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When did the Fighter become "defender"?
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<blockquote data-quote="Argyle King" data-source="post: 5906725" data-attributes="member: 58416"><p>Looking at only PHB (since my 4E books are packed away at the moment):</p><p></p><p>Level 1 has both Spinning Sweep and Passing Attack. While they do not do the same thing as Come and Get It, they are both powers which hit multiple foes. In the case of Spinning Sweep, the foes are knocked prone. Have fun using a move action to stand up, and then trying to move away from the fighter and getting smacked again.</p><p></p><p>The idea being to mark as many of the enemy combatants as possible to maximize how many people you can control via your class features and OAs. Later on, if you can pick up Heavy Blade Opportunity, you can start using cleave as an OA and hit two of them each time one provokes. I'm sure this isn't even close to what's available on CharOp boards. As said, I am not a CharOp guy.</p><p></p><p>If you're looking for something to lock down a creature when it comes to a one-on-one engagement, and you don't mind burning 2 feats to Multiclass, the Warlord Daily Villain's Nightmare is pretty nice. Yeah, you need to use two feats, but you pick up a good battlefield control/defender daily at an early level, and you also grab a little bit of healing ability along the way. Did I mention that Villain's Nightmare targets Reflex? So, as a fighter, you're using your primary ability against a defense which is typically lower than AC.</p><p></p><p>If you have a wizard as part of your party, Thunderwave is an at-will ability. I bring that up because -as said- you're not fighting in a vacuum. With as many powers as there are in 4E to move people around the battlefield, it's generally pretty easy to have your team help move an enemy close to you.</p><p></p><p>Whether or not you want to be close to them highly depends upon the situation and what tactics you wish to employ. Obviously, if there's a choke point, doorway, or something similar, that's where you want to be. That's smart in pretty much any game you play. However, when it comes to D&D 4E, there are going to be times when you want to be close to your allies and there are also going to be times when you don't want to be. The availability of areas attacks and similar things create a lot of situations in which you don't want to be grouped together. </p><p></p><p>I can't make on statement or list one specific list of powers to cover every situation because what you use and what's best is going to depend upon what the battlefield looks like. That being said, there are a few powers (such as Come and Get It) which -even after the errata- are good enough to be pretty universally useful. I'm admittedly also starting to get rusty on my 4E knowledge due to currently playing other games, so there are probably some I missed too.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5906725, member: 58416"] Looking at only PHB (since my 4E books are packed away at the moment): Level 1 has both Spinning Sweep and Passing Attack. While they do not do the same thing as Come and Get It, they are both powers which hit multiple foes. In the case of Spinning Sweep, the foes are knocked prone. Have fun using a move action to stand up, and then trying to move away from the fighter and getting smacked again. The idea being to mark as many of the enemy combatants as possible to maximize how many people you can control via your class features and OAs. Later on, if you can pick up Heavy Blade Opportunity, you can start using cleave as an OA and hit two of them each time one provokes. I'm sure this isn't even close to what's available on CharOp boards. As said, I am not a CharOp guy. If you're looking for something to lock down a creature when it comes to a one-on-one engagement, and you don't mind burning 2 feats to Multiclass, the Warlord Daily Villain's Nightmare is pretty nice. Yeah, you need to use two feats, but you pick up a good battlefield control/defender daily at an early level, and you also grab a little bit of healing ability along the way. Did I mention that Villain's Nightmare targets Reflex? So, as a fighter, you're using your primary ability against a defense which is typically lower than AC. If you have a wizard as part of your party, Thunderwave is an at-will ability. I bring that up because -as said- you're not fighting in a vacuum. With as many powers as there are in 4E to move people around the battlefield, it's generally pretty easy to have your team help move an enemy close to you. Whether or not you want to be close to them highly depends upon the situation and what tactics you wish to employ. Obviously, if there's a choke point, doorway, or something similar, that's where you want to be. That's smart in pretty much any game you play. However, when it comes to D&D 4E, there are going to be times when you want to be close to your allies and there are also going to be times when you don't want to be. The availability of areas attacks and similar things create a lot of situations in which you don't want to be grouped together. I can't make on statement or list one specific list of powers to cover every situation because what you use and what's best is going to depend upon what the battlefield looks like. That being said, there are a few powers (such as Come and Get It) which -even after the errata- are good enough to be pretty universally useful. I'm admittedly also starting to get rusty on my 4E knowledge due to currently playing other games, so there are probably some I missed too. [/QUOTE]
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