Community

 
Jump Menu:
Post Reply
Page 1 of 2  •  1 2 Next
Switch to Forum Live View Skirmisher. Don't stand so close to me.
2 years ago  ::  Aug 04, 2011 - 12:32PM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,459
I'll come to you, don't come to me.

build Show



====== Created Using Wizards of the Coast D&D Character Builder ======
Skirmisher, level 30
Half-Elf, Avenger, Favored Soul, Marshal of Letherna
Build: Pursuing Avenger
Avenger's Censure Option: Censure of Pursuit
Sworn to Duty Option: Wisdom
Half-Elf Power Selection Option: Dilettante
Auspicious Birth (Auspicious Birth Benefit)
Theme: Guttersnipe

FINAL ABILITY SCORES
STR 16, CON 16, DEX 22, INT 13, WIS 28, CHA 10

STARTING ABILITY SCORES
STR 14, CON 12, DEX 14, INT 11, WIS 16, CHA 8


AC: 43 Fort: 38 Ref: 41 Will: 47
HP: 216 Surges: 10 Surge Value: 54

TRAINED SKILLS
Acrobatics +26, Perception +29, Religion +21

UNTRAINED SKILLS
Arcana +16, Athletics +18, Bluff +15, Diplomacy +17, Dungeoneering +24, Endurance +18, Heal +24, History +16, Insight +26, Intimidate +15, Nature +24, Stealth +21, Streetwise +20, Thievery +21

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Avenger Feature: Abjure Undead
Avenger Feature: Divine Guidance
Avenger Feature: Oath of Enmity
Swordmage Attack 1: Luring Strike
Favored Soul Attack 11: Radiant Rush
Favored Soul Utility 12: Wings of Angels
Favored Soul Attack 20: Celestial Skirmish
Marshal of Letherna Utility 26: Clarion of Sorrow

FEATS
Level 1: Heavy Blade Expertise
Level 2: Unarmored Agility
Level 4: Avenging Resolution
Level 6: Weapon Focus (Heavy Blade)
Level 8: Improved Defenses
Level 10: Adept Dilettante
Level 11: Versatile Master
Level 12: Polearm Gamble
Level 14: Heavy Blade Opportunity
Level 16: Superior Will
Level 18: Painful Oath
Level 20: Lasting Frost
Level 21: Long Step
Level 22: Hand of Divine Guidance
Level 24: Terrain Advantage
Level 26: Blade Opportunist
Level 28: Combat Reflexes
Level 30: Mark of Sentinel

ITEMS
Helm of Opportunity (epic tier) x1
Glaive of Great Opportunity +6
Antipathy Gloves (heroic tier) x1
Cloak of Distortion +6 x1
Dragoncloth Armor of Starlight +6 x1
Defiant Boots (paragon tier) x1
Iron Armbands of Power (epic tier) x1
Frost Glaive +6 x1
Siberys Shard of Merciless Cold (epic tier)
====== End ======

 

Highlights:

1) Luring Strike + Mark of Sentinel + longstep means i can shift 2 (for oath), attack, and shift 2 away.
2) Polearm gamble + HBO + OA accuracy (only miss on a double 1).  To hurt, and run, from anyone who comes close.
3) Difficult Terrain + Antipathy Gloves to prevent shifting and increase OA's (either direction).
4) Flight.


DPR 56.3325  (97.245 if they move toward you) Show

To Hit:
15 lvl
+9 Wis
+2 Prof
+6 Enhancment
+3 Feat
+2 CA
= +37 to hit  (1-.35*.35) = 0.8775

with OA's
+3 Helm of Oppertunity
+2 Blade Oppertunist
+1 Combat Reflexes
=43  (1-.05*.05) = 0.9975

1-.9*.9 = 19% crits

Damage:
4d4 (13 with avenging resolve)
+6 Enhancemnt
+9 Painful Oath
+3 Feat
+6 Item
+5 Shard
+5 Vuln
= 47
+ 12 if they move away

Crit:
+3 (maximised 4d4)
+21 (6d6)
= 24 * .19 = 4.56

0.8775 * (47+12) = 51.7725 + 4.56

0.8775 * 47 = 41.2425 + 4.56
0.9975 * 47 = 46.8825 + 4.56
guides Show
my builds Show

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.
Quick Reply
Cancel
2 years ago  ::  Aug 04, 2011 - 2:22PM #2
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
Aren't Antipathy Gloves redundant with Marshal of Letherna?

Clever combination of difficult terrain + terrain advantage, with PG/Censure's Grip to ensure maximum OAs. I dig it.

Mark of Sentinel + Luring Strike: wouldn't that give you three shifts? 1 for MoS, one before/after Luring Strike, and then another when you hit with it?

This build is ripe for Polearm Momentum. Add in some cleats, and it'd work perfectly with Long Shift and Luring Strike. Now they're smacked AND prone. Shame Adept Dilettante already takes up your MC slot.
Quick Reply
Cancel
2 years ago  ::  Aug 04, 2011 - 2:31PM #3
EasyT
Date Joined: Aug 22, 2007
Posts: 1,710
Ha! So against melee enemies (once you're at 16th level+), you fly above them just out of their range, shift down 2, attack, and then shift back up 2? Is that what I'm seeing? Because that's adorable.
Quick Reply
Cancel
2 years ago  ::  Aug 04, 2011 - 2:54PM #4
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
Wait. Luring Strike says you shift 1 and slide the enemy into the square you had occupied. If you're flying, does that knock them into the air or what?
Quick Reply
Cancel
2 years ago  ::  Aug 04, 2011 - 4:18PM #5
EasyT
Date Joined: Aug 22, 2007
Posts: 1,710
I don't think you're allowed to shift people from the ground into the air, so I imagine you successfully shift up and then you're unable to slide them into your previous space. So they stay standing on the ground, sobbing quietly to themselves, or perhaps whittling away at a small attractive wooden figurine, or whatever it is that melee monsters do when they can't hope to get within range to attack.
Quick Reply
Cancel
2 years ago  ::  Aug 04, 2011 - 9:47PM #6
WEContact
Date Joined: Jun 10, 2008
Posts: 1,947
Usually they use a ranged attack.
Quick Reply
Cancel
2 years ago  ::  Aug 05, 2011 - 6:42AM #7
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,969
Or ready actions for when you move adjacent.
"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
Quick Reply
Cancel
2 years ago  ::  Aug 05, 2011 - 7:01AM #8
mellored
Date Joined: Jul 8, 2008
Posts: 19,459

Aug 4, 2011 -- 2:22PM, monkeygentleman wrote:

Aren't Antipathy Gloves redundant with Marshal of Letherna?


No, they stack.  It takes 3 squares of movement to get adjacent.  And your highly likely to shift away if they try.

Mark of Sentinel + Luring Strike: wouldn't that give you three shifts? 1 for MoS, one before/after Luring Strike, and then another when you hit with it?


They're both before OR after.  Though if you hit, you get an extra shift 2.  So if you hit you can shift away 6.  But you need to spend a shift to get close to get your double roll.

Wait. Luring Strike says you shift 1 and slide the enemy into the square you had occupied. If you're flying, does that knock them into the air or what?


No, but you can always shift to the ground, attack and move them, then shift back up.

Usually they use a ranged attack.


You could always hover a square above them and force an OA.  Also, you have the cloak of distortion, and can possibly shift 6 (if you sacrifice the oath and still hit).

Or ready actions for when you move adjacent.


Wouldn't you have to wait for the full action to complete?

If not, just attack from reach and accept that loosing the double attack roll is a good trade of for wasting their standard actoin.

guides Show
my builds Show

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.
Quick Reply
Cancel
2 years ago  ::  Aug 05, 2011 - 7:20AM #9
AlphaAnt
Date Joined: Aug 18, 2007
Posts: 737

Aug 5, 2011 -- 7:01AM, mellored wrote:

Or ready actions for when you move adjacent.


Wouldn't you have to wait for the full action to complete?

If not, just attack from reach and accept that loosing the double attack roll is a good trade of for wasting their standard actoin.




No, a readied action is an Immediate Reaction. If the DM declares that it's a reaction to the target moving adjacent, it could come before the attack that follows the avenger shifting down.

From the Online Compendium:

Interrupting an Enemy: If you want to use a readied action to attack  before an enemy attacks, you should ready your action in response to the  enemy’s movement. That way your attack will be triggered by a portion  of the enemy’s move, and you will interrupt it and attack first. If you  ready an action to be triggered by an enemy attack, your readied action  will occur as a reaction to that attack, so you’ll attack after the  enemy.


Yes, I am a defender apologist.
A Rock and a Hard Place: A Warden Handbook
Quick Reply
Cancel
2 years ago  ::  Aug 05, 2011 - 8:28AM #10
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,969
RC: p.248. "An enemy might use a power that lets it move and then attack with a single action.  If a character readied an action to attack in reponse to that enemy's movement, the readied action interrupts the movement, allowing the character to attack before the enemy does."
"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
Quick Reply
Cancel
Page 1 of 2  •  1 2 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing