Fighter Level 2 Utilities

It seems that some people are reading this power to say that you Regen till you are no longer bloodied. I read it to say that you Regen till you are full or you drop the stance (or the duration runs out or the encounter ends, etc)

being bloodied is just the trigger, not the cap on the Regeneration, IMHO.
 

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It seems that some people are reading this power to say that you Regen till you are no longer bloodied. I read it to say that you Regen till you are full or you drop the stance (or the duration runs out or the encounter ends, etc)

being bloodied is just the trigger, not the cap on the Regeneration, IMHO.

Our DM - and I - agreed that our interpretation is that the stance is active until the 5 minutes is up or until you activate another stance, but the regeneration checks for the bloodied-status at the beginning of each turn, and only heals you if you are bloodied at the time.

If you go back to bloodied later, though, it would heal you again.
 

I just re-read the power, and I conceed the point. It does not have the "Trigger" keyword, and it says clearly that you have the Regen WHEN you are bloodied. Still a really good power, and will keep a fighter (in this case, the Half-Elf Glaive wielder that I am working on. +2 Con, heh heh!) from ever getting far below bloodied.
 

It seems that some people are reading this power to say that you Regen till you are no longer bloodied. I read it to say that you Regen till you are full or you drop the stance (or the duration runs out or the encounter ends, etc)

being bloodied is just the trigger, not the cap on the Regeneration, IMHO.

Well, being bloodied isn't required to use the power since it's not listed as a trigger or a requirement. A stance lasts for encounter/5 minutes but the effect says you get regen when you're bloodied. So you can activate it any time you want and at the start of any turn if you're bloodied you get to regenerate. Nothing would indicate that the power shuts off if you get to full HP.

D'oh. Someone beat me to it.

For the sake of discussion, the Dwarf fighter in my group (18 con) took it, so regen 6!
 
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From my play experience, things that require you to be bloodied won't really come into play all that often.

Most fights (equal to your level) last around 4-5 rounds. Tough fights (level +2 or +3) probably twice that. How many of those combat rounds do you expect to be bloodied? Boundless Endurance will need around 3 rounds to surpass the equivalent average HP buffer given by Unstoppable.

I prefer the utility power that grants you temporary hit points, since it can stack with regular hit points.

Boundless Endurance has the potential to heal more...but in practice, it's effects are marginal, especially if you have a healer in the party. A single heal will usually take you out of bloodied, meaning that your Boundless Endurance might never go off even if you spent a couple of rounds bloodied.
 

If you have a Healer Leader then Unstopable is better, if you have a Buffer Leader then Boundless is better.

Basically if you expect your Leader to be hitting you with a lot of healing effects then you are unlikely to be bloodied long enough that Boundless will ever matter, especially as you only get to use it once a day. Basically it only ever matters if the Leader goes down.

If your leader however is passing out Temp Hitpoints and general buffs rather than healing then you will spend more time Bloodied and in the big battles Boundless will pay off more.

However No Opening lets you basically cancel a +2 advantage and possibly negate other advantages every encounter from an enemy - that can be a good thing.

Basically depending on the state of the Leader(s) in your party No Opening is probably the best defensive power of the three, otherwise you could pick one of the others according to your Leader(s). Get Over Here can be used on defence and offence, which is nice as well.

Finally you need to recall that you can retrain your powers - pick the one you like and if it isn't working for you retrain it at level 3 (if you make it there ;)).
 

The dwarf fighter in a group with a warlord and a cleric has gotten great use out of it. She just tells them to hold off healing her for a few.
 

I ran a 4E-conversion SciFi game and the Defender had Get Over Here.

It was intended to pull allies to the back for healing/safety.

The Defender was using it every encounter it to haul some NPC Soldiers out from behind him and push them into the fray.

I kept hearing R. Lee Ermy shouting: "Get out there and grow a pair, son!"

But it was good for holding a choke point and giving another character 2 squares of Shift to break up a bottleneck.

--fje
 


My dwarf fighter has constitution 16 (+3 mod), so with Boundless Endurance he'll get 5 HP per round back when bloodied (when he hits 18 HP). This regeneration is guaranteed, and you don't have to fear bad rolls.

Unstoppable on the other hand would give him 2d6 +3 Temp HP once, whenever he wants. This is 9.5 on average. It might be less, right then when you really need it.

I'm totally taking the risk and go for Boundless Endurance. I can always use my second wind in a bad situation, as a minor action being a dwarf.

To sum it up:

Take Boundless Endurance over Unstoppable if a lot of the following conditions apply:

- you have Constitution 16 or higher
- you are a dwarf
- you have a healer in the group, or have potions
- your DM presents long fights where the chance is high that you are often bloodied for 3 or more rounds
 

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