Battery: Circle of Destruction

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Battery: Half Orc, Ranger/Warlord, Divine Oracle, Warmaster






Lashing out the action
Returning the reaction
Weak are ripped and torn away

Hypnotizing power
Crushing all that cower
Battery is here to stay

Smashing through the boundaries
Lunacy has found me
Cannot stop the Battery

METALLICA



Before we get started I would like to put everything into perspective with a little theme music while you young whipper snappers are reading these tales of mayhem.
















Smashing thru the Boundries

Battery is a Half Orc hybrid Ranger/Warlord, MC Cleric, Divine Oracle, Warmaster.  Battery employs various strategies, including Half Orc Bloody Cheese tactics (to buff attack and damage bonuses), Lazylord maneuvers and utilities to prevent enemies from hurting allies, initiative optimization (as a Battlefront Leader), save enabling (and hampering), and healing makes Battery a decent Leader in his own right.

What sets Battery apart is the potential to unleash an amazing ranged base nova while simutaneously enabling his teamates in a gruesome display of  Action Optimization.  Combine all this with solid defenses and you'll see why Battery is here to stay.

Hungry Violence Seeker

As a Half Orc Battery is all about being bloodied.  We will achieve this of course with the Battlecrazed Weapon.  After we are bloodied we will be experiencing attack bonus buffs via Anger Unleashed and damage bonuses via Strength from Pain.  We are using the Drow Long Knife, which is a Heavy Blade, so we will be able to take advantage of a Battlecrazed Weapon's  extra damage as well.

As a Divine Oracle we are going to be ensuring Critical Hits.  This comes into play in the next section.

Lashing out the Action - Returning the Reaction

The most exciting part of Battery is his ability to unleash a spectacular Nova in his own right with 8 Standard Actions in one turn while enabling an ally of his choice with 5 Standard Actions!  We will be achieving this by gaining a total of 4 Action Points and various extra actions, and recharging Encounter Powers as we go.

1. We will use a Standard Action for Prophecy of Doom - this allows us to make a Crit by next turn.
2. We will use a Minor Action to activate our Clockwork Cowl for 2 non attack Standard Actions.
3. We will become bloodied via our Bloodfury weapon.
4. We will use a non attack standard to give ourselves and our allies an immediate round of actions with Spring the Trap.
5. We will attack with Pounding Barrage.
6. We will make this a Crit via Prophecy of Doom.
7. By Critting we will gain an Action point via our Symbol of Victory as well as another Action point via our Violet Solitaire.
This will give us a total of 4 since we start the day with an extra via Vistani Foresight.
8. We will use a non attack Standard to give everyone +5 to d20 rolls till EONT via Good Omens.
9. We will expend all of our Action points via Tactical Genius.   Each time we expend one of these Action points we will be giving a  comrade of our choice a Standard action on their next turn via Shock and Awe.
10. We will unleash a Battery of Multi-Attack smack down and do crazy damage with a Long Knife.
11. We will fight Lolth and we will win.



Cannot Kill the Family

Battery is a powerhouse of energy, but he also knows he can't do things alone.  That's why he has various methods at his disposal to protect and enhance his comrades such as Disrupting Strike, Powerful Warning, Help or Hinder, Tactical Shift, Exhorted Counterattack, and Quickening Order.  Battery's strategy is to react when needed most, so Immediate Reactions/Interrupts are the order of the day.

The Build



Special Thanks:

Obtusehobbit
for helping me iron out the kinks and make a better Leader
LDB For awesome guides and stuff
Auspex7: For inspiring me to play a Leader
The community: For great advice

Battery Level 1

Battery, level 1
Half-Orc, Ranger|Warlord
Hybrid Ranger: Hybrid Ranger Fortitude
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will

FINAL ABILITY SCORES
Str 10
Con 14
Dex 20
Int 12
Wis 12
Cha 8


STARTING ABILITY SCORES
Str 10, Con 12, Dex 18, Int 12, Wis 12, Cha 8

+2 Dex/Con

AC: 20
Fort: 12
Reflex: 17
Will: 12
HP: 26
Surges: 8
Surge Value: 6

Initiative: +5



TRAINED SKILLS
Perception +6
Endurance +5
Acrobatics +7
Stealth +7


UNTRAINED SKILLS
Arcana +1, Bluff -1, Diplomacy -1, Dungeoneering +1, Heal +1, History +1, Insight +1, Intimidate +1, Nature +1, Religion +1, Streetwise -1, Thievery +2, Athletics -2


FEATS
Level 1: Weapon Proficiency (Drow Long Knife)


POWERS
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Sure Shot


ITEMS
Drow Long Knife, Heavy Shield, Hide Armor



Battery Level 5

Battery, level 5
Half-Orc, Ranger|Warlord
Hybrid Ranger: Hybrid Ranger Fortitude
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Ranger Combat Talent
Ranger Combat Talent: Prime Shot (Hybrid)

FINAL ABILITY SCORES
Str 10
Con 14
Dex 21
Int 12
Wis 13
Cha 8


STARTING ABILITY SCORES
Str 10, Con 12, Dex 18, Int 12, Wis 12, Cha 8.



AC: 24
Fort: 17
Reflex: 21
Will: 16
HP: 46
Surges: 8
Surge Value: 11

Initiative: +7



TRAINED SKILLS
Perception +8, Endurance +8, Acrobatics +9, Stealth +9


UNTRAINED SKILLS
Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +3, Insight +3, Intimidate +3, Nature +3, Religion +3, Streetwise +1, Thievery +4, Athletics -1


FEATS
Level 1: Weapon Proficiency (Drow Long Knife)
Level 2: Hybrid Talent (Prime Shot)
Level 4: Heavy Blade Expertise

POWERS
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Sure Shot
Hybrid utility 2: Begin the Hunt
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Scent of Victory


ITEMS
Magic Drow Long Knife +1
Magic Hide Armor +2
Amulet of Protection +2
Heavy Shield



Battery Level 11

Battery, level 11
Half-Orc, Ranger|Warlord, Divine Oracle
Hybrid Ranger: Hybrid Ranger Fortitude
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Ranger Combat Talent
Ranger Combat Talent: Prime Shot (Hybrid)

FINAL ABILITY SCORES
Str 11
Con 15
Dex 23
Int 14
Wis 14
Cha 9


STARTING ABILITY SCORES
Str 10, Con 12, Dex 18, Int 12, Wis 12, Cha 8.



AC: 29
Fort: 22
Reflex: 26
Will: 22
HP: 77
Surges: 8
Surge Value: 19


Initiative+15

TRAINED SKILLS
Perception +12, Endurance +11, Acrobatics +13, Stealth +13, Religion +12


UNTRAINED SKILLS
Arcana +7, Bluff +4, Diplomacy +4, Dungeoneering +7, Heal +7, History +7, Insight +7, Intimidate +6, Nature +7, Streetwise +4, Thievery +8, Athletics +2


FEATS
Level 1: Weapon Proficiency (Drow Long Knife)
Level 2: Hybrid Talent
Level 4: Heavy Blade Expertise
Level 6: Improved Defenses
Level 8: Weapon Focus (Heavy Blade)
Level 10: Initiate of the Faith
Level 11: Improved Initiative

POWERS

Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Sure Shot
Hybrid utility 2: Begin the Hunt
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Scent of Victory
Hybrid utility 6: Rousing Words
Hybrid encounter 7: Biting Volley
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Tactical Shift
Divine Oracle Encounter 11: Prophecy of Doom


ITEMS
Heavy Shield
Magic Drow Long Knife +3
Amulet of Protection +3
Magic Earthhide Armor +3
Circlet of Indomitability (heroic tier)



Battery Level 15

Battery, level 15
Half-Orc, Ranger|Warlord, Divine Oracle
Hybrid Ranger: Hybrid Ranger Fortitude
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Ranger Combat Talent
Ranger Combat Talent: Prime Shot (Hybrid)

FINAL ABILITY SCORES
Str 11
Con 15
Dex 24
Int 15
Wis 14
Cha 9.


STARTING ABILITY SCORES
Str 10, Con 12, Dex 18, Int 12, Wis 12, Cha 8



AC: 33
Fort: 27
Reflex: 31
Will: 25
HP: 97
Surges: 8
Surge Value: 24


Initiative: +18

TRAINED SKILLS
Perception +14, Endurance +13, Acrobatics +16, Stealth +16, Religion +14


UNTRAINED SKILLS
Arcana +9, Bluff +6, Diplomacy +6, Dungeoneering +9, Heal +9, History +9, Insight +9, Intimidate +8, Nature +9, Streetwise +6, Thievery +11, Athletics +4


FEATS
Level 1: Weapon Proficiency (Drow Long Knife)
Level 2: Hybrid Talent
Level 4: Heavy Blade Expertise
Level 6: Improved Defenses
Level 8: Weapon Focus (Heavy Blade)
Level 10: Initiate of the Faith
Level 11: Improved Initiative
Level 12: Fight On
Level 14: Called Shot


POWERS
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Sure Shot
Hybrid utility 2: Begin the Hunt
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Scent of Victory
Hybrid utility 6: Rousing Words
Hybrid encounter 7: Biting Volley
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Tactical Shift
Divine Oracle Encounter: Prophecy of Doom
Hybrid encounter 13: Pinning Strike (replaces Biting Volley)
Hybrid daily 15: Confounding Arrows (replaces Sure Shot)


ITEMS
Magic Feyhide Armor +4
Magic Drow Long Knife +3
Heavy Shield
Circlet of Indomitability (heroic tier)
Belt of Vim (heroic tier)
Boots of Quickness (heroic tier)
Amulet of Protection +4



Battery Level 21

Battery, level 21
Half-Orc, Ranger|Warlord, Divine Oracle, Warmaster
Hybrid Ranger: Hybrid Ranger Fortitude
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Ranger Combat Talent
Ranger Combat Talent: Prime Shot (Hybrid)

FINAL ABILITY SCORES
Str 12
Con 16
Dex 26
Int 17
Wis 15
Cha 10.


STARTING ABILITY SCORES
Str 10, Con 16, Dex 18, Int 12, Wis 12, Cha 8.



AC: 39
Fort: 32
Reflex: 36
Will: 33
HP: 128
Surges: 9
Surge Value: 32


Initiative: +26

TRAINED SKILLS
Perception +17
Endurance +17
Acrobatics +20
Stealth +20
Religion +18


UNTRAINED SKILLS
Arcana +13, Bluff +10, Diplomacy +10, Dungeoneering +12, Heal +12, History +13, Insight +12, Intimidate +12, Nature +12, Streetwise +10, Thievery +15, Athletics +8


FEATS
Level 1: Weapon Proficiency (Drow Long Knife)
Level 2: Hybrid Talent
Level 4: Heavy Blade Expertise
Level 6: Improved Defenses
Level 8: Weapon Focus (Heavy Blade)
Level 10: Initiate of the Faith
Level 11: Improved Initiative (retrained to Superior Initiative at level 21)
Level 12: Fight On
Level 14: Called Shot
Level 16: Anger Unleashed
Level 18: Strength From Pain
Level 20: Vistani Heritage
Level 21: Epic Will


POWERS
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Sure Shot
Hybrid utility 2: Begin the Hunt
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Scent of Victory
Hybrid utility 6: Rousing Words
Hybrid encounter 7: Biting Volley
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Tactical Shift
Divine Oracle Encounter 11: Prophecy of Doom
Hybrid encounter 13: Pinning Strike (replaces Biting Volley)
Hybrid daily 15: Confounding Arrows (replaces Sure Shot)
Hybrid utility 16: Help or Hinder
Hybrid encounter 17: Pounding Barrage (replaces Pinning Strike)
Hybrid daily 19: Exhorted Counterattack (replaces Confounding Arrows)


ITEMS
Amulet of Protection +5
Belt of Vim (paragon tier)
Magic Stalkerhide Armor +5
Heavy Shield
Boots of Quickness (heroic tier)
Magic Drow Long Knife +5
Circlet of Indomitability (heroic tier)



Battery Level 30

level 30
Half-Orc, Ranger|Warlord, Divine Oracle/Warmaster
Hybrid Ranger: Hybrid Ranger Fortitude
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Ranger Combat Talent
Ranger Combat Talent: Prime Shot (Hybrid)

FINAL ABILITY SCORES
Str 12
Con 16
Dex 28
Int 18
Wis 16
Cha 10.


 STARTING ABILITY SCORES


Str 10, Con 14, Dex 18, Int 12, Wis 12, Cha 8.

Racial bonus +2 Dex, +2  Con


AC: 49/52 surprise rounds and 1st round of each combat
Fort: 46
Reflex: 51
Will: 46
HP: 173
Surges: 9
Surge Value: 43


Initiative: +38 (potential to reach +44)

TRAINED SKILLS
Perception +23
Endurance +21
Acrobatics +26
Stealth +26
Religion +24


UNTRAINED SKILLS


Arcana +19, Bluff +15, Diplomacy +15, Dungeoneering +18, Heal +18, History +19, Insight +18, Intimidate +17, Nature +18, Streetwise +15, Thievery +21, Athletics +14


FEATS
Level 1: Weapon Proficiency (Drow Long Knife)
Level 2: Hybrid Talent
Level 4: Heavy Blade Expertise
Level 6: Improved Defenses
Level 8: Weapon Focus (Heavy Blade)
Level 10: Initiate of the Faith
Level 11: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 12: Fight On
Level 14: Called Shot
Level 16: Anger Unleashed
Level 18: Strength From Pain
Level 20: Vistani Heritage
Level 21: Epic Will
Level 22: Epic Fortitude
Level 24: Vistani Foresight
Level 26: Prime Quarry
Level 28: Martial Mastery
Level 30: Superior Reflexes


POWERS
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Sure Shot
Hybrid utility 2: Begin the Hunt
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Scent of Victory
Hybrid utility 6: Rousing Words
Hybrid encounter 7: Biting Volley
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Tactical Shift
Divine Oracle Encounter 11: Prophecy of Doom
Divine Oracle Utility 12: Good Omens
Hybrid encounter 13: Pinning Strike (replaces Biting Volley)
Hybrid daily 15: Confounding Arrows (replaces Sure Shot)
Hybrid utility 16: Help or Hinder
Hybrid encounter 17: Pounding Barrage (replaces Pinning Strike)
Hybrid daily 19: Exhorted Counterattack (replaces Scent of Victory)
Divine Oracle Daily 20: Hammer of Fate
Hybrid utility 22: Quickening Order
Hybrid encounter 23: Critical Misfire (replaces Powerful Warning)
Hybrid daily 25: Skirmisher's Command (replaces Confounding Arrows)
Warmaster Utility 26: Spring the Trap
Hybrid daily 29: Five-Missile Dance (replaces Attacks on the Run)


ITEMS

Level 29:
Ring of Free Time (epic tier)
Level 29: Battlecrazed Drow Long Knife +6
Level 27: Shadow Band (epic tier)
Level 27: Veteran's Elderhide Armor 
Level 26: Ring of Guarded Will (epic tier)
Level 26: Amulet of Protection +6
Level 26: Clockwork Cowl (epic tier)
Level 26: Solitaire (Violet) 
Level 22: Darkleaf Shield Heavy Shield (epic tier)
Level 20: Many-Fingered Gloves (paragon tier)
Level18: Belt of Vim (paragon tier)
Level 18: Boots of Quickness (paragon tier)
Level 17: Tattoo of the Wolverine (paragon tier)
Level 12: Stone of Wind
Level 11: Dice of Auspicious Fortune
Level 9: Symbol of Victory +2




The Nova



Level 30 Nova

Roll Initiative

No Action – Battlefront Shift – shift half your speed towards target


No action – Begin the Hunt – assign an enemy you can see as your quarry - +2 to initiative, +2 power bonus to attack rolls until enemy is no longer your quarry


Free Action – Quickening Order - +4 power bonus to initiative, +4 to damage first turn - This is for you and your allies!


Initiative +44


Minor Action (normal) – Clockwork Cowl – Gain 2 Standard Actions (can’t be used to attack)


Move/Minor Action – Skirmisher’s Command – hit an enemy with any ranged attack and they gain Vulnerable 10 to all damage until EONT

Standard Action (normal) – Prophecy of Doom


Minor Action (Ring of Free Time) – activate Battlecrazed Weapon item power – acquire bloodied status, take 15 damage


+2 to attack rolls until EONT via Anger Unleashed


+5 to damage rolls until EONT via Strength from Pain

Gain +1 to next attack roll and +4 damage via Tattoo of the Wolverine



Standard Action (Clockwork Cowl 1) – Spring the Trap – in order of initiative myself (who will go first) and each ally takes a standard, Move, or Minor action.


Standard Action (Spring the Trap) – Pounding Barrage - +43 vs AC (enemy Immobilized till EONT)
Becomes a critical hit via Prophecy of Doom
Gain an Action Point via Symbol of Victory
Gain an Action Point via Violet Solitaire – (so I currently have 4 now)



  • 6+29+3d6+10+6d6(critical)+4 (tattoo)

  • 1d6+29+3d6+10

  • 1d6+29+3d6+10

  • 1d6 (Pounding Barrage extra damage when 2 attacks hit)


Free Action - Furious Assault - 1d6 extra damage


Lets allies lay the smack down.

Standard Action (Clockwork Cowl 2) – Good Omens – all allies in 5 gain +5 to all 1d20 rolls until EONT


Action Point 1 – Gain a Standard Action – ally of choice gains a Standard action on their next turn.
Gain +1 to hit and Defenses until EONT via Veteran's Elderhide Armor

Regain Pounding Barrage via Martial Mastery


 Standard Action (Action point 1) – 5 Missle Dance +48 vs AC



  • 2d6+29+3d6+10

  • 2d6+29+3d6+10

  • 2d6+29+3d6+10

  • 2d6+29+3d6+10

  • 2d6+29+3d6+10


 Action Point 2 – Gain a Standard Action – ally of choice gains a Standard action on their next turn.


 Standard Action (Action Point 2) – Pounding Barrage +48 vs AC (enemy immobilized till EONT)



  • 1d6+29+3d6+10

  • 1d6+29+3d6+10

  • 1d6+29+3d6+10

  • 1d6


 Action Point 3 – Gain a Standard Action – ally of choice gains a Standard action on their next turn.


Regain Pounding Barrage via Martial Mastery


Standard Action (Action Point 3) – Pounding Barrage +48 vs AC



  • 1d6+29+3d6+10

  • 1d6+29+3d6+10

  • 1d6+29+3d6+10

  • 1d6


Action Point 4 – Gain a Standard Action – ally of choice gains a Standard action on their next turn.


Regain Pounding Barrage via Martial Mastery


 Standard Action (Action Point 4) – Pounding Barrage +48 vs AC



  • 1d6+29+3d6+10

  • 1d6+29+3d6+10

  • 1d6+29+3d6+10

  • 1d6


Hunter’s Quarry
3d6


 86d6 + 503 + 170 (Skirmisher’s Command) = 974 average damage


Ally of choice gains 4 Standard Actions on their next turn at +5 to hit/+4 damage


To Hit Breakdown
+36 base
+2 Anger Unleashed
+2 CA from Superior Reflexes
+5 Good Omens
+2 Prime Strike/Prime Quarry
+1 Veteran's Armor (after AP)


Damage Breakdown
+9 Dexterity
+5 Strength from Pain
+5 Called Shot
+4 Quickening Order
+3 Weapon Focus





For you Old Schoolers
Battery - Moscow 91













                                                                                                              


  
For You New Schoolers
                                                                  













Is ok to post

Terrible build. Who on earth could possibly make use of four extra standard actions? I mean, it's not like we have people running around with a bastard sword in each hand who would just leap at the opportunity of having this guy as the party's leader. ;)

I see one problem with your nova, you're using a immediate reaction on your own turn, which doesn't work.  Not sure if you have a way around that. 
your right.  Will need to rethink a couple of things as I have just noticed another error as well.  Oh well, lightning doesn't always strike where and how you want it.

Good catch.
I see one problem with your nova, you're using a immediate reaction on your own turn, which doesn't work.  Not sure if you have a way around that. 



This is correct.

From the compendium/Glossary: "Once per Round: You can take only one immediate action per round, either an immediate interrupt or an immediate reaction. If you take an immediate action, you can’t take another one until the start of your next turn, but you can’t take an immediate action on your own turn."

emphasis mine


Edited to add: D'oh! you beat me by 20 seconds, McD.
I'm curious as to why you picked Commander's Strike instead of direct the strike, as you seemed to be a ranged attacker, is it to give yourself a viable melee option (throw the barbarian at it)? Also, in your level 30 write-up you heavy weapon expertise, which I think is Heavy Blade expertise. Looks like a really really awesome build, I actually really want to try it out :D
I'm curious as to why you picked Commander's Strike instead of direct the strike, as you seemed to be a ranged attacker, is it to give yourself a viable melee option (throw the barbarian at it)? Also, in your level 30 write-up you heavy weapon expertise, which I think is Heavy Blade expertise. Looks like a really really awesome build, I actually really want to try it out :D



Noted and changed.  Thanks!
what minimum level is this playable at
Sort of curious as to why the darkleaf shield? I know you can't use Bracers of Archery or IAoP all that brilliantly, but why not something like Executioners for a bit of extra damage, especially since you can push out a crit or two?
A Beginners Primer to CharOp. Archmage's Ascension - The Wizard's Handbook. Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader. Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa. It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
I'm glad someone had some success with a rangelord hybrid, good work.

Couple notes:

You mention a solitaire and a blood fury weapon in the nova, but there isn't one listed in the level 30 writeup. Also create opportunity for level 5 daily should be scent of blood. Additionally, the equipping of the Battlecrazed Long Knife is not accounted for in the nova, and you aren't adding the +2 power bonus from Begin the Hunt which would bump the attack bonus to +44.

If Improved Defenses and Expertise were freebies what two additional feats would you take and why?

@RuinsFate
Actually, if he swapped the darkleaf shield for a paragon tier Dragonscale Heavy Shield his defenses really would be 49/46/51/46 in all cases except when dealing with attacks that specifically ignore cover and concealment. Currently they are 2 lower than listed and he has the concealment property AFAIK.
Good comments

@ Zillah - this build is definately under revision and I will be doing a level by level breakdown, my intent is to make it viable at all levels of play, as is expected in Char Op beyond theory craft.

@Ruins - that is indeed a good suggestion, however even tho this char is ranged I really, REALLY want to have better than avaerage defenses.  The type of shield Im sure could be better.  i will definitely be refining this build equipment wise.

@levwilmont - I will correct the oversite in the write up.  i originally has Scent of Blood in my initial write up, it's still up in the air I guess.  I'm not exactly sure what you mean by the "equipping" of the Battlecrazed Long Knife, are you refering to me using the item property of the Blood Fury Weapon?
The +2 power bonus is reflected in the initial attack, however once Good Omens kicks in by the second attack, it is a power bonus as well, so the attacks are +3.  Sorry if that isn't clear.

To be honest I never thought about if I had freebie feats, i would prob go with Power thrower or something.

Thanks guys!
Merdana,Arial,Helvetica,sans-serif">cD,

I think the comment about 'equipping' the Battlecrazed is referring to drawing/wielding it so you can make use of the power.

Aside from this being a potentially* crazy build, the concept is very interesting to me. Anything with initiative Op + the ability to create some form of advantage right out of the box instantly piques my curiousity, and this one looks to be high impact as soon as the Enc starts.



*'potentially' is used here due to item tweaks, turn scripting edits, how it winds up looking at each tier post-edit, etc. It seems like this is going to be strong at the very least, and may wind up being truly devastating by the final edit.

One thing to note is that, even if you aren't blowing the world up on T1, you can still create such a nasty wave of action during Round 1 that Team Monster will typically be unable to recover.
Thank you for the kind words Auspex7.  I am working on the tier breakdowns as we speak.  The tier by tiers will be item independent as I wish to see the builds true strengths.

I would like some clarification on the use of a weapon's item power as I was always under the impression it wasn't necessary to be wielded.  Many of the Novas out there do not bank on this, short of a few of mine and LDB's that incorporate quickdraw.  Worst case scenario this is a relatively easy fix.

I am eager to hear any suggestions you may have.  Thanks dude!

How do you achieve a +36 to hit base ? AFAIK Drow Long Knife attacks are Str-based since it is a heavy thrown weapon, so you would need a 28 Str to get this attack. Is there some kind of feat that allows you to use Dex instead ?

Sorry for the n00bish question, but I tried hard to figure it out by myself Laughing

Ok a few updates

1.  Changed out the Tattoo to Tattoo of the Wolverine to get the extra +1 on the first attack and a little damage bump.

2.  Defaulted back to Scent of Victory, to game changing to ignore.

3.  Took Powerful Warning over Vengeance is Mine.  The reasoning being that as I am a ranged char with relatively high defenses hopefully I will be avoiding attacks, whereas granting an ally a little boost to a defense, potentially stopping the attack, as well as dealing some reciprocity, seemed to go with the builds philosophy a bit more.

4.  I am achieving Bloodied now by simply using the Battlecrazed built in weapon power.  Ya it's a kick to the jimmy, but no pain no gain.

5.  Took Vistani Foresight earlier on to take advantage of gaining Shock and Awe at level 24.  Granted I don't have any way to spend 2 in an encounter, but that's at least 2 extra actions (me and my chosen ally) per day.  Seemed worth it.

6.  I updated the build with a tier by tier breakdown.  The tier by tiers are completely Common items to point out the builds inherent playability and utility.

All suggestions and critique are welcome and encouraged.
Notes, comments, critiques, etc:

1. Initiative mod-- should note it at each level of character breakdown, IMO. Doing mental math isn't an issue, but it's quicker & cleaner to 'see' when it's right there for you. Mod seems to be solid until Improved Init hits in late Paragon, then jumps up to 'good', and then 'awesome' at Epic.

2. Thread title-- "Half Orc, Divine Oracle,..."-- doesn't say Ranger|Warlord there, as it should.

3. "Leader"-- To me, the focus on offense, and lack of full Leader capability for the first 1/6 of its life (while a small margin, it's a crucial period, and played more than any other level range), mark this as a Striker/Leader, more than a true Leader. This is not a negative. More on this in a bit...

4. Defenses WOW. One thing that shows up immediately to anyone who is paying attention during the level breakdowns is that the AC is consistently at true Defender levels. Reflex is similarly fantastic. Fort and Will are only 'ok' for most of the build's career, but given that it has ridiculous AC, strong Ref, and operates at range... this build is in absolutely fantastic shape in terms of staying power.

There's also an element of psychology at play here... the DM is very unmotivated to rush you with frontliners when you have this type of AC. It may very well act as an anti-crowding deterrent. This is awesome for someone who packs this many heals, and this much punch.

5. Power Selection-- awesome powers, from L1-L30. Scent of Victory and Tactical Shift are the only powers I don't really love here-- I would replaced Tactical Shift with Tactical Orders. Scent of Victory is understandable-- it's probably the best available grab until you can train out of it, and you really want the Ranger powers you grabbed around it.

6...more on Power Selection-- I like that there is a very clear, purposeful direction with the power choices. I also love that you have 2 Immediate Interrupt attack powers by L3. This approach is great for simultaneously protecting allies, and damaging enemies. Taking Powerful Warning over Vengance is Mine (aside: you need to edit L30 summary to show that Critical Misfire replaces Powerful Warning, not ViM) was a great call, IMO.

7. At-Wills-- part of power selection, but worthy of their own mention because of their nature. When any build has fired all of the big bullets, it wants good/productive options to go with each turn. When your 'fall backs' are Twin Strike and Direct the Strike, you're in GREAT shape.

8. Feat Progression-- looks very solid. I think Epic Will and the retrain to Sup Init at L21 was a fantastic choice, and shows that this really is built for success.


In a brutal type of campaign or delve, with everything run to charop standards, I wouldn't necessarily want this guy being 'the Leader' in a party. Having said that, I WOULD love this build in a Striker slot, a 2nd Leader slot in a 2 Leader party, etc. For that matter, in ANY group with another Leader, this build basically ensures a victory march. It packs fantastic offensive punch, very good heal support (even matching other Leaders' heal counts for most of its career), awesome defenses, item-independence, and the ability to produce truly encounter-changing turns.


This is unquestionably my favorite of your builds. Whether you call it a 'leader', 'striker', or 'hybrid', this is a winner.
Wow thanks Auspex... *blushes*

but no seriously I'm taking what you said to heart.  I did the minor fixes and added the initiatives to the builds.  I'm starting to think that maybe I need to pick up Improved Initiative a bit sooner.  Especially since the tier breakdowns are item independant.  I will more than likely add either geared out variants or something.

I hear what your saying for Tactical Orders, especially given that it's an Encounter over a Daily.  I guess I saw Tactical Shift as a greater asset so far as an attack deny goes.  Frost giant smacks the Rogue with a "20", ummmm how about no.

I will more than likely snake a few feats around and eventually looks at gearing, especially to take advantage of the bloodied strategy and maximize damage and accuracy potential.

I'm also interested anyone's opinions in maximizing that crucial 1/6 early stage Leader wise.

Thanks dude.

Ok ya I bumped Improved Initiative to level 11.

Feedback appreciated.

Looks good.

Was wondering if perhaps there may be a better racial option out there? Otherwise can't really see anything else to comment on.
I suppose another racial option could be considered now that Ferocious Critical proved worthless to the final build design.

However a major focus of the build lends itself to being bloodied and the accuracy gained from Anger Unleashed as a result.  The damage bonus is easy to replace, it would be the accuracy bonus I would need to  find a viable alternative for.

Open to suggestions.
When you look at level by level playability, I have a recommendation. Push off the long knife until level 2, and grab the Prime Shot Feat at level 1. Start with a longbow, then get a magic long knife ASAP.

The problem is that until you have a magic long knife, you are going to toss away your only weapon the first time you use Twin Strike or Sure Shot. Then you're going to stare at your empty palm and use Direct the Strike for the rest of the fight.

Oh, and keep your longbow. Not for the extended range, but just so your DM thinks "oh look, another bow ranger...how original" and then gets befuddled when you pull out your knife.Sealed
This build has been added to the Hall of Heroes.

@JRedGiant1 - This is an extremely great suggestion cause guess what... this just happened to me at level 1 and i was forced to pick up a shortbow off a goblin corpse!  I will change when I get a chance.  Thanks!


Wow, truly amazing build ! Even more so considering the battery works so well through all levels before that epic nova sequence becomes aviable. Also, very nice power selection, mostly keeping the standard action slots for the striker side so he doesn't have to switch between striker and warlord mode, but can do both at the same time.

Have you considered switching Critical Misfire for the A Plan Comes Together @27 ? The problem i had with Critical Misfire, you don't really know the effect of the attack (it missed) and it requires a miss and a second legal enemy in 2sq range. Also, monster damage and precision is (hopefully) considerably lower than player damage & precision. For A Plan Comes Together, its a free action to give free action mba + charge mba with dazed and prone effects on top. So it's 2 mbas, ally positioning, and action denial (daze+prone) all in one. For a free action thats pretty good

Edit: Another good feat i used for my archerlord (but works for any multiattacking ranged ranger|warlord) is enabling shot (only if the party has someone with a good MBA, usually the case). Also, i didn't really get to use prime shot much after surprise round & round 1 (my archerlord was in the second row mostly, and if you focus fire, the melee guys were always closer to the current target).

Oh, and consider to be the scout (keep hidden outside of fights with shadow band). That way, you often get a surprise round, i.e. standard action, since your stealth check with dex 28 is quite good. You might even take Surprise Action for even better preparation during surprise... 
Thanks SNS!

These are truly some great suggestions, when I get a chance I'm definitely going to look over their merits.  I appreciate the feedback!
A relatively minor nit to pick.  IMO you really should switch Fight On and Improved Initiative.  In a practical sense, it's more likely that an extra inspiring word per encounter will make the difference between a win and a TPK over the course of the level than the +4 initiative.

Edit: Also, it looks like you updated the level 30, but the previous versions still show Weapon Expertise (Heavy Blades) rather than Heavy Blade Expertise. 
[20:53] [SadisticFish] yeah Llamas convinced me
A relatively minor nit to pick.  IMO you really should switch Fight On and Improved Initiative.  In a practical sense, it's more likely that an extra inspiring word per encounter will make the difference between a win and a TPK over the course of the level than the +4 initiative.

Edit: Also, it looks like you updated the level 30, but the previous versions still show Weapon Expertise (Heavy Blades) rather than Heavy Blade Expertise. 



Valid.  Most likely will take your advice.

I fixed the expertise.  Thanks man!

This is probly one of the best builds I've seen useing warlord yet.  Its awsome.


This is probly one of the best builds I've seen useing warlord yet.  Its awsome.




Wow... thanks man, it's definitely one of my favorites. 
 because you use the drow long knife?
excuse my question. I do not understand its use.
It can be used for ranged attacks?
Can I take as an object for slot arms?
 because you use the drow long knife?
excuse my question. I do not understand its use.
It can be used for ranged attacks?
Can I take as an object for slot arms?



Yes the drow long knife is a heavy thrown weapon.  Battery is a ranged based build. 

I'm not sure what your asking about arm slots. 
 
Thank you for your reply. 
I can not use the Braces of archery. Why not instead of thedrow knife uses a bow or crossbow?

 Why take the feat "Prime Shot" - Ranger combat talentWhen you use this talent?


Sorry my questions. I want to play a warlord and your character is very nice.
I'm trying to understand how it works
The build I beleive uses a Drow Long Knife for the flexibility it provides, as it is able to be used in melee and at range. It also allows for the use of a shield, which provides a healthy boost to defenses.
In addition, it allows for use of the Battle-crazed enchantment, which adds more damage than Bracers would (10.5 avg versus 6).

@MC-DrowBane. As I thought about this, I realised that since you have no item bonus to damage you could be one of the rare builds which could take advantage of the insanely powerful Lilting Songblade which no one ever uses (EDIT: Whoops! Only works on Allies... You could always wear Dwarven Throwers on your hands if you needed though). In addition, there is a tiny issue with your maths. The 3d6 from battlecrazed is maximised on your crit from Prophecy of Doom.

Prime Shot is taken as it provides a very healthy accuracy bonus (with Prime Quarry) as well as a big damage bonus (with Called Shot). It takes a bit of work to get it going, but is incredibly powerful.

Laz
Thanks.
I do not see in the build, the Precision Throw feat. How can you use dex mod?
Thanks.
I do not see in the build, the Precision Throw feat. How can you use dex mod?




Heavy thrown weapons use STR for basic attacks.  The Precise Throw feat  would allow me to use my DEX instead of STR for attacks and damage, you are correct.


Battery could probably fit this feat in, however, I wasn't very concerned with his RBA.  He's more about granting his allies attacks and blasting out Novas/decent damage bursts.  

This post is going to sound mean.  I don't intend it to, but I am trying to critically interrogate what this build is trying to do.  Battery has a spectacular daily nova in epic-tier, I don't mean to take away from that, but other then that, I'm skeptical.  There is a lot of criticism in this post, but please try to take it as constructive and as theory-crafting rather than as besmirching your effort or your work.

Builds that are primarilly enablers have to do more work than most to justify a slot in the party.  They fall outside the LSD core, and need to nova into more power than simply adding a second striker would add.  Builds that straddle two roles have a similar issue: if you're leading and striking, but not leading as well as a leader or striking as well as a striker, you need to be fairly close to both to keep up - a 50/50, 60/60, or really even 70/70 split won't cut it from an optimizer's standpoint.  These are the conceptual hurdles a build like this needs to overcome, and while it has a good nova and a good damage plan, I'm not convinced yet that they're good enough.  I think you should either commit resources to enabling or to hitting things yourself - this build splits its discretionary resources between those two goals, and in doing so creates a lot of redundancies that a more focused build would be using to get ahead of the curve.  Additionally its a ranged build - its by no means fragile, but its also not flanking, body-blocking, getting opportunity attacks, or otherwise punishing Team Monster the way even a melee warlord would.

What is this build contributing to a party that's more valuable than Killswitch, Time Bomb, or a Battle Captain?  Your daily option is superior, but you've given up Hail of Steel and those action points being used in every other encounter to get there (triggering martial mastery to repeat hail of steel, every encounter).  What's the deal with Direct the Strike as your second at-will?  It either will do more damage or less damage than Twin Strike - one of them will by definition be sub-optimal.  Much of your nova potential is wrapped up in your feats, gear and epic destiny - available to any Warlord who isn't dabbling in ranger and will have literally 4x the Inspiring Words, each granting bonuses and saving throws galore that yours don't.  You're not upgrading Battlefront Leader at all - those feat slots are consumed by "catch-up" stuff like drow long knife and hybrid talent.  Consider the impact taking Combat commander instead of Improved Initiative would have - loosing that option is an enormous opportunity cost you have to overcome.

"This build could be a different build!"  isn't a real criticism, I realize.  But here's the thing - the chasis of your daily nova could be mounted on a true warlord, or replaced by something else on a true striker.  And I think those two characters are both contributing a lot more in between novas than Battery is.  Said strikers or warlords can usually fill up their encounter powers with immediate actions and fall back on either twin strike or direct the / commander's strike almost as easilly as Battery does, which seems to be one of Battery's strengths.

Edit: "This build isn't as good as like the best builds ever." also isn't a real criticism, I realize.  But Battery is too close conceptually and mechanically to avoid the comparison.

tl;dr: When is a party of three or four characters going to want to add Battery instead of a second striker, Killswitch or a Battle Captain  / Warmaster w/ Supreme Inspiration?
I don't think I need to justify or rationalize this build.  If you want to play a build like it then by all means do so.  If you want to play Time Bomb, Battle Captain, or Killswitch... then do so.


The build stands as it stands, call it a 5th wheel, cross role, lesser build all you want.  It's a unique design that I am proud of and I have fun playing him.


And I'm the only leader and out-damage the primary striker.   Granted I don't play solely with Char Op's. 


Ultimately I don't recall flaunting this build as the best at anything.  It is what it is.    
When is a party of three or four characters going to want to add Battery instead of a second striker, Killswitch or a Battle Captain  / Warmaster w/ Supreme Inspiration?


First, when they want McDeebz to play with them and McDeebz wants to play Battery.

Second, when they already have a Striker and a Leader who lacks enabling.
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