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*Pathfinder & Starfinder
Best of the Best - Tactical Warlord.
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<blockquote data-quote="tiornys" data-source="post: 4903629" data-attributes="member: 17633"><p>If I were comparing Mastery directly with something for the Tiefling, I'd agree. However, what I'm doing here is comparing the benefits of Dex vs. Cha; Mastery is just a piece of that package, and I think it's more valuable than the benefits of Cha.</p><p></p><p>I disagree; see below.</p><p></p><p>Bloodhunt won't come up as often as you want it too; TacLords tend to use their encounter/daily powers to set the table for attacking by giving big boosts to an ally, and then they give that ally a bunch of attacks before the boost wears off. That makes it's relatively rare for the TacLord to be directly attacking a bloodied enemy.</p><p></p><p>You meant Infernal Wrath, not Fiery Rebuke, but you're right that it's an excellent power for a TacLord. However, I think Fey Step is competitive in power. I almost always use Fey Step to set up flanks that would be awkward/impossible without it, which results in a higher to-hit bonus than Infernal Wrath would grant.</p><p></p><p>Hellfire Blood is in fact awesome, and most of the reason why Tiefling is anywhere close to the Eladrin's league. However, once you account the added cost of being locked into a Flaming weapon, I think Eladrin Soldier is comparable in power. From there, I think Tactical Inspiration and Fey Tactics outclass anything else the Tiefling has access to.</p><p></p><p>They do make good TacLords, competitive with Humans IMO, but Eladrin are still the best; despite the lack of a Str boost, they outclass even Genasi.</p><p></p><p>The TacLord doesn't much care about beating his party members, although it can certainly help, but he does care, a lot, about beating the enemy. Between attack boosts, extra movement, and extra attacks, TacLords can greatly enhance the party's ability to disrupt the enemy's formation and/or tactics. TacLords are the most proactive of the leaders, and they are masters at orchestrating round 1 novas. Taking out enemies before they get any actions is vastly superior to allowing them to take even a single turn.</p><p></p><p>t~</p></blockquote><p></p>
[QUOTE="tiornys, post: 4903629, member: 17633"] If I were comparing Mastery directly with something for the Tiefling, I'd agree. However, what I'm doing here is comparing the benefits of Dex vs. Cha; Mastery is just a piece of that package, and I think it's more valuable than the benefits of Cha. I disagree; see below. Bloodhunt won't come up as often as you want it too; TacLords tend to use their encounter/daily powers to set the table for attacking by giving big boosts to an ally, and then they give that ally a bunch of attacks before the boost wears off. That makes it's relatively rare for the TacLord to be directly attacking a bloodied enemy. You meant Infernal Wrath, not Fiery Rebuke, but you're right that it's an excellent power for a TacLord. However, I think Fey Step is competitive in power. I almost always use Fey Step to set up flanks that would be awkward/impossible without it, which results in a higher to-hit bonus than Infernal Wrath would grant. Hellfire Blood is in fact awesome, and most of the reason why Tiefling is anywhere close to the Eladrin's league. However, once you account the added cost of being locked into a Flaming weapon, I think Eladrin Soldier is comparable in power. From there, I think Tactical Inspiration and Fey Tactics outclass anything else the Tiefling has access to. They do make good TacLords, competitive with Humans IMO, but Eladrin are still the best; despite the lack of a Str boost, they outclass even Genasi. The TacLord doesn't much care about beating his party members, although it can certainly help, but he does care, a lot, about beating the enemy. Between attack boosts, extra movement, and extra attacks, TacLords can greatly enhance the party's ability to disrupt the enemy's formation and/or tactics. TacLords are the most proactive of the leaders, and they are masters at orchestrating round 1 novas. Taking out enemies before they get any actions is vastly superior to allowing them to take even a single turn. t~ [/QUOTE]
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