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Character Builds & Optimization
Please help review my firsrt character build
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<blockquote data-quote="Dan'L" data-source="post: 5178589" data-attributes="member: 68954"><p>As this is meant to be a way to learn 4e mechanics, is your group planning to play these characters all the way up through level 30? If not, I'd recommend backing up a little from planning things out that far; maybe as much as through heroic and aiming at a paragon path. My experience has been that even by level 4, original plans often go out the window as play teaches you how your PC is working within your particular group.</p><p></p><p>I would recommend talking with your DM and group about allowing significant overhauling of characters (i.e., more than just one retrain & possibly reallocating stats) when you first level up, since then you'll have a little better idea of how the game works and how your specific PCs work with each other.</p><p></p><p>Having said that, though, a few things to consider: </p><p></p><p>- If you're worried about the lack of a leader in the party, perhaps multiclass into Warlord instead. You won't get the striker-boost or the particular methods of hobbling your opponents that Barbarian gives you, but you'll gain some ways to support the party through healing and buffs. (Although, the party will already have some smattering of this through the Paladin.) Also, Warlord has access to some feats and powers that help boost/fiddle with initiative, which you've noted is a sometimes consideration for you.</p><p></p><p>- Don't get hung up too much on one specific tactical deployment. The variety of threats and encounters in 4e means you should often find yourself in situations where you have to diverge in tactics from "plan A." Particularly if you come up against a group of skirmishers given a measure of space to move around in, you'll find it hard to draw a specific battle line that doesn't shift around the field of combat.</p><p></p><p>- It's a shame that Martial Power is out of the mix, because they reserved a good measure of shield-specific powers for that book, and they can really make this kind of concept shine.</p><p></p><p>- Fighters are, IMO, the pinnacle of the Front Line Defender, more so than Paladins, so I'll add my voice to the chorus on putting him up front. If this party needs a second line defender in a combat, I'd actually make it the Paladin.</p><p></p><p>- Tactically speaking, one of the biggest weaknesses of Fighters is a general lack of ranged attacks. You can RBA with a thrown weapon, of course, and it may not be much of an issue depending on what kind of encounters your DM cooks up for you, but it's something to watch out for.</p><p></p><p>-Dan'L</p></blockquote><p></p>
[QUOTE="Dan'L, post: 5178589, member: 68954"] As this is meant to be a way to learn 4e mechanics, is your group planning to play these characters all the way up through level 30? If not, I'd recommend backing up a little from planning things out that far; maybe as much as through heroic and aiming at a paragon path. My experience has been that even by level 4, original plans often go out the window as play teaches you how your PC is working within your particular group. I would recommend talking with your DM and group about allowing significant overhauling of characters (i.e., more than just one retrain & possibly reallocating stats) when you first level up, since then you'll have a little better idea of how the game works and how your specific PCs work with each other. Having said that, though, a few things to consider: - If you're worried about the lack of a leader in the party, perhaps multiclass into Warlord instead. You won't get the striker-boost or the particular methods of hobbling your opponents that Barbarian gives you, but you'll gain some ways to support the party through healing and buffs. (Although, the party will already have some smattering of this through the Paladin.) Also, Warlord has access to some feats and powers that help boost/fiddle with initiative, which you've noted is a sometimes consideration for you. - Don't get hung up too much on one specific tactical deployment. The variety of threats and encounters in 4e means you should often find yourself in situations where you have to diverge in tactics from "plan A." Particularly if you come up against a group of skirmishers given a measure of space to move around in, you'll find it hard to draw a specific battle line that doesn't shift around the field of combat. - It's a shame that Martial Power is out of the mix, because they reserved a good measure of shield-specific powers for that book, and they can really make this kind of concept shine. - Fighters are, IMO, the pinnacle of the Front Line Defender, more so than Paladins, so I'll add my voice to the chorus on putting him up front. If this party needs a second line defender in a combat, I'd actually make it the Paladin. - Tactically speaking, one of the biggest weaknesses of Fighters is a general lack of ranged attacks. You can RBA with a thrown weapon, of course, and it may not be much of an issue depending on what kind of encounters your DM cooks up for you, but it's something to watch out for. -Dan'L [/QUOTE]
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