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Shield Feint
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<blockquote data-quote="KarinsDad" data-source="post: 5162643" data-attributes="member: 2011"><p>I'm not a real big fan of Tide of Iron and Footwork Lure. There doesn't seem to be too many situations where a normal Shift wouldn't do nearly as well to keep both of these.</p><p></p><p>You might want to consider dropping Footwork Lure for Shield Feint. The reasoning being that the PC could alternate +x to hit +x+5 to hit every other round by combining Shield Feint and Brash Strike. Being able to nearly guarantee a hit is pretty nice and they stack.</p><p></p><p>This also allows other PCs that might normally give the Fighter a power bonus to hit to give those power bonuses to other PCs instead.</p><p></p><p></p><p>However, Shield Feint has a subtle trap if it is overused.</p><p></p><p>For example:</p><p></p><p>Round 1: Shield Feint</p><p>Round 2: Encounter power</p><p>Round 3: Shield Feint</p><p>Round 4: Encounter power</p><p>Round 5: Shield Feint</p><p>Round 6: Encounter power</p><p></p><p>vs.</p><p></p><p>Round 1: Encounter power</p><p>Round 2: Encounter power</p><p>Round 3: Encounter power</p><p>Round 4: At Will</p><p>Round 5: At Will</p><p>Round 6: At Will</p><p></p><p>In this example, using Shield Feint results in the use of 1 Encounter power by round 3 as opposed to the more typical 3 Encounter powers by round 3. Each Encounter power has the +3 bonus to hit which is very helpful, but the Encounter powers are spread out over a longer portion of time.</p><p></p><p>This means that on average, the PC will do more damage, but he will do that extra damage later in time. This means that the enemies will average more damage as well since there will be times where an Encounter power would hinder or drop an enemy where it now doesn't until later in the encounter.</p><p></p><p>Granted, not every encounter will result in the use of 3 Encounter powers on rounds 1 through 3, but Encounter powers are often used up early in an encounter if possible due to their extra umph and conditions.</p><p></p><p>Just food for though while using Shield Feint. Its use is a two edged sword.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5162643, member: 2011"] I'm not a real big fan of Tide of Iron and Footwork Lure. There doesn't seem to be too many situations where a normal Shift wouldn't do nearly as well to keep both of these. You might want to consider dropping Footwork Lure for Shield Feint. The reasoning being that the PC could alternate +x to hit +x+5 to hit every other round by combining Shield Feint and Brash Strike. Being able to nearly guarantee a hit is pretty nice and they stack. This also allows other PCs that might normally give the Fighter a power bonus to hit to give those power bonuses to other PCs instead. However, Shield Feint has a subtle trap if it is overused. For example: Round 1: Shield Feint Round 2: Encounter power Round 3: Shield Feint Round 4: Encounter power Round 5: Shield Feint Round 6: Encounter power vs. Round 1: Encounter power Round 2: Encounter power Round 3: Encounter power Round 4: At Will Round 5: At Will Round 6: At Will In this example, using Shield Feint results in the use of 1 Encounter power by round 3 as opposed to the more typical 3 Encounter powers by round 3. Each Encounter power has the +3 bonus to hit which is very helpful, but the Encounter powers are spread out over a longer portion of time. This means that on average, the PC will do more damage, but he will do that extra damage later in time. This means that the enemies will average more damage as well since there will be times where an Encounter power would hinder or drop an enemy where it now doesn't until later in the encounter. Granted, not every encounter will result in the use of 3 Encounter powers on rounds 1 through 3, but Encounter powers are often used up early in an encounter if possible due to their extra umph and conditions. Just food for though while using Shield Feint. Its use is a two edged sword. [/QUOTE]
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