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Rune Knights: how do you begin a fight?
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<blockquote data-quote="sulimo0310" data-source="post: 8443861" data-attributes="member: 6801590"><p>IMHO, you shouldn't sleep on the DEFENSIVE benefits for your party of giant might. Sure extra damage, yadda yadda yadda. But a size increase means you threaten more squares, making it more difficult for enemies to pass you in Melee and reach your party. You also physically take up more space, making it much easier to block hallways and other natural choke points. Obviously this, like all the other powers, is situational based on the battle and terrain you are in. There is no "one right answer" of which ability to use first. This versatility of this subclass is it's strength, but the trade off is that it requires tactical awareness to be at its best. You have so many choices, and none of them are bad. Which one is BEST is always a judgement call with a changing answer based on the situation.</p></blockquote><p></p>
[QUOTE="sulimo0310, post: 8443861, member: 6801590"] IMHO, you shouldn't sleep on the DEFENSIVE benefits for your party of giant might. Sure extra damage, yadda yadda yadda. But a size increase means you threaten more squares, making it more difficult for enemies to pass you in Melee and reach your party. You also physically take up more space, making it much easier to block hallways and other natural choke points. Obviously this, like all the other powers, is situational based on the battle and terrain you are in. There is no "one right answer" of which ability to use first. This versatility of this subclass is it's strength, but the trade off is that it requires tactical awareness to be at its best. You have so many choices, and none of them are bad. Which one is BEST is always a judgement call with a changing answer based on the situation. [/QUOTE]
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Rune Knights: how do you begin a fight?
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