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Heroes of Virtue article
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<blockquote data-quote="Aegeri" data-source="post: 5567406" data-attributes="member: 78116"><p>It is now up if you want to go and grab it. </p><p> </p><p> I've read just the Chevalier, but it seems okay and is quite useful to a knight (immobilize with the encounter on a charge and a utility that can reduce forced movement).</p><p> </p><p> Guardian seems okay, but I am really not sure what they are meaning with the level 10 feature. Can it not be applied to other party members? Not exactly certain as to the intent there. Utilities are meh.</p><p> </p><p>Hospitaler looks solid, with an immediate reaction healing power and a bonus to attack the enemy who damaged the ally. Definitely solid. Nice level 2 utility power though and so is the level 10. Not a bad wee package this one and definitely gives any class some secondary leader bite if they want it.</p><p> </p><p> Noble will have the same mechanical/rules issue that the wizards apprentice does with regards to the free item. I wonder what happens if you're a level 6 wizards apprentice and then retrain your theme into noble? An issue for LFR anyway. Some okayish leadery utility powers, with the initiative one being great for a class with high initiative.</p><p> </p><p> Overall these are a decent package much like the last lot. It seems the first lot of themes were the ones that had the most issues/most poorly thought out. The others have been pretty consistent (nothing terrible on the level of beast master and nothing so ridiculous you just go WTF like the Order Adept). Good additions here, though again I would like some clarifications on how the magic item thing works (especially with retraining) and particularly on what the intent of the Guardians level 10 feature is.</p><p></p><p>I am still disappointed in these themes, but at least they aren't as all over the map power wise as I was afraid of initially! They are overall decent additions to the game, but I feel there was a major opportunity missed here. The consistency has vastly improved since the first article and that's a really good thing.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5567406, member: 78116"] It is now up if you want to go and grab it. I've read just the Chevalier, but it seems okay and is quite useful to a knight (immobilize with the encounter on a charge and a utility that can reduce forced movement). Guardian seems okay, but I am really not sure what they are meaning with the level 10 feature. Can it not be applied to other party members? Not exactly certain as to the intent there. Utilities are meh. Hospitaler looks solid, with an immediate reaction healing power and a bonus to attack the enemy who damaged the ally. Definitely solid. Nice level 2 utility power though and so is the level 10. Not a bad wee package this one and definitely gives any class some secondary leader bite if they want it. Noble will have the same mechanical/rules issue that the wizards apprentice does with regards to the free item. I wonder what happens if you're a level 6 wizards apprentice and then retrain your theme into noble? An issue for LFR anyway. Some okayish leadery utility powers, with the initiative one being great for a class with high initiative. Overall these are a decent package much like the last lot. It seems the first lot of themes were the ones that had the most issues/most poorly thought out. The others have been pretty consistent (nothing terrible on the level of beast master and nothing so ridiculous you just go WTF like the Order Adept). Good additions here, though again I would like some clarifications on how the magic item thing works (especially with retraining) and particularly on what the intent of the Guardians level 10 feature is. I am still disappointed in these themes, but at least they aren't as all over the map power wise as I was afraid of initially! They are overall decent additions to the game, but I feel there was a major opportunity missed here. The consistency has vastly improved since the first article and that's a really good thing. [/QUOTE]
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