[iconic] Swordburst Maximus (ultimate catch-22 build)

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Superb Great Superb Good controller|defender from 1-30.

Full Build
====== Created Using Wizards of the Coast D&D Character Builder ======
Ventus Maximus, level 30
Shardmind, Wizard|Swordmage, Master of Flame, Sage of Ages
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Talent: Swordmage Warding
Arcane Admixture Damage Type: Arcane Admixture Thunder
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Wand)
Shardmind: Religion Bonus
Arcane Admixture Power: Sword Burst
Quickened Spellcasting: Sword Burst
Background: High Imaskar, Arcane Refugee (High Imaskar Benefit)

FINAL ABILITY SCORES
Str 15, Con 21, Dex 16, Int 26, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 14, Int 16, Wis 12, Cha 8.


AC: 44 Fort: 38 Reflex: 41 Will: 40
HP: 178 Surges: 12 Surge Value: 44

TRAINED SKILLS
Religion +45, History +43, Arcana +54, Endurance +27

UNTRAINED SKILLS
Acrobatics +18, Bluff +15, Diplomacy +15, Dungeoneering +24, Heal +18, Insight +18, Intimidate +15, Nature +24, Perception +18, Stealth +18, Streetwise +15, Thievery +18, Athletics +17

FEATS
Level 1: Hybrid Talent
Level 2: White Lotus Riposte
Level 4: Unarmored Agility (retrained to Greater Swordmage Warding at Level 20)
Level 6: Versatile Expertise
Level 8: Mark of Storm
Level 10: Wrathful Warrior
Level 11: Polearm Momentum
Level 12: Arcane Admixture
Level 14: White Lotus Master Riposte
Level 16: Resounding Thunder
Level 18: Arcane Reach
Level 20: Double Aegis (retrained to Total Aegis at Level 21)
Level 21: Rapid Aegis Reaction
Level 22: Strength Through Challenge
Level 24: Arcane Familiar
Level 26: Skill Focus (Arcana)
Level 28: Quickened Spellcasting
Level 30: Epic Resurgence

POWERS
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Thunderwave
Hybrid encounter 1: Grasping Shadows
Hybrid daily 1: Frost Backlash
Hybrid utility 2: Channeling Shield (retrained to Arcane Insight at Level 26)
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Stinking Cloud
Hybrid utility 6: Wizard's Escape
Hybrid encounter 7: Echoes of Sword Magic
Hybrid daily 9: Visions of Ruin
Hybrid utility 10: Blur
Hybrid encounter 13: Prismatic Burst (replaces Grasping Shadows)
Hybrid daily 15: Wall of Ice (replaces Visions of Ruin)
Hybrid utility 16: Borrowed Confidence
Hybrid encounter 17: Surprising Transposition (replaces Echoes of Sword Magic)
Hybrid daily 19: Death's Resurgence (replaces Frost Backlash)
Hybrid utility 22: Wall of Force
Hybrid encounter 23: Acid Storm (replaces Prismatic Burst)
Hybrid daily 25: Bubbling Acid (replaces Stinking Cloud)
Hybrid encounter 27: Charm of Puppet Strings (replaces Acid Storm)
Hybrid daily 29: Prismatic Wall (replaces Wall of Ice)

ITEMS
Rushing Cleats (heroic tier), Runic Starweave Armor +6, Runic Glaive +6, Vecna's Puzzle Box (epic tier), Avandra's Ring (epic tier), Ioun's Flame (epic tier), Zehir's Gloves (epic tier), Bane's Collar +6, Opal Ring of Remembrance (epic tier), Sash of Regeneration (epic tier), Ankhmon's Bracers (paragon tier), Eager Hero's Tattoo (epic tier), Talent Shard (level 23) (10)
RITUALS
Endure Elements, Enhance Vessel, Summon Winds, Water Walk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Stats
Stats are pretty tight:
Str = 13 by paragon, used to qualify for MC fighter, and Greater Swordmage Warding.
Con = * Put every extra point into here, Raise every chance
Dex = 15 by paragon, used to qualify for Arcane Reach, and Polearm Momentum*
Int = 18 Raise every chance, it's your attack stat.
Wis = 15 by paragon, used to qualify for Polearm Momentum*
Cha = 8, dump stat
*Unless your starting in epic, then obviously you need 15 by epic.


Races
Top choice, Human. The extra feat lets you get things 2 levels earlier, add in more defense and an extra ranged option (phantom bolt, target's will, forced movement), and you've got gold.  The full build isn't human because i would need to shift every feat, and do lot's of retraining.  I wanted to keep things simplier.

Shadar-kai, (mobility + insubstantial) Eladrain and Shardmind (+2 arcana and mobility) are a very close second.

Stormsoul Genasi, you can really milk that extra damage, and it's very flavorfull.

Any other +Int races

You can do this with a +Dex/+Wis (18 Int 10 Con) race too, if your partial to elfs.

I don't recommend anyone else, stats are too tight.


Feats
All the feats work great together, not really any room for extras, but here's some others that synergise well, in case your DM gives you Expertise for free, or your human an need a filler at lvl 10.

Ritual casting, always usefull
Solid Sound, defense where you need it
Haft defense, for paragon+ when you get your glaive
Greater Agies of Shielding, if your ignored alot
Weapon Focus, if their not dying fast enough
Intelligent Blademaster, good to have a MBA
Skill Power, to grab Arcane Mutterings, if your game is more skill based.


Items

Rushing Cleats (lvl 6) combo's with mark of storms to gets your slide to 2, which is needed for polearm momentum.  You don't need this till 11, but it's handy earlier.

A longsword in heroic, high accuracy and leaves you hand free for the warding bonus.

A glaive in paragon, since it's a heavy blade and a polearm, which you need for polarm momentum.

Weapon of Summer glaive (lvl 15) to give you the fire keyword, needed for the lvl 12 Util and the lvl 16 blast/burst size increase.  Also has a very usefull daily.

Cloak of distortion, helps bring creatures within range of your blasts and protect you from ranged attackers, not strictly needed, but highly recommended.  It does even more at later levels.

Other then that, focus on saving trows and status avoidances, or just things that just avoid you getting hit in the first place.  Remember riposte goes off, hit or miss.  Late game arcane checks.


General Strategies

You'll be using swordburst or thunderwave most of the time, so keep close to enemies and try and keep them grouped (paticularly in your zones).

3 encounter powers (wizards escape, dimensional vortex, surprising transposition), a daily (frost backlash -> Death's Resurgence), your aegis, and MWLR that are all immidiate actions.  You can only use 1/turn (till epic), so don't hesitate or they might go to waste.

Setup your zones and slide enemies though them multiple times to stack damage.

Block line of sight from ranged attackers, your dailies and some encounter powers do this, it'll help bring them closer.  You fight best in close quarters.


weaknesses
Single target damage, your not a striker, multi-taget is pretty good.
Low HP for a defender, though you can avoid a few attacker per encounter and have good defences.
Mobility, on the low side, block LOS and make them come to you.
Daze, it doesn't let you do your immediate and can hurt your sustains.
Stun, doesn't let you do anything.
Dominate, you have an extreme at-will, try not to let it be used against you.
Thunder/fire/force resistant dwarfs, cause your DM is out to get you.


If you don't have Mark of Storms
Not having mark of storms can be gotten around.  There are 2 ways to go about this.
1) Focus on Thunderwave.  Replacing your boots for something that will let you get better positioning, and skip Acane Admixture, and take booming blade as your other at-will.  You just have to be a little more carefull about hitting allies, but this net's you 2 feats.

2)Take windrise port background, MC Invoker, and pick up the Devoted Orator PP.


Lvl 1-10
1aw) Thunderwave is a solid power, plenty of things to do with it, and it will get more powerful
1aw) Swordburst will be less useful then thunderwave till paragon, but it target's a different defense and is enemy only.
1f) Start out with a one handed implement (longsword) for the warding bonus.
1e) Zone jr., thunderwave some creatures into it.
1d) Super Riposte, hopefully kills them before you get hurt
2f)  Catch-22 begins, adds some good damage, but scale well.
2u) Great simple damage reduction and damage boost, can be used against any attack (including against yourself) but it doesn't scale well, and get's competing interupts, so eventually replace by arcane insight by epic.  Arcane Mutterings should also be noted, possibly take it between mid paragon and lvl 26.
3e) Protect an ally, even from an unmaked foe, keep this all the way.
4f) Keeps you alive
5d) Zone's + forced movement = awesome, keeps archers off you too.
6f) Boring, but you need it
6u) Survivability at is greatest, you can still do riposte damage
7e) Free attack If you miss with swordburst, and it's thunder so it will slide/prone
8f) Add some extra control to all your powers, you can now start double dipping into zones (move them out, and back in).
9d) Virtually a burst 1 stun, use it on the archers.
10f) Mostly a prereq, if you only have 12 Str, take a filler and retrain next lvl
10u) Forces ranged attackers to get close, just make sure to mark them early, Illusory Wall is also a great choice here.

Make sure you get Rushing Cleats (lvl 6) and a glaive by lvl 11


lvl 11-20
Master of Flame The big draw here is the lvl 16 feature.  Acadamy Master makes a good alternitive.

AP Feature) Gather a few people around you before you AP.
11 Feature) A splash of damage, but chances are you'll crit 1/encounter, still pretty poor.
11e) Without a consistant way to inflict ongoing fire damage, this is too situational to use, It also doesn't benifit form any other feat.  You can more or less ignore this.
11f) Thunderwave will knock prone
12f) Swordburst gets it's movement and knocks prone
12u) Insubstantial, extra damage, and extra "ripost" damage.  Worth nothing you can't use Dimentional Votex or Surprising Transposition powers, but you still have aeigies + master riposte, though things are very unlikely to attack you (possibly taking 5+int+int+1d6+int+5) and only doing 1/2 damage.
13e) Large area blind, watch out for friendlies.
14f) Upgrade your catch-22.  This actually get's better once you get rapid aegis
15d) More semi zone fun, keeps archers off you, and no susatain, you can also melt it in a hurry (vuln 25 fire) so be carefull, or Ball Lightning which get's burst 1 (2 at 16), slide 2 + prone as a minor.
16f) Bigger is better.
16u) Works great with an action point.  It also works with your immidiate.
16pp) The main feature of the PP, all bursts
17e) Dimensional Vortex #2, keep this the rest of they way
18f) Now you don't have to stand so close
19d) If your not alive, you can't protect your allies.
20f) Mark 2, gives you more options for protection.
20d) Nice controll effect, and as i've stated Zone + forced movement = awsome.  You could, concevibly, thunderwave out, mark of storms back, rushing cleats out, and sustain back for 45 (+thunderwave + 15 at the start of their turn) damage.  Unfortunatly it only does damage, and you don't get to prone on a pull.


lvl 21-30
Sage of Ages) More accuracy, and with enough arcana, a massive boost at lvl 26.  If your not taking this ED, you don't need to boost your arcana.

21ED) You'll know not to use your firewall against fire resist creatures.
21f) Really helps you keep your interupts going.
22f) Shouldn't be hard to get 2, some repositioning might be needed first.
22u) Doesn't do damage, but still keeps people ranged attacks off of your group.
23e) HUGE area, Blocks LOS, and let's you push people into stuff.
24ED) 1 Re-roll a turn, you'll make enough attacks to ensure it's use
24f) Extra attack, +2 arcana, +2 vs the a horrible condition, perfect
25d) Zone + forced movement = awesome, blinding is great, and it's partially ally friendly.
25PP) +2 more damage for your at-wills
26f) Arcana boosting, not to exciting by itself
26ED) Super boost all around*  The "real" capstone of this ED
27e) With all your forced movement, you should get plenty of free smacks, again you get this as a reliable daily (save ends) with your PP.
28f) An extra swordburst per encounter
29d) Zone + forced movement = awesome, and it's ally friendly.
30f) Adds a little leader bonus, but really this is an open feat slot
30ED) Nice to have a choice of 0 or kill, and Full HP, and even moves you up in init.  Be ware that it only works on attacks.

*I generally go +2 attack->save at the beginning->+2 defense->+5 to save, but do a knowlage-check to see what the enemy can do first.  Also retraining Channel Shielding to Arcane Insight to help ensure better boosts.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Is there a reason you didn't go for Heavy Blade Opportunity?
Is there a reason you didn't go for Heavy Blade Opportunity?

It needs a power with a weapon keyword.  Swordburst won't work, though it's good for straight swordmages.  Though stats are pretty tight to afford a 15 Str with most races.

Edit: wow i just realised some of my post is missing...

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Any suggestions?  Comments?  Feedback?

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Can you not multiclass sorcerer and grab some of their blast/burst increasers?


Will edit if/when i find names.


EDIT: Okay, i got a bit hasty and only found the U6 Arcane Empowerment Daily for 1 round.


Might be better off looking for Items... here i go again.

Any suggestions?  Comments?  Feedback?

* A 16 starting INT is too low in my opinion.

* Rolling Thunder as your level 1 daily?  Since you can't move the thunderballs, I'm not sure I understand the appeal (other than very soft "area denial" control -- but other available powers seem better at it).

* As the title implies, you're focusing on Swordburst (with White Lotus feats and ways to increase your area of effect).  This works best when it's used almost every round and you use Immediates as your encounter powers...  As you mention yourself, Swordburst rivals your Encounter powers (or at least the ones you selected).

* Dimensional Vortex and Transposing Lunge should be in there somewhere.

* Mixing Wizard with Swordmage seems to dilute the Defender's potential (less hit points, etc...).  If you're focusing on Swordburst, then presumably that means you're focusing on your Defender role.  Or at least your wizard abilities seem to provide only soft control.  I think if you just MC'ed to wizard instead you'd be better off.

* You mention "Master Riposte will make you horrific to attack... You do the entire attack again, which can hit more enemies".  That's not how Master Riposte works, as far as I know.  It specifically states it is just that enemy: "you can repeat the at-will attack power’s attack against that enemy as an immediate reaction".  Master Riposte is already OP, I'm not sure that we need to try and make it even more so Wink.

* Empowering Lightning as an encounter power? (implement, so doesn't work with Polearm Momentum) 
* Arcane Mutterings as Utility 2 over Shield?  
* You seem to have some non-standard power and feat choices.  I actually like the the Skill utility powers, but I would have taken something like Strategist's Epiphany.  In any case, where you choose non-standard choices I would recommend you explain why you chose them.

* Swordburst doesn't seem to work with Polearm Momentum.  Polearm Momentum states: "Whenever you use a polearm or a spear attack to push ...".  Swordburst is not a "spear attack" (it doesn't have the Weapon keyword).

* A 16 starting INT is too low in my opinion.

Yes, Not sure why i have dragonborn, they are probably the worst race for this, i'll switch to eladrain (+2 int, +2 arcana).
* Rolling Thunder as your level 1 daily?  Since you can't move the thunderballs, I'm not sure I understand the appeal (other than very soft "area denial" control -- but other available powers seem better at it).

Correct me if i'm wrong, but to me it seems like you could slide 2 and knock prone and an opertunity action.  So anyone who tries to move out of the square can be slid out, back in, and dropped prone, thus negating their movement.  And you can always move creatures into it.  Though flaming sphere is probably better till you get some feats.

* As the title implies, you're focusing on Swordburst (with White Lotus feats and ways to increase your area of effect).  This works best when it's used almost every round and you use Immediates as your encounter powers...  As you mention yourself, Swordburst rivals your Encounter powers (or at least the ones you selected).

The enounter powers are imidate actions, and the dailies are either non-standard, or encounter long

* Dimensional Vortex and Transposing Lunge should be in there somewhere.

Dimentional Vortex is, and echos of swordmagic seem better then transposing lunge IMO.

* Mixing Wizard with Swordmage seems to dilute the Defender's potential (less hit points, etc...).  If you're focusing on Swordburst, then presumably that means you're focusing on your Defender role.  Or at least your wizard abilities seem to provide only soft control.  I think if you just MC'ed to wizard instead you'd be better off.

Possibly, but you'd loose out on your background, and your some excellent wizard dailies and utils.  Though you can take transposing lunge.

* You mention "Master Riposte will make you horrific to attack... You do the entire attack again, which can hit more enemies".  That's not how Master Riposte works, as far as I know.  It specifically states it is just that enemy: "you can repeat the at-will attack power’s attack against that enemy as an immediate reaction".  Master Riposte is already OP, I'm not sure that we need to try and make it even more so Wink.

Yes it functions.  The centerpice of the build.
* Empowering Lightning as an encounter power? (implement, so doesn't work with Polearm Momentum)

Your impliment is a polearm, though not some dm's might not accept  push 1 + slide 1 = "push or slide 2"

* Arcane Mutterings as Utility 2 over Shield?

Part of the hybrid restrictions, you can't get both shield and wizards excape till lvl 10.  Also, with super acana, you're solid outside of combat as well.
* You seem to have some non-standard power and feat choices.  I actually like the the Skill utility powers, but I would have taken something like Strategist's Epiphany.  In any case, where you choose non-standard choices I would recommend you explain why you chose them.

My biggest requirement for powers was non-standard action, but if you have suggestions, feel free to comment.   As for feats, their all pretty much needed to make this build work.  If you have suggestions of what to change, let me know.
* Swordburst doesn't seem to work with Polearm Momentum.  Polearm Momentum states: "Whenever you use a polearm or a spear attack to push ...".  Swordburst is not a "spear attack" (it doesn't have the Weapon keyword).

If you attack with a polearm it's a polearm attack.  Nothing suggest you need the Weapon keyword.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

* You mention "Master Riposte will make you horrific to attack... You do the entire attack again, which can hit more enemies".  That's not how Master Riposte works, as far as I know.  It specifically states it is just that enemy: "you can repeat the at-will attack power’s attack against that enemy as an immediate reaction".  Master Riposte is already OP, I'm not sure that we need to try and make it even more so .



CS disagrees.

Think of it like a mark.  You must make an attack that includes the triggering enemy as a target.
Few people can see genius in someone who has offended them. -- Robertson Davies
* You mention "Master Riposte will make you horrific to attack... You do the entire attack again, which can hit more enemies".  That's not how Master Riposte works, as far as I know.  It specifically states it is just that enemy: "you can repeat the at-will attack power’s attack against that enemy as an immediate reaction".  Master Riposte is already OP, I'm not sure that we need to try and make it even more so .



CS disagrees.

Think of it like a mark.  You must make an attack that includes the triggering enemy as a target.

Thanks!  That CS ruling will prove useful when playing in LFR Smile

 If you attack with a polearm it's a polearm attack.  Nothing suggest you need the Weapon keyword.

You're attacking with a weapon-as-implement.  The Rules Update on that specify that you don't get non-magical weapon properties and effects, hence the (possible) issue: it's an implement (heavy blade) attack not a weapon (polearm) attack.

Certainly it's grey enough that I'd expect table variation.  Unless there is also CS clarification on this? (which would at least help for LFR)
Attacking with a polearm is attacking with a polearm, just like damaging with a heavy blade is damaging with a heavy blade.  Weapon Focus (Heavy Blade) adds damage regardless of whether or not the power is an implement or weapon power.  I don't see why Polearm Momentum would be any different. 

If they wanted it to be only weapon attacks, they'd word it like Weapon Expertise.  They didn't so it doesn't.
Few people can see genius in someone who has offended them. -- Robertson Davies
 If you attack with a polearm it's a polearm attack.  Nothing suggest you need the Weapon keyword.

You're attacking with a weapon-as-implement.  The Rules Update on that specify that you don't get non-magical weapon properties and effects, hence the (possible) issue: it's an implement (heavy blade) attack not a weapon (polearm) attack.

Certainly it's grey enough that I'd expect table variation.  Unless there is also CS clarification on this? (which would at least help for LFR)

I'm actually more concerned about a restriction on Mark of Storms then this.  Though if for whatever reason you can't prone, you can certianly find uses for the 3 extra feats and boot slot.  It will still be a very good build, just not superb.

If you get a CS response, post it here.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Weapon Focus (Heavy Blade) adds damage regardless of whether or not the power is an implement or weapon power.  I don't see why Polearm Momentum would be any different.

Well, I don't want to get too off-topic and discuss rules, since the topic is more about the build then debating rules.  But I see 2 possible issues:
1) The wording for Weapon Focus is substantially different than Polearm Momentum.
2) When you use a heavy blade as an implement it's just that: a heavy blade implement.  So Weapon Focus (Heavy Blade) would still apply, but Polearm Momentum (arguably) might not since it doesn't apply to heavy blades.  Note that you don't get the non-magical properties/effects -- for instance CS has already confirmed that you don't get the Versatile effect. 

But I honestly don't want to get too off-topic.  I'd just expect table variation is all.
Don't you need Mark of Storm to give SB the slide in the first place? Or am I missing something?

Looks cool otherwise! I need to try a SB abuser out one of these days.
Don't you need Mark of Storm to give SB the slide in the first place? Or am I missing something?

Looks cool otherwise! I need to try a SB abuser out one of these days.

Yes, it was in there must of lost it when it switched to a dragonborn.

Edit: Changed to Eladrain, also changed some daily powers, took more wizard zones so you have things to push people into.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

On the downside... you're playing a swordmage.
Weapon Focus (Heavy Blade) adds damage regardless of whether or not the power is an implement or weapon power.  I don't see why Polearm Momentum would be any different.

Well, I don't want to get too off-topic and discuss rules, since the topic is more about the build then debating rules.  But I see 2 possible issues:
1) The wording for Weapon Focus is substantially different than Polearm Momentum.
2) When you use a heavy blade as an implement it's just that: a heavy blade implement.  So Weapon Focus (Heavy Blade) would still apply, but Polearm Momentum (arguably) might not since it doesn't apply to heavy blades.  Note that you don't get the non-magical properties/effects -- for instance CS has already confirmed that you don't get the Versatile effect. 

But I honestly don't want to get too off-topic.  I'd just expect table variation is all.




Polearm momentum wouldn't apply simply because sword-burst isn't a weapon attack. Weapon feats don't apply to implement attacks. Weapon focus and expertise apply, since that was errata'd but it not change anything about weapon feats not working with implement attacks. Only the magic properties of the weapon and weapon focus/expertise transfer to implement attacks that use a weapon.

At level 30 with a swordmage there are much more interesting things you can do with having encounter powers as at-will attacks. Such as a Radiant Shield. Burst 2 within 10, radiant damage, marks all enemies hit by it, 3d8 damage and turns all allies in the burst insubstantial until the end of your next turn. That or circle of devestation with is close burst 2 2w and can be used in conjunction with aegis of shielding to hand out tons of punishment.




Polearm momentum wouldn't apply simply because sword-burst isn't a weapon attack. Weapon feats don't apply to implement attacks.

Where does it say it's a weapon feat?
At level 30 with a swordmage there are much more interesting things you can do with having encounter powers as at-will attacks.

If you had encounter powers as at-wills then just at-will dimentional vortex.  How would you do that anyways?

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

On the downside... you're playing a swordmage.



Blasphemy. You must be punished for your check. /SLAP
Changed alot of powers, added a per-level guide showing the reasons i took things. 

Items still need done

Comments?  Suggestions?

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

It is a great build but what to do if you only play LFR...  If the build were strictly for LFR, what could replace Mark of Storm?  Is there a feat or magic item that would give the initial push using Swordburst in order to make the rest of it work?
Nothing that i'm aware of.  It will weaken the build, but it doesn't kill it.  I added a section to the frirst page that deals with it.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Seems like the Solid Sound feat would go well with this build, given your at-will powers
A solid Swordburst build.
But what I don't get is how this is "iconic". I mean Conan, Aladin, Gandalf, etc etc are all typical fantasy characters. But I yet haven't encountered any character that even remotely is centered around anything like Swordburst (+ Thunder + MoS + ...)
It is a great build but what to do if you only play LFR...  If the build were strictly for LFR, what could replace Mark of Storm?  Is there a feat or magic item that would give the initial push using Swordburst in order to make the rest of it work?

Actually, devoted orator (invoker PP) would do it, but you'd need windrise port (replace mark of storms with MC invoker), and only kicks in at lvl 16.  It also weakens your arcana by 4, but Sage of Ages should still be worth while.

I'll add it to the front page.

Seems like the Solid Sound feat would go well with this build, given your at-will powers

It's a very feat intensive build, so there's not alot of room for extras.  I got Solid Sound is in my optional feats list.

A solid Swordburst build.
But what I don't get is how this is "iconic". I mean Conan, Aladin, Gandalf, etc etc are all typical fantasy characters. But I yet haven't encountered any character that even remotely is centered around anything like Swordburst (+ Thunder + MoS + ...)

Guess i miss-understood what people ment by "Iconic".  I don't think i can change the title now though.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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 thought  Iconic refers to a straight forward class build designed to focus on the class or ability rather than a specific fantasy type character.  If you look at fantasy for example Gandalf isnt a wizard but a Gish, using magic and sword in a fight but he doesn't represent the iconic Gish which used magic to improve their melee and used spells occasionally.  
 
 I thought  Iconic refers to a straight forward class build designed to focus on the class or ability rather than a specific fantasy type character.

That was my interptitation as well.  To which i think swordburst fits pretty well.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

NERFED!



Enlarge Spell only works with Wizard encounter's and at-wills (so thunderwave).  I don't think this build qualifies as superb anymore.  It's down to great.

Now what do i want to replace the feat with...

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

So out of curiosity have you found anything to replace it?  Also, what do you lose by going human?
So out of curiosity have you found anything to replace it?  Also, what do you lose by going human?

I've listed a few "spare" feats, but after actually playing it a while, Unarmored Agility is probably the best at the lower levels.  I also think Humans are the best race for this.  The extra defenses, feat, and at-will make a big enough difference.  Though i personally play a storm genasi, and took Ritual Casting.

With human, you loose a few points of Con (3? HP,  1 surge, 1 Ageis Damage Reduction), 2 arcana, and a encounter teleport.  It's also going to require a bit more retraining though, something i avoided for the sake of simplicity.

Start with 12 Str, and take a single target ranged attack (probably Phantom Bolt for repositioning, strom pillar could also be fun) as your extra at-will, giving you something to do while your to far away.  Take Hybrid Talent + WLR + Unarmored Agility + Versitile Expertiste + Mark of storms + 2 fillers (Weapon Focus + Coordinated Explosion are good options).  At 11 retrain WF to MC fighter, and then pick up Polarm Momenutm at 11.  At 12, retrain the CE to Arcane Admixture, and pick up WLMR.  Your then 2 levels ahead of everyone else.  At some point you retrain Unarmored Agility to Greater Swordmage Warding.  You can then take 2 fillers at 18.  I'm waiting till the new Rapid defender feats come into the builder before i redo the epic feats.

I'll update it tonight sometime, and put up both the human and non-human builds.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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!  I am just starting a campaign and was tasked with making a defender.  This one looked fun, kudos on a very well thought out build!
It plays different then most, since you amost avoid people and try and get them to chase you.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Here's the human version.  Though i think i'm going keep the eladrain version on the front page, since i basicly took a feat at 10/20/30 and immidately retrained it next level.  I think getting everything 2 levels earlier is worth the teleport.

Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Ventus Maximus, level 30
Human, Wizard|Swordmage, Academy Master, Sage of Ages
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Talent: Swordmage Warding
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Wand)
Arcane Admixture Damage Type: Arcane Admixture Thunder
Student of the Sword: Student of Two-Handed Weapons
Arcane Admixture Power: Sword Burst
Quickened Spellcasting: Sword Burst
Background: High Imaskar, Arcane Refugee (High Imaskar Benefit)

FINAL ABILITY SCORES
Str 14, Con 19, Dex 16, Int 26, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 12, Con 11, Dex 14, Int 16, Wis 14, Cha 8.


AC: 44 Fort: 38 Reflex: 42 Will: 41
HP: 176 Surges: 11 Surge Value: 44

TRAINED SKILLS
Nature +29, Religion +43, History +43, Arcana +52, Endurance +24

UNTRAINED SKILLS
Acrobatics +18, Bluff +15, Diplomacy +15, Dungeoneering +24, Heal +18, Insight +18, Intimidate +15, Perception +18, Stealth +18, Streetwise +15, Thievery +18, Athletics +17

FEATS
Human: Unarmored Agility (retrained to Greater Swordmage Warding at Level 16)
Level 1: Hybrid Talent
Level 2: White Lotus Riposte
Level 4: Versatile Expertise
Level 6: Mark of Storm (retrained to Skill Focus (Arcana) at Level 26)
Level 8: Weapon Focus (Heavy Blade) (retrained to Polearm Momentum at Level 11)
Level 10: White Lotus Enervation (retrained to Resounding Thunder at Level 12)
Level 11: Student of the Sword
Level 12: Arcane Admixture
Level 14: White Lotus Master Riposte
Level 16: Arcane Reach
Level 18: Double Aegis (retrained to Total Aegis at Level 21)
Level 20: White Lotus Enervation
Level 21: Quickened Spellcasting
Level 22: Epic Resurgence
Level 24: Strength Through Challenge
Level 26: Arcane Familiar
Level 28: Rapid Aegis Reaction
Level 30: White Lotus Enervation

POWERS
Bonus At-Will Power: Phantom Bolt
Hybrid at-will 1: Thunderwave
Hybrid at-will 1: Sword Burst
Hybrid encounter 1: Grasping Shadows
Hybrid daily 1: Frost Backlash
Hybrid utility 2: Channeling Shield (retrained to Arcane Mutterings at Level 20)
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Stinking Cloud
Hybrid utility 6: Wizard's Escape
Hybrid encounter 7: Echoes of Sword Magic
Hybrid daily 9: Wall of Fire
Hybrid utility 10: Repelling Shield
Hybrid encounter 13: Prismatic Burst (replaces Grasping Shadows)
Hybrid daily 15: Reaper's Challenge (replaces Frost Backlash)
Hybrid utility 16: Borrowed Confidence
Hybrid encounter 17: Surprising Transposition (replaces Echoes of Sword Magic)
Hybrid daily 19: Death's Resurgence (replaces Reaper's Challenge)
Hybrid utility 22: Ghost Walk
Hybrid encounter 23: Thunderclap (replaces Prismatic Burst)
Hybrid daily 25: Bubbling Acid (replaces Stinking Cloud)
Hybrid encounter 27: Charm of Puppet Strings (replaces Thunderclap)
Hybrid daily 29: Prismatic Wall (replaces Wall of Fire)

ITEMS
Rushing Cleats (heroic tier), Runic Starweave Armor +6, Runic Glaive +6, Vecna's Puzzle Box (epic tier), Avandra's Ring (epic tier), Ioun's Flame (epic tier), Zehir's Gloves (epic tier), Bane's Collar +6, Opal Ring of Remembrance (epic tier), Sash of Regeneration (epic tier), Ankhmon's Bracers (paragon tier), Eager Hero's Tattoo (epic tier), Talent Shard (level 23) (10)
RITUALS
Endure Elements, Enhance Vessel, Summon Winds, Water Walk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Edit: Ok, that's messed up...

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Ok, finished updating it.  Took more blind/block LOS powers which should protect you & allies from ranged attacks, since all your interupts (except aegis) are melee.  Once ranged attackers are close, prone them next to an ally with a good MBA.

Feel free to comment, or make suggestions.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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 would consider Blur instead of Repelling Shield.  It works so beautifully with the run away and hide tactic, and makes ranged monsters really hate your mark.
I would consider Blur instead of Repelling Shield.  It works so beautifully with the run away and hide tactic, and makes ranged monsters really hate your mark.

Good idea, and it also frees up one of your immidiate actions i'll switch.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

NERFED AGAIN!


Turns out White Lotus Master Riposte is supposed to be only against one target (CS ruling for the fail), you don't get the whole blast/burst.  I still plan on keeping the feat.

But with the addition of the new rapid aegis feat, it still qualifies as a very effective and fun build.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Well, Greg did specify that it's getting used within WoTC-internal games as a full blast/burst riposte attack.  It's all but certainly going to be clarified in the next rules update to hit a single target, but you can be extra-explode-y (per CS) until the official ruling hits. 
Academy Master or Master of Flame?

Master of Flame with weapon of summer (confers the fire keyword) can gives us out burst 3 back, a huge deal since it nearly doubles the squares covered, you can also hit creatures in range 5 for cloak of distortion and blur but is it worth it over acadamy master?

Weapon of flame) It's not replacing anything special, and weapon of summer has a pretty good daily (when does the free action trigger?) but i consider depending on a specific weapon to be a bad thing.  (Yes i know of the dependancy of rushing cleats, i still think it's bad).

AP Feature) Not a very good action point feature, vs a reroll, big loss
11 Feature)
We make alot of attack rolls so we'd get some use out of this, but damage isn't our focus, +1 to hit (90% of the time) is a bit better.  You also miss out on +2 aracana, though that really only matters late epic.  Still a loss.
11 Encounter) Without a consistant way to inflict ongoing fire damage, this is too situational to use, It also doesn't benifit form any other feat.  Again a big loss.
12 Util) Insubstantial, extra damage, and extra "ripost" damage, vs reusing a missed encounter, a solid win for this Master of Flame.  Worth nothing you can't use Dimentional Votex or Surprising Transposition powers, but you still have aeigies + master riposte, though things are very unlikely to attack you (possibly taking 5+int+int+1d6+int+5) and only doing 1/2 damage.
16 Feature) The main reason to consider the PP, burst 3 is easily a win over the extra damage, but is it enough?
20 Attack) Nice controll effect, and as i've stated Zone + forced movement = awsome.  You could, concevibly, thunderwave out, mark of storms back, rushing cleast out, and sustain back for 45 damage.  Unfortunatly it only does damage, and you don't get to prone on a pull, still a solid win.

Overall i'm leaning tward master of flame as worthwhile.  What do you think?

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

The AP benefit is pretty solid.  Inflicting your level in autodamage to all adjacent targets?  I'll take that guaranteed damage over a single-target reroll I may not get.
The AP benefit is pretty solid.  Inflicting your level in autodamage to all adjacent targets?  I'll take that guaranteed damage over a single-target reroll I may not get.

Huh, for some reason i read that as 1/2 level damage, that does make it a fair bit better.  It still doesn't provide any defence or control, though getting 3-4 people around you with this build isn't hard.

Still i'd rather have a re-roll, since the time to use an AP is when you're hitting 3-4 targets, generally with 2 attacks, and it last till the end of your next turn so you can get another immidiate + another round.  With 3-13 attacks it doesn't go to waste.  Also if you don't hit, you don't slide/prone/riposte.

That does leans me more toward Master of Flame however.

Does anyone know if you can trigger Weapon of Summer as an "interupt"?  If so, i'm sold.

Edit: For whatever reason i forgot that Master of Flame (+weapon of summer) improves ALL burst (dailies, encounter), so that really makes it worthwhile.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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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