Here are some examples (click on the links for entire builds):
http://forums.gleemax.com/showthread.php?t=1042161
http://forums.gleemax.com/showthread.php?t=1041782ShakaUVM wrote:So Intimidate is quite possibly one of the most powerful skills in 4ed: with a single standard action, a successful Intimidate vs Will check (against all bloodied enemies that can see and hear you) causes them to surrender.
Given that 4ed has very few save or dies, this is crazy powerful, as combined with a few AOE spells, this can end an encounter in one round. There are two main modifiers which make this tough: -5 if you don't speak the language, and -10 if they're hostile.
Race: Dragonborn. +2 to Charisma and +2 to Intimidate make this race the winner.
I ran through the PHB and compiled a list of all the abilities which can affect Intimidate.
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The DC we're going to be looking for will be around DC21 to 24, meaning you have about a 5% to 20% chance of failing per target. Otherwise, all bloodied enemies that can see you surrender.
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To get a bloodied Orcus to surrender is DC59. With a Ranger helping you out (adding +Wisdom and a reroll from Crucial Advice) you can essentially automatically make the check. Otherwise, you just make use of your five rerolls to keep rolling till you hit the target DC.
http://forums.gleemax.com/showthread.ph ... 126&page=6ShakaUVM wrote:Since hit points scale linearly in 4ed, this means that any save-or-die is even more powerful in 4ed than it was in 3ed, with the only caveat being that they wised up and removed most of them from the game.
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(While you can do this trick starting at 1st level and running with it all the way through 30th, let's look at it halfway, at 16th level.)
Standard action: Cast sleep against the boss and let's say 3 minions. Roll the 2 attack rolls against the boss first -- since we get two attacks vs Will, and we've been buying we're very likely to hit.
Free action: The lockdown. Use your 20 Wisdom Orb of Imposition (w/Spell Focus) to give him a -7 penalty to his saving throw. He now has one round of actions (while slowed) and then falls unconscious. Unconscious creatures can be auto-critted, and do not wake up (as people did while affected by Sleep in previous editions). So the whole party congo lines the boss, and it's game over. He only has a 15% chance of not falling asleep, and a 15% chance each round to wake up. As Wisdom increases further, this will fall to a 5% chance.
It's basically an I-Win button. No action point required.
__________________Unearth wrote:Hey, I found a nifty high level combo that I thought I'd share.
Staff of Power: Power (Daily): Free Action. Use this power when you score a critical hit using an encounter power or a daily power. That power is not expended.
Divine Oracle Encounter Power, Prophecy of Doom: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.
Put these two together and the somewhat unreliable Staff of Power suddenly becomes 1/day, recover a daily power that uses an attack roll. If you add in Epic Resurgance, you can regain an encounter attack power at the same time.
This isn't really game breaking, but very very nice. Since you can use lower level staves of power, you can accumulate 3 Staff of Power +4 simply for using their effect.
Using this, you could theoretically cast Sleep once per encounter for 4 encounters, and that is besides any Archmage abilities!
In 4e, you don't build characters which do varied and interesting things. In 4e, you build characters who do the same things, but go off the RNG in different ways.