Nemesis Destiny
Adventurer
I have not seen the Cavalier in play - are they similarly hindered?
Ironically no, because they are as ridiculously accurate and you also can toss on an extra effect that dazes. Many of the Knights problems are because a creature leaves and attacks your ally without taking any penalty. Most importantly, it has a free choice as to what to do when it's away - so if it wants that big burst that gets the rest of your allies after moving it can. The cavalier ensures that a creature is threatened with the looming doom of being dazed any time it does something stupid. If it moves or shifts - it practically loses the rest of its entire turn. It gets the choice of charging to make a guaranteed attack, or basically having to risk losing whatever other actions on its turn. This makes the cavalier a much harder catch 22 than the Knight, who can't force a monster into this kind of crappy choice without Defend the Line and World Serpents Grasp. Righteous Shield is also a really solid encounter, especially because it literally lets you save the life of a companion - I can't emphasize how good that is. At the same time, the Knights looming threat (IIRC, the burst that gives a penalty anyway) is also really good, albeit it only buys you a single turn usually (but it *is* better than nothing).I have not seen the Cavalier in play - are they similarly hindered?
Hmm, that does seem to be technically true. My group has always considered the free rituals part of the wizard's class feature, though, and I wouldn't be surprised if other groups run it the same way.
The feat does give you "You gain the wizard’s Ritual Casting class feature"
To me that always implied that you got what was described under Ritual Casting. If they meant "you get the Ritual Casting feat" why wouldn't they
say exactly that?
I'd say that the intent is ambiguous at best.
PHB1 said:Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10).
See, that's just an absurd assertion. The only downside of the Knight's arua is that it doesn't give that persistent -2 to a non-adjacent ally. That -2 difference is just not going to lead to PCs being one-shotted. 4e is not that crazy-swingy.The problem is due to the Knights inability to hold those creatures attention, the wizard is already unconscious and won't be beguiling stranding anything.
A daze as mark punishment? Damn, the cavalier at my Encounters table has not come through with anything that awesome! Is it build-specific, or higher level or a feat or something?Ironically no, because they are as ridiculously accurate and you also can toss on an extra effect that dazes. Admittedly I've not played a lot with the cavalier, but the daze power strike equivalent is just really attractive. Especially when you get multiple uses of it per encounter.
A daze as mark punishment? Damn, the cavalier at my Encounters table has not come through with anything that awesome! Is it build-specific, or higher level or a feat or something?
Not really, because what else are a bunch of monsters going to do with no compulsion to attack anyone? Personally I would start eating the tasty looking guy without much armor with the big wooden stick first.See, that's just an absurd assertion.
You've not seen owlbears obviously. Believe me, it takes one round and an owlbear (level 8 elite) will run through any squishy character faster than butter melts on molten lava. Or what the new dragons will do to a party when they can freely decide who to eat at their own whim.That -2 difference is just not going to lead to PCs being one-shotted. 4e is not that crazy-swingy.
Actually I'm not even talking about epic tier. The terror that ended the Knight in the encounter I described, the Blizzard Dragon is a mere level 7 controller.I understand that you've been running a lot of Epic, and maybe, at that level, forced movement and the like is so pervasive that you really can F a Knight over to the degree you're implying.
That is 100% correct and the entire point. The fighter can tough through a situation that the knight can't, due to superior powers and indeed, being able to contribute through that penalty.Anything that can safely get a monster out of a Knight's aura can also safely get it away from the Fighter's mark punishement, to the difference is, at most, that -2.
The enemies have to care first and don't forget: The aura goes where you do. If you get slid off into the middle of nowhere, your mark does absolutely nothing. Similarly, a knight that is dazed can't do a thing but watch monsters shrug and walk away.And, the aura applies much more easily than the mark (no attack required, it's automatic against any and every adjacent enemy!)
I am indeed, but it seems most of the people who have played the knight for a bit (particularly later heroic/paragon) seem to agree with me. You really need to have a good optimized base to make an effective Knight. I keep saying this, but compare a Knight with Warpriest and a Weaponmaster? Who do you think is more uncompromisingly sticky? The guy every monster just walks away from, or the guy who is a black hole of absolute doom that you can never hope to escape from unless you have a power (Like many skirmishers).If you're basing this on experience, fine - but your experience is frankly hard to credit. I can only assume that there are some playstyle or perception issues contributing to it.
Precisely. I tried my usual "provoke an OA and who cares" thing on a cavalier once. Big mistake. Wasted the entire creatures turn after it got dazed on being hit from the OA.WalkerKovacs said:He is talking about a combination of the cavalier's holy smite used with an OA (MBAs are technicall at-will weapon attacks). He's comparing what the knight can do if someone walks away instead of shifting away to what a cavalier can. The knight gets to make an OA, which is basically the same he would have done vs. a shift, except he doesn't deal half damage on a miss. For the Cavalier, he gets an OA, but if he hits, he dazes the guy he hit [assuming he hasn't already used up his holy smites]. The normal OA vs. shifting/attacking an ally is just auto damage, but the OA vs. moving away from the cavalier is a MBA, which he can boost with Holy Smite. So the Cavalier is stickier than the knight (just like the fighter is stickier than the paladin).
Not really, because what else are a bunch of monsters going to do with no compulsion to attack anyone? Personally I would start eating the tasty looking guy without much armor with the big wooden stick first.See, that's just an absurd assertion.
You've not seen owlbears obviously. Believe me, it takes one round and an owlbear (level 8 elite) will run through any squishy character faster than butter melts on molten lava. Or what the new dragons will do to a party when they can freely decide who to eat at their own whim.That -2 difference is just not going to lead to PCs being one-shotted. 4e is not that crazy-swingy.
Actually I'm not even talking about epic tier. The terror that ended the Knight in the encounter I described, the Blizzard Dragon is a mere level 7 controller.I understand that you've been running a lot of Epic, and maybe, at that level, forced movement and the like is so pervasive that you really can F a Knight over to the degree you're implying.
That is 100% correct and the entire point. The fighter can tough through a situation that the knight can't, due to superior powers and indeed, being able to contribute through that penalty.Anything that can safely get a monster out of a Knight's aura can also safely get it away from the Fighter's mark punishement, to the difference is, at most, that -2.
The enemies have to care first and don't forget: The aura goes where you do. If you get slid off into the middle of nowhere, your mark does absolutely nothing. Similarly, a knight that is dazed can't do a thing but watch monsters shrug and walk away.And, the aura applies much more easily than the mark (no attack required, it's automatic against any and every adjacent enemy!)
I am indeed, but it seems most of the people who have played the knight for a bit (particularly later heroic/paragon) seem to agree with me. You really need to have a good optimized base to make an effective Knight. I keep saying this, but compare a Knight with Warpriest and a Weaponmaster? Who do you think is more uncompromisingly sticky? The guy every monster just walks away from, or the guy who is a black hole of absolute doom that you can never hope to escape from unless you have a power (Like many skirmishers).If you're basing this on experience, fine - but your experience is frankly hard to credit. I can only assume that there are some playstyle or perception issues contributing to it.
Precisely. I tried my usual "provoke an OA and who cares" thing on a cavalier once. Big mistake. Wasted the entire creatures turn after it got dazed on being hit from the OA. I quickly discovered that I couldn't get away with the same tricks I used on the Knight.WalkerKovacs said:He is talking about a combination of the cavalier's holy smite used with an OA (MBAs are technicall at-will weapon attacks). He's comparing what the knight can do if someone walks away instead of shifting away to what a cavalier can. The knight gets to make an OA, which is basically the same he would have done vs. a shift, except he doesn't deal half damage on a miss. For the Cavalier, he gets an OA, but if he hits, he dazes the guy he hit [assuming he hasn't already used up his holy smites]. The normal OA vs. shifting/attacking an ally is just auto damage, but the OA vs. moving away from the cavalier is a MBA, which he can boost with Holy Smite. So the Cavalier is stickier than the knight (just like the fighter is stickier than the paladin).