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.
After five PCs (or just four sans Pixie), you have to start figuring out who stands next to whom to get what, and an already complex party build starts passing the limits of what a hobby should demand ...
Not neccicaraly...
You could always ride your beast. Halfling on a displacer beast for instance.
Also, later levels, flying gives you 8 total squares to fill.
True, though now you're getting a little into concepts needing DM permission. The only way that I know to mount a small PC on a companion requires a Ranger's beast companion. You're not really going to go out of your way to bring that suckage to the party, but sure, if the DM allows you to apply Beast Rider to a Fey Beast Companion, join the party.
Also, flying's all well and good for spirit companions and Pixies. Anything else is begging to get dropped on the ground floor PCs' heads. Since Pixies don't need to "overhead rack" to fit in the square anyway, that really only leaves spirit companions as safely parked overhead and there's some debate whether that's legal.
YMMV, but it's generally simplest to plan for a party of five.
Honestly i'm not sure you'd need a defender... (except for mabey dwarven defender...)
The Sigil Carver will always be at least half defender, and I doubt that many good phalanx concepts will lack one. The Dwarven Defender doesn't have to be a defender at all, though it probably won't hurt. In my test runs, it generally was ideal to keep the monsters pointed toward a "front edge." It's a phalanx, not a Swiss Square.
That's the same reason I keep Master of the Forge in the back of my head when on this topic. Yes, the U12 only helps one ally, but if that ally is a heavy-armor defender with high sticky, then MotF may have a very nice place in the party build.
On Rune Shield: That +4 untyped certainly is enticing, and now that I think more about it, a phalanx could largely circumvent the restriction by having the Runepriest always last in its batting order with strict instructions to move first and attack second. Then his rider should remain intact through the monsters' turns, barring forced movement. That's the main catch. But then add the Dwarven Defender to the mix and maybe some Defiant Boots at epic and ...
My other beef with Rune Shield is that --- by my understanding of Runepriests --- while in that rune state you have to give up the lovely Destruction and Protection riders that add the oomph to your powers. Am I interpreting that correctly?
I'm starting to envision a striker|Runepriest hybrid who doesn't give a damn about those riders. He'd probably need extra protection vs OAs as the last piece of the square squeezing himself into place. Hm ...
On Rune Shield: That +4 untyped certainly is enticing, and now that I think more about it, a phalanx could largely circumvent the restriction by having the Runepriest always last in its batting order with strict instructions to move first and attack second. Then his rider should remain intact through the monsters' turns, barring forced movement. That's the main catch. But then add the Dwarven Defender to the mix and maybe some Defiant Boots at epic and ...
My other beef with Rune Shield is that --- by my understanding of Runepriests --- while in that rune state you have to give up the lovely Destruction and Protection riders that add the oomph to your powers. Am I interpreting that correctly?
I'm starting to envision a striker|Runepriest hybrid who doesn't give a damn about those riders. He'd probably need extra protection vs OAs as the last piece of the square squeezing himself into place. Hm ...
You get the runestate when you use a runic power (including rune of mending, as minor). You get all the riders no matter what.
Hybrid just looses the basic +1/resist "aura", but their using the PP one anyways.
Serene make wonderful hybrids as well. And help since the runepriest doesn't have the +4 itself.
but yea... move -> attack, and you don't really loose anything.
Edit: And half-elfs can do it by just MCing runepriest.
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 get the runestate when you use a runic power (including rune of mending, as minor). You get all the riders no matter what.
I've never quite understood this. The way I read it, Runepriest picks power, then picks rune state. The rider follows the rune state he picked. So when the Runepriest picks Iron Shield, he gets no rider, because no powers have an Iron Shield rider. Where am I reading that wrong?
EDIT: I think I see. You don't pick Iron Shield as a rune, but afterward as an alternate rune state. Veeeery interesting.
but yea... move -> attack, and you don't really loose anything.
I wouldn't quite say as much. With so much hinging on that particular PC remaining in place, the DM will be sorely tempted to have a pusher, puller, or slider in every Team Monster that he fields. As DM, I'd be bull-rushing minions at him.
After five PCs (or just four sans Pixie), you have to start figuring out who stands next to whom to get what, and an already complex party build starts passing the limits of what a hobby should demand ...
Not neccicaraly...
You could always ride your beast. Halfling on a displacer beast for instance.
Also, later levels, flying gives you 8 total squares to fill.
True, though now you're getting a little into concepts needing DM permission. The only way that I know to mount a small PC on a companion requires a Ranger's beast companion. You're not really going to go out of your way to bring that suckage to the party, but sure, if the DM allows you to apply Beast Rider to a Fey Beast Companion, join the party.
That's actually no longer the case. With the Rules Compendium's rewrite of Mounted Combat rules, the only requirements to ride a creature are that it must be one size category larger than you and willing. So Beast Rider has joined the ranks of Barreling Charge and Paragon Defenses.
That's actually no longer the case. With the Rules Compendium's rewrite of Mounted Combat rules, the only requirements to ride a creature are that it must be one size category larger than you and willing. So Beast Rider has joined the ranks of Barreling Charge and Paragon Defenses.
Fair enough. Who knew that you could be a 4E grognard? [Raises hand. Already knew that his system mastery suffers from old age.] I still don't think you'll see much synergy from cramming companions into the phalanx concept -- adding more bodies to ground zero isn't the point, the point is to add more adjacent-ally benefits -- but it does add an interesting new dimension.
I made a character quite awhile back that used clustering that'd fit the bill pretty well here. I was pretty new to CO at that point, but I think the build is still pretty decent.
I still don't think you'll see much synergy from cramming companions into the phalanx concept -- adding more bodies to ground zero isn't the point, the point is to add more adjacent-ally benefits -- but it does add an interesting new dimension.
I agree, but Feybeast come with aura's.
Though i don't remember what they all are... so i'm not sure there are any worth taking.
Edit: Displacer: +1 power bonus to defense. Nice, won't stack with sigal carver. Blinkdog: Teleport 1-2. A little more mobility, but not much.
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.