thx poyodiablo for the dwarf-goliath. Which is totally not a revenant deva.
You have an at-will daze, usable as an OA, which slides 2 prones, and allows you to shift 2 (but crap damage). You have an at-will "better then immobilize", usable as an OA, which slides 2, prones, and allows you to shift 2. You can OA anyone who comes adjacent. You can interupt attacks against allies, which slides 2, prones, and allows you to shift 2, likely negating the attack. You're mindspike can interupt attacks against allies, which slides 1, likely negating the attack. You don't die very easily, and are immune to many status effects.
Revenant: Revenant are the toughest, and come with the right stat. Past Life: Deva: Stictly for Potent Rebirth, but going goliath and grabbing their PP is also a prime option. Battlemind: It has all the awsome at-will attacks. Background: Acane Student Who Saw Too Much: Gives us a litttle more edge is shaking off our revenant daze. Becomes obsolete in epic.
STARTING ABILITY SCORES STR 14, CON 16, DEX 13, INT 8, WIS 14, CHA 10: Con for attacks, Str/Dex/Wis are for polearm feats, and mobile warrior in epic. If your starting in epic, starting with 18 Con would be better.
Feats: Level 1: Melee Training Con -> @11 Heavy Blade Expertise: Feat tax (for battlemind anyways) replaced by feat tax. Level 2: Disciple of Death: Toughness. Level 4: Superior Will -> @21 Improved Defense: Let's us keep more actions. Level 6: Mark of Storm A core piece of the build. We now slide on every attack. Level 8: Stormhawk's Vengeance Gives us some retaliation damage. Level 10: Wrathful Warrior Prereq for all our Polearm feats.
At-Will Powers: Level 1 power's are not build centric. I like Conductive Defense and Iron Fist to start with. Level 3: Loadstone Lure: Our "better then immobilize". Draw enemies away from allies, or attack and shift away to "stun" them. Level 7: Lightning Rush: A big winner. We now interrupt attacks against allies, and slide them away from ouselves.
Utility: Nothing build centric here.
Dailies: Again, nothing build centric but... Level 5: Nightmare Vortex: This is an amazing power that will be upgraded to slide 2 and prone every enemy with 3 at the start of their turn.
Paragon Path: Lyander Wind Rider: Mostly for the +1 to hit, since we're all about status effects, but the +Con to damage is pretty nice too. *Goliath's Stoneblessed: Looks pretty impresive as well with more range and an encounter threatening reach, but we'd potent rebirth for it. Still a good option.
Feats: Level 11: Heavy Blade Opportunity: Add "As an OA" to all your powers. Level 12: Polearm Momentum: Add "and Prone" to all your powers. Level 14: Polearm Gamble: You now have more ways to trigger an OA. Level 16: Potent Rebirth: Accuracy. Level 18: Deadly Draw: More accuracy. Level 20: Restless Dead: Even More accuracy.
At-Will: Keeping lightning rush and loadstone lure, we add... Level 13: Intellect Snap: Removing enemy actions keeps allies safe.
Powers: No daily or utility powers are build centric, but... Level 19: Indomitable Presence: Will prone people who hit you.
ED: Topaz Cursader: Prevent's us from loosing our interupt actions.
Feats: Level 21: Ghostly Vitality: We've got no issue staying below 0 now. Level 22: Mobile Warrior: Helps keep us out of trouble as well. Level 24: Rapid Mind Spike: So we can use this and Lightning Rush (on the same trigger). Level 26: Lure of Iron: Combines with the below. Level 28: Prescient Retaliation: Now mindspike can stop attacks too. Level 30: Long Step: Gives us a little more room to manuver.
Powers: None are build centric, but don't upgrade any of your at-wills.
Required Items: Lightning Glaive (lvl 5): Needed for to make use of mark of storms.
Very Highly Recommended Items (the build assume you have them): Verve Armor (lvl 4): Bumps your revenant-ness up a notch. Belt of Sonnlinor Rightousness (lvl 6): This is why revenant's win. Rushing Cleats (lvl 7): Turns slide 1, into slide 2, allowing us to prone. Note that this can be replaced by Telekinetic Savant. Periapt of Recovery (lvl 8): For full revenant goodness.
*Life Charm (lvl 23): This allows you to retrain a feat (diciple of death), and get different armor, but you also loose the ability to auto-spend surges, which you would otherwise do 50% of the time you where below 0. A slightly stronger option if you have a leader who can toss you a heal now and then.
Yea, for the OCB finally having summeries (that mostly work)
====== Created Using Wizards of the Coast D&D Character Builder ====== Revenant, Battlemind, Lyrandar Wind-Rider, Topaz Crusader Psionic Study Option: Wild Focus Bound to Greatness Option: Bound to Greatness (Constitution) Choose your Race in Life: Deva
FINAL ABILITY SCORES STR 16, CON 28, DEX 17, INT 10, WIS 22, CHA 12
STARTING ABILITY SCORES STR 14, CON 16, DEX 13, INT 8, WIS 14, CHA 10
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.
You can daze/prone at-will at 23 with hindering shield, overwhelming impact and might of ogre if you don't want to be so mad and lose your shield. All in burst 1.
You can daze/prone at-will at 23 with hindering shield, overwhelming impact and might of ogre if you don't want to be so mad and lose your shield. All in burst 1.
True, but you can't daze/prone when people come close, or as an interupt to save an ally. Though it's possible to use a glaive + shield with eternal defender (to bad you can't make it a burst 2, that would be awsome). It also starts earlier. Though you have to wait till epic to shift 2 after each attack.
No power depends on a secondary so MAD doesn't hurt, though you do loose a point or 2 in a NAD for doubling up on Str/Con.
The main reason you can play this build without being a total cheese head is that it only hit's on an 9 (+2 after you drop below 0, +2 more with the daze). So enemies still have a chance to do something. That and you probably coldn't win an encounter by yourself, even being as tough as you are, since you do no damage. Your just really good at preventing it. (why yes, i would like to team with an OA provoking prime shot ranger).
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.