the 2 PP to augment it
Level 8 Notes
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Stats -- Bump Con/Cha -- We do this almost every time.
Feat -- Insightful Leader (Warlord Multiclass) -- Any time an ally (you can see) spends an AP, they gain a +1 bonus to all defenses. We pick up Intimidate as the bonus skill.
Level 9 Notes
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Daily -- Feast of Despair (A9) -- No solo stands a chance with this combo. Lower the target's defenses by 2, and gain 1 PP every time it misses. Use these power points to keep pumping out Augment 2 Rewarding Strikes or Focusing Strikes.
Level 10 Notes
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Utility -- Reactive Surge (Endurance 10) -- Spend a surge as an Immediate Reaction to being bloodied, another fine bump to our defenses.
Feat -- Resourceful Leader (Warlord Multiclass) -- Bonus damage on APs, or if they miss, THPs. We pick up Acrobatics as the bonus skill.
Level 11 Notes
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Paragon Path -- War Chanter (Valor Bard) -- Strong features, decent powers.
AP Feature -- Now your allies gain bonuses when you AP, +Con to attack/damage!
11 Feature -- A bump to the THP generation of your Virtue of Valor.
11 Encounter -- An encounter power with a solid enabling effect.
Feat -- Improved Valor -- Add 3 to the number of THP gained from your Virtue of Valor feature. With the Paragon tier bump, we're now at 6+CON THP
Level 12 Notes
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PP Utility -- Minor to grant everyone within 10 a +2 power bonus against one enemy. Make sure we drop that pesky elite/leader/controller quickly.
Feat -- Superior Fortitude (HoFL) -- Feat bonus to Fortitude & resistance to OGD.
Level 13 Notes
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Encounter -- Cunning Ferocity (B3) into Earthquake Strike (B13) -- An upgrade to the damage bonus as well as the added benefit of proning, an all-around upgrade.
Level 14 Notes
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Stats -- Bump Dex/Cha -- The exception to the rule, we need the bump to qualify for our feat.
Feat -- Superior Reflexes (HoFL) -- Feat bonus to Reflexes and a minor round one buff. This puts us at +3 feat bonus to all NADs, which will increase to +4 at 21st.
Level 15 Notes
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Daily -- Stirring Shout (B1) into Funeral Dirge (B15) -- Funeral Dirge is a clear winner with a zone of weakness. If the zone isn't likely to get much play at your table, due to a lack of forced movement, go with Menacing Thunder. Even if the enemy is smart enough to stay away from it, your ranged allies can sit there and fire away.
Level 16 Notes
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PP Feature -- You can now spend two Action Points in an encounter instead of just one. Given your AP feature, this serves to further augment our party novas.
Feat -- Eyes in the Back of Your Head -- We'll be in melee quite a bit, and our AC isn't really high, so we take this to ensure we're not too easy to hit. If you can spare the Uncommon item slot for it, this is also the same item level as the Uncommon Crown of Eyes, which grants the same benefit. If you can get the helm, you can slide the 18 feat down to 16 and that gives you another open feat slot at 20.
Utility -- Sublime Snowfall -- Despite my annoyance of Daily utilities, this one's a strong addition to the build's healing ability. Don't be too worried if you're stacking two minors on sustains, as long as you can reach your opponent, as you can heal allies in multiple ways if you hit.
Level 17 Notes
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Encounter -- Focused Sound (B1) into Song of Summons (B17) -- DM likes to gang up on healers, especially the ones that like to jump into melee? This power gives us an out when that happens. Pull a controller/defender adjacent to you and give them a power bonus to attack one target that virtually ensures the most annoying critter can't impede you for a bit.
Level 18 Notes
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Stats -- Bump Con/Cha -- We do this almost every time.
Feat -- Shield Mastery -- Another bump to our Fortitude, which brings it on par with our Reflex, we no longer have a "bad" NAD.
Level 19 Notes
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Daily -- Invitation to Defeat (A5) into Vitality Transfer (A19) -- Make sure you have a good attack buff running before using this, as it's a rare Daily that needs to hit to be useful. It's Reliable, so it'll eventually land, but who wants to waste their standard actions?
Level 20 Notes
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PP Daily -- Visions of Victory -- Pop this early so your Barbarian can drop Hurricane of Blades, or the Ranger can throw down Untamed Outburst.
Feat -- NONE CHOSEN -- There are no key feats to take, there are several good/fun picks, however. Bardic Knowledge can be useful depending on the party (Bard-Of-All-Trades, while a great feat, isn't as high of a pick as normal, as we're going to pick up two more skills soon, although you can use BoaT as a retrain spot for Multiclass Mastery if you like). Several Human feats (Action Surge) have situational applications that we might find useful in this build, or even something generic like Impending Victory (since we're mostly spamming at-wills) or Unfailing Courage (since we can spend 2/encounter). Other options include Skill Power to pick up something nice. Between Bard/Ardent/Warlord, there's very few skill we can't end up with.
Level 21 Notes
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Epic Destiny -- Indomitable Champion (HoFL) -- Plenty of defenses
ED Feature -- Another +2 to Con/Cha
Feat -- Multiclass Mastery (Bravura Leader & Skirmishing Leader) -- Now, when an ally APs, he gains +1 to all defenses, bonus damage or THP, +8 damage, and can shift 1 before or after the action. Combine this with our own AP feature, and we have a versatile and potent nova round mechanism. Skill training choices here are open, pick what you want. If you took Bard of All Trades with your bonus feat, then you might as well snag Arcana, since it's the only skill you're not trained in with Trained-Only use.
Level 22 Notes
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Utility -- Assured Recovery (B22) -- Make sure that important save doesn't fail, remember you can't use it on a save you grant on your own turn, however, so it won't combine with Focusing Strike (A1).
Feat -- Armor Specialization (Chainmail) -- Another bonus to AC, and removal of the skill penalty.
Level 23 Notes
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Encounter -- Song of Summons (B17) into Song of Liberation (B23) -- End movement-impairing conditions on all nearby allies (if a save can end them)
Level 24 Notes
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Stats -- Bump Con/Cha -- We do this almost every time.
ED Feature -- 20 hitpoints and +1 to all NADs, we love our defenses on the front lines.
Feat -- Shield Proficiency (Heavy) -- I just mentioned defenses, right?
Level 25 Notes
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Daily -- Feast of Despair (A9) into Corona of Battle (A25) -- Sustain: Minor. A movable zone that grants regen, a power bonus to attacks, and extra damage on hits. A pure winner.
Level 26 Notes
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ED Utility -- Now you have even less reason to heal yourself during the tough fight, just pop a heal after you drop.
Feat -- NONE CHOSEN -- All of our requirements for this build are taken. If I were forced to pick the final 3 feats, I'd take Epic Fort/Ref/Will, but honestly, our NADs are very good already. Once again, look to racial feats (Timely Revival is very nice) and general epic feats (Superior Initiative is always a good default), or just something fun/flavorful that sets you apart from others (Arcane Familiar, Vampire Bloodline).
Level 27 Notes
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Encounter -- Earthquake Strike (B13) into Pounding Rhythm (B27) -- Turn our control from Proning into Stunning, much more powerful. First instinct is to upgrade Focusing Strike into Restorative Bastion, but the problem is you'd have to spend 6 PPs to use the best version, and we don't even have six.
Level 28 Notes
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Stats -- Bump Con/Cha -- We do this almost every time.
Feat -- See level 26
Level 29 Notes
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Daily -- Funeral Dirge (B15) into Shockwave Strike (B29) -- Sustin Minor. AC penalty to every enemy within 5 squares for as long as you sustain the power.
Level 30 Notes
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ED Utility -- Turn a nasty hit against you into an auto-miss once/day.
Feat -- See level 26
Level 30 CB Summary
This summary is fully equipped with no regards to item rarity, check the opening post if you have rarity concerns. As equipped we come in at 13.442 million gold, well under the expected GP values of a level 30.
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====== Created Using Wizards of the Coast D&D Character Builder ======
Fuel, level 30
Human, Ardent|Bard, War Chanter, Indomitable Champion (HoFL)
Ardent Mantle (Hybrid): Mantle of Elation (Hybrid)
Hybrid Ardent: Hybrid Ardent Fortitude
Hybrid Bard: Hybrid Bard Reflex
Psionic Augmentation (Hybrid): Hybrid Encounter Power
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Valor
Human Power Selection: Bonus At-Will Power
FINAL ABILITY SCORES
Str 15, Con 22, Dex 16, Int 10, Wis 12, Cha 26.
STARTING ABILITY SCORES
Str 13, Con 15, Dex 13, Int 8, Wis 10, Cha 16.
AC: 46 Fort: 46 Reflex: 45 Will: 47
HP: 199 Surges: 13 Surge Value: 49
TRAINED SKILLS
Endurance +24, Arcana +20, Diplomacy +28, Streetwise +28, Acrobatics +21, Intimidate +28, Heal +21, History +20
UNTRAINED SKILLS
Bluff +24, Dungeoneering +17, Insight +17, Nature +17, Perception +17, Religion +16, Stealth +17, Thievery +17, Athletics +16
FEATS
Human: Shield Proficiency: Light
Level 1: Superior Will
Level 2: Versatile Expertise
Level 4: Hybrid Talent
Level 6: Weapon Focus (Heavy Blade)
Level 8: Insightful Leader
Level 10: Resourceful Leader
Level 11: Improved Valor
Level 12: Superior Fortitude
Level 14: Superior Reflexes
Level 16: Eyes in the Back of Your Head
Level 18: Shield Mastery
Multiclass Mastery: Bravura Leader
Multiclass Mastery: Skirmishing Leader
Level 21: Multiclass Mastery
Level 22: Armor Specialization (Chainmail)
Level 24: Shield Proficiency: Heavy
POWERS
Bonus At-Will Power: Energizing Strike
Hybrid at-will 1: Cutting Words
Hybrid at-will 1: Focusing Strike
Hybrid Encounter Power: Focused Sound
Hybrid daily 1: Stirring Shout
Hybrid utility 2: Psionic Charge
Hybrid at-will 3: Focusing Strike (replaces Focusing Strike)
Hybrid encounter 3: Cunning Ferocity
Hybrid daily 5: Invitation to Defeat
Hybrid utility 6: Ode to Sacrifice
Hybrid at-will/encounter 7: Rewarding Strike
Hybrid daily 9: Feast of Despair
Hybrid utility 10: Reactive Surge
Hybrid at-will/encounter 13: Earthquake Strike (replaces Cunning Ferocity)
Hybrid daily 15: Funeral Dirge (replaces Stirring Shout)
Hybrid utility 16: Song of Sublime Snowfall
Hybrid at-will/encounter 17: Song of Summons (replaces Focused Sound)
Hybrid daily 19: Vitality Transfer (replaces Invitation to Defeat)
Hybrid utility 22: Assured Recovery
Hybrid at-will/encounter 23: Song of Liberation (replaces Song of Summons)
Hybrid daily 25: Corona of Battle (replaces Feast of Despair)
Hybrid at-will/encounter 27: Pounding Rhythm (replaces Earthquake Strike)
Hybrid daily 29: Shockwave Strike (replaces Funeral Dirge)
ITEMS
Adventurer's Kit, Shared Valor Spiritmail +6, Cord of Divine Favor (paragon tier), Boots of Caiphon (epic tier), Feystep Lacings (paragon tier), Ring of Free Time (epic tier), Nullifying Ring (epic tier), Gloves of the Healer (epic tier), Eye of Awareness (epic tier), Amulet of Protection +6, Shield of Fellowship Heavy Shield (paragon tier), Lilting Songblade Longsword +6
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