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Night at the Roxbury: Tricks for Multiple Defender Parties (by GelationousOctahedron)
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<blockquote data-quote="LightWarden" data-source="post: 6744657" data-attributes="member: 6803540"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p><span style="font-size: 12px"><strong>Battleminds, Swordmages, and Barbarians</strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Battleminds</strong></span></p><p></p><p><strong>Powers to consider</strong></p><p><strong></strong></p><p><strong></strong>Every other one has tactics first, but with battleminds your powers are your tactics. Lightning rush being the big one.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Conductive Defense </span></strong>1 Punishment for attacking allies without marking </p><p></p><p><span style="color: #0000ff"><strong>Allies to Enemies</strong></span> 1 (daily) This makes an enemy attack someone besides your defender. It won't trigger your mark punishment, but will trigger your allies theirs<strong><span style="color: #00ccff"></span></strong></p><p><strong><span style="color: #00ccff"></span></strong></p><p><strong><span style="color: #00ccff">Lodestone Lure</span><span style="color: #ff9900"></span></strong></p><p><strong><span style="color: #ff9900"></span></strong>3 Excellent pulling power with range or melee 2-5, without overriding marks. And with extra proning/stickiness with augments.<strong><span style="color: #ff9900"></span></strong></p><p><strong><span style="color: #ff9900"></span></strong></p><p><strong><span style="color: #ff9900"></span><span style="color: #0000ff">Spectral Legion </span></strong>3 immobilizes. Sticky without marking at low levels.<strong><span style="color: #ff9900"></span></strong></p><p><strong><span style="color: #ff9900"></span></strong></p><p><strong><span style="color: #ff9900">Lightning Rush </span></strong>7 Interrupt that hits enemies hard for attacking an ally and forces the enemy to trigger whatever mark punishment is coming to them. The key power for you. </p><p></p><p><strong><span style="color: #0000ff">Dazzling Assault</span></strong></p><p><strong></strong>17 If you do mark an enemy, this interrupt slides and immobilizes them.</p><p></p><p><strong><span style="color: #0000ff">Ruinous Grasp</span></strong></p><p><strong></strong>17 This lets you force move and then immobilize an enemy next to your ally.</p><p></p><p><strong><span style="color: #0000ff">Might of the Ogre</span></strong> 23 Proning and provokes OA when standing up. You like provoking OAs.</p><p></p><p><span style="color: #00ccff"><strong>Psychic Hammer</strong></span> 25 A daily Dominate (save ends). Defenders normally don't get domination straight up without hybridding or through tricks like Royal Command of Asmodeus.</p><p></p><p><span style="color: #00ccff"><strong>Mind of Mirrors</strong></span> 27 a dominate when augmented</p><p></p><p><strong>Tactics</strong></p><p></p><p>Thankfully battleminds do some of their best work by marking one target and then attacking another one. You don’t need to be sticky to be effective and want your enemies to attack your allies. You also have a lot of powers that force move and then slow or immobilze enemies. You can move one next to another ally and then lightning rush them. Battleminds are easy to build for multiple defender parties, especially once you hit level 7.</p><p></p><p><span style="font-size: 12px"><strong>Swordmages</strong></span></p><p></p><p><strong>Tactics</strong></p><p><strong></strong></p><p>These are tricky since your punishment is marked based. You can fire and forget your mark, so if the other defender immbolizes an enemy it is in trouble. There might even be uses for ensaring swordmages here since that can trigger things like lightning rush in later rounds, but a hybrid assault swordmage/melee striker with a big weapon is perfect for this. And a shielding one means your ally isn’t getting hurt.</p><p></p><p>Also white lotus riposte and white lotus master riposte potentially even better than normal since you don't mind not marking the target as much. Think paladin marking from range with you in between the marked enemy and the paladin.</p><p></p><p><strong>Powers to Consider</strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Booming Blade</span></strong> At will stickiness without marking</p><p></p><p><span style="color: #00ccff"><strong>Lighting Lure</strong></span> Pull an enemy marked by an ally at ranged 3.</p><p><strong></strong></p><p><strong><span style="color: #00ccff">Luring Strike</span></strong></p><p><strong></strong>At will Slide an enemy marked by an ally. </p><p><strong></strong></p><p><strong><span style="color: #0000ff">Arcane Lance </span></strong>This is better for you than on a typical swordmage. Slows with reach 2 and you can charge with it. If you are going for slowing tricks in your party it is worth looking at, but swordmages have many other good choices for at wills.<strong></strong></p><p><strong></strong></p><p><strong>Firgid Blade </strong>Not quite slowing at will, but it can be a decent slowish debuff.</p><p></p><p><span style="color: #ff9900"><strong>Dimensional Vortex </strong></span>3 Ranged 10 interrupt. Ally is hit by melee attack and you teleport the enemy and it has to attack someone else, including you.</p><p></p><p><span style="color: #00ccff"><strong>Reaper's Challenge</strong></span> 15 An interupt that weakens the enemy for the encounter if it doesn't attack you.</p><p></p><p><span style="color: #00ccff"><strong>Surprising Transposition</strong></span> 17 Another teleporting interrupt for when an ally is hit. You can switch places with an ally and get hit by the attack</p><p></p><p></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Berserkers (barbarians)</strong></span></p><p></p><p><strong>Tactics</strong></p><p><strong></strong></p><p>Berserkers are interesting since they are sort of designed to work as a second defender. You have a defending aura that you can turn off at will, so you generally work well with allies that want to mark their targets like swordmages and paladins. You also work well with allies who have powers that redirect attacks to themselves. A battlemind/berserker pairing with two big superior weapons could be a significant threat with the battlemind lightning rushing the enemy, who is then subject to your vengeful guardian attack.</p><p></p><p>You probably want to invest more on the striker side since you probably won't be as defendery as a berserker who is acting as sole defender. You will generally want enemies to stick next to you the first few rounds of a fight and then switch over to striker mode when you want to finish off enemies. Berserker is also a good choice if you are not sure who your allies are going to be, which can be common in things like LFR. Primal powers are marked with a <span style="color: #008080"><strong>P</strong></span> since they make you enter your berserker's fury.</p><p></p><p><strong>Powers to Consider</strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Aggresive lunge </span></strong>A push shift at will power</p><p><strong></strong></p><p><strong><span style="color: #00ccff">Run Down </span></strong>A slowing at will</p><p></p><p><strong>Batter Down</strong> 1 enc. Proning means sticky without marking. You might switch this out once you get world serpents grasp</p><p></p><p><strong>Shout of Terror</strong> 1 enc. <span style="color: #008080"><strong>P</strong></span> This slows in a close blast.</p><p></p><p><span style="color: #0000ff"><strong>Bloodseekers Rage</strong></span> 1 <span style="color: #008080"><strong>P </strong></span>Daily Enemies who shift away from you provoke.</p><p></p><p><span style="color: #0000ff"><strong>Implacable Advance</strong></span> 3 Another sticky without marking power. Shift next to the target if it moves</p><p></p><p><span style="color: #0000ff"><strong>Hammer Fall</strong></span> 3 <span style="color: #008080"><strong>P </strong></span>A proning attack vs fort.</p><p></p><p><span style="color: #0000ff"><strong>Brutal Slam</strong></span> 3 <span style="color: #008080"><strong>P</strong></span> A push prone attack</p><p></p><p><span style="color: #0000ff"><strong>Rippling Blades </strong></span>3 <span style="color: #008080"><strong>P</strong></span> If your defender ally is next to the target, not a bad way to activate striker mode</p><p></p><p><span style="color: #0000ff"><strong>Earth Grasp Rage</strong></span> 5 <span style="color: #008080"><strong>P</strong></span> Immobilizes and prones and you do extra damage to immobilized or proned enemies.</p><p></p><p><span style="color: #0000ff"><strong>Thuderhawk rage</strong></span> 5 <span style="color: #008080"><strong>P</strong></span> A dazing attack that lets you try to prone an enemy 1/round.</p><p></p><p><span style="color: #0000ff"><strong>Deny Escape</strong></span> 7 An immobilizing power.</p><p></p><p><span style="color: #00ccff"><strong>Curtain of Steel</strong></span> 7 <span style="color: #008080"><strong>P</strong></span> A good way to turn off your defender funtion. Its an interrupt for solid damage when someone attacks you.</p><p></p><p><span style="color: #0000ff"><strong>Flying Serpent Rage</strong></span> 9 <span style="color: #008080"><strong>P</strong></span> If your DM likes to charge your defender allies, this is a good way to enter a rage. Its an interupt that will punish enemies that charge. You can also take further actions after you charge.</p><p></p><p><strong>Stoneroot Rage</strong> 9 <span style="color: #008080"><strong>P</strong></span> Slows (save ends) and you get damage resist.</p><p></p><p><span style="color: #0000ff"><strong>Eye of the Maelstrom</strong></span> 9 If you have a non-marking defender ally like a battlemind this is a good daily choice for you.</p><p></p><p><strong>Wrath of the Storm</strong> 9 A prone/push as an effect.</p><p></p><p><span style="color: #0000ff"><strong>Black Dragon Rage </strong></span>9 <span style="color: #008080"><strong>P</strong></span> Blind is a good debuff for an off defender.</p><p></p><p><span style="color: #00ccff"><strong>Oak Hammer Rage</strong></span> 9 <span style="color: #008080"><strong>P</strong></span> Automatic proning when you hit. I think this is going to create a lot of catch 22s when enemies are unable to get away from you.</p><p></p><p><span style="color: #0000ff"><strong>White Tiger Rage</strong></span> 9 <span style="color: #008080"><strong>P </strong></span>Enemies will be automatically slowed when next to you.</p><p></p><p><span style="color: #0000ff"><strong>Rage of the Battle Tyrant</strong></span> 9 <span style="color: #008080"><strong>P</strong></span> This lets defender allies shift away from the target so they can range punish it. </p><p></p><p><span style="color: #00ccff"><strong>Circle of battle</strong></span> 10 enc. This is really good for when you have an ally with a ranged punishment next to the enemy. And you potentially immobilize the enemy.</p><p></p><p><span style="color: #0000ff"><strong>Drive to the ground</strong></span>. 13 A sliding proning power.</p><p></p><p><strong><span style="color: #00ccff">Storm Of Blades</span></strong> 13 <span style="color: #008080"><strong>P </strong></span>Three attacks against one target. Another good way to switch to striker mode.</p><p></p><p><strong>Slash at the Knees</strong> 15 Close burst immobilize. I would rather rage most of the time, but this does not trigger at least.</p><p></p><p><span style="color: #0000ff"><strong>Iron Hammer Rage</strong></span> 15 <span style="color: #008080"><strong>P </strong></span>When combined with polearm momentum this is a good proning rage. Your attacks push 2.</p><p></p><p><span style="color: #0000ff"><strong>Tidal Rage</strong></span> 15 <span style="color: #008080"><strong>P </strong></span>Lots of good sliding with this one. That sets up ranged punishment</p><p></p><p><span style="color: #0000ff"><strong>Distracting Advance</strong></span> 16 enc. Similar to circle of battle. Lets defender allies move away from marked enemies.</p><p></p><p><span style="color: #0000ff"><strong>Mountain Grasp</strong></span> 17 <span style="color: #008080"><strong>P</strong></span> an immobilizing power where the target grants you CA.</p><p></p><p><strong>Shoulder Slam</strong> 17 <span style="color: #008080"><strong>P</strong></span> A multitarget attack that pushes and can be used on a charge</p><p></p><p><span style="color: #0000ff"><strong>Threatening Fury</strong></span> 17 <span style="color: #008080"><strong>P</strong></span> This one is worth taking if you have a way to get the target to stick next to you first. If you have WSG or another trick this will punish them when they try to escape.</p><p></p><p><span style="color: #0000ff"><strong>Unavoidable stalker</strong></span> 17 Lets you shift next to the enemy its next turn.</p><p></p><p><strong>Arcing Throw</strong> 23 <span style="color: #008080"><strong>P</strong></span> This lets you attack an enemy at range and slow them for good damage</p><p></p><p><span style="color: #0000ff"><strong>Crater Fall</strong></span> 23 <span style="color: #008080"><strong>P</strong></span> A push prone power with the potential to prone a bunch of enemies if you use it on a charge.</p><p></p><p><span style="color: #0000ff"><strong>Cutting THe Path</strong></span> 23 <span style="color: #008080"><strong>P </strong></span>A good power to use when you have enemies bunched up around you.</p><p></p><p><span style="color: #00ccff"><strong>Staggering Strike</strong></span> 23 <span style="color: #008080"><strong>P</strong></span> Vs fort with stunned.</p><p></p><p><span style="color: #0000ff"><strong>Keep it down.</strong></span> 27 Prones and provokes OAs when it stands up</p><p></p><p><span style="color: #0000ff"><strong>Bone Breaker</strong></span> 27 <span style="color: #008080"><strong>P</strong></span> An interrupt when an enemy moves away from you.</p><p></p><p><span style="color: #00ccff"><strong>Butchers Feast</strong></span> 27 <span style="color: #008080"><strong>P</strong></span> This is like Threatening Fury. If you have a way to get enemies to stick next you, you will be doing a good bit of damage with this.</p><p></p><p><span style="color: #00ccff"><strong>Hurricane of Blades</strong></span> 27 <strong><span style="color: #008080">P</span></strong> One of the better ways to come out of defender mode.</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6744657, member: 6803540"] [b]Originally posted by GelatinousOctahedron:[/b] [Size=3][b]Battleminds, Swordmages, and Barbarians Battleminds[/b][/size] [b]Powers to consider [/b]Every other one has tactics first, but with battleminds your powers are your tactics. Lightning rush being the big one.[b] [COLOR=#0000ff]Conductive Defense [/COLOR][/b]1 Punishment for attacking allies without marking [COLOR=#0000ff][b]Allies to Enemies[/b][/COLOR] 1 (daily) This makes an enemy attack someone besides your defender. It won't trigger your mark punishment, but will trigger your allies theirs[b][COLOR=#00ccff] Lodestone Lure[/COLOR][COLOR=#ff9900] [/COLOR][/b]3 Excellent pulling power with range or melee 2-5, without overriding marks. And with extra proning/stickiness with augments.[b][COLOR=#ff9900] [/COLOR][COLOR=#0000ff]Spectral Legion [/COLOR][/b]3 immobilizes. Sticky without marking at low levels.[b][COLOR=#ff9900] Lightning Rush [/COLOR][/b]7 Interrupt that hits enemies hard for attacking an ally and forces the enemy to trigger whatever mark punishment is coming to them. The key power for you. [b][COLOR=#0000ff]Dazzling Assault[/COLOR] [/b]17 If you do mark an enemy, this interrupt slides and immobilizes them. [b][COLOR=#0000ff]Ruinous Grasp[/COLOR] [/b]17 This lets you force move and then immobilize an enemy next to your ally. [b][COLOR=#0000ff]Might of the Ogre[/COLOR][/b] 23 Proning and provokes OA when standing up. You like provoking OAs. [COLOR=#00ccff][b]Psychic Hammer[/b][/COLOR] 25 A daily Dominate (save ends). Defenders normally don't get domination straight up without hybridding or through tricks like Royal Command of Asmodeus. [COLOR=#00ccff][b]Mind of Mirrors[/b][/COLOR] 27 a dominate when augmented [b]Tactics[/b] Thankfully battleminds do some of their best work by marking one target and then attacking another one. You don’t need to be sticky to be effective and want your enemies to attack your allies. You also have a lot of powers that force move and then slow or immobilze enemies. You can move one next to another ally and then lightning rush them. Battleminds are easy to build for multiple defender parties, especially once you hit level 7. [Size=3][b]Swordmages[/b][/size] [b]Tactics [/b] These are tricky since your punishment is marked based. You can fire and forget your mark, so if the other defender immbolizes an enemy it is in trouble. There might even be uses for ensaring swordmages here since that can trigger things like lightning rush in later rounds, but a hybrid assault swordmage/melee striker with a big weapon is perfect for this. And a shielding one means your ally isn’t getting hurt. Also white lotus riposte and white lotus master riposte potentially even better than normal since you don't mind not marking the target as much. Think paladin marking from range with you in between the marked enemy and the paladin. [b]Powers to Consider [COLOR=#00ccff]Booming Blade[/COLOR][/b] At will stickiness without marking [COLOR=#00ccff][b]Lighting Lure[/b][/COLOR] Pull an enemy marked by an ally at ranged 3. [b] [COLOR=#00ccff]Luring Strike[/COLOR] [/b]At will Slide an enemy marked by an ally. [b] [COLOR=#0000ff]Arcane Lance [/COLOR][/b]This is better for you than on a typical swordmage. Slows with reach 2 and you can charge with it. If you are going for slowing tricks in your party it is worth looking at, but swordmages have many other good choices for at wills.[b] Firgid Blade [/b]Not quite slowing at will, but it can be a decent slowish debuff. [COLOR=#ff9900][b]Dimensional Vortex [/b][/COLOR]3 Ranged 10 interrupt. Ally is hit by melee attack and you teleport the enemy and it has to attack someone else, including you. [COLOR=#00ccff][b]Reaper's Challenge[/b][/COLOR] 15 An interupt that weakens the enemy for the encounter if it doesn't attack you. [COLOR=#00ccff][b]Surprising Transposition[/b][/COLOR] 17 Another teleporting interrupt for when an ally is hit. You can switch places with an ally and get hit by the attack [Size=3][b] Berserkers (barbarians)[/b][/size] [b]Tactics [/b] Berserkers are interesting since they are sort of designed to work as a second defender. You have a defending aura that you can turn off at will, so you generally work well with allies that want to mark their targets like swordmages and paladins. You also work well with allies who have powers that redirect attacks to themselves. A battlemind/berserker pairing with two big superior weapons could be a significant threat with the battlemind lightning rushing the enemy, who is then subject to your vengeful guardian attack. You probably want to invest more on the striker side since you probably won't be as defendery as a berserker who is acting as sole defender. You will generally want enemies to stick next to you the first few rounds of a fight and then switch over to striker mode when you want to finish off enemies. Berserker is also a good choice if you are not sure who your allies are going to be, which can be common in things like LFR. Primal powers are marked with a [COLOR=#008080][b]P[/b][/COLOR] since they make you enter your berserker's fury. [b]Powers to Consider [COLOR=#00ccff]Aggresive lunge [/COLOR][/b]A push shift at will power [b] [COLOR=#00ccff]Run Down [/COLOR][/b]A slowing at will [b]Batter Down[/b] 1 enc. Proning means sticky without marking. You might switch this out once you get world serpents grasp [b]Shout of Terror[/b] 1 enc. [COLOR=#008080][b]P[/b][/COLOR] This slows in a close blast. [COLOR=#0000ff][b]Bloodseekers Rage[/b][/COLOR] 1 [COLOR=#008080][b]P [/b][/COLOR]Daily Enemies who shift away from you provoke. [COLOR=#0000ff][b]Implacable Advance[/b][/COLOR] 3 Another sticky without marking power. Shift next to the target if it moves [COLOR=#0000ff][b]Hammer Fall[/b][/COLOR] 3 [COLOR=#008080][b]P [/b][/COLOR]A proning attack vs fort. [COLOR=#0000ff][b]Brutal Slam[/b][/COLOR] 3 [COLOR=#008080][b]P[/b][/COLOR] A push prone attack [COLOR=#0000ff][b]Rippling Blades [/b][/COLOR]3 [COLOR=#008080][b]P[/b][/COLOR] If your defender ally is next to the target, not a bad way to activate striker mode [COLOR=#0000ff][b]Earth Grasp Rage[/b][/COLOR] 5 [COLOR=#008080][b]P[/b][/COLOR] Immobilizes and prones and you do extra damage to immobilized or proned enemies. [COLOR=#0000ff][b]Thuderhawk rage[/b][/COLOR] 5 [COLOR=#008080][b]P[/b][/COLOR] A dazing attack that lets you try to prone an enemy 1/round. [COLOR=#0000ff][b]Deny Escape[/b][/COLOR] 7 An immobilizing power. [COLOR=#00ccff][b]Curtain of Steel[/b][/COLOR] 7 [COLOR=#008080][b]P[/b][/COLOR] A good way to turn off your defender funtion. Its an interrupt for solid damage when someone attacks you. [COLOR=#0000ff][b]Flying Serpent Rage[/b][/COLOR] 9 [COLOR=#008080][b]P[/b][/COLOR] If your DM likes to charge your defender allies, this is a good way to enter a rage. Its an interupt that will punish enemies that charge. You can also take further actions after you charge. [b]Stoneroot Rage[/b] 9 [COLOR=#008080][b]P[/b][/COLOR] Slows (save ends) and you get damage resist. [COLOR=#0000ff][b]Eye of the Maelstrom[/b][/COLOR] 9 If you have a non-marking defender ally like a battlemind this is a good daily choice for you. [b]Wrath of the Storm[/b] 9 A prone/push as an effect. [COLOR=#0000ff][b]Black Dragon Rage [/b][/COLOR]9 [COLOR=#008080][b]P[/b][/COLOR] Blind is a good debuff for an off defender. [COLOR=#00ccff][b]Oak Hammer Rage[/b][/COLOR] 9 [COLOR=#008080][b]P[/b][/COLOR] Automatic proning when you hit. I think this is going to create a lot of catch 22s when enemies are unable to get away from you. [COLOR=#0000ff][b]White Tiger Rage[/b][/COLOR] 9 [COLOR=#008080][b]P [/b][/COLOR]Enemies will be automatically slowed when next to you. [COLOR=#0000ff][b]Rage of the Battle Tyrant[/b][/COLOR] 9 [COLOR=#008080][b]P[/b][/COLOR] This lets defender allies shift away from the target so they can range punish it. [COLOR=#00ccff][b]Circle of battle[/b][/COLOR] 10 enc. This is really good for when you have an ally with a ranged punishment next to the enemy. And you potentially immobilize the enemy. [COLOR=#0000ff][b]Drive to the ground[/b][/COLOR]. 13 A sliding proning power. [b][COLOR=#00ccff]Storm Of Blades[/COLOR][/b] 13 [COLOR=#008080][b]P [/b][/COLOR]Three attacks against one target. Another good way to switch to striker mode. [b]Slash at the Knees[/b] 15 Close burst immobilize. I would rather rage most of the time, but this does not trigger at least. [COLOR=#0000ff][b]Iron Hammer Rage[/b][/COLOR] 15 [COLOR=#008080][b]P [/b][/COLOR]When combined with polearm momentum this is a good proning rage. Your attacks push 2. [COLOR=#0000ff][b]Tidal Rage[/b][/COLOR] 15 [COLOR=#008080][b]P [/b][/COLOR]Lots of good sliding with this one. That sets up ranged punishment [COLOR=#0000ff][b]Distracting Advance[/b][/COLOR] 16 enc. Similar to circle of battle. Lets defender allies move away from marked enemies. [COLOR=#0000ff][b]Mountain Grasp[/b][/COLOR] 17 [COLOR=#008080][b]P[/b][/COLOR] an immobilizing power where the target grants you CA. [b]Shoulder Slam[/b] 17 [COLOR=#008080][b]P[/b][/COLOR] A multitarget attack that pushes and can be used on a charge [COLOR=#0000ff][b]Threatening Fury[/b][/COLOR] 17 [COLOR=#008080][b]P[/b][/COLOR] This one is worth taking if you have a way to get the target to stick next to you first. If you have WSG or another trick this will punish them when they try to escape. [COLOR=#0000ff][b]Unavoidable stalker[/b][/COLOR] 17 Lets you shift next to the enemy its next turn. [b]Arcing Throw[/b] 23 [COLOR=#008080][b]P[/b][/COLOR] This lets you attack an enemy at range and slow them for good damage [COLOR=#0000ff][b]Crater Fall[/b][/COLOR] 23 [COLOR=#008080][b]P[/b][/COLOR] A push prone power with the potential to prone a bunch of enemies if you use it on a charge. [COLOR=#0000ff][b]Cutting THe Path[/b][/COLOR] 23 [COLOR=#008080][b]P [/b][/COLOR]A good power to use when you have enemies bunched up around you. [COLOR=#00ccff][b]Staggering Strike[/b][/COLOR] 23 [COLOR=#008080][b]P[/b][/COLOR] Vs fort with stunned. [COLOR=#0000ff][b]Keep it down.[/b][/COLOR] 27 Prones and provokes OAs when it stands up [COLOR=#0000ff][b]Bone Breaker[/b][/COLOR] 27 [COLOR=#008080][b]P[/b][/COLOR] An interrupt when an enemy moves away from you. [COLOR=#00ccff][b]Butchers Feast[/b][/COLOR] 27 [COLOR=#008080][b]P[/b][/COLOR] This is like Threatening Fury. If you have a way to get enemies to stick next you, you will be doing a good bit of damage with this. [COLOR=#00ccff][b]Hurricane of Blades[/b][/COLOR] 27 [b][COLOR=#008080]P[/COLOR][/b] One of the better ways to come out of defender mode. [/QUOTE]
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Night at the Roxbury: Tricks for Multiple Defender Parties (by GelationousOctahedron)
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