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Switch to Forum Live View Boominator: Booming blade abuse
1 year ago  ::  Apr 11, 2012 - 10:36AM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,515
Booming blade can be abused, you just need a way to make the enemy move on it's turn.  (and use the somewhat dubious "per square" reading).

Praetor Legate let's you do that automaticly.   (thanks Armisael & erachima)  So we effectivly have twin-strike.
With controling advantage, we can bring it back.
And since it's arcane, we can use WLMR + mark of storms to ensure it's triggered at least 3 times (assuming ally's stay out of range).
Add prone, to help encourage them attacking us, so it's either 4x damage, or 3x and stun.
Staggering flail + rushing cleats adds 7 more to the riposte...

I threw this on a elementalist base (+Con damage).  Though a (persuit?) avenger might do just as well.  Sage of Ages for accuracy, though destined scion might be better (saves a few feats).

build Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Boomer, level 30
Half-Elf, Sorcerer (Elementalist), Praetor Legate, Sage of Ages
Elemental Specialty Option: Earth Elementalist
Earth Elementalist Option: Thunder
Arcane Admixture Damage Type: Arcane Admixture Lightning
Half-Elf Power Selection Option: Dilettante
Arcane Sentinel (+2 to Arcana)
Theme: Templar

FINAL ABILITY SCORES
STR 12, CON 24, DEX 13, INT 26, WIS 10, CHA 14

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 18, WIS 8, CHA 10


AC: 42 Fort: 41 Ref: 42 Will: 40
HP: 181 Surges: 13 Surge Value: 45

TRAINED SKILLS
Arcana +48

UNTRAINED SKILLS
Acrobatics +16, Athletics +16, Bluff +17, Diplomacy +19, Dungeoneering +21, Endurance +22, Heal +15, History +31, Insight +17, Intimidate +17, Nature +21, Perception +15, Religion +29, Stealth +16, Streetwise +17, Thievery +16

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Templar Feature: Templar's Fist
Sorcerer Attack: Elemental Bolt
Sorcerer Attack: Elemental Escalation (Earth)
Swordmage Attack 1: Booming Blade
Sorcerer Utility 2: Unseen Aid
Praetor Legate Attack 11: Obsidian Javelin
Praetor Legate Utility 12: Dustwalk
Praetor Legate Attack 20: Dictator's Judgment
Sage of Ages Utility 26: Trick of Knowledge

FEATS
Level 1: Flail Expertise
Level 2: Skill Focus (Arcana)
Level 4: Arcane Familiar
Level 6: Disciple of Lore
Level 8: Mark of Storm
Level 10: White Lotus Riposte
Level 11: Awakened Potential (Psion)
Level 12: White Lotus Master Riposte
Level 14: White Lotus Enervation
Level 16: Arcane Admixture
Level 18: Oncoming Storm
Level 20: Versatile Master
Level 21: Controlling Advantage
Level 22: Quickened Spellcasting
Level 24: Weapon Proficiency (Triple-headed flail)
Level 26: Lightning Soul
Level 28: Improved Defenses
Level 30: Unarmored Agility

ITEMS
Runic Mindpatterned Armor +6 x1
Staggering Triple-headed flail +6 x1
Rushing Cleats x1
Iron Armbands of Power (epic tier) x1
Amulet of Protection +6 x1
====== End ======


The build isn't tweaked (missing alot of possible items), and feats aren't even close to being in order.
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  ::  Apr 11, 2012 - 10:36AM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,515
DPR and such.

To-Hit: 96% Show

15
8 (int)
6 (enh)
3 (flail)
3 (feat)
2 (sage)
2 (CA)
+1 (WLE)
+1 (oncomming storm)
= 41 vs 46 = 80%

Roll twice  1-(.2*.2) = 96%


Damage: 43 Show

11 (2d10)
8 (int)
8 (elemental)
7 (Con)
6 (item)
3 (feat)
= 43


Booming damage = 34.5 Show

1d6
7 (con)
8 (elemental)
7 (con)
6 (item)
3 (feat)
= 34.5


Slide Show

1 mark of storms
6 staggering weapon
1 rushing cleats
1 controling advantage
=9


crit =  Show



If it does nothing:
.96 * (43 + 34.5) = 74.4

If it attacks you:
.96 * (43 + 34.5 + (.92 * (43 + 34.5 * 9)) + 8 = 394.2912
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  ::  Apr 11, 2012 - 11:32AM #3
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,981
Since you're talking about lots of damage isntances, not Radiant One?
"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
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1 year ago  ::  Apr 11, 2012 - 11:54AM #4
mellored
Date Joined: Jul 8, 2008
Posts: 19,515

Apr 11, 2012 -- 11:32AM, kilpatds wrote:

Since you're talking about lots of damage isntances, not Radiant One?


Thought about it...  but i do 0 on a miss, so i wanted the extra +2 to hit and the reroll from sage.  Unless i can get my attack higher another way?

Avengers wouldn't work because i couldn't MC arcane for riposte.

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  ::  Apr 11, 2012 - 12:03PM #5
Fardiz
Date Joined: Dec 22, 2010
Posts: 2,203
MC Swordmage + borrowed confidence?
Back to Basics - A Guide to Basic Attacks

You might be playing DnD wrong if...

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
Albert Einstein
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1 year ago  ::  Apr 11, 2012 - 12:13PM #6
mellored
Date Joined: Jul 8, 2008
Posts: 19,515

Apr 11, 2012 -- 12:03PM, Fardiz wrote:

MC Swordmage + borrowed confidence?


You could always do it as a basic swordmage (genasi + shocking flame).  But the MC is psion for controlling advantage (which i forgot to add to the slide...).

Though a psion|swordmage could work too.

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  ::  Apr 11, 2012 - 12:59PM #7
ThatWasTotallyNinja
Date Joined: Jan 21, 2011
Posts: 1,092
Since most of the damage is coming from the WLMR attack, maybe Lyrandar will work out better than Praetor Legate? Not taking into account accuracy, Lyrandar loses 34.5 damage, but gains 9*con = 63. And it gives +1 to hit.

Also, I don't think you can factor in the SoA "reroll" on both attacks in a round, since you can only make the substitution once.

If there's some way to get Fighter in there, Dragging Flail would add a ton of damage by giving a second slide (and Battering Shield would help some, too).
EDIT: Nevermind, I looked more closely at where the prone is coming from...unless you added Hindering Shield and World Serpent's Grasp, or some other WSG combination.

Lastly, I think damage is actually about double what you posted. The WLMR Booming Blade carries over into the next round (it triggers on the target's next turn), which means that on round 2 you actually have two Booming Blades triggering off of each square.

(For the record, I don't agree with the per-square interpretation at all, but it's still fun to optimize.)
I am okay with you saying my argument is stupid, or commits the munchkin fallacy, or any other bad thing you want. Particularly if you give a reason/explanation for it.

However, I will ignore any post that calls me stupid, or a munchkin, or what have you. Not because it bothers me; I've just found that people only start name-calling when that's the best argument they have left.
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1 year ago  ::  Apr 11, 2012 - 1:01PM #8
RenZhe
Date Joined: Apr 3, 2011
Posts: 972
If you can get your hands on a pre-rarity rules Opal Ring of Rememberance, I'd consider that more than enough adequate grounds for Radiant One.

Also, why admix lightning instead of frost?
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1 year ago  ::  Apr 11, 2012 - 1:07PM #9
MMPech
Date Joined: Apr 4, 2009
Posts: 92
 Response (Support Agent)  Hello 2222222,

Thank you for contacting us. The Booming Blade power says the following: " if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6 + Constitution modifier thunder damage."

This power only cares if you moved at all. It does not care about every space you move, or every different move action.

This only triggers once ever, per use of the power.


Take Care and Good Gaming!
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1 year ago  ::  Apr 11, 2012 - 1:19PM #10
mellored
Date Joined: Jul 8, 2008
Posts: 19,515

Apr 11, 2012 -- 12:59PM, ThatWasTotallyNinja wrote:

Since most of the damage is coming from the WLMR attack, maybe Lyrandar will work out better than Praetor Legate? Not taking into account accuracy, Lyrandar loses 34.5 damage, but gains 9*con = 63. And it gives +1 to hit.


Certainly a possibility, but since i would kill it if it attacked me, i think any rational monster would stand and take a total defense.  So i'd rather do more initial damage.

Also, I don't think you can factor in the SoA "reroll" on both attacks in a round, since you can only make the substitution once.


True...  so...  .92 chance on the riposte.

Need to add crits in their too.  (how do those work with secondary damage?)

If there's some way to get Fighter in there, Dragging Flail would add a ton of damage by giving a second slide (and Battering Shield would help some, too).


I don't see how dragging flail would add anything, it just let's you prone and slide.  Battering shield would be nice.  Not sure it's worth while though.

Lastly, I think damage is actually about double what you posted. The WLMR Booming Blade carries over into the next round (it triggers on the target's next turn), which means that on round 2 you actually have two Booming Blades triggering off of each square.


True, but they are 9 squares away...


(For the record, I don't agree with the per-square interpretation at all, but it's still fun to optimize.)

....

 Response (Support Agent)  Hello 2222222,

Thank you for contacting us. The Booming Blade power says the following: " if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6 + Constitution modifier thunder damage."

This power only cares if you moved at all. It does not care about every space you move, or every different move action.

This only triggers once ever, per use of the power.


Take Care and Good Gaming!


Not intended i'm sure... but english is a bad enough language to make per-square a perfectly acceptable reading.

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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