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General Tabletop Discussion
Character Builds & Optimization
Possible build advice; Defender
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<blockquote data-quote="Neonchameleon" data-source="post: 5311012" data-attributes="member: 87792"><p>You've got a melee line there (You, Monk, Artificer, and Melee Warlock are all people who can do hand to hand) - so you don't need an incredible amount of defendering. And at that point Swordmages work very well. (They aren't Wardens who can hold the line against everyone at once. But mark someone the far side of the monk then charge across the battlefield and make them chase you or take -2 to hit and nerfed damage...)</p><p> </p><p>Shielding is good - Ensnaring are a little weak but the only problem with Assault is that they think they are strikers. (There's some nasty synergy with Tiefling Assault Swordmages and fire powers).</p><p></p><p>Feats: Intelligent Blademaster. This is necessary to make you sticky.</p><p> </p><p>Paladins - I love charisma paladins. Especially by twisting Divine Sanction into an automatic debuff-and-damage. (Sanction everyone in close burst 3 - then Run Away! (Or just go invisible if you're a gnome). They all (in a 7*7 area) take -2 to hit and some automatic damage for the round by not trying to hit you. Or they need to jump through hoops and completely wreck most of their turn.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5311012, member: 87792"] You've got a melee line there (You, Monk, Artificer, and Melee Warlock are all people who can do hand to hand) - so you don't need an incredible amount of defendering. And at that point Swordmages work very well. (They aren't Wardens who can hold the line against everyone at once. But mark someone the far side of the monk then charge across the battlefield and make them chase you or take -2 to hit and nerfed damage...) Shielding is good - Ensnaring are a little weak but the only problem with Assault is that they think they are strikers. (There's some nasty synergy with Tiefling Assault Swordmages and fire powers). Feats: Intelligent Blademaster. This is necessary to make you sticky. Paladins - I love charisma paladins. Especially by twisting Divine Sanction into an automatic debuff-and-damage. (Sanction everyone in close burst 3 - then Run Away! (Or just go invisible if you're a gnome). They all (in a 7*7 area) take -2 to hit and some automatic damage for the round by not trying to hit you. Or they need to jump through hoops and completely wreck most of their turn. [/QUOTE]
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