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4e Tiefling Battlemind
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<blockquote data-quote="tiornys" data-source="post: 6668287" data-attributes="member: 17633"><p>I don't think I'd criticize the net on that basis. The main things you need to solve as a Battlemind are 1) what to do about enemies who can shift multiple squares/how to handle difficult terrain, and 2) what to do about enemies simply moving away from you without shifting. For #1, any build can enhance Blurred Step with Blurred Speed, while Harrier Battleminds have the superior Harrying Step. For #2, you generally need a good OA. Debuffs that hinder or outright prevent enemy movement help with both issues.</p><p></p><p>Melee Training (CON) is generally the first half of acquiring a good, permanent OA that doesn't cost you power points (paragon tier Half Elves have a better answer), but because of the reduced damage it's desirable to further enhance your OAs or MBAs (with increased damage, increased control, or both). Net training-->World Serpent's Grasp is actually a good way to provide that enhancement while simultaneously also helping with the first issue: once you've landed the first hit on an enemy, subsequent hits will Prone, so your OAs will outright cancel enemy movement and it becomes a lot harder to shift away from you. Therefore, Net training is a perfectly viable way to make the Battlemind into a competent defender.</p><p></p><p>Mind you, I'm not advocating for Net training here. You're absolutely giving up too much to take it, just not in areas that prevent you from working as a defender. For one thing, you're not reliant on feats alone to solve the issues. Battleminds have access to various powers that also help with these fundamental problems. Some examples: Twisted Eye can serve as a short-term solution to needing a decent OA, Conductive Defense provides punishment to enemies regardless of your location, and Lodestone Lure outright prevents an enemy from moving away from you. And then there's the most important power-based option: Lightning Rush. With Lightning Rush, you can just let an enemy walk away if they want (after they eat an OA), and then put yourself right next to them when they actually try to attack someone else (as long as you've positioned yourself close enough to the allies you're defending). Frankly, I'd say Lightning Rush is the critical component for being an effective Battlemind unless you have a <em>very</em> esoteric build going on.</p><p></p><p>Thus, you don't actually need as much control as you get from Net training-->World Serpent's Grasp, and even if you want that level of control there are--as noted earlier--other ways of accessing similar control levels without compromising your weapon choice or multi-class choice to such a degree (mediocre weapons will give you at least +2/1d8, while good weapons are closer to +3/1d10 or +2/1d12, and your typical multi-class feat gets you a skill training and a useful power on top of opening up feat/paragon path access).</p></blockquote><p></p>
[QUOTE="tiornys, post: 6668287, member: 17633"] I don't think I'd criticize the net on that basis. The main things you need to solve as a Battlemind are 1) what to do about enemies who can shift multiple squares/how to handle difficult terrain, and 2) what to do about enemies simply moving away from you without shifting. For #1, any build can enhance Blurred Step with Blurred Speed, while Harrier Battleminds have the superior Harrying Step. For #2, you generally need a good OA. Debuffs that hinder or outright prevent enemy movement help with both issues. Melee Training (CON) is generally the first half of acquiring a good, permanent OA that doesn't cost you power points (paragon tier Half Elves have a better answer), but because of the reduced damage it's desirable to further enhance your OAs or MBAs (with increased damage, increased control, or both). Net training-->World Serpent's Grasp is actually a good way to provide that enhancement while simultaneously also helping with the first issue: once you've landed the first hit on an enemy, subsequent hits will Prone, so your OAs will outright cancel enemy movement and it becomes a lot harder to shift away from you. Therefore, Net training is a perfectly viable way to make the Battlemind into a competent defender. Mind you, I'm not advocating for Net training here. You're absolutely giving up too much to take it, just not in areas that prevent you from working as a defender. For one thing, you're not reliant on feats alone to solve the issues. Battleminds have access to various powers that also help with these fundamental problems. Some examples: Twisted Eye can serve as a short-term solution to needing a decent OA, Conductive Defense provides punishment to enemies regardless of your location, and Lodestone Lure outright prevents an enemy from moving away from you. And then there's the most important power-based option: Lightning Rush. With Lightning Rush, you can just let an enemy walk away if they want (after they eat an OA), and then put yourself right next to them when they actually try to attack someone else (as long as you've positioned yourself close enough to the allies you're defending). Frankly, I'd say Lightning Rush is the critical component for being an effective Battlemind unless you have a [I]very[/I] esoteric build going on. Thus, you don't actually need as much control as you get from Net training-->World Serpent's Grasp, and even if you want that level of control there are--as noted earlier--other ways of accessing similar control levels without compromising your weapon choice or multi-class choice to such a degree (mediocre weapons will give you at least +2/1d8, while good weapons are closer to +3/1d10 or +2/1d12, and your typical multi-class feat gets you a skill training and a useful power on top of opening up feat/paragon path access). [/QUOTE]
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