NOTE: This build assumes that you can use Grave Dust Assassin feat and invoke your shrouds at the same time. For a more detailed discussion of the game elements in question, please read the following thread. If you or your DM disagree with this rule assumption, Whirling Kurasi-Gama WILL work (Grave Dust Assassin the first hit, invoke on the second) with zero grey rules, so either way, this build functions. community.wizards.com/go/thread/view/758... This build also assumes a rather specific order of timing when shrouds are used. Shrouds only vanish *from the target* after damage has been dealt/resolved, meaning shrouds can be moved via Inexorable Shroud/Death Wastes Nothing even if they were invoked. The timing seems as follows: -You choose to invoke shrouds -You make your attack roll -You determine if your attack hits -The attack deals damage. At this time your shrouds deal damage. If you missed, one fewer shroud deals damage. -Since you have now dealt damage, you check to see if the monster was reduced to 0 hit points and if it was subject to two or more of your shrouds. If so, move two shrouds per inexorable shroud/Death Wastes Nothing. -The shrouds now vanish from the target. community.wizards.com/go/thread/view/758...
This build makes use of several alternative build choices. We select Ninja as our Assassin guild, and we also select Master of Shrouds instead of Attack Finesse for our striker feature (we gain assassin's shroud instead of attack Finesse, and can still make MBA's with Dex). This build will quickly ramp to 4 shrouds on the target with a variety of feats, items and class features. This is typical of a Assassin's Shroud build. How this build differs is it avoids the typical problems with Essassin (poor at-wills, bad HP/defenses, low damage encounters, meh dailies) by using the Executioner chassis. We gain a variety of powerful Ninja at-wills, but we will be focusing on the synergy between Poisonous Shuriken, Death Attack and our PP Soul Thief. Essentially, minions on the board are converted to shrouds very quickly, allowing us to do impressive single target damage to our shroud target, all while clearing the board of minions. This is very nice and optimal, so lets explore the downright scary parts of the build.
Grave Dust Assassin. When you deal damage with Dark Reaping, you deal damage as if you had invoked your shrouds. Now, getting Dark Reaping to trigger is quite easy, even without minion popping. Again, while nice and optimal, it is hardly an original idea, many people have advertised it as an once an encounter burst to Essassin damage. Now, add in Mind Rot (Psion Dark Reaping feat). If you KILL your Dark Reaping target before the end of your next turn, Dark Reaping recharges and immediately triggers again.
Let that sink in. Dark Reaping triggers. You deal double striker mechanics + Dark Reaping on your target. If you kill your target (quite likely with Death Attack + Assassin's Strike), Dark Reaping recharges/triggers, and you repeat the cycle next turn. Or even better, the next target THIS turn...
So, now let's be rude. According to the timing of Shrouds, the invoked shrouds disappear after damage is dealt, but also they only disappear *from the target*. If they are somewhere else, they remain. So, if we KILL our Dark Reaping target, Dark Reaping recharges and we can use Death Wastes Nothing to move all 4 shrouds to a new target, allowing to repeat the cycle on that *same turn* on the next Poisonous Shuriken attack. In theory, as long as you keep killing the Dark Reaping target, you can move your shrouds 3 times using Poisonous Shuriken. And let me tell you, by the time we hit Paragon, our double invoked Shrouds hit like a truck.
Trigger: A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. Level 11: 1d6 + 3 damage per shroud. Level 21: 1d6 + 6 damage per shroud.
Special: You can use this power only on your turn and only once per turn.
Heroic Tier Prerequisite: Assassin, revenant, assassin’s shroud power Benefit: When you deal damage with your dark reaping racial power, if the target has at least one of your shrouds on it, it takes damage as if you had invoked your shrouds.
Prerequisite: Revenant, dark reaping racial power, psion Benefit: Your dark reaping racial power deals necrotic and psychic damage. If you reduce the target of your dark reaping to 0 hit points before the end of your next turn, you regain the use of dark reaping and use it immediately.
Heroic Tier Prerequisite: Revenant, dark reaping, assassin, assassin’s shroud power Benefit: When you use dark reaping, you can move any shrouds upon the triggering creature to one enemy within 10 squares of the triggering creature.
Kyoushu, level 1 Revenant, Assassin Guild Training: Ninja (Master of Shrouds) Choose your Race in Life: Dwarf Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Noble Adept
FINAL ABILITY SCORES Str 10, Con 16, Dex 20, Int 11, Wis 10, Cha 8.
STARTING ABILITY SCORES Str 10, Con 14, Dex 18, Int 11, Wis 10, Cha 8.
Discussion Revenant was selected for our race for Grave Dust Assassin, as well as ideal stat bumps (not to mention amazing durability). Past life race is pretty much up to you, but remember that we cannot use another races racial ability and Dark Reaping in the same encounter. Our array is fairy normal, but keep in mind we will eventually need 13 Int for MC Psion. However, I don't think it worth stating for Int until level 11, when we have our best way of stacking shrouds (Soul Thief).
Assuming backgrounds and theme, take Born Under a Bad Sign and Noble Adept (connecting with your attack is vitally important).
Our first feat went into Light Blade Expertise, for an easy +1/2/3 to hit and +1/2/3 damage with CA.
Poisonous Shuriken is the bread and butter of this build. We opted for Light Shields over Two Weapon Defense because Shurikens are not a melee weapon. Note that if you are going the Kusari-gama route, you will want TWD (obviously). Carrion Crawler Juice works well with Poisonous Shuriken. Not a lot of strategy at this point, burn your shrouds as soon as you place them, don't try to stack up to 4.
Changes: +5 HP +1 to attacks, defenses, checks New Assassin utility 2: Cloak of Shades New Feat level 2: Weapon Focus (Light Blade)
Magic Items (Expected GP = 1,920): Level 4 (840 gp): Death Shroud Ki Focus +1 Level 4 (840 gp): Flowform Cloth Armor +1 Total: 1,680 gp
Cloak of Shade gives us a nice stealth/invis option (great after we nova something down). We selected Weapon Focus because you are making 3 attacks per round, so it's a pretty good deal. Death Shroud Ki Focus lets us add a shroud (we need to hit with Death Shroud first). Death Shroud Ki Focus actually has an amazing crit effect (way ahead of the curve if we have a couple shrouds on the target). Flowform Armor gives us a great No Action save.
Changes: +5 HP New Class Feature: Death Attack Assassin's Strike increases by 1d10 (2d10 total).
Magic Items (Expected GP = 2,560): Level 4 (840 gp): Death Shroud Ki Focus +1 Level 4 (840 gp): Flowform Cloth Armor +1 Level 2 (520 gp): Amulet of Resolution +1 Total: 2,200 gp
Death Attack works great with Poisonous Shuriken, letting us threaten non-minion mobs with even the smallest hits. Assassin's Strike goes up d10. Amulet of Resolution gives us a nice reroll saved.
Changes: +5 HP +1 Dex (21), +1 Con (17) +1 to attacks, defenses, checks New Feat Level 4: Killer's Insight New Class Feature: Nimble Drop
Magic Items (Expected GP = 3,200): Level 4 (840 gp): Death Shroud Ki Focus +1 Level 4 (840 gp): Flowform Cloth Armor +1 Level 3 (680 gp): Executioner's Bracers Level 2 (520 gp): Amulet of Resolution +1 Total: 2,880 gp
Killer's Insight lets us add yet another shroud, once an encounter. Executioner's Bracers... because we attack 3 times a round. Nimble Drop means falls don't scare us at all.
Changes: +5 HP Assassin Poison Daily 5: Bloodrot Poison
Magic Items (Expected GP = 4,480): Level 4 (840 gp): Gauntlets of Blood Level 4 (840 gp): Death Shroud Ki Focus +1 Level 4 (840 gp): Flowform Cloth Armor +1 Level 3 (680 gp): Executioner's Bracers Level 3 (680 gp): Rhythm Blade Short Sword +1 Level 2 (520 gp): Amulet of Resolution +1 Total: 4,400 gp
Grab Gauntlets of Blood (+2 dmg against bloodied) and Rhythm Blade. Keep in mind that you will have to burn swaps to have Rhythm Blade out all the time outside of your turn, as Executioners only get 1 free swap per turn.
Changes: +5 HP +1 to attacks, defenses, checks New Feat Level 6: Grave Dust Assassin New Assassin Utility 6: Sheltering Dark
Magic Items (Expected GP = 6,400): Level 4 (840 gp): Gauntlets of Blood Level 4 (840 gp): Death Shroud Ki Focus +1 Level 4 (840 gp): Flowform Cloth Armor +1 Level 3 (680 gp): Executioner's Bracers Level 3 (680 gp): Rhythm Blade Short Sword +1 Level 2 (520 gp): Amulet of Resolution +1 Total: 4,400 gp
Grab Grave Dust Assassin. It is still not amazing, but you should be able to get it off with 3 Shrouds. One feat for 3d6 damage once an encounter (for now) is pretty good. Sheltering Dark gives us a nice Invisible option.
Slayer's Endurance pretty much amounts to 15-20 THP every encounter. That's pretty much a surge. Grab a Diamond Cincture for some more healing and Fort. Cruel Shroud means you have CA against your Shroud target, no questions asked.
Kyoushu, level 11 Revenant, Assassin, Soul Thief Guild Training: Ninja (Master of Shrouds) Choose your Race in Life: Dwarf Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Noble Adept
FINAL ABILITY SCORES Str 11, Con 18, Dex 23, Int 13, Wis 11, Cha 9.
STARTING ABILITY SCORES Str 10, Con 14, Dex 18, Int 11, Wis 10, Cha 8.
ITEMS Light Shield, Shuriken (15), Adventurer's Kit, Executioner's Bracers (heroic tier), Gauntlets of Blood (heroic tier), Rhythm Blade Short sword +1, Death Shroud Ki Focus +2, Steadfast Amulet +2, Flowform Leather Armor +2, Diamond Cincture (heroic tier), Boots of Quickness (heroic tier), Circlet of Indomitability (heroic tier)
Changes: +6 HP +1 Dex (23), +1 Con (18), +1 Str (11), +1 Int (13), +1 Wis (11), +1 Cha (9) +1 to attacks, defenses, checks New Feat Level 11: Disciplined Talent (Retrained Weapon Focus to Mind Rot)
Magic Items (Expected GP = 32,000): Level 10 (5,000 gp): Diamond Cincture Level 9 (4,200 gp): Death Shroud Ki Focus +2 Level 9 (4,200 gp): Flowform Cloth Armor +2 Level 8 (3,400 gp): Steadfast Amulet +2 Level 8 (3,400 gp): Boots of Quickness (heroic tier) Level 8 (3,400 gp): Circlet of Indomitability (heroic tier) Level 4 (840 gp): Gauntlets of Blood Level 3 (680 gp): Executioner's Bracers Level 3 (680 gp): Rhythm Blade Short Sword +1 Total: 27,560 gp
Finally, Paragon. Soul Thief offers several amazing features... and several dead features. The level 11 encounter, level 12 utility and level 20 daily are all uniformly bad for this build (we don't have shade form). You can Reserve Maneuver the lvl 11 encounter out for an Essassin encounter power if you want, but I don't think its worth the feat. The reason we took this PP was Soul Shards. A Soul Shard is gained when we kill something (minions will do quite nicely) and at level 16, we don't even need to get the killing blow, just be within 3 squares of the target dying. A Soul Shard can be expended to put another Shroud on our Shroud target, or gain +1 to an attack roll/saving throw/skill check. The AP feature is amazing with full Shards (+7 atk/damage until EoT???).
Basically, Soul Shards are amazing. They can be used to stack up to 4 shrouds, turn failed saves into success and make sure those vital attacks connect. And as a build that pops minions like nothing and is extremely likely to get killing blows on creatures, you should have a reliable flow of souls in (and at level 16, everything around you gets turned into souls).
Which brings use to our Feat choices. We took Disciplined Talent (Psion MC) and retrained Weapon Focus into Mind Rot. Dark Reaping now recharges via Mind Rot, as long as we kill the target that we use Dark Reaping against before the end of our next turn. You have the ability to generate and stack shrouds, and amazing repeatable nova ability. It is very important that you *kill your shroud/Dark Reaping target*. If you fail to get the killing blow, you lose the Dark Reaping chain. While not the end of the world (you can still stack up to 4 shrouds very easily), it takes a chunk off your damage and makes it less likely to get killing blows.
We grabbed Boots of Quickness and Circlet of Indomitability for some easy defense bumps.
Damage breakdown: To hit: +19 vs AC 3 (Prof) + 2 (Enhance) + 6 (Dex) + 5 (1/2 level) + 2 (Combat Advantage) + 2 (Feat)
Changes: +5 HP +1 to attacks, defenses, checks New Feat Level 12: Swallowed by Shadows (Retrained Killer's Insight to Death Wastes Nothing) New PP Utility 12: Stalking Phantom
Take Swallowed by Shadows. When we use Dark Reaping, we become invisible until the end of our next turn. If the Dark Reaping Chain is going, this amounts to perma-invis. This will make getting hidden trivally easy, which will come quite handy with some nice DPR items that we will be taking. Retrain Killer's Insight to Death Wastes Nothing. Death Wastes Nothing allows us to move any Shrouds off of the TRIGGER of Dark Reaping (the creature that died) to another creature within 10 squares. Which will happen before the invoked Shrouds would disappear. We *could* use Inexorable Shroud, if you are opting to rely less on Dark Reaping, but Death Wastes Nothing can move shrouds twice as far and twice as many.
Here is the scary part about Death Wastes Nothing. We are using an at-will triple attack. IN THEORY, we could resolve our first of our three attacks on our Shroud target, kill him, and move our Shrouds to the second target. Dark Reaping recharged/triggered when we killed the first target, so we then use Grave Dust Assassin and invoke again. Killed second target? Onto the third target!
Note that as much damage as we are dealing, it is not enough to kill a fresh mob. Also remember that you have until the END of your next turn to kill the mob you use Dark Reaping on in order to make Dark Reaping recharge with Mind Rot. So as long as your allies don't finish it off, you have another turn to kill it (you will have to rebuild your Shrouds from zero and won't have Grave Dust Assassin for the second attack). Scary stuff.
We are going to change our Ki Focus to Shadow Master Ki Focus. This nasty little implement does 4+enhancement modifer extra damage to creatures we are hidden from. This means we will be relying on Soul Shards for all of our extra Shrouds, but Death Wastes Nothing will allow us to conserve our Soul Shards for when we really need them.
Death Attack now triggers if the attack reduced them to 20 HP or less. Note that Death Attack is not the best tool to rely on with Death Wastes Nothing, as it looks at the mob AFTER damage has been dealt, so shrouds are most likely gone. Assassin's Strike goes up another d10.
Change Steadfast Amulet to Assassin's Cloak (40 GP over the limit here! Criminal!). Rolling twice on Stealth checks is great for this build.
Glooming Call is a great assassin utility, allowing you to teleport and hide if the going gets tough. Nimble Blade gives us another +1 to hit with CA (which we always have against our Shroud target). Oh, and we get Soul Shards from anyone that dies within 3 squares. Grab Dice of Auspicious Fortune.
Get the stylish Shadow Coffin. Assassin's Strike goes up by another d10. We get Serpentine Bracers this level, giving us another 1d8 poison damage against targets we are hidden from (7 + 1d6 + 1d8 against targest we are hidden from now. Not bad).
Kyoushu, level 21 Revenant, Assassin, Soul Thief, Perfect Slayer Guild Training: Ninja (Master of Shrouds) Choose your Race in Life: Dwarf Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Noble Adept
FINAL ABILITY SCORES Str 12, Con 21, Dex 28, Int 14, Wis 12, Cha 10.
STARTING ABILITY SCORES Str 10, Con 14, Dex 18, Int 11, Wis 10, Cha 8.
Changes: +6 HP +3 Dex (28), +1 Str (12), +1 Con (21), +1 Int (14), +1 Wis (12), 1 Cha (10) New Feat 21: Reaping Renewal (Cruel Shroud retrained to Improved Defenses)
Discussion Perfect Slayer is a pretty swank Assassin ED. We essentially get a free feat (don't need Cruel Shroud anymore) and +2 dex as our starting feature. The rest of the path is pretty good as well. We picked up Reaping Renewal to allow us to start the Dark Reaping chain a second time (if it somehow was interrupted) and Improved Defenses (finally). Epic really doesn't change that much for us (besides the fact that each shroud is now 1d8 + 10, Brutal 1). You blast minions, fill up on Soul Shards, and Grave Dust Assassin/Invoke shrouds like crazy.
Boots of Quickness, Circlet of Indomitability and Diamond Cincture round off our NADs.
Damage breakdown: To hit: +32 vs AC 3 (Prof) + 4 (Enhance) + 9 (Dex) + 10 (1/2 level) + 2 (Combat Advantage) + 3 (Feat) + 1 (Nimble)
Not trying to invalidate your build, but how do you expect 1-hit kills, or killing on each shroud if your damage is lower then the HP of an equal level soldier for example?
Even Controllers of 1 or 2 level greater them yours will not die. And the margin is small, one bad roll and your nova ended, and your dpr falls to a barely optmized standard.
I may be failing to see something, please explain me where im wrong, because i really liked the ideia. Both the character concept, and the combo are really cool, i would really like to see my points proved wrong.
You shouldn't expect to be able to constantly one shot FRESH mobs, unless you are using your Assassin's Strike. Even then, Brutes can still escape, but remember that Death Strike (10/20/30 HP or less) gives you a VERY nice safety net. If a mob has taken one or two hits, it is very likely you can kill it. If it is bloodied, it's a guarenteed kill. Artillery you can fairly reliably one shot. Keep in mind you will be chipping other mobs down with your other shuriken strikes, if you aren't popping minions, setting you up for kills in the next turn.
As for missing... Well, you have a High Prof weapon, a starting 20 in your attack stat, guarenteed CA, Nimble Blade, Noble Adept (1+1d4 once an encounter to an attack roll)... And you can burn Soul Shards for +1 to hit. You have numerous fallbacks. In Epic, you can restart the Dark Reaping chain with Reaping Renewal. Even if you fail to kill your Dark Reaping target in the initial strike, you have until the end of your NEXT turn to recharge Dark Reaping via Mind Rot. Basically... Yes, the Dark Reaping chain can be broken. But it would be fairly unusual to see it happen often, barring party members deliberately finishing off your targets.
It is hard to even describe this as a "nova", because a "nova" implies you can't do this round after round. If a brute is at ~75% life, you can kill it. Everything else is even easier. What's more, if there are several weakened targets on the board, you can finish them ALL off. You just have some difficulty taking down certain types of mobs at full life in ONE turn. So delay if need be, and toast a target after it has taken a hit.
The problem is that the hit you need isnt compatible with a non-striker hit. So you need a striker to hit the enemy, them you can finish it off. Its not totally bad, but reduces the tatics that can be employed, and will cause more over damage, because non-strikers cant take 25% of the monster life, but good strikers will take alot more them that, so your pratical damage is reduced.
And the other problem is with monster interrupts. If one of them avoid dying at paragon, it screws you for the encounter.
Other them that i see your point, and for now the build is sustaining itself. The only problems i found was real dpr loss because of need of ally hitting first, and monster survival causing your combo to fail.
75% was a ballpark number, not an exact science, and was mostly the with Brutes. A defender/leader/controller hit or two will typically bring most targets WELL within our safety net of 20/30 HP remaining (keep in mind my damage estimates are done right before you get the next level of Death Attack and I've simply averaged out the damage, instead of stating the max). Death Attack on a normal Executioner is a nice trick, but for this build? Getting the kill means I've actually been pretty generous in how I've weighed this.
Overdamage sucks, but obviously is something we can't control. We want to deal near standard creature amounts of damage in a single attack, at-will, so we can't afford the luxury of holding back. Amusingly enough, if you have no legitimate targets to kill, you can keep the Dark Reaper chain going by simply applying the effect against a minion.
I'm not sure what kind of monster has such death avoiding tricks, but obviously it would be difficult to build to defeat them. Just like damage resistance is more effective against multi-attackers, it is simply a factor you will have to deal with when you encounter it.
Again, you have Assassin's Strike to almost guarentee a 1-hit kill with your Death Attack safety net, once an encounter. After that, it takes a bit of smart planning and teamwork to RELIABLY keep the Dark Reaping chain going. It's a pity I couldn't MC Rogue for Sneak Attack for another extra push in damage.
I'm actually starting to rethink several pieces of equipment/feats. Really, the +bloodied damage is effectively useless, unless the chain is broken,and the +crit bracers/Ki Focus both have straight up damage alternatives.
I think changing some focus onto getting stealthed and adding in some several damage items that way (Shadowdancer's Gloves, Serpentine Bracers, etc) will give this build some more controlled damage.
The problem is that the hit you need isnt compatible with a non-striker hit. So you need a striker to hit the enemy, them you can finish it off. Its not totally bad, but reduces the tatics that can be employed, and will cause more over damage, because non-strikers cant take 25% of the monster life, but good strikers will take alot more them that, so your pratical damage is reduced.
What about working with a good area striker, like a monk or sorcerer? This build seems like it would work really great with one of those.
1. AoEer does damage to three targets. 2. You kill three targets. 3. Profit.
Yes, this build would love AoE strikers. Death Wastes Nothing in the chain was an afterthought and a fun toy, but with an AoE... It makes it a much more reliable tool.
Consider going deva and getting potent rebirth / restless dead. Get boots of chiphon. Turn 1 will consist of dropping yourself to below 0, thus triggering dark reaping, +4 to hit, and +2 damage.
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.