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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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<blockquote data-quote="Veep" data-source="post: 6707983" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">How to Play a Swordmage</span></p><p></strong></p><p><span style="font-size: 18px"><strong>What is a defender (story-wise)?</strong></span></p><p></p><p>A defender is the line that stands between the enemies and his allies. He takes the majority of the attacks (or at least more than his "fair share") and keeps on going when any of his allies would be unconscious or dead.</p><p></p><p><span style="font-size: 18px"><strong>What is a defender (game mechanics-wise)?</strong></span></p><p></p><p>This is a more complicated question. Defenders in 4E have a few common characteristics.</p><p></p><ul> <li data-xf-list-type="ul">More hit points (and therefore a higher healing surge value) than most other classes<br /> </li> <li data-xf-list-type="ul">More healing surges per day as a base<br /> </li> <li data-xf-list-type="ul">Access to higher AC values, either in the form of heavier armor (scale/plate/heavy shield) or class features (Swordmage Warding or the ability to use an alternate ability to determine AC)<br /> </li> <li data-xf-list-type="ul">An at-will ability to mark a target, forcing the enemy to attack the defender or suffer a -2 penalty to attacks<br /> </li> <li data-xf-list-type="ul">An at-will ability to enforce a mark, providing an additional penalty to an enemy that attacks a target other than the defender<br /> </li> </ul><p></p><p>The last characteristic is what distinguishes defenders from some other classes who are also "tough", such as avengers and barbarians. A defender that cannot enforce his mark is a weak form of a controller.</p><p></p><p><span style="font-size: 18px"><strong>What does a defender want to do?</strong></span></p><p></p><p><strong>A defender wants to leave enemies with no good choices.</strong></p><p></p><p>In a party without a defender, enemies are able to attack whomever they wish, constrained only by the limitations imposed by the terrain and their own attacks. Generally, from a high level, enemies will choose to focus fire on the most vulnerable PC, drop him, and repeat. These tactics should sound familiar - they're essentially the same tactics that PCs use against monsters.</p><p></p><p>The defender gums up the works in two different ways. First, the defender's mark effectively raises the defenses of all of his allies by 2 against one or more enemies. This makes all of his allies less vulnerable. (At least in theory. Attacking non-AC defenses (at least one of which scales poorly throughout heroic and paragon tiers) or attacking with bursts and blasts can get around this restriction.) Second, the defender's ability to enforce a mark provides an additional incentive to focus fire on what is ideally the <em>least</em> vulnerable member of the party.</p><p> Different defenders go about achieving "no good choices" in different ways, but there are two questions to which each defender must know the answer.</p><p></p><ul> <li data-xf-list-type="ul">What bad stuff happens to the enemy when it respects my mark?<br /> </li> <li data-xf-list-type="ul">What bad stuff happens to the enemy when it disrespects my mark?<br /> </li> </ul><p></p><p>This split, this set of choices, is what separates defenders from the more straightforward roles. As a general rule, strikers, leaders, and controllers don't worry about an enemy's choices, though they may seek to constrain those choices. A rogue who attacks a target with combat advantage <em>will</em> deal extra damage with Sneak Attack. A wizard who hits a target with Ray of Frost <em>will</em> slow the enemy for a round. A swordmage who marks an enemy doesn't know whether the enemy will violate the mark, sending the swordmage down the "mark punishment" path, or respect the mark, resulting in the "swordmage discouragement" path. Both paths have to be bad, or the enemy is going to take the good path, and any effort investing in making the other path "bad" goes to waste.</p><p></p><p>As a point of clarification, the default "bad stuff" that comes when the enemy respects the mark includes a decreased chance of hitting (thanks to higher defenses) and when the enemy does hit, proportionately fewer resources expended (thanks to higher healing surge values and number of healing surges). There are other possibilities. White Lotus Riposte discourages the enemy from attacking the swordmage, as do powers such as Frost Backlash. In this sense, a feat such as WLR is conceptually equivalent to a feat like Improved Swordmage Warding.</p><p></p><p><span style="font-size: 18px"><strong>How is a swordmage a defender (game mechanics-wise)?</strong></span></p><p></p><p>Going through each of the criteria listed above in order: <ul> <li data-xf-list-type="ul">A swordmage gets 12+Con score hit points at level 1, 6 hit points per level (the baseline for defender-level hit points), and two of the three swordmage builds recommend Constitution as the secondary ability score. This translates into more hit points and therefore a higher healing surge value.<br /> </li> <li data-xf-list-type="ul">A swordmage gets 8+ Con mod healing surges, which is on the low side for defenders (who average 9+Con mod), but is still above average overall. The usual number of healing surges is 6 or 7. Having Constitution as a secondary ability helps to compensate for this.<br /> </li> <li data-xf-list-type="ul">While a swordmage only has access to leather armor, the Swordmage Warding class feature is equivalent, AC-wise, to increasing to hide armor and a heavy shield (or just hide armor if using a two-handed blade). The swordmage's primary ability is Intelligence, which contributes directly to AC. Finally, swordmages get access to the feats Improved Swordmage Warding and Greater Swordmage Warding, both of which increase AC.<br /> </li> <li data-xf-list-type="ul">The Swordmage Aegis power gives the swordmage the ability to spend a minor action and mark 1 target until the end of the encounter. Feats exist to improve the number of targets marked with Swordmage Aegis, and the power can be used at-will.<br /> </li> <li data-xf-list-type="ul">Swordmages have the ability to use their immediate actions to punish enemies who hit their allies (not those who attack their allies - a key distinction that separates them from most other defenders). These enemies can be up to 10 squares away when they violate their mark without affecting a swordmage's ability to respond.<br /> </li> </ul><p></p><p><span style="font-size: 18px"><strong>How does a swordmage differ from other defenders?</strong></span></p><p></p><p><strong>Swordmages can punish a mark violation at a greater range</strong> than most other defenders (up to 10 squares). </p><p><strong>A swordmage's mark does not require any actions to maintain</strong>. Most other defenders' at-will marks require an action taken each round to maintain a mark, typically while within a close range of the marked enemy.</p><p> As a consequence of these two differences, <strong>swordmages are more mobile</strong> than other defenders. They are excellent at taking care of brushfires for a round or two while keeping one enemy marked with their aegis. While other defenders have an increased capability to lockdown an area, they themselves are usually also locked in that area. Swordmages who increase their mark punishment can sometimes force a monster to come to them, rather than the other way around.</p><p><strong>Swordmages have a choice in how they enforce their mark</strong> (See "How does choice of Swordmage Aegis affect how a swordmage defends?" below).</p><p></p><p><span style="font-size: 18px"><strong>What is a swordmage's secondary role?</strong></span></p><p></p><p>By the book, a swordmage's secondary role is controller, as is common for arcane classes. No other defender has so many close bursts and blasts, and the status effects on swordmage powers include movement control (e.g. slow, immobilize), soft action control (e.g. <em>the target takes X damage if it takes action Y</em>), and hard action control (e.g. daze, stun).</p><p>In practice, the secondary role depends on which Swordmage Aegis is chosen and which powers are selected.</p><p></p><p><span style="font-size: 18px"><strong>How does the choice of Swordmage Aegis affect how a swordmage defends?</strong></span></p><p></p><p>There are three choices for Swordmage Aegis: Aegis of Assault, Aegis of Ensnarement, and Aegis of Shielding. Each of them corresponds to a different secondary role.</p><p></p><ul> <li data-xf-list-type="ul">Aegis of Assault - striker. This is the most straightforward of the secondary roles. An assault swordmage whose mark is violated will be making an extra melee basic attack each time the monster's attack hits. Multiple attacks' damage adds up quickly. The Aegis of Assault also allows the swordmage to position itself anywhere adjacent to the target for an attack, which can often translate into flanking, and thus combat advantage.<br /> </li> <li data-xf-list-type="ul">Aegis of Ensnarement - controller. This aegis is the only one which doesn't affect damage directly. By default, it subjects the monster to forced movement and causes it to grant combat advantage. With a feat, it also subjects the monster to movement control (slow/immobilize). Many powers which grant a bonus to ensnaring swordmages have movement control effects.<br /> </li> <li data-xf-list-type="ul">Aegis of Shielding - leader. Preventing X damage and healing a target for X hit points is effectively the same thing. Shielding swordmages are the only swordmages whose aegis comes at immediate interrupt speed, which, in conjunction with the right powers, allows shielding swordmages to cancel some short-range attacks entirely. There are also a few powers which boost allies and have improved effects for shielding swordmages, such as Radiant Shield.<br /> </li> </ul><p></p><p>State of the Handbook</p><ul> <li data-xf-list-type="ul">All swordmage powers in the Compendium as of May 2012 are rated.<br /> </li> <li data-xf-list-type="ul">All swordmage class feats in the Compendium as of May 2012 are rated.<br /> </li> <li data-xf-list-type="ul">All other feats in the Compendium (of high-black quality or better) as of May 2012 are rated, including a couple of purple feats that might otherwise be common choices.<br /> </li> <li data-xf-list-type="ul">Eight basic builds are provided.<br /> </li> <li data-xf-list-type="ul">All equipment in the Compendium (of high-black quality or better) as of May 2012 has been rated.<br /> </li> </ul></blockquote><p></p>
[QUOTE="Veep, post: 6707983, member: 6793297"] [B][CENTER][SIZE=5]How to Play a Swordmage[/SIZE][/CENTER][/B] [Size=5][b]What is a defender (story-wise)?[/b][/size] A defender is the line that stands between the enemies and his allies. He takes the majority of the attacks (or at least more than his "fair share") and keeps on going when any of his allies would be unconscious or dead. [Size=5][b]What is a defender (game mechanics-wise)?[/b][/size] This is a more complicated question. Defenders in 4E have a few common characteristics. [LIST] [*]More hit points (and therefore a higher healing surge value) than most other classes [*]More healing surges per day as a base [*]Access to higher AC values, either in the form of heavier armor (scale/plate/heavy shield) or class features (Swordmage Warding or the ability to use an alternate ability to determine AC) [*]An at-will ability to mark a target, forcing the enemy to attack the defender or suffer a -2 penalty to attacks [*]An at-will ability to enforce a mark, providing an additional penalty to an enemy that attacks a target other than the defender [/LIST] The last characteristic is what distinguishes defenders from some other classes who are also "tough", such as avengers and barbarians. A defender that cannot enforce his mark is a weak form of a controller. [Size=5][b]What does a defender want to do?[/b][/size] [b]A defender wants to leave enemies with no good choices.[/b] In a party without a defender, enemies are able to attack whomever they wish, constrained only by the limitations imposed by the terrain and their own attacks. Generally, from a high level, enemies will choose to focus fire on the most vulnerable PC, drop him, and repeat. These tactics should sound familiar - they're essentially the same tactics that PCs use against monsters. The defender gums up the works in two different ways. First, the defender's mark effectively raises the defenses of all of his allies by 2 against one or more enemies. This makes all of his allies less vulnerable. (At least in theory. Attacking non-AC defenses (at least one of which scales poorly throughout heroic and paragon tiers) or attacking with bursts and blasts can get around this restriction.) Second, the defender's ability to enforce a mark provides an additional incentive to focus fire on what is ideally the [i]least[/i] vulnerable member of the party. Different defenders go about achieving "no good choices" in different ways, but there are two questions to which each defender must know the answer. [LIST] [*]What bad stuff happens to the enemy when it respects my mark? [*]What bad stuff happens to the enemy when it disrespects my mark? [/LIST] This split, this set of choices, is what separates defenders from the more straightforward roles. As a general rule, strikers, leaders, and controllers don't worry about an enemy's choices, though they may seek to constrain those choices. A rogue who attacks a target with combat advantage [i]will[/i] deal extra damage with Sneak Attack. A wizard who hits a target with Ray of Frost [i]will[/i] slow the enemy for a round. A swordmage who marks an enemy doesn't know whether the enemy will violate the mark, sending the swordmage down the "mark punishment" path, or respect the mark, resulting in the "swordmage discouragement" path. Both paths have to be bad, or the enemy is going to take the good path, and any effort investing in making the other path "bad" goes to waste. As a point of clarification, the default "bad stuff" that comes when the enemy respects the mark includes a decreased chance of hitting (thanks to higher defenses) and when the enemy does hit, proportionately fewer resources expended (thanks to higher healing surge values and number of healing surges). There are other possibilities. White Lotus Riposte discourages the enemy from attacking the swordmage, as do powers such as Frost Backlash. In this sense, a feat such as WLR is conceptually equivalent to a feat like Improved Swordmage Warding. [Size=5][b]How is a swordmage a defender (game mechanics-wise)?[/b][/size] Going through each of the criteria listed above in order:[LIST] [*]A swordmage gets 12+Con score hit points at level 1, 6 hit points per level (the baseline for defender-level hit points), and two of the three swordmage builds recommend Constitution as the secondary ability score. This translates into more hit points and therefore a higher healing surge value. [*]A swordmage gets 8+ Con mod healing surges, which is on the low side for defenders (who average 9+Con mod), but is still above average overall. The usual number of healing surges is 6 or 7. Having Constitution as a secondary ability helps to compensate for this. [*]While a swordmage only has access to leather armor, the Swordmage Warding class feature is equivalent, AC-wise, to increasing to hide armor and a heavy shield (or just hide armor if using a two-handed blade). The swordmage's primary ability is Intelligence, which contributes directly to AC. Finally, swordmages get access to the feats Improved Swordmage Warding and Greater Swordmage Warding, both of which increase AC. [*]The Swordmage Aegis power gives the swordmage the ability to spend a minor action and mark 1 target until the end of the encounter. Feats exist to improve the number of targets marked with Swordmage Aegis, and the power can be used at-will. [*]Swordmages have the ability to use their immediate actions to punish enemies who hit their allies (not those who attack their allies - a key distinction that separates them from most other defenders). These enemies can be up to 10 squares away when they violate their mark without affecting a swordmage's ability to respond. [/LIST] [Size=5][b]How does a swordmage differ from other defenders?[/b][/size] [b]Swordmages can punish a mark violation at a greater range[/b] than most other defenders (up to 10 squares). [b]A swordmage's mark does not require any actions to maintain[/b]. Most other defenders' at-will marks require an action taken each round to maintain a mark, typically while within a close range of the marked enemy. As a consequence of these two differences, [b]swordmages are more mobile[/b] than other defenders. They are excellent at taking care of brushfires for a round or two while keeping one enemy marked with their aegis. While other defenders have an increased capability to lockdown an area, they themselves are usually also locked in that area. Swordmages who increase their mark punishment can sometimes force a monster to come to them, rather than the other way around. [b]Swordmages have a choice in how they enforce their mark[/b] (See "How does choice of Swordmage Aegis affect how a swordmage defends?" below). [Size=5][b]What is a swordmage's secondary role?[/b][/size] By the book, a swordmage's secondary role is controller, as is common for arcane classes. No other defender has so many close bursts and blasts, and the status effects on swordmage powers include movement control (e.g. slow, immobilize), soft action control (e.g. [i]the target takes X damage if it takes action Y[/i]), and hard action control (e.g. daze, stun). In practice, the secondary role depends on which Swordmage Aegis is chosen and which powers are selected. [Size=5][b]How does the choice of Swordmage Aegis affect how a swordmage defends?[/b][/size] There are three choices for Swordmage Aegis: Aegis of Assault, Aegis of Ensnarement, and Aegis of Shielding. Each of them corresponds to a different secondary role. [LIST] [*]Aegis of Assault - striker. This is the most straightforward of the secondary roles. An assault swordmage whose mark is violated will be making an extra melee basic attack each time the monster's attack hits. Multiple attacks' damage adds up quickly. The Aegis of Assault also allows the swordmage to position itself anywhere adjacent to the target for an attack, which can often translate into flanking, and thus combat advantage. [*]Aegis of Ensnarement - controller. This aegis is the only one which doesn't affect damage directly. By default, it subjects the monster to forced movement and causes it to grant combat advantage. With a feat, it also subjects the monster to movement control (slow/immobilize). Many powers which grant a bonus to ensnaring swordmages have movement control effects. [*]Aegis of Shielding - leader. Preventing X damage and healing a target for X hit points is effectively the same thing. Shielding swordmages are the only swordmages whose aegis comes at immediate interrupt speed, which, in conjunction with the right powers, allows shielding swordmages to cancel some short-range attacks entirely. There are also a few powers which boost allies and have improved effects for shielding swordmages, such as Radiant Shield. [/LIST] State of the Handbook [LIST] [*]All swordmage powers in the Compendium as of May 2012 are rated. [*]All swordmage class feats in the Compendium as of May 2012 are rated. [*]All other feats in the Compendium (of high-black quality or better) as of May 2012 are rated, including a couple of purple feats that might otherwise be common choices. [*]Eight basic builds are provided. [*]All equipment in the Compendium (of high-black quality or better) as of May 2012 has been rated. [/LIST] [/QUOTE]
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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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