So I was thinking an interesting possible defender debuffer build would be a mix of paladin and cleric to take powers that prevent enemies from attacking you while ramping up a paladins mark punishment. Something like a hybrid cleric/paladin with powers like fey beguiling and enthrall, both of which prevent enemies from attacking you. Oracle of the evil eye theme has a level 10 utility that prevent an enemy from attacking you until EONT as a reaction so I am leaning towards that as the theme, plus its attack power fits this idea well.
Would it be better to go all paladin with a couple cleric powerswaps? Would it work if I started cleric and did Soldier of Faith and then power swapped for call of challenge? Or is hybrid the way to go? I am leaning towards hybrid with channel divinity for the hybrid talent since not having paladin armor won't be a big deal with BCL and this build.
The two paragon paths that stand out to me are Shiere Knight for the encounter power ensorcelled mind, but that requires you go eladrin, and gnome knightcloak, which I like a little more and requires you to go gnome. The big problem with both of those is that they don't give you a wisdom bonus, but that would not be a big deal if you start with paladin and only take fey beguiling as a power swap since its weapon vs will. Dragonslayer would work decently and could allow for a race with wis/cha if I went hybrid.
After a search of the compendium, the only other powers I found that seem to automatically prevent enemies from attack you are assassin powers (not counting stuns and dominate).
Any thoughts?
Edit: here is a gnome hybrid based on this idea with Gnome Nightcloak, Deadly Trickster, Cultist, and Oracle of the Evil Eye theme.
Adventurer's Kit Dagger Challenge-Seeking Rapier +4 x1 Black Iron Mekillot Scale Armor +3 x1 Cloak of Displacement +3 x1 Boots of Quickness (heroic tier) x1 Belt of Vim (heroic tier) x1 Circlet of Mental Onslaught x1 Resplendent Gloves (heroic tier) x1 Symbol of Victory +2 x1
ITEMS Adventurer's Kit Cunning Rapier +6 x1 Soulwarding Dragonscale Armor +6 x1 Brooch of Vitality +6 x1 Fey Warrior's Boots x1 Belt of Vitality x1 Eye of Awareness x1 Ring of Tenacious Will x1 Luminary Ring x1 Iron Armbands of Power (paragon tier) x1 Symbol of the Champion's Code +4 x1 Foe Caller Gauntlets x1 Light mace of Healing +4 x1 ====== End ======
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.
If you're looking to debuff attacks, take a look at my guide to attack penalties. Messenger of Peace is a good permanent aura of debuff, as mentioned. If you wanted to have a catch-22, Power of Arcana will give you an attack bonus and let you use White Lotus Riposte/Master Riposte if you MC something arcane. That way they're punished for attacking allies OR for attacking you.
If you're looking to debuff attacks, take a look at my guide to attack penalties. Messenger of Peace is a good permanent aura of debuff, as mentioned. If you wanted to have a catch-22, Power of Arcana will give you an attack bonus and let you use White Lotus Riposte/Master Riposte if you MC something arcane. That way they're punished for attacking allies OR for attacking you.
Master Riposte doesn't work on marks.
Though i think the idea is mark, then use a "creature cannot attack you" power. Forcing them to violate the mark (or just stand there). Sorta like void defender does.
In fact, a voidsoul genasi might be a good addition to this. Gives you another round.
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.
Those are all interesting ideas. I hadn't though of battlemind or of messenger of peace.
I don't think white lotus route would be that great anyway since the target simply won't be able to attack me for up to three rounds already by late paragon and takes up several feat slots + deity choice. And it limits the at will selection to ones I am not interested in. I was leaning towards either sonnlinor's hammer or singing strike for the cleric at will and enfeebling strike or ardent strike for the paladin one.
Right now I am leaning towards darkness, strife (for sudden strife), or a sun deity. Or morradin for symbol of the sonnlinor for a pick gnome.
Perhaps Evil Eye of the Vistani, or other powers that prevent movement towards you. If critters are lacking a ranged attack, being unable to move closer to you shuts them down and out for a round.
So I added a build to the OP: The Deadly Gnome Cultist!
Gnome, Cleric/Paladin, Gnome Nightcloak, Deadly Trickster with background Cultist (Stealth class skill) and Oracle of the Evil Eye for the theme. I went with swordmage as the MC to get light blade implements, but symbol of the sonnlinor would work if I had gone pick. And he can have a free off hand one encounter a day no problem for the warding power. I didn't take anything deity specific. Destined Scion might be slightly better than Deadly Trickster, but deadly trickster is solid and seems appropriate.
I found some paladin stuff like discipline of the unruly that really seems to fit with this build and I couldn't pass up Eye for an Eye for an Oracle of the Evil Eye build.