The Iron Curtain
- a Fighter concept -
Don't Mess with Her !
Idea:
A good Fighter wants to accomplish three things - (1) keep many
enemies in check, id est marked (2) have the power to withstand the
retaliation and (3) be able to still do significant damange to both
contribute as well as make ignoring his mark dangerous enough.
Basis: A Tempest Fighter can accomplish (1) and (3) usually well enough, but suffers significantly in regard of (2).
Solution: The Iron Body Ki Focus solves (2) and let's us also perform some other nice shenanigans.
Expansion: Develop the damage part (3) into a full nova to remove one enemy early from the fight and thus lower the enemy pressure.
Pros:
-- starts working at very low levels (only one level 5 magic item and one feat required)
-- leaves quite some room for indiviual implementation
-- unifies the best aspects of the Fighter into one build
Cons:
-- locks the multiclass slot (at least to a certain extend)
-- not fully compatible with certain builds that depend on a particular weapon (like polearms or frostcheese)
How It Works
The
Iron Body Ki Focus provides a substantial Resist All against any
attacks of targets that were hit since the last turn. That matches very
well with the aforementioned goals of the Fighter to attack (and
hopefully hit) as many targets as possible to keep them marked, which we
accomplish by going down the two weapon Tempest Technique path. Thus
the Iron Body Ki Focus turns the one weakness of the Tempest Fighter
into an advantage and also opens up some nice extra options to use.
That
is also how I came to name the concept 'Iron Curtain' - drown the
enemies in an onslaught of small but vicious attacks while staying
unharmed yourself by a mix of agility, quick parries and hardiness from
your Ki Focus.
Implementation
Combat Surperiority together with Agile Surperiority is very useful for keeping the needed to-hit chance high, but can be traded for Combat Agility for enhanced mobility.
MC Assassin will give you either Stealth or Acrobatics, which is very solid. The decision between a bit of free extra damage (and possible benefit for power swaps) or an encounter teleport to circumvent immobilises et al is not relevant to the further build.
MC Monk provides a free skill pick from the very good Monk class list and a one time use of Flurry of Blows. Centered Flurry provides good control, while Stone Fist Flurry will usually be significantly ahead in raw damage, but both are fine for this build and both are a good way to clear Minions.
You cannot use any enchanments for attacking, as that is taken up by the Ki Focus - but that can actually be used as an advantage, as it saves money usually needed for two weapons and opens up nice tricks with other enchantments (see optimisation below).
Consider Dwarven Armor if you wear heavy, a Battle Harness or Displacer Armor if you wear Hide, or Trollskin in any case. Armor of Resistance or Deathcut Armor or the like help to deal with elemental threats.
But as usual you should pick up Iron Armbands of Power, and if not otherwise slotted Strikebacks or Gauntlets of Blood as Gloves.
Pick up something to help you with your saves, like Amulett of Mental / Physical Resolve, Periapt of Cascading Health, or Boots of Free Movement - although some simple Acrobat Boots or the great Boots of Fencing Master help with mobilty as well.
Don't forget a tattoo, which usually should be Backslash.
More specific needs can be auras and area effects countermeasures as a Demonskin Tatoo or a Cloak of Survival can provide, or a Cloak of Displacement against ranged attacks.
Suggested encounter powers include about every multiattack power possible, for example Funneling Flurry, Rain of Blows (or Sweeping Blow with Heavy Blades), Come and Get It, Opportunist's Rend or Twofold Torment in Heroic Tier.
Daily Powers should compensate for the only avarage performance against strong single enemies, using picks like Villian's Menace, Bedeviling Assault or Dervish's Challenge, and on the other hand make use of the many nice Stance powers of the Fighter, especially such that grant additional attacks as Dancing Defense.
The Utility choices are open and should fill gaps in the individual party and the particular need of the campaign, with any kind of regeneration (as long as it's not heavily dependant on Con) being extremely valuable, but caution is advised against those that are Stances (they can conflict with the Daily attack Stances) and those that require immediate actions (as they block the use of Combat Challenge to punish a marked target that turn).
Note: The Character Builder often performs errornous calculations, missing boni from Ki Foci and Tempest Technique, so double check all math.
Performance Evaluation
- the same at L18: 6 vs 3d8+13 = 6 vs 26.5 = 22.5%
- the same at L30: 8 vs 4d8+20 = 8 vs 38 = 21%
RIBKF at L5 vs Monster Damage at L5 (MM3 style, limited expression): 3 vs 19.5 = 15.5%
- the same at L18: 6 vs 39 = 15.5%
- the same at L30: 8 vs 57 = 14%
RIBKF at level 5 vs Toughness at level 5: 3 vs 5 = 60%
- the same at L18: 6 vs 10 = 60%
- the same at L30: 8 vs 15 = 53%
RIBKF at L30 vs Bahamut's (level 36 solo) Bite attack: 8 vs 3d12+10 = 8 vs 29.5 = 27%
RIBKF at L30 vs Bahamut's Disintegration Breath: 8 vs 4d12+10 & 15 ong & 10 ong (minimum) = 8 vs 61 (min) = 39% (min)
Summary: The resistance stays solid and relatively constant throughout the levels. It will lower the incoming damage by over 20% for normal attacks and around 15% for strong single hits, and the performance becomes even better against the common methods of multi-attacks and ongoing damage. The often praised feat Toughness will be outperformed no later than the 2rd or 3rd resisted hit, effectiveness increasing with combat length.
Optimisation Options
A definate pick for one weapon should be a Rhythm Blade, which increases the shield bonus from Two Weapon Defense by one point. Strong second picks include Strongheart Weapons (against being weakened), a Master's Blade for two Stances at the same time, Chainreach Weapons for a nice extra attack with a bonus and Vengeful Weapons for a nice accuary and damage boost. There are others, as the Luckblade, that are in the grey area wether they work in conjucntion with a Ki Focus or not.
All former examples are already available as level 5 item or lower, and can thus easily be added to your armament by the end of Herioc.
Midnight Blade Style is an ideal for this build, as it increases accuracy the signature attack Dual Strike significantly. The Greater Style feat offers some advantages for mobility oriented builds, too. Nimble Blade is nice to boost your accuracy further while having CA. At Paragon you should consider Deft Blade for accuracy on your MBAs and Plunging Blade can increase the lethality of your OAs even further.
Another way is to make use of the Martial Swap feats to be able adapt your power selection as needed. At last Skill Power lets you grab one of the very good Skill Powers, which should suit any build.
Toughness and Durable are good as usual, but might not be necessary depending on your group.
Hide is a very nice armor, but sadly requires too much Con for specialisation, Chainmail is good but takes an extra feat (Chainmail Agility) if you want to get rid of the speed penalty, and Scale, while good overall, negates your damage bonus. Proficiency with a Parrying Dagger also provides 1 AC and gives up much less damage.
At last look out for any regeneration you can get from items (permanent or consumable), through powers from any other sources or allies, as it makes damaging you significantly at all very hard and also saves you some surges.
Vexing Flanker can be useful to help other party members get CA. Any initiative boost like Improved Initiative or Danger Sense pairs well with your good Dex to go early in combat and lock down foes before they can cause harm.
Mobile Challenge is a very nice tool for repositioning between turns. Tactical Surperiority stops enemies from moving away from you by doing a move-charge combo. Allied Opportunity and Dual Challenge let's you further increase your marking and punishing abilities at Epic.
Repel Charge should reliably generate a few extra attacks each encounter, and becomes even better if you have improved OAs. Back To The Wall is a very useful feat to improve accuracy and defense, as long as your campaign provides sufficient closed quarters. Two Weapon Opening, Reckless Attacker and Triumphant Attack make nice use of the incread crit frequency. Epic Resurgence and Martial Mastery provide power recovery at Epic. Striking Resurgences let's you use your Second Wind without giving up your attack for that round.
There are a large number of differnt Style feats, which often provide useful bonuses and nice flavour, especially if you are looking for specific benefits.
As feats Killer in the Crowd and Minion of the Dark deserve some special mentioning.
Swordmaster is comparatively weak, but nice if you're interested in power recycling.
Dreadnought is your go to for sheer toughness and getting rid of conditions. Rakehell Duellist focused on increasing the attack frequency and defense of dual wielders.
You also should consider any path with racial requirements you meet, as they're often very good.
Variants
Problems are a loss in AC (up to two points), a significant loss in Reflex and a loss of accuracy. There is also always the conflict between Dual Strike for more resist triggers, Brash Strike for more accuracy and Crushing Surge for more tHP, and this conflict goes on all the same with encounter powers, as non-invigorating powers lose about 60% of the possible tHP compared to the invigorating but generally weaker powers (40% vs 100% on hit, 0% vs 60% on miss).
The damage can be lower or higher overall, but tends to be much less reliable than with Tempest Technique, and tHP from other sources can often go to waste. In summary the expected performance will be lower against many enemies at once and slightly better against single strong enemies.
It relys on multi-attack and especially burst powers to generate attacks against as many as targets possible in the first few rounds, operating under the assumption that at the time these encounter powers run out most of the foes will already be dealt with.
Key powers include forced movement from Footwork Lure and any encounter powers that pushes or slides, preferably again those targeting multiple enemies. The key feat is Polearm Momentum to knock all enemies prone which were pushed or slid at least two squares, which is achieved by wearing Rushing Cleats and possibly taking Spear Push. This can also be done with OAs by combining either a Glaive with Heavy Blade Opportunist, a Spear with Rushing Cleats and Swift Spear or Forceful Opportunist and any Polearm with Rushing Cleats and/or Spear Push. In case your DM regularly uses a charge and creatures with reach consider picking up Repel Charge.
The biggest challenge the build faces is when the enemies either have piled up on the Fighter, getting through his curtain of Polearm Gamble, or worse have circumvented him and stand in the midst of his less durable allies.
Putting All Into Practise
First we examine the most bog standard example - a Half-Orf Tempest. The primary focus was to provide a well rounded Fighter, that can take a punch and still threatens the enemies aggresively. The remaining options were built around not only solid DPR, but being able to nova one mob out of combat as early as possible.
Hence the usual tactic is to move in and check if triggering Come and Get It is beneficial. Afterwards the multiattacks are triggered in rapid succession. Battle Fury Stance is used primary as burst damage tool, and all other utilities and daily choices are geared towards improving specific performance or filling some usual Fighter weaknesses.
If the build isn't aggressive enough for you, the offensive variant provides an example that is virtually guaranteed to nova a mob, but it loses the resilience of the Iron Body Ki Focus for it. But even the more defensive variant should give any Striker a good run for his money.
Cut (defensive), level 16
Half-Orc, Fighter, Shock Trooper
Fighter: Combat Superiority
Fighter Talents: Tempest Technique
FINAL ABILITY SCORES
Str 22, Con 12, Dex 22, Int 9, Wis 14, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.
AC: 33 Fort: 32 Reflex: 31 Will: 26
HP: 117 Surges: 11 Surge Value: 29
TRAINED SKILLS
Intimidate +25, Endurance +15, Athletics +18, Stealth +18
UNTRAINED SKILLS
Acrobatics +15, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +10, Heal +10, History +7, Insight +10, Nature +10, Perception +10, Religion +7, Streetwise +8, Thievery +13
FEATS
Level 1: Light Blade Expertise
Level 2: Monastic Disciple
Level 4: Weapon Focus (Light Blade)
Level 6: Thirst for Battle
Level 8: Midnight Blade Student
Level 10: Improved Defenses
Level 11: Deft Blade
Level 12: Mobile Challenge
Level 14: Deadly Draw
Level 16: Nimble Blade
POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Monastic Disciple: Stone Fist Flurry of Blows
Fighter encounter 1: Serpent's Coil
Fighter daily 1: Villain's Menace
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It
Fighter daily 9: Dancing Defense
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Bash and Pummel (replaces Serpent's Coil)
Fighter daily 15: Dust Storm Assault (replaces Villain's Menace)
Fighter utility 16: Mighty Surge
ITEMS
Iron Body Ki Focus +3, Rhythm Blade Short sword +1, Master's Blade Short sword +1, Amulet of Protection +4, Iron Armbands of Power (heroic tier), Strikebacks (heroic tier), Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Casque of Tactics (heroic tier), Screaming Darkhide Armor +4, Power Jewel (heroic tier)
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Cut (offensive), level 16
Half-Orc, Fighter, Shock Trooper
Fighter: Combat Superiority
Fighter Talents: Tempest Technique
FINAL ABILITY SCORES
Str 22, Con 12, Dex 22, Int 9, Wis 14, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.
AC: 32 Fort: 31 Reflex: 29 Will: 25
HP: 117 Surges: 11 Surge Value: 29
TRAINED SKILLS
Intimidate +25, Endurance +15, Athletics +18, Thievery +18
UNTRAINED SKILLS
Acrobatics +15, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +10, Heal +10, History +7, Insight +10, Nature +10, Perception +10, Religion +7, Stealth +13, Streetwise +8
FEATS
Level 1: Light Blade Expertise
Level 2: Silvery Glow
Level 4: Sneak of Shadows
Level 6: Thirst for Battle
Level 8: Midnight Blade Student
Level 10: Wintertouched
Level 11: Lasting Frost
Level 12: Nimble Blade
Level 14: Novice Power
Level 16: Improved Defenses
POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Serpent's Coil
Fighter daily 1: Villain's Menace
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Mighty Sprint
Fighter encounter 7: Come and Get It
Fighter daily 9: Dancing Defense
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Bash and Pummel (retrained to Low Slash at Novice Power) (replaces Serpent's Coil)
Fighter daily 15: Unyielding Avalanche (replaces Villain's Menace)
Fighter utility 16: Mighty Surge
ITEMS
Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Casque of Tactics (heroic tier), Screaming Darkhide Armor +4, Frost Short sword +3, Frost Dagger +2, Gloves of Ice (paragon tier), Iron Armbands of Power (paragon tier), Cloak of Distortion +3, Power Jewel (heroic tier), Siberys Shard of Merciless Cold (paragon tier), Siberys Shard of Merciless Cold (heroic tier)
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As variant we now introduce a Weapon Talent / Flail / Pit Fighter. He is more geared towards multi target bursts, and makes up for his lack of punch on his MBAs (lest your DM is generous towards the recent Pit Fighter nerf) with stronger control. Furthermore it demonstrates the great synergy between resistance and regeneration.
Again an offensive variant is provided as well. For both you might consider switching to Heavy Blades in Epic, when you have more room for control on MBAs, profit from the lower Dex requirement for Weapon Mastery and have room to trade Rain of Blows / Sweeping Blow. With HBO, Focused Superiority and Brash Strike & Vigilant Justice Style, or In the offensive variant Bracers of Tactical Blows / Rapid Strike Bracers you can add your Wis even to your important MBAs.
Clobber (defensive), level 16
Longtooth Shifter, Fighter, Pit Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
FINAL ABILITY SCORES
Str 22, Con 12, Dex 16, Int 9, Wis 20, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 15, Int 8, Wis 14, Cha 10.
AC: 34 Fort: 34 Reflex: 29 Will: 29
HP: 117 Surges: 10 Surge Value: 29
TRAINED SKILLS
Intimidate +19, Endurance +18, Athletics +19, Perception +18
UNTRAINED SKILLS
Acrobatics +9, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +13, Heal +13, History +7, Insight +13, Nature +13, Religion +7, Stealth +9, Streetwise +8, Thievery +9
FEATS
Level 1: Master at Arms
Level 2: Monastic Disciple
Level 4: Weapon Focus (Flail)
Level 6: Cruel Cut Style
Level 8: Shield Push (retrained to Lashing Flail at Level 11)
Level 10: Improved Defenses
Level 11: Hindering Shield
Level 12: Marked Scourge
Level 14: Deadly Draw
Level 16: Vexing Flanker
POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Footwork Lure
Monastic Disciple: Centered Flurry of Blows
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Storm of Blows (replaces Hack and Hew)
Fighter daily 15: Dust Storm Assault (replaces Driving Attack)
Fighter utility 16: Mighty Surge
ITEMS
Iron Body Ki Focus +3, Dwarven Stormscale Armor +4, Amulet of Protection +4, The Skinsplitter Alhulak +1, Heavy Shield, Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Iron Armbands of Power (heroic tier), Strikebacks (heroic tier), Casque of Tactics (heroic tier), Power Jewel (heroic tier), Blood Fury Drow Long Knife +1
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Clobber (offensive), level 16
Longtooth Shifter, Fighter, Pit Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
FINAL ABILITY SCORES
Str 22, Con 12, Dex 16, Int 9, Wis 20, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 15, Int 8, Wis 14, Cha 10.
AC: 34 Fort: 34 Reflex: 29 Will: 29
HP: 117 Surges: 10 Surge Value: 29
TRAINED SKILLS
Intimidate +19, Endurance +18, Athletics +19, Perception +18
UNTRAINED SKILLS
Acrobatics +9, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +13, Heal +13, History +7, Insight +13, Nature +13, Religion +7, Stealth +9, Streetwise +8, Thievery +9
FEATS
Level 1: Master at Arms
Level 2: Silvery Glow
Level 4: Cruel Cut Style
Level 6: Wild Senses
Level 8: Monastic Disciple
Level 10: Deadly Draw
Level 11: Lashing Flail
Level 12: Marked Scourge
Level 14: Reckless Attacker
Level 16: Improved Defenses
POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Footwork Lure
Monastic Disciple: Stone Fist Flurry of Blows
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Mighty Sprint
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Sweeping Blow (replaces Hack and Hew)
Fighter daily 15: Unyielding Avalanche (replaces Driving Attack)
Fighter utility 16: Mighty Surge
ITEMS
Dwarven Stormscale Armor +4, Amulet of Protection +4, Heavy Shield, Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Casque of Tactics (heroic tier), Power Jewel (heroic tier), Blood Fury Drow Long Knife +1, Gauntlets of Blood (heroic tier), Radiant Triple-headed Alhulak +3, Rain of Hammers Ki Focus +1, Couters of Second Chances (heroic tier), Siberys Shard of Radiance (paragon tier)
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Further Readings
-- the Art of Defending (by mkill) for strategies how to fulfill the job as defender well
-- the Fighter Handbook (by lordduskblade) for further opinions and options, such as racial feats, items, etc
-- the Assassin Handbook (by erleni) for Assassin stabbity
-- the Monk Handbook (by furious_kender) for Monk punching
Feedback, in-play experiences, criticism and suggestion are always welcome.