ArdentEquipment: Greatsword +6, Chain Mail +6, Amulet +6
Stats:
12 STR, 16 CON, 22 DEX, 10 INT, 12 WIS, 30 CHA
173 HP, 21 initiative, 5 move
Physical evade: 40%
Magical evade: 20% (fort), 30% (reflex), 55% (will)
Physical hit rate: 65%
Feats relevant in the DL:
Heartening Surge, Imprved Ardent Surge, Endangering Outrage, Martyr's Surge, Suppressive Surge: Already factored in.
Mantle of Readiness: Ardent has +2 move during her first turn.
At-will powers:
Note that each at-will attack Ardent has comes with augment options. To use these, Ardent must spend power points (PP), of which she has 15 at the start of each battle. She can only augment each at-will power once each time it is used (so no stacking augment options).
Revealing Strike: 22 damage, and the target takes a -10% penalty to evade rate until the end of Ardent's next turn.
Augment (costs 2 PP): As the base version, except damage is 27 and the target can not become invisible or concealed for one turn.
Augment (costs 6 PP): As the previous version, except damage is 38 and the penalty to evade rate is -15%.
Temporal Strike: 22 damage, and Ardent takes half damage from opportunity attacks for one round.
Augment (costs 1 PP): As the base version, but the half damage effect applies to reflex attacks (most attack magic) instead.
Augment (costs 4 PP): As the base version, but the damage is 27 and the half damage effect applies to all incoming attacks. In all cases, damage halving occurs before any further damage reduction (important since Ardent has a lot of damage-reducing abilities).
Confusing Strike: 22 damage, and the target takes a -10% penalty to hit rate for one round.
Agument (costs 4 PP): As above, but the target is also dazed for one round, and this attack can target multiple enemies adjacent to Ardent.
Energising Strike: 22 damage.
Augment (costs 2 PP): The damage is instead 27, and Ardent or one ally within 5 squares heals 43 HP.
OPB powers:
*Image of Doom: 44 damage (half damage on a miss), and the target has -10% hit rate for the rest of the battle as a fear effect.
*Mind over Matter: Range 5. The target gains 43 temporary HP.
-(minor) Insensate Mind: Ardent or an adjacent ally reduces all damage by 15 for one round.
-(minor) Detach Mind: Range 5. Ardent chooses a negative effect which lasts longer than one round the target is suffering from. The target does not suffer from that effect for one round, but its duration is increased to compensate for this. The target has a +10% chance to recover from that effect the next time he or she has the chance to do so.
-(free) Reactive Resistance: Counter to Ardent taking damage. The damage is reduced by 30. Does stack with Insensate Mind.
-(minor) Body Adjustment: Ardent or an adjacent ally gains 17 temporary HP.
-(minor) Ardent Surge: Range 10. One target heals 74 HP (78 if Ardent is below half HP when this is cast) and gets +10% hit rate until the end of Ardent's next turn. Enemies within 5 squares of Ardent when this is cast can not recover HP for one round. Can be used three times per battle, but only once per round.
-(free) Ardent Outrage: Counter to being dropped below half HP. All enemies within 5 squares of Ardent at the time of this power being used grant combat advantage (-10% evade) and take 3 extra damage from any attacks for one round.
Optimum 3-turn damage output:
(Ardent Surge, Revealing Strike 6 PP), (Revealing Strike, Revealing Strike 6 PP), (Ardent Surge, Image of Doom): 147 damage, 131 with accuracy factored in.
Comments: Revealing Strike and Ardent Surge combine for a character who knows how to make her hits land, which is good as her damage is otherwise quite poor and her only debilitating effect is daze. Her real game comes in when she lets up on the offence just a little and starts playing with Temporal Strike's damage halving, which stacks beautifully with her healing, permanent accuracy debuff, and multitude of damage reducing effects which make her very hard to kill. Ardent Surge spoiling enemy healing is quite a boon and helps her deal with others of her kind.
Other build options:
-If she's willing to give up Ardent Outrage entirely (and it's only good against short-range types anyway), she can trade the 10% hit buff from Ardent Surge for 10% evade. Stacking that with Image of Doom and Confusing Strike spam leads to permanent 70/60% effective evade rate, which is quite scary, and certainly hoses the inaccurate. Against melee folks, she has a daily utility which can give her a further, ongoing +10% evade effect. I defaulted to the build which was always useful (evade twinking fails against some, while hit twinking helps against everyone the way D&D works), but this is quite a viable choice even so.
-All of Ardent's at-wills are quite cool, so here's a fifth worth noting: a 22-damage counter to melee attacks which costs 2 PP (Unsteadying Rebuke).
BattlemindEquipment: Longsword +6, Heavy Shield, Scale Mail +6, Amulet +6
Stats:
12 STR, 30 CON, 22 DEX, 10 INT, 12 WIS, 16 CHA
219 HP, 21 initiative, 5(6) move
Physical evade: 55%
Magical evade: 50% (fort), 45% (reflex), 25% (will)
Physical hit rate: 65%
Feats relevant in the DL:
Demand's Reach, Harried Recovery, Harrier's Control, Battlemind Menace, Invigorating Demand: Already factored in.
Iron Propulsion: +1 move while Battlemind has at least 1 PP.
Unstoppable Speed: Battlemind gets a free move action of up to 6 squares when he drops below half HP.
At-will powers:
Note that each at-will attack Battlemind has comes with augment options. To use these, Battlemind must spend power points (PP), of which he has 15 at the start of each battle. He can only augment each at-will power once each time it is used (so no stacking augment options).
Cage of Cowardice: 21 damage.
Augment (costs 2 PP): 25 damage. This version of the attack can be used as an opportunity attack.
Augment (costs 6 PP): 25 damage, and the target is stunned for one round.
Spring Assault: 21 damage. This attack has +10% hit rate (combat advantage effect) if Battlemind wasn't adjacent to the target at the start of his turn.
Augment (costs 2 PP): As above, but 25 damage and Battlemind can shift 3 squares after the attack.
Augment (costs 6 PP): As the base version, but 30 damage, and Battlemind becomes invisible to the target until the end of his next turn, granting him combat advantage on attacks, +25% evade to singletarget attacks, and, should he move, his opponent will have to guess where he is, making him almost impossible to hit with singletarget attacks.
Brutal Barrage: Three hits for 10 damage each = 30 damage, and if at least two hits connect, the target falls prone, giving it -10% hit rate and evade rate (combat advantage) until it spends a move action on its turn to get up.
Augment (costs 1 PP): As above, but four hits instead = 40 damage.
Augment (costs 4 PP): As above, but +3 damage per hit = 52 damage.
Twisted Eye: 21 damage.
Augment (costs 1 PP): As above, but this version of the attack can be used as an opportunity attack.
Agument (costs 2 PP): As the base version, but the target is blinded for one round.
Basic attack: 16 damage at -45% hit rate. This is terrible, but Battlemind's only option for an opportunity attack if he is unwilling or unable to spend PP.
(minor) Battlemind's Demand: Battlemind marks a target within 5 squares for the rest of the battle. Battlemind
Augment (costs 1 PP): Battlemind gains 10 temporary HP.
(free) Blurred Step: If a marked target shifts away from Battlemind, he can shift too. In this way, ranged enemies will always provoke opportunity attacks from Battlemind. Battlemind also gets +10% evade until the end of his next turn.
OPB powers:
*Psychic Hammer: 30 psychic damage at +20% hit rate, and the target is dominated (charm effect). The target has a 55% chance to recover from this at the end of each turn. If the attack misses, it still does half damage and inflicts daze instead of dominate, with the same duration.
*(minor) Immortal Endurance: Battlemind gains 109 temporary HP.
-(move) Psionic Ambush: Instead of moving, Battlemind can teleport adjacent to a marked enemy, and has combat advantage on it this turn.
-(minor) Psionic Vigour: Battlemind gains 8 temporary HP.
-(free) Persistent Harrier: Counter to being attacked for the first time in a battle (infinite range). 21 damage, and Battlemind teleports adjacent to the target. The target is marked for one round and Battlemind slides it one square (even on a miss). Battlemind regains the use of this counter (once) when he drops to 0 PP.
Optimum 3-turn damage output:
Psychic Hammer, Brutal Barrage 4 PP, (Psionic Ambush, Brutal Barrage 4 PP, Brutal Barrage 4 PP): 186 damage, 140 with accuracy factored in.
Comments: Brutal Barrage saves Battlemind from having... well, brutal offensive output. Aside from that, his ability to counter ranged attackers at a small PP cost is helpful, domination is always sweet, and he has fairly spammable stun, blind, and invisibility to make his opponent's attempts to kill him fail completely. Some of the highest durability in the game doesn't hurt, either.
Other build options:
-Battlemind can swap his DEX and CHA if he feels like trading reflex evade and initiative for another 12 damage per 4-PP Brutal Barrage.
-Dropping the shield for a greatsword is suicide, since the extra damage doesn't even help Brutal Barrage. I feel compelled to mention it anyway.
-Mind of Mirrors probably deserves a mention, since it's nearly identical to Cage of Cowardice, but does slightly more damage with the 6-PP augment and does dominate instead of stun. Yes, three shots of dominate! The two reasons I didn't opt for it as the default is (a) losing the 2-PP opportunity attack makes up for most of its damage advantage in many cases, and (b) since it's also a charm effect, it leaves Battlemind helpless against the status immune, while there's no protection from stun, and Battlemind already has a shot of dominate with which to rape the enemy.
MonkEquipment: Dagger, Ki Focus +6, Cloth +6, Amulet +6
Stats:
12 STR, 22 CON, 30 DEX, ?? INT, 16 WIS, ?? CHA
179 HP, 25 initiative, 8 move
Physical evade: 65%
Magical evade: 35% (fort), 55% (reflex), 20% (will)
Fortitude hit rate: 55%
Reflex hit rate: 65%
Will hit rate: 70%
Feats relevant in the DL:
Brutal Flurry, Fluid Motion, Iron Parry, Whirling Iron Defence, Improved Monk Unarmed Strike, Unarmed Combatant: Already factored in.
Effortless Motion: Monk gets +5% physical evade on any turn which he uses an at-will or daily attack power (i.e. Stunning Fist), and moves during his turn.
Simple Precision: If Monk hits with an at-will attack, he gets +5% hit rate with his next at-will attack.
Still Water: If all Monk's encounter attacks are used up and he hits with an at-will attack, he gets +10% physical evade for one round.
Form Mastery: Monk regains the use of one encounter attack when he spends his action point.
At-will powers:
Dancing Cobra: Melee, reflex. 27 damage.
Lion's Den: Melee, reflex. 23 damage, and Monk any enemy who moves adjacent to Monk takes 6 damage until the start of Monk's next turn. Additionally, if Monk shifts this turn (either before or after this attack), he gets +5% evade for one round.
Basic Attack: 18 damage at 20% hit rate, crit rate is 10% instead of 5%. An enemy making a ranged attack after being hit by Flurry of Blows provokes this. Too bad it sucks.
(free) Iron Soul Flurry of Blows: Whenever Monk hits a target, he can choose to do 12 damage to it, in addition to the attack's existing effects (which need not even be damaging). The target can not shift, and Monk gets +5% evade against the target's attacks for one round. This can only be used once per round.
OPB powers:
*Strike of Perfect Clarity: Melee, will. Monk gets to make two hit checks and hits if either one succeeds (91% overall hit rate against average). 47 damage, 13 of it psychic.
-Heart-Sundering Strike: Melee, will. On a hit, the target is dominated for one round. When the effect ends, the target takes 27 damage. Not a charm effect.
-Hungry Ghost: Melee, reflex, 33 dark damage, and Monk gains 16 temporary HP.
-Overpowering Strike: Melee, will. 33 damage, and the target has -15% hit rate for one round.
*(minor) Superme Parry: Monk has +15% physical and reflex evade for the rest of the battle.
-(free) Altered Awareness: Monk can trigger this after hitting with a melee attack. Monk becomes invisible to the target for one round. (+10% hit due to combat advantage, +25% evade against singletarget, or effective immunity to singletarget if he moves after using this.)
-(free) Iron Dragon Defence: Counter to taking damage. Monk reduces this damage by 13.
-(minor) Purifying Meditation: 70% chance to recover from one status effect.
-(minor) Harmonious Discipline: Monk gains 3 temporary HP. The next time Monk takes damage, he gets +3 damage to his next attack.
Optimum 3-turn damage:
(Strike of Perfect Clarity, Altered Awareness), (Overpowering Strike, Heart-Sundering Strike), Overpowering Strike: 188 damage, 157 with accuracy factored in.
Comments: Nobody was more improved by Psionic Power. Monk still has unimpressive damage for a striker (emphasising mobility and multitarget more), but now he has simply amazing durability. 65/55 is pretty much game-best evade from the getgo, but give him a turn and those figures rise by 15-25 depending on what he does. Yeah, good luck killing him. Otherwise, he has two turns of dominate to help tie up his enemies while he kills them, or he can just lower their hit rate even further if they're the accurate type. His flurry damage boost and Simple Precision keep his damage output high over a long fight, if need be.
Other build options:
-Monk can swap his dagger for a club and pick up the Crashing Tempest Style feat, which gives him +2 damage on Flurry of Blows in exchange for -5% evade boost from Supreme Parry.
-Monk can squeeze a further +1 damage out of his flurry with a STR over CON build, but this loses him 10% physical evade, though it does gain him +30% hit and +6 damage on his basic attack.
-Monk has a daily attack that inflicts stun, though its hit is much lower (standard reflex attack) and it does 4 less damage on top of that, so it's about 20 less damage in practice. If he needs to keep enemies tied up even longer, it's not a bad choice, but it will make him miss three-shotting average.
-Alternatively, instead of the stunning daily, he has one that does similar damage and inflicts Weaken... but this attack also gives him one turn of damage-halving later in the battle.
PsionEquipment: Staff +6, Cloth +6, Amulet +6
Stats:
10 STR, 12 CON, 16 DEX, 30 INT, 12 WIS, 22 CHA
140 HP, 18 initiative, 6 move
Physical evade: 45%
Magical evade: 5% (fort), 50% (reflex), 40% (will)
Feats relevant in the DL:
Discipline Adept, Dominating Mind, Vicious Intrusion, Confusing Distraction: Already factored in.
Precise Mind: Whenever Psion spends at least 2 PP on an attack and hits with it, she gets +5% to unaugmented at-will attacks until the end of her next turn.
Predictive Defence: Whenever Psion hits with an unagumented at-will attack, she gets +10% evade against melee attacks for one round.
Psychic Bastion: Whenever Psion scores a critical hit with a psychic attack, she gets +20% evade for one round.
Resilient Shield: Whenever Psion scores a critical hit with a force attack, she reduces damage from any hits she takes by 10 for one round.
Bloodied Concentration: Psion has +5% hit rate on any augmented attacks when she is below half HP.
Power Cascade: After hitting with a daily attack, the next unaugmented attack Psion makes against the target deals +3.5 damage, as long as this happens before the end of Psion's next turn.
Battle Psion: Psion has +3 damage with force or psychic at-will damage (already factored in). She gets a further +1 damage on these attacks if she has 0 PP remaining.
Power Surge: Psion can expend the use of her daily attack to regain 6 PP. This is a free action.
Psionic Staff Focus: Psion's ranged singletarget attacks do not provoke opportunity attacks.
At-will powers:
Note that each at-will attack Psion has comes with augment options. To use these, Psion must spend power points (PP), of which she has 15 at the start of each battle. She can only augment each at-will power once each time it is used (so no stacking augment options).
One of Psion's specialties is making enemies weak to her attacks. How weakness in D&D works is that every time a target takes damage of a type it is weak to, it takes +X extra damage of that same type. Weaknesses can not be stacked.
Concussive Detonation: Blast 3, reflex magic. 24 force damage, and the target is slowed for one round.
Augment (costs 2 PP): 28 force damage, and the target becomes weak +1 to force for one round.
Augment (costs 6 PP): 28 force damage, and the target is stunned for one round.
Daggers of Pain: Range 10, burst 1, enemy only, will magic. 24 psychic damage, and the target becomes weak +6 to psychic for one round.
Augment (costs 2 PP): As above, but 28 psychic damage.
Augment (costs 6 PP): 37 psychic damage, and every time the target moves 1 square on its own turn, it takes 6 psychic damage.
Psychic Brand: Range 20, will magic. 25 psychic damage.
Augment (costs 1 PP): As above, and the target grants combat advantage (-10% evade) until the end of Psion's next turn.
Augment (costs 4 PP): 30 psychic damage and the target becomes weak +6 to all damage for one round (doesn't stack with elemental weakness).
Thought Guardian: Range 10, burst 1, will magic. 24 psychic damage, and the target has -20% hit rate for one round.
Augment (costs 1 PP): As above, and the target takes 6 psychic damage each time it attacks Psion.
Augment (costs 4 PP): As the base version, and if the target attacks Psion or moves during the next round, Psion makes a pre-emptive attack (also will magic) as a pre-emptive counter, and does 11 psychic damage and inflicts daze for one round on a hit.
Mind Break: Range 10, will magic. 24 psychic damage, and the target becomes weak +6 to psychic for one round.
Augment (costs 1 PP): As above, but the the weakness is +5, and the target also loses any psychic resistance for one round.
Augment (costs 2 PP): As the base version, but the damage is 28 psychic and the weakness is +11.
OPB powers:
*Thrall: Range 20, will magic. The target is dominated as a charm effect. It has a 45% chance to recover from this effect at the end of its first turn while statused, then 55% chance at the end of each subsequent turn. When it "recovers", it immediately takes 27 psychic damage, and remains dominated for one last turn, after which it recovers. Should this attack miss, it inflicts daze with the same recovery pattern, except that when the target recovers it takes only 12 damage and the bonus turn is a simple granting of combat advantage. Very importantly, if this hits, Psion's best strategy is to hit the enemy with Daggers of Pain, preferably stacked with Mind Break, and force them to move as their turn. This translates into fairly crazy damage (number of squares moved times 16). Damage output below assumes an enemy with 6 move, but if the enemy is more or less mobile, this changes.
*Mind Switch: Range 20, will magic. 25 psychic damage, and the target is stunned and takes 10 psychic damage at the start of each of its turns. It has a 45% chance to recover from the stun+ongoing damage at the end of its first turn, then a 55% chance at the end of each turn thereafter.
Both Thrall and Mind Switch are daily attacks, so I don't let her use both in one battle. I don't even like listing both, but if I don't she's too swingy based on charm immunity, so I felt I had to.
*(minor) Mind over Earth: Psion can fly for the rest of the battle, spoils people with less range than Psion (see Psychic Brand).
-(free) Psychic Chirurgery: Counter to being hit by a status. The status does not affect Psion until the end of her next turn, nor does its duration begin counting down until then.
-(free) Energy Mitigation: Counter to being hit by an attack which isn't singletarget. Psion takes half damage from the attack.
-(minor) Mind Shroud: Psion has +25% to all evade and is slowed for one round.
-(free) Intellect Fortress: Counter, used when an attack would hit Psion. Psion gets +30% evade for the purposes of the attack.
-(minor) Distract: Range 10. Psion gains combat advantage (+10% hit) on an enemy until the end of her next turn, and deals +3 damage with her next attack against the target. The target also can not take opportunity actions (i.e. spammable counterattacks) for one round. Can be used twice per battle.
Optimum 3-turn damage output, if she can dominate the taget:
(Distract, Thrall), (Mind Break 2 PP, Daggers of Pain 6 PP), (Distract, Daggers of Pain 6 PP): 256 damage, 205 with accuracy factored in. This assumes the target saves from dominate as quickly as possible, or it rises by about 20%.
(Distract, Mind Break 2 PP, Mind Switch), Mind Break 2 PP, (Distract, Daggers of Pain 6 PP): 192, 154 with accuracy factored in.
Comments: Far from the only D&D character with domination, but certainly the best at abusing it. She'll make you wander around taking so much psychic damage it isn't funny (okay, okay, it is funny), assuming she can't make you destroy yourself some other way. If that strategy fails, she... actually doesn't have that much, she can stun you for a couple turns in there (and really wishes that the stun attack were psychic) and otherwise just does her best Mewtwo impression and blasts away with her main element. Game-worst initiative (because CHA helps psychic attacks just that much) and poor HP are her main failings, but a couple nice survival tricks (one against status, one against evadable attacks) mean she'll tend to get a turn. Oh yeah, and she's the fourth (and last) class who can cheap short-range enemies out with flight.
Other build options:
-If Psion really wants to not have terrible speed, she can swap CHA for DEX, but all she gets is that speed (not even reflex evade), and her methods of inflicting psychic weakness or movement-based damage drop by 3, and Intellect Fortress loses its potency. A suicidal option if she's planning to go the Thrall strategy, and a suspect one in general, since she's good at getting that first turn as is.
RunepriestEquipment: Warhammer +6, Light Shield, Scale Mail +6, Amulet +6
Stats:
30 STR, 16 CON, 22 DEX, 12 INT, 12 WIS, 10 CHA
173 HP, 21 initiative, 5 move
Physical evade: 50%
Magical evade: 50% (fort), 45% (reflex), 15% (will)
Physical hit rate: 60%
Feats relevant in the DL:
Rune of Hope, Rune of Torment, five other Rune feats: Already factored in.
Rune of Vengeance: The first time Runepriest is dropped below half HP, he gets +8 damage until the end of his next turn.
Wrath of Defeat: As a pre-emptive counter to being dropped to 0 HP by a melee attack, Runepriest can make a basic attack at +10% hit rate. This doesn't prevent Runepriest himself from dying, so it's debatable if this attack is even useful in a pure duel.
At-will powers:
(free) Wrathful Hammer: Whenever Runepriest takes damage, he gets a +3 bonus to damage for one round. This bonus does not stack with itself.
Word of Diminishment: 21 damage, and the target either takes 6 extra damage from each attack it takes, or does 6 less damage with each attack it makes, for one round. (Runepriest's choice)
Word of Exchange: 21 damage, and the target has -10% evade for one round.
Basic attack: 27 damage.
OPB powers:
*Rune of Pacifism: 44 damage at +20% hit rate, and the target can not make any sort of attack. The target has a 55% chance to recover from this effect at the end of each of its turns, but every time it fails to do so it takes 8 damage. If the attack misses, it does half damage and the target can't attack for one turn.
-Mark of Untamed Wrath: 33 damage at +20% hit rate, and the next turn the target gets it must either choose not to attack, or to be dazed until the end of its turn after that.
-Tide of Victory: 36 damage at +20% hit rate.
-Symbol of Cowardice: 27 damage at +20% hit rate, and as a fear effect the target takes a -5% penalty to hit rate.
*(minor) Rune of Hero's Resolve: Runepriest (or an ally) gains temporary HP equal to his current HP, and can take an additional standard action this turn.
-Rune of Preservation: Runepriest heals 43 HP, and reduces all damage taken by 5 for one round.
-(minor) Rune of Mending: Range 15. One target heals 61 HP and gets 8 temporary HP. Can be used three times per battle, but only once per round.
Optimum 3-turn damage output:
(Rune of Hero's Resolve, Word of Diminishment, Rune of Pacifism), (Symbol of Cowardice, Mark of Untamed Wrath), Tide of Victory: 166 damage, 137 with accuracy factored in.
Comments: He really doesn't have much in the way of good options. His main strategy it to stop his enemy from attacking, and that works well enough. Rune of Hero's Resolve is ridiculous, doubling his current HP (ridiculous if he goes first) AND giving him an extra action? Either would be worth it alone. Besides that, the usual healing to cut through, and he's the tankiest of the main healers (shut up about Paladin), even if his healing isn't all that amazing.
Other build options:
-Dropping the light shield for a maul (two-handed hammer) is a fairly practical option, although probably only worth taking against those with evade-ignoring attacks. Basically it's a 9% offence upgrade (roughly) in exchange for 9% less physical durability and 15% less magical. Pretty close; I mainly stuck him with the shield to be consistent with my other default class builds.
SeekerEquipment: Longbow +6, Hide Armour +6, Amulet +6
13 STR, 15 CON, 22 DEX, 10 INT, 30 WIS, 12 CHA
172 HP, 21 initiative, 6 move
Physical evade: 30%
Magical evade: 10% (fort), 35% (reflex), 55% (will)
Physical hit rate: 60%
Physical range: 20 (or 40, at a -10% penalty to hit rate)
Feats relevant in the DL:
Primal Eye, Bloodbond Wrath, Ruthless Price, Strengthened Bond, Bloodied Elusion: Already factored in.
At-will powers:
(minor) Shift: Seeker can move 1 square without provoking opportunity attacks as a minor action instead of a move.
(free) Bloodied Elusion: Seeker can shift for free as a counter to being lowered below half HP.
Biting Swarm: 33 damage, and -10% to the target's hit rate for one round.
Elemental Spirits: 27 damage, which is either fire, ice, lightning, or sonic elemental.
Grappling Spirits: 33 damage, and the target is slowed and can not shift for one round.
OPB powers:
*Slavering Sentinels: Seeker conjures 4 sentinels anywhere within weapon range. At the start of any enemy's turn, one sentinel (and only one) can attack that enemy for 30 damage at +15% hit rate provided it is at melee range of the enemy. The sentinels vanish at the end of Seeker's turn (except the one on which they are summoned) unless she spends a minor action to sustain them. She can also spend a move action during her turn to teleport one of them.
-Devouring Arrow: 33 damage at +5% hit rate, and the target is weakened for one round.
-Sinking Earth: 33 damage, and the target is restrained for one round.
-Wasp Sting Shot: 31 poison damage, plus 10 more poison damage at the start of the target's turn = 41 total.
-(minor) Guiding Spirit: Seeker gets +25% hit rate on her next ranged attack this turn.
-(minor) Bramble Hide: Seeker gets +10% physical evade for one round, and any enemy who hits her with a melee attack this round takes 20 damage for each attack.
-(minor) Earthbond Gift: Seeker gains 20 temporary HP. Can only be used below half HP.
-(minor) Encaging Spirits: All enemies within 3 squares of Seeker are pushed 1 square then immobilised for one turn, as well as granting combat advantage (-10% evade). The first time Seeker drops below half HP, she regains the use of this ability for a second use in a single battle.
Optimum 3-turn damage output:
(Guiding Spirit, Sinking Earth, Slavering Sentinels), (Encaging Spirits, Devouring Arrow, sustain Sentinels), (Wasp Sting Shot, sustain Sentinels): 197 damage, 155 with accuracy factored in.
Comments: Kinda lacking on tricks overall by D&D standards, but she has some melee spoiling at least, with immobilise and restrain. This is especially useful to her since her physical durability is pretty bad. Not much she can do to prevent opponents from killing her otherwise, and she will usually need three turns to win. It's a shame, because her longterm offensive potential, between competent basic attacks and sustainable sentinel damage, is quite solid, but she doesn't have the build for long fights to make this worthwhile.
Other build options:
-Seeker can trade damage and range for accuracy by opting for a throwing dagger instead of a bow. I'm not actually sure if this wins out for average damage, and am too lazy to check because this build gives up Encaging Spirits, which is very helpful to Seeker's game.