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Need opinions on a Fighter level 2 Utility...
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<blockquote data-quote="Goumindong" data-source="post: 4718935" data-attributes="member: 70874"><p>My opinions not having played a fighter yet, but having played a wizard and DMing for a Paladin.</p><p></p><p>1. Create opening: Giving the enemies free attacks against you in exchange for anything other than free attacks against them is pretty bad. It can be useful against minions and enemies with weak melee attacks, but i think that that is going to happen pretty rarely. Even though you're giving an enemy an ability to hit you in order to do it, you could instead mark them and then punish them for attacking your friend.</p><p></p><p>That being said, it can be very useful to get your friend out of danger in a tricky situation for the price of only one attack. But hopefully with a sticky fighter you won't be in those situations.</p><p></p><p>Pass Forward is not that great, it only prevents OA's from that enemy, so you need to only have one enemy near him to not eat any OAs from the movement and while it does reduce them, its only one.</p><p></p><p>Shield Push and Footwork lure are just as likely to generate flanks as Pass Forward and while Passforward will do it while putting you between the rest of the enemies and your allies they're not going to cooperate much more after a single instance of it working.</p><p></p><p>That being said it does have some interesting applications.</p><p></p><p>Suppose that you wanted to avoid a charge from an enemy and then surround him.</p><p></p><p>Well, ready a pass forward for when the enemy enters a square adjacent to you. The charge triggers it (but before he attacks), you then move around him and suddenly he is no longer in the "closest square to you from the origin of the charge" and probably cannot make it there without provoking and having his movement stopped.</p><p></p><p>You've avoided the charge attack and move yourself in front of him allowing your friends to move in behind and flank while you run interference for the rest of the party. Is readying an attack action better? Might be. Might not be.</p><p></p><p>That being said, i am still probably going to recommend one of the daily utilities, especially until you get to a time when you have more daily stances to use. Boundless endurance can really end up being a lot of healing, it lasts the entire encounter, doesn't turn off when you're no longer bloodied and doesn't turn off when you're unconscious(it won't heal you in those situations, but it won't turn off). </p><p></p><p>If you get it for 2 rounds its almost better than Unstoppable(assuming 14 Con). If you don't have that then Unstoppable is probably better. But even then, either of them are quite good as its healing that doesn't burn a healing surge. And, assuming you're as sticky as you want to be, you're going to need healing.</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4718935, member: 70874"] My opinions not having played a fighter yet, but having played a wizard and DMing for a Paladin. 1. Create opening: Giving the enemies free attacks against you in exchange for anything other than free attacks against them is pretty bad. It can be useful against minions and enemies with weak melee attacks, but i think that that is going to happen pretty rarely. Even though you're giving an enemy an ability to hit you in order to do it, you could instead mark them and then punish them for attacking your friend. That being said, it can be very useful to get your friend out of danger in a tricky situation for the price of only one attack. But hopefully with a sticky fighter you won't be in those situations. Pass Forward is not that great, it only prevents OA's from that enemy, so you need to only have one enemy near him to not eat any OAs from the movement and while it does reduce them, its only one. Shield Push and Footwork lure are just as likely to generate flanks as Pass Forward and while Passforward will do it while putting you between the rest of the enemies and your allies they're not going to cooperate much more after a single instance of it working. That being said it does have some interesting applications. Suppose that you wanted to avoid a charge from an enemy and then surround him. Well, ready a pass forward for when the enemy enters a square adjacent to you. The charge triggers it (but before he attacks), you then move around him and suddenly he is no longer in the "closest square to you from the origin of the charge" and probably cannot make it there without provoking and having his movement stopped. You've avoided the charge attack and move yourself in front of him allowing your friends to move in behind and flank while you run interference for the rest of the party. Is readying an attack action better? Might be. Might not be. That being said, i am still probably going to recommend one of the daily utilities, especially until you get to a time when you have more daily stances to use. Boundless endurance can really end up being a lot of healing, it lasts the entire encounter, doesn't turn off when you're no longer bloodied and doesn't turn off when you're unconscious(it won't heal you in those situations, but it won't turn off). If you get it for 2 rounds its almost better than Unstoppable(assuming 14 Con). If you don't have that then Unstoppable is probably better. But even then, either of them are quite good as its healing that doesn't burn a healing surge. And, assuming you're as sticky as you want to be, you're going to need healing. [/QUOTE]
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