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Proposed Wager with DracoSuave - Blurred Step
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5150586" data-attributes="member: 82106"><p>I say you are going to lose, lol.</p><p></p><p>The debate about battlemind stickiness has gone back and forth all over the 4e boards for weeks. Have you played one? I wouldn't make any bets based on theorycraft.</p><p></p><p>In any case, Blurred Step is an OA, which means it happens at interrupt speed. The enemy announces a shift, the battlemind makes its shift FIRST. Now, if you have a marked adjacent enemy that can shift multiple squares, then depending on the situation the battlemind may be SOL depending on the situation, but ordinarily he's going to be able to move in such a way as to block a charge (this may in some cases depend on exactly how the DM parses the charging rules). </p><p></p><p>I haven't seen the class in action, so I reserve judgment on its overall stickiness. OOTB at level 1 they seem like they would be more hard-pressed to keep an enemy adjacent, but then again you also have the option of Bull's Strength, which has obvious control uses. </p><p></p><p>My thought is that in general the battlemind's best defender tactic is to stick close to the characters he's defending (1-2 squares) in order to take advantage of Mind Spike, Twisted Eye, and Whirling Defense. Doing so you can both punish creatures violating your mark SEVERELY and toss extra penalties onto the attack rolls they make, plus shift around with Blurred Step to both increase the area you can handle this way and either force opponents to take OAs or block their attempts to get past you entirely. It appears to me that the battlemind's defending function is just not based on any one thing, its an amalgam of various parts. I kind of suspect they're going to become a lot more useful in this role after a couple of levels, but its really hard to tell how well its going to work.</p><p></p><p>Remember, fighters are great defenders, but they can only smack one enemy a turn with an OA and one a round with CC, and they only get one mark at a time for CS to work with. You could make a lot of arguments about how a fighter can't really lock down more than one target and a target that is really determined to get past you can do so. Both battlemind and fighter however can punish targets who do that. At a guess the battlemind's punishments are harsher than the fighters but it lacks a built-in equivalent of CS. Very hard to say how that will play out.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5150586, member: 82106"] I say you are going to lose, lol. The debate about battlemind stickiness has gone back and forth all over the 4e boards for weeks. Have you played one? I wouldn't make any bets based on theorycraft. In any case, Blurred Step is an OA, which means it happens at interrupt speed. The enemy announces a shift, the battlemind makes its shift FIRST. Now, if you have a marked adjacent enemy that can shift multiple squares, then depending on the situation the battlemind may be SOL depending on the situation, but ordinarily he's going to be able to move in such a way as to block a charge (this may in some cases depend on exactly how the DM parses the charging rules). I haven't seen the class in action, so I reserve judgment on its overall stickiness. OOTB at level 1 they seem like they would be more hard-pressed to keep an enemy adjacent, but then again you also have the option of Bull's Strength, which has obvious control uses. My thought is that in general the battlemind's best defender tactic is to stick close to the characters he's defending (1-2 squares) in order to take advantage of Mind Spike, Twisted Eye, and Whirling Defense. Doing so you can both punish creatures violating your mark SEVERELY and toss extra penalties onto the attack rolls they make, plus shift around with Blurred Step to both increase the area you can handle this way and either force opponents to take OAs or block their attempts to get past you entirely. It appears to me that the battlemind's defending function is just not based on any one thing, its an amalgam of various parts. I kind of suspect they're going to become a lot more useful in this role after a couple of levels, but its really hard to tell how well its going to work. Remember, fighters are great defenders, but they can only smack one enemy a turn with an OA and one a round with CC, and they only get one mark at a time for CS to work with. You could make a lot of arguments about how a fighter can't really lock down more than one target and a target that is really determined to get past you can do so. Both battlemind and fighter however can punish targets who do that. At a guess the battlemind's punishments are harsher than the fighters but it lacks a built-in equivalent of CS. Very hard to say how that will play out. [/QUOTE]
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Proposed Wager with DracoSuave - Blurred Step
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