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Martial Style Feat Handbook
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<blockquote data-quote="Tigris" data-source="post: 9582262" data-attributes="member: 7043270"><p>This guide, like most of the "optimization guide" are way too narrow minded. And just focus on white room numerical optimization often. </p><p></p><p></p><p>Just as an example:</p><p></p><p></p><p></p><p>Arkhoisan Fang student can be used with the Great Sword. Which is one of only 2 +3 proficency 2 handed military weapons. The other one being the Falchion, which has high crit, but does in average 0.5 damage less per W. (And on crits 2 damage less per W but +5 per tier. So depending on the weapon attack you do it might still deal less damage on a crit. (Like a level 9 3W attack deals still less damage on a crit.) And Bastard sword is together with Triple-headed lail the only +3 1d10 (highest damage) one handed weapon in the game and the only heavy blade at that. So if you want to play heavy blade 1 handed this is the best choice. (Sure some optimization guide might say "uh flail are better", but not everyone wants to use flail, and the flail feats have different properties than the heavy blade feat. </p><p></p><p></p><p>Also the powers are not "not great" footwork lure gives nice possibilities for different positioning and is blue (or heavy blue) in this fighter guide: <a href="https://www.enworld.org/threads/harder-than-a-rock-the-fighters-handbook-by-lorduskblade.469122/" target="_blank">Harder than a Rock: The Fighter's Handbook (By lorduskblade)</a></p><p></p><p></p><p>Marauder's rush also is blue because sometimes charging can be really useful and it gives extra damage (and with this feat even extra precision): <a href="https://www.enworld.org/threads/thrill-of-the-hunt-the-rangers-handbook-by-lordduskblade.468963/" target="_blank">Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)</a></p><p></p><p>Even the warlord power is not considered thaat bad. It is now only black (in the past with less options it was higher), but letting an ally shift away from an enemy still can be really useful. And for example this guide still includes it in one of the builds: <a href="https://forums.giantitp.com/showthread.php?458937-Rescued-from-WotC-Chasing-Glory-The-Warlord-Handbook" target="_blank">Rescued from WotC - Chasing Glory: The Warlord Handbook</a></p><p></p><p></p><p>And for the warlord being able to use encounter attacks as opportunity attacks means that they can use more at wills (like the powered up one in the feat before), which can be quite useful. And letting allies move (as 2 (and a half) of the encounter powers mentioned do) can help you protect your allies better, because now an enemy running past you has a really hard time to reach your friends behind. </p><p></p><p></p><p></p><p>So I think in general in such a guide it would be way more useful to highlight cool things you can do with these feats (like the above, letting allies run in safety when an enemy tries to pass you), giving you some great secondary defender power.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9582262, member: 7043270"] This guide, like most of the "optimization guide" are way too narrow minded. And just focus on white room numerical optimization often. Just as an example: Arkhoisan Fang student can be used with the Great Sword. Which is one of only 2 +3 proficency 2 handed military weapons. The other one being the Falchion, which has high crit, but does in average 0.5 damage less per W. (And on crits 2 damage less per W but +5 per tier. So depending on the weapon attack you do it might still deal less damage on a crit. (Like a level 9 3W attack deals still less damage on a crit.) And Bastard sword is together with Triple-headed lail the only +3 1d10 (highest damage) one handed weapon in the game and the only heavy blade at that. So if you want to play heavy blade 1 handed this is the best choice. (Sure some optimization guide might say "uh flail are better", but not everyone wants to use flail, and the flail feats have different properties than the heavy blade feat. Also the powers are not "not great" footwork lure gives nice possibilities for different positioning and is blue (or heavy blue) in this fighter guide: [URL="https://www.enworld.org/threads/harder-than-a-rock-the-fighters-handbook-by-lorduskblade.469122/"]Harder than a Rock: The Fighter's Handbook (By lorduskblade)[/URL] Marauder's rush also is blue because sometimes charging can be really useful and it gives extra damage (and with this feat even extra precision): [URL="https://www.enworld.org/threads/thrill-of-the-hunt-the-rangers-handbook-by-lordduskblade.468963/"]Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)[/URL] Even the warlord power is not considered thaat bad. It is now only black (in the past with less options it was higher), but letting an ally shift away from an enemy still can be really useful. And for example this guide still includes it in one of the builds: [URL="https://forums.giantitp.com/showthread.php?458937-Rescued-from-WotC-Chasing-Glory-The-Warlord-Handbook"]Rescued from WotC - Chasing Glory: The Warlord Handbook[/URL] And for the warlord being able to use encounter attacks as opportunity attacks means that they can use more at wills (like the powered up one in the feat before), which can be quite useful. And letting allies move (as 2 (and a half) of the encounter powers mentioned do) can help you protect your allies better, because now an enemy running past you has a really hard time to reach your friends behind. So I think in general in such a guide it would be way more useful to highlight cool things you can do with these feats (like the above, letting allies run in safety when an enemy tries to pass you), giving you some great secondary defender power. [/QUOTE]
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