Hey all I'm just getting some second opinions before the game starts. I think after coming back to D&D after 7 years and reading some wonderful handbooks for builds (much appreciated), I have pinned my defender for the group that is starting soon.
At it's core, it's end goal is to be able to slide enemies farther than they can charge if their average movement is 6. Slide/prone aplenty. I'm not entirely stuck on the Longhand Student & Mark of Storm feats.
Please feel free to ask questions, I will be more than happy to reply quickly.
====== Created Using Wizards of the Coast D&D Character Builder ====== Bron, level 11 Dragonborn, Fighter (Weaponmaster), Iron Vanguard Build: Guardian Fighter Fighter Option: Combat Superiority Fighter Talents Option: Two-handed Weapon Talent Dragonborn Racial Power Option: Dragon Breath Dragon Breath Key Ability: Dragon Breath Strength Dragon Breath Damage Type: Dragon Breath Lightning Fervent Commander (+2 to Intimidate) Theme: Guardian
FINAL ABILITY SCORES STR 21, CON 16, DEX 15, INT 11, WIS 15, CHA 11
STARTING ABILITY SCORES STR 16, CON 14, DEX 13, INT 10, WIS 14, CHA 8
Though note that bigger and faster monsters get more common, and your allies need to let you be in front. Consider trying to add slow at some point. Or perhaps an ally controller will help with some difficult terrain or a wall of fire to kick them through.
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.
Thanks mello - I'll keep that in mind to start looking for things to slow those lucky few that get past me. Any fighter feats off the top of anyone's head that can do that? I'll start browsing the compendium again.
Thanks mello - I'll keep that in mind to start looking for things to slow those lucky few that get past me. Any fighter feats off the top of anyone's head that can do that? I'll start browsing the compendium again.
Hindering Shield is the prime one, but it requires a shield. And while there is 1-handed spears you probably have to loose staggering.
Staggering will increase though, so your slide will get further.
Also remember that things need to charge in a striaght line*, but you don't need to slide in a straight line. So if you can hook somone around a corner (you still need line of effect), they can't charge. Which should help with small area's.
Edit: *ok, straight line is a bit miss leading, but it's still possible to prevent charging by hooking someone around a corner. Like so...
______|E Fe>>>>^
F=fighter e=enemy start E=enemy end _|=wall > = path
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.
Pick up draconic arrogance. By 16 your polearm momentum attacks would be doing str+str+con+con. Draconic Arrogance gives str damage on a push and str damage on a prone. Iron Vangaurd gives con on a push and con on a prone. So if you push and prone, you get the str+con for the push and str+con for the prone. The more times you can dip into static mods the better.
Perhaps I am missing something, but I don't think that this build works as well as intended.
I believe that you are trying to key the staggering weapon off of a push (from longhand student or forceful opportunist), however the staggering weapon only works off a slide. From what I can see, the only slide you have is from Mark of Storm however it does not appear that you have a reliable way to deal lightning or thunder damage, which the weapon property is often reserved for (used for staggering in this case).
As it stands, I think you are getting a push 3 and prone. While still formidable, it will not achieve your stated goal of pushing beyond a charge 6.
Again, maybe I missed something but that is my interpretation.
Good luck. I really like the way you are thinking.
If you really want ridiculous slide distances, do fighter, staggering spiked chain, rushing cleats, polearm master, rending chains student, reaping strike.
Fighter -Arena Master(Spiked Chain, Mordenkrad) -Flail Expertise (prone on a slide) -Dragging Flail (+1 slide on a prone) -Staggering Spike Chain +3 (+3 slide distance) -Bludgeon Expertise (+1 push/slide, due to arena master, this will work on the spike chain) -Rushing Cleats (+1 push/slide) -Rending Chains Student ( adds slide 1 to reaping strike) -Reaping Strike (the main at will until lashing flail) -Polearm Master (+1 forced move with a two handed reach weapon, i.e. spike chain) -Lashing Flail (MBA now has slide 1)
Reaping Strike/MBA(both will slide 1 due to either rending chains or lashing flail) >> flail expertise prones >> dragging flail adds the slide back >> slide distance is 1(dragging flail)+ 3(staggering spike chain)+ 1(rushing cleats) +1(bludgeon expertise) +1(polearm master) =prone+slide7
They have to spend their move standing, then they have to charge 6 and have reach or be able to charge 7. Add in repel charge and you could get another mba that would do another prone+slide 7.
But it would require you to give up iron vanguard and all the polearm tricks but that is the easiest way to slide great distances. And the flail trick works with any attack that slides. And also gives you a third attack on rain of blows.
Footwork Lure will provide an at-will slide, and keep the foe close to boot. I'd recommend that over Weapon Master's Strike.
The feat Heavy Blade Opportunity will allow you to use an at-will on OAs. I would consider both this and Draconic Arrogance must-haves. With either this or Draconic Arrogance, you probably need to be getting Polearm Momentum in heroic which means adjusting your stats and it is probably a good idea to take both before taking Polearm Gamble.
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.