Derren said:
In the wilderness the paladin has a lot more room to evade the monsters and can move in a way so that the monsters have to walk past some other PCs to catch him while he only has to stay within 40 squares of the marked enemy.
Let's assume, for simplicity's sake, that this outdoor area is vast and featureless (because difficult terrain and the like could be just as bad for the pally as the enemy, depending on placement).
-The paladin can start a maximum of 5 squares from the enemy (max range for DivC). Let's assume the enemy moves at the same speed as the pally (quite reasonable, since the pally is most likely wearing medium or heavy armor).
-As soon as the fighter engages one of the enemies, the pally marks (minor), shoots (standard), and runs (move= 7 sq). The pally is now 12 sq from the enemy.
-Marked enemy asks his buddies to help him and sends them after pally. X enemies perform a double run (standard + move= 14 sq). The fighter can't stop them because they have enough extra movement to run around him and still reach the pally, assuming the fighter is even between them to start with (they only need 12 sq movement to reach pally and they have 14 total to move). If they began from a position where the fighter could not interpose, they're now in a position to flank the pally.
-If flanked, the pally must provoke AoOs to move away from them. If not, he can shift (move) and move 5 sq (standard). Except now the mark fades off since he could not attack his target this round. Additionally, he's too far away to remark that target. He could provoke AoOs to move and still shoot, but then he's doing so every round. He could drop his bow and melee these enemies, but his mark is gone in that case too.
-Sure, the Cleric, Wizard and Rogue are all doing their own thing during this, but does the Pally honestly expect them to interpose and block the enemies from going after him? That would be pretty silly, IMO. That's the defenders' job, not the other roles.
-4e assumes the party will face an equal number of enemies to themselves. If the enemies are elite, this number is halved; if minions, it doubles. I expect it will be fairly difficult for the fighter to sticky himself to ALL of these enemies outside of the narrow hallway encounter (for which this tactic would work fairly well assuming the enemy couldn't push the fighter out of the way, teleport past him, or some such).
Derren said:
It applies because the fix doesn't fix anything. The only thing which prevented the DDXP paladin from attacking every round is that the pregen only had two throwing weapons. But the exploit itself, marking and making sure that the enemy can't reach the paladin, stays the same.
I've posted this in at least one thread. I can't recall if it was this one or not. According to the stats I have for the Young Black Dragon (to the best of my knowledge, this was the "boss" encounter at DDXP) has a power called Cloud of Darkness, which is an AoE that blinds everyone in it aside from the dragon. I wasn't at DDXP, so I can't say how the DMs there did or did not use this ability. If it was me though, I'd have dropped this AoE on the fighter (and as many of the other party members as possible) and flown over to the pally to attack. Before the fix, the pally could have shifted and run (move + standard) while the rest of the party chased after the dragon. After this fix, the pally who shifts and runs hasn't attacked the dragon this round, so the mark fades. If I recall correctly from the fix, the pally also cannot use his mark next round.
As far as I can see all it does is make it very likely that your mark will focus on you. IMO, working as intended.