Excerpt: The Warlord

mach1.9pants said:
Out of the loop I am afraid:
Fort Def: best of STR or CON modifier
Reflex Def: beast of INT or DEX modifier
Will defence: best of WiS or CHA modifier

Well, good to know.

I'd ask where this was revealed, but it's irrelevant. I like this pairing of two ability scores to a Defense, and chosing the best.
 

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Green Knight said:
So so far, we know the Warlord has the following power choices at 1st level.

AT-WILL POWERS
Commander's Strike
Furious Smash
Viper's Strike
Wolf Pack Tactics

ENCOUNTER POWERS
Guarding Attack
Warlord's Favor

DAILY POWERS
Bastion of Defense
Lead the Attack
Pin the For
White Raven Onslaught

I wonder how many more choices are available at 1st level?
Probably a few more encounter power.
 

Odd skill choices

Did anyone else notice the odd skill recommendations?

It is recommended that the Inspiring (Cha-focused) Warlord take History, while the Tactical (Int-focused) Warlord should take Intimidate.

Odd, IMO.

EDIT: Maybe not supremely odd, because the Inspiring Warlord has diplomacy (maybe they figured there was no need for diplomacy and intimidate) and the Tactical Warlord has history (maybe they figured that out of diplomacy and intimidate, intimidate was the better fit for that build).
 
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Colmarr said:
Did anyone else notice the odd skill recommendations?

It is recommended that the Inspiring (Cha-focused) Warlord take History, while the Tactical (Int-focused) Warlord should take Intimidate.

Odd, IMO.
They both get History, Charisma-focused gets Diplomacy while Intelligence-focused gets Intimidate. Which fits with Inspiring (you need good diplomatic skills to inspire people) and Tactical (if you know your correct in your assumptions sometimes it take force to get people to see it).
 

Green Knight said:
What'd you call?

Awhile back there was some debate over whether non-cleric leaders would be as good at healing as the cleric. After watching the videos from the initial 4E announcement and GamerZero interviews, I called that all leaders would be just as good at healing as the cleric.

<happy dance>
 

1) It's not an adequate replacement for a cleric. Unless you play an inspiring build, you have no initial ability to bring healing beyond that of the heal skill itself, and even the inspiring build has a very limited healing utility. And there hasn't been alot of sign that raise dead and similar miraculous cleric abilities are on the table for Warlords.
2) It doesn't matter so much, because the combination of healing surge mechanics, rest mechanics, and no long term conditions elimenate much of the need for clerical healing anway.
3) It certainly easier to get by without a cleric. But based on some of the play test comments and what we've seen so far, it still seems to me that the optimal party contains a cleric and probably support from a secondary healer like a Paladin or Warlord. In fact, I'm wondering whether or not a 5 person party would benefit most from having two leader roles, plus say one defender, one controller, and one striker. And you could probably replace the striker with a second controller or defender alot more easily than you could get by without having a leader.
 


Well, any of the Warlords can choose:

Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.

So that gives you more HP as well.
 

Celebrim said:
1) It's not an adequate replacement for a cleric. Unless you play an inspiring build, you have no initial ability to bring healing beyond that of the heal skill itself, and even the inspiring build has a very limited healing utility. And there hasn't been alot of sign that raise dead and similar miraculous cleric abilities are on the table for Warlords.
2) It doesn't matter so much, because the combination of healing surge mechanics, rest mechanics, and no long term conditions elimenate much of the need for clerical healing anway.
3) It certainly easier to get by without a cleric. But based on some of the play test comments and what we've seen so far, it still seems to me that the optimal party contains a cleric and probably support from a secondary healer like a Paladin or Warlord. In fact, I'm wondering whether or not a 5 person party would benefit most from having two leader roles, plus say one defender, one controller, and one striker. And you could probably replace the striker with a second controller or defender alot more easily than you could get by without having a leader.
I would assume "inspiring word" is pretty much the same as "healing word". Which would put them on the same/similar level.
 

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