LordDrakkan
2009-06-05, 03:32 PM
Good evening, fellow adventurers, be you, Dungeon Masters or Players.
I play for quite a while now, the forth edition of Dungeons and Dragons and I just simply fell in love with the Forgotten Realms class, the Swordmage. Because the Wizard's board now has a stupid parental policy and I cannot ask for advice there, I thus come here to ask and display my thoughts on how to optimize this class for perfect damage and mobility resolution.
Alas, let us begin!
Q1. What is a Swordmage?
A1. Well, a Swordmage, as it's name suggests is an arcane spellcaster that uses a sword to deliver his powerful attacks. Also, according to FR manuals, he is a defender, that uses his arcane powers to protect, defend and otherwise keep from harm's way his party members. Now, in my vision, the Swordmage can, and in the following rows, will become a Mobile Striker as I call it.
Q2. What RACE should a Swordmage be?
A1. Digging through all the manuals, monster race, and the core ones, I come with three main suggestions:
- ELADRIN: Good Defender Swordmage, because he boosts Intelligence and Dexterity. Not much use of Dexterity there, unless you wish for a neat feat called Arcane Reach (will speak of it few rows below). It sure does cover for much needed weapon feats and if you aim towards Wizard multiclass, you might consider Eladrin Sword Wizardry.
- GENASI: Striker? Yes please! Intelligence and Strength, the main attributes for an Assaulting Swordmage, given a right boost, you cover the weapon and armor feats. Also you might consider taking a multiclass in Fighter or Ranger, not necessarily for the powers you might swap but for some neat feats and bonuses (Ranger's ability to wield a Heavy Blade with Off-Hand, for example).
- SHADAR-KAI: Considering it is a Dragon Magazine race and is still in full experiments, one might just smirk at it. I have only one feat for them: Devious Jaunt which adds your Intelligence modifier to the number of squares you teleport. AND become insubstantial until the end of your next turn. AND it is an encounter power! With the right allotment of feats, this can get dangerous.
- GITHYANKI: Best Shielding Swordmages around. Need Constitution? We have a boost. Need Initative? We have that too. You get some neat saves vs. Charm effects, you get a fly 5 squares per encounter (you or an ally) and rounded up, you can become the bacon-savior of your wizard or cleric friend!
Q3. For this build what Aegis you have in mind?
A1. Aegis of Assault. I put all my bets on battlefield mobility, thus I move around my enemies. Aegis of Ensnarement, would bring them to me and Aegis of Shielding is for true defenders. Which I intend not to become one.
Q4. Multiclass-wise, do you have any propositions?
A1. If you are to multiclass a Swordmage, my suggestion would be Wizard. You need quite an stat array to get the most of those wizard feats so I reached that a 16, 15, 13, 13, 10 ,8 is the best array to have, so you may have the weapon feats AND the wizard multiclass feats you would likely aim.
I will now take a sample Mobility Build Shadar-Kai Swordmage/Wizard and explain it. Feel free to criticize and add according to taste.
LEVEL RANGE 1 TO 10:
Stat array (Un-modified): 16, 15, 13, 13, 10 8
Race: Shadar-Kai
Stat array (Modified): 15, 10, 15, 18, 13, 8
-- With this array, you are from the beginning assured that you can take the plethora of feats needed to optimize this build. Though Con, is low and you are a little bit squishy, remember that you work in a party and your role is not PURE defender. You have striker elements and that is your bread and butter.
Class: Swordmage, Aegis of Assault.
*******
FEATS:
Lv. 1 - Devious Jaunt (Dragon Magazine 372)
Lv. 2 - Intelligent Blademaster (FR Player's Guide)
Lv. 4 - Arcane Implement Proficiency: Dagger (Arcane Power)
Lv. 6 - Dual Implement Spellcaster (Arcane Power)
Lv. 8 - Two Weapon Fighting (PHB 1)
Lv. 10 - Weapon Focus: Heavy Blade (PHB 1)
At level 10, you might consider as flavor or even practical use one of the following feats:
Vampiric Heritage (Dragon Magazine 371)
OR
Arcane Familiar (Arcane Power)
POWERS:
Lv. 1
AT-WILL:
Greenflame Blade: In case of too-many-minions battle.
Sword Burst: Your best friend, now until forever.
ENCOUNTER:
Flame Cyclone: Implement powers. Check the feats, then the damage.
DAILY:
Dance of the Sword: If your enemies can't shift into better position or make opportunity attacks, they are a sitting duck. Qwack! Qwack!
Lv. 2
UTILITY:
Eldritch Speed: Doubles your initiative check when you most need it.
OR
Ghost Step: Shifting into position with a Rogue or Fighter friend only means more tactical possibilities.
Lv. 3
ENCOUNTER:
Incendiary Sword: Swordmages, DO get fireballs. Not so cool fireballs, but fireballs nonetheless.
Lv. 5
DAILY:
Lingering Lightning: Three targets, ongoing damage, implement power and ranged. Why would you NOT get it?
Lv. 6
UTILITY:
Quickling Stride: MOVE 12 squares. I think the artillery spellcasters or snipers are kind of ... doomed?
Lv. 7
ENCOUNTER:
Thunderclap Strike: Knock's targets around you prone. And deals enough damage to hurt. And it is implement power. And there is no save. Love it.
Lv. 9
DAILY:
Forceful Dismissal: Same as Thunderclap Strike only it is a Close Blast 3 and you push the targets before you knock them prone.
Lv. 10
UTILITY:
Feywild's Grace: +2 power bonus to speed, +2 Athletics, Acrobatics and Stealth and ... IGNORE difficult terrain. Mobility: I has it!
**At levels 4 and 8 increase Intelligence and Strength, then Intelligence and Dexterity or Wisdom (whichever suits you).
*******************
LEVELS FROM 11 TO 20
Paragon Path: Anarch of Shyr
You are a Striker. Strikers do damage. End of discussion.
FEATS:
Lv. 11 - Learned Spellcaster - Ritual Caster - Religion Skill (Arcane Power)
Lv. 12 - Arcane Reach
Lv. 14 - Heavy Blade Opportunity
Lv. 16 - Novice Power (PHB)
Lv. 18 - Acolyte Power (PHB)
Lv. 20 - Adept Power (PHB)
POWERS:
Lv. 13
ENCOUNTER
Fist of Force: You can push away the nasty brute that is near a squishy party member. Loose Flame Cyclone
Lv. 15
DAILY
Inferno's Sword: Loose Dance of the Sword.
Lv. 16
UTILITY
Ironskin: Resist ALL 5. Damage reduction at it's best.
Lv. 17
ENCOUNTER
Firelasher's Lunge: Can be used in place of a basic melee attack when using Aegis. Loose Thunderclap Strike
Lv. 19
DAILY
Ward of Scales: Filler until you get something better.
NOVICE POWER:
Lv. 18: Replace Firelasher's Lunge with Thunderlance (Remember Arcane Reach? Nice!)
ACOLYTE POWER:
Lv. 19: Replace Quickling Stride with Dimension Door. (Instead of MOVE, you TELEPORT)
ADEPT POWER:
Lv. 20: Replace Ward of Scales with either Disintegrate or Cloudkill. (Striker's just got more damage!)
**Increase your stats, at level 14 and 18 as follows: Intelligence and Constitution, then Dexterity and Strength.
******************
LEVELS FROM 21 TO 30
Epic Destiny: Demigod
Increases your stats, never run out of encounter powers, gains regeneration ... does this end? Nope.
Choose Intelligence and Strength for your Divine Spark.
FEATS:
Lv. 21: Heavy Blade Mastery (PHB) - More crits, more fun, more damage.
Lv. 22: Greater Swordmage Warding (Arcane Power) - You aren't squishy!
Lv. 24: Total Aegis (FR Player's Guide) - Remember, it is an Arcane power. It IS affected by Arcane reach.
Lv. 26: Quickened Spellcasting (Arcane Power) - Good for strategic use only.
Lv. 28: Enlarge Spell (Arcane Power) - Useful for enemies that are out of reach.
Lv. 30: Weapon Focus (Light Blade) - It adds with Dual Implement Spellcaster. More damage, I say!
POWERS:
Lv. 22
UTILITY
Eye's of the Mage - Try to get invisible, Oni!
Lv. 23
ENCOUNTER
Freezing Swordburst - You can get multiple minions down, or multiple enemies immobilized. Good power. Loose Incendiary Sword.
Lv. 25
DAILY
Bounding Lightning - Implement, Weapon, Ranged. Replace with Inferno Sword.
Lv. 27
ENCOUNTER
Maelstrom Blade - Although it is a Close Burst, you may use Arcane Reach on it and do a good job. Replace with Freezing Swordburst.
Lv. 29
DAILY
Mirrorblade Army - Boost a little the Constitution modifier and you get three shadows of you that can use your pool of powers but independent actions. Also remember that Demigods never run out of Encounter Powers. Need to say more?
**Increase Constitution and Dexterity, at level 24 and Intelligence and Strength at level 28.
**For Quickening Spellcasting, use Sword Burst.
*************
Alas, you should look something like this:
====== Created Using Wizards of the Coast D&DI Character Builder ======
Shadar-kai, Swordmage, Anarch of Shyr, Demigod
Swordmage Aegis: Aegis of Assault
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Intelligence
Quickened Spellcasting: Sword Burst
FINAL ABILITY SCORES
Str 22, Con 14, Dex 20, Int 26, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 10, Dex 13, Int 16, Wis 13, Cha 8.
AC: 35 Fort: 34 Reflex: 35 Will: 31
HP: 203 Surges: 10 Surge Value: 50
TRAINED SKILLS
Arcana +28, Athletics +26, History +28, Endurance +22, Religion +28
UNTRAINED SKILLS
Acrobatics +22, Bluff +15, Diplomacy +15, Dungeoneering +17, Heal +17, Insight +17, Intimidate +15, Nature +17, Perception +17, Stealth +22, Streetwise +15, Thievery +20
FEATS
Learned Spellcaster: Ritual Caster
Level 1: Devious Jaunt
Level 2: Intelligent Blademaster
Level 4: Arcane Implement Proficiency
Level 6: Dual Implement Spellcaster
Level 8: Two-Weapon Fighting
Level 10: Weapon Focus (Heavy Blade)
Level 11: Learned Spellcaster
Level 12: Arcane Reach
Level 14: Heavy Blade Opportunity
Level 16: Novice Power
Level 18: Acolyte Power
Level 20: Adept Power
Level 21: Heavy Blade Mastery
Level 22: Greater Swordmage Warding
Level 24: Total Aegis
Level 26: Quickened Spellcasting
Level 28: Arcane Mastery
Level 30: Weapon Focus (Light Blade)
POWERS
Swordmage at-will 1: Greenflame Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Flame Cyclone
Swordmage daily 1: Dance of the Sword
Swordmage utility 2: Eldritch Speed
Swordmage encounter 3: Incendiary Sword
Swordmage daily 5: Lingering Lightning
Swordmage utility 6: Quickling Stride (retrained to Dimension Door at Acolyte Power)
Swordmage encounter 7: Thunderclap Strike
Swordmage daily 9: Forceful Dismissal
Swordmage utility 10: Feywild Grace
Swordmage encounter 13: Fist of Force (replaces Flame Cyclone)
Swordmage daily 15: Inferno's Sword (replaces Dance of the Sword)
Swordmage utility 16: Ironskin
Swordmage encounter 17: Firelasher's Lunge (retrained to Thunderlance at Novice Power) (replaces Thunderclap Strike)
Swordmage daily 19: Ward of Scales (retrained to Disintegrate at Adept Power) (replaces Lingering Lightning)
Swordmage utility 22: Eye's of the Mage
Swordmage encounter 23: Freezing Swordburst (replaces Incendiary Sword)
Swordmage daily 25: Bounding Lightning (replaces Inferno's Sword)
Swordmage encounter 27: Maelstrom Blade (replaces Freezing Swordburst)
Swordmage daily 29: Mirrorblade Army (replaces Forceful Dismissal)
====== Created Using Wizards of the Coast D&DI Character Builder ======
GEAR:
The most important aspect of this build is MOBILITY. Thus, I will choose this gear:
Armor: Feyleather Feytouched Armor +5
Weapon - Main: Mithrendain Steel Broadsword +5
Weapon - Off-Hand: Lickblade Dagger +5
Arms: Flame Bracers (epic tier)
Feet: Boots of Speed (epic tier)
Hands: Breaching Gauntlets (epic tier)
Head: Casque of Tactics (epic tier)
Neck: Mantle of Faith +5
Rings: Ring of Fey Travel and Ring of Wizardry
Waist: Belt of Vigor
*****************************
I await your responses warmly and I hop I can get at last some good advices here.
Thank you.
I play for quite a while now, the forth edition of Dungeons and Dragons and I just simply fell in love with the Forgotten Realms class, the Swordmage. Because the Wizard's board now has a stupid parental policy and I cannot ask for advice there, I thus come here to ask and display my thoughts on how to optimize this class for perfect damage and mobility resolution.
Alas, let us begin!
Q1. What is a Swordmage?
A1. Well, a Swordmage, as it's name suggests is an arcane spellcaster that uses a sword to deliver his powerful attacks. Also, according to FR manuals, he is a defender, that uses his arcane powers to protect, defend and otherwise keep from harm's way his party members. Now, in my vision, the Swordmage can, and in the following rows, will become a Mobile Striker as I call it.
Q2. What RACE should a Swordmage be?
A1. Digging through all the manuals, monster race, and the core ones, I come with three main suggestions:
- ELADRIN: Good Defender Swordmage, because he boosts Intelligence and Dexterity. Not much use of Dexterity there, unless you wish for a neat feat called Arcane Reach (will speak of it few rows below). It sure does cover for much needed weapon feats and if you aim towards Wizard multiclass, you might consider Eladrin Sword Wizardry.
- GENASI: Striker? Yes please! Intelligence and Strength, the main attributes for an Assaulting Swordmage, given a right boost, you cover the weapon and armor feats. Also you might consider taking a multiclass in Fighter or Ranger, not necessarily for the powers you might swap but for some neat feats and bonuses (Ranger's ability to wield a Heavy Blade with Off-Hand, for example).
- SHADAR-KAI: Considering it is a Dragon Magazine race and is still in full experiments, one might just smirk at it. I have only one feat for them: Devious Jaunt which adds your Intelligence modifier to the number of squares you teleport. AND become insubstantial until the end of your next turn. AND it is an encounter power! With the right allotment of feats, this can get dangerous.
- GITHYANKI: Best Shielding Swordmages around. Need Constitution? We have a boost. Need Initative? We have that too. You get some neat saves vs. Charm effects, you get a fly 5 squares per encounter (you or an ally) and rounded up, you can become the bacon-savior of your wizard or cleric friend!
Q3. For this build what Aegis you have in mind?
A1. Aegis of Assault. I put all my bets on battlefield mobility, thus I move around my enemies. Aegis of Ensnarement, would bring them to me and Aegis of Shielding is for true defenders. Which I intend not to become one.
Q4. Multiclass-wise, do you have any propositions?
A1. If you are to multiclass a Swordmage, my suggestion would be Wizard. You need quite an stat array to get the most of those wizard feats so I reached that a 16, 15, 13, 13, 10 ,8 is the best array to have, so you may have the weapon feats AND the wizard multiclass feats you would likely aim.
I will now take a sample Mobility Build Shadar-Kai Swordmage/Wizard and explain it. Feel free to criticize and add according to taste.
LEVEL RANGE 1 TO 10:
Stat array (Un-modified): 16, 15, 13, 13, 10 8
Race: Shadar-Kai
Stat array (Modified): 15, 10, 15, 18, 13, 8
-- With this array, you are from the beginning assured that you can take the plethora of feats needed to optimize this build. Though Con, is low and you are a little bit squishy, remember that you work in a party and your role is not PURE defender. You have striker elements and that is your bread and butter.
Class: Swordmage, Aegis of Assault.
*******
FEATS:
Lv. 1 - Devious Jaunt (Dragon Magazine 372)
Lv. 2 - Intelligent Blademaster (FR Player's Guide)
Lv. 4 - Arcane Implement Proficiency: Dagger (Arcane Power)
Lv. 6 - Dual Implement Spellcaster (Arcane Power)
Lv. 8 - Two Weapon Fighting (PHB 1)
Lv. 10 - Weapon Focus: Heavy Blade (PHB 1)
At level 10, you might consider as flavor or even practical use one of the following feats:
Vampiric Heritage (Dragon Magazine 371)
OR
Arcane Familiar (Arcane Power)
POWERS:
Lv. 1
AT-WILL:
Greenflame Blade: In case of too-many-minions battle.
Sword Burst: Your best friend, now until forever.
ENCOUNTER:
Flame Cyclone: Implement powers. Check the feats, then the damage.
DAILY:
Dance of the Sword: If your enemies can't shift into better position or make opportunity attacks, they are a sitting duck. Qwack! Qwack!
Lv. 2
UTILITY:
Eldritch Speed: Doubles your initiative check when you most need it.
OR
Ghost Step: Shifting into position with a Rogue or Fighter friend only means more tactical possibilities.
Lv. 3
ENCOUNTER:
Incendiary Sword: Swordmages, DO get fireballs. Not so cool fireballs, but fireballs nonetheless.
Lv. 5
DAILY:
Lingering Lightning: Three targets, ongoing damage, implement power and ranged. Why would you NOT get it?
Lv. 6
UTILITY:
Quickling Stride: MOVE 12 squares. I think the artillery spellcasters or snipers are kind of ... doomed?
Lv. 7
ENCOUNTER:
Thunderclap Strike: Knock's targets around you prone. And deals enough damage to hurt. And it is implement power. And there is no save. Love it.
Lv. 9
DAILY:
Forceful Dismissal: Same as Thunderclap Strike only it is a Close Blast 3 and you push the targets before you knock them prone.
Lv. 10
UTILITY:
Feywild's Grace: +2 power bonus to speed, +2 Athletics, Acrobatics and Stealth and ... IGNORE difficult terrain. Mobility: I has it!
**At levels 4 and 8 increase Intelligence and Strength, then Intelligence and Dexterity or Wisdom (whichever suits you).
*******************
LEVELS FROM 11 TO 20
Paragon Path: Anarch of Shyr
You are a Striker. Strikers do damage. End of discussion.
FEATS:
Lv. 11 - Learned Spellcaster - Ritual Caster - Religion Skill (Arcane Power)
Lv. 12 - Arcane Reach
Lv. 14 - Heavy Blade Opportunity
Lv. 16 - Novice Power (PHB)
Lv. 18 - Acolyte Power (PHB)
Lv. 20 - Adept Power (PHB)
POWERS:
Lv. 13
ENCOUNTER
Fist of Force: You can push away the nasty brute that is near a squishy party member. Loose Flame Cyclone
Lv. 15
DAILY
Inferno's Sword: Loose Dance of the Sword.
Lv. 16
UTILITY
Ironskin: Resist ALL 5. Damage reduction at it's best.
Lv. 17
ENCOUNTER
Firelasher's Lunge: Can be used in place of a basic melee attack when using Aegis. Loose Thunderclap Strike
Lv. 19
DAILY
Ward of Scales: Filler until you get something better.
NOVICE POWER:
Lv. 18: Replace Firelasher's Lunge with Thunderlance (Remember Arcane Reach? Nice!)
ACOLYTE POWER:
Lv. 19: Replace Quickling Stride with Dimension Door. (Instead of MOVE, you TELEPORT)
ADEPT POWER:
Lv. 20: Replace Ward of Scales with either Disintegrate or Cloudkill. (Striker's just got more damage!)
**Increase your stats, at level 14 and 18 as follows: Intelligence and Constitution, then Dexterity and Strength.
******************
LEVELS FROM 21 TO 30
Epic Destiny: Demigod
Increases your stats, never run out of encounter powers, gains regeneration ... does this end? Nope.
Choose Intelligence and Strength for your Divine Spark.
FEATS:
Lv. 21: Heavy Blade Mastery (PHB) - More crits, more fun, more damage.
Lv. 22: Greater Swordmage Warding (Arcane Power) - You aren't squishy!
Lv. 24: Total Aegis (FR Player's Guide) - Remember, it is an Arcane power. It IS affected by Arcane reach.
Lv. 26: Quickened Spellcasting (Arcane Power) - Good for strategic use only.
Lv. 28: Enlarge Spell (Arcane Power) - Useful for enemies that are out of reach.
Lv. 30: Weapon Focus (Light Blade) - It adds with Dual Implement Spellcaster. More damage, I say!
POWERS:
Lv. 22
UTILITY
Eye's of the Mage - Try to get invisible, Oni!
Lv. 23
ENCOUNTER
Freezing Swordburst - You can get multiple minions down, or multiple enemies immobilized. Good power. Loose Incendiary Sword.
Lv. 25
DAILY
Bounding Lightning - Implement, Weapon, Ranged. Replace with Inferno Sword.
Lv. 27
ENCOUNTER
Maelstrom Blade - Although it is a Close Burst, you may use Arcane Reach on it and do a good job. Replace with Freezing Swordburst.
Lv. 29
DAILY
Mirrorblade Army - Boost a little the Constitution modifier and you get three shadows of you that can use your pool of powers but independent actions. Also remember that Demigods never run out of Encounter Powers. Need to say more?
**Increase Constitution and Dexterity, at level 24 and Intelligence and Strength at level 28.
**For Quickening Spellcasting, use Sword Burst.
*************
Alas, you should look something like this:
====== Created Using Wizards of the Coast D&DI Character Builder ======
Shadar-kai, Swordmage, Anarch of Shyr, Demigod
Swordmage Aegis: Aegis of Assault
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Intelligence
Quickened Spellcasting: Sword Burst
FINAL ABILITY SCORES
Str 22, Con 14, Dex 20, Int 26, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 10, Dex 13, Int 16, Wis 13, Cha 8.
AC: 35 Fort: 34 Reflex: 35 Will: 31
HP: 203 Surges: 10 Surge Value: 50
TRAINED SKILLS
Arcana +28, Athletics +26, History +28, Endurance +22, Religion +28
UNTRAINED SKILLS
Acrobatics +22, Bluff +15, Diplomacy +15, Dungeoneering +17, Heal +17, Insight +17, Intimidate +15, Nature +17, Perception +17, Stealth +22, Streetwise +15, Thievery +20
FEATS
Learned Spellcaster: Ritual Caster
Level 1: Devious Jaunt
Level 2: Intelligent Blademaster
Level 4: Arcane Implement Proficiency
Level 6: Dual Implement Spellcaster
Level 8: Two-Weapon Fighting
Level 10: Weapon Focus (Heavy Blade)
Level 11: Learned Spellcaster
Level 12: Arcane Reach
Level 14: Heavy Blade Opportunity
Level 16: Novice Power
Level 18: Acolyte Power
Level 20: Adept Power
Level 21: Heavy Blade Mastery
Level 22: Greater Swordmage Warding
Level 24: Total Aegis
Level 26: Quickened Spellcasting
Level 28: Arcane Mastery
Level 30: Weapon Focus (Light Blade)
POWERS
Swordmage at-will 1: Greenflame Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Flame Cyclone
Swordmage daily 1: Dance of the Sword
Swordmage utility 2: Eldritch Speed
Swordmage encounter 3: Incendiary Sword
Swordmage daily 5: Lingering Lightning
Swordmage utility 6: Quickling Stride (retrained to Dimension Door at Acolyte Power)
Swordmage encounter 7: Thunderclap Strike
Swordmage daily 9: Forceful Dismissal
Swordmage utility 10: Feywild Grace
Swordmage encounter 13: Fist of Force (replaces Flame Cyclone)
Swordmage daily 15: Inferno's Sword (replaces Dance of the Sword)
Swordmage utility 16: Ironskin
Swordmage encounter 17: Firelasher's Lunge (retrained to Thunderlance at Novice Power) (replaces Thunderclap Strike)
Swordmage daily 19: Ward of Scales (retrained to Disintegrate at Adept Power) (replaces Lingering Lightning)
Swordmage utility 22: Eye's of the Mage
Swordmage encounter 23: Freezing Swordburst (replaces Incendiary Sword)
Swordmage daily 25: Bounding Lightning (replaces Inferno's Sword)
Swordmage encounter 27: Maelstrom Blade (replaces Freezing Swordburst)
Swordmage daily 29: Mirrorblade Army (replaces Forceful Dismissal)
====== Created Using Wizards of the Coast D&DI Character Builder ======
GEAR:
The most important aspect of this build is MOBILITY. Thus, I will choose this gear:
Armor: Feyleather Feytouched Armor +5
Weapon - Main: Mithrendain Steel Broadsword +5
Weapon - Off-Hand: Lickblade Dagger +5
Arms: Flame Bracers (epic tier)
Feet: Boots of Speed (epic tier)
Hands: Breaching Gauntlets (epic tier)
Head: Casque of Tactics (epic tier)
Neck: Mantle of Faith +5
Rings: Ring of Fey Travel and Ring of Wizardry
Waist: Belt of Vigor
*****************************
I await your responses warmly and I hop I can get at last some good advices here.
Thank you.