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Switch to Forum Live View Lightswitch - Science and Holy can meet
2 years ago  ::  Dec 03, 2010 - 12:55AM #1
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101

Lightswitch - Deva Artificer|Cleric/Spell Commander/Chosen of Ioun





                                                               Complete with feathers, a drow-reclaimed sword and a glacial gaze


Science and faith can meet in the modern 4e? Will we finally be able to build a decent cleric that isn't really focused on healing? This build isn't probably the finaly reply, but isn't so far away.


The complete build Show

Deva Artificer|Cleric/Spell Commander/Chosen of Ioun

Level 1
Str 12 Con 12 Dex 10 Int 18 Wis 18 Cha 8

Level 30
Str 14 Con 14 Dex 12 Int 28 Wis 28 Cha 10

Defenses
AC 45 = 10+15+4+6+9+1
Fort 43 = 10+15+6+2+2+1+7
Ref 48= 10+15+6+7+1+9
Will 45 = 10+15+6+4+9+1

HP 183 Bloodied 91 Surges per day 8 Surge Value 45
HP Int based for the Auspicious Birth (D 366) Background

Initiative +31
Speed 8

Powers

At Wills Magic Weapon (EPG) - Brand of the Sun (HotFL)
Encounter 1: Spike Wire (EPG)
Daily 1: Punishing Eye (D 374)
Daily 2: Resurgent Strength (HoTFL)
Encounter 3: Hymn of Resurgence (EPG)
Daily 5: Inspire Fervor (HoTFL)
Encounter 6: Energy Conversion (D 381)
Encounter 7: Searing Light (DP)
Daily 9: Blade Barrier (DP)
Daily 10: Healing Figurine (EPG)
Encounter 11: Spell Tracer (D 381)
Utility 12: Alter Spell Power (D381)
Encounter 13: Barbed Automation (EPG) retrains out Spike Wire
Daily 15: Brilliant Censure (DP) retrains out Inspire Fervor
Encounter 16: Astral Shield (PHB)
Encounter 17: Winds of Fury (HotFL) retrains out Hymn of Resurgence
Daily 19 no changes
Daily 20: Living Gate (D 381)
Daily 22: Diminutive Bodyguard (EPG)
Encounter 23: Prismatic Strike (EPG) retrains out Searing Light
Daily 25: Brittle Frost (PHB) retrains out Blade Barrier
Utility 26: Unerring Foreknowledge
Encounter 27: Healer's Reproof (DP) retrains out Barbed Automation
Daily 29: Simulacrum (EPG) retrains out Punishing Eye

Feats
1 Weapon Proficiency: Drow Long Knife (EPG)
2 Versatile Expertise (PHB3)
4 Battle Intuition (D 374)
6 Hybrid Talent (Channel Divinity: Healer's Mercy) (PHB3)
8 Improved Defenses (HotFL)
10 Potent Restorables (retrained to Enhanced Resistive Formula at level 11, EPG) (EPG)
11 Gambler's Word (D 379)
12 Superior Implement Proficiency (Accurate Holy Symbol) (PHB3)
14 Rapid Infusion (D 378)
16 Psychic Lock (PHB)
18 Shield Proficiency (Light) (PHB)
20 Superior Will (HotFL)
21 Divine Mastery (DP)
22 Quickened Spellcasting (Magic Weapon) (AP)
24 Defensive Enchanting (EPG)
26 Supreme Healing (DP)
28 Epic Fortitude (PHB2)
30 Epic Reflex (PHB2)

Items: +6 Githyanki Silver Drow Long Knife (MoTP), +6 Accurate Symbol of Victory (PHB), +6 Shared Valor Starleather Armor (AV2), Headband of Intellect (Heroic Tier, AV), Gloves of the Healer (Epic Tier, AV), +6 Torc of Power Preservation (AV), Boots of Speed (AV), Light Shield (PHB), Iron Armbands of Power (Epic Tier, AV), Ring of Action Reversal (AV2), Ring of Wizardry (PHB), Diamond Cincture (paragon tier, AV), Battle Standard of Healing (AV)

Total Spent Budget: 13,755,680/14,000,000 GP


Analysis of the build characteristics:

This is an experiment around Auspex7 Killswitch build (ty Auspy :*). Basically this build takes the better from these two classes and fits them in a quite decent mix.

The build: Deva for +int/wisdom bonus is mandatory. I considered Githzerai but the feat that combined weapon proficiency and weapon focus didn't apply to Drow Long Knife. Plus, deva has a nice racial feat, Battle Intuition, which is fairly useful to raise Initiative.
16/16 intellect/wisdom is fairly obvious, probably you can safely dump strength and raise charisma.
The cleric part of the build brings Healer's lore (nice for Battle Surge and for Healing Word/Healer's Lore)
The artificer part of the build brings Resistive Formula, which is probably the best healing feature among all leader "Words", that makes this build able to skip the Shared Healing cleric epic feat to be able to have a shared pool of surges from level 1.
From level 6 we get another "OMG" (to be well-mannered) button, which is healer's mercy. Causes you to be weakened, but most people don't care about it since damage is secondary to what this build can do.
Auspicious Birth raises our HP pool from level 1 to decent levels but can be skipped easily.
Good Initiative (+31 at 30th level) and Speed (8 at level 30) makes this build quite mobile.

Power Selection:
At wills: at wills are surely incredibly strong. Magic Weapon is well known as one of the most powerful at wills in the game. Brand of the Sun, from Heroes of Fallen Lands, is the best save-enabler at will in the game and frees literally us from the saving enabling probems.

Encounters:
Level 1: Spike Wire is a good alternative to Magic Weapon spamming when positioning is an issue
Level 3: Hymn of Resurgence is an incredible DPR increaser, CA and Save generator, coupled with a large area and no targeting problem
Level 7: Searing Light is a no asked encounter blind. Blinding is one of the most gruesome conditions and being able to apply it from level 7 quite consistently is really strong
Level 11: Spell Tracer is our second enabling power (the first is a daily, though). Fits well the theme "i can do everything of this build"
Level 13: Barbed Automation can raise party damage, with a little pushing tactic (which is fairly common in defenders/controllers), in an incredible way.
Level 17: Winds of Fury is an incredible movement enabler, prones and pushes. A great starter for your party
Level 23: Prismatic Strike is a beast of a power: It does everything you may want from an encounter: enemy penalty to attack rolls (increased by psychic lock), prones, can't stand up from prone and slides a little bit
Level 27: Healer's Reproof: aoe stunning. Do you really want something else? You have it. Surge+3d6+Wisdom Healing.
 
Dailies:
Level 1: punishing Eye: kept till level 29, this is one of the most incredible damage buffers in the game. Little positioning, can't literally be destroyed and +int to damage. Incredible.
Level 5: Inspire Fervor: having no charisma bonus, Consecrated Grounds can't be used. So i went to Inspire Fervor as Party movement and MBA enabling, plus decent damage.
Level 9: Blade Barrier: i'm quite fond of this power. Incredible damage, useful blockade and autohit. What do you want more?
Level 15: Brilliant Censure: here's our other blind. Aoe Save-End Blinding + 2d6 extra radiant damage? What do you want more? Control, precision and damage.
Level 19: We want to keep our three dailies since this level offers no better alternatives
Level 20: Living Gate: basically until the end of the encounter you can move who you want where you want.
Level 25: Brittle Frost: single target weakening + a couple of nova rounds with an extra +5 damage.
Level 29: Simulacrum: repeat your encounter powers again and re-use one of your dailies. Great capstone power.

Utilities:
Level 2: Resurgent Strength: extra cleric healing + extra damage.
Level 6: Energy Conversion is not only a very strong damage interrupt, but a font of extra THP
Level 10: was quite undecided between battle surge and healing figurine. I chose healing figurine because it is an extra source of saves in case i'm really starved and works as extra free healing. Being able to free my action also improves party damage for the encounter, and the figurine itself can be the target of attacks (basically wasting them)
Level 12: Alter Spell Power is not only a source of extra damage, but a way to finish resistant enemies and to add damage-type cheese to a power
Level 16: Iron hide infusion has to be considered. But a +2 to AC bonus encounter long is better than a +4 for 1 round. So, Astral Shield
Level 22: Diminutive Bodyguard is able to do everything: resist 5 aoe and denies an attack each round. Incredible.
Level 26: the reason because i went avatar of Ioun is in this power. Unerring Foreknowledge is the final enabling power, being able to give for a full encounter a serie of standard actions is incredible.

Feats:
Went on accuracy/defense.

Most important feats are Gambler's Word, which is really nice with all that multi-attacking powers (getting a critical hit each encounter isn't really hard), psychic lock coupled with Gith silver weapon grants a constant -2 on enemy hit. Enchanced Resistive Formula and Supreme Healing double the effectiveness of our healing encounter powers, being able to have constantly 6 encounter healing + the extra from Gambler's word. Finally Defensive Enchanting covers the artificer ranged problem.

Items
Basically this isn't really an item dependant build. I've chosen the classical standard leading items (shared valor, gloves of healing) with a couple of nice things that works with psychic powers (the weapon and the head slots), a lot of power recovery (torc and the two rings), a bit of extra damage which isn't really bad

Level Breakdowns
Level 5 breakdown Show

At level 5 this build starts working as all-around leader, since we get our first enabling power, inspire fervor. Hymn of Resurgence works as main CA generator and control spell. Magic Weapon buffs with a nice +4 to damage for a whole round. A decent +8 to initiative makes you start your combats most of the time among the first in your party and in the battlefield, giving immediately bonus to your slower allies. Spike Wire can be used to fire focus a single dangerous enemy, coupled with battle surge. Full nova could consist in:
Round 1 Move decently, Magic Weapon
Round 2: Move + Spike Wire + Battle Surge AP Inspire Fervor. #MBA + extra Wis + extra possible Wis from the Magic weapon + 4 power from battle surge. Overall that could consist into 2-3 extra MBAs with 8-12 extra damage.

Level 10 breakdown Show

At level 10 this build is incredibly better than it was at level 5. Searing Light, coupled with extra damage from spike wire and hymn of resurgence is incredible control. Energy Conversion is great as cushion for a reckless ally. Blade barrier is the definitive leader control spell, dealing huge damage and helping your party. Finally Healing Figurine works when at the end of the day you have little surges left, even if you should be able to use the party pool of surges in a correct way. At level 6, finally, you get an excellent help button as Healer's Mercy
Items: at level 9 you get your first Githyanki Silver enchant and you can use the daily power to send a perilous enemy away for a couple of rounds.

Level 15 Breakdown Show

At level 15 this build gets most of its enabling power. Gambler's Word and Rapid Infusions are extra features for your words. Enhanced Resistive Formula is one of the best feat in the game, literally doubling the effect of your Resistive Formula. At level 15 you get your Torc of Power Preservation to recover encounter powers. Brilliant Censure is the final controlling/damage increasing power, great for your party to add extra radiant damage.

Level 20 Breakdown Show

Level 15-20 is based on a couple of things: first you gain a lot of extra movement abilities (Winds of Fury and Living Gate), you get psychic lock for free +1 to hit with Headband of Intellect and you gain a solid defense boost (iron will and shield proficiency). Finally Astral Shield covers all the defensive buffing you may want in a very simple way.

Level 25 Breakdown Show

The build starts to resemble to its final version. Divine Mastery for simple power reciclying, as the couple of rings, grants that you won't use your at wills unless obliged to save. Defensive Enchanting grants ranged flexibility and the ability to shift from and to melee easily. Quickened spellcasting grants extra free damage for nova rounds and Prismatic Strike is the Summa of leader/controller effects, granting a -12 to enemy hit for one round and CA. Brittle Frost, finally is the right daily in a nova setup, granting vulnerability that stacks with all damage increase effects.

Level 30 Final Build Show

Feat list ends with the powerful Supreme Healing, able to double Healing Word effects. We get unerring foreknowledge, THE enabling power, Healer's reproof, THE controller/leader power and finally Simulacrum, a power able to make you repeat your used encounters and daily power at the end of a difficult combat.


Changes Log Show

Switched Improved defense (now level 8) and Hybrid Talent (now level 6)
Changed Battle Surge with Healing Figurine
Switched superior implement proficiency (now level 12) and Rapid infusion (now level 14)
Added budget and item references
Changed Iron Hide Defense with Astral Shield



Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

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2 years ago  ::  Dec 03, 2010 - 12:56AM #2
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101
NON-F.A.Q.

Why cleric?? 
This build adds great control to the artificer arsenal. Blinding from relatively low level, consistently proning and stunning enemies makes this build a good off-controller for a little party, being able to free your builds from the control burdain.

Killswitch is better
It is surely better. But the focus of this build is to be able to cover each leader role: it is a great great, GREAT damage increaser. A good save enabler. A quite optimized, but not excessive, healer. A decent enabler, for the Spell Commander PP. A nice movement enabler.
This build covers all single roles efficiently, and in some roles is incredible. Killswitch, instead, is a lovely leader focusing on alpha striking, which is a great (but boring, imho) strategy. Overall, i think that this build could even alpha strike in nova round... naturally worse than Killswitch.

I'll add more FAQ when asked to :D

Hope you enjoyed, at least a little, my build.

Thanks to RuinsFate for the Name and for the Pic ^^

Variants Show


Fei's Variant: Exacting Utterance as level 1 encounter power --- Shocking Feedback as level 3 encounter powers: damage stacking and extra healing but much lesser control and accuracy and a little minor encounter nova ability

Seifalmasy's Power VariantRestorative Infusion as level 2 utility -- Bastion of Health as level 6 utility --- Recuperative Enchantment at level 10 utility --- Slick Concoction as level 16 utility : a bit better healing power but less nova, get huge movement 1 round before but in general a bit more hard to heal in melee, due to ranged powers.



Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

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2 years ago  ::  Dec 03, 2010 - 5:53AM #3
MC-DrowBane
Date Joined: Aug 10, 2010
Posts: 1,260
I like this.  The flavor is awesome.

1) Power choices are very well thought out.  I particurally like the blade barrier/winds of fury.  Your choice of utilities is very well done.

2) Nice add with the symbol of victory/epic resurgence/gambler's word

3) I'm a little confused about your use of IAoP

4) Your right, Unerring Foreknowledge is uber.

Nice build, I'm a huge fan of Killswitch, but I really like how you use the Artificer's flavor in a more "traditional" sense.

EDIT - Oh and I love the name homage.
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2 years ago  ::  Dec 03, 2010 - 5:56AM #4
absimiliard
Date Joined: Sep 14, 2009
Posts: 310
I like it.  Not as focussed on one thing, but that's not a bad trait.

In particular I like that you built it in a non-item-dependent manner.  That makes it a lot more viable for people to use/plagiarize.

-abs
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2 years ago  ::  Dec 03, 2010 - 6:00AM #5
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101

Dec 3, 2010 -- 5:53AM, MC-DrowBane wrote:

I like this.  The flavor is awesome.

1) Power choices are very well thought out.  I particurally like the blade barrier/winds of fury.  Your choice of utilities is very well done.

2) Nice add with the symbol of victory/epic resurgence/gambler's word

3) I'm a little confused about your use of IAoP

4) Your right, Unerring Foreknowledge is uber.

Nice build, I'm a huge fan of Killswitch, but I really like how you use the Artificer's flavor in a more "traditional" sense.

EDIT - Oh and I love the name homage.




ty ^^

IAoP serve as additional damage resource when nova-ing or when obliged to use your Brand of the Sun for save enabling. You can simply melee with your powers and add that extra damage when needed. I need to recalculate budget but it seems fairly large to allow the use of epic tier arms slot. Otherwise, even paragon ones are sufficent

Anyway, didn't want to focus too much on item selection, to make it more viable in LFR campaigns ruled by item rarity rule.

Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

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2 years ago  ::  Dec 03, 2010 - 7:17AM #6
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,403
I love the thaumaturge flavor of this build. Il look into it for my next character.
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2 years ago  ::  Dec 03, 2010 - 7:27AM #7
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101

Dec 3, 2010 -- 7:17AM, Haldrik wrote:

I love the thaumaturge flavor of this build. Il look into it for my next character.




Thank you  ^^ I'm very happy about it

Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

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2 years ago  ::  Dec 03, 2010 - 8:56AM #8
lunattic
Date Joined: Nov 9, 2003
Posts: 382
Nice build!

It reminds me a bit (or rather strongly) of my own artificer l cleric hybrid, though he was optimized purely for healing and buffing. Using mark of healing, the jorasco jadehand PP and a slew of aoe healing powers, he basically made the party immortal and immune to save-ends effects while buffing with magic weapon/punishing eye on other moments. Glancing over it, I see more than a few feats and powers our builds have in common

Some things I've found that were very useful or fun to have:
-Moment of glory, the level 1 cleric daily, can completely obsolete encounters all the way during heroic and sometimes even into paragon. It might be worth taking a look at it, since from the consecrated ground comment I presume to gather you would have preferred a defensive daily in the level 5 slot.

-One of the Deva bloodline feats allows you to build a temp hp shield each time you take damage from a cold or fire attack. Since these are very common damage types (cold remarkably often during paragon), combining the feat with a resistance item can make you virtually unkillable in certain encounters.
 
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2 years ago  ::  Dec 03, 2010 - 9:40AM #9
alien270
Date Joined: Dec 7, 2008
Posts: 2,038
Sweet build!  I love the flavor, and from what I can tell it looks effective throughout all tiers of play.  I like how it's a solid secondary controller and a fairly balanced leader.  Extreme specialization can be effective, but I think versatility is sometimes underestimated in Char Op, and besides the fact I think versatile builds are more fun.

EDIT:  This build actually gave me an idea.  I've been messing around with a Heroic Cleric build, basically trying to make Codex from The Guild.  Obviously (if you're familiar with the character) I needed the ability to use staffs as an implement, so I'd defaulted to Invoker M/C with my Human bonus feat.  This build made me realize that Artificer was a much better choice because the skill isn't wasted, plus a Daily use of Resistive Formula is much better (and truer to theme) than an encounter use of Hand of Radiance. 
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2 years ago  ::  Dec 03, 2010 - 12:27PM #10
Pazu
Date Joined: Jan 5, 2006
Posts: 68
I like this build a lot.  Until WotC comes out with an Int-secondary cleric build (if ever--maybe for the Knowledge domain?), this works nicely as a light-armor, Int-based healer.  I might be able to do a decent simulation of characters like Raine Sage from Tales of Symphonia using this as a basis.

Thanks for posting!
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