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*Pathfinder & Starfinder
Battle Engineer for Avengers?
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<blockquote data-quote="mneme" data-source="post: 5187881" data-attributes="member: 59248"><p>Hershel: It's not a matter of giving people Leading Strike bonuses only to miss (though that -is- a concern in terms of weighting that option over just charging) -- but that I'm very rarely statically standing in place and throwing out at-wills. As such, most of the time I'm better off charging than walking up and dropping Leading Strike (particularly since often enough, I need the extra movement off the charge to get to my next victim). As it is, fights tend to be over fast enough that I try to make sure I use a daily in each fight, as if I save them up for a nova in the final fight of a mod, I'm likely to be ending the adventure with stuff unused to no purpose.</p><p></p><p>Felon: It's true. I mean, -all- avengers have at least a little leader in them, due to the amazing Divine Guidance (which, I'll note, almost always has a higher average damage than RRoT when you get a chance to invoke it -- at least on an encounter power or striker attack. My RRoT does an average of 18 if it hits (can't quite peg it at a .75 hit chance, as there's a strong temptation to use post-attack buffs if a RRoT encounter power misses; only 12 on a crit), but there are plenty of attacks that do an average of a lot more than that (including hit chance), so rerolling them is better.</p><p></p><p>One can make a good argument that most of the "controlling" Avengers do is really leading in disguise, really. Teleporting a mess of enemies -could- be used to get a 50% chance of knocking them prone and inflicting some falling damage on them (and sometimes that's the right choice; against minions, for instance) -- or it could be used to group them up so the controller gets to be more awesome, drop them next to the Rain of Steel-running Fighter, etc. Teleporting or shoving -one- guy is almost always a leaderish move; you drop him into the donut of death and bet against him being around on your next turn. And yeah, while they don't have much healing (except, oddly, there paragon paths) for other people [self-healing is a defender thing, and they've got a fair amount of that], there are a fair number of ways to hand out bonuses. Not to mention defense debuffs like Menacing Presence</p><p></p><p>Re Avenger Defender -- aside from Oath Strike (which -is- nice) and the pseudo-defender aspects of the Pursuing Avenger, there isn't much. Mostly, Avengers are really sturdy strikers. They're excellent harriers, though, which is kindof a defender job--and ends up tending to use their defensive abilities nicely.</p><p></p><p><a href="http://www.enworld.org/members/tarionzcousin.html" target="_blank">TarionzCousin</a>, Lucky Shot is a reward card in LFR, so yeah, not available outside of LFR. Each (and you can carry up to 2 reward cards into a mod in low heroic, 3 in high heroic, and 5 in low paragon) lets you turn a 19 on a die into a critical once per module. (yes, this is kind of obscene, but it's a level playing field, since after a year, all new reward cards for the year are available to all lfr players in a pdf. Other cards let you reroll an at-will attack with a given power source (different one for each power source except Shadow), or turn a failed skill check into 10 on the die. So for LFR purposes you can get around needing an expanded crit range before epic by packing Lucky Shots.</p><p></p><p>Edit: The problem with Jagged (and why I don't find it that exciting) is that if you crit often and/or don't apply have save ends penalties, it doesn't do as much reliable damage as dice -- as ongoing damage doesn't stack and the the -best- average case on ongoing without penalties is that it lasts 2 rounds (and Elites and Solos are worse). And damage-later is worse than damage-now. So you're getting a better crit range at a cost of your crits being worse -- a worthwhile trade if you're optimizing for ongoing damage and save-ends effects. For a controller avenger build who's all about the save-ends effects, it might very well be worthwhile (maybe. Cunning is nerfed, after all, but still is probably usually better for you), but for most Avengers, not so much. And RRoT is an anti-combo, of course.</p></blockquote><p></p>
[QUOTE="mneme, post: 5187881, member: 59248"] Hershel: It's not a matter of giving people Leading Strike bonuses only to miss (though that -is- a concern in terms of weighting that option over just charging) -- but that I'm very rarely statically standing in place and throwing out at-wills. As such, most of the time I'm better off charging than walking up and dropping Leading Strike (particularly since often enough, I need the extra movement off the charge to get to my next victim). As it is, fights tend to be over fast enough that I try to make sure I use a daily in each fight, as if I save them up for a nova in the final fight of a mod, I'm likely to be ending the adventure with stuff unused to no purpose. Felon: It's true. I mean, -all- avengers have at least a little leader in them, due to the amazing Divine Guidance (which, I'll note, almost always has a higher average damage than RRoT when you get a chance to invoke it -- at least on an encounter power or striker attack. My RRoT does an average of 18 if it hits (can't quite peg it at a .75 hit chance, as there's a strong temptation to use post-attack buffs if a RRoT encounter power misses; only 12 on a crit), but there are plenty of attacks that do an average of a lot more than that (including hit chance), so rerolling them is better. One can make a good argument that most of the "controlling" Avengers do is really leading in disguise, really. Teleporting a mess of enemies -could- be used to get a 50% chance of knocking them prone and inflicting some falling damage on them (and sometimes that's the right choice; against minions, for instance) -- or it could be used to group them up so the controller gets to be more awesome, drop them next to the Rain of Steel-running Fighter, etc. Teleporting or shoving -one- guy is almost always a leaderish move; you drop him into the donut of death and bet against him being around on your next turn. And yeah, while they don't have much healing (except, oddly, there paragon paths) for other people [self-healing is a defender thing, and they've got a fair amount of that], there are a fair number of ways to hand out bonuses. Not to mention defense debuffs like Menacing Presence Re Avenger Defender -- aside from Oath Strike (which -is- nice) and the pseudo-defender aspects of the Pursuing Avenger, there isn't much. Mostly, Avengers are really sturdy strikers. They're excellent harriers, though, which is kindof a defender job--and ends up tending to use their defensive abilities nicely. [URL="http://www.enworld.org/members/tarionzcousin.html"]TarionzCousin[/URL], Lucky Shot is a reward card in LFR, so yeah, not available outside of LFR. Each (and you can carry up to 2 reward cards into a mod in low heroic, 3 in high heroic, and 5 in low paragon) lets you turn a 19 on a die into a critical once per module. (yes, this is kind of obscene, but it's a level playing field, since after a year, all new reward cards for the year are available to all lfr players in a pdf. Other cards let you reroll an at-will attack with a given power source (different one for each power source except Shadow), or turn a failed skill check into 10 on the die. So for LFR purposes you can get around needing an expanded crit range before epic by packing Lucky Shots. Edit: The problem with Jagged (and why I don't find it that exciting) is that if you crit often and/or don't apply have save ends penalties, it doesn't do as much reliable damage as dice -- as ongoing damage doesn't stack and the the -best- average case on ongoing without penalties is that it lasts 2 rounds (and Elites and Solos are worse). And damage-later is worse than damage-now. So you're getting a better crit range at a cost of your crits being worse -- a worthwhile trade if you're optimizing for ongoing damage and save-ends effects. For a controller avenger build who's all about the save-ends effects, it might very well be worthwhile (maybe. Cunning is nerfed, after all, but still is probably usually better for you), but for most Avengers, not so much. And RRoT is an anti-combo, of course. [/QUOTE]
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