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Divine power info

WalterKovacs

First Post
From the spoilers ... my Avenger is liking the first paragon path they mentioned.

Basically, just a bit shy of the dagger master in crit chances (14.25% to the daggermasters 15%), and requires the Oath of Enmity conditions are in place ... but getting the same crit chance, but with an Executioner's Axe or similarly high crit big nasty weapon? Yes please.
 

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MrMyth

First Post
Not completely unfounded. In my game we do not require the paladin to engage his enemy to maintain divine challenge, so in that we already have divine sanction. And the mark just isn't that good, and here's why:

Fighters, Wardens, and Shield Swordmages do not rely on the mark damage or penalty to defend their group.

Fighter: The fighter stops enemy movement. If the big monster can't get over to his buddy, he can't attack him.

Warden: The warden can pull enemies back to the warden. Again, monster can't get to ally, he can't attack him.

Shield Swordmage: The swordmage doesn't care if you attack his buddy or not, he simply drops so much of your damage you simply wish you hadn't. Truely the ultimate defensive mark.

Well, keep in mind that the Warden drags enemies back after they've already attacked an ally. Somewhat limited in defensiveness. They do get a feat that slows enemies on OAs, which can often solve the problem - but often not, if an ally is anywhere nearby.

But that still doesn't address my point above - if the reason for the enemy attacking a target other than the Paladin is to go after a more vulnerable character that is more of a threat, then the mark very much discourages that attack (by reducing the other character's vulnerability due to the penalty to hit, and raiding the Paladin's own damage to make them just as much of a threat as their ally.)

It might be somewhat dismissible when the damage is low, but with the solutions we've seen presented here, the damage should be significant enough to definitely make a monster take pause. And given that the damage is automatic, that goes a long way towards balancing out the conditional nature of many of the other defenders. (Other than the undeniably effective Shielding Swordmage.)
 

CubeKnight

First Post
Well, keep in mind that the Warden drags enemies back after they've already attacked an ally. Somewhat limited in defensiveness. They do get a feat that slows enemies on OAs, which can often solve the problem - but often not, if an ally is anywhere nearby.

But that still doesn't address my point above - if the reason for the enemy attacking a target other than the Paladin is to go after a more vulnerable character that is more of a threat, then the mark very much discourages that attack (by reducing the other character's vulnerability due to the penalty to hit, and raiding the Paladin's own damage to make them just as much of a threat as their ally.)

It might be somewhat dismissible when the damage is low, but with the solutions we've seen presented here, the damage should be significant enough to definitely make a monster take pause. And given that the damage is automatic, that goes a long way towards balancing out the conditional nature of many of the other defenders. (Other than the undeniably effective Shielding Swordmage.)
Well, Wardens do get a ton of powers to make difficult terrain. Between that and the Slow-on-OA, enemies are usually stuck next to you.

Edit: Wow, nevermind. I had that idea because a level 1 Warden had an encounter and a daily that created difficult terrain. A quick search on the compendium reveals that Wardens only have those 2 powers to create difficult terrain.
 
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amysrevenge

First Post
Related to the original topic, if not the latest posts, I was disappointed to not see a feat in Divine Power (yeah, mine came in the mail today) that would let a Paladin use a weapon as a divine implement. I'm not sure why I was expecting it, but it sure would have been nice.
 

Rechan

Adventurer
Related to the original topic, if not the latest posts, I was disappointed to not see a feat in Divine Power (yeah, mine came in the mail today) that would let a Paladin use a weapon as a divine implement. I'm not sure why I was expecting it, but it sure would have been nice.
Because that would have removed the importance of the Crusader weapon/Holy Avenger.
 

amysrevenge

First Post
Because that would have removed the importance of the Crusader weapon/Holy Avenger.

No more than Arcane Implement Proficiency (heavy blades) removes the importance of the Wizard of the Spiral Tower paragon path, or the various pact weapons.

Theoretically, you'd be able to retrain a feat back if/when you find the crusader/holy avenger, so there would be a benefit still.
 


Shroomy

Adventurer
I kind of wonder if they're trying to keep an emphasis on holy symbols as the divine implement (with 3 out of 4 classes having that as their only choice, outside of specialized magical items). They're iconic and best of all, you don't have to hold it in your hand.
 



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