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<blockquote data-quote="sabrinathecat" data-source="post: 6890073" data-attributes="member: 89838"><p>Tide of Iron was a great Fighter At-Will. I liked two powers I had: one was push (con mod) and the other was push 3. With a con-primary hammer & shield fighter, they were very effective. And then I discovered Gauntlets of the Ram. Oh Smeg. I broke one encounter by pushing 2 monsters from the landing of a stairway carved into the side of a mountain. One did survive the 150ft fall, but decided not to spend the 30 minutes climbing up the stairs to rejoin the battle. That was half the fight over!</p><p>Fighter's Grit was a great utility.</p><p></p><p>While I understand that CharOppers poopoo it as a Red/Trap power, Storm Countess's Kiss can be amazingly effective in the right conditions. Like suspending the monster leader in the air higher than his aura, allowing us to wipe out his allies, and than ganging up on him to pound him to pemmican. Sure, it meant he had to fail a bunch of saving throws... Oh, did I mention he was a melee-only monster, with no range attacks whatsoever? DM was a trifle miffed.</p><p></p><p>The Vampire class had a lot going for it, but again, not according to CharOppers.</p><p>Actually, Heroes of Shadow had a lot of great flavor text--just not the mechanics to back it up.</p><p></p><p>For 4 sessions, I had convinced people that I was playing a different build of Paladin instead of a Blackguard by renaming "Dread Smite" to "Righteous Sanction" and such-like. When I didn't have daily powers to bust out for the big boss fight, I got rumbled. Everyone laughed though.</p><p></p><p>I loved all the people complaining that 4E didn't offer enough variety. I figured some 150 options of Race, class, build, and all, just with lvl1 characters. Sure, some weren't optimal, but all were workable.</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6890073, member: 89838"] Tide of Iron was a great Fighter At-Will. I liked two powers I had: one was push (con mod) and the other was push 3. With a con-primary hammer & shield fighter, they were very effective. And then I discovered Gauntlets of the Ram. Oh Smeg. I broke one encounter by pushing 2 monsters from the landing of a stairway carved into the side of a mountain. One did survive the 150ft fall, but decided not to spend the 30 minutes climbing up the stairs to rejoin the battle. That was half the fight over! Fighter's Grit was a great utility. While I understand that CharOppers poopoo it as a Red/Trap power, Storm Countess's Kiss can be amazingly effective in the right conditions. Like suspending the monster leader in the air higher than his aura, allowing us to wipe out his allies, and than ganging up on him to pound him to pemmican. Sure, it meant he had to fail a bunch of saving throws... Oh, did I mention he was a melee-only monster, with no range attacks whatsoever? DM was a trifle miffed. The Vampire class had a lot going for it, but again, not according to CharOppers. Actually, Heroes of Shadow had a lot of great flavor text--just not the mechanics to back it up. For 4 sessions, I had convinced people that I was playing a different build of Paladin instead of a Blackguard by renaming "Dread Smite" to "Righteous Sanction" and such-like. When I didn't have daily powers to bust out for the big boss fight, I got rumbled. Everyone laughed though. I loved all the people complaining that 4E didn't offer enough variety. I figured some 150 options of Race, class, build, and all, just with lvl1 characters. Sure, some weren't optimal, but all were workable. [/QUOTE]
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