Question about flying powers

fenwick

First Post
Ok, so I've read the monk 22nd lv. utility power Wind Walker. I don't understand how this power (and others like it) is very useful in combat situations.

The power reads Move action: you fly your speed. If you don't land at the end of this movement, you fall.

Please let me know if my interpretation is correct. If there are flying enemies around, you can't use this power to attack them, because if you were to move up to them with this power, you would then immediatly fall back to the ground and be unable to reach them. You also couldn't use this power in combination with a charge attack, since they are 2 separate actions, you can either do one or the other.

If this is the correct way to use this power, then it really is only useful for reaching places you need to fly to, but not for attacking others.

thanks for any insight you can provide!
 

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The main use is increase mobility around the battle field.

Wind Walker allows you, at will to move between ledges, ignore difficult and dangerous terrain, avoid soldiers and brutes to get to your chosen target etc.
 

The main use is increase mobility around the battle field.

Wind Walker allows you, at will to move between ledges, ignore difficult and dangerous terrain, avoid soldiers and brutes to get to your chosen target etc.

Correct. This is far more useful than it first seems.
 

Correct. This is far more useful than it first seems.

I second this. I had a Dragonborn Sorcerer with the Scion of Arkhosia PP which gets an at-will fly, I got a tremendous amount of use out of it by flying up to good safe sniping positions, going after archers on roof-tops, and bypassing difficult terrain.
 

makes sense.. thanks for the input. I did notice that the movement technique on Whirlwind kick is similar, but it doesn't say that you fall immediately after the move, so with that, would I be able to fly up to an enemy, attack them, and then at the end of my turn I would fall?
 


makes sense.. thanks for the input. I did notice that the movement technique on Whirlwind kick is similar, but it doesn't say that you fall immediately after the move, so with that, would I be able to fly up to an enemy, attack them, and then at the end of my turn I would fall?

Guess it depends on when you fall. I believe you fall at the end of the move and before any other actions take place. In my campaign though we would probably allow it for dramatic effect or if the situation screamed for it :) We are quite forgiving that way.
 

Being that the power is Epic level, I don't see why they couldn't at least let the flight be maintained. I really wish WotC would let the GMs deal with so-called game breaking powers. Especially when they have already opened up that can of flying worms with certain paragon paths.
 

Being that the power is Epic level, I don't see why they couldn't at least let the flight be maintained. I really wish WotC would let the GMs deal with so-called game breaking powers. Especially when they have already opened up that can of flying worms with certain paragon paths.

I think the point was to make flying all the time a really distinctive ability. Either you take a specific PP to allow it (and still wait until 16th level) or you use certain magic items or a ritual. Not every class is going to get always on flight. Its still pretty easy for an epic level pc to get it if they want it.
 


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