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Rule of Three and THEMES! FINALLY THEMES!!!!
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<blockquote data-quote="Aegeri" data-source="post: 5548938" data-attributes="member: 78116"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=710" target="_blank">Mustrum_Ridcully</a></u> and @<u><a href="http://www.enworld.org/forum/member.php?u=63763" target="_blank">WalterKovacs</a></u> have got the argument exactly right. Saving 10 damage at the beginning of the fight is irrelevant, unless you are distinctly psychic or nobody in the party ever gets attacked save for 1-2 characters. The best uses of disruptive strike are to prevent really annoying effects (Jackalweres knocking you unconscious would be right up there) and to prevent an ally from going down (and therefore losing their entire next turn). I never see it used like that though, which has got to the point that I know I can "bait" the power out just by attacking a PC with a creature. So if the creature has a really strong single target attack, I can get the PC to reliably waste disruptive strike on a crappy mook attack before I use something important.</p><p></p><p>It's not like it matters to the PC much. The tactical use is irrelevant: The point is that it's his extra attack each round to do higher damage. He wants to use it immediately and when he can. Pulling the triggers back to rare events keeps these meaningful, but it reduces their sheer "Take this to increase DPR" factor. It has the lovely side effect of reducing their power considerably. Noting of course that the PC probably has multiple other II and IR powers as well. So using 1 per round is basically desirable, or you won't be able to <em>use all of them in the first place</em>.</p><p></p><p>Paladin Marks get disgusting if they take vulnerability increasing channel divinities or a paragon path like Morninglord. It also damages on targeting and is supremely effective against undead. Paladin marks are saved a lot by having such a great energy type (radiant) attached to them.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5548938, member: 78116"] @[U][URL="http://www.enworld.org/forum/member.php?u=710"]Mustrum_Ridcully[/URL][/U] and @[U][URL="http://www.enworld.org/forum/member.php?u=63763"]WalterKovacs[/URL][/U] have got the argument exactly right. Saving 10 damage at the beginning of the fight is irrelevant, unless you are distinctly psychic or nobody in the party ever gets attacked save for 1-2 characters. The best uses of disruptive strike are to prevent really annoying effects (Jackalweres knocking you unconscious would be right up there) and to prevent an ally from going down (and therefore losing their entire next turn). I never see it used like that though, which has got to the point that I know I can "bait" the power out just by attacking a PC with a creature. So if the creature has a really strong single target attack, I can get the PC to reliably waste disruptive strike on a crappy mook attack before I use something important. It's not like it matters to the PC much. The tactical use is irrelevant: The point is that it's his extra attack each round to do higher damage. He wants to use it immediately and when he can. Pulling the triggers back to rare events keeps these meaningful, but it reduces their sheer "Take this to increase DPR" factor. It has the lovely side effect of reducing their power considerably. Noting of course that the PC probably has multiple other II and IR powers as well. So using 1 per round is basically desirable, or you won't be able to [i]use all of them in the first place[/i]. Paladin Marks get disgusting if they take vulnerability increasing channel divinities or a paragon path like Morninglord. It also damages on targeting and is supremely effective against undead. Paladin marks are saved a lot by having such a great energy type (radiant) attached to them. [/QUOTE]
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