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Zaruthustran said:
On fighter’s turn, fighter attacks at reach and then shifts away, preventing the enemy from simply shifting into range next turn.

While a cool concept for a character's style, that there is the key weakness. It depends on facing a single foe in a large open space with no other tactical or terrain considerations, which we all know is a dangerous dependency.

Besides, a Fighter's strongest role is getting up in the enemy's face and restricting their movement. This tactic is the opposite, with the Fighter running away and hoping their foe chases after them instead of turning around and laying into a softer target. It might work if you want to try and play a Fighter as more of a striker than a defender, but it's definately got downsides.
 

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I really like the tanking power of this build.

If you take Tide of Iron as one of your at-will fighter powers then you could Heavy Blade Opportunist, Warpriest's Challenge, and Tide of Iron to interrupt an opponent's attack and push them away so they are out of range of their target.
 


He's adjusted it, though, so you don't rely on the pole-arm.

I actually think that version may be more useful.. though I do like the fact you can make a shield wall of pikeman with cross-bowmen behind them, work properly.
 

A fighter that keeps giving ground to keep his edge? Err. No thanks.


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As a complete aside, I'm getting annoyed at seeing MC feat used soleley to get the paragon path of another class. The guy is barely a cleric at all but he gets to become a battle priest?

I am very pro 4e and I have only two houserule but one of them is banning people from getting the paragon path of another class without also having taken the three power swapping feat.

If you gonna pretend you are a battle priest, at least have the decency of being able to cast more than a single healing word per day, damn it!
 
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Are we sure that stopping movement doesn't end the movement in the adjacent square? i.e. it prevents an opponent moving around a fighter, or into a flanking position. Surely the interrupt occurs once the opponent has entered the adjacent square because that's when the ability kicks in? After the attack the opponent would be normally be able to continue his move except that now he can't.
 

Am I wrong, or couldn't an opponent move up to 2 squares from the fighter with one move action, then use a minor action to shift one more square towards the fighter and become adjacent. From there, standard action to attack him/her.

Also I don't think the interrupt would invalidate the move, unless you make the opponent die. ;) They have one good example about an opponent who wants to attack you, but as an immediate interrupt, you shift away. Now coming back to his attack action, he doesn't have anyone anymore to hit, so that effectively invalidates his attack action. But moving towards you, and you hit him with an OA, doesn't invalidate the rest of his movement, IMHO. It would if for instance you could with your OA create a pit in between you and him, or you could immobilize him, or something similar wich would prevent him from moving further.
 
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Akhena said:
Am I wrong, or couldn't an opponent move up to 2 squares from the fighter with one move action, then use a minor action to shift one more square towards the fighter and become adjacent.

Shifting is a move action (unless you're a Kobold)
 

scrubkai said:
Except that the creature can use action 1 to move, which gets stopped by the OA, then use his second move action to move past the fighter to the squishy mage. Since each character can only get one OA per turn, there is nothing the fighter can do to stop this second move.

Am I missing something?
No, it's correct. The creature uses it's move action and standard action to get past the fighter, getting attacked in the process. Unless the creature has Action points, all it can do after that is standing before the mage and look cool. It's a dangerous move to make, sometimes probably worth it but it puts the creature in a precarious situation.
 

Zaruthustran said:
A fighter with a reach weapon can effectively keep opponents at bay. Enemy moves adjacent to fighter, triggers OA, gets hit, is forced to stop moving

Only affects moves, not shifts.

So the first time someone tries to charge or move right up to the fighter, he might get stopped by the OA (the OA might miss after all, and there is a gamble involved), but after that he can just shift up to you.
 

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