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Most Awesome Leader? (Warlord!)
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<blockquote data-quote="Aservan" data-source="post: 4374700" data-attributes="member: 63340"><p>Don't get me wrong the warlord is a good leader. The cleric is a better one.</p><p></p><p>The warlord's very "tactical" powers are really a form of tactical inflexibility. He basically has to follow the fighter or rogue around the battlefield because the majority of his powers require the beneficiary to be next to him or the thing he is attacking. Commander's strike is a crappy power for a large number of parties. It works OK when you have a two handed weapon fighter because then you can get a large amount of damage out. Or you could miss. In order to set it up you can't be some where else. Some times that is fine. Other times that is horrible and now the monsters are eating the wizard's spleen. Forcing the warlord to be tow to another character actually works best with the rogue since he needs some one to set up sneak attack for him and the rogue does so much damage anyway. Now commander's strike is useless though because the rogue is a one hit per round wonder.</p><p></p><p>Giving some one an extra +3 to damage is a whoopty-do power. There are loads of ways to get more damage in 4th. Now his encounter and daily powers that give a bonus to hit are awesome. Unless they miss of course. And then they do nothing worth noting. Still when they hit they make solos cry for mommy.</p><p></p><p>Clerics don't have this problem. They can lead from a more plausible distance. They can stand back survey the field and give that guy over there the bonus he needs. Warlord not so much. They don't have to get into melee but can if they want to. They can lock down the field with attacks that hit every time.</p><p></p><p>They can't give enormous bonuses to hit, but they are consistent and tactically flexible. They don't have to do things and that is the biggest advantage a leader can have.</p></blockquote><p></p>
[QUOTE="Aservan, post: 4374700, member: 63340"] Don't get me wrong the warlord is a good leader. The cleric is a better one. The warlord's very "tactical" powers are really a form of tactical inflexibility. He basically has to follow the fighter or rogue around the battlefield because the majority of his powers require the beneficiary to be next to him or the thing he is attacking. Commander's strike is a crappy power for a large number of parties. It works OK when you have a two handed weapon fighter because then you can get a large amount of damage out. Or you could miss. In order to set it up you can't be some where else. Some times that is fine. Other times that is horrible and now the monsters are eating the wizard's spleen. Forcing the warlord to be tow to another character actually works best with the rogue since he needs some one to set up sneak attack for him and the rogue does so much damage anyway. Now commander's strike is useless though because the rogue is a one hit per round wonder. Giving some one an extra +3 to damage is a whoopty-do power. There are loads of ways to get more damage in 4th. Now his encounter and daily powers that give a bonus to hit are awesome. Unless they miss of course. And then they do nothing worth noting. Still when they hit they make solos cry for mommy. Clerics don't have this problem. They can lead from a more plausible distance. They can stand back survey the field and give that guy over there the bonus he needs. Warlord not so much. They don't have to get into melee but can if they want to. They can lock down the field with attacks that hit every time. They can't give enormous bonuses to hit, but they are consistent and tactically flexible. They don't have to do things and that is the biggest advantage a leader can have. [/QUOTE]
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