Feats & Fighters

You know, I can really see how you come to over-value the mark penalty over mark punishment. I can't agree with it, but I can see the logic.

On a tangent: how do you visualize the -2 penalty for being marked?

This is most present when penalties from marks make the defenders AC roughly near or worse than the actual defender. Especially when combined with other penalties or even bonuses on top of that.
So, really, a Knight in your game would be well served to throw away his shield and get a bigger weapon. Hey, it's now 2 points easier to hit the Knight relative to the guy you're running away from him to hit, and his OA now does more damage...
 
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You know, I can really see how you come to over-value the mark penalty of mark punishment.
It's not over valuing something that can make a power do absolutely nothing. 4E is a game about hitting and not hitting with powers is really much more obnoxious than a bit of damage. Maximizing bonuses to hit is essential in 4E. For example moving and provoking an OA by a Knight, to suffer a bit of damage to move into flanking against the leader is a no brainer choice. Not to mention the effective +4 to hit (+2 from CA and +2 from having no mark of any sort) is just more efficient. When doing the same thing wastes an entire round on a suboptimal action, or results in the power missing then it was just taking damage for no benefit (so I'm unlikely to do it).

Additionally it's worth noting I am used to players using many reactions/interrupts that impose penalties (or bonuses) to their defenses. The effect of stacking all of these can make key powers useless. Of course this is entirely what make 4E a fascinating tactical game to me!
On a tangent: how do you visualize the -2 penalty for being marked?
Depends on the defender to be honest. I view the aura as a constant threat, with the creature being aware of the heightened sense of the Knight/Cavalier within (The Cavalier is more of a divine presence). The Paladin is a divine compulsion. The Fighter is just an incredibly savvy individual who constantly harries and worries the creature that they could turn around, and he'll be there etc.
So, really, a Knight in your game would be well served to throw away his shield and get a bigger weapon. Hey, it's now 2 points easier to hit the Knight relative to the guy you're running away from him to hit, and his OA now does more damage...
Yeah, I wouldn't think that would be a bad idea at all and I do recommend it. In the previous game I mentioned above, the Knight used a gouge (my PoL setting allows everything if the player can justify it) and basically used a lot of charging. It was actually quite interesting because it was almost an adaptation to my general habits. The fact most monsters left (or pushed him away to do something elsewhere) meant that he charged a lot. I actually ended up sometimes keeping creatures adjacent just to stop him charging. He eventually changed to a weaponmaster though, so I never got to see how that evolved out over heroic tier (and then the game stopped at around level 7 :().
 

Again, even if they cause forced movement against the knight on a miss ... they still have to attack the knight. So, for at least ONE of the enemies, the knight has done his job.

Also ... the party is what ... 8 to 10 squares away from where the weaponmaster is? I guess it comes down to the group being extremely effecient in it's strategy, but the "not close enough to shift + charge" seems like a weird scenario. And of course, there are always ranged attacks [which you'd still want to get away from the fighter for ... the weaponmaster would only get one interupt vs. those shifts, while the knight would get one each time, but lose out on penalizing the rolls].

The weaponmaster's ability to pretty much stop an enemy from making a full distance move to another target and use a non-basic attack is very good ... but it is trivally simple to use one of his stances, which comes in the book, to at least deal with it normally.

As far as monsters with built in movement powers (I'm thinking lurkers especially), many have shifting ones (which would get around the fighter's OA stopping power) or have their movement part of their standard action ... meaning that a shift then using that power is still an option.

I'm not saying that knights are better than the weaponmaster. I'm just saying that knight's aren't horrible useless piles of trash unless they optimize (and, really taking a feat along with something that comes with the class is hardly optimizing ... especially when they are being compared to weaponmasters who have an option to not get combat superiority or no take the -3 mark penalty, etc ...)

Stacked with illusory ambush, now it's once in every 5 rolls. Stacked with a wizards shield, that -8 penalty (essentially) now means an attack that could have outright crippled (or killed) the wizard now misses entirely. Stacked with disruptive strike, the monster may as well have not bothered using the power in the first place. There are so many example powers I could use here, that are commonly available to a wide array of different builds, classes and similar. Penalties that hang around and aren't easy to get rid of - marks are actually one of the harder penalties to get rid of in many cases - can be freely stacked with others (or against bonuses). I've mentioned this before, but a -2 penalty looks unimpressive until it gets a bunch of other things thrown on it. Then it puts a creature over into "I am never hitting anything" territory

True ... but unless any of those negatives REQUIRE a mark to work ... all those penalties still apply in the case of the enemy not being marked. Having a -8 penalty compared to a -10 penalty will still only make a difference 1 in 10 rolls. If the goal is to make it impossible to miss, it is true that every penalty counts. But, ultimately, losing one penalty doesn't cause any of the other penalties to be lost. The rest of the penalties (or bonuses to defenses) work with or without the mark (aside from that one power ... I know there is a power that makes marks do -4, can't remember the name).

NOW, it does suck even more that the feats which improve marks to being -3 and the like don't apply to the aura. That is something they should hopefully address as it does mean there is tons more feat support, etc for the older defenders.

I've even had an incredibly rare event where a PC couldn't be critically hit due to penalties. The critical hit would have outright killed them. Good thing my players don't think like you that a -2 penalty isn't worth it! Also I mention this repeatedly but it gets ignored, but a weaponmaster by paragon can get a -3 penalty to marks. Nothing to sneeze at whatsoever. Minding in fairness, a Knight by paragon should multiclass Cleric and get Warpriest. Because god damn Warpriest is amazing for a Knight (I have mentioned this before I think).

I'm not saying the -2 penalty isn't worth it. I'm saying that it isn't ALWAYS worth it. I'm pretty sure that people aren't building characters looking for effects that will help them turn a crit into just a hit so I don't get killed outright.

The mark penalty is great, in part because it SHOULD end up happening frequently enough where those 1 in 10 (or 1 in 6.666) times where it causes a miss end up occuring frequently throughout the course of the defenders career. I was merely pointing out that the scenario you put forth of the three enemies adjacent to fighter, one pushes them away, etc, etc, etc ... is probably not going to happen that often anyway.

If nothing else, the fact that the enemies seem to CONSTANTLY be going away from the fighter and going to other targets, it would seem that the fighter would only rarely get next to three enemies in the first place (start of the fight, and come and get it ... maybe with the help of the rest of the party using forced movement effects, but even then, since the party is half a map away to be out of shift+charge range they need a very long distance forced move to get the enemy back over to where the fighter is, etc.

All I'm saying is it seems that you are putting the knight in the worst possible light by having it face only situations in which it's deficiencies compared to other defenders are made all the more glaring, while completely discounting that it could very well end up taking more enemies down a turn early because of it's increased likelihood to get to throw out OAs.

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Basically what I'm saying is that the -2 for the mark is relevant in the long run. But when someone gets effectively a -8 to the attack, the extra -2 to nice in all, but you can't say that with a knight in the part, you aren't still getting that -8. And are the monsters seriously thinking "Well, with the -8, I might still hit ... but -10? Why even bother." It's like the old children's story of the king who was never full, eating feast after feast until finally, he had a single cookie, and then was full. "If only I had that cookie first, I wouldn't have needed all those feasts".

Just because the mark contributes to a TON of defensive bonuses, doesn't mean that it was key to making those bonuses work. It still only did it's small part of a bigger whole.
 
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WalterKovacs said:
Also ... the party is what ... 8 to 10 squares away from where the weaponmaster is?
I'm not sure where you've got this idea, but I'm thinking that a shift + charge is worse than a move + use whatever you want. Forcing a creature to do that is in itself a pretty solid victory.
I guess it comes down to the group being extremely effecient in it's strategy, but the "not close enough to shift + charge" seems like a weird scenario.
Huh? I didn't say that actually. I think you misinterpreted my point. Forcing a creature to shift + charge (which it will be able to do) is much better tactically than letting it do what it wants, with its choice of non-MBA.
As far as monsters with built in movement powers (I'm thinking lurkers especially), many have shifting ones (which would get around the fighter's OA stopping power) or have their movement part of their standard action ... meaning that a shift then using that power is still an option.
All of whom get followed around by a pesky -2 or -3 penalty. The Knight might as well not bother turning up because he does absolutely nothing to them. No penalty or well, doing anything to them is a lot worse than getting a -2 penalty. It's not even like other defenders won't have considerable advantages and get a -2. A wraith has a very difficult time and utterly HATES a paladin for example (a ranged mark enforcement that is radiant and triggers when they target an ally of the paladin? The poor wraith :().
True ... but unless any of those negatives REQUIRE a mark to work ... all those penalties still apply in the case of the enemy not being marked. Having a -8 penalty compared to a -10 penalty will still only make a difference 1 in 10 rolls.
Sigh. It's pretty clear we are never going to agree on the value here. I can't count the number of PCs that have not been knocked unconscious, taken massive damage or had some awkward effect added to them due to a mere "-2" penalty. When a -2 penalty is stacked on top of a +4 or similar bonus, which can turn a certain hit into a narrow miss you notice how much the "insignificant" -2 played. I still cannot think of an encounter where a penalty or power that added to a defense didn't affect a powers to hit often. With one exception: The awful 4 hour Dark Sun game combat, where literally nobody could hit the entire combat. I've never seen more 1s, 2s and 3s in my life.

Again, the more penalties you can stack the better off you are, especially when they are as easy to get as marks. And marks really are super easy to get in many cases. A -2 penalty + a disruptive strike can = a miss. While disruptive strike by itself may actually not be just enough. Frankly the higher the number you can reach to prevent it hitting you, the more viable options you have to use that power in combat effectively. This is especially more relevant the further up into paragon tier and epic tier you get (where options for introducing penalties through immediate actions and similar are more common).
All I'm saying is it seems that you are putting the knight in the worst possible light by having it face only situations in which it's deficiencies compared to other defenders are made all the more glaring, while completely discounting that it could very well end up taking more enemies down a turn early because of it's increased likelihood to get to throw out OAs.
The OAs don't help when the rest of the party is being hammered into oblivion. That's actually the problem. The Knight may feel good about getting more OAs, but the actual strikers are getting so hammered they aren't able to function 100%. So the Knights extra damage from OAs is obliterated by the rest of the party scrambling to deal with monsters doing whatever they want. That's my experience at least and hence my criticism of the Knight. You aren't considering that the monsters aren't doing this to give the Knight free damage, they're doing it to pound the rest of the party into oblivion with whatever they choose. If for example I get the parties warlord in an awful position, I've done far more damage tactically (in HP and surges inevitably) to the party than the Knight has done (in HP to the monster) with a few OAs.
I'm just saying that knight's aren't horrible useless piles of trash unless they optimize (and, really taking a feat along with something that comes with the class is hardly optimizing ... especially when they are being compared to weaponmasters who have an option to not get combat superiority or no take the -3 mark penalty, etc ...)
Actually taking the best options you can is called optimizing. It's sort of the definition there Walter :)
 
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I'm not sure where you've got this idea, but I'm thinking that a shift + charge is worse than a move + use whatever you want. Forcing a creature to do that is in itself a pretty solid victory.Huh? I didn't say that actually. I think you misinterpreted my point. Forcing a creature to shift + charge (which it will be able to do) is much better tactically than letting it do what it wants, with its choice of non-MBA.

Sorry, I had misread part of the post with the "i can't get to the rest of the party, etc" ... I read a bit too quickly and saw it as being unable to get to the party on a charge instead of needing to charge to get to the party ... ignore that point.

All of whom get followed around by a pesky -2 or -3 penalty.
Sigh. It's pretty clear we are never going to agree on the value here. I can't count the number of PCs that have not been knocked unconscious, taken massive damage or had some awkward effect added to them due to a mere "-2" penalty. When a -2 penalty is stacked on top of a +4 or similar bonus, that can turn a certain hit into a narrow miss.

BUT, unless the attack was such that the +4 bonus WASN'T enough to turn the hit into a miss, but the -2 DID cause it ... that is still a 10% occurance. In the long run, it's going to happen ... but that +4 is still going to work a lot (20% of the time) even without a mark on top of it.

All I'm saying is that, while a mark is good ... all those other penalties and bonuses work with or without the mark. The mark adds a bit more, but there are only 2 numbers on the d20 that can show up where you can say "that attacked missed BECAUSE of the mark" ... any lower, and it would have missed WITH the other effects, but without the mark. I'm not talking about rolling a 1, I'm talking bout rolling say ... a 10.

However, to be fair, with interupt penalties, the -2 penalty from the mark does get a boost, as there are 2 'die rolls' in 20 that would cause the attack to miss without needing to use the interupt, in addition to the 2 'die rolls' in 20 that need the interupt AND the mark to cause the miss. So, for the cases like the wizard's shield and staff of defense, they are benefitting twice as much from the mark (10% it causes a miss, 10% it prevents the need to expend the power). However, the 'before hand' attack penalties, like via the rattling keyword, etc ... only get the 10% boost.

Yes, you can stack multiple penalties to get say ... 8 extra chances for a miss, but the mark is only contributing to 2 of those (or 3).

Again, the more penalties you can stack the better off you are, especially when they are as easy to get as marks. And marks really are super easy to get in many cases.

I don't argue that marks are easy to get (although marks to all adjacent oppoents do at least require you to grab specific powers instead of ones that may do other things, like impose blinding, dazing, prone, immobilizing or other effects that have their own strategic use), and more penalties means lower chances to hit ... but there is a point where the value of a penalty is trivial (if they already need a 20 to hit), or where a different effect may be preferable (not getting hit IS important, but then again, stunning and in some cases dazing or immobilizing can ALSO do that without needing a lot of people using up actions to create a single missed attack).

The OAs don't help when the rest of the party is being hammered into oblivion. That's actually the problem. The Knight may feel good about getting more OAs, but the actual strikers are getting so hammered they aren't able to function 100%. So the Knights extra damage from OAs is obliterated by the rest of the party scrambling to deal with monsters doing whatever they want. That's my experience at least and hence my criticism of the Knight. You aren't considering that the monsters aren't doing this to give the Knight free damage, they're doing it to pound the rest of the party into oblivion with whatever they choose.
Actually taking the best options you can is called optimizing. It's sort of the definition there Walter :)

And grabbing the feat that gives the weaponmaster -3 to their marks isn't optimizing? Choosing Combat Superiority over Combat Agility isn't optimizing? And, there is a big difference between grabbing an in class power and a feat, neither of which require any stat prereqs or multiclassing, or skill/racial choice, etc; and some of the other lengths characters go to in terms of optimization (getting 17 in a off stat to multiclass into rogue or fighter to be able to surprise charge with a gouge to optimize dpr via charging). It's a very low cost for optimizing is what I'm saying.
 
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BUT, unless the attack was such that the +4 bonus WASN'T enough to turn the hit into a miss, but the -2 DID cause it ... that is still a 10% occurance.
It could also have been a 0% occurence when the mark wasn't there. When the power that missed was a stun or dominate (which is often the best time to use a shield or similar), it's effect on the entire combat means a lot more than the hit percentage would suggest.

There is also the case of a creature like an Owlbear, where the creature makes two attacks and autohits on another attack (which relies on the first two hitting). If it has an AP, an owlbear that rakes your wizard with a 65% chance to hit, will get the chance to use its AP that round for the extra auto-damage bite 42% of the time (as both claw attacks have to hit for the autodamage bite). If you've ever run an Owlbear, if you can ever catch a controller or striker (well probably not a barbarian) with both claws + AP + Bite it's a downed character round one - brutally devastating opening. While in reality your point about "10% of the time" isn't always true when penalties are applied, because with a -2 penalty - 55% chance of hitting now compared to 65% before - you end up with only a 30% chance of getting the automatic damage. A 12% difference compared to without the mark, which as you can see actually increases the effect of the penalty. Additionally the mark reduces the creatures overall DPR, given paragon/epic damage expressions this in itself adds up to a significant amount of damage prevented.

In fact multiple attacks suffer most from marks (like solos), especially if they are one of the monsters that needs 2 or more hits on a single target for a subsequent effect.
In the long run, it's going to happen ... but that +4 is still going to work a lot (20% of the time) even without a mark on top of it.
Shield works 30% of the time with a mark. It works 40% of the time with a mark + enfeebling strike. It works 50% of the time with a mark + enfeebling strike + illusory ambush. Heck a good chunk of the time you wouldn't need it in the first place and saving a valuable encounter power, because of the handy -2 penalty (that freely stacks with a bunch of other at-will penalties) is better than nothing.
All I'm saying is that, while a mark is good ... all those other penalties and bonuses work with or without the mark.
They work far better when you have a free and easily acquired -2 penalty on top of them. Especially when that penalty has another penalty on it and such forth. In my second epic tier game, the Sorcerer had an ability that added a -2 penalty onto any creature he hit (which was pretty good in itself). Throw a -3 mark on that and suddenly most creatures have a -5 penalty to hit a non-marked enemy. Making life exceptionally difficult for an enemy that was marked and that the sorcerer had hit.
Yes, you can stack multiple penalties to get say ... 8 extra chances for a miss, but the mark is only contributing to 2 of those (or 3).
It's also one of the easiest and most stable things of those things. I mean I do mention things like illusory ambush and such, but there are important qualifiers: Those have to hit. Marks basically don't have to and makes them much more universally easy to use.
and more penalties means lower chances to hit ... but there is a point where the value of a penalty is trivial (if they already need a 20 to hit
In fairness this is an extremely rare corner case, but when it does happen it is quite impressive indeed.
And grabbing the feat that gives the weaponmaster -3 to their marks isn't optimizing?
Of course it is! Are you reading my arguments or what? Taking optimal choices is optimizing. I mean that is pretty self evident!
And, there is a big difference between grabbing an in class power and a feat
When they are immensely important to how a Knight functions, yes there is a big difference. I mean a non-dwarf Knight who lacks defend the line is just sad. There is a good reason that dwarf is one of the best rated races for the Knight (minding any defender, but Knight especially) and Defend the Line is a pure gold stance.

Even I will concede that a Dwarf Knight, with Defend the Line and World Serpents Grasp is actually a pretty effective defender. Once in paragon where the struggle begins again, just take a PP with an actual marking mechanic in it and you're done. Now you've got an amazing and easy to use marking aura, with a "real mark" for anything important or that the aura has difficulty with.
It's a very low cost for optimizing is what I'm saying.
But this is *pure* optimization as the gulf in effectiveness between the builds is massive (almost a gaping canyon IME). You are right that a fighter not taking combat challenge or the -3 isn't the same thing. A weaponmaster who doesn't take those isn't basically curtailing their actual viability and they never need to take the -3 feat (though they probably will anyway). You may feel a Knight without those things is fine, but in my actual play experience without those the Knight struggles immensely.
 
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While in reality your point about "10% of the time" isn't always true when penalties are applied, because with a -2 penalty - 55% chance of hitting now compared to 65% before - you end up with only a 30% chance of getting the automatic damage. A 12% difference compared to without the mark, which as you can see actually increases the effect of the penalty.
In fact multiple attacks suffer most from marks (like solos), especially if they are one of the monsters that needs 2 or more hits on a single target for a subsequent effect.

The 10% does still apply ... it just increases in value in certain situations. Every time the enemy attacks, the penalty applies again. So 10% to each roll, when the creature rolls twice is going to be a big improvement, even more so when something relies on both attacks hitting, etc.

The aura vs. marking situation definitely slides towards the marking being better when elites and solos are involved. Multiple attacks means the penalty applies multiple times. In the case of, for example, a hydra with 5 heads ... marking it would (alone) be responsible for one miss in every 10 attacks, which is only 2 turns, or one turn with an action point, for the hydra).

Shield works 30% of the time with a mark. It works 40% of the time with a mark + enfeebling strike. It works 50% of the time with a mark + enfeebling strike + illusory ambush. Heck a good chunk of the time you wouldn't need it in the first place and saving a valuable encounter power, because of the handy -2 penalty (that freely stacks with a bunch of other at-will penalties) is better than nothing.

Yes, -2 is better than nothing, if that is the only argument. However, in some cases, there may be a choice between marking multiple enemies, or marking one but perhaps imposing some other condition on that one enemy, etc. If you the choice is LITERALLY between a mark and nothing at all, than there is no reason to pick nothing at all. But people don't grab every defense bonus they can out of feats, or nothing put powers that impose attack penalties, etc ... because you have to compare it to what othre options you have.

And, ultimately, if you stack 3 different penalties and buffs together, they do combine to make an attack nearly impossible ... but EACH of them:

(a) still works without the other ones being added

(b) each only contributes a small part.

Example. Enemy needs a 9 to hit the wizard. You have mark, enfeebling strike and illusary ambush.

On a roll of 9 or 10, you only needed one of those to make it miss. On a rol of 11 or 12, you needed two. On a roll of 13 or 14, you needed all three. On a roll of 15 through 18, you could use shield to stop it. So, all those effects together did make it nigh impossible to be hit ... but, aside from the shield, each individual debuff only contributed a small ammount. A roll of 1 to 12 or 15-16, 19-20 would have all been exactly the same even if the mark was removed from the equation. 13 or 14 would have meant you needed to use shield when you wouldn't have had to otherise, and 17/18 wouldn't have been able to use shield to make it a miss ...

Is marking good? Yes. But a mark isn't responsible for all the other stacking penalties. It is a small (albeit reliable) part of a bigger whole.

They work far better when you have a free and easily acquired -2 penalty on top of them. Especially when that penalty has another penalty on it and such forth. In my second epic tier game, the Sorcerer had an ability that added a -2 penalty onto any creature he hit (which was pretty good in itself).

Yes. It was pretty good in and of itself. It gets better with a mark, but that doesn't actually make the mark better. They are both good things that happen to be good together because they do the same thing. But 10% + 15% doesn't end up being MORE than 25% ... they both do the same thing they did before, they are just allowed to stack.

Of course it is! Are you reading my arguments or what? Taking optimal choices is optimizing. I mean that is pretty self evident!

So you need to optimize a knight for it to be competitive compared to an optimized fighter. Fine. It seemed that before the whole "but you have to optimize the knight" argument was that knights need to optimize just to "catch up" to unoptimized defender.

When they are immensely important to how a Knight functions, yes there is a big difference. I mean a non-dwarf Knight who lacks defend the line is just sad. There is a good reason that dwarf is one of the best rated races for the Knight (minding any defender, but Knight especially) and Defend the Line is a pure gold stance.

Even I will concede that a Dwarf Knight, with Defend the Line and World Serpents Grasp is actually a pretty effective defender. Once in paragon where the struggle begins again, just take a PP with an actual marking mechanic in it and you're done. Now you've got an amazing and easy to use marking aura, with a "real mark" for anything important or that the aura has difficulty with.
But this is *pure* optimization as the gulf in effectiveness between the builds is massive (almost a gaping canyon IME). You are right that a fighter not taking combat challenge or the -3 isn't the same thing. A weaponmaster who doesn't take those isn't basically curtailing their actual viability and they never need to take the -3 feat (though they probably will anyway). You may feel a Knight without those things is fine, but in my actual play experience without those the Knight struggles immensely.

A knight without defend the line is, in my opinion, like a weaponmaster that takes combat agility. The ability to chase the enemy and knock it prone is just so much weaker than the alernative, because you are basically abandoning any other enemies you had marked, not to mention the people you want to lock down the most are the ones you can't follow (like the flyers).

Lacking the forced move protection from the dwarf or the prone trigger from World's Serpent, a knight with defend the line should be ok. Slowing enemies covers what, IMHO, is the most important thing, which is being able to limit the opponent's access to allies ... a slow enemy is comparable to an enemy that needs to shift to get to another target ... they get one extra square of movement, but they may even lose their chance to charge ... especially if difficult terrain is also involved.

When you add the prone effect from World's Serpent, I'd argue that there are at least a good number of situations where the knight is more useful. A prone enemy that already used it's move either has to waste a move to stand, or get a -2 penalty to attack, not to mention having to attack from the current square which is probably not the square they were trying to move to ... and they'd still be using up another move action to stand later.

The needing to multiclass just to grab a secondary marking mechanic via a paragon path is the kind of optimization that is a bit much, and is the big thing I'm arguing against. Ditto the need for a knight. Comaring a slowing/proning knight to a stopping on an OA fighter ... when they are up against forced movement, the ONLY penalty left is the mark penalty. Which is good, but I'd argue isn't as important as you put it. In a group that is focused on maximizing penalties to attack rolls ... yes, taking every single attack roll penalization is a good idea because it maximizes those effects. Interupt powers that boost defense, anything that forces rerolls, enemies that attack multiple times, etc ... each causes the mark to have more chances of happening in any given fight.

Long story short ... the knight needs to be put into a situation frequently enough to make taking that paragon path worth it. Going with a -2 mark, there is one attack roll in every 10 where the mark will be the difference between a hit and a miss (powers like shield do double the chance of making a difference when the character has it available), so the person considering grabbing the marking ability needs to figure out how frequently they will be in a situation where:

(a) They would have applied this new mark
(b) The enemy would get out of the aura
(c) The enemy would get an attack off against an ally.

Let's say this happens twice every encounter. You would cause a near hit to be a miss instead once every 5 encounters. Even with the effective doubling from interupt powers of allies ... it's once every 2.5 encounters. Compared to some other features you could have taken instead ... some people may prefer something that will occur more often.

Again, it depends on how often it will come up. Your encounters apparently tend to have that scenario happen often enough where World's Serpent and Defend the Line just aren't enough (and the party does have power selection which make any penalty to attack roll better, such as shield and staff defense). However I don't think that's typical of everyone's games.
 

I personally feel that I've answered most of your points above, so I'm not going to rehash the same arguments repeatedly. I will comment on this however:
Long story short ... the knight needs to be put into a situation frequently enough to make taking that paragon path worth it.
Skirmishers will mock a knight all the way to level 30 if you don't. Taking an actual mark like this lets the Knight actually effectively do something to them (and will open up the -3 mark feat as well, very useful). Otherwise the Knight can spend 30 levels being tortured by skirmishers and lurkers, who will have free reign over the battlefield due to his inability to do a thing to them. Really this is a pretty big difference if you've played a lot of paragon and epic DnD between the Knight and other defenders. Especially in the current metagame where slow is utterly ineffective against these creatures (due to their fixed movement distance powers). It really is a choice of doing absolutely nothing or at least being able to impose a penalty at minimum to make attacking allies somewhat less of the best idea.
 

Skirmishers will mock a knight all the way to level 30 if you don't. Taking an actual mark like this lets the Knight actually effectively do something to them (and will open up the -3 mark feat as well, very useful). Otherwise the Knight can spend 30 levels being tortured by skirmishers and lurkers, who will have free reign over the battlefield due to his inability to do a thing to them. Really this is a pretty big difference if you've played a lot of paragon and epic DnD between the Knight and other defenders. Especially in the current metagame where slow is utterly ineffective against these creatures (due to their fixed movement distance powers). It really is a choice of doing absolutely nothing or at least being able to impose a penalty at minimum to make attacking allies somewhat less of the best idea.

Unless the skirmisher is teleporting out of the aura, or has already gotten someone else to move the knight for them (or can force move the knight as a minor/free/interupt ... shifting as an interupt is also good) then being knocked prone as an OA is arguably more damaging then being stopped, especially if they have a standard which let's them move + attack, since they can do that after a weaponmaster's OA, but not after being knocked prone. There are some lurkers that can get around the Serpent/Line combination (having bonuses vs. AC, teleporting, etc) but then again, there are also enemies that can shed marks.
 

The knight, in this regard, does have a benefit. OA boosting effects are more likely to benefit the knight because the fighter's OA is, in general, so devastating with it's literal stopping power, that the fighter rarely gets to use it. A knight on the other hand, will probably end up using his OA often enough to warrant feats or items to improve it.
That's the problem. They're already down a stat to accuracy. They will be for the most part down at least one stat to damage. Picking up a 2-handed weapon or a non-blade/hammer means other features don't work. Similarly, since it sounds like there won't be much in the way of class-specific feats from now on they will not be able to push their penalty to -3/4 like a regular Fighter, or expand their aura.
 

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