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Rune Knight Is The Best Fighter Overall IMHO.
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<blockquote data-quote="ECMO3" data-source="post: 9198731" data-attributes="member: 7030563"><p>I never use enlarge, I don't even have it on my EKs. You can only block enemies within 1 size of you, so getting large means you can't block Goblins or Kobolds or any other small enemies at all. They move right through your square. If you stack Enlarge and Giants Might Humans and Orcs, Ghouls and Hobgoblins can move right through you. In most maps being large causes more problems than it fixes due to squeezing, reducing ally movement and give more enemies cover. With a RK you can keep from getting large by activating inside a small area, and it is nice to be able to grapple Giants and Dragons when you want to, so it is a good ability that you can decide when to use and usually you can decide to stay "little" when you do use it, but it is not a panacea and do not agree that being large is automatically better than being medium (or small) in a typical encounter. More often than not it is worse (to be clear I am talking about the size, not the damage).</p><p></p><p>That said, if you use miniatures; positioning, regardless of size, will usually dictate who melee enemies attack because movement is typically the limiting factor and moving around an enemy (or through one) to get to a back-line player is not usually easily doable without using an action to dash on most battle maps. This is even more true if you have a caster throwing things like Dissonant Whispers, Command, Cause Fear, Spirit Guardians or Spike Growth, all of which are common and usually completely remove the ability to attack someone else.</p><p></p><p>What it comes to for me is the Rune Knight is not as durable as an EK, not nearly as durable against most foes. In tier 2 it will go down in half the time an EK goes down, a EK will even outlast a RK using Hill Rune by a substantial margin against most foes (assuming they still have spell slots).</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9198731, member: 7030563"] I never use enlarge, I don't even have it on my EKs. You can only block enemies within 1 size of you, so getting large means you can't block Goblins or Kobolds or any other small enemies at all. They move right through your square. If you stack Enlarge and Giants Might Humans and Orcs, Ghouls and Hobgoblins can move right through you. In most maps being large causes more problems than it fixes due to squeezing, reducing ally movement and give more enemies cover. With a RK you can keep from getting large by activating inside a small area, and it is nice to be able to grapple Giants and Dragons when you want to, so it is a good ability that you can decide when to use and usually you can decide to stay "little" when you do use it, but it is not a panacea and do not agree that being large is automatically better than being medium (or small) in a typical encounter. More often than not it is worse (to be clear I am talking about the size, not the damage). That said, if you use miniatures; positioning, regardless of size, will usually dictate who melee enemies attack because movement is typically the limiting factor and moving around an enemy (or through one) to get to a back-line player is not usually easily doable without using an action to dash on most battle maps. This is even more true if you have a caster throwing things like Dissonant Whispers, Command, Cause Fear, Spirit Guardians or Spike Growth, all of which are common and usually completely remove the ability to attack someone else. What it comes to for me is the Rune Knight is not as durable as an EK, not nearly as durable against most foes. In tier 2 it will go down in half the time an EK goes down, a EK will even outlast a RK using Hill Rune by a substantial margin against most foes (assuming they still have spell slots). [/QUOTE]
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