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Paladin. Disappointing
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<blockquote data-quote="themilkman" data-source="post: 4080330" data-attributes="member: 60908"><p>Hey guys. This is my first post here! (Woo.)</p><p></p><p>I just finished playing the two LFR preview games earlier today at DDXP. (The last session finished 90 minutes ago.) I played the Eladrin Ranger in one game, and the Dwarf fighter in the other. I thought I would share some of my impressions and try to answer some questions that came up in this thread.</p><p></p><p></p><p></p><p>Generally, any movement from pushing, pulling, or sliding does not provoke an AoO. Also, you don't get AoO against people that you push, even if you are allowed to attack creatures that shift in your threatened area. If he is doing his job, the fighter is going to get more attacks than other classes, but that is because he uses these attacks to control movement in his threatened squares. He isn't going to be as accurate or do as much damage as strikers, so the balance is still there.</p><p></p><p></p><p></p><p>You have a point here, but it isn't as serious a problem as it may seem. If a Fighter gets face-to-face with a caster, the caster can either cast a spell and provoke an AoO or use a move action to shift back a space (which also provokes an AoO from a Fighter) and then cast from 1 square away. (Also, only ranged spells provoke AoO; burst spells don't provoke AoO, so casters can use those spells from melee.) Generally, as soon as you do get a fighter up close with a caster, the DM will have other NPCs come in to get between you two anyway. </p><p></p><p>Another important point to remember: Casters are not the glass cannons that they were in 3.5. They can take a pretty good amount of damage, and they don't dish it out much faster than any other class. In other words, there is no need to rush to the back and kill the caster, because they're not going to beat you up much more than the brutes, and it will probably take you three or four rounds to kill them anyway. Fighters are usually better served keeping multiple enemy melee units away from friendly strikers and casters because they can control the movement of every space that they threaten, rather than tying down just one caster.</p><p></p><p>One other interesting point:</p><p></p><p>The Paladin's Divine Challenge ability is thoroughly broken. We breezed through fights in my group by having the fighter (me) pin down a mob while the paladin challenged him and ran off. Every time the creature attacked someone other than the paladin (who the creature couldn't get to because we blocked him off) the creature would take 8 damage. The paladin just sat in another room and literally did nothing for round after round while his divine challenge did damage over and over again. Incidently, 8 damage is the maximum that the Paladin could do with any attack other than his daily, and the damage from the challenge always hit. Since you only tend to land 55% of your attacks in 4ed, a source of certain damage was very overpowered for us.</p><p></p><p>Word from the GMs at the conferance is that after some likely revisions, the Divine Challenge will now fade if the paladin does not move towards the creature or attack it somehow. Line of sight may also be necessary.</p><p></p><p>Edit: Regarding some skepticism about the ability of the Fighter to smack people around... The Fighter does it really, really well, just not in the way that some people might be thinking. He won't do a lot of damage, but he will absolutely control the battlefield. In the LFR preview games, casters are not controllers--the Fighter is the controller. He moves people around the battlefield when he wants them to, keeps people from moving when he doesn't want them to, and punishes people for movements that would have otherwise been perfectly safe. I felt more in charge of the fight as the Fighter than I did when I played the Eladrin Ranger, even though I was doing much more damage per round as the Ranger.</p><p></p><p>-TM</p></blockquote><p></p>
[QUOTE="themilkman, post: 4080330, member: 60908"] Hey guys. This is my first post here! (Woo.) I just finished playing the two LFR preview games earlier today at DDXP. (The last session finished 90 minutes ago.) I played the Eladrin Ranger in one game, and the Dwarf fighter in the other. I thought I would share some of my impressions and try to answer some questions that came up in this thread. Generally, any movement from pushing, pulling, or sliding does not provoke an AoO. Also, you don't get AoO against people that you push, even if you are allowed to attack creatures that shift in your threatened area. If he is doing his job, the fighter is going to get more attacks than other classes, but that is because he uses these attacks to control movement in his threatened squares. He isn't going to be as accurate or do as much damage as strikers, so the balance is still there. You have a point here, but it isn't as serious a problem as it may seem. If a Fighter gets face-to-face with a caster, the caster can either cast a spell and provoke an AoO or use a move action to shift back a space (which also provokes an AoO from a Fighter) and then cast from 1 square away. (Also, only ranged spells provoke AoO; burst spells don't provoke AoO, so casters can use those spells from melee.) Generally, as soon as you do get a fighter up close with a caster, the DM will have other NPCs come in to get between you two anyway. Another important point to remember: Casters are not the glass cannons that they were in 3.5. They can take a pretty good amount of damage, and they don't dish it out much faster than any other class. In other words, there is no need to rush to the back and kill the caster, because they're not going to beat you up much more than the brutes, and it will probably take you three or four rounds to kill them anyway. Fighters are usually better served keeping multiple enemy melee units away from friendly strikers and casters because they can control the movement of every space that they threaten, rather than tying down just one caster. One other interesting point: The Paladin's Divine Challenge ability is thoroughly broken. We breezed through fights in my group by having the fighter (me) pin down a mob while the paladin challenged him and ran off. Every time the creature attacked someone other than the paladin (who the creature couldn't get to because we blocked him off) the creature would take 8 damage. The paladin just sat in another room and literally did nothing for round after round while his divine challenge did damage over and over again. Incidently, 8 damage is the maximum that the Paladin could do with any attack other than his daily, and the damage from the challenge always hit. Since you only tend to land 55% of your attacks in 4ed, a source of certain damage was very overpowered for us. Word from the GMs at the conferance is that after some likely revisions, the Divine Challenge will now fade if the paladin does not move towards the creature or attack it somehow. Line of sight may also be necessary. Edit: Regarding some skepticism about the ability of the Fighter to smack people around... The Fighter does it really, really well, just not in the way that some people might be thinking. He won't do a lot of damage, but he will absolutely control the battlefield. In the LFR preview games, casters are not controllers--the Fighter is the controller. He moves people around the battlefield when he wants them to, keeps people from moving when he doesn't want them to, and punishes people for movements that would have otherwise been perfectly safe. I felt more in charge of the fight as the Fighter than I did when I played the Eladrin Ranger, even though I was doing much more damage per round as the Ranger. -TM [/QUOTE]
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