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PHB2 general feats review (heroic tier)
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<blockquote data-quote="Doctor Proctor" data-source="post: 4725831" data-attributes="member: 78547"><p>I think you're underestimating it's usefulness. There have been a couple of times where I've needed to make a heal check to save a downed player...particularly if that play <em>is</em> the Cleric. Having to do that as a Standard action sucks, since it makes it a choice of "Attack, or help him". This feat is something that I might try to fit into my build somewhere as it's a really good way for a Defender to get a chance to help out if things go really bad.</p><p></p><p>Also, multiclassing Cleric is not the same thing. MC Cleric gives you a once per day power that grants a Healing Surge + 1d6. This is allowing you to stabilize the dying in order to stop death saves as a minor, so that you can still keep doing what you need to do to help the rest of the party (As a Fighter, that means attacking and marking).</p><p></p><p></p><p></p><p>So a Fighter using Come and Get It to draw in all the spread out enemies and then yelling to the Wizard "Hit them with a bomb now!!!!" is cheesy? If you look at it in a vacuum of "Oh it's just a +1 to hit when an ally is in the burst", I can see that. But allowing it in also allows more interesting tactics, like having the Defender mark multiple opponents to keep them close, and then allowing the Wizard to AoE bomb them. If they try to get away, then the Defender is going to be all over them with CC and CS attacks. What is that other than well coordinated tactics that also happen to involve an explosion?</p><p></p><p></p><p></p><p>Here I think you're just being unnecessarily mean to the Rogue. To even get use out of this you have to have two melee characters already flanking the enemy, so they're exposing their asses plenty. </p><p></p><p>Secondly, this isn't "most rpgs" and firing into melee is not an issue. If you have a problem with that aspect, then you need to change all the rules and severely hamper the ranger and any other primarily ranged PC as well.</p><p></p><p>Lastly, how else is a Rogue supposed to get CA at range? Stealth is pretty much about it, which means that a player that wants to play a ranged Rogue (with perhaps a Crossbow or thrown weapons) is only as effective as the terrain that you assign to an encounter. This makes it one of the hardest builds to play, since you don't know from one encounter to another whether he'll even be able to effective or not. This feat at least allows that build to be viable.</p><p></p><p></p><p></p><p>This actually doesn't make sense. The rules specifically provide an example of using Healing Words during a short rest, which means your Cleric is going to be rolling a lot of d6's. For the cost of a feat, they can get rid of those rolls and all the administration that goes with it. So in fact, you're actually going to make short rests go <em>smoother</em> by allowing the feat, not the opposite.</p><p></p><p></p><p></p><p>"Why even have a crossbow if it effectively works as a bow?!" - A bow can't be held in one hand...that's one reason. Plus, they don't have the same range or do the same damage, so it's still not the same.</p><p></p><p>This feat, I suspect, was mainly for Rogues and Rangers. Rogues, because it allows them to use a Crossbow effectively while freeing up their minor for the weapon switching. Of course, if they have Martial Power they could just use two-fisted shooter...but I'm guessing you've disallowed that one too since it's very similar to this one (although it only works with Hand Crossbows).</p><p></p><p>For Rangers, it's useful because some people just like the flavor of a Crossbow better, but using a Crossbow means that they have to choose between moving and quarrying because of having to reload each round with a minor.</p><p></p><p></p><p></p><p>Fire <em>is </em>the second most resisted damage type, and usually much easier for a PC to get as a damage type than necrotic (the most resisted). This is simply a way to allow those who use a lot of fire (Tieflings, anyone? Infernal Warlocks?) to have a way to cope with the LARGE number of creatures resistant to their damage type.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4725831, member: 78547"] I think you're underestimating it's usefulness. There have been a couple of times where I've needed to make a heal check to save a downed player...particularly if that play [I]is[/I] the Cleric. Having to do that as a Standard action sucks, since it makes it a choice of "Attack, or help him". This feat is something that I might try to fit into my build somewhere as it's a really good way for a Defender to get a chance to help out if things go really bad. Also, multiclassing Cleric is not the same thing. MC Cleric gives you a once per day power that grants a Healing Surge + 1d6. This is allowing you to stabilize the dying in order to stop death saves as a minor, so that you can still keep doing what you need to do to help the rest of the party (As a Fighter, that means attacking and marking). So a Fighter using Come and Get It to draw in all the spread out enemies and then yelling to the Wizard "Hit them with a bomb now!!!!" is cheesy? If you look at it in a vacuum of "Oh it's just a +1 to hit when an ally is in the burst", I can see that. But allowing it in also allows more interesting tactics, like having the Defender mark multiple opponents to keep them close, and then allowing the Wizard to AoE bomb them. If they try to get away, then the Defender is going to be all over them with CC and CS attacks. What is that other than well coordinated tactics that also happen to involve an explosion? Here I think you're just being unnecessarily mean to the Rogue. To even get use out of this you have to have two melee characters already flanking the enemy, so they're exposing their asses plenty. Secondly, this isn't "most rpgs" and firing into melee is not an issue. If you have a problem with that aspect, then you need to change all the rules and severely hamper the ranger and any other primarily ranged PC as well. Lastly, how else is a Rogue supposed to get CA at range? Stealth is pretty much about it, which means that a player that wants to play a ranged Rogue (with perhaps a Crossbow or thrown weapons) is only as effective as the terrain that you assign to an encounter. This makes it one of the hardest builds to play, since you don't know from one encounter to another whether he'll even be able to effective or not. This feat at least allows that build to be viable. This actually doesn't make sense. The rules specifically provide an example of using Healing Words during a short rest, which means your Cleric is going to be rolling a lot of d6's. For the cost of a feat, they can get rid of those rolls and all the administration that goes with it. So in fact, you're actually going to make short rests go [I]smoother[/I] by allowing the feat, not the opposite. "Why even have a crossbow if it effectively works as a bow?!" - A bow can't be held in one hand...that's one reason. Plus, they don't have the same range or do the same damage, so it's still not the same. This feat, I suspect, was mainly for Rogues and Rangers. Rogues, because it allows them to use a Crossbow effectively while freeing up their minor for the weapon switching. Of course, if they have Martial Power they could just use two-fisted shooter...but I'm guessing you've disallowed that one too since it's very similar to this one (although it only works with Hand Crossbows). For Rangers, it's useful because some people just like the flavor of a Crossbow better, but using a Crossbow means that they have to choose between moving and quarrying because of having to reload each round with a minor. Fire [I]is [/I]the second most resisted damage type, and usually much easier for a PC to get as a damage type than necrotic (the most resisted). This is simply a way to allow those who use a lot of fire (Tieflings, anyone? Infernal Warlocks?) to have a way to cope with the LARGE number of creatures resistant to their damage type. [/QUOTE]
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