Directory updated. I have sent PMs to the people who need to do minor tweaking to their submissions. Thanks all for your work on this project.
If you do not see your build listed properly in the directory, please check your PM inbox.
Currently working on making a Dex based defender. Check it out here Spoiler:Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
Basic play: Sit back and snipe with a hand crossbow, +1 courtesy of your Unseelie patron.
You want combat advantage (and the +2 to hit and +2d6 damage) as much as possible and you will get it about 90% of the time.
Ways you get it: Go before enemy in the first turn via class feature First Strike. Target is by himself (Cunning Stalker) Target is by an ally (Tactical Trick). Activate Cloud of Darkness (good for 2 turns because they can't see you)
The math for ranged basic attack (RBA) with shadow-wrought crossbow (the +1 is because Character Builder doesn't show shadow-wrought weapons)
+10 vs. AC, 3d6+8 Crit 26+1d8 Note that the thief encounter power backstab can be used after you make the attack roll but before the result is declared.
So if you are pretty sure you hit, tack it on.
Stick with shortsword and hand xbow. That way you don't have to fuss with odd sized dice (save d8 on the occasional xbow crit) for a while.
Suggested Magic Items (Non-rare please, also include the item's level): Name of item [Lv] - Brief explanation of why you want the item. Bracers of the Perfect Shot[3] - +2 damage on every hit Eagle Eye Goggles [2] - +1 to attack rolls with your ranged basic attack
Adventurer's Kit, Hand Crossbow+1, Short Sword, Leather Armor
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
One more note: Feel free to play around with the build. The single stat dependency of thieves means you could go human and snag the extra feat (like crossbow expertise at level 1), or use a shortbow instead, etc...
Would you mind cutting out a lot of the extra space to make it nice and compact as a reference?
Also, if you have time, please update the build for the rest of the relevant levels.
Currently working on making a Dex based defender. Check it out here Spoiler:Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
The Enchanting Mage (Wizard subclass) Difficulty: *** to **** (Positioning enemies, applying control appropriately, spellbook)
You will be doing very, very little damage. Resign yourself to this fact now. Instead you'll be bringing the super important control to the table. In short, you rearrange the battlefield to your allies' advantage, make the creatures live's hell, and generally ensure they can't do what they want. You specialize in forced movement, packing 6 square pushes or slides right from level 1. You must examine each battlefield and find the best way to use this movement. Place enemies in hindering terrain, knock them into pools of acid, push them into fires or off of a cliff (as long as they don't look important, the important enemies have the best loot).
Your two at-will tools are incredible for doing your job. Beguiling Strands is a Blast 5 (HUGE!), party-friendly power. It does minimal damage and pushes creatures a long distance. It's great for minion checking/popping.
Hypnotism is your signature Enchanter trick. You can slide an enemy a long distance or have him make a MBA against one of his buddies or himself. This is great when you start hitting creatures with effects attached to their MBAs, or creatures that mark on MBA. Have 'em mark some other member of Team Monster.
You've also got a Spellbook to deal with. This gives you day-to-day versatility that's nearly unmatched by any other class. The details are presented below. MAGE'S SPELLBOOKShow
At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. These are the powers that you can use during that day, in addition to your at-will attack powers, cantrips, and nonwizard powers, such as a racial power. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. Find your level on the Spells Prepared per Day table. The row corresponding to your level indicates how many encounter attack powers, daily attack powers, and utility powers you are allowed to prepare each day. You cannot prepare more than one encounter attack power, daily attack power, or utility power of any given level on the same day. For example, a 14th-level mage who has taken the enigmatic mage paragon path can prepare four encounter attack powers per day. Her spellbook contains multiple encounter attack powers at various levels. She can prepare four powers from any of the levels, as long as none of the prepared powers are of the same level.
====== Created Using Wizards of the Coast D&D Character Builder ====== Samm, level 1 Human, Wizard (Mage) School: Enchantment School Human Power Selection Option: Heroic Effort Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES STR 8, CON 11, DEX 10, INT 20, WIS 10, CHA 14
STARTING ABILITY SCORES STR 8, CON 11, DEX 10, INT 18, WIS 10, CHA 14
Beguiling Strands: +7 vs Will, 5 Psychic damage, push targets hit 6 squares (3 base, +2 Mage feature, +1 orb expertise). Hypnotism: +7 vs Will, 6 square slide (3 base, +2 Mage feature, +1 orb expertise) OR MBA against a target of your choosing. We pick up two accuracy boosting feats at 1, because you won't be controlling anything if you don't hit it. The cantrips are selected for general use in the widest array of circumstances. Water Stride will let you cross a 5 square wide river or body of water if used properly.
====== Created Using Wizards of the Coast D&D Character Builder ====== Samm, level 5 Human, Wizard (Mage) School: Enchantment School School: Illusion School Expert Mage Option: Enchantment School Expert Human Power Selection Option: Heroic Effort Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES STR 8, CON 11, DEX 10, INT 21, WIS 10, CHA 15
STARTING ABILITY SCORES STR 8, CON 11, DEX 10, INT 18, WIS 10, CHA 14
FEATS Level 1: Superior Implement Training (Crystal orb) Level 1: Orb Expertise Level 2: Coordinated Explosion Level 4: Improved Initiative
ITEMS Parchment Cloth Armor (Basic Clothing) +1 x1 Crystal orb of Forceful Magic +1 x1 Brooch of Shielding +1 x1 Casque of Tactics (heroic tier) x1 ====== End ======
Beguiling Strands: +10 vs Will, 5 Psychic damage, push targets hit 7 squares (3 base, +2 Mage feature, +1 orb expertise, +1 Orb of Forceful Magic). Hypnotism: +10 vs Will, 7 square slide (3 base, +2 Mage feature, +1 orb expertise, +1 Orb of Forceful Magic) OR MBA against a target of your choosing. More forced movement! You'll be rearranging the battlefield to your whims at this point. Initiative is important for a controller, so don't be afraid to (nicely) ask a party member who rolled well to donate their initiative to you via Casque of Tactics.
Shield is pretty much the greatest encounter utility since sliced bread. It will save you more times than you'd like to admit. Coordinated Explosion is wonderful for Beguiling Strands since it's already friendly. It's a free +1 to hit as long as you have an ally somewhere in that Blast 5.
====== Created Using Wizards of the Coast D&D Character Builder ====== Samm, level 8 Human, Wizard (Mage) School: Enchantment School School: Illusion School Expert Mage Option: Enchantment School Expert Human Power Selection Option: Heroic Effort Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES STR 8, CON 11, DEX 10, INT 22, WIS 10, CHA 16
STARTING ABILITY SCORES STR 8, CON 11, DEX 10, INT 18, WIS 10, CHA 14
FEATS Level 1: Superior Implement Training (Crystal orb) Level 1: Orb Expertise Level 2: Coordinated Explosion Level 4: Improved Initiative Level 6: Unarmored Agility Level 8: White Lotus Enervation
ITEMS Casque of Tactics (heroic tier) x1 Crystal orb of Forceful Magic +2 x1 Parchment Cloth Armor (Basic Clothing) +2 x1 Brooch of Shielding +2 x1 Feyleaf Sandals x1 Viper Belt x1 ====== End ======
Beguiling Strands: +14 vs Will, 6 Psychic damage, push targets hit 7 squares (3 base, +2 Mage feature, +1 orb expertise, +1 Orb of Forceful Magic). Hypnotism: +14 vs Will, 7 square slide (3 base, +2 Mage feature, +1 orb expertise, +1 Orb of Forceful Magic) OR MBA against a target of your choosing. Emerald Eye can give you two turns of a bonus against a single target's Will. Find the BBEG and drop it on him, then go to town. Use the charges of your Parchment armor to make sure important spells land.
Controllers are a tricky pick-up character, I tried to make something that could be played just as well making 'the easy choice' as 'making the right choice'
Imposer Wizard (Arcanist): *** (Keeping track of status conditions/zones, sustaining powers, avoiding attacking allies, avoiding getting ganked, comboing powers)
Level 1 How To: The Cantrips give you significant out of combat utility, you can sneak, and convince or intimidate people with the best of them ... once per encounter, very handy if you need to break into a library, and mage hand helps you reach those books on the top shelf. The core of this build at low level comes from Grasping Shadows, used early it can prevent a couple melee types from reaching your allies on the first turn, and on the second because you can Beguiling Strands them back into the zone you left behind. Make sure your allies understand this, so they don't get too close to the enemies you're slowing, but also make sure that you're not trying to control enemies that your allies are going to have to attack; even though they're burst attacks, it's better to remove one enemy from combat for 2 rounds than it is to merely damage 2-3. Color Orb is a great way to shut down elites, solos, and leaders, as well as combining with Grasping Shadows well with an Action Point.
Only ever use Sleep if you can hit 3 enemies (or an elite/solo) and use your Orb of Imposition power on whichever is most dangerous, which generally means saving an Action Point so you can group enemies up with Beguiling Strands. Being able to K.O. half an encounter is why Wizards are king. Never ever use Sleep on your allies, it's not worth the risk.
The rest of the time, Illusory Ambush is your go-to power, while it never seems like much, a -2 to hit on an enemy will make a difference at least once per encounter, often more if you're targeting enemies with burst/blast powers. You can also extend the -2 with your Orb of Imposition if you need to switch targets or use a different power; Beguiling Strands is very handy for getting enemies away from you and next to the fighter, remember it's a push 4 thanks to Orb Expertise. You are a soft target, so try to stay at range though.
Comrades' Succor can help spread Surges around if someone happens to get beat on more than the rest, Tenser's Floating Disk is a useful way to carry things, since you're fairly weak, and Comprehend Languages is always useful if you encounter a language you don't speak (you speak common and 2 others of your choice) Spoiler:Show
Mark I, level 1 Deva, Wizard Arcane Implement Mastery: Orb of Imposition Background: Auspicious Birth (Auspicious Birth Benefit) Theme: Wizard's Apprentice
FINAL ABILITY SCORES Str 8, Con 10, Dex 12, Int 20, Wis 15, Cha 11.
STARTING ABILITY SCORES Str 8, Con 10, Dex 12, Int 18, Wis 13, Cha 11.
Level 5 How To: The tactics here are basically the same, just with a couple extra options. The first noticable gain is Shield, hopefully letting you ignore one attack per encounter. We've also retrained Grasping Shadows to Twilight Falls because the later is much more party friendly (dazing one enemy, and giving allies concealment, use it when an ally has multiple enemies adjacent to them), and we're picking up Maze of Mirrors as the replacement opener, which it does nicely since it immobilizes AND gives an attack penalty so even if your enemies have ranged attacks, they're still penalized.
The Daily pickup isn't very impressive compared to Sleep, Visions of Avarice is great of clumping enemies up for other bursts or next to defenders, and it's worth using your Imposition on it to keep a melee enemy out of combat for another round.
Featwise is a rather massive increase: Battle Intuition gives +5 Initiative, which is very important for getting off your unfriendly powers before allies go, and the Superior Implement Crystal Orb adds another +1 to hit and +2 to all your Psychic damage rolls (everything except Color Orb and Beguiling Strands)
You pick up the rituals Dark Light (so that you can travel in darkness without being seen) and Explosive Runes (because it's funny to blow people up when they try reading your books)
You get a Free Level 6 Common implement/armor/neck item from the Theme, so we'll take a +2 Crystal Orb for a rather nice attack bonus (+11 vs Will). Other items to look for: Orb of Nimble Thoughts (3+) - A Small bonus to Initiative (which scales as the orb gets better), and an encounter power to shift you out of trouble so you don't provoke. Battle Harness (4+) - More Initiative, and the very useful ability to swap items as a free action. Siberys Shard of the Mage (3+) - You don't do a lot of damage, so any increase helps Acrobat Boots (2) - Getting knocked prone can leave you in a really bad position otherwise, the acrobatics bonus is just gravy. Resplendent Gloves (5+) - Another small damage booster with free CA on a couple of your attacks. I'm always torn on what cloak to get, Amulet of Seduction (5+) starts out better than Amulet of Elegy (2+) but doesn't scale and is more costly to get because of its level, Cloak of Distortion (4+) is also very nice since you'll be staying at range as much as you can to begin with. You may want to wait for the Raven Cloak (9+) which gives resistances and a save reroll, and just take an Amulet of Protection. The cliche build uses Amulet of Seduction however, so all your targets of Sleep have a -2 to the first save, and one has an additional -3 from your Orb of Imposition. Spoiler:Show
Mark I, level 5 Deva, Wizard Arcane Implement Mastery: Orb of Imposition Background: Auspicious Birth (Auspicious Birth Benefit) Theme: Wizard's Apprentice
FINAL ABILITY SCORES Str 8, Con 10, Dex 12, Int 21, Wis 16, Cha 11.
STARTING ABILITY SCORES Str 8, Con 10, Dex 12, Int 18, Wis 13, Cha 11.
Level 8 How To: Twist of Space at 7th gives you positioning and control in 1 power, a nice upgrade over having to use Beguiling Strands or a Daily. Also pick up Emerald Eye at 6th for a decent bonus to hit a priority target. The feat Unarmored Agility gives you a much needed AC boost, and Enlarge Spell allows you to hit more targets than usual with your encounter powers. The overall strategy remains the same for you, Immobilize melee enemies away from your party, and now you can follow up on the next round with Twist of Space, putting them further away and slow (making them spend a full round doing nothing but moving closer). You can also sometimes use Twist of Space to bring a flying creature lower to the ground so your melee allies can attack it.
A rather dramatic change comes by this level, switching from Orb to Staff which means 2 feat swaps (Expertise and Superior Implement). However the gain is significant, you no longer have to worry about provoking with your attacks, and the Accurate Cunning Staff +2 gives your targets yet another penalty to saves. You're waiting to upgrade your Armor at 9th, and Cloak at 10th, so the only item to look for that wasn't mentioned at level 5 is the Phrenic Crown (7+), and if you can manage it, a Curse Eye Tattoo (8), both for more save penalties. You'll be imposing a -3 to all your enemies first saving throws, -5 if it's a charm, -3 more with Orb of Imposition, and -2 more if you Action Point; combined this means you can impose a -10 to the first saving throw against Sleep for one enemy, so they'll only succede on a natural 20 (18 for elites, 15 for solos).
And onward: You'll notice I put the stat point into Cha instead of Wis, this is so that at level 11 you can take Spell Focus for yet another save penalty. Other feats to look for: Improved Defenses and Superior Will (sadly your Fortitude will always suffer), Psychic Lock to impose more attack penalties on enemies you damage, and Arcane Familiar (spider) for another saving throw penalty. Optional but still useful are Dual Implement Spellcaster and Destructive Wizardry to boost your damage even more. Because of the significant focus on psychic powers, if you can get the Rare Headband of Intellect, it's yet another increase to hit for you. Spoiler:Show
Mark I, level 8 Deva, Wizard Arcane Implement Mastery: Orb of Imposition Background: Auspicious Birth (Auspicious Birth Benefit) Theme: Wizard's Apprentice
FINAL ABILITY SCORES Str 8, Con 10, Dex 12, Int 22, Wis 16, Cha 12.
STARTING ABILITY SCORES Str 8, Con 10, Dex 12, Int 18, Wis 13, Cha 11.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Maltese, I know it seems dumb, but please put the class title: Wizard (Mage) somewhere early on in your post.
Keep those submissions coming everyone!
Currently working on making a Dex based defender. Check it out here Spoiler:Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
Has no posted a Knight yet? I'd have to say the iconic build would be:
THE BUILD
*Dwarf Fighter (Knight) Level 1 Str 18, Con 18, Dex 12, Int 8, Wis 12, Cha 10 Athletics, Endurance+r, Intimidate [1: Shield Finesse] 1: Dwarven Weapon Training
*Dwarf Fighter (Knight)/Warden Level 5 Str 19, Con 19, Dex 12, Int 8, Wis 12, Cha 10 Athletics, Dungeoneering+r, Endurance+r, Intimidate [1: Shield Finesse] 1: Dwarven Weapon Training 4: Defender of the Wild (replaces Bludgeon Expertise) 4: Crippling Crush
*Dwarf Fighter (Knight)/Warden Level 8 Str 20, Con 20, Dex 12, Int 8, Wis 12, Cha 10 Athletics, Dungeoneering+r, Endurance+r, Intimidate [1: Shield Finesse] 1: Dwarven Weapon Training 4: Defender of the Wild (replaces Bludgeon Expertise) 4: Crippling Crush 6: Bludgeon Expertise 8: Improved Defenses
WHAT YOU DO
Equip with plate armor, heavy shield, and craghammer. First priority as magic upgrade is Bracers of Mighty Striking. Seek out Bloodiron Plate in late heroic. Obtain Cincture of the Dragon Spirit when you can afford it. There are several good choices for weapon enchantment. I would lean toward finding a Frost Craghammer in late heroic because you'll certainly have the feat slots available for Frostcheese in early paragon. (But don't forget to pick up Dwarven Durability at the first good opportunity!)
Levels 1-6 Remain in Defend the Line stance at all times; its slow effect will add your Con modifier to your MBA from level 4 onward (Crippling Crush). As soon as your AoE specialists have unleashed their favorite unfriendly hell, charge! Simply get adjacent to as many bad guys as possible then pop the U2 Glowering Threat. Profit.
Levels 7+ The Staggering Hammer rider on your Power Strike makes Defend the Line somewhat redundant for the first portion of each encounter. Against hordes, begin the fight in Cleaving Assault stance. Against elites or solos, begin the fight in Hammer Hands. Switch back to Defend the Line as soon as you run out of Power Strikes.
WHAT YOU ASK THE PARTY TO DO
The Knight --- particularly the dwarf Knight with his innate resistance to forced movement --- may be the single most effective defender in heroic, but he's not without his weaknesses. Ask your fellow players to specialize in forced movement powers when possible, because having a monster forced into your aura is as good as (and often better than) chasing the monster down yourself. If your turn will arrive before their target's turn, remind them to force the monster to where you're going to go on your next turn, not necessarily to where you currently are.
Also, focus-fire on monsters targeting Will to begin each encounter. This is generally good advice --- Will riders are the nastiest in the game --- but particularly valid when your build has absolutely terrible Will and you won't be able to do much about it.
Like its parent class, the Knight has a little latent striker to it because it punishes shifts. This makes them particularly vicious against ranged monsters with no special escape powers. If the opening exists, don't be afraid to sprint to Team Monsters' back line and tie up the ranged monsters. Party DPR will increase (because your victims will be eating your OA unless they choose to simply do nothing), and the rest of your party should be able to lock down or evade the melee monsters long enough for focus-fire to strip them of their ranged support.
Is there anymore plans to update this thread. I feel this would be a really useful resource for noobs and non-ops alike. It would truly be a shame to see this thread disappear fom the boards. Perhaps some links to the class handbooks would be helpful for those seeking some further information on the builds/classes they are interested in.