Sir Marks-a-Lot (v2.0): Monsta Can't Hit

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Sir Marks-a-Lot (v2.0): "Monsta Can't Hit" 
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, meleeimposes -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-willrange 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, encounterrange 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Blinding Smash, encounter, meleeimposes -10 to hit (blind+mark+psychic)

Prismatic Burst, encounterrange 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-willrange 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, encounterrange 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Chain Lightning, encounter, range 20 all enemiesimposes -5 to hit (mark+psychic)

Prismatic Burst, encounterrange 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]

For the time being, this post is reserved for notes on the build to help me keep track of changes I've made. Nothing to see here.
Show

[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 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, meleeimposes -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-willrange 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, encounterrange 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Blinding Smash, encounter, meleeimposes -10 to hit (blind+mark+psychic)

Prismatic Burst, encounterrange 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-willrange 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, encounterrange 10 burst 1, imposes -9 to hit (effect+mark+psychic)
Chain Lightning, encounter, range 20 all enemiesimposes -5 to hit (mark+psychic)

Prismatic Burst, encounterrange 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 5, 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]
 

[steady edits in this post to add further levels, tweaks, etc.][/spoiler]
It's not really a fully functional shield fighter in heroic if 5/6 feats are going to set up your paragon class (no Shield Push, for instance)
Your AC is a bit inflated. Yes, you utilize penalties to-hit, but the helm and the cloak rely on you not being hit, and the armor relies on you not being bloodied. Still solid AC, and for a good part of a fight you will be fine, but with that low will, you will get hit at some point, and lose those conditional bonuses.
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
It's not really a fully functional shield fighter in heroic if 5/6 feats are going to set up your paragon class (no Shield Push, for instance)



Hmm. Help me understand.

Would it be more accurate to say he's merely a "functional" shield fighter? (no "fully")
Or would it be more accurate to say he's a fully functional fighter? (no "shield")
Or is a heroic tier shield fighter non-functional in heroic tier if he does the following: begins level one with an 18 Str, uses a longsword and shield, acquires blue to gold fighter powers that he can use throughout heroic, and picks up non-fighter encounter and daily powers that buff his marking penalty-inducing ability beyond what any other fighter in heroic could do with their encounter and daily powers?

What I mean by "fully functional" is that nothing about him is a liability in heroic. He functions without anything holding him back. But while he has no negatives during heroic; he doesn't have a lot of super optimized positives yet either. He may not excel at some fighter-ish things (like Shield Push for instance), but he will tank just fine in a heroic party. In fact, he'll do a bit better than "just fine" as he lays down encounter powers (Maze of Mirrors, Chilling Cloud) that add his mark and make it really difficult for the bad guys to hit.

If "fully functional" has a different currency here than what I just outlined, I will gladly edit that line. I'd love to hear your thoughts.

Your AC is a bit inflated. Yes, you utilize penalties to-hit, but the helm and the cloak rely on you not being hit, and the armor relies on you not being bloodied. Still solid AC, and for a good part of a fight you will be fine, but with that low will, you will get hit at some point, and lose those conditional bonuses.



You are correct, sir. Good eye about the AC and items. Check out the "Note on Equipment" in my first post. Cheers, VK.
It's not really a fully functional shield fighter in heroic if 5/6 feats are going to set up your paragon class (no Shield Push, for instance)


I've been thinking more about what you said, and I think you have a point. I'm tweaking Sir Marks-a-Lot early levels to allow for Shield Push and adjusting his powers accordingly. As soon as he gets his Fighting Shield at level 2, he starts picking up more multiple attack powers so he can lay down more of his mark. And he eventually gives up Shield Push as he gets to the tipping point with his arcane powers (around level 10) - when he should really start using an implement for his arcane powers. But early on, there's no reason to not give him more advantages with Shield Push. Thanks for the feedback!
It's not really a fully functional shield fighter in heroic if 5/6 feats are going to set up your paragon class (no Shield Push, for instance)


It's possible to be "fully functional" from 1 to 7, at least, and sneak in all the necessary feats by retraining a feat each time at 8, 9, and 10, and also picking up a feat at 8 and 10. (It's just 4 mc feats + AIP, yeah?)

Edit: I like the build overall! I remember it from last time, seems to have grown more powerful since. I'm always a fan of things that demonstrate that game mechanics usually considered to be underpowered (e.g. PMC'ing) do have their niche. 
The world is a mess, I just need to... rule it.

Yeah, all I meant was that, to me, your feat choices matter, even in heroic. If that wasn't the case, then a fighter with six different weapon focus feats would be the same as a one who has selected Shield Push, Improved Init, etc. PMC takes a lot of setup, and it's a compromise in the earlier levels (I had planned to play a Bard PMCed sorceror, and had the same misgivings). It's not the end of the world (or your usefulness), but it is still a bit of a compromise.

I like the overall build's results, though, nice work

Post # 2 updated with a level by level up through level 11. I'm going to take a break for today, but I promise to come back to this later to do a level by level all the way to 30.

@Bob_Ghengis_Khan, thanks for the compliment. I really do appreciate your feedback.

And your perspective is pretty common that the prep feats for PMC are some sort of less-than optimal filler until you get to the good stuff at level 11 for PMC. I actually think that given the right combination (like Fighter/Wizard), the PMC prep feats are actually optimal choices - better than most optimal choices from the original class.

I know I'm fighting uphill with this one, but hear me out. And this is not necessarily to Bob_Ghengis_Khan but to anyone who is not convinced about the optimal potential for the PMC prep feats in and of themselves regardless of getting the PMC paragon path.

The Arcane Initiate, Novice Power, Acolyte Power, and Adept Power feats for Sir Marks-a-Lot greatly magnify the usefulness and effectiveness of his mark, which is the most basic defender function of a fighter. In short, the PMC prep feats are not just fillers waiting for the cool stuff at level 11: they are pertinent, useful, and pretty freaking amazing in and of themselves when a fighter gets them during heroic tier.

For instance, Arcane Initiate gives Sir Marks-a-Lot the power Chilling Cloud as an extra encounter power. Sure, enemies need to stay in the power's zone for the full penalty to work, but notice that the zone penalty and the added mark penalty all work whether or not Sir Marks-a-Lot hits with it. And he gets to lay down his mark in nine squares as far as ten squares away from him. That alone should make Arcane Initiate (with Chilling Cloud) worth taking if your playing a fighter that bumps Int anyway (like Eladrin, Genasi, Deva, etc.). Even if they don't go the full Int route, just one point in Int will open up Arcane Initiate to them and they get a power that deals out significant penalties to hit without even having to hit with it. That's crazy cool for a heroic-level power in a defender.

Then consider Novice Power which gives Sir Marks-a-Lot the wizard power Maze of Mirrors. This power is also a range 10 burst 1, but it imposes an additional -4 (!!!) to hit in addition to mark penalties. Again, this lays down a fighter's mark in a serious way on creatures that are potentially out of his reach. With Mark of Warding (which most every fighter should have anyway), this means a -7 to hit penalty on enemies you hit. And you can do this as early as level 4.

Then there's Acolyte Power that gives Sir Marks-a-Lot the wizard utility Shield at level 8. With Mark of Warding, the immediate interrupt benefit is at a +5 to AC or Reflex. That's totally worth a level-8 feat slot. Again, a 13 Int fighter would be hard pressed to find cooler ways to use heroic level feat slots. Or swap it out in paragon for Stoneskin (resist 10 all damage). A fighter that can cast Stoneskin on himself every day for the cost of a feat slot. That's really good. But wait, there's more! If you are a fighter that bumps Int (like Sir Mix-a-Lot), then at level 10, use Acolyte Power to get Illusory Wall. Everybody who's played a wizard knows how game-bending this power is. Enemies cannot see through the wall, so they get a -5 to hit anything beyond it. And they cannot move beyond the wall without Sir Marks-a-Lot attacking them with free actions and laying down his mark even more. Oh, and if these free attacks work, the bad guys still can't get past the wall.

Finally there's Adept Power that opens up daily wizard powers to Sir Marks-a-Lot. This is like encounter victory putty. Quit trying to convince your squishy wizard when and where to drop his awesome daily (and there are awesome wizard dailies in heroic). Drop it yourself in the best possible place and circumstances for you. There are too many options to write up. Just go look at Nausicaa's amazing wizard guide and pick a daily that would be best for your defending style. Again, this is a LOT of bang for your feat-slot-buck. . .  even you never end of taking PMC.

Check out the level progression I recently finished in post #2 above. I've highlighted all the penalty-inducing goodies I could. Sir Marks-a-Lot gets his first major batch of penalties-to-hit at level 2.
I would probably keep shield over stone skin/wrath form.

And i still recommend Staff Expertise.  I know you loose your shield, but preventing OA's seems worth it for a caster who marks.  Haft defense can partially make this up (replacing arcane impliment proficency), but it also opens up superior impliments.  Siince hitting helps debuff even more, it seems like a good idea.

Githyanki Silver doesn't stack with Arcane Admixture.

Edit: Possibly Mindiron bows?

Edit2: hmmm... i take it back.  Except the shield suggestion.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Alright, I just want to throw out a comment here, and if I am missing something (because I didn't thoroughly break the build down, this is just impressions from a glance or two) then let me know.

I'll start by saying that it looks like a lot of work and thought went into the build, and I can see the benefits in using the build.  

I would be hesistant to try and use it as a primary defender though, because even though you stated roughly 3 points of all these penalties are true blue marks (-3 to hit your allies and not you), with your defenses planned as they are, I still don't see much benefit in hitting you over them.

In my limited experience, and from perusing a ton of builds on these boards, a lot of defense numbers at 30 tend to range from high 30s to mid 40s, and these are optimized builds mind you.

Let's say you lay down a penalty of -10 (2 of it from your mark and 1 from Mark of Warding), and the monster is about to attack.

Your defenses, 55/54/56/44, and defenses pulled from a controller build of 45/42/46/47.

With those numbers in mind, even adding the 3 from the mark, it is still harder to hit you, and easier to target the controller on all accounts excluding will...and with some builds, even that won't be the case. 

I think looking at the build as an almost controller/debuffer with awesome defenses, it looks awesome.  Looking at it as a defender who is trying to get the bad guys to hit me and not them...that proposition becomes a bit more iffy. 
I think looking at the build as an almost controller/debuffer with awesome defenses, it looks awesome.  Looking at it as a defender who is trying to get the bad guys to hit me and not them...that proposition becomes a bit more iffy. 

Look at it as a controler who's trying to get the bad guy to not hit (at all).

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.


Githyanki Silver doesn't stack with Arcane Admixture.

Edit: Possibly Mindiron bows?

Edit2: hmmm... i take it back.  Except the shield suggestion.


Why are you taking it back?  They don't stack ...
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.

Githyanki Silver doesn't stack with Arcane Admixture.

Edit: Possibly Mindiron bows?

Edit2: hmmm... i take it back.  Except the shield suggestion.


Why are you taking it back?  They don't stack ...


Here's my take (please help me if I misunderstand): Arcane Admixture adds the thunder keyword, Resounding Thunder increases the area of an area power with the thunder keyword, Gith Silver turns all damage to psychic, but Gith Silver does not remove the thunder keyword, so Resounding Thunder still works on an area power with the thunder keyword even if all damage that power does is psychic damage. Did I miss anything?

It's not build breaking if it doesn't work like that. I'm fine with smaller AOEs on this build especially if I can squeeze a few more defensive feats in.

Edit: Happily schooled by Alcestis and Zathris. Now to changed this build's feat setup in paragon.
I think looking at the build as an almost controller/debuffer with awesome defenses, it looks awesome.  Looking at it as a defender who is trying to get the bad guys to hit me and not them...that proposition becomes a bit more iffy. 

Look at it as a controler who's trying to get the bad guy to not hit (at all).


What he said.

Githyanki Silver doesn't stack with Arcane Admixture.

Edit: Possibly Mindiron bows?

Edit2: hmmm... i take it back.  Except the shield suggestion.


Why are you taking it back?  They don't stack ...


Here's my take (please help me if I misunderstand): Arcane Admixture adds the thunder keyword, Resounding Thunder increases the area of an area power with the thunder keyword, Gith Silver turns all damage to psychic, but Gith Silver does not remove the thunder keyword, so Resounding Thunder still works on an area power with the thunder keyword even if all damage that power does is psychic damage. Did I miss anything?

It's not build breaking if it doesn't work like that. I'm fine with smaller AOEs on this build especially if I can squeeze a few more defensive feats in.

Weapons that change damage change all damage, and thus remove all other keywords. Admixture isn't excepted from that.

With the exception of Mindiron of course, which only changes half.
I think looking at the build as an almost controller/debuffer with awesome defenses, it looks awesome.  Looking at it as a defender who is trying to get the bad guys to hit me and not them...that proposition becomes a bit more iffy. 

Look at it as a controler who's trying to get the bad guy to not hit (at all).


What he said.



Like I said, I have no problems seeing it in that light, and think it is a pretty rocking build in that sense.  Cool 
Weapons that change damage change all damage, and thus remove all other keywords. Admixture isn't excepted from that.

With the exception of Mindiron of course, which only changes half.



Hmm. I've been away from the boards for while. Would you happen to know where the RAW is for that? Thanks!
May or June errata doc, 2010. PHB3, keyword section. RC, keyword section.

As you can tell, it isn't actually a recent development.
May or June errata doc, 2010. PHB3, keyword section. RC, keyword section.

As you can tell, it isn't actually a recent development.


Not new indeed. I appreciate the reference. Beware, though, you've just tagged yourself in my mind as a resident encyclopedia of rules. I may send you other requests in the future for where rules are located.

And now back to the build. Looks like a couple feats in paragon just opened up. . .
Maybe I'm missing something, and If I am, I'm sorry. What are you using as an implement in this build?

I can't wait for D&D to be more like this...

 

 

His longsword (through the Arcane Implement: Heavy Blades feat)
How do you feel this compares to other controllers? Since I'm assuming you've played this quite a bit (and I'm honestly considering it to, if only to make people REALLY confused)
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
How do you feel this compares to other controllers? Since I'm assuming you've played this quite a bit (and I'm honestly considering it to, if only to make people REALLY confused)



Playing Sir Marks-a-Lot takes more discipline and patience than playing other wizard variations. If you keep the math in mind while you play him, you should find yourself enjoying the game as much as other builds.

He takes patience because he's working a numbers game on two fronts: when he tries to hit the bad guy and then, once he's hit, seeing how his penalty affects the bad guy's actions. It is entirely possible for the DM to get a string of really good rolls and for the player playing Sir Marks-a-Lot to feel like the penalties-to-hit don't matter.

This is especially true with a measly -2 penalty to hit, which is only effective 10% of the time. 9 out of 10 rolls will see the bad guy hitting or missing regardless of the -2 penalty to hit. Ramp that up to -5 to hit, and now the penalty is effective 25% of the time. But still 3/4 of the time, the bad guy will still hit or miss regardless of the -5 to hit. It's easy to feel like Sir Marks-a-Lot doesn't do much at times when his lower penalties (-4 or -5) don't seem to affect combat every single time he hits. Other controller builds that focus on position/movement manipulation or on damage give the player a more immediate feeling of "payout" in actual gameplay (i.e. you hit the bad guy, he immediately moves; or you hit the bad guy, he immediately takes damage).

But this feeling of game play starts to change when you start getting into the -7 and up range of penalties. Remember that the 4e d20 mechanic is designed for most creatures to make successful hits when the DM rolls somewhere around the middle numbers of a d20 most of the time. In game play, this may range on average between a minimum natural 8-12 (there are outliers, but that's what I've typically seen). So when you start getting into the -7 range of penalties, you start feeling like Sir Marks-a-Lot is doing more because more and more of his hits seem like they make the bad guys miss because of the penalties Sir Marks-a-Lot imposes.

A -7 penalty is still only effective 35% of the time. By which I mean, 13 out of 20 rolls will see the bad guy hitting or missing regardless of the -7 penalty to hit. BUT that 35% also raises what the bad guy needs to roll to successfully hit. The average minimum natural 8-12 needed to hit raises to an average minimum natural 14-18. So when you see the DM rolling less than 14 more often than he rolls more than 14, it starts to feel pretty satisfying.

And when Sir Marks-a-Lot throws down his -10 penalties, that raises the roll needed to hit to an average 17-20. And that stage of action is pretty satisfying game play for a controller because the DM (and everyone else) rolls more times below 17 than above 17.

The best analogy I have is the sense of probability a gambler feels versus the sense of probability the owner of a casino feels. At lower penalty ranges (-5), playing Sir Marks-a-Lot may feel like you're playing a roulette wheel: you may have a pretty good system of probability working for you, but the house advantage can still get discouraging at times. But at higher ranges (especially in the -10 and up range of penalties), you start feeling like the casino owner: you have the house advantage; sure, the DM may roll the occasional 18-20, but you know the odds are on your side.

Wow. That was a lot longer answer than I intended. It certainly went on a tangent. I hope it answered your question. Cheers, VK.

edits: typos 
I've a minor difference within your "theory" approach.
(otherwise I've little to add; bad me)


There may be something to gain, by getting some more penalties going.
But there'd be a diminishing return on increasing the penalties too much more.

Few standard monsters have the best defense And a further improved adjustment
... and an extra +1 from a specific item.
Adding some more penalties can probably take care of this.

Some Elites are going to get out of your #'s range, because of their +2s.
Most Solos are off your #'s, but they're the target of the other Wizard in the party.


Regardless,
shooting the gap between a High Defense build, and a Stun-Lock build
is good stuff.

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Pray for my-kitty-avatar's Tail , and the tail MIGHT pray for you.

And your perspective is pretty common that the prep feats for PMC are some sort of less-than optimal filler until you get to the good stuff at level 11 for PMC. I actually think that given the right combination (like Fighter/Wizard), the PMC prep feats are actually optimal choices - better than most optimal choices from the original class.

I know I'm fighting uphill with this one, but hear me out. And this is not necessarily to Bob_Ghengis_Khan but to anyone who is not convinced about the optimal potential for the PMC prep feats in and of themselves regardless of getting the PMC paragon path.

The Arcane Initiate, Novice Power, Acolyte Power, and Adept Power feats for Sir Marks-a-Lot greatly magnify the usefulness and effectiveness of his mark, which is the most basic defender function of a fighter. In short, the PMC prep feats are not just fillers waiting for the cool stuff at level 11: they are pertinent, useful, and pretty freaking amazing in and of themselves when a fighter gets them during heroic tier.

...

That's totally worth a level-8 feat slot.

...

Again, this is a LOT of bang for your feat-slot-buck. . .  even you never end of taking PMC.



I don't disagree with your major thesis that going PMC is best for this build--it looks to me that you're right about that. But I do want to point out that the general non-optimal-ness of PMC is not *merely* that it costs you those four feats, but there's *also* the opportunity cost of the encounter, utility, and daily powers that you are no longer taking from your base class.

Your right that getting getting Shield for just a feat is great. But getting Shield *and giving up Daring Shot* for a feat is a much harder sell.

So yes, you'd indeed "be getting a lot for your feat-slot buck" if it was only costing a feat. But spending a feat to *replace* a power is a lot more expensive than spending a feat to *gain* a power.

Big update. I redesigned the first post with a level by level progression from 1-30 (with periodic snapshots). The levels that have a snapshot include a list of penalty-inducing powers at those levels. I've tried to incorporate feedback I've received so far. I also added a Build Goals and Tactics section at the bottom of post #1 (to streamline the post and clarify what exactly Sir Marks-a-Lot's role in a party is).

Overall, I feel pretty good about it.

One thing that still bugs me is his level 29 Eternal Seeker daily power - the level 25 wizard power Prismatic Spray. I had picked Prismatic Spray because it stuns (100% penalty to hit) in a nice-sized burst. But I'd love to find something bigger and badder (pre-nerf Legion's Hold is the no-longer attainable ideal). I'm looking for a capstone daily that hits tons of bad guys for the most impressive penalty-to-hit. As you can see, Sir Marks-a-Lot bumps Str and Int. Doing searches for Str powers led me to the level 19 Warlord power Break the Tempo. That's an awesome power for this build but no capstone. Any ideas?
An idea to think about (meaning: I've made no effort to see if it works, but it sounds like it might):

Trade in the heavy shield for a spiked shield (with a shield enchantment; you'll never use it in a weapon attack, so you also don't need weapon proficiency with it - I think); the longsword for a shortsword; and AIP heavy blades for AIP light blades.

The point being that the spiked shield is a light blade, so you're holding an implement with each arm.

Then go for dual-implement spellcaster. And see if that opens up anything useful.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
@warrl: That's an intriguing idea. I don't know off the top of my head if an arcane character needs to be weapon-proficient with a blade to be able to cast spells through it. Anyone else know?

But I could always just drop the Epic Ref/Fort feats to open up some feat space for more leeway to increase this build's DPR. Some of his attacks just don't damage at all, though (Maze of Mirrors, a couple of the hard control dailies, etc.), but DPR might be worth exploring for a controller like this. Anyone else have ideas along this line?

Thanks, warrl! 
You don't need weapon proficency to cast though weapons.  You just need the appropriate impliment proficency.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Has anyone looked at building this as a Warforged?  There is a feat called Warforged Superiority which says that when you hit with an opportunity attack, you knock the target prone; you just have to keep Combat Superiority.  And if you are concerned about your DEX vs WIS problem, Agile Superiority lets you use DEX in place of WIS for those Combat Superiority opp. attacks.  So, you can use your at-will pick for Knockdown Assault for Wicked Strike or something else and you would still be knocking people prone on opp. attacks. 

You could even keep the racial INT bump in exchange for getting a bump to CON instead of STR.
Has anyone looked at building this as a Warforged?  There is a feat called Warforged Superiority . . .



I had not heard of that bit of Warforged awesomeness. If Sir Marks-a-Lot were more OA-centric, that might be a tempting path to pursue. But I think that Warforged idea has potential to be developed in its own OA-optimization build. Cool find!
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