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View Full Version : Optimization Invoking a Nova - Human Invoker/Adroit Explorer/Destined Scion



GPuzzle
2014-04-28, 08:04 PM
Create an Invoker capable of laying down a nova that rivals most leaders'.



Well, there's two possibilites. The first is to go Human or Half-Elf (one gains Heroic Effort, the other gains Magic Weapon keying off Wisdom), and be a Wrathvoker with freedom in terms of Paragon Paths. The other is to go Deva, gain +2 to initiative but be locked into Paragon Path (Flame of Hope) and rely on APs to do your leading.

Since we want to be able to well, not rely on APs to control the battlefield and buff our teammates but still use them to an extent since they're just that great, we're going to be Humans so we can take the punishment that they'll be throwing at us since we have nearly no healing capabilities (Deliverance of Faith+Shared Valor Armor+Shield of Fellowship, but then again, Invoker) with the Resist 10 all from Adroit Explorer.



Race: Human (PHB)
Class: Invoker (PHB2)
Convenant: Convenat of Wrath
Background: Missing Master

Strength 13 (+1)
Constitution 14 (+2)
Dexteritry 8 (-1)
Intelligence 14 (+2)
Wisdom 18 (+4)
Charisma 10 (+0)

AC 16
Fortitude 14
Reflex 14
Will 16

HP 24
Bloodied 12
Surge Value 6
Surges per day 8

Initiative
+4

Skills
Arcana +7
Endurance +6
History +7
Insight +9
Perception +9
Religion +7

Feats
L1-Battlewise (HotFK)
L1-Student of Artifice (EPG)

At-Will
L1-Hand of Radiance (DP)
L1-Sun Strike (PHB2)

Encounter
L1-Thunder of Judgement (PHB2)

Daily
L1-Silent Malediction (DP)

Racial Powers
L1-Heroic Effort (HotFL)

Items
Chainmail
Staff
Adventurer's Standard Kit

Discussion:
Point distribution is somewhat weird. First, we dump Dexteritry, because Battlewise is basically feat tax. We need the 13 Strength for a Shield to enhance our healing setup, of all things, and because extra defense is nice. 13 Intelligence is needed for the Artificer MC, which, while weird, is necessary for movement enabling (I know, weird). Wisdom gets a 16 pre-racial and an 18 post-racial due it being our main stat, and the rest goes into Constitution.

Powers are standard fare for Wrathvokers here. The double-target daze+push of Thunder of Judgement every encounter is insane at this level - it'd be a good pick at Paragon, even! Silent Malediction is a Save Ends Stun in Heroic, and Hand of Radiance is standard fare. Sun Strike is simple, but it is an RBA, meaning your leader is happy.

Featwise, Student of Artifice is one side of the build's key nova movements, while Battlewise is what you'd expect from an Invoker.

Overall, at this level, you're a very solid Controller that basically drops Thunder of Judgement as soon as possible (perhaps Silent Malediction if you're close and the enemy you're facing is nasty), and keeps blasing people with Hand of Radiance, with Sun Strike for the enabling.



Race: Human (PHB)
Class: Invoker (PHB2)
Convenant: Convenat of Wrath
Background: Missing Master
Paragon Path: Adroit Explorer (PHB2)

Strength 14 (+2)
Constitution 17 (+3)
Dexteritry 9 (-1)
Intelligence 15 (+2)
Wisdom 21 (+5)
Charisma 11 (+0)

AC 25
Fortitude 24
Reflex 24
Will 26

HP 67
Bloodied 33
Surge Value 16
Surges per day 9

Initiative
+14

Skills
Arcana +12
Endurance +12
History +12
Insight +15
Perception +15
Religion +12

Feats
L1-Battlewise (HotFK)
L1-Student of Artifice (EPG)
L2-Staff Expertise (HotFL)
L4-Improved Initiative (PHB)
L6-Light Shield Proficiency (PHB)
L8-Improved Defenses (HotFL)
L10-Acolyte Power (Slick Conoction) (PHB)
L11-Action Surge (PHB)

At-Will
L1-Hand of Radiance (DP)
L1-Sun Strike (PHB2)

Encounter
L1-Thunder of Judgement (PHB2)
L3-Lightning's Revelation (DP)
L7-Rain of Blood (DP)
L11-Tide of the First Storm (PHB2)

Daily
L1-Silent Malediction (DP)
L5-Grasping Chains of the Justiciar (PHB2)
L9-Fourfold Invocation of Doom (PHB2)

Utility
L2-Divine Call (PHB2)
L6-Deliverance of Faith (D385)
L10-Slick Conocotion (EPG)

Racial Powers
L1-Heroic Effort (HotFL)

Items
+2 Magic Finemail Armor
+3 Magic Staff
+2 Amulet of Protection
Adventurer's Standard Kit
Light Shield

Discussion:
Your nova came in last level - in this one, you're completely decimating the battefield before Team Monster even have a chance to act. With +14 to Initiative (this beats BLITZ! initiative), you move in first, use Deliverance of Faith to protect yourself, drop Rain of Blood on as many monsters you can, slide your allies with Slick Conoction, Action Point, and take two enemies out with Thunder of Judgement, with now smile as you're sitting with resist 10 all, a good deal of THP, and your allies have +5 to damage and +3 to hit versus enemies in an area burst 2 within 10 squares. Action Surge is a placeholder until I find a better feat.

If they're still standing after that, you pull Tide of the First Storm and Lightning's Revelation to reorganize the battlefield, or if the fight's really nasty, Silent Malediction to stun, Fourfold Invocation of Doom to daze or Grasping Chains of the Justiciar to immobilize.


The build will be completely written down tommorow due to personal reasons (namely, sleep).