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<blockquote data-quote="WalterKovacs" data-source="post: 5541117" data-attributes="member: 63763"><p>Most of the classes (apart from the mage) have something that restricts them (lack of choice for encounter powers happens a lot, or no dailies at all) so that there are less "options" than older versions of that class, and the martials have their versatility changed. The hunter, for example, gives up versatility in choosing dailies and encounters, but makes up for it with at-will versatility. He has a choice of stances which he can combine with his three at-wills (one of which has three different effects, making it basically a total of 5 at-wills). So the hunter continuously has lots of options, and their encounter power also gives you choice of effect, not to mention save ends is normally a daily "level" effect, so their lack of dailies are less of a problem.</p><p> </p><p>From what I've seen, people have enjoyed playing the essential characters, likely in part because it's hard to build a bad essential character, while the other characters have a lot more in terms of fiddly bits to pick from.</p><p> </p><p>One of the big tradeoffs, like with the defenders, is you get an "easier" mark, no need to track it, no need for a fighter to have lots of burst attacks to mark multiple targets, no need to track your immediate action use since it's an OA ... but you do lose some of the more powerful features, like the fighter's ability to stop movement, or the paladin's ability to maintain his divine challenge at range with ranged attacks, etc.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5541117, member: 63763"] Most of the classes (apart from the mage) have something that restricts them (lack of choice for encounter powers happens a lot, or no dailies at all) so that there are less "options" than older versions of that class, and the martials have their versatility changed. The hunter, for example, gives up versatility in choosing dailies and encounters, but makes up for it with at-will versatility. He has a choice of stances which he can combine with his three at-wills (one of which has three different effects, making it basically a total of 5 at-wills). So the hunter continuously has lots of options, and their encounter power also gives you choice of effect, not to mention save ends is normally a daily "level" effect, so their lack of dailies are less of a problem. From what I've seen, people have enjoyed playing the essential characters, likely in part because it's hard to build a bad essential character, while the other characters have a lot more in terms of fiddly bits to pick from. One of the big tradeoffs, like with the defenders, is you get an "easier" mark, no need to track it, no need for a fighter to have lots of burst attacks to mark multiple targets, no need to track your immediate action use since it's an OA ... but you do lose some of the more powerful features, like the fighter's ability to stop movement, or the paladin's ability to maintain his divine challenge at range with ranged attacks, etc. [/QUOTE]
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