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Paladins mark "fix" a plazebo?
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<blockquote data-quote="Lacyon" data-source="post: 4210804" data-attributes="member: 63046"><p>No wonder you're having trouble with this.</p><p></p><p><strong>Nimble Strike</strong> Ranger Attack 1</p><p><strong>At Will - Martial, Weapon</strong></p><p><strong>Standard Action Ranged</strong> weapon</p><p><strong>Target</strong> one creature</p><p><strong>Special</strong> Shift 1 square before or after you attack</p><p><strong>Attack</strong> melee or ranged vs. AC</p><p></p><p>Allows the ranger who's in a bad spot to shift out of range + attack (avoids OA) and still have a full normal move action to move (run if necessary) back behind the fighter. You can also keep using your Hunter's Quarry class feature to keep your damage up (either keep firing at your current quarry or retarget it at the target now close to you).</p><p></p><p><strong>Eyebite Warlock</strong> Attack 1</p><p><strong>At Will - Arcane, Charm, Implement, Psychic</strong></p><p><strong>Target</strong> one creature</p><p><strong>Attack</strong> Cha vs. Will</p><p><strong>Hit</strong> 1d6 + Cha Psychic damage and you are invisible to the target until the start of your next turn.</p><p></p><p>The warlock shifts (move action), curses (minor action), Eyebite (standard action). He does about 2 less damage than he would at longer range. Next round, unless his tormentor has somehow managed to find him while he was invisible, he moves away (perhaps behind the Fighter) and continues his normal blasting with additional benefit of concealment from his Shadow Walk power.</p><p></p><p>The paladin, once an enemy reaches him, can maybe shift away and keep attacking without avoiding OAs. He lost last round's Divine Challenge damage if the guy who caught up with him is the marked target, however. He now has to pick a new, far-away target for his Divine Challenge if he wants to keep his bonus damage, because he can't keep attacking AND avoid OAs AND re-establish range.</p><p></p><p>Alternatively, he could rely on his AC and hp and risk the OAs, thus risking his supposedly gigantic advantage over a traditional strikers. Still gets less movement than the ranger, and an additional one square penalty of movement if he's in heavy armor (oops). He can make up the movement difference by running, granting combat advantage to the OA (reducing or negating his AC advantage). His best choice is usually going to be <em>paladin up</em>.</p><p></p><p></p><p></p><p>Keeps full damage if pressed. SA is <em>easier</em> to use in melee, not harder, and the other strikers' bonus damage take only a minor action to activate and target the closest guy anyway.</p><p>Gets away if pressed.</p><p></p><p></p><p></p><p>Full defender tanking and damage in place of getting away and keeping full striker damage. Trade-offs FTW.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4210804, member: 63046"] No wonder you're having trouble with this. [B]Nimble Strike[/B] Ranger Attack 1 [B]At Will - Martial, Weapon[/B] [B]Standard Action Ranged[/B] weapon [B]Target[/B] one creature [B]Special[/B] Shift 1 square before or after you attack [B]Attack[/B] melee or ranged vs. AC Allows the ranger who's in a bad spot to shift out of range + attack (avoids OA) and still have a full normal move action to move (run if necessary) back behind the fighter. You can also keep using your Hunter's Quarry class feature to keep your damage up (either keep firing at your current quarry or retarget it at the target now close to you). [B]Eyebite Warlock[/B] Attack 1 [B]At Will - Arcane, Charm, Implement, Psychic[/B] [B]Target[/B] one creature [B]Attack[/B] Cha vs. Will [B]Hit[/B] 1d6 + Cha Psychic damage and you are invisible to the target until the start of your next turn. The warlock shifts (move action), curses (minor action), Eyebite (standard action). He does about 2 less damage than he would at longer range. Next round, unless his tormentor has somehow managed to find him while he was invisible, he moves away (perhaps behind the Fighter) and continues his normal blasting with additional benefit of concealment from his Shadow Walk power. The paladin, once an enemy reaches him, can maybe shift away and keep attacking without avoiding OAs. He lost last round's Divine Challenge damage if the guy who caught up with him is the marked target, however. He now has to pick a new, far-away target for his Divine Challenge if he wants to keep his bonus damage, because he can't keep attacking AND avoid OAs AND re-establish range. Alternatively, he could rely on his AC and hp and risk the OAs, thus risking his supposedly gigantic advantage over a traditional strikers. Still gets less movement than the ranger, and an additional one square penalty of movement if he's in heavy armor (oops). He can make up the movement difference by running, granting combat advantage to the OA (reducing or negating his AC advantage). His best choice is usually going to be [I]paladin up[/I]. Keeps full damage if pressed. SA is [I]easier[/I] to use in melee, not harder, and the other strikers' bonus damage take only a minor action to activate and target the closest guy anyway. Gets away if pressed. Full defender tanking and damage in place of getting away and keeping full striker damage. Trade-offs FTW. [/QUOTE]
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Paladins mark "fix" a plazebo?
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