[quote="saigon"]Well, i love leaders, and i would be happy to see the different builds that come across optimization. this thread intends to be the leader version of "DPR Kings" and "Ultimate Defenders". Please, lets post usable/playable builds (no vacumm/bag of rats/theorycraft), just powerful/thematic leader combinations that could be actually appealing. also, as a novelty in this type of thread, i propose for the posters that you recommend what kind of party would benefit the most from this leader (consider a 5 man party, with all roles covered preferably).
i will start with my Phoenix build, so please keep builds comming!!!!
Also, we could compare builds to recommend them in determinated parties/strategies.
here are the basic concepts for what an ultimate leader is (these can be discussed later on the thread)
- an ultimate leader is expected to keep the group alive, at least.this means a capable healer,independently of his other main capabilities, both by power/feat selection and item selection.
- an ultimate leader must be a complete leader, having the ability to perform well in all the departments (bonuses,enabling,saving throws, buffing/debuffing,healing). if he misses one of these categories, he should be expectacular in one of the aforementioned areas to compensate his weakness.
- an ultimate leader must perfrom well with any party composition. certain parties make better use of certain leaders, therefore my request of suggest a party composition, and insist on it being balanced (all roles covered, this ensures all or most of the action types are covered),but he must perform at least good no matter what the party is, as long its a balanced one
- an ultimate leader must have at least 1 "i win" button. this ensures that the leader will keep the party on their feet when the chips are down. This can be an offensive/defensive/ revitalizing power/strategy, but must have at least 1 spectacular action that marks the difference of the outgoing of combat.
- an ultimate leader must be autosufficient: if the party has to expend resources helping him, he is not doing his job. therefore, good defenses/evasion methods/self healing (that does not reduce the healing available to the group) and the like are expected at least to some degree.
- an ultimate leader must be fun to play: spaming a single at will is hell boring, even if its the optimal choice,an since ultimate means awsome, he must have different powers/actions that let the player enjoy his character without being cheesy. for this, thematic/historical symetry and coolness are recommended.
well friends, keep the builds comming, i sense we can have some fun and insight by doing this.
Dervana, level 30
Deva, Shaman, Flame of Hope, Soul of the World
Companion Spirit: Stalker Spirit
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Knowledge of Ancient Lives: Knowledge of Ancient Lives (Artificer)
Past Spirit: Past Spirit (Shadar-kai)
Past Spirit: Past Spirit (Elf)
FINAL ABILITY SCORES
Str 13, Con 15, Dex 12, Int 28, Wis 28, Cha 10.
STARTING ABILITY SCORES
Str 11, Con 13, Dex 10, Int 16, Wis 16, Cha 8.
AC: 45 Fort: 43 Reflex: 45 Will: 45
HP: 172 Surges: 9 Surge Value: 43
TRAINED SKILLS
Nature +29, Heal +29, Perception +29, Arcana +29, Religion +31
UNTRAINED SKILLS
Acrobatics +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +19, History +26, Insight +24, Intimidate +15, Stealth +21, Streetwise +15, Thievery +16, Athletics +16
FEATS
Divine Secretkeeper: Ritual Caster
Level 1: Battle Intuition
Level 2: Focus the Spirits' Lives
Level 4: Mark of Healing
Level 6: Versatile Expertise
Level 8: Strengthening Spirit (retrained to Ghostly Rejuvenation at Level 22)
Level 10: Divine Secretkeeper
Level 11: Vigorous Spirit
Level 12: Nimble Spirit
Level 14: Hafted Defense
Level 16: Vicious Spirit (retrained to Otherworldly Accuracy at Level 24)
Level 18: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 20: Vistani Heritage
Level 21: Vistani Foresight
Level 22: Transcendent Lineage
Level 24: Grave Spirit
Level 26: Mighty Spirit
Level 28: Triumphant Spirit
Level 30: Epic Fortitude
POWERS
Shaman at-will 1: Claws of the Eagle
Shaman encounter 1: Ironbreaker Claws
Shaman daily 1: Spirit of the Healing Flood
Shaman utility 2: Spirit Call
Shaman encounter 3: Call to the Savage Elder
Shaman daily 5: Spirit of the Hawk's Wind
Shaman utility 6: Sudden Restoration
Shaman encounter 7: Call to the Blood Dancer
Shaman daily 9: Ancient Warlord's Inspiration
Shaman utility 10: Call Forth the Spirit World
Shaman encounter 13: Call to the Laughing Fortune (replaces Call to the Savage Elder)
Shaman daily 15: Reparative Spirit (replaces Spirit of the Healing Flood)
Shaman utility 16: Spirit Binding
Shaman encounter 17: Shackles of the Mountain (replaces Ironbreaker Claws)
Shaman daily 19: Horns of the Undefeated Khan (replaces Spirit of the Hawk's Wind)
Shaman utility 22: Medicines of Many Forms
Shaman encounter 23: Mighty Spirit Leap (replaces Call to the Blood Dancer)
Shaman daily 25: Huntmaster's Horn (replaces Ancient Warlord's Inspiration)
Shaman encounter 27: Blood Reaper Spirit (replaces Call to the Laughing Fortune)
Shaman daily 29: Sea of Serpents (replaces Reparative Spirit)
ITEMS
Adventurer's Kit, Healer's Brooch +6, Diamond Cincture (epic tier), Eye of Awareness (epic tier), Irrefutable Starleather Armor +6, Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Couters of Second Chances (paragon tier), Fireheart Tattoo (epic tier), Dice of Auspicious Fortune (paragon tier), Stone of Wind (paragon tier), Totemic Spear Longspear +6, Ring of Invigoration (paragon tier), Greater Ring of Invisibility (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
- inspiring attack action (flame of hope AP feature, that will boost ALL of my+ my friends attak rolls, and not for a single target, but for all creatures i target with the attack. we have a few blast powers, numinous cascade to target 2 enemies (you will hardly need more than 2 targets anyway) and this gives an additional +2 to attack rolls. so we are talking about + 7 by level 11, + 11 by lv 28.
- we can do this 4/5 encounters a day. and it includes me as well. so far , this is the greatest accuracy bonus i have seen handled to a whole party. our NAD defenses are really good, and our AC is appropiate for class and role (we wont be in the front lines for a long time).
- we are very good at handing out saving throws when needed. both from shaman powers and mark of healing
- we have more action potins than other pcs, by using vistani foresight (the feat is just awsome in my eyes), that gives us +2 bonus to initiative and an additional AP after an extended rest.
- the damage bonuses to damage are HUGE, and they can be handed on an encounter basis. using dailies can give as much as +40 to damage with small effort.
- its virtually imposible to miss important powers. by lv 21, we have access to elven accuracy (soul of the world past life), our armor allows for a reroll with a +5/+6, we can uses the stones from the set, counter of second chances (spirit attacks are mostly melee attacks) and memory of a thousand lifetimes (for phoenix, roll 2d10 and keep the best for spirit powers).
- last, we benefit from our own inspiring attack action before making any attacks, just by targeting enemies.
- AP blood reaper spirits (+15 to dmg)
- blooded enemy +9 dm
- mighty spirit leap (+18 average to dmg, all party)
- full party (+ 33 unblooded/+42 blooded target to dmg)
- this strategy can be further expansed by +9 if i use huntmasters horn instead of one of the encounter powers previously listed, and use the encounter power in the next round
- then use spirit binding to extend a +42/+51 (blooded targets) to the whole party for yet another round
[/quote]
[quote="saigon"]sorry if the thread is not correctly organized, but im not experienced with posting new threads.
well, ill do my best to compile the builds in this area:
Dervana, level 30
Deva, Shaman, Flame of Hope, Soul of the World
Companion Spirit: Stalker Spirit
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Knowledge of Ancient Lives: Knowledge of Ancient Lives (Artificer)
Past Spirit: Past Spirit (Shadar-kai)
Past Spirit: Past Spirit (Elf)
FINAL ABILITY SCORES
Str 13, Con 15, Dex 12, Int 28, Wis 28, Cha 10.
STARTING ABILITY SCORES
Str 11, Con 13, Dex 10, Int 16, Wis 16, Cha 8.
AC: 45 Fort: 43 Reflex: 45 Will: 45
HP: 172 Surges: 9 Surge Value: 43
TRAINED SKILLS
Nature +29, Heal +29, Perception +29, Arcana +29, Religion +31
UNTRAINED SKILLS
Acrobatics +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +19, History +26, Insight +24, Intimidate +15, Stealth +21, Streetwise +15, Thievery +16, Athletics +16
FEATS
Divine Secretkeeper: Ritual Caster
Level 1: Battle Intuition
Level 2: Focus the Spirits' Lives
Level 4: Mark of Healing
Level 6: Versatile Expertise
Level 8: Strengthening Spirit (retrained to Ghostly Rejuvenation at Level 22)
Level 10: Divine Secretkeeper
Level 11: Vigorous Spirit
Level 12: Nimble Spirit
Level 14: Hafted Defense
Level 16: Vicious Spirit (retrained to Otherworldly Accuracy at Level 24)
Level 18: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 20: Vistani Heritage
Level 21: Vistani Foresight
Level 22: Transcendent Lineage
Level 24: Grave Spirit
Level 26: Mighty Spirit
Level 28: Triumphant Spirit
Level 30: Epic Fortitude
POWERS
Shaman at-will 1: Claws of the Eagle
Shaman encounter 1: Ironbreaker Claws
Shaman daily 1: Spirit of the Healing Flood
Shaman utility 2: Spirit Call
Shaman encounter 3: Call to the Savage Elder
Shaman daily 5: Spirit of the Hawk's Wind
Shaman utility 6: Sudden Restoration
Shaman encounter 7: Call to the Blood Dancer
Shaman daily 9: Ancient Warlord's Inspiration
Shaman utility 10: Call Forth the Spirit World
Shaman encounter 13: Call to the Laughing Fortune (replaces Call to the Savage Elder)
Shaman daily 15: Reparative Spirit (replaces Spirit of the Healing Flood)
Shaman utility 16: Spirit Binding
Shaman encounter 17: Shackles of the Mountain (replaces Ironbreaker Claws)
Shaman daily 19: Horns of the Undefeated Khan (replaces Spirit of the Hawk's Wind)
Shaman utility 22: Medicines of Many Forms
Shaman encounter 23: Mighty Spirit Leap (replaces Call to the Blood Dancer)
Shaman daily 25: Huntmaster's Horn (replaces Ancient Warlord's Inspiration)
Shaman encounter 27: Blood Reaper Spirit (replaces Call to the Laughing Fortune)
Shaman daily 29: Sea of Serpents (replaces Reparative Spirit)
ITEMS
Adventurer's Kit, Healer's Brooch +6, Diamond Cincture (epic tier), Eye of Awareness (epic tier), Irrefutable Starleather Armor +6, Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Couters of Second Chances (paragon tier), Fireheart Tattoo (epic tier), Dice of Auspicious Fortune (paragon tier), Stone of Wind (paragon tier), Totemic Spear Longspear +6, Ring of Invigoration (paragon tier), Greater Ring of Invisibility (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== /spoiler]
Goals of this build: the build is an stalker shaman, so you will be handing the best bonuses to damage in the whole game. but what is damage without accuracy? for this we use :
- inspiring attack action (flame of hope AP feature, that will boost ALL of my+ my friends attak rolls, and not for a single target, but for all creatures i target with the attack. we have a few blast powers, numinous cascade to target 2 enemies (you will hardly need more than 2 targets anyway) and this gives an additional +2 to attack rolls. so we are talking about + 7 by level 11, + 11 by lv 28.
- we can do this 4/5 encounters a day. and it includes me as well. so far , this is the greatest accuracy bonus i have seen handled to a whole party. our NAD defenses are really good, and our AC is appropiate for class and role (we wont be in the front lines for a long time).
- we are very good at handing out saving throws when needed. both from shaman powers and mark of healing
- we have more action potins than other pcs, by using vistani foresight (the feat is just awsome in my eyes), that gives us +2 bonus to initiative and an additional AP after an extended rest.
- the damage bonuses to damage are HUGE, and they can be handed on an encounter basis. using dailies can give as much as +40 to damage with small effort.
- its virtually imposible to miss important powers. by lv 21, we have access to elven accuracy (soul of the world past life), our armor allows for a reroll with a +5/+6, we can uses the stones from the set, counter of second chances (spirit attacks are mostly melee attacks) and memory of a thousand lifetimes (for phoenix, roll 2d10 and keep the best for spirit powers).
- last, we benefit from our own inspiring attack action before making any attacks, just by targeting enemies./spoiler]
-
AP blood reaper spirits (+15 to dmg)
- blooded enemy +9 dm
- mighty spirit leap (+18 average to dmg, all party)
- full party (+ 33 unblooded/+42 blooded target to dmg)
- this strategy can be further expansed by +9 if i use huntmasters horn instead of one of the encounter powers previously listed, and use the encounter power in the next round
- then use spirit binding to extend a +42/+51 (blooded targets) to the whole party for yet another round /spoiler]
for this build, i suggest a balance between ranged and melee members, so the majority of the spaces adjacent to the SC can be vacated while targeting a focus fire. this will optimize every bonus and , in epic, will enable the use of grave spirit and thriumpant spirit for great devastation. also, each party member must have good MBA/RBA. so, my ideal party goes like this:
- fighter or warden (we need a defender that rolls attack for punishment, so he can benefit from bonuses to hit/damage)
- sorcerer (multitargeting is a must to not waste any damage bonuses,enemies will fall like flies)
- invoker(can get good RBA powers and works well while clustered)
- barbarian or avenger (lets us save some healing, great defenses)
The Field Marshal, level 30
Human, Cleric|Warden, Compassionate Healer, Saint
Hybrid Warden: Hybrid Warden Fortitude
Hybrid Talent: Warden's Armored Might
Guardian Might: Lifespirit
Versatile Expertise: Versatile Expertise (Flail)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES
Str 24, Con 12, Dex 15, Int 10, Wis 26, Cha 13.
STARTING ABILITY SCORES
Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11.
AC: 45 Fort: 48 Reflex: 46 Will: 47
HP: 214 Surges: 9 Surge Value: 53
TRAINED SKILLS
Nature +28, Perception +28, Heal +28, Religion +20
UNTRAINED SKILLS
Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +18, Dungeoneering +23, Endurance +13, History +15, Insight +23, Intimidate +18, Stealth +14, Streetwise +16, Thievery +14, Athletics +19
FEATS
Human: Hybrid Talent
Level 1: Whip Training
Level 2: Skill Power
Level 4: Versatile Expertise
Level 6: Human Perseverance
Level 8: Skill Swap
Level 10: Frantic Recovery
Level 11: Whip Expert
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 14: Lifespirit Healing
Level 16: Gambler's Word
Level 18: Sudden Roots
Level 20: Shield Mastery
Level 21: Epic Reflexes
Level 22: Supreme Healer
Level 24: Primal Resurgence
Level 26: Epic Resurgence
Level 28: Divine Mastery
Level 30: Rapid Wild Defense
POWERS
Bonus At-Will Power: Thorn Strike
Hybrid at-will 1: Gaze of Defiance
Hybrid at-will 1: Resilience of Life
Skill Power: Swift Recovery
Skill Swap: Deliverance of Faith (retrained to Whip Crack at Whip Expert)
Hybrid encounter 1: Healing Strike
Hybrid daily 1: Form of the Relentless Panther
Hybrid utility 2: Life Transference
Hybrid encounter 3: Earthgrasp Strike
Hybrid daily 5: Rune of Peace
Hybrid utility 6: Soothing Wind
Hybrid encounter 7: Strengthen the Faithful
Hybrid daily 9: Form of the Oak Sentinel
Hybrid utility 10: Spiritual Rejuvenation
Hybrid encounter 13: Mantle of Glory (replaces Healing Strike)
Hybrid daily 15: Form of the Rowan Sentinel (replaces Form of the Relentless Panther)
Hybrid utility 16: Divine Armor
Hybrid encounter 17: Healing Harvest (replaces Earthgrasp Strike)
Hybrid daily 19: Moment of Peace (replaces Rune of Peace)
Hybrid utility 22: Mass Cure Serious Wounds
Hybrid encounter 23: Healing Torch (replaces Strengthen the Faithful)
Hybrid encounter 27: Nothing New from here
Hybrid daily 29: Form of the Starmetal Warrior (replaces Form of the Oak Sentinel)
ITEMS
Feyslaughter Whip +6, Voidhide of Enduring Health +6, Cloak of the Phoenix +6, Symbol of Shared Healing +6, Wyrmguard Shield Heavy Shield (paragon tier), Boots of Quickness (paragon tier), Essence of the Wisp (epic tier), Hero's Gauntlets (paragon tier), Golden Ring of Teros (epic tier), Healer's Sash (paragon tier), Reinforcement Tattoo (heroic tier)
Note: The defense bonuses do not reflect the Golden ring of teros
It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility.
The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24). So losing the normal 3rd healing word does not matter much with gamblers word and this. Plus he gets endurance as a skill which seems to fit thematically
By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod. Later on he adds powers that weaken and other wise make it harder for enemies to damage allies. I went with sacred flame for the at will save, although at paragon it does give 1 temp hitpoints. ice instead of lance of faith if you want to boost saves. By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on.
Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks. Demigod, because it works and nothing else jumped out at me.
====== Created Using Wizards of the Coast D&D Character Builder ======
Damage Reducer, level 30
Dwarf, Cleric|Shaman, Compassionate Healer, Demigod
Companion Spirit (Hybrid): Protector Spirit (Hybrid)
Hybrid Shaman: Hybrid Shaman Fortitude
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Wisdom
Hybrid Talent: Spirit's Power
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Akanûl (Akanûl Benefit)
FINAL ABILITY SCORES
Str 15, Con 22, Dex 12, Int 10, Wis 22, Cha 13.
STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11.
AC: 26 Fort: 34 Reflex: 28 Will: 34
HP: 179 Surges: 15 Surge Value: 50
TRAINED SKILLS
Insight +26, Heal +26, Perception +26
UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +23, Endurance +23, History +15, Intimidate +16, Nature +21, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +17
FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Hybrid Talent
Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)
Level 6: Protector Spirit Adept
Level 8: Versatile Expertise
Level 10: Wrathful Warrior
Level 11: Gambler's Word
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 14: Armor Proficiency (Scale)
Level 16: Dwarven Durability
Level 18: Superior Implement Training (Accurate symbol)
Level 20: Resilient Spirit
Level 21: Ironheart Spirit
Level 22: Armor Proficiency (Plate)
Level 24: Spirit of Health
Level 26: Mighty Spirit
Level 28: Martial Resolve
Level 30: Epic Recovery
POWERS
Hybrid at-will 1: Lance of Faith
Hybrid at-will 1: Protecting Strike
Hybrid encounter 1: Ironbreaker Claws
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Protective Roots
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Spirit of the Hawk's Wind
Hybrid utility 6: Spirit of Healing
Hybrid encounter 7: Winter Wind Spirit
Hybrid daily 9: Dismissal
Hybrid utility 10: Shielding Word
Hybrid encounter 13: Drawing All Eyes (replaces Ironbreaker Claws)
Hybrid daily 15: Reparative Spirit (replaces Moment of Glory)
Hybrid utility 16: Faces of the Fallen
Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence)
Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind)
Hybrid utility 22: Ramparts of Light
Hybrid encounter 23: Spirit of the Ram (replaces Winter Wind Spirit)
Hybrid daily 25: Life Lanterns (replaces Dismissal)
Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes)
Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit)
ITEMS
Adventurer's Kit, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier), Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Mace of Healing +5
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
level 30
Revenant, Ardent, God Fragment, Raven Consort
Ardent Mantle: Mantle of Elation
Versatile Expertise: Versatile Expertise (Heavy Blade)
Pact Initiate: Pact Initiate (vestige pact)
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Choose your Race in Life: Shadar-kai
FINAL ABILITY SCORES
Str 13, Con 26, Dex 14, Int 10, Wis 12, Cha 26.
STARTING ABILITY SCORES
Str 11, Con 14, Dex 10, Int 8, Wis 10, Cha 18.
AC: 43 Fort: 44 Reflex: 33 Will: 40
HP: 191 Surges: 15 Surge Value: 47
TRAINED SKILLS
Heal +21, Diplomacy +28, Intimidate +30, Endurance +30, Religion +20
UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Bluff +23, Dungeoneering +16, History +15, Insight +16, Nature +16, Perception +16, Stealth +17, Streetwise +23, Thievery +17, Athletics +16
FEATS
Level 1: Unnatural Mantle
Level 2: Versatile Expertise
Level 4: Restless Dead
Level 6: Pact Initiate
Level 8: Arcane Implement Proficiency
Level 10: Weapon Proficiency (Fullblade)
Level 11: Ghostly Rejuvenation
Level 12: Widened Mantle
Level 14: Improved Ardent Surge
Level 16: Death Scorned
Level 18: Fierce Vitality
Level 21: Ghostly Vitality
Level 22: Deathless Warrior
Level 24: Unyielding Fortitude
Level 26: Armor Proficiency (Scale)
POWERS
Ardent at-will 1: Demoralizing Strike
Ardent at-will 1: Energizing Strike
Ardent daily 1: Battleborn Acuity
Ardent utility 2: Mind over Matter
Ardent at-will 3: Focusing Strike
Ardent daily 5: Empowered Arsenal
Ardent utility 6: Deliverance of Faith
Ardent daily 9: Feast of Despair
Ardent utility 10: Reactive Resistance
Ardent utility 16: Mental Rejuvenation
Ardent daily 19: Vitality Transfer (replaces Battleborn Acuity)
Ardent utility 22: Rapid Recovery
Ardent daily 25: Corona of Battle (replaces Feast of Despair)
Ardent daily 29: Empathic Projection (replaces Empowered Arsenal)
ITEMS
Gloves of the Healer (paragon tier), Nullifying Ring (epic tier), Verve Titanscale Armor +6, Blade of the Eldritch Knight Fullblade +6, Survivor's Belt (paragon tier), Healer's Brooch +6, Circlet of Arkhosia (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Not a fully refined build, and plenty of room to adjust for whatever goodied fit from psionic power, but you've got the basic unkillable revenant, who also shares some of this unkillability with his allies in the form of unnatural mantle and ghostly rejuvination. Basic trifecta of Energizing/Focusing/Demoralizing strike for at-will healing/saves/debuffs, though you can easily play around with different at-wills to better cater to different party setups. God Fragment gives the build some flavor and a ranged encounter option, supplemented by the handy blade of the eldritch knight. The weak points of this leader are the limited mobility and attack granting options, but they should be more than made up for by the incredible ammount of durability he has and provides to the party.
Again, this is just a rough attempt on my part, but anyone should be able to see the potential of providing this kind of lasting power to the party. I would be delighted if someone wanted to take this outline and refine it, especially if they have access to psionic power already.
Kalashtar, Cleric, Messenger of Peace, Saint
Shielding Cleric
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Divinity: Arawai, Sovereign Host
FINAL ABILITY SCORES
Str 14, Con 14, Dex 12, Int 10, Wis 26, Cha 26.
STARTING ABILITY SCORES
Str 12, Con 12, Dex 10, Int 8, Wis 18, Cha 18.
HP 169 Surges 15 Surge Value 42
Initiative: 15+1= +16
AC 43 = 10 base +15 levels +12 titanscale armor +1 light shield + 6 enhancement (true ac 47-48 with -2 hit aura and +2 to all defenses from features and/or from Salubrous Armor)
Fortitude 43 = 10 base + 15 levels + 2 mod + 2 titanscale armor + 4 epic fortitude + 2 saint + 6 neck + 2 robust defenses (47 with -2 hit aura and +2 to all defenses from features)
Reflex 37 = 10 base + 15 levels + 1 mod + 1 light shield + 2 saint + 6 neck + 2 robust defenses (41 with -2 hit aura and +2 to all defenses from features)
Will 43 = 10 base + 15 levels + 2 class + 8 mod + 2 saint + 6 neck + 2 robust defenses (47 with -2 hit aura and +2 to all defenses from features, see bastion of mental clarity 1/encounter)
TRAINED SKILLS
Diplomacy +32 Heal +28 Insight +30 Religion +20
LANGUAGES: Common, Telepathy 5
FEATS
1 Pacifist Healer
2 Versatile expertise (Mace/Holy Symbol)
4 Superior Implement Training
6 Defensive Healing Word
8 Arawai's Abundance
10 Pacifist's Reward
11 Healer's Implement
12 Paragon Defenses (Retrained to Robust Defenses at level 21)
14 Assured Healing
16 Armor Proficiency (Scale)
18 Shield Proficiency (Light)
20 Gambler's Word
21 Divine Mastery
22 Supreme Healer
24 Glorious Channeler
26 Shared Healing
28 Beatific Healing
30 Epic Fortitude
POWERS
At wills: Astral Seal, Sacred Flame
Encounter: Denunciation, Pacify, Remorse, Healer's Reproof
Dailies: Blade Barrier, Brilliant Censure, End to strife, Enforced Surrender
Utilities: Bastion of Mental Clarity (racial), Healing Word (3x encounter), Channel Divinity (Arawai's Abundance, Healer's Mercy, Divine Fortune: 2X encounter), Return from the death's door, Stream of life, Reverent Mettle, Peacemaker Pronouncement, Astral Shield, Clarion Call of the Astral Sea, Sanctified Revival
ITEMS (expected gold= 14,000,000 GP) Spent 9,997,000
+6 mace of healing, +6 salubrous titanscale armor, +6 Accurate Symbol of Shared Healing +6 healer's brooch, Healer's shield (paragon tier), Boots of Speed, Gloves of the Healer (Epic tier), Phrenic Crown (Heroic Tier), Ring of Tenacious Will, Alliance Ring, Cord of Divine Favor, Tattoo of the Escape Artist, Solitaire (Citrine), Battle Standard of Healing, Dice of Auspicious Fortune, Silver sand (Paragon) x8, Restful Bedroll
Main features:
1)defender level AC and NADs, very sturdy character with a great number of surges, capable to take a lot of beating and to stay in melee to apply aura. Nearly impossible to hit will, due to combination high defense/kalashtar racial.
2) -2 hit aura on all enemies
3) 4x (+ possibly other for gambler's word) encounter surge heals: each heals in the order of surge + 12d6 + 67 (more or less) without specific items.
4) Effective control with a great number of spells: complete enemy lock for up to 6 rounds as encounter, up to 9 round AOE control with dailies.
5) Great damage boosts with blade barrier, brilliant censure and remorse.
6) Usual hit boost with astral seal, denunciation.
7) Damage control with Reverent Mettle 3x encounter.
8) Immune to Domination and necrotic resist 15.
Elemental Manifestation: Watersoul (FRPG)
Class: Warlord (PHB)
Commanding Presence: Tactical Presence (PHB)
Leader Feature: Combat Leader (PHB)
Paragon Path: Battle Captain (PHB)
Epic Destiny: Warmaster (MP)
Ability Scores, with racial adjustments:
Strength 26 (+8)
Constitution 14 (+2)
Dexterity 12 (+1)
Intelligence 26 (+8)
Wisdom 10 (+0)
Charisma 14 (+2)
HP: 186 –> 12 base, +14 Constitution, +145 levels, +15 Toughness
Bloodied: 93 HP or less
Healing Surges: 9 –> 7 base, +2 Constitution
Healing Surge Value: 46 HP
AC: 46 –> 10 base, +5 armor, +8 ability (Intelligence), +15 levels, +6 enhancement, +2 shield
Fortitude: 42 –> 10 base, +8 ability (Strength), +15 levels, +6 enhancement, +2 feat, +1 class
Reflex: 43 –> 10 base, +8 ability (Intelligence), +15 levels, +6 enhancement, +2 feat, +2 shield
Will: 42 –> 10 base, +2 ability (Charisma), +15 levels, +6 enhancement, +4 Epic Will, +2 feat, +1 class
Initiative: +37 –> +1 ability (Dexterity), +15 level, +8 feat, +8 power (Combat Leader), +5 item
Speed: 6 –> 6 base
Inspiring Word:
Usage: Four times per encounter
Range: Close burst 15
Targets: You or one ally in burst
Effect: The target may spend a healing surge and regain an additional 8d6+6 HP. Additionally, the target may make a saving throw. The target gains a +8 power bonus to attack rolls and speed until the end of your next turn. Each ally in the burst also gains 11 temporary HP.
Racial Powers:
Swiftcurrent (FRPG)
At-Will Attack Powers:
L1 – Commander's Strike (PHB)
L1 – Inevitable Wave (PHH 2)
Encounter Attack Powers:
L11 – Force Retreat (PHB)
L17 – Hail of Steel (PHB)
L17 – Thunderous Fury (PHB)
L27 – A Plan Comes Together (D 384)
Daily Attack Powers:
L19 – Victory Surge (PHB)
L20 – Cunning Flurry (PHB)
L25 – Precision Stance (MP)
L29 – Defy Death (PHB)
Utility Powers:
L2 – Adaptive Stratagem (MP)
L6 – Reorient the Axis (MP 2)
L10 – Tactical Orders (MP 2)
L12 – Bolt of Genius (PHB)
L16 – Warlord's Banner (PHB)
L22 – Rush of Battle (MP)
L26 – Spring the Trap (MP)
Skills:
Athletics (+25) –> +8 ability (Strength), +5 trained, +15 level, -1 armor, -2 shield
Diplomacy (+22) –> +2 ability (Charisma), +5 trained, +15 level
Endurance (+21) –> +2 ability (Constitution), +5 trained, +15 level, -1 armor, -2 shield
History (+28) –> +8 ability (Intelligence), +5 trained, +15 level
Feats:
L1 – Mark of Healing (EPG)
L2 – Weapon Expertise (Heavy Blades) (PHB 2)
L4 – Tactical Assault (PHB)
L6 – Shield Proficiency (Heavy) (PHB)
L8 – Primordial Surge (D 367)
L10 – Toughness (PHB)
L11 – Combat Commander (PHB)
L12 – Fight On (MP 2)
L16 – Vexing Flanker (PHB 2)
L21 – Martial Mastery (MP)
L21 – Robust Defenses (PHB 2)
L22 – Shared Resources (MP 2)
L22 – Superior Initiative (PHB 3)
L24 – Epic Will (PHB 2)
L26 – Weapon Focus (Heavy Blades) (PHB)
L28 – Improved Tactics (MP)
L28 – Protective Leadership (MP)
L30 – Danger Sense (PHB)
Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Danger Sense (PHB)
Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): +6 Healer's Elderhide Armor (AV 2)
L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Diamond Scabbard (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 13,718,880 gp
Discussion:
Well, this is it – everything is as good as it can be, and then some. Enjoy hunting deities or something.
Build Goal and Tactics
This build's goal is simple: hit 'em fast, hit 'em hard, and hit 'em until they stop moving. To accomplish that end, all resources have been geared around getting you and your allies in better positions, and then granting them attack bonuses and additional attacks so they can finish the enemy off cleanly and efficiently. That said, it's also capable of dealing with things if they don't go according to plan.
This build is meant to be played in the frontline; it's moderately durable, and its healing ability is certainly appreciated when you're going toe-to-toe. Look to get your allies going early and often; a module of encounters will be an easier task if you can end some of them without getting hit.
Human, Runepriest, Master of the Forge, Saint
Build: Defiant Runepriest
Runic Artistry: Defiant Word
Background: Aglarond (Aglarond Benefit)
FINAL ABILITY SCORES
Str 26, Con 13, Dex 17, Int 10, Wis 22, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.
AC: 47 Fort: 53 Reflex: 48 Will: 51
HP: 170 Surges: 8 Surge Value: 42
TRAINED SKILLS
Perception +29, Religion +20, Insight +28, Heal +26, Athletics +26, Endurance +19
UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +18, Dungeoneering +21, History +15, Intimidate +18, Nature +21, Stealth +16, Streetwise +16, Thievery +16
FEATS
Human: Shield Proficiency (Heavy)
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Battle Awareness
Level 6: Stout Shield
Level 8: Wary Fighter
Level 10: Encouraging Shield
Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 12: Armor Specialization (Scale)
Level 14: Heavy Blade Opportunity
Level 16: Eyes in the Back of Your Head
Level 18: Phalanx Warrior (retrained to Defensive Advantage at Level 22)
Level 20: Focused Superiority
Level 21: Epic Reflexes
Level 22: Heavy Blade Mastery
Level 24: Epic Fortitude
Level 26: Epic Will
Level 28: Martial Resolve
Level 30: Slashing Storm
POWERS
Bonus At-Will Power: Word of Diminishment
Runepriest at-will 1: Word of Exchange
Runepriest at-will 1: Word of Binding
Runepriest encounter 1: Flames of Purity
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Word of the Blinding Shield
Runepriest daily 5: Rune of Endless Fire
Runepriest utility 6: Rune of Meritorious Alacrity
Runepriest encounter 7: Symbol of Cowardice
Runepriest daily 9: Rune of Boundless Fury
Runepriest utility 10: Rune of the Astral Winds
Runepriest encounter 13: Iron Redoubt (replaces Flames of Purity)
Runepriest daily 15: Rune of Judgment's Levy (replaces Rune of Endless Fire)
Runepriest utility 16: Rune of Reinvigoration
Runepriest encounter 17: Rune of the Astral Phalanx (replaces Word of the Blinding Shield)
Runepriest daily 19: Rune of Rust (replaces Rune of the Undeniable Dawn)
Runepriest utility 22: Rune of the Hero's Resolve
Runepriest encounter 23: Mark of Untamed Wrath (replaces Symbol of Cowardice)
Runepriest daily 25: Rune of the Penultimate Step (replaces Rune of Boundless Fury)
Runepriest encounter 27: Word of Divine Battle (replaces Iron Redoubt)
Runepriest daily 29: Rune of Pacifism (replaces Rune of Judgment's Levy)
ITEMS
Helm of Able Defense (paragon tier), Heavy Shield, Brooch of Vitality +6, Circlet of Indomitability (epic tier), Boots of Quickness (epic tier), Belt of Vim (epic tier), Iron Armbands of Power (epic tier), Nullifying Ring (epic tier), Agile Elderscale Armor +6, Demonskin Tattoo (epic tier), Shadow Band (epic tier), Cloak of Distortion +6, Feyslaughter Bastard sword +6, Gauntlets of Destruction (paragon tier)
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