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Improving my pushy fighter
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<blockquote data-quote="Ferghis" data-source="post: 6007048" data-attributes="member: 40483"><p>Personally, I consider Mark of Warding one of the more powerful feats in the game. If dragonmarks are available, I would take that, for a fighter, instead of Mark of the Sentinel.</p><p></p><p>The value of Shield Push, Swift Spear, Mark of the Sentinel and Mobile Challenge depend a LOT on how often the DM draws OAs. I have one DM that does so every now and then (perhaps once every other session), and another DM that does so once in a blue moon. In both my cases, I wouldn't sink two feats into it. If you think your DM will regularly trigger your Combat Challenge, go for it. Personally, I think DMs should trigger it as often as they reasonably can, but, hey, gameplay varies.</p><p></p><p>Personally, I feel that most defenders have to choose to split many of their feats between defensive feats (Focused Discipline, all the Superior [defense] or their less powerful versions and an armor or shield specialization feat) and defender feats. The more the DM violates the defender's mark or draws OAs, the more I focus on the latter. Superior Will, in particular, is great for defenders. The less, the more I focus on defensive feats, since the DM is usually beating up more on my character.</p><p></p><p>Inescapable weapons have some problems in practice, at least if you're confronting more than one enemy (which is frequently the case). You often end up attacking different targets, and so the bonus never builds up. Better to go with a Weapon of Great Opportunity, if that's your game.</p><p></p><p>Another feat to consider is Weapon Focus. If you are punishing disobedient enemies, making it sting goes a long way. Initiative increasing feats are also high on the list, because winning initiative gives you not only an extra turn in many cases, but also gives you an edge in controlling the battlefied. However, when I build defenders, these are often the first two must-have feats not to be had. Feats are probably the tightest currency in the character-building game.</p><p></p><p>Otherwise, I would go with a Controlling Weapon: re-positioning your enemies is what you want to do, so invest more in that. Plus, once per encounter, turn a pull or push into a slide. </p><p></p><p>Heroic Effort is well worth while. I think that's a great choice.</p><p></p><p>At Epic, retrain your theme to Gladiator so you can take the feats Keep Them Close (marked enemies are slowed) and World Serpent's Grasp (hits on slow or immobilized targets knock them prone). Since the "hit" trigger occurs after the "attack" trigger, you mark and slow your enemies before you hit them, and then, if you hit them, they drop prone.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6007048, member: 40483"] Personally, I consider Mark of Warding one of the more powerful feats in the game. If dragonmarks are available, I would take that, for a fighter, instead of Mark of the Sentinel. The value of Shield Push, Swift Spear, Mark of the Sentinel and Mobile Challenge depend a LOT on how often the DM draws OAs. I have one DM that does so every now and then (perhaps once every other session), and another DM that does so once in a blue moon. In both my cases, I wouldn't sink two feats into it. If you think your DM will regularly trigger your Combat Challenge, go for it. Personally, I think DMs should trigger it as often as they reasonably can, but, hey, gameplay varies. Personally, I feel that most defenders have to choose to split many of their feats between defensive feats (Focused Discipline, all the Superior [defense] or their less powerful versions and an armor or shield specialization feat) and defender feats. The more the DM violates the defender's mark or draws OAs, the more I focus on the latter. Superior Will, in particular, is great for defenders. The less, the more I focus on defensive feats, since the DM is usually beating up more on my character. Inescapable weapons have some problems in practice, at least if you're confronting more than one enemy (which is frequently the case). You often end up attacking different targets, and so the bonus never builds up. Better to go with a Weapon of Great Opportunity, if that's your game. Another feat to consider is Weapon Focus. If you are punishing disobedient enemies, making it sting goes a long way. Initiative increasing feats are also high on the list, because winning initiative gives you not only an extra turn in many cases, but also gives you an edge in controlling the battlefied. However, when I build defenders, these are often the first two must-have feats not to be had. Feats are probably the tightest currency in the character-building game. Otherwise, I would go with a Controlling Weapon: re-positioning your enemies is what you want to do, so invest more in that. Plus, once per encounter, turn a pull or push into a slide. Heroic Effort is well worth while. I think that's a great choice. At Epic, retrain your theme to Gladiator so you can take the feats Keep Them Close (marked enemies are slowed) and World Serpent's Grasp (hits on slow or immobilized targets knock them prone). Since the "hit" trigger occurs after the "attack" trigger, you mark and slow your enemies before you hit them, and then, if you hit them, they drop prone. [/QUOTE]
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