Fighter At-Will Questions

Baumi

Adventurer
I will play a Human Knight in a few weeks and have two Questions:

1) Hammer Hands: Do you need to follow up if you pushed the enemy?

2) Footwork Lure: Can you shift without sliding the enemy?

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For easy Reference:

Hammer Hands

At-Will Martial, Stance
Minor Action Personal

Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

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Footwork Lure

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
Increase damage to 2[W] + Strength modifier at 21st level.
 

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All movement can be a number less than the amount indicated, including zero.

If the power states you must move x squares into a specific location, if you do not move into that specific location, you move zero squares. This is the same whether you don't have enough movement alotted to move into that square, or whether you choose not to move.

So... to answer your questions:

No you do not have to move into the square indicated with Hammer Hands, and no you do not have to slide the enemy into the square you just vacated.

All movement of this type is optional. You can always say no to it.
 


Since a knight lives of his At-Wills (no Dailies and only one Encounter Attack Power) I want to maximize the choices that I have.

While Hammer Hand can already Push, sometimes a pull and/or shift might be better (positioning seems very important for the knight). Footwork Lure might not interact with his stances, but he also don't have to change his stance to use it (No minor Action usage and the Stance is still ready for OA's).

With that combinations he is a master at controlling an enemy .. he can push, pull, shift and slow (even prone with the Serpent Feat). He might not be the hardest hitter and he is missing a Minion-Killing Attack, but that's the job of the other characters. :)
 

Once you start using the Serpent feat to prone things, if your knight is wielding a heavy balde or axe, the +5 damage against prone targets from Headsman's Chop starts looking pretty good, especially if that prone condition resulted from an OA, meaning that you will get to attack them on your turn before they have a chance to stand.
 

Yes, Slow has quite awesome feat support. :)

There is also one that gives CA against slowed enemies (to hit is very important to me) and one Warden Feat that add Con to damage. But at the moment I am just first Level and have only two Feat slots which I filled with Heavy Blade Expertise and the World's Serpent Feat.

Is there anyone who can confirm Dracusaves answer (thanks by the way!)?
 



Can anyone please give Dracusave an XP from me (need to spread them around more)? He certainly deserves one for his fast help! :)
 

Can anyone please give Dracusave an XP from me (need to spread them around more)? He certainly deserves one for his fast help! :)
I would if I could, but I have already handed out too much XP in the last 24 hours. I guess I have been tossing it around like candy lately...
 

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