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*Pathfinder & Starfinder
Halflings - What's the Attraction?
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<blockquote data-quote="Bialaska" data-source="post: 4298223" data-attributes="member: 33054"><p>I see several at-will powers that I'd really like to use regularly. For instance with Rogue:</p><p>Deft Strike allows amazing mobility, great for setting up combat advantage</p><p>Piercing Strike is your number 1 power against tankers, who'll typically have high AC, but low reflex.</p><p>Riposte strike is good in situtions where you know you'll be the one to be a target. Getting an extra attack is pretty neat.</p><p>Sly Flourish allows you to deal charisma as a bonus to damage (in addition to dexterity).</p><p></p><p>In most cases one of Riposte Strike and Sly Flourish should be enough and you can perhaps live without them, but I'll say Deft Strike, to be able to use your Sneak Attack as often as possible and Piercing Strike, for when you fight someone hard to hit are necessary. But in the end having 3 of the powers rather than 2 will allow you a greater variety and you'll have more options. When fighting a lightly armored enemy and already has combat advantage (maybe set up by another party member or similar) it's probably better to go with a power like Sly Flourish that allows you to deal more damage. The extra at-will power is incredibly useful IMO.</p><p></p><p>Warlock has 2 powers that hits Reflex, 1 that hit Fortitude and 1 that hits Will. Having 3 of those allows you to always hit the weakest save. the Wizard has more spells and therefore has more control options. Rangers who has both ranged and two-weapons will be able to have attacks that are useful only for ranged or melee without giving up flexibility. Paladin has 4 powers, where I'd want all of them, since they're good in a variety of situations. Cleric has 3 I'd like to have. Lance of Faith and Righteous Brand would allow you to vary between Reflex and AC, so you'd be able to fight heavily armored targets with relative ease. Sacred Flame is a situational power, but when you use it and saves the behind of the rest of the party they are going to kiss, hug and cuddle you. </p><p></p><p>Most classes would benefit from having 3 at-will powers, at least if the right powers are chosen. Having a greater diversity will allow you more options in a tactical situation.</p></blockquote><p></p>
[QUOTE="Bialaska, post: 4298223, member: 33054"] I see several at-will powers that I'd really like to use regularly. For instance with Rogue: Deft Strike allows amazing mobility, great for setting up combat advantage Piercing Strike is your number 1 power against tankers, who'll typically have high AC, but low reflex. Riposte strike is good in situtions where you know you'll be the one to be a target. Getting an extra attack is pretty neat. Sly Flourish allows you to deal charisma as a bonus to damage (in addition to dexterity). In most cases one of Riposte Strike and Sly Flourish should be enough and you can perhaps live without them, but I'll say Deft Strike, to be able to use your Sneak Attack as often as possible and Piercing Strike, for when you fight someone hard to hit are necessary. But in the end having 3 of the powers rather than 2 will allow you a greater variety and you'll have more options. When fighting a lightly armored enemy and already has combat advantage (maybe set up by another party member or similar) it's probably better to go with a power like Sly Flourish that allows you to deal more damage. The extra at-will power is incredibly useful IMO. Warlock has 2 powers that hits Reflex, 1 that hit Fortitude and 1 that hits Will. Having 3 of those allows you to always hit the weakest save. the Wizard has more spells and therefore has more control options. Rangers who has both ranged and two-weapons will be able to have attacks that are useful only for ranged or melee without giving up flexibility. Paladin has 4 powers, where I'd want all of them, since they're good in a variety of situations. Cleric has 3 I'd like to have. Lance of Faith and Righteous Brand would allow you to vary between Reflex and AC, so you'd be able to fight heavily armored targets with relative ease. Sacred Flame is a situational power, but when you use it and saves the behind of the rest of the party they are going to kiss, hug and cuddle you. Most classes would benefit from having 3 at-will powers, at least if the right powers are chosen. Having a greater diversity will allow you more options in a tactical situation. [/QUOTE]
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Halflings - What's the Attraction?
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