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Come and (Don't) Get It?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5122535" data-attributes="member: 710"><p>It almost feels like there aren't. But the question might be - is it because it's too powerful, or just because everyone wants to play out the <em>Come And Get It</em> scene? </p><p></p><p>Let's compare (using the Compendium)</p><p>- Trip Up: Free Action Attack after a succesful basic attack, slows target or knocks it prone (reach weapon/polearm), deals 1[W]+STR. Vs Reflex</p><p>- Not So Fast: Immediate Interrupt, an enemy moves away from you, 1W+STR and slows or immobilizes (flail,pick).</p><p>- Savage Parry: Immediate Interrupt, enemy hits ally,Str (+Con with some weaopns) damage and ally takes half damage.</p><p>- Inertia Strike: 2W+STR damage, adjacent enemies take CON damage, -2 to attack</p><p>- Weapon Master's Gambit: 2W+STR damage and various effects (damage to adjacent creatures, or knocked prone, or combat advantage, slide/shift, depending on weapon used)</p><p>- Hampering Flurry: 2 Attacks (Primary + Off-Hand, 1W+STR damage, extra damage when both hit)</p><p>- Stay Down: 2W+STR damage and prone enemy can't stand up and takes extra damage</p><p>- Twofold Torment: 2 Attacks (Primary + Offhand), 1W+STR damage, pushes 1+DEX, extra damage for combat advantage.</p><p>- Bloody the Field: 2W+STR, Invigorating, dazes blooded target, extra damage with some weapons.</p><p>- Bludgeoning Wise: Hit + Followup (unarmed), 1W+STR, dazes with first, knock prone with second.</p><p>- Echoing Assault: 2W+STR, if target is still adjacent to you at your next turn, make extra attack.</p><p>- Hydra Charge: 1W+STR in Cluse Burst 1, enemies take attack penalty, can be used as part of a charge</p><p>- Opportunist's rend: two Attacks (main and off-hand), 1W+STR damage, can be used in place of melee basic.</p><p>- Come and Get It. Pull enemies in Close Burst 3, then attack for 1W+STR damage.</p><p>- Griffon's Wrath: 2W+STR damage and -2 penalty to AC</p><p>- Iron Bulwark: 2W+STR damage and +1 or +2 to AC (latter with shield)</p><p>- Reckless Strike: -2 attack, 3W+STR damage</p><p>- Sudden Surge: 2W + STR damage. Move Dex squares as Effect</p><p></p><p>Hydra Charge is kinda Come and Get It in reverse, since you can combine it with a charge. Stay Down can be very useful if you (or a party member) is build for trip-attacks, and can lock down a foe. Trip Up is a free action attack. Sure, it requires you to have made a basic attack, but Fighters do that a lot. Bloody the Field can be very useful against Elites or Solos that get more dangerous when bloodied, Bludgeoning Wise even a little more generally useful (even if target is not bloodied), the tempest powers generally will create good damage.</p><p></p><p>Come and Get It is certainly a good choice among those. Is it also clearly the best? I find it hard to judge it mechanically, but flavorwise, I love it above all others. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5122535, member: 710"] It almost feels like there aren't. But the question might be - is it because it's too powerful, or just because everyone wants to play out the [I]Come And Get It[/I] scene? Let's compare (using the Compendium) - Trip Up: Free Action Attack after a succesful basic attack, slows target or knocks it prone (reach weapon/polearm), deals 1[W]+STR. Vs Reflex - Not So Fast: Immediate Interrupt, an enemy moves away from you, 1W+STR and slows or immobilizes (flail,pick). - Savage Parry: Immediate Interrupt, enemy hits ally,Str (+Con with some weaopns) damage and ally takes half damage. - Inertia Strike: 2W+STR damage, adjacent enemies take CON damage, -2 to attack - Weapon Master's Gambit: 2W+STR damage and various effects (damage to adjacent creatures, or knocked prone, or combat advantage, slide/shift, depending on weapon used) - Hampering Flurry: 2 Attacks (Primary + Off-Hand, 1W+STR damage, extra damage when both hit) - Stay Down: 2W+STR damage and prone enemy can't stand up and takes extra damage - Twofold Torment: 2 Attacks (Primary + Offhand), 1W+STR damage, pushes 1+DEX, extra damage for combat advantage. - Bloody the Field: 2W+STR, Invigorating, dazes blooded target, extra damage with some weapons. - Bludgeoning Wise: Hit + Followup (unarmed), 1W+STR, dazes with first, knock prone with second. - Echoing Assault: 2W+STR, if target is still adjacent to you at your next turn, make extra attack. - Hydra Charge: 1W+STR in Cluse Burst 1, enemies take attack penalty, can be used as part of a charge - Opportunist's rend: two Attacks (main and off-hand), 1W+STR damage, can be used in place of melee basic. - Come and Get It. Pull enemies in Close Burst 3, then attack for 1W+STR damage. - Griffon's Wrath: 2W+STR damage and -2 penalty to AC - Iron Bulwark: 2W+STR damage and +1 or +2 to AC (latter with shield) - Reckless Strike: -2 attack, 3W+STR damage - Sudden Surge: 2W + STR damage. Move Dex squares as Effect Hydra Charge is kinda Come and Get It in reverse, since you can combine it with a charge. Stay Down can be very useful if you (or a party member) is build for trip-attacks, and can lock down a foe. Trip Up is a free action attack. Sure, it requires you to have made a basic attack, but Fighters do that a lot. Bloody the Field can be very useful against Elites or Solos that get more dangerous when bloodied, Bludgeoning Wise even a little more generally useful (even if target is not bloodied), the tempest powers generally will create good damage. Come and Get It is certainly a good choice among those. Is it also clearly the best? I find it hard to judge it mechanically, but flavorwise, I love it above all others. ;) [/QUOTE]
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