i will start with my Phoenix build, so please keep builds comming!!!!
Also, we could compare builds to recommend them in determinated parties/strategies.
here are the basic concepts for what an ultimate leader is (these can be discussed later on the thread)
- an ultimate leader is expected to keep the group alive, at least.this means a capable healer,independently of his other main capabilities, both by power/feat selection and item selection.
- an ultimate leader must be a complete leader, having the ability to perform well in all the departments (bonuses,enabling,saving throws, buffing/debuffing,healing). if he misses one of these categories, he should be expectacular in one of the aforementioned areas to compensate his weakness.
- an ultimate leader must perfrom well with any party composition. certain parties make better use of certain leaders, therefore my request of suggest a party composition, and insist on it being balanced (all roles covered, this ensures all or most of the action types are covered),but he must perform at least good no matter what the party is, as long its a balanced one
- an ultimate leader must have at least 1 "i win" button. this ensures that the leader will keep the party on their feet when the chips are down. This can be an offensive/defensive/ revitalizing power/strategy, but must have at least 1 spectacular action that marks the difference of the outgoing of combat.
- an ultimate leader must be autosufficient: if the party has to expend resources helping him, he is not doing his job. therefore, good defenses/evasion methods/self healing (that does not reduce the healing available to the group) and the like are expected at least to some degree.
- an ultimate leader must be fun to play: spaming a single at will is hell boring, even if its the optimal choice,an since ultimate means awsome, he must have different powers/actions that let the player enjoy his character without being cheesy. for this, thematic/historical symetry and coolness are recommended.
well friends, keep the builds comming, i sense we can have some fun and insight by doing this.
Dervana, level 30
Deva, Shaman, Flame of Hope, Soul of the World
Companion Spirit: Stalker Spirit
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Knowledge of Ancient Lives: Knowledge of Ancient Lives (Artificer)
Past Spirit: Past Spirit (Shadar-kai)
Past Spirit: Past Spirit (Elf)
FINAL ABILITY SCORES
Str 13, Con 15, Dex 12, Int 28, Wis 28, Cha 10.
STARTING ABILITY SCORES
Str 11, Con 13, Dex 10, Int 16, Wis 16, Cha 8.
AC: 45 Fort: 43 Reflex: 45 Will: 45
HP: 172 Surges: 9 Surge Value: 43
TRAINED SKILLS
Nature +29, Heal +29, Perception +29, Arcana +29, Religion +31
UNTRAINED SKILLS
Acrobatics +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +19, History +26, Insight +24, Intimidate +15, Stealth +21, Streetwise +15, Thievery +16, Athletics +16
FEATS
Divine Secretkeeper: Ritual Caster
Level 1: Battle Intuition
Level 2: Focus the Spirits' Lives
Level 4: Mark of Healing
Level 6: Versatile Expertise
Level 8: Strengthening Spirit (retrained to Ghostly Rejuvenation at Level 22)
Level 10: Divine Secretkeeper
Level 11: Vigorous Spirit
Level 12: Nimble Spirit
Level 14: Hafted Defense
Level 16: Vicious Spirit (retrained to Otherworldly Accuracy at Level 24)
Level 18: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 20: Vistani Heritage
Level 21: Vistani Foresight
Level 22: Transcendent Lineage
Level 24: Grave Spirit
Level 26: Mighty Spirit
Level 28: Triumphant Spirit
Level 30: Epic Fortitude
POWERS
Shaman at-will 1: Claws of the Eagle
Shaman encounter 1: Ironbreaker Claws
Shaman daily 1: Spirit of the Healing Flood
Shaman utility 2: Spirit Call
Shaman encounter 3: Call to the Savage Elder
Shaman daily 5: Spirit of the Hawk's Wind
Shaman utility 6: Sudden Restoration
Shaman encounter 7: Call to the Blood Dancer
Shaman daily 9: Ancient Warlord's Inspiration
Shaman utility 10: Call Forth the Spirit World
Shaman encounter 13: Call to the Laughing Fortune (replaces Call to the Savage Elder)
Shaman daily 15: Reparative Spirit (replaces Spirit of the Healing Flood)
Shaman utility 16: Spirit Binding
Shaman encounter 17: Shackles of the Mountain (replaces Ironbreaker Claws)
Shaman daily 19: Horns of the Undefeated Khan (replaces Spirit of the Hawk's Wind)
Shaman utility 22: Medicines of Many Forms
Shaman encounter 23: Mighty Spirit Leap (replaces Call to the Blood Dancer)
Shaman daily 25: Huntmaster's Horn (replaces Ancient Warlord's Inspiration)
Shaman encounter 27: Blood Reaper Spirit (replaces Call to the Laughing Fortune)
Shaman daily 29: Sea of Serpents (replaces Reparative Spirit)
ITEMS
Adventurer's Kit, Healer's Brooch +6, Diamond Cincture (epic tier), Eye of Awareness (epic tier), Irrefutable Starleather Armor +6, Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Couters of Second Chances (paragon tier), Fireheart Tattoo (epic tier), Dice of Auspicious Fortune (paragon tier), Stone of Wind (paragon tier), Totemic Spear Longspear +6, Ring of Invigoration (paragon tier), Greater Ring of Invisibility (epic tier)
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- inspiring attack action (flame of hope AP feature, that will boost ALL of my+ my friends attak rolls, and not for a single target, but for all creatures i target with the attack. we have a few blast powers, numinous cascade to target 2 enemies (you will hardly need more than 2 targets anyway) and this gives an additional +2 to attack rolls. so we are talking about + 7 by level 11, + 11 by lv 28.
- we can do this 4/5 encounters a day. and it includes me as well. so far , this is the greatest accuracy bonus i have seen handled to a whole party. our NAD defenses are really good, and our AC is appropiate for class and role (we wont be in the front lines for a long time).
- we are very good at handing out saving throws when needed. both from shaman powers and mark of healing
- we have more action potins than other pcs, by using vistani foresight (the feat is just awsome in my eyes), that gives us +2 bonus to initiative and an additional AP after an extended rest.
- the damage bonuses to damage are HUGE, and they can be handed on an encounter basis. using dailies can give as much as +40 to damage with small effort.
- its virtually imposible to miss important powers. by lv 21, we have access to elven accuracy (soul of the world past life), our armor allows for a reroll with a +5/+6, we can uses the stones from the set, counter of second chances (spirit attacks are mostly melee attacks) and memory of a thousand lifetimes (for phoenix, roll 2d10 and keep the best for spirit powers).
- last, we benefit from our own inspiring attack action before making any attacks, just by targeting enemies.
- AP blood reaper spirits (+15 to dmg)
- blooded enemy +9 dm
- mighty spirit leap (+18 average to dmg, all party)
- full party (+ 33 unblooded/+42 blooded target to dmg)
- this strategy can be further expansed by +9 if i use huntmasters horn instead of one of the encounter powers previously listed, and use the encounter power in the next round
- then use spirit binding to extend a +42/+51 (blooded targets) to the whole party for yet another round