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<blockquote data-quote="thecasualoblivion" data-source="post: 4972918" data-attributes="member: 59096"><p>Here are some quick impressions:</p><p></p><p>Barbarians</p><p></p><p>Whirling Barbarians are an interesting multihitting striker, not unlike the Sorcerer</p><p>Thunderborn Barbarians seem lame</p><p>Thaneborn Barbarians got hooked up, and have a deep list of interesting stuff to play with, even some party healing!</p><p>Rageblood Barbarians already had everything they needed, and gained little beyond a bit more depth</p><p>Barbarians still don't have a truly excellent Paragon Path</p><p>Barbarians get a pair of feats that turn your primary weapon into an effective Heavy Thrown weapon, whatever it is</p><p>Con based Barbarians get Hide Armor feats that turn their AC from bad to incredible</p><p></p><p>Druids</p><p></p><p>Swarm Druids are the beefy unkillable Con based Tank that Guardian Druids were not</p><p>Druid Summons got a bit of a power-up since the preview</p><p>Predator and Guardian Druids got some fun new things to play with, but nothing that fundamentally changes them</p><p>Those are two AMAZING At-Wills they got</p><p>Snake Druid Paragon Path turns you into a full-on Striker. Didn't read them closely, but I'm assuming there are some less crappy caster based Druid Paragons</p><p>Predator Druids can shift their Dexterity modifier as a free action while shifting into beast form at the cost of two feats</p><p></p><p>Shamans</p><p></p><p>Shamans got hooked up!</p><p>Eagle Shaman plays really nice with Prime Shot, and resembles the Tactical Warlord in buffing and action granting</p><p>World Speaker Shaman is focused on movement denial and manipulation</p><p>Bear Shaman got powers that allow their Companion to mark enemies</p><p>Panther Shaman is probably the hardest hitting Leader in the game</p><p>They get an At-Will power that is a melee implement attack(not spirit) that is worth using</p><p>Shamans got more of everything in terms of powers. More healing, more striker style damage, more buffing, more area control, more Defender impersonation...</p><p>Paragon Paths are ok, they get an uber-healing one but nothing earth shattering</p><p>Oh my god did they get a pile of must have feats. You'll be midway through Paragon when you finally get all the awesome Heroic Tier feats</p><p>Shaman multiclass feat gives you Encounter Spirit Healing with the first multiclass feat as the prerequisite</p><p>Shamans should really start play with Hide Armor. It is lame that they do not. Houserule Alert!</p><p></p><p>Warden</p><p></p><p>Lifeblood Warden seems kind of flat, as its healing doesn't compare to Paladin heals, not even close</p><p>Storm Warden is movement manipulation, and is ok at it</p><p>Wild and Earthstrength Wardens got new stuff</p><p>Wardens get some interesting new things, like being able to mark and inflict a penalty of -4 or higher for attacking allies and zone based movement denial</p><p>No earth shattering Paragons</p><p>Feats now support a damage focused Warden who uses a Hammer and takes powers that slow and immobilize. Didn't really have a high damage Warden prior to this.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 4972918, member: 59096"] Here are some quick impressions: Barbarians Whirling Barbarians are an interesting multihitting striker, not unlike the Sorcerer Thunderborn Barbarians seem lame Thaneborn Barbarians got hooked up, and have a deep list of interesting stuff to play with, even some party healing! Rageblood Barbarians already had everything they needed, and gained little beyond a bit more depth Barbarians still don't have a truly excellent Paragon Path Barbarians get a pair of feats that turn your primary weapon into an effective Heavy Thrown weapon, whatever it is Con based Barbarians get Hide Armor feats that turn their AC from bad to incredible Druids Swarm Druids are the beefy unkillable Con based Tank that Guardian Druids were not Druid Summons got a bit of a power-up since the preview Predator and Guardian Druids got some fun new things to play with, but nothing that fundamentally changes them Those are two AMAZING At-Wills they got Snake Druid Paragon Path turns you into a full-on Striker. Didn't read them closely, but I'm assuming there are some less crappy caster based Druid Paragons Predator Druids can shift their Dexterity modifier as a free action while shifting into beast form at the cost of two feats Shamans Shamans got hooked up! Eagle Shaman plays really nice with Prime Shot, and resembles the Tactical Warlord in buffing and action granting World Speaker Shaman is focused on movement denial and manipulation Bear Shaman got powers that allow their Companion to mark enemies Panther Shaman is probably the hardest hitting Leader in the game They get an At-Will power that is a melee implement attack(not spirit) that is worth using Shamans got more of everything in terms of powers. More healing, more striker style damage, more buffing, more area control, more Defender impersonation... Paragon Paths are ok, they get an uber-healing one but nothing earth shattering Oh my god did they get a pile of must have feats. You'll be midway through Paragon when you finally get all the awesome Heroic Tier feats Shaman multiclass feat gives you Encounter Spirit Healing with the first multiclass feat as the prerequisite Shamans should really start play with Hide Armor. It is lame that they do not. Houserule Alert! Warden Lifeblood Warden seems kind of flat, as its healing doesn't compare to Paladin heals, not even close Storm Warden is movement manipulation, and is ok at it Wild and Earthstrength Wardens got new stuff Wardens get some interesting new things, like being able to mark and inflict a penalty of -4 or higher for attacking allies and zone based movement denial No earth shattering Paragons Feats now support a damage focused Warden who uses a Hammer and takes powers that slow and immobilize. Didn't really have a high damage Warden prior to this. [/QUOTE]
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