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Stalker0's Maneuver Review
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6048283" data-attributes="member: 54843"><p>Very good overview, [MENTION=5889]Stalker0[/MENTION]! A few things though:</p><p></p><p>1. Your Deadly Strike math doesn't take into account the extra attack fighters get at 6th level. That means the level 10 fighter attacks twice for 16.5 damage each time, and only adds Deadly Strike damage to one of them... so DS isn't quite as overwhelming.</p><p></p><p>2. I agree with Kinak that Parry and Protect can be very important. A while back someone did statistical work to prove that against existing monsters, using Parry every round is way more effective than ever using DS... and that's BEFORE they changed when dice refresh. Now, since you don't have to sacrifice DS until you know you're getting hit, Parry and Protect are really incredible.</p><p></p><p>3. I think you're underrating the "mook-killer" powers. It's really useful for a fighter to have a way to carve through multiple weak enemies per round. But it would certainly be a waste of a maneuver to have more than one way of achieving this - so a fighter shouldn't take cleave AND whirlwind attack, and a monk, who's stuck with Flurry of Blows, shouldn't take either.</p><p></p><p>4. You're also underestimating Flurry of Blows quite a bit, IMHO... it averages out to the same damage as DS, but (a) it can be split across multiple enemies, and more importantly, (b) it gives you more changes to land a hit for other effects, like Stunning Strike or Hurricane Strike. By level 10, if the monk only has a 50% chance of hitting his target's AC, he can attack four times and has a 93% chance of landing at least one (weak) blow - but if that blow is a Stunning Strike, it can still be quite important. So basically, it's the best parts of Whirlwind Attack, dual-wielding, and DS all in one. (The downside is that you can't use it with anything but unarmed attacks, and it does slightly less damage than DS against enemies with resistance.)</p><p></p><p>5. I'm also not completely sure that Mighty Exertion is supposed to work with grapples and stuff. Is a "contest" a kind of "check"? If so, this is indeed a very nice maneuver; if not, it's cool for out-of-combat stuff (smashing a door open, etc) but not so great in combat.</p><p></p><p>I agree with most of your other ratings (except maybe Opportunist). Monks get some very cool class-specific maneuvers, and in fact I can't imagine a monk dipping into any of the NON-specific maneuvers given how few he gets. But if you're a fighter, it seems like there are a couple first-class maneuvers that are almost mandatory, a handful of good ones, and then some very situational ones you might dip into once you run out of cool stuff by level 8 or 10. (Seriously, who's taking Vault over Parry or Spring Attack?)</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6048283, member: 54843"] Very good overview, [MENTION=5889]Stalker0[/MENTION]! A few things though: 1. Your Deadly Strike math doesn't take into account the extra attack fighters get at 6th level. That means the level 10 fighter attacks twice for 16.5 damage each time, and only adds Deadly Strike damage to one of them... so DS isn't quite as overwhelming. 2. I agree with Kinak that Parry and Protect can be very important. A while back someone did statistical work to prove that against existing monsters, using Parry every round is way more effective than ever using DS... and that's BEFORE they changed when dice refresh. Now, since you don't have to sacrifice DS until you know you're getting hit, Parry and Protect are really incredible. 3. I think you're underrating the "mook-killer" powers. It's really useful for a fighter to have a way to carve through multiple weak enemies per round. But it would certainly be a waste of a maneuver to have more than one way of achieving this - so a fighter shouldn't take cleave AND whirlwind attack, and a monk, who's stuck with Flurry of Blows, shouldn't take either. 4. You're also underestimating Flurry of Blows quite a bit, IMHO... it averages out to the same damage as DS, but (a) it can be split across multiple enemies, and more importantly, (b) it gives you more changes to land a hit for other effects, like Stunning Strike or Hurricane Strike. By level 10, if the monk only has a 50% chance of hitting his target's AC, he can attack four times and has a 93% chance of landing at least one (weak) blow - but if that blow is a Stunning Strike, it can still be quite important. So basically, it's the best parts of Whirlwind Attack, dual-wielding, and DS all in one. (The downside is that you can't use it with anything but unarmed attacks, and it does slightly less damage than DS against enemies with resistance.) 5. I'm also not completely sure that Mighty Exertion is supposed to work with grapples and stuff. Is a "contest" a kind of "check"? If so, this is indeed a very nice maneuver; if not, it's cool for out-of-combat stuff (smashing a door open, etc) but not so great in combat. I agree with most of your other ratings (except maybe Opportunist). Monks get some very cool class-specific maneuvers, and in fact I can't imagine a monk dipping into any of the NON-specific maneuvers given how few he gets. But if you're a fighter, it seems like there are a couple first-class maneuvers that are almost mandatory, a handful of good ones, and then some very situational ones you might dip into once you run out of cool stuff by level 8 or 10. (Seriously, who's taking Vault over Parry or Spring Attack?) [/QUOTE]
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