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<blockquote data-quote="Kwalish Kid" data-source="post: 4993960" data-attributes="member: 446"><p>Good point indeed. This is about the only way to play an assault swordmage. Opponents that don't move to attack you will end up getting taken out of the fight early because you can usually teleport into a flanking position and hit them for more damage. It makes assault swordmages into a sort of pseudo-striker, at least on opponents that don't catch on to their dilemma. The swordmage powers that work on a charge are there for a reason.</p><p></p><p>Playing an assault swordmage, I will mark opponents near the strikers and controller and then run away to engage opponents farther away. If the striker or controller gets hit, then I pop back and do some damage. If the striker or controller doesn't get hit, it's often because of the mark. In this way, the swordmage engages mutliple opponents at once. Plus there are lots of swordmage powers that can boost the defenses of allies; so even without the help of a mark, running to a new opponent does not leave allies totally helpless.</p><p></p><p>Whether or not a swordmage or a fighter should mark an opponent often depends on whether that opponent is likely to attack or to move. If the opponent is likely to attack, then the swordmage should take it. If the opponent is likely to move, then the fighter should take it.</p><p></p><p>If it looks like the swordmage might be in trouble far from the party, then the fighter should leave the swordmage's mark alone, so the swordmage can teleport closer to a leader.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 4993960, member: 446"] Good point indeed. This is about the only way to play an assault swordmage. Opponents that don't move to attack you will end up getting taken out of the fight early because you can usually teleport into a flanking position and hit them for more damage. It makes assault swordmages into a sort of pseudo-striker, at least on opponents that don't catch on to their dilemma. The swordmage powers that work on a charge are there for a reason. Playing an assault swordmage, I will mark opponents near the strikers and controller and then run away to engage opponents farther away. If the striker or controller gets hit, then I pop back and do some damage. If the striker or controller doesn't get hit, it's often because of the mark. In this way, the swordmage engages mutliple opponents at once. Plus there are lots of swordmage powers that can boost the defenses of allies; so even without the help of a mark, running to a new opponent does not leave allies totally helpless. Whether or not a swordmage or a fighter should mark an opponent often depends on whether that opponent is likely to attack or to move. If the opponent is likely to attack, then the swordmage should take it. If the opponent is likely to move, then the fighter should take it. If it looks like the swordmage might be in trouble far from the party, then the fighter should leave the swordmage's mark alone, so the swordmage can teleport closer to a leader. [/QUOTE]
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