I'm not sure if you can get the burst daze. Overwhelming Impact specifies melee attacks with a hammer. So close bursts wouldn't work...though it is labeled melee at the top, but I think the augment replaces that.
This is a neat build (and an excellent defender). I like the abilty to daze at-will and on OAs, and the multiple ways to interrupt attacks (including one that slides with no attack roll).
I haven't looked into the build in detail (it's hard for me to look stuff up from work, and I don't have Insider), so I'm not sure when each component of the build takes shape. What are the build's capabilities in early/mid/late heroic? It appears to start to kick butt in mid-paragon with Polearm Momentum, Polearm Gamble etc. If that's the case, then I recommend taking a few feats for damage and/or accuracy during Heroic so you can stay effective (as you say, the damage is a bit low). Then train them out as the more productive defender feats become available. This only applies, of course, if you're not starting in Paragon, in which case it's really not an issue.
This build doesn't do much or any pushing (instead does lots of slides), which means it probably would not benefit enough from Iron Vanguard even if it was worth giving up your BM Paragon for it. I think what you're doing with the slides is more than worth it though.
Very cool build. This weekend I look forward to looking up its components to see how it does it!
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
This is a neat build (and an excellent defender). I like the abilty to daze at-will and on OAs, and the multiple ways to interrupt attacks (including one that slides with no attack roll).
I haven't looked into the build in detail (it's hard for me to look stuff up from work, and I don't have Insider), so I'm not sure when each component of the build takes shape. What are the build's capabilities in early/mid/late heroic? It appears to start to kick butt in mid-paragon with Polearm Momentum, Polearm Gamble etc. If that's the case, then I recommend taking a few feats for damage and/or accuracy during Heroic so you can stay effective (as you say, the damage is a bit low). Then train them out as the more productive defender feats become available. This only applies, of course, if you're not starting in Paragon, in which case it's really not an issue.
This build doesn't do much or any pushing (instead does lots of slides), which means it probably would not benefit enough from Iron Vanguard even if it was worth giving up your BM Paragon for it. I think what you're doing with the slides is more than worth it though.
Very cool build. This weekend I look forward to looking up its components to see how it does it!
Things just slowly come online from 1-30.
@ lvl 3, you get loadstone lure, which is your immobilize. @ lvl 4-5, you get you're main chunk of toughness. @ 6 you get to slide on all attacks @ lvl 7, you get lighntning rush, which will interupt (and slides). @ 11, you can can use it as an OA @ 12, you add prone to everything @ 14, you add another way to OA @ 16-20, you ramp up your accuracy @ 21, you become super tough @ 22, we shift after every attack @ 24-28, we get another interupt+slide @ 30, we shift a bit further.
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.
Hey mellored really cool build u got here, I was looking through the build and was wondering which at-will skill are u using to give the daze condition? I am also trying to build a prone/daze character but going with a Hybrid Ardent/Fighter multiclass into Assassin to take the Nightmare Master Feat and using demoralizing strike with a thunder greatspear and polearm momentum combo, but the way im doing it seems to be a bit more feat intensive so im just looking for other options.
Hey mellored really cool build u got here, I was looking through the build and was wondering which at-will skill are u using to give the daze condition? I am also trying to build a prone/daze character but going with a Hybrid Ardent/Fighter multiclass into Assassin to take the Nightmare Master Feat and using demoralizing strike with a thunder greatspear and polearm momentum combo, but the way im doing it seems to be a bit more feat intensive so im just looking for other options.
Level 8: Stormhawk's Vengeance Gives us a nice Catch-22 on our lightning rush.
Can someone walk me through the Catch-22 in this Stormhawk's Vengeance/Lightning Rush combo? I'm just not seeing it. As far as I can see, Stormhawk's Vengeance relies on an enemy dropping you to 0 or less, but there's nothing in Lightning Rush that seems to guarantee dropping you to 0 or less (just the augment 2 that makes you the target of the attack). Is that it? Thanks in advance! Cheers, VK.
Level 8: Stormhawk's Vengeance Gives us a nice Catch-22 on our lightning rush.
Can someone walk me through the Catch-22 in this Stormhawk's Vengeance/Lightning Rush combo? I'm just not seeing it. As far as I can see, Stormhawk's Vengeance relies on an enemy dropping you to 0 or less, but there's nothing in Lightning Rush that seems to guarantee dropping you to 0 or less (just the augment 2 that makes you the target of the attack). Is that it? Thanks in advance! Cheers, VK.
If they attack you, they could take damage (there's no major negitive for him dropping below 0). If they attack an ally, you lightning rush, you knock them away and prone.
Catch-22 is probably not the best description for it.
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.