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Rain of Steel: Modifiers?
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<blockquote data-quote="keterys" data-source="post: 4834234" data-attributes="member: 43019"><p>The monster has a choice between making one attack or moving, and moving triggers a challenge or OA.</p><p></p><p>Neither decision is truly affected by Rain of Steel because the monster will take the damage based on the fighter's actions. If the fighter chooses to be next to the monster, then the monster will take damage. There are actually cases where it will be to the monster's advantage to stay put because the fighter will have an incentive not to remain in that square.</p><p></p><p></p><p></p><p>This is certainly true - which brings it back to the hunter's quarry theory of being a defender.</p><p></p><p></p><p></p><p>Can you clarify this sentence? </p><p></p><p></p><p></p><p> The example stance I gave does encourage the monsters to stay adjacent to the defender, most certainly, which allows the party to avoid them more easily, yes. Much like combat challenge and combat superiority. Being sticky is extremely desirable for defenders. </p><p></p><p></p><p></p><p>The fighter has control over who gets hit with Rain of Steel. It's decided by his action, not the monsters. The most they can do is try to spread out to minimize his ability to hit multiple. 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. Otherwise there's a lot less incentive to move away from the ally, they're going to get hit anyways. </p><p></p><p>Now, as I said, there's definitely incentive to _take down_ the fighter when he puts the stance up. It elevates his damage potential to that of the squishier targets he's defending, thereby giving them more reason to follow the mark... but again, hunter's quarry and twin strike _also_ gives monsters a reason to attack the ranger because he's outputting scary damage. They're also clearly striker powers, not defender powers.</p><p></p><p></p><p></p><p>Have you played with many auras / zones that trigger end of turn instead of start? Trust me that the reaction to them is _very_ different. People are very proactive about getting out of end of turn effects, but not nearly as much so for start of turn.</p><p></p><p></p><p></p><p>Again, that's the striker solution to defense.</p><p></p><p></p><p></p><p>Rain of Steel, not Rain of Blows. A Solo that can move far enough from the fighter without triggering an OA is in good shape, but it won't stop Rain of Steel from triggering. That incentive to move is unchanged - if RoS was not active, the solo should still make the fighter less effective by removing his ability to do stronger powers.</p><p></p><p></p><p></p><p>It's a power on a defender class, much like Dual Strike or Rain of Blows. That does not make it, or those other two powers, defendery. Fighters are very much sub-role Striker and this stance is a perfect example of one of those striker-like powers.</p></blockquote><p></p>
[QUOTE="keterys, post: 4834234, member: 43019"] The monster has a choice between making one attack or moving, and moving triggers a challenge or OA. Neither decision is truly affected by Rain of Steel because the monster will take the damage based on the fighter's actions. If the fighter chooses to be next to the monster, then the monster will take damage. There are actually cases where it will be to the monster's advantage to stay put because the fighter will have an incentive not to remain in that square. This is certainly true - which brings it back to the hunter's quarry theory of being a defender. Can you clarify this sentence? The example stance I gave does encourage the monsters to stay adjacent to the defender, most certainly, which allows the party to avoid them more easily, yes. Much like combat challenge and combat superiority. Being sticky is extremely desirable for defenders. The fighter has control over who gets hit with Rain of Steel. It's decided by his action, not the monsters. The most they can do is try to spread out to minimize his ability to hit multiple. 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. Otherwise there's a lot less incentive to move away from the ally, they're going to get hit anyways. Now, as I said, there's definitely incentive to _take down_ the fighter when he puts the stance up. It elevates his damage potential to that of the squishier targets he's defending, thereby giving them more reason to follow the mark... but again, hunter's quarry and twin strike _also_ gives monsters a reason to attack the ranger because he's outputting scary damage. They're also clearly striker powers, not defender powers. Have you played with many auras / zones that trigger end of turn instead of start? Trust me that the reaction to them is _very_ different. People are very proactive about getting out of end of turn effects, but not nearly as much so for start of turn. Again, that's the striker solution to defense. Rain of Steel, not Rain of Blows. A Solo that can move far enough from the fighter without triggering an OA is in good shape, but it won't stop Rain of Steel from triggering. That incentive to move is unchanged - if RoS was not active, the solo should still make the fighter less effective by removing his ability to do stronger powers. It's a power on a defender class, much like Dual Strike or Rain of Blows. That does not make it, or those other two powers, defendery. Fighters are very much sub-role Striker and this stance is a perfect example of one of those striker-like powers. [/QUOTE]
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