DISPENSING JUSTICE -- HUMAN STRALADIN BUILD
Tips, advice, and pointing out glaring problems are more than welcome (hence my reason for posting)!!!
Build
Goals: A human straladin capable of laying down decent marks,
with decent mark punishment, good area control, good target lockdown,
and survivability. I do think any straladin viable race could be
substituted for Human with success, although with a possibly slightly
different playstyle.
Human Paladin MC Fighter/Son of Mercy/Legendary Sovereign
Ordained Priest Theme
Auspicious Birth Background
Feats:
L1 – Weapon/Versatile Expertise (Heavy Blades)
L1 – Mighty Challenge
L2 – Sunspray Heritage
L4 – Sunspray Warrior
L6 – Superior Will
L8 – Mark of Warding
L10 – World Serpent's Grasp
L11 – Vicious Advantage
L12 – Headsmans Chop
L14 – Lightning Reflexes
L16 – Battle Awareness
L18 – Virtuous Recovery
L20 - Just Punishment
L21 - Paladin's Truth
L21 – Heavy Blade Opportunity – retrained Just Punishment
L22 – Weakening Challenge
L22 – Superior Reflexes – retrained Lightning Reflexes
L24 - Epic Reflexes
L26 - Weapon Focus
L28 – Divine Mastery
L30 – Martial Resolve
Human Bonus Power:
Heroic Effort
Guardian Bonus Power:
Shining Symbol
Sword of Kings Power:
Stunning Smite
At Will:
Ardent Strike
Sunspray Dance
Encounter:
1 Divine Pursuit
3 Strength from Valor
7 Crescent Moon
11 Dispensed Justice
13 Castigating Strike – Replacing 1
17 Mark of Terror – Replacing 3
23 Champion's Call – Replacing 7
27 Stunning Smite – Replacing 17
Daily:
1 Blood of the Mighty
5 Arc of Vengeance
9 Spirit Harrow
15 Divine Vengeance – Replacing 1
19 Wheel of Fate – Replacing 5
20 Blood Oath Fulfilled
25 Exalted Retribution – Replacing 9
29 Powerful Faith – Replacing 19
Utility:
2 Bless Weapon
6 Virtue
10 Sanctifying Word
12 Red Death
16 Call of Challenge
22 Return to the Living
26 Sword of the Sovereign
Lvl 5 Stats:
St 19
Co 10
De 13
In 8
Ch 14
Wi 15
Lvl 30 Stats:
St 26
Co 12
De 15
In 10
Ch 18
Wi 22
Level 30 Equipment:
Heavy Shield
Amulet of Physical Resolve
Holy Avenger Longsword
Symbol of the Champion's Code
Ring of Freetime
Iron Armbands of Power
Boots of Teleportation
Eye of Awareness
Siberys Shard of Radiance
Dauntless Champion's Ring
Diamond Cincture
Warsheath Godplate Armor
Foe Caller Gauntlets
Backlash Tattoo
As many Brightleaf's as I can get
And this is a rough breakdown (very rough, there are things I am sure I have not mentioned) of what I can accomplish/do with the build by level 30:
Immediate Interrupt Type Effects/Abilities:
Opportunity/Basic Attack Breakdown:
Most of the following offer OAs or basic attacks. With
Heavy Blade Opportunity, you can use your At Wills (both have the weapon
keyword) for a basic attack. This allows you to lay down a
sanction via Ardent Strike, or start giving foes attack penalties via
Sunspray Dance. As long as you pre-buffed with Bless Weapon and
have Divine Vengeance up (foe must be attacking an ally adjacent to you
or attacking you for this extra damage) and/or have DC or DS up with the
target being marked with Lawbreaker's Doom:
+36 Attack (+38 if target is slowed), 2d8 +1d6 + 1d10 + 28 + 11 (Divine Vengeance)
+36 Attack (+38 if target is slowed), 2d8 +1d6 + 1d10 + 35 + 39 (Marked w/DC and DV and LD)
+36 Attack (+38 if target is slowed), 2d8 +1d6 + 1d10 + 35 + 30 (Marked w/DS and DV and LD)
Target's
that are marked with Lawbreaker's Doom that aren't slowed, are slowed
with this attack, and target's that are already slowed are knocked prone
(WSG). As well, a lot of these require the target to ignore their
marks, so they will also be weakened on the triggering attack. If
they are already prone on this attack, add a +5 to the damage.
Battle Awareness -- Basic attack when a foe shifts or when an attack is made without being the target.
Dispensed
Justice -- hit a target of Lawbreaker's Doom...will knock them prone,
and between this power and if they are DC'ed, they take a -5 penalty to
hit
Divine Vengeance -- Not technically an Immediate Interrupt
but auto radiant damage when you or nearby allies are attacked...and can
add to many of your interrupts if an attacked ally is adjacent to you.
Deals 11 radiant damage.
Exalted Retribution -- Basically a save ends OA versus the target whenever they attack as an effect of the power
Foe Caller Gauntlets -- teleport a marked target attacking an ally to you and make a melee basic attack
Backlash Tat -- Basic Attack as an immediate reaction when bloodied
Mass Marking/Sanctions:
Call of Challenge -- mass DS
Red Death -- mass mark, extra damage versus targets with your attacks (+6), w/possible slow/prone
Castigating Strike -- mass DS
Area Effects/Control:
Powerful Faith -- mass blind
Stunning Smite -- mass stun -- and as long as you haven't missed every target, you can do this every round
Champion's Call -- mass pull w/possible immobilize
Divine Vengeance -- damage to foes hitting adjacent allies
Shining Symbol -- mass -2 to hit
Blood Oath Fulfilled -- mass prone -- save ends
Warsheath
Armor -- pull foes within a number squares equal to armor bonus
adjacent to you -- good set up for a few abilities/combos
Survival:
Lay on Hands -- 6 uses
Virtue - THP baby
Return to the Living -- Get out of 0 hit points free card
This Is Not My Fate -- When making a death save, go back to bloodied HPs, end all effects on you and stand up
Virtuous Recovery -- 6 resist whenever you spend a healing surge
Strength of Conviction -- Gain 18 temporary hit points whenever you take down a target of Lawbreaker's Doom
Action Point Fun:
When
spending an action point to gain an extra action, you can regain the
use of a divine encounter power that has been used, and you can
immobilize the target of your Lawbreaker's Doom power if you use that
extra action to attack and hit the target with the attack.
Marking and Mark Punishment:
-5 from Sunspray Dance/DC to single target (Effectively -8 w/Sanctifying Word for allies in your zone of effect)...can also pull off a similar effect on multiple targets in a burst w/Shining Symbol/Red Death/Sanctifying Word
Single target takes Extra Damage (+6) and is slowed from Lawbreaker's Doom
Slowed Targets knocked prone from WSG -- Good single target lockdown w/Lawbreaker's Doom/Sunspray Dance/DC
Mighty Challenge (+8), Divine Challenge (+13), Divine Vengeance (+11 and ally must adjacent to you), Symbol of the Champion's Code (+6) gives 38 Radiant Damage for ignoring Mark and foe Weakened against allies on triggering attack versus ally (Weakening Challenge) -- Single Target, and can slide the foe by 1 square
Paladin's Truth -- Ignore Resistance/Immunities of Marked foes
-3 from Red Death (Effectively -6 w/Sanctifying Word for adjacent allies) and Burst Attack w/slow on targets in the burst
Divine Sanction (+13), Divine Vengeance (+11 and ally must adjacent to you), Symbol of the Champion's Code (+6) gives 30 Radiant Damage for ignoring Mark and foes Weakened against allies on triggering attack versus ally (Weakening Challenge) -- Single/Multi Target, and can slide the foe by 1 square
Possible mass prone w/Red Death and burst attack combos (+5 damage to prone foes w/attacks from your heavy blade)
Can sanction with Opportunity/Basic Attacks via Heavy Blade Opportunity and Ardent Strike.
Sanctifying
Word (w/Mark of Warding) adds +3 to allies defense within your zone
(w/mark of warding), as well as an additional 5 to their healing surge
value and 5 radiant damage to any undead in the zone. This
combined with marks, mark of warding, and -2 to hit abilities (Shining
Symbol, Sunspray Dance) are effectively giving your foes a -8 to hit
allies that are in SWs zone of effect (with only -2 of this affecting
the character directly).
Defenses at 30:
AC - 47
Fort - 44
Refl - 45
Will - 45
(If the attacker was hit with Sunspray Dance/Shining Symbol, they will take a -2 to hit you.)
Pull 'Em In, Shut 'Em Down:
Round 1: Call of Challenge, Champion's Call (Pull them in and immobilize them), Action Point -- Stunning Smite -- stun and prone the group
Round 2: Red Death -- Extra Damage, Stunning Smite -- Stun and Slow
Round 3: Stunning Smite -- Stun and prone
Round 4 and on: Stunning Smite to your hearts content or the bad guys are all dead
And the above combo can be modified with other encouter and dailies depending on your needs. It can be made more damaging with Shining Symbol and Blood Oath Fulfilled after droppping Red Death, working to keep foes prone and making the most of Headsman's Chop and the extra damage from Red Death. As well, if you are out of action points, the targets should be immobilized with Call of Challenge and Champions Call, so the Stunning Smite in round 2 will be your stun/prone hit, and that modification of the the sequence can be done every encounter.
For a good single target lockdown effect: DC the target applying Lawbreaker's Doom , and hit them with Sunspray Dance, giving them a -5 to attack (-2 to attack you, and if Sanctifying Word is up allies in your zone gain +3 to defenses against the target), slowing them, and giving you a +7 bonus to damage. If you want/need the immediate prone, spend an action point and hit them again, knocking them prone (also immobilizing them thanks to the level 11 SoM feature). Then each round, rinse and repeat with Sunspray Dance. You'll keep them slowed/proned and right where you want them. Not to mention, that since you should be their sole focus, when they attack you, they'll be taking 12 radiant damage from Divine Vengeance each time, and if they neglect to stand, you gain a +5 damage bonus to your melee attacks, and you'll have CA since they are slowed.
Of course, if you aren't missing with Stunning Smite and still have it available...you could do a Lawbreaker's Doom/Stunning Smite combo for the penultimate single target lockdown combo...stuns, slows and prones...party.
As long as you are buffed, Sunspray Dance with Lawbreaker's Doom should look like this:
+36 attack bonus (+38 if target is slowed), 2d8 + 1d10 + 1d6 + 35 Damage (And don't forget that if they attack you this round, they take an additional 11 radiant on that attack).
Thoughts on all of this???