BeauNiddle
First Post
Charwoman Gene said:I have a non-stack resolution problem with it. (I'm just supporting the alternate view with RP. YMMV) Tide of iron is one continuous motion in my head. It is pushing forward with your shield while attacking the enemy. Bull rush with weapon damage. You shift AS you attack, staying adjacent to the enemy, so whenever the timing of the kill, the orc gets that last swing. The orc isn't dead until they get that swing, think of it like adrenaline, making these guys super annoying minions to clean up. Allowing a fight level 1 at-will power to wipe out half the coolness of the Eye of Gruumsh is sucking the flavor out of the orc. Again, YMMV.
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I know you said YMMV (twice) but I just thought I'd mention that in my mind this is what marks the fighter out as a skilled combatant. The fighter has Tide of Iron. The Rogue is so fast he can shift away before the final blow lands (he has some powers that allow shifts after a blow). This is what makes the classes exceptional. The cleric, warlord, etc. have to risk a retaliation yet the specially trained professionals have a counter.
The downside for the fighter is by shifting the orc away he runs the risk of the orc not taking enough damage to die and ALSO being outside the fighters threat range. So do you Tide and risk the orc running away and hitting the mage or do you use a more damaging attack and risk the retaliation.
THAT makes an interesting tactical choice, rather than merely disabling how Tide of Iron works.
[I'd say the rules should be interpreted as immediate reactions taking place after the action that triggers them. Tide of Iron is one action for both the attack and shift. So I'd rule the orc gets a death flail at where the fighter would have been if he hadn't Tided. The orc is cool for getting a death attack. The Fighter is even cooler for having out maneuvered the enemy. Please replace cool with Rouse(tm) acceptable wording]