I, too, like the new multiclassing feats. There's kind of an exponential growth issue here, because with 8 classes, doing 3 feats like this for each class will run you... 84 feats. That would probably come down because not every combination is worth supporting, but then go back up because of multiple class builds, each which might want their own multiclass feats... But its a nice idea when it happens.
I was kind of surprised by the utility power that lets you vault with a polearm. I guess I shouldn't be- its a martial trick, and this is a martial class. Not everything has to be leader-ish. But its the sort of thing I hope the Fighter has as well, in at least some form.
The level 9 daily is brutal with a Fighter nearby. Pull the foe to a spot adjacent to you and adjacent to the Fighter, then prevent it from escaping by means of the Fighter's marking power, while abusing the crap out of it due to the daily power benefit. The best escape for your enemy at that point is probably to just move, get nailed by the Fighter and the Warlord, then use another move action now that their OAs are used up. Nothing else is going to save them.
With all the powers being written that offers an enemy a bonus if they attack you but also a penalty as a result of the attack, I'm going to have to come up with some method of deciding when a foe takes the bait. Like Diabolic Strategem. If an enemy takes the bait, you could absolutely demolish it. Against a solo, it could grant free basic attacks for the whole party. But logically a monster in that position wouldn't take the bait. Which makes it kind of lame. Maybe I'll roll a die rather than try to double think my way through the monster's perspective. Int checks ftw?
One of the feats requires you to be level 11. That should read, "Paragon." One of the others is missing a prerequisite of "Warlord."
I was kind of surprised by the utility power that lets you vault with a polearm. I guess I shouldn't be- its a martial trick, and this is a martial class. Not everything has to be leader-ish. But its the sort of thing I hope the Fighter has as well, in at least some form.
The level 9 daily is brutal with a Fighter nearby. Pull the foe to a spot adjacent to you and adjacent to the Fighter, then prevent it from escaping by means of the Fighter's marking power, while abusing the crap out of it due to the daily power benefit. The best escape for your enemy at that point is probably to just move, get nailed by the Fighter and the Warlord, then use another move action now that their OAs are used up. Nothing else is going to save them.
With all the powers being written that offers an enemy a bonus if they attack you but also a penalty as a result of the attack, I'm going to have to come up with some method of deciding when a foe takes the bait. Like Diabolic Strategem. If an enemy takes the bait, you could absolutely demolish it. Against a solo, it could grant free basic attacks for the whole party. But logically a monster in that position wouldn't take the bait. Which makes it kind of lame. Maybe I'll roll a die rather than try to double think my way through the monster's perspective. Int checks ftw?
One of the feats requires you to be level 11. That should read, "Paragon." One of the others is missing a prerequisite of "Warlord."