Rain of Steel: Modifiers?

Yeah - I definitely think Rain of Steel might be scary enough that it convinces a group to take the fighter out before the Ranger because, y'know, he's doing just as much damage or more. I even said as much back in post 13.

Though that likely says quite a lot about the balance of Rain of Steel. If only a fighter could easily get Armor of Agathys too, for a similar effect plus temp hp.
 

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Glancing back over the thread to try and figure out where I'm going wrong in explaining things, I think it might be useful to establish something...

If a Ranger had Rain of Steel as an ability, would it somehow be Defendery for him? It might well be hailed as traditional striker design - impetus to avoid being near the user combined with high damage output.

Is a cleric's Blade Barrier spell Leadery? In the hands of a wizard it seems a perfect Controllery power.

Is the paladin's Wrath of the Gods power a Defendery power? It sure looks very Leader themed from here.

Different classes can most certainly tap multiple styles of powers, not just for their primary role, and each of those cases actually calls to their stated and known secondary role (fighter striker, cleric controller, paladin leader). But that doesn't change the general theme and purpose of a power.

The cleric can _totally_ help out his group with a well timed Blade Barrier, but it doesn't bolster, support, buff, or heal his allies. It just tears the crap out of his enemies and controls the battlefield. Yay.
 

Yeah - I definitely think Rain of Steel might be scary enough that it convinces a group to take the fighter out before the Ranger because, y'know, he's doing just as much damage or more. I even said as much back in post 13.

Though that likely says quite a lot about the balance of Rain of Steel. If only a fighter could easily get Armor of Agathys too, for a similar effect plus temp hp.
Oh yeah, I definitely question the balance of the power. But that aside, I'm thinking part of the difference between say, a Stormwarden (Ranger paragon path that deals Dex damage to adj enemies automatically, I forget exact wording,) and a fighter using Rain of Steel is intention. They both do essentially the same thing, but the fighter uses it to do more damage, to become more a threat in their right, which in turn makes them take more hits. Stormwardens use it do more damage, and just happen to become more of a threat as a result.
 

Yep - it's the downside of the come and get it and rain of steel method. One of them shifts, and they can all shift.

Mind you, the tactic is still pretty awesome :)

It isn't the disadvantage to rain of steel. It may be the disadvantage to come and get it with rain of steel, which has nothing to do with using rain of steel to make enemies move away(come and get it being particularly bad at that). It is also the disadvantage of your "more defendery" rain of steel that relies on combat challenge and opportunity attacks (though opportunity attacks don't really do much to encourage moving at all).

If it kills you, it does. But you're not taking automatic damage if you're 'in a spot'. You take automatic damage if you're next to the fighter. There's a _very_ key difference there.
Yeah, the difference is fighter gets to pick where that spot is (more accurately where those spots are) every round. If he wants you or another to stay out of a spot, so you or another can't safely attack an ally from that spot, he stays adjacent to it. It keeps the enemy in a spot, but only while the fighter is adjacent to it. Being able to move that spot with your ally is a benefit to the power, making you better at defending him, not worse.

No, because the important difference is that they only apply when the target doesn't follow the mark / respect you as a defender. They're incentives to let the defense work. If something happens regardless of what choice you make with respect to the defender... it's a different case.
It isn't a different case. You're limiting the definition of the fighters ability to defend to only the mark/challenge. You're defining "defendery" by one defender classes ability, even though that class has offensive abilities. The weapon talents, tempest and battlerager are are also class abilities - they all allow bonuses to attack and/or damage to all attacks not just combat challenge and opportunity attacks. If defendery means to you: "applies to combat challenge and opportunity attacks and a penalty to hit" then yeah, your version of more defendery to you. But that's an exceedingly narrow definition.

Powers can allow the fighter to defend in other ways. Some of that is control - whether making certain spaces unsafe, moving enemies, doing damage to enemies who are where you don't want them to be, imposing conditions. To me, all of that is defendery, because you use it to defend your allies.

For example, a fighter using a 2-handed weapon has better challenge and opportunity attacks than one with a 1-handed weapon. There's a real choice there. A fighter who gets Wis to opportunity attacks is more likely to land them, making them more dangerous. In general, fighter opportunity attacks are scarier than a Cha paladins. These all help him defend.
Keyword being "help" - they aren't the end all and be all of defending. And, I'm not really sure where this choice has much to do with what we're talking about more than tangenitally, in that 1-handed fighters might hit for more damage than 1-handed fighters with Rain of Steel.


Ah, I see. How about if the enemy just attacks the ally, then moves. Or shifts, then attacks the ally. In both those cases, Rain of Steel does nothing in either case while a -2 attack _does_. Further, the enemy is disinclined to shift in the first place to avoid damage, or attack then shift in the first place, to avoid damage.

If the enemy attacks, then moves, he moved and the pwer did what it was supposed to do, moved the enemy away from the ally. He either isn't adjacent to the target any longer, or he makes or starts to make a path for the ally to escape through. Or he moves into a position where another ally can lock him down, finish him or whatever. You can defend your -2 as much as you want, but it isn't going to be useful in situations where Rain of Steel is being used to encourage an enemy to vacate or not occupy a space. It's a different ability, worse at defending in the situations where Rain of Steel is good and better at others. It isn't more defendery, just differently defendery.


Rain of Steel doesn't stop your allies from being attacked except by killing things. It's really good at that, though.
It makes enemies move to avoid taking damage, which keeps them from attacking or continuing to attack your allies. It also keeps them from moving adjacent to you, which sometimes means not moving adjacent to your allies.


Once again, it already took the damage. Whether it moves or not does not change the fact that it took damage and is not the deciding factor whether it takes damage in the future. Again, that's up to the fighter in who he chooses to be adjacent to.
Having control of where your enemy can safely move is an advantage. If you want it to move away and not come back, you stay there and make it unsafe to remain there. The threat of taking the damage again encourages it to move.

Of course not - you also want to deter their ability to attack your allies, raise your ability to withstand their attacks, and rescue your allies when possible.
And making it unsafe to be adjacent to your allies because they're also adjacent to you is defendery. Making them move away from your allies is defendery. Making them move away from one ally who needs relief, even if it leaves the enemy free to attack a healthier ally is defendery. Rain of Steel can do all that, you just have to use it that way.

Except in the facet of 'hey, they died', Rain of Steel does none of these things. Again, it's really great at 'hey, they died' though. I like the power, I use the power, but compared to something like Pinning Smash that locks an enemy down, it's not very defendery.

Making the monster move away is just as defendery as keeping him in place. Fighters have push powers too.

You mentioned zones earlier. Think of Rain of Steel as a zone, centered on the fighter that moves at-will. Are you really saying that a 3x3 zone that damages any enemy that starts its turn in it can't be used to encourage enemies not to occupy an area? And by forcing enemies to vacate or not occupy a space adjacent you and an ally that you aren't defending your ally?

You didn't limit their ability to attack your friends, however. You're doing damage, possibly in area like ways they want to avoid. Striker, Controller, sure. Defender, no.
Rolling Thunder - Do damage to enemy that leaves square. Chilling Cloud: -2 to attacks if in area. Your defendery suggestion sounds just as controllery. And your additional [W] damage sounds really strikery.


This statement has no bearing on the one to which you responded.
You're ignoring the attack a creature can make before moving and most importantly the fact that it can attack once with no damagge from Rain of Steel in your version or twice only taking damage once. Specifically: "If RoS triggered at the end of their turn, then the decision would be theirs - shift or move to avoid it, triggering the attack, but avoiding the autodamage." By ignoring the attack action, you create the false impression that your version is in any way an improvement.

If Rain of Steel triggered at the end of the round, it would be a much weaker power, yes. But it would encourage movement more, because it would be in the monster's hands to be able to avoid it.
Nonsense. If it triggered at the end, the monster could make an attack, then decide to move to avoid the damage altogether. Or, it could decide to attack twice, taking the damage once, then move before taking it again.

Triggering at the beginning, the monster takes the damage. Can attack once, then has to choose between moving or taking the damage second time to get a second attack. Same amount of movement, but the monster has to make the choice to move sooner.

Psst. Rain of Blows is a different power.
Congratulations. That's the second thing you've been right about. Unfortunately, the first was the other time I mistyped the name of the power.

Once again, _moving does not protect you from taking the damage_. The fighter will just move back next to you, and you will just take the damage again.
The fighter won't move to the enemy if he is using the power to protect his allies by making the squares adjacent to them unsafe. You're assuming that the fighter is going to pursue (and be able to catch) the monster(s) that move away. You're only looking at one way to use the power - as a striker.

And again, except even more wrong because at least a non-solo has a greater chance the fighter will choose to attack someone else for some reason.
Because solos don't have fly or swim speeds or teleport and fighters can always match their movement methods and ignore difficult terrain. And it is never worth letting an ally that is wholly untouched take a little damage after you chase the solo off the guy he mangled with a couple encounter powers and an action point until you can cover the ground and the team regroups...

Rain of Steel doesn't do what you think it does. It's extremely powerful and I'll freely admit that it's more powerful than both examples I gave, no doubt. But that doesn't make it have the salient characteristics of a power that improve your ability to defend.
It does what I said it does. Demonstrably, I've used it to do so, multiple times. In situations where you want the enemy to move away, it is a better defender power than powers that make things stick to you. Fighters have powers that push for a reason. Sometimes defending means making something move away and sometimes it means keeping something at bay. Rain of Steel can do that. Something that makes you stickier doesn't.

It completely and totally improves your ability to kick ass, and kicking ass will kill your enemies and make the fight easier. There's a reason I have it on my fighter.
And Pinning Smash can be used to to stop a fleeing enemy so you can kill it, so that makes it a striker power? Sounds like something an avenger would have...

Then again, I also have Armor of Agathys on my warlock because it deals autodamage to everyone I stand next to...

Funny, I have Chilling Cloud on my wizard, gives enemies a -2 to hit if they're in the area. That's a defender power? Or is your revision of Rain of Steel a controller power rather than a defender power? Is being more of a controller more defendery? Different classes can use the same effect to different ends. The fact that they can use them for the same ends doesn't make it any less of a good choice for them to fill their role.

I don't need a picture to make any point. Karinsdad made the point in his previously mentioned, quite excellent, post.

All it would be is here's three pictures where it works. And here's three pictures where it doesn't . And here's three pictures where it does. And here's three pictures where it doesn't. Then I could change it up and say, here's three pictures where being stickier doesn't work. And you could say well here's three pictures... Not worth the time. If you want to say you can't use Rain of Steel to defend your allies, knock yourself out. If anyone reads this thread and agrees with you about that, there's nothing I'm going to say to change their minds.
 

The character builder also works that way. It feels inconsistent to me, but as far as I can say that's the justification.
Annother bug in the CB.

4e knows four types of attacks which don't always follow the colloquial definition of the term: melee attack, close attack, area attack, and ranged attack. See PHB 270-271

E.g. a close burst 1 is a close attack per 4e definition and not a melee attack, even if consisting of hitting multiple enemies with your melee weapon and would thus be classified as series of melee attacks by the colloquial use of the term.
 
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It makes enemies move to avoid taking damage, which keeps them from attacking or continuing to attack your allies. It also keeps them from moving adjacent to you, which sometimes means not moving adjacent to your allies.
I think keterys' point is that, why would melee enemies move away from the fighter if the damage happens at the start of their turn? The enemies aren't going to stop themselves from moving adjacent once they realize that the fighter will chase them down wherever they do end up. They're going to take the damage no matter what, because even if they move, the fighter will move to them. So, at worst, a single melee enemy will ignore the fact that the power is used, and at best multiple enemies will spread apart so multiples can't be auto-damaged at the start of their turn.

The "3x3" zone idea isn't wrong of course, but the fact that it can moved at will means that monsters won't try to move out of it. Thus, the power is just extra damage on the top, therefore a striker power. I also agree that the same power can be used in a different context, or more how I see it, with different intention and be considered a different role-type power. If the fighter becomes the damage machine akin to a striker, there is not much incentive in bypassing the fighter to get to the other strikers, thus making him stickier in turn, so more defendery.

Maybe every component of an ability has a role attached to it. Strikering is the damage component. Leadering is the buffing allies component. Defendering is the debuffing enemies, unless they attack the source. Controllering is debuffing enemies, sometimes with all kinds of conditions for escape attached, except for attacking the source.

With this model, Rain of Steel is strictly a strikering power. If you consider the result of this power, the fighter might have some kind of battlefield control, because even if the only meta-effect of the power is that multiple enemies are moving so as to not both get hit by auto-damage, that could potentially be very useful if it means they aren't able to get combat advantage without biting the auto-damage. A Stormwarden ranger seeks, normally, just do take down the opponent with no interest in having its attacks target the Stormwarden, so he fulfills his role as the striker.

The fighter won't move to the enemy if he is using the power to protect his allies by making the squares adjacent to them unsafe. You're assuming that the fighter is going to pursue (and be able to catch) the monster(s) that move away. You're only looking at one way to use the power - as a striker.
That is certainly the case, that the assumption is the fighter is pursuing the monster, because anything else is less than optimal choice. If the monster is running permanently, then the battle is over and it doesn't matter. If the monster is baiting the fighter away from his allies, who cares? He's biting tons of OA's and possibly imm. interupts along the way. If the monster plans to ignore the fighter, then it doesn't matter where the fighter is standing, or that he is using Rain of Steel, unless it is a 5-foot wide hallway. If the monster plans to engage the fighter because it doesn't want to be punished by marking mechanics, then the extra damage of Rain of Steel has no bearing on that. Either way, the monster will take the damage from Rain of Steel.

No need for pictures, but what is a situation that a fighter with Rain of Steel on would stay away from his foe instead of running up to his foe? Remember, the monster has already decided that the fighter -can- pursue him wherever he runs, unless he runs from the encounter entirely, so the fighter's position means nothing. With that information, the monster will choose to engage the fighter and try to take him down, or attempt to ignore and go for the allies. Either way, again, he is taking Rain of Steel damage. The only difference you make by staying next to your allies is allowing the enemy to freely use ranged attacks it might have, because it won't be marked by you, or take damage from your Rain of Steel, or take OA's. If the monster who only has melee attacks foolishly stays out of combat to avoid the 1[w] damage, then chalk it up to foolishness, not the result of the power. Although both would have an important role, of course.

One situation perhaps is if the party is flanked by melees, the fighter will stay put so as to not be baited away from the left side while the right side runs up to destroy a glass canon. But if melee monsters are staying out of melee just to avoid the fighter damage, their loss is assured, because they aren't doing any damage at all. So, staying put only makes sense if you're wasting the time of melee combatants who foolishly stay out of combat, effectively "stunning" them, as the effect, with no combat advantage and all that.
 
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I love Rain of Steel - it's one of my Dragonborn Fighter's "killer" powers because it gives me what amounts to a free, extra attack on anything adjacent. Combined with my normal attack of Tide of Iron (now with Draconic Arrogance) and I can almost match the archer Ranger's damage output.

I just wish that Rain of Steel marked enemies that it hit :)

I have a quick question though - I just got a pair of Bracers of Mighty Striking; does this bonus apply to Rain of Steel? I don't think so, but figure I may as well check to make sure.
 

I have a quick question though - I just got a pair of Bracers of Mighty Striking; does this bonus apply to Rain of Steel? I don't think so, but figure I may as well check to make sure.

No, the Bracers require a basic melee roll to hit and Rain of Steel does not have one.


But, as far as I can tell, many damage modifiers do apply. The enhancement bonus for the weapon, Weapon Focus, etc.
 

If we can't agree on the Solo interpretation and the pictures don't help, then I think it's safe to agree to disagree. In the end, my previous post nailed it.

Unless you want to argue that hunter's quarry is equally as defendery as combat challenge, in which case we have different definitions of this made up word.
We have different definitions of this made up word.
 

If we can't agree on the Solo interpretation and the pictures don't help, then I think it's safe to agree to disagree. In the end, my previous post nailed it.

We have different definitions of this made up word.
Your previous post, where you saidd that I would have to argue that Hunter's Quarry is equally defendery to Combat Challenge to have a different definition of defendery is dead wrong. It's a dishonest way of trying to make your point.
 

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