Basics Tactic: Oath, attack with word of exchange (protection) to make the target easier to hit and enable rune of vengence (even if you miss). The wait for an ally to hit, and smack it with overwhelming strike for a solid 2 attacks per turn.
Extras: Painful oath adds to runepriest and avenger attacks (it's 1/turn, so it'll work on the reaction). Supplement with avenger minor (not immediate) action attacks (fury's advance, soul forged hammering). Runepriest powers will help allies hit your target (word of exchange, rune of the conquering sign). You can heal adds more damage and primes your vengance rune (when you use a daily). Warlord Friendly with a strong MBA.
Defiant Defender has massive defenses it uses at-will prone to keep enemies nearby. This works best with a ranged heavy party where you can take point and allies can trigger your bonus from a distance. If you have a melee ally, try to go right before him so you can hit, he can hit, then you can overwhelming strike prone, then he can shift away.
Also, when you are missed, you get +Wis for all your attacks. Unload soulforge hammering, and fury's assault. Defiant DefenderShow
Race: Minotaur: Minotaur and longtooth shifter both have +2 to Str and Wis. Class: Hybrid, Avenger, Runepriest: Basis of the build Runepriest Option: Defiant Word: +Wis to damage when missed, no issue with hybrids, and works for all attacks that round Background: Auspicious Birth: Paragon Path: Hammer of Vengance: Provides us with a repeatable off action attack Epic Destiny: Destined Scion: Hitting is good.
Starting Stats Str 16 Con 11 Dex 13 Int 10 Wis 16 Cha 8
Final Stats Str 28 Con 13 Dex 15 Int 12 Wis 28 Cha 10
Defenses: AC: 47 Fort: 50 Ref: 44 Will: 51
Feats: 1: Hybrid Talent (Runepriest Armor Profiency): Very solid Scale + Shield 2: Flail Expertise: Overwhelming strike prones. 4: Power of Skill: Our OA get's a double roll and prones. 6: 8: Heavy Shield 10: Battle Awareness: Prereq, also Covers the times we won't have a Rune of Vengance 11: Painfull Oath: This has no hybrid issues, and will add to runepriest attacks as well 12: Superior Will 14: Superior Fortitude 16: Lightning Reflex (retrain to Superior Reflex at 21) 18: Ubiquitous Shield (retrain to Scale Specialization at 22) 20: Encouraging Shield 21: Slashing Storm: Highly likely to hit at least once, so make a nice zone for yourself. 22: Epic Fortitude 24: Epic Reflex 26: Epic Will 28: Mythic Senses 30: Stout Shield
At-Will: Overwhelming Strike: Oath benifit on MBA, and provides some much needed positioing and control. Word of Exchange: Used in protection, it helps our allies hit, which let's us hit again.
Equipment: Alhulak +6, Heavy Shield, Scale +6, Amulet of Protection +6
Assuming 2 attacks per turn Assuming Oath of emnitiy on Overwhelming Strike Assuming Painfull Oath on both attacks Assuming Word of Defiant, or slashing storms (they stack, but are both situational) Assuming +2 to hit from CA, or word of exchange (they stack, but are both situational)
Word of Exchange: 39 vs AC, (35% miss, 60% hit, 5% crit) 1d8 + 9(str) + 6 (enh) + Wis (9) + Wis (9) = 37.5 Crit: 8 + 9 + 6 + 9 + 9 + 6d6 (21) = 62
Overwhelming Strike: 39 vs AC roll twice (12.25% miss, 87.75% hit, 9.75% crit) Overwhelming Strike: 2d8 + 9 (wis) + 6 (enh) + wis (9) + wis (9) = 42 Crit: 16 + 9 + 6 + 9 + 9 + 6d6(21) = 70
Serene Killer focuses more on damage. Using Serene instead of defiant allows you to take something else for your hybrid talent. In this case, censure of unity. Better in melee heavy parties, this build is designed for everyone to group up on 1 target and decimate it. Serene KillerShow
====== Created Using Wizards of the Coast D&D Character Builder ====== Killer Bee, level 30 Longtooth Shifter, Runepriest/Avenger, Hammer of Vengeance (PH3), Destined Scion Runic Artistry Option: Serene Blade Hybrid Avenger Option: Hybrid Avenger Reflex Hybrid Talent Option: Avenger's Censure (Hybrid) Avenger's Censure Option: Censure of Unity Epic Heroism Option: Strength Epic Heroism Option: Wisdom Associate: Trained Young Owlbear Auspicious Birth (Auspicious Birth Benefit) Theme: Fey Beast Tamer
FINAL ABILITY SCORES STR 28, CON 13, DEX 15, INT 10, WIS 28, CHA 12
STARTING ABILITY SCORES STR 16, CON 11, DEX 13, INT 8, WIS 16, CHA 10
Other thoughts: Variants: Serene with Armor of Faith could make a nice balanced build. Items: It's very easy to boost damage with some items. Iron armbands of power is a given. Frost is a classic. Symbol of victory is an easy bonus. Stats: You could drop Wis a bit since avengers reroll. This can open up other races.
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.
That looks solid. I'll have to look over it more... but my knee jerk is to get it up in the wiki somewhere.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
That looks solid. I'll have to look over it more... but my knee jerk is to get it up in the wiki somewhere.
Is the idea to use it every turn, or just recover it once? This is directly from the power:
Hit: 2[W] + Strength modifier damage. If the target deals damage to any of your allies before the end of your next turn, you regain the use of this power. You can regain the use of this power only once per encounter.
If you've found a way around this, it's very nice indeed.
That looks solid. I'll have to look over it more... but my knee jerk is to get it up in the wiki somewhere.
Is the idea to use it every turn, or just recover it once? This is directly from the power:
Hit: 2[W] + Strength modifier damage. If the target deals damage to any of your allies before the end of your next turn, you regain the use of this power. You can regain the use of this power only once per encounter.
If you've found a way around this, it's very nice indeed.
Not the power, the path feature.
Whenever you enter a new rune state, you can enter the rune state of vengeance instead. When any ally hits an enemy adjacent to you while you are in this rune state, you can make a melee basic attack against that enemy as an immediate reaction. This rune state then ends.
It's great, but you need to use a runic power to get into the rune state.
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.
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.
Looks interesting - I see a couple of issues: You're very dependent on your Defender to keep your opponent next to you. Given it is an immediate either way, they can simply shift away, trigger your Battle Awareness once, and then do that again the next round. Then you don't get an off-attack.
They can simply move a 2nd enemy next to you before attack, thereby robbing you of your oath benefit(if there is a Defender involved)
In a much more minor note, why not get proficiency with Spiked Shield over Heavy Shield? That way, you get a Rhythm Blade Spiked Shield and don't suffer a penalty to a bunch of skill checks...
Looks interesting - I see a couple of issues: You're very dependent on your Defender to keep your opponent next to you. Given it is an immediate either way, they can simply shift away, trigger your Battle Awareness once, and then do that again the next round. Then you don't get an off-attack.
Depends alot on inititive order. If you go right before your ally, the enemy won't have a chance to do anything.
Though, yes, keeping the enemy close, and making them attack you is an issue. A strong OA, Hindering Shield, and World Serpents Grasp should cover most, but certainly not all of it.
They can simply move a 2nd enemy next to you before attack, thereby robbing you of your oath benefit(if there is a Defender involved)
Again, depends on inititive order, though it wouldn't hurt to pick up an avenger "get oath" util or 2.
In a much more minor note, why not get proficiency with Spiked Shield over Heavy Shield? That way, you get a Rhythm Blade Spiked Shield and don't suffer a penalty to a bunch of skill checks...
I'd rather have the extra enchantment slot and take the penalty to skills.
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.
In a much more minor note, why not get proficiency with Spiked Shield over Heavy Shield? That way, you get a Rhythm Blade Spiked Shield and don't suffer a penalty to a bunch of skill checks...
I'd rather have the extra enchantment slot and take the penalty to skills.
What extra enchantment slot? A spiked shield enchanted as a weapon doesn't count as an arms slot item and this build would appear to want an arms slot item, not a shield one...