a.k.a. The Penalty-to-Hit Imposition Machine
Genasi Weaponmaster / Wizard MC / Paragon MC / Eternal Seeker
I like de-buffs and I cannot lie
my allies cannot deny
that when I walk in to the bad guy's place
all his efforts will be a waste
he's all done
. . .
So allies (yeah), allies (yeah)
if you want to make the DM cry (yeah)
then let my mark
work it out
even bad guys got to shout
monsta can't hit
[spoiler Sources]Anything in the Compendium as of 27 June 2011.[/spoiler]
[spoiler Credits]This version of Sir Marks-a-Lot is an update of my original Sir Marks-a-Lot build
incorporating material in the compendium that is current as of June
2011. Thanks to all those who gave feedback to the original
build especially Dzance, Dowanroden, and Netarious for particularly
astute build suggestions and alternate sample builds employing
different options. You should check out my original build thread just to
see their awesome advice and builds. Also worth mentioning are
SongnSilence and qscerg who had cool suggestions for using a Half Elf's
dilettante power (which I did not end up employing here). And, of
course, thanks to the real Sir MixaLot for bein' a Mack Daddy.[/spoiler]
[spoiler Theory]I forgot to mention in the original Sir Marks-a-Lot build thread that the original inspiration for Sir Marks-a-Lot came from eRaz0r’s brief observation in an earlier discussion
I had started about the value of a mere -2 penalty to hit. In brief, a
mere -2 penalty to hit will only matter about 10% of the time. The other
90% of the time, an enemy's attack will hit or miss regardless of the
-2 penalty to hit. See my original post in that thread
for more explanation on that. But eRaz0r's point got me thinking. If a
monster needs (on average) a 10 to hit, then we just need to hit the
ball park of a -10 to hit to make sure that enemies do not hit without
rolling a crit. Anything else above that is just gravy. Also, other
status effects can be viewed as effectively negating attack rolls (stun,
can't attack, unconscious, etc.). Any effect that denies an enemy the
chance to attack imposes a 100% no-hit penalty on that enemy. If the
enemy can't roll, they don't even have a 5% chance to roll a crit. So,
while the wizard at-will I chose (Winged Horde), only imposes a regular
-5 to hit, it also eliminates enemies' abilities to perform opportunity
attacks. So while the at-will wizard power Chilling Cloud may have
imposed a larger -7 penalty to hit, Winged Horde imposes a still hefty
-5 to hit on most of an enemy's attacks and a 100% penalty to hit on all
of an enemy's opportunity attacks. Also, buffs to defenses are
effectively the same as debuffs to enemies' attacks, so a +5 to defenses
(via the Wizard Shield power and Mark of Warding) works the same on a
die roll as a -5 to enemies' attacks. Okay enough theory.[/spoiler]
[spoiler Level 1 with snapshot]
Summary
At level 1, Sir Marks-a-Lot is a run 'o' the mill shield fighter. His defenses and attacks are on par with other level 1 defenders. He uses a longsword and shield, and he takes feats and powers to work with that (Tide of Iron, Shield Push). He took Combat Agility instead of Combat Superiority because his Dex is slightly higher than his Wis and Agility knocks enemies prone, which incurs a -2 to hit, which fits this build perfectly. He's Genasi because of the bumps to both Str and Int. And he's Sunsoul because the Sun Flare racial attack imposes a -2 to hit, which also fits the build. And he grabs Knockdown Assault as one of his at-wills because knocking someone prone imposes a -2 to hit.
Penalty Inducing Powers (beyond just a mark)
Combat Superiority, at-will opportunity, melee, imposes -4 to hit (mark+prone)
Knockdown Assault, at-will attack, melee, imposes -4 to hit (mark+prone)
Sun Flare, encounter, close burst 1, imposes -4 to hit (mark+effect)
[spoiler Level 1 Snapshot]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Marks-a-Lot, level 1
Genasi, Weaponmaster
Build: Guardian Fighter
Fighter Option: Combat Agility
Fighter Talents Option: One-handed Weapon Talent
Elemental Manifestation Option: Sunsoul
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 18, CON 10, DEX 13, INT 18, WIS 11, CHA 8
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 16, WIS 11, CHA 8
AC: 19 Fort: 16 Ref: 16 Will: 10
HP: 33 Surges: 9 Surge Value: 8
TRAINED SKILLS
Athletics +7, Endurance +5, Intimidate +4
UNTRAINED SKILLS
Acrobatics
–1, Arcana +4, Bluff –1, Diplomacy –1, Dungeoneering +0, Heal +0,
History +4, Insight +0, Nature +2, Perception +0, Religion +4, Stealth
–1,
Streetwise –1, Thievery –1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sunsoul Genasi Racial Utility: Sun Flare
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter Attack 1: Knockdown Assault
Fighter Attack 1: Tide of Iron
Fighter Attack 1: Hack and Hew
Fighter Attack 1: Driving Attack
FEATS
Level 1: Shield Push
ITEMS
Longsword x1
Scale Armor x1
Heavy Shield x1
Adventurer's Kit
====== End ======
[/spoiler]
[/spoiler]
[spoiler Level 2 with snapshot]
Summary
At level 2, Sir Marks-a-Lot gets three different boosts to his penalty-inducing capabilities. (1) Glowering Threat (-5 to hit), Chilling Cloud (-4 to hit), and the Screaming Armor power (-2 to hit). Glowering Threat and Screaming Armor both stack with other penalties. These three powers combined give the once-per-encounter penalty-nova of -11 to hit. With that sort of penalty, most bad guys will need a crit to hit. Also, Sir Marks-a-Lot picks up a Fighting Shield (which can be used as an off-hand heavy blade), so he retrains out of Tide of Iron for Dual Strike so he can start laying down more of his mark. At level 2, he still holds his own as a defender, but has some pretty cool control powers to start throwing around. Speaking of throwing around, he can now throw his Farbond Spellblade longsword, too for more distance marking. He'll keep the Farbond Spellblade until level 11.
New Feat
Arcane Initiate. Pick Chilling Cloud as the wizard at-will turned encounter power. The main drawback to Chilling Cloud is that all that enemies need to do to avoid the extra -2 penalty is move out of the AOE. But the AOE also gives Chilling Cloud it's penalty-to-hit goodness: you don't need to actually hit the creatures you target. Both the mark and AOE penalty happen whether or not the power actually hits. Now that's cool.
New Power
Glowering Threat, level 2 utility, encounter. Adds a stackable -5 to hit.
Power/Feat Switches
Retrain Tide of Iron for Dual Strike
Penalty-Inducing Powers
Combat Superiority, at-will opportunity, melee, imposes -4 to hit (mark+prone)
Knockdown Assault, at-will attack, melee, imposes -4 to hit (mark+prone)
Sun Flare, encounter, close burst 1, imposes -4 to hit (mark+effect)
Chilling Cloud, encounter, range 10 burst 1, imposes -4 to hit (mark+effect)
Glowering Threat, encounter, close burst 2, imposes -5 to hit (effect), stacks w/other penalties
Screaming Armor Power, encounter, one enemy w/in 5, imposes -2 to hit (effect), stacks w/other penalties
[spoiler Level 2 Snapshot]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Marks-a-Lot, level 2
Genasi, Weaponmaster
Build: Guardian Fighter
Fighter Option: Combat Agility
Fighter Talents Option: One-handed Weapon Talent
Elemental Manifestation Option: Sunsoul
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 18, CON 10, DEX 13, INT 18, WIS 11, CHA 8
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 16, WIS 11, CHA 8
AC: 21 Fort: 18 Ref: 18 Will: 12
HP: 39 Surges: 9 Surge Value: 9
TRAINED SKILLS
Arcana +10, Athletics +8, Endurance +6, Intimidate +6
UNTRAINED SKILLS
Acrobatics +0, Bluff +0, Diplomacy +0, Dungeoneering +1, Heal +1,
History +5, Insight +1, Nature +3, Perception +1, Religion +5, Stealth
+0, Streetwise +0, Thievery +0
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sunsoul Genasi Racial Utility: Sun Flare
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter Attack 1: Knockdown Assault
Fighter Attack 1: Hack and Hew
Fighter Attack 1: Driving Attack
Wizard Attack 1: Chilling Cloud
Fighter Attack 1: Dual Strike
Fighter Utility 2: Glowering Threat
FEATS
Level 1: Shield Push
Level 2: Arcane Initiate
ITEMS
Adventurer's Kit
Farbond Spellblade Longsword +1 x1
Screaming Scale Armor +1 x1
Fighting Shield Heavy Shield (heroic tier) x1
Badge of the Berserker +1 x1
====== End ======
[/spoiler]
[/spoiler]
[spoiler Level 3]
New Power
Blinding Smash, encounter, melee, imposes -7 to hit (blind+mark)
Power/Feat Switches
Retrain
Hack and Hew for Funneling Fury (H&H was multiple target like FF,
but FF slides on a hit and works with Fighting Shield)
[/spoiler]
[spoiler Level 4]
Summary
At
this level, Sir Marks-a-Lot temporarily loses the awesome Blinding
Smash to get Maze of Mirrors via the Novice Power feat. He will keep
Maze of Mirrors his entire career. He also retrains out his level 1
daily Driving Attack for the multiple-hitting Tempest Dance (since he
has the Fighting Shield now).
Stat Bump
+1 Str, +1 Int
New Feat
Novice Power. Pick Maze of Mirrors. MoM imposes an additional -4 to hit on top of Sir Mark's other tricks.
New Power
Maze of Mirrors, encounter, range 10 burst 1, imposes -6 to hit (effect+mark)
Power/Feat Switches
Swap
Blinding Smash for Maze of Mirrors via Novice Power. BS will come back
later, but the multi-marking goodness of MoM overrides it for now.
Retrain Driving Attack for Tempest Dance. TD works with Fighting Shield to spread the marking love better than DA.
[/spoiler]
[spoiler Level 5]
New Power
Rain
of Steel, daily, stance, nothing to look at here except for
auto-damage. Keeps Sir Marks-a-Lot viable as a fighter while he gets
used to his penalty-inducing powers. Okay, moving along.
[/spoiler]
[spoiler Level 6]
New Feat
Mark
of Warding. Adds -1 to your mark (which is awesome) and +1 to any power
that grants a defense bonus (which is also awesome). Every single
attack now imposes an additional -1 to hit.
New Power
Daring Shout, encounter, close burst 1. Marks everything in the burst. Nice multi-marking.
[/spoiler]
[spoiler Level 7 with snapshot]
Summary
Here
at level 7, at the end of mid-Heroic just before the final sprint to
Paragon, he has eight powers that impose to-hit penalties beyond a mere
mark (one opportunity attack, one at-will, and six encounter powers). His once-per-encounter penalty-nova is now -14 to hit
(minor action glowering threat, minor action Screaming Armor, standard
action Maze of Mirrors). I don't care who you are: you get swatted with a
-14 to hit, you have precisely a 5% chance of hitting (i.e. a natural
20). He still has his Shield Push. All of his powers except two
encounters and his thrown sword are either melee or close, so he's still
mostly in the thick of things but has impressive ranged options as
well. All of his powers that do not impose additional penalties are
multi-marking/multi-attacking (still aided by his Fighting Shield). As
for equipment, he's bumped up his sword, armor, and neck slot; he's also
picked up Acrobat Boots and a stash of potions of resistance.
New Power
Hydra Charge, encounter, adds an additional -2 to hit in a close burst 1
Penalty-Inducing Powers
Combat Superiority, at-will opportunity, melee, imposes -5 to hit (prone+mark+Mark of Warding)
Knockdown Assault, at-will attack, melee, imposes -5 to hit (prone+mark+Mark of Warding)
Sun Flare, encounter, close burst 1, imposes -5 to hit (effect+mark+Mark of Warding)
Chilling Cloud, encounter, range 10 burst 1, imposes -5 to hit (effect+mark+Mark of Warding)
Glowering Threat, encounter, close burst 2, imposes -5 to hit (effect), stacks w/other penalties
Screaming Armor Power, encounter, one enemy w/in 5, imposes -2 to hit (effect), stacks w/other penalties
Maze of Mirrors, encounter, range 10 burst 1, imposes -7 to hit (effect+mark+Mark of Warding)
Hydra Charge, encounter, close burst 1, imposes -5 to hit (effect+mark+Mark of Warding)
[spoiler Level 7 Snapshot]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Marks-a-Lot, level 7
Genasi, Weaponmaster
Build: Guardian Fighter
Fighter Option: Combat Agility
Fighter Talents Option: One-handed Weapon Talent
Elemental Manifestation Option: Sunsoul
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 19, CON 10, DEX 13, INT 19, WIS 11, CHA 8
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 16, WIS 11, CHA 8
AC: 24 Fort: 21 Ref: 20 Will: 15
HP: 70 Surges: 9 Surge Value: 17
TRAINED SKILLS
Arcana +12, Athletics +12, Endurance +10, Intimidate +9
UNTRAINED SKILLS
Acrobatics +5, Bluff +2, Diplomacy +2, Dungeoneering +3, Heal +3, History +7, Insight +3, Nature +5, Perception +3, Religion +7, Stealth +4, Streetwise +2, Thievery +4
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sunsoul Genasi Racial Utility: Sun Flare
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter At-Will 1: Knockdown Assault
Fighter Daily 1: Tempest Dance
Wizard Encounter 1: Chilling Cloud
Fighter At-Will 1: Dual Strike
Fighter Encounter 1: Funneling Flurry
Fighter Utility 2: Glowering Threat
Wizard Encounter 3: Maze of Mirrors
Fighter Daily 5: Rain of Steel
Fighter Utility 6: Daring Shout
Fighter Encounter 7: Hydra Charge
FEATS
Level 1: Shield Push
Level 2: Arcane Initiate (Chilling Cloud)
Level 4: Novice Power (Maze of Mirrors)
Level 6: Mark of Warding
ITEMS
Adventurer's Kit
Screaming Scale Armor +2 x1
Farbond Spellblade Longsword +2 x1
Badge of the Berserker +2 x1
Demonskin Tattoo (heroic tier) x1
Fighting Shield Light Shield (heroic tier) x1
Acrobat Boots (heroic tier) x1
Potion of Resistance (heroic tier) x6 (necrotic, poison, psychic, fire, cold, lightning)
====== End ======
[/spoiler]
[/spoiler]
[spoiler Level 8]
Bump Stats
+1 Str +1 Int
New Feat
Acolyte Power: Shield. With the +1 from Mark of Warding, this interrupt defense bonus is at +5.
New Power
Shield, encounter, personal, imposes -5 to hit (+4 defense effect +1 defense MoW).
Power/Feat Switches
Swap Daring Shout for Shield via Acolyte Power feat
[/spoiler]
[spoiler Level 9]
New Power
Shift
the Battlefield, daily, straight up multi-marking in a burst 1 with
okay damage and a slide for everything hit. Sir Marks-a-Lot won't get
too used to this power: he's getting a massive boost next level.
[/spoiler]
[spoiler Level 10]
Summary
It's
time for Sir Marks-a-Lot to embrace his arcane path. Until now, he
hasn't had an arcane implement. That's been okay for two reasons. First,
he's done just dandy with with Shield Push and fighter powers. Second,
until now his two arcane powers were Maze of Mirrors (that targets the
easier-to-hit will defense) and Chilling Cloud (which imposed the
complete penalty whether he hit or not). At this level, he gets his
first two arcane daily powers that impose penalties-to-hit over large
areas, and next level he gets his full-on arcane at-will. So it's time
to throw in the benefit from Shield Push and step up the debuffs by
using his sword as his implement.
New Powers
Mighty Surge, daily, bonus to defenses and attacks for spending a healing surge. But this gets immediately replaced by Illusory Wall.
Mirage Arcana, daily, range 10 burst 2, imposes a save-ends -5 penalty to hit on top of the usual mark penalty
Illusory
Wall, daily utility, range 20 wall 8, imposes a steady -5 to hit due to
lack of line of sight, and you get to attack enemies (and thus mark
them) for free when they move adjacent to the wall.
New Feat
Adept Power: Mirage Arcana
Power/Feat Switches
Swap Shift the Battlefield for Mirage Arcana via Adept Power.
Swap Daring Shout (i.e. Shield) for Illusory Wall via Acolyte Power.
Retrain the feat Shield Push for Arcane Implement Proficiency: Heavy Blades.
[/spoiler]
[spoiler Level 11 with snapshot]
Summary
Sir
Marks-a-Lot was really good throughout heroic. Now at level 11, he
really begins to shine. He makes sure he uses Novice Power to swap out
Maze of Mirrors for Cordon of Bones before anything else. He wants to
make sure he puts Maze of Mirrors in his level 11 PMC slot. This level
also sees him getting his ranged wizard ally-friendly AOE at-will (that
denies 100% of OAs) and the psychic cheese combo of a Githyanki Silver
longsword with the feat Psychic Lock (an additional -2 to hit to every
weapon or implement attack). His once-per-encounter penalty-nova is now -16 to hit (minor action glowering threat, minor action Screaming Armor, standard action Maze of Mirrors).
Stat Bump
+1 to all
Power/Feat Switches
Swap Blinding Barrage (Maze of Mirrors) for Cordon of Bones via Novice Power feat (do this FIRST).
Swap Dual Strike for Winged Horde as per PMC.
Paragon Path
Paragon Multiclassing
New Powers
Winged Horde
Cordon of Bones
Maze of Mirrors
New Feat
Psychic Lock
Penalty-Inducing Powers
(Note: "psychic" = Githyanki Silver Longsword + Psychic Lock; "mark" = mark+Mark of Warding)
Combat Superiority, at-will, opportunity, melee, imposes -7 to hit (prone+mark+psychic)
Knockdown Assault, at-will, melee, imposes -7 to hit (prone+mark+psychic)
Winged Horde, at-will, range 10 burst 1, imposes -5 to hit and 100% penalty against all OAs (effect+mark+psychic)
Sun Flare, encounter, close burst 1, imposes -5 to hit (effect+mark)
Chilling Cloud, encounter, range 10 burst 1, imposes -7 to hit (effect+mark+psychic)
Glowering Threat, encounter, close burst 2, imposes -5 to hit (effect), stacks w/other penalties
Screaming Armor Power, encounter, one enemy w/in 5, imposes -2 to hit (effect), stacks w/other penalties
Maze of Mirrors, encounter, range 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Cordon of Bones, encounter, range 10 burst 1, imposes -7 to hit (effect+mark+psychic)
Hydra Charge, encounter, close burst 1, imposes -7 to hit (effect+mark+psychic)
Illusory Wall, daily, all 8 within 20, imposes -10 to hit (line of sight+mark+psychic), reusable w/sustain minor
Mirage Arcana, daily, range 10 burst 2, imposes -10 to hit (line of sight+mark+psychic), line of sight penalty save ends
[spoiler Level 11 snapshot]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Marks-a-Lot, level 11
Genasi, Weaponmaster, Paragon Multiclassing
Build: Guardian Fighter
Fighter Option: Combat Agility
Fighter Talents Option: One-handed Weapon Talent
Elemental Manifestation Option: Sunsoul
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 21, CON 11, DEX 14, INT 21, WIS 12, CHA 9
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 16, WIS 11, CHA 8
AC: 29 Fort: 25 Ref: 24 Will: 19
HP: 96 Surges: 9 Surge Value: 24
TRAINED SKILLS
Arcana +15, Athletics +13, Endurance +10, Intimidate +12
UNTRAINED SKILLS
Acrobatics +5, Bluff +4, Diplomacy +4, Dungeoneering +6, Heal +6, History +10, Insight +6, Nature +8, Perception +6, Religion +10, Stealth +5, Streetwise +4, Thievery +5
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sunsoul Genasi Racial Utility: Sun Flare
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter Attack 1: Knockdown Assault
Wizard Attack 1: Chilling Cloud
Fighter Attack 1: Funneling Flurry
Fighter Attack 1: Tempest Dance
Wizard Attack 1: Winged Horde
Fighter Utility 2: Glowering Threat
Wizard Attack 3: Cordon of Bones
Wizard Attack 3: Maze of Mirrors
Fighter Attack 5: Rain of Steel
Fighter Utility 6: Daring Shout
Fighter Attack 7: Hydra Charge
Wizard Attack 9: Mirage Arcana
Wizard Utility 10: Illusory Wall
FEATS
Level 1: Shield Push
Level 2: Arcane Initiate
Level 4: Novice Power
Level 6: Mark of Warding
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Psychic Lock
ITEMS
Adventurer's Kit
Githyanki Silver Longsword +2 x1
Screaming Scale Armor +3 x1
Periapt of Cascading Health +2 x1
Circlet of Indomitability (heroic tier) x1
Belt of Vim (heroic tier) x1
Boots of the Fencing Master (heroic tier) x1
Fighting Shield Heavy Shield (heroic tier) x1
Potion of Resistance (heroic tier)
====== End ======
[/spoiler]
[/spoiler]
[spoiler Level 12]
Power Switches
Swap Daring Shout for Shield (i.e drop Illusory Wall) via Acolyte Power (do this FIRST)
New Powers
Shield (as above)
Illusory Wall as per level 12 PMC
New Feat
Versatile Expertise
[/spoiler]
[spoiler Level 13]
Power Switches
Switch Funneling Fury for Storm of Blows (do this FIRST)
Swap Storm of Blows for Prismatic Burst (i.e. drop Cordon of Bones)
Regain Blinding Smash (yay!)
[/spoiler]
[spoiler Level 14]
Stat Bump
+1 Str +1 Int
New Feat
War Wizardry (Sir Marks-a-Lot imposes a penalty to hit on his own powers. How OP is that?)
[/spoiler]
[spoiler Level 15]
Power Switches
Switch Tempest Dance for Dust Storm Assault (do this FIRST)
Swap Dust Storm Assault for Slumber of the Winter Court (i.e. drop Mirage Arcana)
[/spoiler]
[spoiler Level 16]
New Feat
Improved Defenses
New Power
Tyrian Battle Stance
[/spoiler]
[spoiler Level 17 with snapshot]
Summary
Sir Marks-a-Lot keeps Blinding Smash. It may be merely a good power if he were just a regular fighter, but he’s a controller, and imposing blind on a weapon hit to fort is awesome especially if bad guys are getting up in his grill. He'll keep Blinding Smash for another ten levels. He's also upgraded his Fighting Shield to a Sun Shield (that can also be used as an off-hand heavy blade). Now at level 17, as he prepares to ramp up for Epic, he's still a formidable melee and ranged controller. His once-per-encounter penalty-nova is now -17 to hit (minor action glowering threat, minor action Screaming Armor, standard action Prismatic Burst or Blinding Smash).
Power Switches
Switch Blinding Smash for Blinding Smash
Penalty-Inducing Powers
(Note: "psychic" = Githyanki Silver Longsword + Psychic Lock; "mark" = mark+Mark of Warding)
Combat Superiority, at-will, opportunity, melee, imposes -7 to hit (prone+mark+psychic)
Knockdown Assault, at-will, melee, imposes -7 to hit (prone+mark+psychic)
Winged Horde, at-will, range 10 burst 1, imposes -5 to hit and 100% penalty against all OAs (effect+mark+psychic)
Sun Flare, encounter, close burst 1, imposes -5 to hit (effect+mark)
Shield, encounter, personal, imposes -5 to hit (+5 defense)
Chilling Cloud, encounter, range 10 burst 1, imposes -7 to hit (effect+mark+psychic)
Glowering Threat, encounter, close burst 2, imposes -5 to hit (effect), stacks w/other penalties
Screaming Armor Power, encounter, one enemy w/in 5, imposes -2 to hit (effect), stacks w/other penalties
Maze of Mirrors, encounter, range 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Blinding Smash, encounter, melee, imposes -10 to hit (blind+mark+psychic)
Prismatic Burst, encounter, range 20 burst 2, imposes -10 to hit (blind+mark+psychic)
Hydra Charge, encounter, close burst 1, imposes -7 to hit (effect+mark+psychic)
Illusory Wall, daily, all 8 within 20, imposes -10 to hit (line of sight+mark+psychic), reusable w/sustain minor
Mirage Arcana, daily, range 10 burst 2, imposes -10 to hit (line of sight+mark+psychic), line of sight penalty save ends
[spoiler Level 17 snapshot]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Marks-a-Lot - Copy, level 17
Genasi, Weaponmaster, Paragon Multiclassing
Build: Guardian Fighter
Fighter Option: Combat Agility
Fighter Talents Option: One-handed Weapon Talent
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Staff)
Elemental Manifestation Option: Sunsoul
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 22, CON 11, DEX 14, INT 22, WIS 12, CHA 9
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 16, WIS 11, CHA 8
AC: 34 Fort: 32 Ref: 32 Will: 25
HP: 133 Surges: 9 Surge Value: 33
TRAINED SKILLS
Arcana +19, Athletics +17, Endurance +13, Intimidate +16
UNTRAINED SKILLS
Acrobatics +8, Bluff +7, Diplomacy +7, Dungeoneering +9, Heal +9, History +14, Insight +9, Nature +11, Perception +9, Religion +14, Stealth +8, Streetwise +7, Thievery +8
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sunsoul Genasi Racial Utility: Sun Flare
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter Attack 1: Knockdown Assault
Wizard Attack 1: Chilling Cloud
Wizard Attack 1: Winged Horde
Fighter Utility 2: Glowering Threat
Wizard Utility 2: Shield
Fighter Attack 3: Blinding Smash
Wizard Attack 3: Maze of Mirrors
Fighter Attack 5: Rain of Steel
Fighter Attack 7: Hydra Charge
Fighter Attack 9: Shift the Battlefield
Fighter Utility 10: Mighty Surge
Wizard Utility 10: Illusory Wall
Wizard Attack 13: Prismatic Burst
Wizard Attack 15: Slumber of the Winter Court
Fighter Utility 16: Tyrian Battle Stance
FEATS
Level 1: Shield Push
Level 2: Arcane Initiate
Level 4: Novice Power
Level 6: Mark of Warding
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Psychic Lock
Level 12: Versatile Expertise
Level 14: War Wizardry
Level 16: Improved Defenses
ITEMS
Adventurer's Kit
Githyanki Silver Longsword +3 x1
Sun Shield Heavy Shield (paragon tier) x1
Screaming Scale Armor +4 x1
Cloak of Displacement +3 x1
Helm of Able Defense (paragon tier) x1
Belt of Vim (heroic tier) x1
Boots of Quickness (heroic tier) x1
Demonskin Tattoo (paragon tier) x1
Stone of Spirit (paragon tier)
Salve of Power (heroic tier)
Strikebacks (heroic tier) x1
Dice of Auspicious Fortune (paragon tier)
Battle Standard of the Hungry Blade (heroic tier)
Potion of Resistance (paragon) x16
====== End ======
[/spoiler]
[/spoiler]
[spoiler Level 18]
Stat Bump
+1 Str +1 Int
New Feat
Improved Initiative
[/spoiler]
[spoiler Level 19]
New Power
Adaptable Maneuver
[/spoiler]
[spoiler Level 20]
Summary
It's like Plague of Illusions was designed for the character: 100% penalty if you hit, blind if you miss. Sweet.
New Power
Plague of Illusions via PMC
New Feat
Toughness (he's gonna retrain this next level)
[/spoiler]
[spoiler Level 21 with snapshot]
Summary
There aren't really any wham-bang features for Sir Marks-a-Lot as he enters Epic. He gets those later (like when he gets to pick his encounter and daily powers and his Seeker's Lore utility). His once-per-encounter penalty-nova is still -17 to hit (minor action glowering threat, minor action Screaming Armor, standard action Prismatic Burst or Blinding Smash). But his dailies are more and more impressive.
Stat Bump
+1 to all
Epic Destiny
Eternal Seeker
New Feats
Armor Specialization (Scale)
Enlarge Spell (i.e. retrain Toughness)
Penalty-Inducing Powers
(Note: "psychic" = Githyanki Silver Longsword + Psychic Lock; "mark" = mark+Mark of Warding)
Combat Superiority, at-will, opportunity, melee, imposes -7 to hit (prone+mark+psychic)
Knockdown Assault, at-will, melee, imposes -7 to hit (prone+mark+psychic)
Winged Horde, at-will, range 10 burst 2, imposes -5 to hit and 100% penalty against all OAs (effect+mark+psychic)
Sun Flare, encounter, close burst 1, imposes -5 to hit (effect+mark)
Shield, encounter, personal, imposes -5 to hit (+5 defense)
Chilling Cloud, encounter, range 10 burst 1, imposes -7 to hit (effect+mark+psychic)
Glowering Threat, encounter, close burst 2, imposes -5 to hit (effect), stacks w/other penalties
Screaming Armor Power, encounter, one enemy w/in 5, imposes -2 to hit (effect), stacks w/other penalties
Maze of Mirrors, encounter, range 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Blinding Smash, encounter, melee, imposes -10 to hit (blind+mark+psychic)
Prismatic Burst, encounter, range 20 burst 3, imposes -10 to hit (blind+mark+psychic)
Hydra Charge, encounter, close burst 1, imposes -7 to hit (effect+mark+psychic)
Illusory Wall, daily, all 8 within 20, imposes -10 to hit (line of sight+mark+psychic), reusable w/sustain minor
Mirage Arcana, daily, range 10 burst 3, imposes -10 to hit (line of sight+mark+psychic), line of sight penalty save ends
Adaptable Maneuver, melee, imposes -9 to hit (effect+mark+psychic)
Plague of Illusions, ranged 20, imposes 100% penalty to hit or -10 to hit on a miss (effect+mark+psychic)
[spoiler Level 21 snapshot]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Marks-a-Lot, level 21
Genasi, Weaponmaster, Paragon Multiclassing, Eternal Seeker
Build: Guardian Fighter
Fighter Option: Combat Agility
Fighter Talents Option: One-handed Weapon Talent
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Staff)
Elemental Manifestation Option: Sunsoul
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 24, CON 12, DEX 15, INT 24, WIS 13, CHA 10
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 16, WIS 11, CHA 8
AC: 41 Fort: 39 Ref: 40 Will: 29
HP: 159 Surges: 10 Surge Value: 39
TRAINED SKILLS
Arcana +22, Athletics +20, Endurance +16, Intimidate +20
UNTRAINED SKILLS
Acrobatics +10, Bluff +10, Diplomacy +10, Dungeoneering +11, Heal +11, History +17, Insight +11, Nature +13, Perception +11, Religion +17, Stealth +10, Streetwise +10, Thievery +10
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sunsoul Genasi Racial Utility: Sun Flare
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter Attack 1: Knockdown Assault
Wizard Attack 1: Chilling Cloud
Wizard Attack 1: Winged Horde
Fighter Utility 2: Glowering Threat
Fighter Attack 3: Blinding Smash
Wizard Attack 3: Maze of Mirrors
Fighter Attack 7: Hydra Charge
Wizard Attack 9: Mirage Arcana
Fighter Utility 10: Mighty Surge
Wizard Utility 10: Illusory Wall
Wizard Attack 13: Prismatic Burst
Fighter Attack 15: Dust Storm Assault
Fighter Utility 16: Tyrian Battle Stance
Wizard Attack 19: Plague of Illusions
Fighter Attack 19: Adaptable Maneuver
FEATS
Level 1: Shield Push
Level 2: Arcane Initiate
Level 4: Novice Power
Level 6: Mark of Warding
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Psychic Lock
Level 12: Versatile Expertise
Level 14: War Wizardry
Level 16: Improved Defenses
Level 18: Improved Initiative
Level 21: Armor Specialization (Scale)
Level 21: Enlarge Spell
ITEMS
Adventurer's Kit
Githyanki Silver Longsword +4 x1
Sun Shield Heavy Shield (paragon tier) x1
Screaming Nagascale Armor +5 x1
Cloak of Displacement +4 x1
Helm of Able Defense (paragon tier) x1
Boots of Quickness (paragon tier) x1
Belt of Vim (paragon tier) x1
Demonskin Tattoo (paragon tier) x1
Strikebacks (heroic tier) x1
====== End ======
[/spoiler]
[/spoiler]
[spoiler Level 22]
New Power
Undeniable Challenge
New Feats
Arcane Mastery
Spell Accuracy (i.e. retrain War Wizardry)
[/spoiler]
[spoiler Level 23]
Summary
Sir Marks-a-Lot finally says goodbye to Hydra Charge. It's been a reliable close burst -7 penalty for most of his career up to this point. But Chain Lightning's potential to impose a -5 on all enemies within 20 squares trumps Hydra Charge's -7 in a burst 1.
New Power
Switch Hydra Charge for Chain Lightning (level 23 Wizard via Eternal Seeker ED)
New Feat
Superior Initiative (i.e. retrain Improved Initiative)
[/spoiler]
[spoiler Level 24]
Stat Bump
+1 Str +1 Int
New Feat
Quickened Spellcasting
Eternal Seeker
Eternal Action
[/spoiler]
[spoiler Level 25]
Summary
Break the Tempo is a lovely find that fits this build perfectly. A sustainable interrupt against the BBEG's attacks equal to your Int mod (+psychic+mark, of course)
New Power
Switch Shift the Battlefield for Break the Tempo (Warlord level 19 via Eternal Seeker ED)
[/spoiler]
[spoiler Level 26]
Summary
Switch from Screaming Armor to Agile Armor at this level because Draconic Mastery obviates the encounter power from the Screaming Armor. Well, I suppose Sir Marks-a-Lot could keep the Screaming Armor to have one more boost to another encounter power's penalty imposition, but the extra 2 AC for most of the encounter is too tempting to pass up. BTW, Draconic Majesty adds Sir Marks-a-Lot's Str mod to penalties once per encounter. His once-per-encounter penalty-nova is at its penultimate level of -22 in a close burst 2 (missing himself with Spell Accuracy): minor action Draconic Majesty (-7 to hit); minor action Glowering Threat (-5 to hit); and standard action Prismatic Burst (-10 to hit).
Seeker's Lore
Draconic Majesty (Sorcerer level 16 utility)
New Feat
Epic Will
[/spoiler]
[spoiler Level 27]
Summary
We finally bid farewell to Blinding Smash. Now all of Sir Marks-a-Lot's encounter powers are wizard powers: Maze of Mirrors (-9 to hit, burst 1); Prismatic Burst (-10 to hit, burst 3), Chain Lightning (-5 to hit, all enemies w/in 20), Steal Time (100% via stun).
New Powers
Switch Storm of Blows for Steal Time (Wizard level 27 via Eternal Seeker ED)
Swap Blinding Smash for Prismatic Burst (via Novice Power)
[/spoiler]
[spoiler Level 28]
Summary
With the final stat bump, Sir Marks-a-Lot's encounter penalty-nova has reached its highest at -23 in close burst 2 (missing himself via Spell Accuracy): minor action Draconic Majesty (-8 to hit); minor action Glowering Threat (-5 to hit); and standard action Prismatic Burst (-10 to hit).
Stat Bump
+1 Str +1 Int
New Feat
Epic Reflexes
[/spoiler]
[spoiler Level 29]
Summary
Now Sir Marks-a-Lot has no more fighter daily powers. Dust Storm Assault was the last power to require two weapons, so he also switches out his Sun Shield for a Shield of Ultimate Protection asap.
New Power
Switch Dust Storm Assault for Prismatic Spray (Wizard level 25 via Eternal Seeker ED)
Swap Adaptable Maneuver for Slumber of the Winter Court (via Adept Power)
[/spoiler]
[spoiler Level 30 with snapshot]
Summary
At the end of his career, all of Sir Marks-a-Lot's encounter and daily powers impose incredible penalties to hit. He has several rock-star utilities as well. All of his dailies impose -10 or total penalties to hit. And he has fitted himself out with the highest defense bonuses 11.5 million gp can buy. His once-per-encounter penalty-nova is -23 to hit in close burst 2 (missing himself via Spell Accuracy): minor action Draconic Majesty (-8 to hit); minor action Glowering Threat (-5 to hit); and standard action Prismatic Burst (-10 to hit).
New Feat
Epic Fortitude
Penalty-Inducing Powers
(Note: "psychic" = Githyanki Silver Longsword + Psychic Lock; "mark" = mark+Mark of Warding)
Combat Superiority, at-will, opportunity, melee, imposes -7 to hit (prone+mark+psychic)
Knockdown Assault, at-will, melee, imposes -7 to hit (prone+mark+psychic)
Winged Horde, at-will, range 10 burst 2, imposes -5 to hit and 100% penalty against all OAs (effect+mark+psychic)
Sun Flare, encounter, close burst 1, imposes -5 to hit (effect+mark)
Shield, encounter, personal, imposes -5 to hit (+4 defense effect, +1 defense Mark of Warding)
Chilling Cloud, encounter, range 10 burst 1, imposes -7 to hit (effect+mark+psychic)
Glowering Threat, encounter, close burst 2, imposes -5 to hit (effect), stacks w/other penalties
Draconic Majesty, encounter, close burst 3, imposes -8 to hit (Str mod), stacks w/other penalties
Maze of Mirrors, encounter, range 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Chain Lightning, encounter, range 20 all enemies, imposes -5 to hit (mark+psychic)
Prismatic Burst, encounter, range 20 burst 3, imposes -10 to hit (blind+mark+psychic)
Stun, encounter, range 20, imposes 100% penalty to hit (stun)
Illusory Wall, daily, all 8 within 20, imposes -10 to hit (line of sight+mark+psychic), reusable w/sustain minor
Slumber of the Winter Court, daily, range 20 burst 2, imposes 100% penalty to hit (unconscious), line of sight penalty save ends
Plague of Illusions, daily, ranged 20, imposes 100% penalty to hit (can't attack) or -10 on a miss (blind+mark+psychic), save ends
Break the Tempo, daily, melee, imposes -13 to hit (Int mod+mark+psychic), repeatable w/minor+immediate
Prismatic Spray, daily, close burst 6, imposes 100% penalty to hit (stun), save ends
[spoiler Level 30 snapshot]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Marks-a-Lot, level 30
Genasi, Weaponmaster, Paragon Multiclassing, Eternal Seeker
Build: Guardian Fighter
Fighter Option: Combat Agility
Fighter Talents Option: One-handed Weapon Talent
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Staff)
Seeking Destiny Option: The Legend Lives On
Elemental Manifestation Option: Sunsoul
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 26, CON 12, DEX 15, INT 26, WIS 13, CHA 10
STARTING ABILITY SCORES
STR 16, CON 10, DEX 13, INT 16, WIS 11, CHA 8
AC: 52 = 10(base)+15(lvl)+11(scale)+5(enh)+1(ArmrSpec)+2(shield)+2(AgileDex)+2(ring)+2(cloak)+2(helm)
Fort: 56 = 10(base)+15(lvl)+8(Str)+2(Class)+3(Improved)+4(Epic)+6(Cloak)+2(Belt)++2(shield)+2(ring)+2(helm)
Ref: 56 = 10(base)+15(lvl)+8(Int)+3(Improved)+4(Epic)+8(Cloak)+2(Boots)+2(Shield)+2(ring)+2(helm)
Will: 46 = 10(base)+15(lvl)+1(Wis)+3(Improved)+4(Epic)+6(Cloak)+2(Shield)+2(ring)+3(helm)
HP: 215 Surges: 10 Surge Value: 53
TRAINED SKILLS
Arcana +28, Athletics +26, Endurance +21, Intimidate +20
UNTRAINED SKILLS
Acrobatics +15, Bluff +15, Diplomacy +15, Dungeoneering +16, Heal +16, History +23, Insight +16, Nature +18, Perception +16, Religion +23, Stealth +15, Streetwise +15, Thievery +15
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sunsoul Genasi Racial Utility: Sun Flare
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter Attack 1: Knockdown Assault
Wizard Attack 1: Chilling Cloud
Wizard Attack 1: Winged Horde
Fighter Utility 2: Glowering Threat
Wizard Attack 3: Maze of Mirrors
Fighter Utility 10: Mighty Surge
Wizard Utility 10: Illusory Wall
Wizard Attack 13: Prismatic Burst
Wizard Attack 15: Slumber of the Winter Court
Fighter Utility 16: Tyrian Battle Stance
Sorcerer Utility 16: Draconic Majesty
Wizard Attack 19: Plague of Illusions
Warlord Attack 19: Break the Tempo
Fighter Utility 22: Undeniable Challenge
Wizard Attack 23: Chain Lightning
Wizard Attack 25: Prismatic Spray
Wizard Attack 27: Steal Time
FEATS
Level 1: Shield Push
Level 2: Arcane Initiate
Level 4: Novice Power
Level 6: Mark of Warding
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Psychic Lock
Level 12: Versatile Expertise
Level 16: Improved Defenses
Level 21: Armor Specialization (Scale)
Level 21: Enlarge Spell
Level 22: Arcane Mastery
Level 22: Spell Accuracy
Level 23: Superior Initiative
Level 24: Quickened Spellcasting
Level 26: Epic Will
Level 28: Epic Reflexes
Level 30: Epic Fortitude
ITEMS
Adventurer's Kit
Githyanki Silver Longsword +6 (works with Psychic Lock to impose -2 to hit)
Shield of Ultimate Protection Heavy Shield (epic tier) (adds +2 to all defenses)
Agile Nagascale Armor +5 (adds +16 AC and +1 Fort)
Cloak of Displacement +6 (adds +6 to NADs and +2 to AC and Ref until hit)
Helm of Able Defense (paragon tier) (adds +1 Will and +2 all defenses until hit)
Boots of Quickness (paragon tier) (adds +2 Ref)
Belt of Vim (paragon tier) (adds +2 Fort)
Shadow Band (epic tier) (adds concealment = +2 all defenses)
Stone of Spirit (paragon tier) (daily re-roll psychic attack)
Dice of Auspicious Fortune (paragon tier) (keep dice rolls saved each day)
Demonskin Tattoo (paragon tier) (variable 10 resistance to various damage sources)
Foe Binder Ring (paragon tier) (adds marks penalty even if he is included in attack)
Strikebacks (heroic tier) (MBA when hit 1/enc)
LEFTOVER WEALTH
45,000 gp
====== End ======
[/spoiler]
[/spoiler]
Build Goal and Tactics
Sir
Marks-a-Lot functions as a Melee and Ranged Controller more than a
Defender even though he begins his life as a Fighter. He is a heavily
armed and armored controller but a controller nonetheless. That doesn't
mean he's ineffective with Fighter powers. Indeed, the penalties-to-hit
he imposes capitalizes on the Fighter's mark (hence his name). To
maximize penalties-to-hit over as much of the battlefield as possible,
he combines the following: his mark; the Mark of Warding feat; an
increasing array of wizard powers; and (after level 11) the Psychic
Lock/Githyanki Silver combo. He is playable from level 1 (with three
penalty-inducing powers). At level 2, he immediately gets a significant
boost to his penalty-inducing capabilities, and he increases in leaps
and bounds thereafter. During Heroic, he leans toward imposing penalties
via melee. During Paragon, he has a mix of melee and ranged with an
increasing lean toward ranged powers. Throughout Epic, he continues to
emphasize ranged powers but he retains some significant melee
penalty-inducing capabilities.
His tactics are simple. Hit as
many enemies as possible for the largest penalties-to-hit possible. Save
dailies for BBEGs. Wait till enemies clump to unleash penalty-to-hit
novas each and every encounter.
[steady edits to catch typos, tweak the build, and bring the build in line with helpful feedback]