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If you are to make a Dwarf in heavy armor with a Halberd at Heroic Tier
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<blockquote data-quote="Mengu" data-source="post: 5110899" data-attributes="member: 65726"><p>You probably want a dwarf greatweapon fighter. Fighter weapon talent makes up for the deficiency in attack bonus.</p><p></p><p>You can use Footwork Lure with a Controlling Weapon and Polearm Momentum to knock the target down (or you can use a Lightning Weapon with Mark of Storm to do the same a bit earlier, though it costs an extra feat).</p><p></p><p>At the end of Heroic, you might have something that looks like this:</p><p></p><p>[sblock=Dwarf Fighter 10]====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>level 10</p><p>Dwarf, Fighter</p><p>Build: Great Weapon Fighter</p><p>Fighter: Combat Superiority</p><p>Fighter Talents: Two-handed Weapon Talent</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 18, Con 16, Dex 15, Int 8, Wis 16, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 14, Dex 14, Int 8, Wis 13, Cha 10.</p><p></p><p></p><p>AC: 25 Fort: 24 Reflex: 20 Will: 21</p><p>HP: 85 Surges: 12 Surge Value: 21</p><p></p><p>TRAINED SKILLS</p><p>Streetwise +10, Endurance +13, Athletics +12, Intimidate +10</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +5, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +10, Heal +8, History +4, Insight +8, Nature +8, Perception +8, Religion +4, Stealth +5, Thievery +5</p><p></p><p>FEATS</p><p>Level 1: Armor Proficiency (Plate)</p><p>Level 2: Dwarven Weapon Training</p><p>Level 4: Weapon Expertise (Axe)</p><p>Level 6: Polearm Momentum</p><p>Level 8: Redoubled Efforts</p><p>Level 10: Bravo</p><p></p><p>POWERS</p><p>Fighter at-will 1: Footwork Lure</p><p>Fighter at-will 1: Threatening Rush</p><p>Fighter encounter 1: Hack and Hew</p><p>Fighter daily 1: Villain's Menace</p><p>Fighter utility 2: Full Extension</p><p>Fighter encounter 3: Dance of Steel</p><p>Fighter daily 5: Rain of Steel</p><p>Fighter utility 6: Unbreakable</p><p>Fighter encounter 7: Come and Get It</p><p>Fighter daily 9: Staggering Blow</p><p>Fighter utility 10: Mighty Surge</p><p></p><p>ITEMS</p><p>Controlling Halberd +2, Iron Armbands of Power (heroic tier), Magnetic Rimefire Plate Armor +2, Amulet of Protection +3, Challenge-Seeking Handaxe +1</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]</p><p></p><p>You'll be able to knock things down with a number of powers. You have a few multi-marking powers. You have some accuracy boosts through Redoubled Efforts, Bravo, Villain's Menace, Mighty Surge. When you use Come and Get It, targets will sometimes just be prone at your feet for your attack. It's also a good power to use the encounter power of the Controlling weapon on, so you can gather more targets around you. Magnetic Armor can also help you set it up. Staggering Blow leaves a target prone, dazed, 4-5 squares away, marked by you, and unhappy. Your stats are already lined up nicely for any future polearm or axe feats you may want, and you're good to go for plate specialization as well.</p><p></p><p>I didn't pick many damage boosting options, but if you wanted to go that route, Hewing Charge or Brash Strike can give you some extra punch in that department, with extra accuracy and damage. Or if you're concerned about marked targets away from you (since you will occasionally miss), Mark of Warding could be a good option to increase the mark penalty.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5110899, member: 65726"] You probably want a dwarf greatweapon fighter. Fighter weapon talent makes up for the deficiency in attack bonus. You can use Footwork Lure with a Controlling Weapon and Polearm Momentum to knock the target down (or you can use a Lightning Weapon with Mark of Storm to do the same a bit earlier, though it costs an extra feat). At the end of Heroic, you might have something that looks like this: [sblock=Dwarf Fighter 10]====== Created Using Wizards of the Coast D&D Character Builder ====== level 10 Dwarf, Fighter Build: Great Weapon Fighter Fighter: Combat Superiority Fighter Talents: Two-handed Weapon Talent FINAL ABILITY SCORES Str 18, Con 16, Dex 15, Int 8, Wis 16, Cha 10. STARTING ABILITY SCORES Str 16, Con 14, Dex 14, Int 8, Wis 13, Cha 10. AC: 25 Fort: 24 Reflex: 20 Will: 21 HP: 85 Surges: 12 Surge Value: 21 TRAINED SKILLS Streetwise +10, Endurance +13, Athletics +12, Intimidate +10 UNTRAINED SKILLS Acrobatics +5, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +10, Heal +8, History +4, Insight +8, Nature +8, Perception +8, Religion +4, Stealth +5, Thievery +5 FEATS Level 1: Armor Proficiency (Plate) Level 2: Dwarven Weapon Training Level 4: Weapon Expertise (Axe) Level 6: Polearm Momentum Level 8: Redoubled Efforts Level 10: Bravo POWERS Fighter at-will 1: Footwork Lure Fighter at-will 1: Threatening Rush Fighter encounter 1: Hack and Hew Fighter daily 1: Villain's Menace Fighter utility 2: Full Extension Fighter encounter 3: Dance of Steel Fighter daily 5: Rain of Steel Fighter utility 6: Unbreakable Fighter encounter 7: Come and Get It Fighter daily 9: Staggering Blow Fighter utility 10: Mighty Surge ITEMS Controlling Halberd +2, Iron Armbands of Power (heroic tier), Magnetic Rimefire Plate Armor +2, Amulet of Protection +3, Challenge-Seeking Handaxe +1 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock] You'll be able to knock things down with a number of powers. You have a few multi-marking powers. You have some accuracy boosts through Redoubled Efforts, Bravo, Villain's Menace, Mighty Surge. When you use Come and Get It, targets will sometimes just be prone at your feet for your attack. It's also a good power to use the encounter power of the Controlling weapon on, so you can gather more targets around you. Magnetic Armor can also help you set it up. Staggering Blow leaves a target prone, dazed, 4-5 squares away, marked by you, and unhappy. Your stats are already lined up nicely for any future polearm or axe feats you may want, and you're good to go for plate specialization as well. I didn't pick many damage boosting options, but if you wanted to go that route, Hewing Charge or Brash Strike can give you some extra punch in that department, with extra accuracy and damage. Or if you're concerned about marked targets away from you (since you will occasionally miss), Mark of Warding could be a good option to increase the mark penalty. [/QUOTE]
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If you are to make a Dwarf in heavy armor with a Halberd at Heroic Tier
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