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Martial Power: the new class features
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<blockquote data-quote="thecasualoblivion" data-source="post: 4555076" data-attributes="member: 59096"><p>Here are my snap opinions:</p><p></p><p>Fighter--Battlerager Vigor: you become unkillable at great cost. Those temp hp, combined with a lot of invigorating power, is going to end up in unmatched ability to survive everything. You give up the Fighter's +1 to attack rolls, and in addition the path encourages you to take +2 proficiency weapons. It doesn't synergize well necessarily with some of the Fighter's best stuff, since the burst 1 Fighter powers that mark everything aren't invigorating. You also end up with only one good defense since you focus on Str/Con. I'm half of the opinion that this feature is overkill, since even a Str/Wis Fighter/Pit Fighter is still plenty difficult to kill.</p><p></p><p>Fighter--Tempest Technique--This seems to work well, but is very specific and bland for it. Fighter's can plus-stack damage into the stratosphere, and I have no doubt this can lead to striker like damage. This isn't as bad as it sounds, because you aren't going to have Striker style mobility to chase and finish off weakened enemies, and the fact that your marking and defenderish abilities are important and powerful by themselves, and greatly interfere with performing the striker role outside of damage dealing(mobility, concentrated fire, picking off the weak). Also, this will tend to follow a very specific path of options. Most Tempest powers give plusses for dex, which combined with getting +1 attack with off-hand weapons means that you are looking at either the Double Sword or Double Flail as your weapon, as any other choice simply pales in comparison. This build is similiarly focused in other areas. Overall, I think will work well and be fun to play, despite being somewhat one-dimensional, and I don't think the Defender/Striker hybrid will be as bad as people think, since they really don't synergize and mobility is more important to the striker role than people give it credit for.</p><p></p><p>Ranger--Beastmaster--I think this is definitely interesting. I don't think I can comment on this without seeing it in play. On the surface, it seems to give you Rogue like accuracy since you can maintain combat advantage with little sacrifice, and none of the Beastmaster powers require two weapons, so Fullblade and Execution Axe Rangers can exist. Beasts are fragile, but a lot less threatening than the PCs and taking them out doesn't accomplish much, so unless your DM is a jerk it shouldn't be as big of an issue as it looks. I haven't looked deeply into the powers yet.</p><p></p><p>Rogue--Ruthless Ruffian--You are basically sacrificing +2/+3 to attack rolls for little benefit. You lose the +3 proficiency most light blades get, +1 for dagger, and the additional +1 to combat advantage(which you should almost always have) from the nimble blade feat. This is a flavor choice, and a bad one. With as much as you sacrifice for this, it could easily be a feat. </p><p></p><p>Warlord--Bravura Presence--Probably the most offensively focused Leader they've produced. Suicidal unless paired with at least two Defenders IMO, as Warlords already have a reputation for extreme fragility. Still, the extra offense this build provides looks really good, you just need the entire party on board to take advantage of it and keep you alive.</p><p></p><p>Warlord--Resourceful Presence--Focus > versatility in D&D, and 4E isn't an exception to this. I don't see any real advantages here, though I haven't looked closely.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 4555076, member: 59096"] Here are my snap opinions: Fighter--Battlerager Vigor: you become unkillable at great cost. Those temp hp, combined with a lot of invigorating power, is going to end up in unmatched ability to survive everything. You give up the Fighter's +1 to attack rolls, and in addition the path encourages you to take +2 proficiency weapons. It doesn't synergize well necessarily with some of the Fighter's best stuff, since the burst 1 Fighter powers that mark everything aren't invigorating. You also end up with only one good defense since you focus on Str/Con. I'm half of the opinion that this feature is overkill, since even a Str/Wis Fighter/Pit Fighter is still plenty difficult to kill. Fighter--Tempest Technique--This seems to work well, but is very specific and bland for it. Fighter's can plus-stack damage into the stratosphere, and I have no doubt this can lead to striker like damage. This isn't as bad as it sounds, because you aren't going to have Striker style mobility to chase and finish off weakened enemies, and the fact that your marking and defenderish abilities are important and powerful by themselves, and greatly interfere with performing the striker role outside of damage dealing(mobility, concentrated fire, picking off the weak). Also, this will tend to follow a very specific path of options. Most Tempest powers give plusses for dex, which combined with getting +1 attack with off-hand weapons means that you are looking at either the Double Sword or Double Flail as your weapon, as any other choice simply pales in comparison. This build is similiarly focused in other areas. Overall, I think will work well and be fun to play, despite being somewhat one-dimensional, and I don't think the Defender/Striker hybrid will be as bad as people think, since they really don't synergize and mobility is more important to the striker role than people give it credit for. Ranger--Beastmaster--I think this is definitely interesting. I don't think I can comment on this without seeing it in play. On the surface, it seems to give you Rogue like accuracy since you can maintain combat advantage with little sacrifice, and none of the Beastmaster powers require two weapons, so Fullblade and Execution Axe Rangers can exist. Beasts are fragile, but a lot less threatening than the PCs and taking them out doesn't accomplish much, so unless your DM is a jerk it shouldn't be as big of an issue as it looks. I haven't looked deeply into the powers yet. Rogue--Ruthless Ruffian--You are basically sacrificing +2/+3 to attack rolls for little benefit. You lose the +3 proficiency most light blades get, +1 for dagger, and the additional +1 to combat advantage(which you should almost always have) from the nimble blade feat. This is a flavor choice, and a bad one. With as much as you sacrifice for this, it could easily be a feat. Warlord--Bravura Presence--Probably the most offensively focused Leader they've produced. Suicidal unless paired with at least two Defenders IMO, as Warlords already have a reputation for extreme fragility. Still, the extra offense this build provides looks really good, you just need the entire party on board to take advantage of it and keep you alive. Warlord--Resourceful Presence--Focus > versatility in D&D, and 4E isn't an exception to this. I don't see any real advantages here, though I haven't looked closely. [/QUOTE]
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