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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707788" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Powers - Paragon Tier: Chiseling the Rock</span></p><p></strong></p><p>As was the case before, I will be separating powers based on the equipment arrangements they impose upon you in order to use them, be they a free hand, a shield, a two-handed weapon, two weapons, or no restriction at all.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 13, Encounter</strong></strong></span></p><p></p><p>This level has a strong universal option in <strong>Bash and Pummel</strong>, but it's also got plenty of weapon-specific goodies that can be indulged in: Hammers have <strong>Anvil of Doom</strong>, Flails and Polearms get <strong>Scattering Swing</strong>, Heavy and Light Blades get <strong>Storm of Blows</strong>, Brawlers get <strong>Stranglehold</strong>, and Shield users can opt for <strong>Shield Bearer's Vendetta</strong>. Needless to say, a very good list that you might end up coming back to later on.</p><p></p><p><strong>Level 13 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Stranglehold</span> (MP 2)</strong> - A dazing attack that grabs and can be used as an OA is a potential turn-ender, and as such is a quality tool in the arsenal of a Brawler.</p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong>Entrapping Shield (D 382)</strong> - Some decent damage, and a damage-sharing aftereffect for a turn. This can be a pretty solid power, especially in a scenario such as post-Come and Get It.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Shield Bearer's Vendetta</span> (D 385)</strong> - While it is a Shield power and as such doesn't carry much punch, the daze effect will make sure to end its current turn and inconvenience the next one. A quality power for a Shield user, though the scaling makes it a bit problematic.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Leaping Assault</span> (D 379)</strong> - A pseudo-charge for a bit of damage. Meh.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Dance of Blades</span> (MP)</strong> - Two sliding attacks with a shift in between. Very usable for round-up purposes (or for double-proning if you wield flails), but only hitting two targets puts it behind Storm of Blades.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #ff0000">Hilt Smash</span> (MP 2)</strong> - This is essentially a poor man's Bash and Pummel. Just take that instead.</p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Anvil of Doom</span> (PHB)</strong> - A single-target stun is powerful for anyone, but in the hands of a Fighter it's incredible. There's no way I can justify a Hammer wielder taking anything else at this level; other people <span style="color: #ff0000"><strong>shouldn't touch it</strong></span>, as Bash and Pummel would be strictly better for them.<strong></strong></p><p><strong></strong></p><p><strong>Appalling Crunch (MP)</strong> - Mass marking is nice and all, but a Fighter can accomplish that goal by mass attacking, which makes this power lose some of its luster. Decent damage, though.</p><p></p><p><strong><span style="color: #ff0000">Assured Strike</span> (MP)</strong> - A vanilla attack that hits Reflex but has conditional usage for non-Halflings and only does damage. Yuck.</p><p></p><p><strong><span style="color: #00ccff">Bash and Pummel</span> (MP 2)</strong> - Two dazing attacks that you can spread out or focus fire with, and it even offers some THP in Invigorating and some extra damage if you focus fire (that said, either the THP or the extra damage will be marginal, depending on your Fighter). An excellent choice.</p><p></p><p><strong><span style="color: #800080">Battle Jump</span> (MP 2)</strong> - A bit of extra movement on an otherwise vanilla attack. Meh.</p><p></p><p><strong>Blades from All Angles (D 366)</strong> - Decent damage, and it knocks prone. A solid alternative.</p><p></p><p><strong><span style="color: #800080">Brutal Rebuke</span> (MP)</strong> - This offers nothing over an MBA except some extra damage and a conditional attack bonus. Very hard to justify taking this.</p><p></p><p><strong><span style="color: #0000ff">Chains of Sorrow</span> (PHB)</strong> - A mean setup power for Flail users, this is actually a pretty nice pickup.</p><p></p><p><strong>Crumpling Slam (MP)</strong> - The damage is decent, it has Invigorating, it pushes, and knocks prone. Solid enough.</p><p></p><p><strong><span style="color: #800080">Giant's Wake</span> (PHB)</strong> - Essentially a conditional vanilla close burst attack. Nah.</p><p></p><p><strong>Menacing Surge (DSCS)</strong> - Some nice mobility, it hits people in an admittedly small area, and it imposes a debuff to any adjacent enemies. It can see some use.</p><p></p><p><strong><span style="color: #0000ff">Salamander Lash</span> (D 375)</strong> - A great way for Polearm users to extend the reach on their Combat Challenge and deliver some healthy extra damage while they're at it.</p><p></p><p><strong><span style="color: #00ccff">Scattering Swing</span> (MP)</strong> - Essentially the same as the L9 Daily Shift the Battlefield, but having it every encounter makes it a heck of a lot better for those Flail and Polearm users who went for it originally (it's safe to say you can retrain it away now).</p><p></p><p><strong>Silverstep (PHB)</strong> - Two decent push attacks, with a shift as a rider. Nothing flashy to be had here.</p><p></p><p><strong><span style="color: #00ccff">Storm of Blows</span> (PHB)</strong> - Hey look, it's Tempest Dance, the Encounter power! The fact that its "conditional" extra damage isn't much of a condition for Heavy Blade and Light Blade Fighters boosts its stock even further.</p><p></p><p><strong>Talon of the Roc (PHB)</strong> - Essentially a slightly more damaging Steel Serpent Strike for certain weapons. Not as good as its predecessor was, especially compared to the competition.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 15, Daily</strong></strong></span></p><p></p><p>At this level, we have ourselves a two-horse race: <strong>Unyielding Avalanche</strong> and <strong>Dust Storm Assault</strong> dominate the competition here. Pick one of those two and your Fighter will be very well off.</p><p></p><p><strong>Level 15 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Eye Gouge</span> (MP 2)</strong> - A blinding multiattack is a pretty cool thing to have, even if it does make you attack with a weapon in the unarmed group.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Relentless Headlock</span> (MP 2)</strong> - A brutal power in the hands of a dedicated Brawler, a free OA per escape attempt means you're not wasting your Opportunity Action on that opponent's turn, and it makes it very likely that you get all those mean effects you can pile on MBA's across, too. You very well may want to pick this up at a later date.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong>Unstoppable Force (D 385)</strong> - Essentially a slightly weaker, shield-only version of Boulder Charge. Solid, but unexceptional.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Hurricane Strike</span> (D 379)</strong> - A decent close burst on the first attack, though the second one won't deal much damage. Not really worth being a Daily.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Masterful Parry</span> (D 378)</strong> - A sweet counter move that shaves off half the incoming attack's damage, and leaves a (save ends) daze as a parting gift, which usually ends the enemy's turn. A nice power for dual-wielders.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boulder Charge</span> (MP)</strong> - A charge that affects enemies whose spaces you run through as well as the target in the end, and it knocks prone. That's pretty sweet.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Carve Initials</span> (MP)</strong> - Requires a light blade, and it's a marginal improvement over Lasting Threat. Not at the level of its competition.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Defender's Gambit</span> (MP)</strong> - You get a cool buff to hit a target, then you essentially provoke an attack in order to get some meaty damage in. Given that the buff and the attack always happen, that's pretty neat to have, even if you do get attacked as part of it. <span style="color: #00ccff"><strong>Even better</strong></span> if you manage to negate the Immediate Action beforehand.<strong></strong></p><p><strong></strong></p><p><strong>Dragon's Fangs (PHB)</strong> - Two nice and solid attacks. While it doesn't have all the fancy bells and whistles other powers on this list have, it does have straight-up damage, and that counts for something on a Fighter.</p><p></p><p><strong><span style="color: #00ccff">Dust Storm Assault</span> (DSCS)</strong> - An unremarkable close burst entry attack, but the effect is where the real meat of the power lies - it's effectively an extension of your range for OA's, not to mention extra damage and the ability to knock prone. That's pretty amazing if you ask me.</p><p></p><p><strong><span style="color: #800080">Gale of Steel</span> (MP)</strong> - A vanilla close burst attack that gives you a do-over against enemies you missed the first time around. You can do better than this.</p><p></p><p><strong><span style="color: #ff0000">No Room to Breathe</span> (MP 2)</strong> - Weakening for one turn with lackluster damage? Not worth it.</p><p><strong></strong></p><p><strong><span style="color: #800080">Quicksilver Stance</span> (MP)</strong> - After the errata, this power offers increased mobility at the cost of only letting you use a Melee Basic Attack. While extra mobility is nice, curtailing your power selection isn't. I wouldn't.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Serpent Dance Strike</span> (PHB)</strong> - 4 attacks that knock prone is awesome on a Fighter, though it does lose <strong>some value</strong> at higher levels, when enemies who you can't knock prone with it become more common. Still, 4 attacks in one action will rarely be bad.<strong></strong></p><p><strong></strong></p><p><strong>Slayer's Lunge (MP)</strong> - While it seems awesome at first glance, remember that burning your Immediate Action forgoes the ability to make a Combat Challenge attack (so you have to pick between that and this). That trims its usefulness somewhat, but this can still be a good power.</p><p></p><p><strong><span style="color: #0000ff">Sudden Opportunity</span> (MP 2)</strong> - It can buff a crit, or it can come off while the enemy is bloodied, and it doesn't consume an action. A mighty power to have (you may want this later on).</p><p></p><p><strong><span style="color: #ff0000">Unerring Blow</span> (D 366)</strong> - A vanilla attack with a lot of accuracy. Whatever.</p><p><strong></strong></p><p><strong><span style="color: #00ccff">Unyielding Avalanche</span> (PHB)</strong> - It gives you a buff to AC and saves, hands out regeneration based on your Constitution, and deals auto-damage that slows. A mighty power indeed, particularly if Constitution is your cup of tea.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 16, Utility</strong></strong></span></p><p></p><p>Overall, this is the Fighter's weakest level of Utility powers, so feel free to seek alternatives or look at an earlier list. That said, there is a nice universal choice for all Fighters in <strong>Tyrian Battle Stance</strong>, as well as a couple of niche picks in <strong>Warding Steel</strong> for two-handed weapon wielders with good Con and <strong>Painful Drag</strong> for Brawlers (freeing them up to retrain <strong>Forceful Drag</strong>).</p><p></p><p><strong>Level 16 Utility List</strong></p><p> <strong></strong></p><p><strong><span style="color: #800080">Battle Acumen</span> (MP 2)</strong> - You can do this all the time for a feat. Pass.</p><p></p><p><strong>Bolstering Stride (MP)</strong> - A move that grants you some THP. It's nice, but you usually want to end up next to an enemy, not an ally (set up a flanking position and all that).</p><p><strong></strong></p><p><strong>Defiant Shield (D 382)</strong> - The movement restriction spoils what could have otherwise been an incredible power, as +2 defenses and immunity to forced movement align perfectly with what you want to accomplish. </p><p></p><p><strong><span style="color: #0000ff">Fury's Resurgence</span> (MP 2)</strong> - A nice "refresh" button when you drop an enemy. It can see some use.</p><p></p><p><strong>Giant's Stride (MP)</strong> - While being a Daily is a bit steep, this is otherwise a Striker-caliber movement power, and that's nice to have on a Fighter, who needs to engage opponents in Melee in order to lock them down.</p><p></p><p><strong><span style="color: #800080">Immovable Mountain</span> (MP)</strong> - Forced movement hurts Fighters, so this seems neat at first glance. However, it effectively slows you to get the effect across. Not for me.</p><p></p><p><strong>Interposing Shield (PHB)</strong> - It chews up your Immediate, but it can help negate the enemy's attack. That's fairly solid.</p><p></p><p><strong><span style="color: #0000ff">Iron Warrior</span> (PHB)</strong> - A nice self-healing power, it offers extra HP apart from your likely prodigal surge value and a saving throw as icing, all as a minor action. Pretty neat to have.</p><p></p><p><strong>Marking Stance (MP)</strong> - It has a nice and strong effect, but it takes a standard action to get started, it's a Daily, and it's competing for your already crowded Stance spot. Decent, but probably not the power of choice here.</p><p></p><p><strong><span style="color: #0000ff">Painful Drag</span> (MP 2)</strong> - Essentially another use of L2's Forceful Drag, with a combat advantage rider thrown in. Given that you could just use Forceful Drag to set up a flanking position, that's not all that spectacular, but the ability to retrain Forceful Drag into something else is. Pretty nice with that in mind.</p><p></p><p><strong><span style="color: #ff0000">Regnant Shout</span> (MP)</strong> - Just use a close burst attack power instead.</p><p></p><p><strong><span style="color: #800080">Relentless Advance</span> (HotFL)</strong> - A small shift when you drop an enemy. Could (and should) be better.</p><p></p><p><strong><span style="color: #ff0000">Shield Clamor</span> (D 385)</strong> - An extension to your defending range... at the cost of your turn. How about not?</p><p></p><p><strong><span style="color: #800080">Surprise Step</span> (PHB)</strong> - Shifting 1 square after the opponent can stuff a shift + charge scenario via Combat Superiority, but a feat can fill that same need at Heroic. Unnecessary.</p><p></p><p><strong>Tangle Up (MP 2)</strong> - Knocking prone even on a missed OA is neat. A (save ends) mark is nice too, as is the ability to use it every encounter. Pretty decent.</p><p></p><p><strong>Twisting Escape (MP 2)</strong> - Fittingly, a class that packs the strongest grab-related shenanigans also carries what may well be the best At-Will way to get out of one. A pretty decent pickup if you find yourself getting grabbed by things bigger than you.</p><p></p><p><strong><span style="color: #0000ff">Tyrian Battle Stance</span> (DSCS)</strong> - A neat bonus to AC and Reflex, and the ability to move around with impunity. That's a good, universal benefit for Fighters.</p><p></p><p><strong><span style="color: #0000ff">Warding Steel</span> (D 379)</strong> - A meaty AC buff, available every encounter. A nice power for the subset of Fighters that meet the requirements.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 17, Encounter</strong></strong></span></p><p></p><p>This is a rather middling level of Fighter powers for most builds, with only <strong>Revel in Pain</strong> standing out as something worth looking at. Brawlers are a notable exception to this, however, thanks to <strong>Vicious Uppercut</strong>. If you don't like any of the stuff I mentioned, I'd recommend another look at L13's list.</p><p></p><p><strong>Level 17 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong>Battering Ram (MP 2)</strong> - Forceful Drag with an attack attached, and you can even knock your opponents prone <em>en masse</em> with it too. Respectable.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #ff0000">Shifting Blade</span> (MP 2)</strong> - CA is not that hard to get, and this is a generic hit. Embarrassingly bad.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #ff9900">Vicious Uppercut</span> (MP 2)</strong> - If it weren't for the fact that it's an unarmed attack, it'd be even more popular. As it is, it's still a multiattack with a stun, and that's fantastic to have on a Brawler.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Punishing Shield Block </span>(MP 2)</strong> - The good news is that it imposes a -2 to hit you as an Effect. The bad news is that the attack power attached is absolute garbage. You can do better than this.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Bitter Harvest</span> (D 379)</strong> - The first attack is a low-damage, pushing close burst. The second one is an attack that comes in with a penalty to hit (albeit against a NAD) and mediocre damage. Skip this power.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Buffeting Torque</span> (MP)</strong> - A close burst for weak damage and an aftereffect that likely won't trigger. Pass.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Lunging Dervish</span> (MP 2)</strong> - A large-range close burst that you can use to draw opponents in for a second close burst attack, though it does deal piddly damage. Pretty good, actually.</p><p></p><p><strong><span style="color: #800080">Tap and Counterstrike</span> (MP)</strong> - It looks nice at first glance, but it burns up your Standard (for weak damage) and Immediate actions, and the effect is not all that much better than Combat Challenge (and it's conditional to you getting a chance to trigger a CC attack that turn). Nah.</p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong>Boggling Smash (MP)</strong> - It has solid damage for the right weapon groups, along with a daze and a penalty to hit. That said, L13's Bash and Pummel does everything but the penalty to hit better (and you took Anvil of Doom at L13), so just take that instead.<strong></strong></p><p><strong></strong></p><p><strong>Cruelest Chains (DSCS)</strong> - You can either yank an enemy toward you in response to his attack or gain a hefty damage buff to your next attack. Unfortunately for you, the enemy is the one that gets to choose, which lowers the power's stock.</p><p></p><p><strong><span style="color: #ff0000">Driving Flurry</span> (MP)</strong> - Why you would take this over Mountain Breaking Blow (which is not a good power) is beyond me. Not even Invigorating can salvage this mess.</p><p></p><p><strong><span style="color: #ff0000">Exacting Strike</span> (PHB)</strong> - A plain hit that's likely to land. Awful.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Exorcism of Steel</span> (PHB)</strong> - It hits Reflex, and makes an enemy drop a weapon. Worthless against the typical monster, but it can see use some use in niche scenarios.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Harrying Assault</span> (PHB)</strong> - A nice attack you can use to double up on a single opponent or spread the attacks out between two targets. A good mix of versatility and power.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Minotaur Charge</span> (MP 2)</strong> - A decent-damage attack that pushes back, has a followup for even more pushing and knocking prone, and has Invigorating and charge capability as icing. Not bad at all.</p><p></p><p><strong>Mountain Breaking Blow (PHB)</strong> - Decent damage, and a big push with a follow-up shift. A solid power.</p><p></p><p><strong><span style="color: #00ccff">Revel in Pain</span> (D 381)</strong> - Now this is more like it! It's an interrupt power with range moves you right up to the target, and it gives you half the damage you lost in THP as icing. Most Fighters can find a use for this, though it is a bit limited in that it requires someone to attack you, which is something you need to incentivize.</p><p></p><p><strong>Skirmisher Pounce (MP)</strong> - Basically an add-on to your charge for a bit of extra damage and the ability to tag a second target. That's OK, I guess.</p><p></p><p><strong><span style="color: #0000ff">Vorpal Tornado</span> (PHB)</strong> - A close burst that pushes and knocks prone is a neat pick, even if the damage is a bit low for what you should be doing.</p><p></p><p><strong><span style="color: #800080">Warrior's Challenge</span> (PHB)</strong> - This power is essentially Appalling Crunch with a push. Mass attacking still trumps a single attack with mass marking, so I would not take this.</p><p></p><p><strong>Weapon Master's Tactics (D 382)</strong> - A decent power with a grab bag of tricks, though none of said tricks blows me away.</p><p></p><p><strong><span style="color: #800080">Wild Strike</span> (MP)</strong> - A generic hit that makes you grant CA. How about not?</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 19, Daily</strong></strong></span></p><p></p><p>At this level, Fighters can choose between the powerful universal options of <strong>Devastation's Wake</strong>, <strong>Persistence of Blades</strong>, or <strong>Strike of the Watchful Guard</strong>, though <strong>Smash and Grab </strong>is certainly an equivalent option for Brawlers. If not, you can always default to whichever of <strong>Dust Storm Assault</strong> and <strong>Unyielding Avalanc</strong><strong>he</strong> you didn't pick last level.</p><p></p><p><strong>Level 19 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Iron Tornado</span> (MP 2)</strong> - A dazing close burst attack is great, and it even provides a single-target push + prone combination as icing. A pretty cool power to have.<strong></strong></p><p><strong></strong></p><p><strong>Pugilist's Resolve (MP 2)</strong> - While the reprisal attacks do almost no damage and chew up your Immediate for that round, they do knock prone outside of your turn, which is good control for you. Respectable.</p><p></p><p><strong><span style="color: #00ccff">Smash and Grab</span> (MP)</strong> - A nice grab attack (Invigorating and Reliable), and it offers another damage instance when you sustain it. Likely the preferred option for a Brawler.</p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Mighty Shield Slam</span> (MP 2)</strong> - It's a minor action attack, which is a plus. That said, it would be a detriment to your character if it wasn't, so it's still not all that good.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong>Toppling Finish (D 379)</strong> - Some solid damage, and it knocks prone while hitting a NAD. Too vanilla for me, but it's not actively bad.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Adaptable Maneuver</span> (D 378)</strong> - You don't get double-tap damage from the second attack (but you do get another chance to crit), and while -4 to hit is a hefty debuff, they can save out of it (and then you don't get any damage at all from the second one). Unimpressive.</p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong>Battlefield Challenge (MP 2)</strong> - A hefty, charge-friendly attack that lets you continually mark an enemy as an opportunity action when he attacks another target (that said, it doesn't allow you to respond). Decent, I guess.</p><p></p><p><strong>Bloodletter Stance (DSCS)</strong> - A rather average attack with some ongoing tacked on, followed by a Stance that tacks on ongoing damage to all your attacks. It does little to help focus-fire muscle and the extra damage is saveable, but more often than not you'll get a couple of instances out of it. Could be worse.</p><p></p><p><strong>Controlling Thrust (MP)</strong> - Though it only lasts for one turn (and can only be used by a Polearm/Spear wielder), it deals solid damage, it's charge-friendly, and extends your Immediate Interrupt as well. Decent enough.</p><p></p><p><strong><span style="color: #0000ff">Devastation's Wake</span> (PHB)</strong> - Essentially a multiattacking close burst whose second attack comes in later in the round. A surprisingly strong option.</p><p></p><p><strong><span style="color: #0000ff">Persistence of Blades</span> (MP 2)</strong> - A powerful Stance, rerolling one attack per turn can mean reroll every miss on some Fighters, and hitting is what makes some of those mean Fighter effects tick. That said, it's not quite as friendly with close burst attacks, which limits it somewhat.</p><p></p><p><strong>Protective Sweep (MP)</strong> - A close burst attack followed by an AC buff. OK, I guess.</p><p></p><p><strong><span style="color: #ff0000">Reaving Strike</span> (PHB)</strong> - Solid damage, but Reliable and a Push is all you're getting as riders. Ugh.</p><p></p><p><strong>Relentless Assailant (MP)</strong> - A load of keywords, including some temporary HP and some healing, too. Decent.</p><p></p><p><strong><span style="color: #00ccff">Strike of the Watchful Guard</span> (PHB)</strong> - This power comes in for decent damage, and essentially lays another Combat Challenge on your opponent, except that it can be enforced as a free action. That can be great for both double-up punishment effect when your mark is disobeyed or as a way to keep two separate targets locked down. Either way, it's an excellent option for Fighters.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707788, member: 6793297"] [B][CENTER][SIZE=5]Powers - Paragon Tier: Chiseling the Rock[/SIZE][/CENTER][/B] As was the case before, I will be separating powers based on the equipment arrangements they impose upon you in order to use them, be they a free hand, a shield, a two-handed weapon, two weapons, or no restriction at all. [CENTER][Size=5][b][b]Level 13, Encounter[/b][/b][/size][/CENTER] This level has a strong universal option in [b]Bash and Pummel[/b], but it's also got plenty of weapon-specific goodies that can be indulged in: Hammers have [b]Anvil of Doom[/b], Flails and Polearms get [b]Scattering Swing[/b], Heavy and Light Blades get [b]Storm of Blows[/b], Brawlers get [b]Stranglehold[/b], and Shield users can opt for [b]Shield Bearer's Vendetta[/b]. Needless to say, a very good list that you might end up coming back to later on. [b]Level 13 Encounter List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b][/b][b][COLOR=#00ccff]Stranglehold[/COLOR] (MP 2)[/b] - A dazing attack that grabs and can be used as an OA is a potential turn-ender, and as such is a quality tool in the arsenal of a Brawler. [Size=3][b][b]Shield:[/b][/b][/size] [b]Entrapping Shield (D 382)[/b] - Some decent damage, and a damage-sharing aftereffect for a turn. This can be a pretty solid power, especially in a scenario such as post-Come and Get It.[b] [COLOR=#0000ff]Shield Bearer's Vendetta[/COLOR] (D 385)[/b] - While it is a Shield power and as such doesn't carry much punch, the daze effect will make sure to end its current turn and inconvenience the next one. A quality power for a Shield user, though the scaling makes it a bit problematic.[b] [/b] [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b][COLOR=#800080]Leaping Assault[/COLOR] (D 379)[/b] - A pseudo-charge for a bit of damage. Meh.[b] [/b] [Size=3][b][b]Two Weapons:[/b][/b][/size] [b][COLOR=#0000ff]Dance of Blades[/COLOR] (MP)[/b] - Two sliding attacks with a shift in between. Very usable for round-up purposes (or for double-proning if you wield flails), but only hitting two targets puts it behind Storm of Blades.[b] [/b] [b][COLOR=#ff0000]Hilt Smash[/COLOR] (MP 2)[/b] - This is essentially a poor man's Bash and Pummel. Just take that instead. [Size=3][b][b]Any Weapon:[/b][/b][/size] [b][COLOR=#ff9900]Anvil of Doom[/COLOR] (PHB)[/b] - A single-target stun is powerful for anyone, but in the hands of a Fighter it's incredible. There's no way I can justify a Hammer wielder taking anything else at this level; other people [COLOR=#ff0000][b]shouldn't touch it[/b][/COLOR], as Bash and Pummel would be strictly better for them.[b] Appalling Crunch (MP)[/b] - Mass marking is nice and all, but a Fighter can accomplish that goal by mass attacking, which makes this power lose some of its luster. Decent damage, though. [b][COLOR=#ff0000]Assured Strike[/COLOR] (MP)[/b] - A vanilla attack that hits Reflex but has conditional usage for non-Halflings and only does damage. Yuck. [b][COLOR=#00ccff]Bash and Pummel[/COLOR] (MP 2)[/b] - Two dazing attacks that you can spread out or focus fire with, and it even offers some THP in Invigorating and some extra damage if you focus fire (that said, either the THP or the extra damage will be marginal, depending on your Fighter). An excellent choice. [b][COLOR=#800080]Battle Jump[/COLOR] (MP 2)[/b] - A bit of extra movement on an otherwise vanilla attack. Meh. [b]Blades from All Angles (D 366)[/b] - Decent damage, and it knocks prone. A solid alternative. [b][COLOR=#800080]Brutal Rebuke[/COLOR] (MP)[/b] - This offers nothing over an MBA except some extra damage and a conditional attack bonus. Very hard to justify taking this. [b][COLOR=#0000ff]Chains of Sorrow[/COLOR] (PHB)[/b] - A mean setup power for Flail users, this is actually a pretty nice pickup. [b]Crumpling Slam (MP)[/b] - The damage is decent, it has Invigorating, it pushes, and knocks prone. Solid enough. [b][COLOR=#800080]Giant's Wake[/COLOR] (PHB)[/b] - Essentially a conditional vanilla close burst attack. Nah. [b]Menacing Surge (DSCS)[/b] - Some nice mobility, it hits people in an admittedly small area, and it imposes a debuff to any adjacent enemies. It can see some use. [b][COLOR=#0000ff]Salamander Lash[/COLOR] (D 375)[/b] - A great way for Polearm users to extend the reach on their Combat Challenge and deliver some healthy extra damage while they're at it. [b][COLOR=#00ccff]Scattering Swing[/COLOR] (MP)[/b] - Essentially the same as the L9 Daily Shift the Battlefield, but having it every encounter makes it a heck of a lot better for those Flail and Polearm users who went for it originally (it's safe to say you can retrain it away now). [b]Silverstep (PHB)[/b] - Two decent push attacks, with a shift as a rider. Nothing flashy to be had here. [b][COLOR=#00ccff]Storm of Blows[/COLOR] (PHB)[/b] - Hey look, it's Tempest Dance, the Encounter power! The fact that its "conditional" extra damage isn't much of a condition for Heavy Blade and Light Blade Fighters boosts its stock even further. [b]Talon of the Roc (PHB)[/b] - Essentially a slightly more damaging Steel Serpent Strike for certain weapons. Not as good as its predecessor was, especially compared to the competition. [CENTER][Size=5][b][b]Level 15, Daily[/b][/b][/size][/CENTER] At this level, we have ourselves a two-horse race: [b]Unyielding Avalanche[/b] and [b]Dust Storm Assault[/b] dominate the competition here. Pick one of those two and your Fighter will be very well off. [b]Level 15 Daily List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b][COLOR=#0000ff] Eye Gouge[/COLOR] (MP 2)[/b] - A blinding multiattack is a pretty cool thing to have, even if it does make you attack with a weapon in the unarmed group.[b] [COLOR=#0000ff]Relentless Headlock[/COLOR] (MP 2)[/b] - A brutal power in the hands of a dedicated Brawler, a free OA per escape attempt means you're not wasting your Opportunity Action on that opponent's turn, and it makes it very likely that you get all those mean effects you can pile on MBA's across, too. You very well may want to pick this up at a later date.[b] [/b] [Size=3][b][b]Shield:[/b][/b][/size] [b]Unstoppable Force (D 385)[/b] - Essentially a slightly weaker, shield-only version of Boulder Charge. Solid, but unexceptional.[b] [/b] [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b][COLOR=#800080]Hurricane Strike[/COLOR] (D 379)[/b] - A decent close burst on the first attack, though the second one won't deal much damage. Not really worth being a Daily. [Size=3][b][b]Two Weapons:[/b][/b][/size] [b][COLOR=#0000ff]Masterful Parry[/COLOR] (D 378)[/b] - A sweet counter move that shaves off half the incoming attack's damage, and leaves a (save ends) daze as a parting gift, which usually ends the enemy's turn. A nice power for dual-wielders.[b] [/b] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b][COLOR=#0000ff]Boulder Charge[/COLOR] (MP)[/b] - A charge that affects enemies whose spaces you run through as well as the target in the end, and it knocks prone. That's pretty sweet.[b] [COLOR=#800080]Carve Initials[/COLOR] (MP)[/b] - Requires a light blade, and it's a marginal improvement over Lasting Threat. Not at the level of its competition.[b] [COLOR=#0000ff]Defender's Gambit[/COLOR] (MP)[/b] - You get a cool buff to hit a target, then you essentially provoke an attack in order to get some meaty damage in. Given that the buff and the attack always happen, that's pretty neat to have, even if you do get attacked as part of it. [COLOR=#00ccff][b]Even better[/b][/COLOR] if you manage to negate the Immediate Action beforehand.[b] Dragon's Fangs (PHB)[/b] - Two nice and solid attacks. While it doesn't have all the fancy bells and whistles other powers on this list have, it does have straight-up damage, and that counts for something on a Fighter. [b][COLOR=#00ccff]Dust Storm Assault[/COLOR] (DSCS)[/b] - An unremarkable close burst entry attack, but the effect is where the real meat of the power lies - it's effectively an extension of your range for OA's, not to mention extra damage and the ability to knock prone. That's pretty amazing if you ask me. [b][COLOR=#800080]Gale of Steel[/COLOR] (MP)[/b] - A vanilla close burst attack that gives you a do-over against enemies you missed the first time around. You can do better than this. [b][COLOR=#ff0000]No Room to Breathe[/COLOR] (MP 2)[/b] - Weakening for one turn with lackluster damage? Not worth it. [b] [COLOR=#800080]Quicksilver Stance[/COLOR] (MP)[/b] - After the errata, this power offers increased mobility at the cost of only letting you use a Melee Basic Attack. While extra mobility is nice, curtailing your power selection isn't. I wouldn't.[b] [COLOR=#0000ff]Serpent Dance Strike[/COLOR] (PHB)[/b] - 4 attacks that knock prone is awesome on a Fighter, though it does lose [b]some value[/b] at higher levels, when enemies who you can't knock prone with it become more common. Still, 4 attacks in one action will rarely be bad.[b] Slayer's Lunge (MP)[/b] - While it seems awesome at first glance, remember that burning your Immediate Action forgoes the ability to make a Combat Challenge attack (so you have to pick between that and this). That trims its usefulness somewhat, but this can still be a good power. [b][COLOR=#0000ff]Sudden Opportunity[/COLOR] (MP 2)[/b] - It can buff a crit, or it can come off while the enemy is bloodied, and it doesn't consume an action. A mighty power to have (you may want this later on). [b][COLOR=#ff0000]Unerring Blow[/COLOR] (D 366)[/b] - A vanilla attack with a lot of accuracy. Whatever. [b] [COLOR=#00ccff]Unyielding Avalanche[/COLOR] (PHB)[/b] - It gives you a buff to AC and saves, hands out regeneration based on your Constitution, and deals auto-damage that slows. A mighty power indeed, particularly if Constitution is your cup of tea. [CENTER][Size=5][b][b]Level 16, Utility[/b][/b][/size][/CENTER] Overall, this is the Fighter's weakest level of Utility powers, so feel free to seek alternatives or look at an earlier list. That said, there is a nice universal choice for all Fighters in [b]Tyrian Battle Stance[/b], as well as a couple of niche picks in [b]Warding Steel[/b] for two-handed weapon wielders with good Con and [b]Painful Drag[/b] for Brawlers (freeing them up to retrain [b]Forceful Drag[/b]). [b]Level 16 Utility List[/b] [b] [COLOR=#800080]Battle Acumen[/COLOR] (MP 2)[/b] - You can do this all the time for a feat. Pass. [b]Bolstering Stride (MP)[/b] - A move that grants you some THP. It's nice, but you usually want to end up next to an enemy, not an ally (set up a flanking position and all that). [b] Defiant Shield (D 382)[/b] - The movement restriction spoils what could have otherwise been an incredible power, as +2 defenses and immunity to forced movement align perfectly with what you want to accomplish. [b][COLOR=#0000ff]Fury's Resurgence[/COLOR] (MP 2)[/b] - A nice "refresh" button when you drop an enemy. It can see some use. [b]Giant's Stride (MP)[/b] - While being a Daily is a bit steep, this is otherwise a Striker-caliber movement power, and that's nice to have on a Fighter, who needs to engage opponents in Melee in order to lock them down. [b][COLOR=#800080]Immovable Mountain[/COLOR] (MP)[/b] - Forced movement hurts Fighters, so this seems neat at first glance. However, it effectively slows you to get the effect across. Not for me. [b]Interposing Shield (PHB)[/b] - It chews up your Immediate, but it can help negate the enemy's attack. That's fairly solid. [b][COLOR=#0000ff]Iron Warrior[/COLOR] (PHB)[/b] - A nice self-healing power, it offers extra HP apart from your likely prodigal surge value and a saving throw as icing, all as a minor action. Pretty neat to have. [b]Marking Stance (MP)[/b] - It has a nice and strong effect, but it takes a standard action to get started, it's a Daily, and it's competing for your already crowded Stance spot. Decent, but probably not the power of choice here. [b][COLOR=#0000ff]Painful Drag[/COLOR] (MP 2)[/b] - Essentially another use of L2's Forceful Drag, with a combat advantage rider thrown in. Given that you could just use Forceful Drag to set up a flanking position, that's not all that spectacular, but the ability to retrain Forceful Drag into something else is. Pretty nice with that in mind. [b][COLOR=#ff0000]Regnant Shout[/COLOR] (MP)[/b] - Just use a close burst attack power instead. [b][COLOR=#800080]Relentless Advance[/COLOR] (HotFL)[/b] - A small shift when you drop an enemy. Could (and should) be better. [b][COLOR=#ff0000]Shield Clamor[/COLOR] (D 385)[/b] - An extension to your defending range... at the cost of your turn. How about not? [b][COLOR=#800080]Surprise Step[/COLOR] (PHB)[/b] - Shifting 1 square after the opponent can stuff a shift + charge scenario via Combat Superiority, but a feat can fill that same need at Heroic. Unnecessary. [b]Tangle Up (MP 2)[/b] - Knocking prone even on a missed OA is neat. A (save ends) mark is nice too, as is the ability to use it every encounter. Pretty decent. [b]Twisting Escape (MP 2)[/b] - Fittingly, a class that packs the strongest grab-related shenanigans also carries what may well be the best At-Will way to get out of one. A pretty decent pickup if you find yourself getting grabbed by things bigger than you. [b][COLOR=#0000ff]Tyrian Battle Stance[/COLOR] (DSCS)[/b] - A neat bonus to AC and Reflex, and the ability to move around with impunity. That's a good, universal benefit for Fighters. [b][COLOR=#0000ff]Warding Steel[/COLOR] (D 379)[/b] - A meaty AC buff, available every encounter. A nice power for the subset of Fighters that meet the requirements. [CENTER][Size=5][b][b]Level 17, Encounter[/b][/b][/size][/CENTER] This is a rather middling level of Fighter powers for most builds, with only [b]Revel in Pain[/b] standing out as something worth looking at. Brawlers are a notable exception to this, however, thanks to [b]Vicious Uppercut[/b]. If you don't like any of the stuff I mentioned, I'd recommend another look at L13's list. [b]Level 17 Encounter List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b]Battering Ram (MP 2)[/b] - Forceful Drag with an attack attached, and you can even knock your opponents prone [i]en masse[/i] with it too. Respectable.[b] [COLOR=#ff0000]Shifting Blade[/COLOR] (MP 2)[/b] - CA is not that hard to get, and this is a generic hit. Embarrassingly bad.[b] [COLOR=#ff9900]Vicious Uppercut[/COLOR] (MP 2)[/b] - If it weren't for the fact that it's an unarmed attack, it'd be even more popular. As it is, it's still a multiattack with a stun, and that's fantastic to have on a Brawler.[b] [/b] [Size=3][b][b]Shield:[/b][/b][/size] [b][COLOR=#800080]Punishing Shield Block [/COLOR](MP 2)[/b] - The good news is that it imposes a -2 to hit you as an Effect. The bad news is that the attack power attached is absolute garbage. You can do better than this.[b] [/b] [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b][COLOR=#800080]Bitter Harvest[/COLOR] (D 379)[/b] - The first attack is a low-damage, pushing close burst. The second one is an attack that comes in with a penalty to hit (albeit against a NAD) and mediocre damage. Skip this power.[b] [COLOR=#800080]Buffeting Torque[/COLOR] (MP)[/b] - A close burst for weak damage and an aftereffect that likely won't trigger. Pass. [b][/b] [Size=3][b][b]Two Weapons:[/b][/b][/size] [COLOR=#0000ff][b][/b][/COLOR][b][COLOR=#0000ff]Lunging Dervish[/COLOR] (MP 2)[/b] - A large-range close burst that you can use to draw opponents in for a second close burst attack, though it does deal piddly damage. Pretty good, actually. [b][/b] [b][COLOR=#800080]Tap and Counterstrike[/COLOR] (MP)[/b] - It looks nice at first glance, but it burns up your Standard (for weak damage) and Immediate actions, and the effect is not all that much better than Combat Challenge (and it's conditional to you getting a chance to trigger a CC attack that turn). Nah. [Size=3][b][b]Any Weapon:[/b][/b][/size] [b]Boggling Smash (MP)[/b] - It has solid damage for the right weapon groups, along with a daze and a penalty to hit. That said, L13's Bash and Pummel does everything but the penalty to hit better (and you took Anvil of Doom at L13), so just take that instead.[b] [/b] [b]Cruelest Chains (DSCS)[/b] - You can either yank an enemy toward you in response to his attack or gain a hefty damage buff to your next attack. Unfortunately for you, the enemy is the one that gets to choose, which lowers the power's stock. [b][COLOR=#ff0000]Driving Flurry[/COLOR] (MP)[/b] - Why you would take this over Mountain Breaking Blow (which is not a good power) is beyond me. Not even Invigorating can salvage this mess. [b][COLOR=#ff0000]Exacting Strike[/COLOR] (PHB)[/b] - A plain hit that's likely to land. Awful.[b] [COLOR=#800080]Exorcism of Steel[/COLOR] (PHB)[/b] - It hits Reflex, and makes an enemy drop a weapon. Worthless against the typical monster, but it can see use some use in niche scenarios.[b] [COLOR=#0000ff]Harrying Assault[/COLOR] (PHB)[/b] - A nice attack you can use to double up on a single opponent or spread the attacks out between two targets. A good mix of versatility and power.[b] [COLOR=#0000ff]Minotaur Charge[/COLOR] (MP 2)[/b] - A decent-damage attack that pushes back, has a followup for even more pushing and knocking prone, and has Invigorating and charge capability as icing. Not bad at all. [b]Mountain Breaking Blow (PHB)[/b] - Decent damage, and a big push with a follow-up shift. A solid power. [b][COLOR=#00ccff]Revel in Pain[/COLOR] (D 381)[/b] - Now this is more like it! It's an interrupt power with range moves you right up to the target, and it gives you half the damage you lost in THP as icing. Most Fighters can find a use for this, though it is a bit limited in that it requires someone to attack you, which is something you need to incentivize. [b]Skirmisher Pounce (MP)[/b] - Basically an add-on to your charge for a bit of extra damage and the ability to tag a second target. That's OK, I guess. [b][COLOR=#0000ff]Vorpal Tornado[/COLOR] (PHB)[/b] - A close burst that pushes and knocks prone is a neat pick, even if the damage is a bit low for what you should be doing. [b][COLOR=#800080]Warrior's Challenge[/COLOR] (PHB)[/b] - This power is essentially Appalling Crunch with a push. Mass attacking still trumps a single attack with mass marking, so I would not take this. [b]Weapon Master's Tactics (D 382)[/b] - A decent power with a grab bag of tricks, though none of said tricks blows me away. [b][COLOR=#800080]Wild Strike[/COLOR] (MP)[/b] - A generic hit that makes you grant CA. How about not? [b][/b] [CENTER][Size=5][b][b]Level 19, Daily[/b][/b][/size][/CENTER] At this level, Fighters can choose between the powerful universal options of [b]Devastation's Wake[/b], [b]Persistence of Blades[/b], or [b]Strike of the Watchful Guard[/b], though [b]Smash and Grab [/b]is certainly an equivalent option for Brawlers. If not, you can always default to whichever of [b]Dust Storm Assault[/b] and [b]Unyielding Avalanc[/b][b]he[/b] you didn't pick last level. [b]Level 19 Daily List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b][COLOR=#0000ff]Iron Tornado[/COLOR] (MP 2)[/b] - A dazing close burst attack is great, and it even provides a single-target push + prone combination as icing. A pretty cool power to have.[b] [/b] [b]Pugilist's Resolve (MP 2)[/b] - While the reprisal attacks do almost no damage and chew up your Immediate for that round, they do knock prone outside of your turn, which is good control for you. Respectable. [b][COLOR=#00ccff]Smash and Grab[/COLOR] (MP)[/b] - A nice grab attack (Invigorating and Reliable), and it offers another damage instance when you sustain it. Likely the preferred option for a Brawler. [Size=3][b][b]Shield:[/b][/b][/size] [b][COLOR=#800080]Mighty Shield Slam[/COLOR] (MP 2)[/b] - It's a minor action attack, which is a plus. That said, it would be a detriment to your character if it wasn't, so it's still not all that good.[b] [/b] [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b]Toppling Finish (D 379)[/b] - Some solid damage, and it knocks prone while hitting a NAD. Too vanilla for me, but it's not actively bad.[b] [/b] [Size=3][b][b]Two Weapons:[/b][/b][/size] [b][COLOR=#800080]Adaptable Maneuver[/COLOR] (D 378)[/b] - You don't get double-tap damage from the second attack (but you do get another chance to crit), and while -4 to hit is a hefty debuff, they can save out of it (and then you don't get any damage at all from the second one). Unimpressive. [Size=3][b][b]Any Weapon:[/b][/b][/size] [b]Battlefield Challenge (MP 2)[/b] - A hefty, charge-friendly attack that lets you continually mark an enemy as an opportunity action when he attacks another target (that said, it doesn't allow you to respond). Decent, I guess. [b]Bloodletter Stance (DSCS)[/b] - A rather average attack with some ongoing tacked on, followed by a Stance that tacks on ongoing damage to all your attacks. It does little to help focus-fire muscle and the extra damage is saveable, but more often than not you'll get a couple of instances out of it. Could be worse. [b]Controlling Thrust (MP)[/b] - Though it only lasts for one turn (and can only be used by a Polearm/Spear wielder), it deals solid damage, it's charge-friendly, and extends your Immediate Interrupt as well. Decent enough. [b][COLOR=#0000ff]Devastation's Wake[/COLOR] (PHB)[/b] - Essentially a multiattacking close burst whose second attack comes in later in the round. A surprisingly strong option. [b][COLOR=#0000ff]Persistence of Blades[/COLOR] (MP 2)[/b] - A powerful Stance, rerolling one attack per turn can mean reroll every miss on some Fighters, and hitting is what makes some of those mean Fighter effects tick. That said, it's not quite as friendly with close burst attacks, which limits it somewhat. [b]Protective Sweep (MP)[/b] - A close burst attack followed by an AC buff. OK, I guess. [b][COLOR=#ff0000]Reaving Strike[/COLOR] (PHB)[/b] - Solid damage, but Reliable and a Push is all you're getting as riders. Ugh. [b]Relentless Assailant (MP)[/b] - A load of keywords, including some temporary HP and some healing, too. Decent. [b][COLOR=#00ccff]Strike of the Watchful Guard[/COLOR] (PHB)[/b] - This power comes in for decent damage, and essentially lays another Combat Challenge on your opponent, except that it can be enforced as a free action. That can be great for both double-up punishment effect when your mark is disobeyed or as a way to keep two separate targets locked down. Either way, it's an excellent option for Fighters. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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