Fighter Level 2 Utilities

I like No Opening, to avoid flanking and nasty opponents getting too many benefits. I don't have the Con to use Boundless Endurance usefully (Con 12), and it's just daily, and I'm pretty sure our DM has no compunctions with confronting us with a lot of encounters a day.
 

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I like No Opening, to avoid flanking and nasty opponents getting too many benefits. I don't have the Con to use Boundless Endurance usefully (Con 12), and it's just daily, and I'm pretty sure our DM has no compunctions with confronting us with a lot of encounters a day.

I'm not a big fan of No Opening because it's an Immediate Interrupt, and as such I'd rather have my Combat Challenge attack ready to use, even if it doesn't trigger in the end...

I mean, cancel his CA so that he can shift away from me after the attack? No way!

I'm currently playing a FIghter, and most of these doesn't fit well since he has a low Con (12), I'm staying with Get Over Here (which I hoped it would work somewhat like Mortal Kombat's Scorpion move...) helps me getting my allies out of harm's way... not exactly what I wanted, but not that bad I suppose.

For the OP I think Boundless Endurance fits well, regen 4 is Ok.
 
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Thanks for all the comments!

It seems that Boundless Endurance is the favorite, but every power has at least someone behind that likes it, so they seen neither broken nor total weaksauce. :)

The only Power where I still wonder is Get over here since you can move an ally only around yourself and will often still in Range of the monsters and it costs you a move...

Anyway I have decided to take Boundless Endurance for my fighter since after yesterdays Adventure (WE SURVIVED!!) I really see the need for some bloodied regeneration in my (primarily ranged) group :)
 

Get Over Here is mostly for rescuing someone that is threatened by a monster or setting them up for flank - you can make them no longer threatened / adjacent to the monster or put them a shift from flank.
 

For flavor reasons, I've multiclassed to ranger, and they have the potentially useful unbalancing parry, which you could use - for a feat. I don't think it's very powerful, but other multiclassing options are available too. The warlord's knights move looks useful. The wizard's shield does too (if you have the int to multiclass in the first place - and that also allows thunderwave for mass-marking). The cleric has bless and shield of faith, which look fine, and having the cleric's multiclass bonus feature implies extra healing, which is always good!
 



I also chose Boundless Endurance as it has the potential to heal far more, especially when it's most sorely needed. However, the fighter will get better stances (even for regeneration), so eventually you'll retrain it to something else, probably Unstoppable.

The good thing about Unstoppable is that when you know the **** is about to hit the fan, you can take the extra buffer hp even when you're maxed, allowing you to withstand more damage in a single round than would otherwise be possible. Note that Regeneration doesn't work if you're unconscious.

Also, Boundless Endurance's healing is fairly slow. Once you hit bloodied and are one hit away from unconsciousness, you may not have the luxury to wait 2-3 rounds to get back from bloodied and back into the action. This is where a single boost of 9 temp hp (average roll for your Con) will be better.
 

My issue with boundless endurance is that regeneration occurs on the beginning of your turn. So in order to use it properly you have either

a) Use it before your bloodied and hope you don't waste it

or

b) Use it while your bloodied and hope you will still be bloodied (as opposed to healthy or unconcious) when your next turn rolls around again.

It also doesn't work with other stances. None of the other options are all that great either though so it's probably fine to take, especially at low level. Once you get more stances though I'd be more inclined to retrain it. Your probably going to want rain of steel (a stance) at lvl 5.
 

For flavor reasons, I've multiclassed to ranger, and they have the potentially useful unbalancing parry, which you could use - for a feat. I don't think it's very powerful, but other multiclassing options are available too. The warlord's knights move looks useful. The wizard's shield does too (if you have the int to multiclass in the first place - and that also allows thunderwave for mass-marking). The cleric has bless and shield of faith, which look fine, and having the cleric's multiclass bonus feature implies extra healing, which is always good!

But you can't get Acolyte Power up until you're level 8. (the one that allow you to swap an Utility Power)
 

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