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<blockquote data-quote="Ro'Dal" data-source="post: 4991346" data-attributes="member: 85954"><p>I played a fighter up to 14th level. At that point almost every encounter or daily power either was an Area attack or a Healing power (except for the Dreadnought paragon power). Like others said Come and Get It is really that good. It provides a means to relocate a huge area of enemies to be adjacent, maximizing your damage and protecting allies. Additionally I was an Earth Genasi for the encounter racial power of Earthshock, which was a minor action prone attack. They had to either stand then shift and "lose" their turn or had to stay adjacent and take a swing. I was also a battlerager for those tiny bits of extra HP (We found the errata halfway through).</p><p></p><p>I was Multiclassed Cleric for Godsight (True sight for 5 squares), which helps immensely against things that cast darkness...stupid Close burst 1 enemies that you can see stuff <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Finally I was paragoned in Dreadnought so that I could escape most save end conditions so I could maintain my stickiness. Looking at divine power I guess you could also take the paragon feat Saving Grace to help others make saving throws as free actions...assuming "Save automatically" is the same as "Succeeding"</p><p></p><p>Finally I was coupled with a bard who increased my crit chance with a couple of powers. Which was good because I used Reckless weapon and Reckless Attack feat for using crit sploding as my damage. Also Agile Opportunist feat from PHBII let me get a free attack every time that the bard healed me (because he was sliding me). All in all we worked quite well. I kept them pinned down for typically 3 rounds and had a great chance to "explode" on my criticals because of how many rolls I made thanks to the AoEs.</p></blockquote><p></p>
[QUOTE="Ro'Dal, post: 4991346, member: 85954"] I played a fighter up to 14th level. At that point almost every encounter or daily power either was an Area attack or a Healing power (except for the Dreadnought paragon power). Like others said Come and Get It is really that good. It provides a means to relocate a huge area of enemies to be adjacent, maximizing your damage and protecting allies. Additionally I was an Earth Genasi for the encounter racial power of Earthshock, which was a minor action prone attack. They had to either stand then shift and "lose" their turn or had to stay adjacent and take a swing. I was also a battlerager for those tiny bits of extra HP (We found the errata halfway through). I was Multiclassed Cleric for Godsight (True sight for 5 squares), which helps immensely against things that cast darkness...stupid Close burst 1 enemies that you can see stuff :) Finally I was paragoned in Dreadnought so that I could escape most save end conditions so I could maintain my stickiness. Looking at divine power I guess you could also take the paragon feat Saving Grace to help others make saving throws as free actions...assuming "Save automatically" is the same as "Succeeding" Finally I was coupled with a bard who increased my crit chance with a couple of powers. Which was good because I used Reckless weapon and Reckless Attack feat for using crit sploding as my damage. Also Agile Opportunist feat from PHBII let me get a free attack every time that the bard healed me (because he was sliding me). All in all we worked quite well. I kept them pinned down for typically 3 rounds and had a great chance to "explode" on my criticals because of how many rolls I made thanks to the AoEs. [/QUOTE]
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