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Switch to Forum Live View Swordburst Maximus (redux)
1 year ago  ::  Jan 13, 2012 - 1:56PM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,503
At-Will: 
Friendly Burst 3 within 2, slide 2, and prone.
Unfriendly Blast 5 within 2, push 3, slide 2, and prone.
35 vs Ref/Fort + a 1/turn reroll + borrowed confidence gives you decent accuracy.
Arcane Mutterings + mass arcana + Paragon of Learning = easy win for many skills.

General Tactics:
Mark someone, then shove them next to an ally (with a nice OA).  Reduce their damage if they hit them.
Your not squishy, but your not a tank.  Protect allies via your interupts, not your body.
Play as a short ranged caster (you can hit 5 / 7 squares away).
Don't stand next to an enemy without reason (i.e. better position for the burst).
Keep ranged enemies more then 5 squares away.
Plan your actions carefully, you have alot of minors/immidiates.
If you don't have an ally (or 2) with a nice OA, this build looses alot.
Allies may enjoy some forced movement on occasion (agile oppertunist).  It will hurt them though.

Encounter:
Surprising Transport and Dimentional Vortex can negate attacks.
Steal Time helps vs solo's, or elites, without affecting your total attacks.  (sage pre-roll ensures you don't waste it).
Chaos Shard let's you get a free target in.

Daily:
Ball lighting gives you ranged burst 2, that slides and prones as a minor.
Rolling thunder, slide 2 and prones anyone who leaves the square (slide out and back, so they have to crawl out).
Furious Immolation:  Pulls toward an area and prones.
Death's Resurgence gives you an "oh " button.
Burning Transformation let's you take some heat . for an encounter.

Extras:  If you can sqeeze them in...
Reserve Manuver (Fanning the flames -> echoes of sword magic)
Superior Will (daze hurts your interupts).
Arcane Admixture (for burst 3 aegis)

This build really kicks in at paragon, but is functional in heroic.
build Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Swordburst Maximus, level 30
Eladrin, Wizard/Swordmage, Master of Flame, Sage of Ages
Swordmage Aegis (Hybrid) Option: Aegis of Shielding
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Arcane Admixture Damage Type: Arcane Admixture Thunder
Spellscarred, Harper, House Vadalis
Tower Graduate (+2 to Arcana)
Theme: Order Adept

FINAL ABILITY SCORES
STR 12, CON 18, DEX 16, INT 28, WIS 16, CHA 10

STARTING ABILITY SCORES
STR 10, CON 12, DEX 11, INT 18, WIS 13, CHA 8

AC: 43 Fort: 41 Ref: 43 Will: 44 (+2 with trick active)
HP: 175 Surges: 11 Surge Value: 43

TRAINED SKILLS
Arcana +54, Dungeoneering +29, Heal +23, History +37, Religion +35

UNTRAINED SKILLS
Acrobatics +18, Athletics +16, Bluff +15, Diplomacy +15, Endurance +19, Insight +18, Intimidate +15, Nature +24,
erception +18, Stealth +18, Streetwise +15, Thievery +18

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Eladrin Racial Power: Fey Step 
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Swordmage Feature: Aegis of Shielding
Wizard Attack 1: Thunderwave
Swordmage Attack 1: Sword Burst 
Wizard Attack 1: Rolling Thunder
Arcana Utility 2: Arcane Mutterings
Wizard Utility 2: Arcane Insight 
Swordmage Attack 3: Dimensional Vortex
Swordmage Utility 6: Armathor's Step
Wizard Utility 10: Repelling Shield
Master of Flame Attack 11: Fanning the Flames
Master of Flame Utility 12: Burning Transformation
Wizard Attack 15: Ball Lightning
Swordmage Utility 16: Borrowed Confidence
Swordmage Attack 17: Surprising Transposition
Swordmage Attack 19: Death's Resurgence
Master of Flame Attack 20: Furious Immolation
Sage of Ages Utility 26: Trick of Knowledge
Wizard Attack 27: Steal Time

FEATS
Level 1: Mark of Storm
Level 2: Warwizard Expertise
Level 4: Unarmored Agility
Level 6: Improved Defenses
Level 11: Arcane Reach
Level 11: Wrathful Warrior
Level 12: Polearm Momentum
Level 12: Resounding Thunder
Level 14: Arcane Admixture
Level 16: Coordinated Explosion
Level 18: Greater Aegis of Shielding
Level 21: Rapid Aegis Reaction
Level 21: Total Aegis
Level 22: Strength Through Challenge
Level 24: Arcane Familiar
Level 26: Skill Focus (Arcana)
Level 28: Quickened Spellcasting
Level 30: Epic Resurgence

ITEMS
Master's Wand of Magic Missile +1
Rushing Cleats x1
Belt of Vim (epic tier) x1
Runic Mindpatterned Armor +6 x1
Cloak of Distortion +6 x1
Glaive of Summer +6 x1
Khyber Shard of the Fiery Depth (epic tier)
====== End ======



DPR:
7 (2d6) + 9 (int) + 6 (enh) + 3 (item) + 5 (shard) = 30
36 vs ref/fort = hit on a 6
.7 * 3.824 (burst 3) + (0.521 from sage of ages) = 3.1978 hits per turn


30 * 3.1978 = 95.934

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.
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1 year ago  ::  Jan 13, 2012 - 2:03PM #2
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070

Jan 13, 2012 -- 1:56PM, mellored wrote:

DPR:

7 (2d6) + 9 (int) + 6 (enh) + 3 (item) + 5 (shard) = 30
35 vs ref/fort = hit on a 6
1- (.65 * .65) = .8775 chance to hit.
30 * .8775 = 26.325



I know this is standard form, but that last step isn't exactly all that valid for a build like this.
D&D Next = D&D:  Quantum Edition
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1 year ago  ::  Jan 13, 2012 - 3:01PM #3
DarthPotater
Date Joined: Feb 28, 2011
Posts: 293
I think planeshaper is better ED for this build because of control when crit (19-20) and you hit a lot of targets. Plus 1 more encounter power
Sapphire - Swormage Dragon Guardian - Dont touch my allies build. Swordmage / Sigil Carver / Draconic incarnation
The Holy Slayer - A Striker - Defender Fighter | Cleric / Barbarian - Paragon of Victory
WEREBEAR BATTLEMIND: You wont go where you want. - A Battlemind (Druid) / Unbound Nomad / Topaz Crusader
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1 year ago  ::  Jan 14, 2012 - 8:55AM #4
Herid_Fel
  • Dragon Slayer
Date Joined: Apr 11, 2008
Posts: 2,565
Those defenses look really low. Level + 13 AC, and Level + 8 Fortitude? I recognize that you didn't grab all the items that you could, but you're fighting an uphill battle to get to melee combatant defenses, let alone defender defenses. Since you're set up with Total Aegis, Rapid Aegis Reaction, and Greater Aegis of Shielding, it seems like you want to be an off-tank or tank. I'd lose Epic Resurgence and Quickened Spellcasting in exchange for Epic Fortitude and something to help out that AC.
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1 year ago  ::  Jan 17, 2012 - 9:35AM #5
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

Jan 13, 2012 -- 2:03PM, Mand12 wrote:

Jan 13, 2012 -- 1:56PM, mellored wrote:

DPR:

7 (2d6) + 9 (int) + 6 (enh) + 3 (item) + 5 (shard) = 30
35 vs ref/fort = hit on a 6
1- (.65 * .65) = .8775 chance to hit.
30 * .8775 = 26.325



I know this is standard form, but that last step isn't exactly all that valid for a build like this.


Fixed it for AOE.
It's actually not to shabby.

Jan 13, 2012 -- 3:01PM, DarthPotater wrote:

I think planeshaper is better ED for this build because of control when crit (19-20) and you hit a lot of targets. Plus 1 more encounter power


I like the accuracy/defense boost from sage of ages better.  If you don't hit, you don't prone, and the enemy can attack you.

Though making a avenger crit-fisher with that could be pretty fun.

Jan 14, 2012 -- 8:55AM, Herid_Fel wrote:

Those defenses look really low. Level + 13 AC, and Level + 8 Fortitude? I recognize that you didn't grab all the items that you could, but you're fighting an uphill battle to get to melee combatant defenses, let alone defender defenses. Since you're set up with Total Aegis, Rapid Aegis Reaction, and Greater Aegis of Shielding, it seems like you want to be an off-tank or tank. I'd lose Epic Resurgence and Quickened Spellcasting in exchange for Epic Fortitude and something to help out that AC.


+2 from sage of ages, and i added a belt of Vim.

And you shouldn't be getting attacked much.  Enemies should be prone next to allies.  So they.. 
1) Stand and attack the ally, and deal little damage.
2) Stand and charge you, provoking an OA.

You also have repelling shield/ burning transformation.  For when you can't avoid being the center of attention.

If i had an extra feat, i'd probably put it toward reseve manuver, and grab echoes of sword magic.  Which will effectivly be a reroll.

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.
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1 year ago  ::  Jan 17, 2012 - 2:11PM #6
Josep
  • Stampeding Hybrid
Date Joined: Jul 8, 2008
Posts: 143
I don't see a power selection at 25/27/30. Is there really no improvement for this build at those levels?

I'm also skeptical of the Surprising Transposition (lvl 17 selection) encounter power selection. Does it really beat out something like, say, Mass Charm? I also suspect that Thunder Riposte (lvl 23, Swordmage) is an improvement over Surprising Transposition.
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1 year ago  ::  Jan 17, 2012 - 2:33PM #7
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

Jan 17, 2012 -- 2:11PM, Josep wrote:

I don't see a power selection at 25/27/30. Is there really no improvement for this build at those levels?

I'm also skeptical of the Surprising Transposition (lvl 17 selection) encounter power selection. Does it really beat out something like, say, Mass Charm? I also suspect that Thunder Riposte (lvl 23, Swordmage) is an improvement over Surprising Transposition.


Chain lightning could be replaced by mass charm...  not a bad choice, but chain lightning's size is massive.  If anything, i'd swap it for  steal time for some single target control....

Hmm... i'll do just that.


Thunder Riposte only works as an interupt on marked enmies.  Surprising Transposition works on non-marked enemies.  Thus you can protect a defender.  (or move an ally in, so the defender get's it's punishment), or use it when you loose initive.  It's also unfriendly, though more accurate.  Really depends on the party, but i find transposition to be useful in more situations.

I don't see any daily that gives better control then thunderball and ball lightning (with this setup).  And an interupt to save you from death seems apt.

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.
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1 year ago  ::  Jan 18, 2012 - 12:15PM #8
Mataclysm
Date Joined: Jan 6, 2012
Posts: 159
What increases your Sword Burst from a burst 2(Resounding Thunder) to a burst 3?
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1 year ago  ::  Jan 18, 2012 - 12:20PM #9
mellored
Date Joined: Jul 8, 2008
Posts: 19,503

Jan 18, 2012 -- 12:15PM, Mataclysm wrote:

What increases your Sword Burst from a burst 2(Resounding Thunder) to a burst 3?


Master of Flames 16 feature.

The weapon of summer gives you the fire keyword.  (so it's force, thunder, fire damage).

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.
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1 year ago  ::  Jan 18, 2012 - 12:33PM #10
Mataclysm
Date Joined: Jan 6, 2012
Posts: 159
Ahh, I see. I wonder if that'd be better than Avernian Knight for my Swordmage|Warlock, then. A burst 3 within 2 is...tempting. Is there a way to keep Psychic Lock with it, though?
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