Origionally purposed by svendj, it's the psion's turn to join the switch party. This is a high level build (kicks in at 17), but functions at lower levels spaming dishearten and lazylording it up. (svendj's Mindswitch, works better at lower levels, this one works better at high level).
This build depends on your allies having a good Opportunity Attack. But having a a good melee basic attacks and agile opportunist would make it even better.
On turn 1, Allies will gain: Positioning: Shift 7, Slide 1, Enemy slid 9 Lots of Attacks: *Opportunity action: OA *Free action: OA (+to hit/damage) *Immidiate action: MBA. (with agile opportunist). *Free action (2 allies): MBA. Accuracy: +7 for some OA's. 1 reroll for an OA. 1 free floating roll. Damage: +7 for some OA's. +2 always. +9 Damage vs 1 enemy. Inititive Boost: +9 @ 4 allies = 14 attacks, 208 max bonus damage.
Fey Beast Tamer (owl bear) Psion|Warlord/Time Bender/Sage of Ages. 20 Int, 16 Cha, and 10+ Wis. Tielfing (Secrets of Belial -> Opportunity Seized), +Int/Cha (pixie) race, or revenant (+cheeze).
Feats: *arn't neccicaraly needed. 1) Hybrid Talent (inspiring) 2) Expertise Tax (staff or orb are both good, dagger is also possible) 4) Defense Tax (or superior will and lightning reflexes) 6) Superior Implement (Crystal Orb, or Accurate) 8) Superior Relexes. 10) Imperious Majesty 11) Combat Commander 12) Vistani Heritage 14) *Tail Slide, to trigger more agile opportunist. 16) Skill Power (insightful riposte). 18) *Controlling Advantage 20) MC Arcane (for sage of ages). 21) *Superior Initiative (may be overkill) 22) Vistani Foresight 24) Secrets of Belial -> Opportunity Seized ...
Powers: 2: Inspired Belligerence 6: Reorient The Axis 10 (6): Opportunity Seized 16: Insightful Riposte 17: Forced Opportunity 22: Forceful Repositioning 23: Sudden Control 27: A Plan Comes Together
Items: Ring of Free time. Helm of Exemplary Defense / Helm of Battle. Violet Solitaire. Arcane boosters. Initiative boosters (Weapon of Speed). Rerolls (Irrefutable armor, luckblade dagger). Mount.
Alternates: Forceful Repositioning: needs your allies to play along (agile oportunist), if they don't drop this. -> Knights Move. Not for repositioning, but for the action. Giving say... an avenger a chance to oath, a rogue a chance to low slash, or a defender a chance to mark (which you can trigger). -> Hidden Oppertunity. 1/day crit isn't a bad. Timebender ->Battle Captain, +2 to hit for everyone. You do loose your extra die though. + halistar clone theme, another way to get an extra move action.
*Vistani Foresightand the Violet Solitaire (+lot's of rerolls) give you get 5 combat's with AP's.
Your accuacy is 15 (lvl) + 9 (int) + 6 (enh) + 3 (feat) + 2 (CA) +2 (trick) + 1 (superior) = 38. 38 vs 42 = hit on a 4. Best 2 out of 5 rolls, +3, insightful riposte, +1 AP. ~ 99.9%.
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.
Since most of the attacks are OA's, they can boosted stupidly high: Some OA boostsShow
Fighter Heavy Blade Opportunist (twin-strike is a good one) Word of Diminishment (runepriest) Yakuza (theme) Helm of Opportunity Internalize the Basic Kata Weapon of Great Opportunity Mantle of Elation (ardent) Formation Fighting Weaponmaster (Combat Superiority, and it's bonuses) *Two-Weapon Flurry *Note that FO4 gives a free action, so it won't stack. Numerous "can be used as an OA" powers and feats.
And of course, normal things, like frost cheese and iron armbands of power.
With moderate assumption that your allies have a combined to have .14 MBA and Agile Opportunist. (or .2 MBA without it). On turn 1 you can...
Minor: Trick of Knowlage, boost your accuracy. Move: Reorient the Axis to position everyone Standard: Forced Oppertunity 4, boosted OA's. Blooding standard 1. Move: (time bender) Forceful Repositioning, agile oppertunist for everyone. Killing standard 1. Minor: (ring of free time) Inspired Belligerence, for +Cha damage vs standard 2. AP: Sudden Control standard 2 into position, (improvised) RBA to provoke an OA. Blooding standard 2. Free: A Plan Comes Together, 2 more MBA's. Killing standard 2.
Minor: Trick of Knowlage, boost your accuracy. Move: Reorient the Axis to position everyone Minor: (ring of free time) Inspired Belligerence, for +Cha damage. Standard: Forced Oppertunity 4, boosted OA's. Move: (time bender) Forceful Repositioning, agile oppertunist for everyone. Bloodying Elite. AP: Sudden Control, (improvised) RBA itself, provoking an OA. Free: A Plan Comes Together, 2 more MBA's. Killing Elite.
Minor: Trick of Knowlage, boost your accuracy. Move: Reorient the Axis to position everyone Minor: (ring of free time) Inspired Belligerence, for +Cha damage. Standard: Forced Oppertunity 4, boosted OA's. Move: (time bender) Forceful Repositioning, agile oppertunist for everyone. Bloodying Elite. AP: Sudden Control 6 dominating. Free: A Plan Comes Together, 2 more MBA's. Enemy: RBA itself (or run), provoking an OA. Blooding Solo.
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.
One OA/Turn, so Sudden Control won't stack with Forced Opportunity unless you ready it off-turn. If you took War Master's Assault (free actions), use subsitute that in instead for a daily nova.
If you have 5 APs a day, and you're running a Int/Cha chassis, I still like taking Flame of Hope for its AP feature rather than the extra move action. That effectively frees up Sage of Ages since you don't have to care about accuracy for the most part, and you can pick up Master of Moments or something.
Also, Warlord has a U22 daily that makes an ally's OA auto-crit.
One OA/Turn, so Sudden Control won't stack with Forced Opportunity
Forced Opportunist is an OA as a free action. Sudden control will provoke a normal OA.
So yes, they stack.
Flame of Hope
Hmmm.... that's tasty. But it's only works vs 1 target. So the solo will be smashed, but it won't help as much vs 5 standards. Also, the extra move grant's MBA's (if your allies spend the feat, which is iffy...). Though i suppose you can go with the halistar clone theme.
Definatly an option, but it's not strictly better.
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.
Awesome, thanks! Kinda too busy writing the Psion handbook (feats, gaaah) to post it anytime soon, so thanks for putting it up. I'll check it out in more detail later. In the meantime, here's the intro & description I'd already written up. Feel free to copy whichever part into the first post
Mindswitch (different name, same idea)
Build Goals: - To replicate the ability of Killswitch to create Instant Advantage, deciding the outcome of encounters on turn 1. This goal is reached when you get access to the Psion’s level 17 at-will power Forced Opportunity, but until then you have plenty of tricks up your sleeve to assist the party and get it to where it needs to go. - Optimize a Psion for leading. Forced Opportunity is key in this, but the class has plenty more to offer.
1. Dude, Killswitch is a classic! Why should I play this over the original?
Because Killswitch is so awesome, it spawned a range of offshoots: Flameswitch, Lightswitch and Chordswitch among them. Mindswitch is another powerful and fun take on the Killswitch concept. The highlights of Mindswitch are:
- Getting the party where it needs to go by giving everyone two free move actions at the start of the encounter. You do this at level 10. - Shredding one target per turn to ribbons by giving everyone a simultaneous free opportunity attack against it. Because of your attack and damage bonuses, your allies don’t even need to have good basic attacks for this! Online at level 17. - Having controller powers as back-up, like a close blast 5 stun, an area burst 3 restrain and multiple dominates.
2. Okay, so what else does it do?
As a Pixie, Mindswitch rides on the shoulder of the ally with the best basic attack. Preferably the defender. At-will, you can offer that ally a pumped-up basic attack with Commander’s Strike. Or you can use an augmented Mind Thrust to dump an enemy’s defenses for a focused fire round.
As a Bravura Warlord, Mindswitch not only grants allies extra attacks during its turn, it also grants a free attack when they use an Action Point, when they make attacks of their own and when either they or Mindswitch are hit. So you can easily double the amount of attacks your party makes each round.
As a Time Bender, you can switch any d20 roll made during an encounter for a roll you made at the start of the encounter.
Like Killswitch, you pump the party’s initiative through the roof with Combat Commander. This makes sure the party goes first for Instant Advantage.
Even if encounters go bad, Mindswitch has access to three minor action heals at level 10. This is above par for normal leaders, let alone hybrid leader|non-leader characters.
3. So you’re claiming this decides encounters on turn 1? Prove it.
Alright, I’ll show you what this build is capable of. Let’s use a random party of an Avenger, a Knight, an Monk and a Wizard.
Turn zero: party wins initiative thanks to Combat Commander. Everyone who rolled higher than Mindswitch holds. Mindswitch is on the shoulder of the Knight, so you constantly benefit from the Knight’s protective aura.
Turn one:
Move action: Mindswitch uses Reorient the Axis to move the party towards the enemies, with everyone ending the free shift adjacent to the Knight.
Move action: assuming the allies aren’t in an optimal position yet, Mindswitch uses the free move action from Time Bender to use the Halaster’s Clone power Alter Time. You move zero squares, which means everyone gets to move their speed. The Knight, Avenger and Monk all move adjacent to an elite badguy who needs to die first, while the Wizard looks for a safe place to hide.
Standard action: Mindwitch uses an augment 4 Forced Opportunity to grant the Monk, Knight and Avenger a free opportunity attack with a bonus to attack and damage equal to your Cha-mod. Even if the Monk and the Avenger don’t have a good melee basic attack, they will still hit for decent damage.
Monk takes its turn. He hits the badguy, which triggers Impromptu Attack from Mindswitch for two additional free MBAs. Badguy becomes bloodied.
Knight takes its turn and hits the badguy. Badguy doesn’t die, so Knight uses an action point to make another attack. Mindswitch’s Bravura Presence grants the Knight another free action MBA. This is enough to kill the elite. Knight moves adjacent to brutes, who are now in the Knight’s defender aura.
Wizard uses his turn to lock down one group of enemies, while Avenger moves off to harass another target.
Result: without using any daily powers, Mindswitch granted the party 2 free move actions and 6 free attacks, which is enough to finish off a high priority elite before the monsters even got a turn. Party is then free to move off and finish the rest. Mindswitch has enough gas left in the tank to fire off another augment 4 Forced Opportunity, which should practically end the fight on round 2.
Level 6 overview:
Mindswitch can: - grant the party two free move actions per combat with Alter Time and Reorient the Axis. - encourage focused fire once with an augment 2 Mind Thrust. - make and grant a free basic attack with Vengeance is Mine (Mind Thrust is also a basic attack). - use the best MBA in the party with Commander’s Strike. - grant each ally who uses an action point a free MBA.
Level 11 overview:
Mindswitch can: - grant the power a huge initiative bonus with Combat Commander. - grant the party two free move actions in the same turn thanks to A Skip in Time, which turns a minor into a move action. - switch any d20 roll made during an encounter for a roll you made at the start of the encounter. - prevent one hit and grant a counterattack with Powerful Warning
Level 17 overview:
Mindswitch can: - grant everyone adjacent to a target a free opportunity attack with Forced Opportunity twice per encounter. - grant the party two free move actions and still have a minor left thanks to Time Bender’s level 16 feature. - grant two partymembers a free action MBA on their turn with Impromptu Attack. - heal an ally with a minor action three times per encounter.
Level 23 overview:
Mindswitch can: - use Forced Opportunity three times per encounter, or... - dominate a target twice per encounter.
Acolyte of Divine Secrets gets you Invoker for Flame of Hope, and an encounter use of Hand of Radiance which targets 3 creatures. Granted, you (probably) won't hit, but it sets those 3 up for the huge bonus from the level 11 feature of Flame of Hope, since it only cares about the targets of the attack and not hit or miss.
Acolyte of Divine Secrets gets you Invoker for Flame of Hope, and an encounter use of Hand of Radiance which targets 3 creatures. Granted, you (probably) won't hit, but it sets those 3 up for the huge bonus from the level 11 feature of Flame of Hope, since it only cares about the targets of the attack and not hit or miss.
True, but your not granting attacks against 3 differnet creatures.
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.
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.
I've never noticed Forced Opportunity before. I'm going to have to start paying attention to Psions. With that power coming online in late paragon, in the right party they remain competitive with Wizards.
Yeah .... Forced Opportunity is terribly worded, I could see a DM even ruling that it takes both your Opportunity Action AND Free Action for that turn.
Claiming Sudden Control is going to, by itself, finish off an elite is doubtful. Most creatures lack a RBA, are not that accurate vs themselves, and the average party doesn't have the OA capacity to do Bloody Damage on that. And adding Agile Opportunist into your own calculations is just maliciously false, MBA specialists have sufficient IAs (especially this high level) that you are not remotely adding attacks until round 4, I'd be more comfortable with the argument that Sudden Control is triggering 2 IAs than that joke of a feat being included.
Your claims are sugar coating at its worst.
"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.