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Attention experienced Avengers! Tips and suggestions!
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<blockquote data-quote="Breaks" data-source="post: 5807950" data-attributes="member: 6678259"><p>Looks fine, but here's a few suggestions and observations from experience.</p><p></p><p>Unarmored Agility is better than Improved Armor of Faith, unless your DM is letting you take the pre-errata version. It's only +1AC now. UA is +2, and they do stack, so it's not a bad idea to get them both eventually.</p><p></p><p>It's worth going 16/16 wis/dex pre-racial. Out of all classes, -1 to hit hurts avengers least, the 1 damage is negligible, init is awesome, our riders are awesome, and AC is nice. </p><p></p><p>Quick Draw is almost always a trap. There's several items that can do the same thing, or you can take Master-at-arms for your expertise feat, since provoking OAs is going to be pretty rare for you and +1/tier to charging isn't huge. But I'd take Two-Handed Expertise anyway, and drop Bond of Pursuit for a ranged at-will. Keeping three items (bow, sword, holy symbol) up to scratch would be expensive and silly. I like Radiant Vengeance. Ranged 10 is all you should ever need, it exploits radiant vulnerabilities, and free temps are awesome.</p><p></p><p>Bond of Pursuit is a bit of a trap anyway; when you're taking two feats to enhance Overwhelming Strike, you're not going to want to use your other at-will unless you can't use OS for some reason. 9 times out of 10, immobilization or lack of enough movement at the beginning of combat (or not wanting to be the first one to charge in because getting surrounded nullifies your rerolls) will be what prevents that.</p><p></p><p>Monsters don't really run away nearly as much as pursuit avenger features imply they might. Of course, that's DM dependent, but generally monsters will just attack back, unless they're the last thing alive and trying to escape to warn the next room. And in at case, an overwhelming strike charge is more accurate and more useful than being adjacent to it via BoP.</p></blockquote><p></p>
[QUOTE="Breaks, post: 5807950, member: 6678259"] Looks fine, but here's a few suggestions and observations from experience. Unarmored Agility is better than Improved Armor of Faith, unless your DM is letting you take the pre-errata version. It's only +1AC now. UA is +2, and they do stack, so it's not a bad idea to get them both eventually. It's worth going 16/16 wis/dex pre-racial. Out of all classes, -1 to hit hurts avengers least, the 1 damage is negligible, init is awesome, our riders are awesome, and AC is nice. Quick Draw is almost always a trap. There's several items that can do the same thing, or you can take Master-at-arms for your expertise feat, since provoking OAs is going to be pretty rare for you and +1/tier to charging isn't huge. But I'd take Two-Handed Expertise anyway, and drop Bond of Pursuit for a ranged at-will. Keeping three items (bow, sword, holy symbol) up to scratch would be expensive and silly. I like Radiant Vengeance. Ranged 10 is all you should ever need, it exploits radiant vulnerabilities, and free temps are awesome. Bond of Pursuit is a bit of a trap anyway; when you're taking two feats to enhance Overwhelming Strike, you're not going to want to use your other at-will unless you can't use OS for some reason. 9 times out of 10, immobilization or lack of enough movement at the beginning of combat (or not wanting to be the first one to charge in because getting surrounded nullifies your rerolls) will be what prevents that. Monsters don't really run away nearly as much as pursuit avenger features imply they might. Of course, that's DM dependent, but generally monsters will just attack back, unless they're the last thing alive and trying to escape to warn the next room. And in at case, an overwhelming strike charge is more accurate and more useful than being adjacent to it via BoP. [/QUOTE]
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