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Striker Fighter
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<blockquote data-quote="thecasualoblivion" data-source="post: 5118573" data-attributes="member: 59096"><p>I've kind of missed the concept of a Fighter built as a damage dealer. While I embrace the end result of what the Fighter has become in 4E, I think the concept of a heavily armored melee weapon Striker is something missing from 4E. I think the Fighter class can manage this with only a few tweaks. Here goes:</p><p></p><p>A Striker needs three things. It needs a damage boost, it needs something to make it mobile(mobility is key to focus fire, and Strikers are the cornerstone of focus fire), and something to make the Striker unique from other Strikers. That is the goal of this houserule.</p><p></p><p>First off, I'm keeping the Fighter class mostly intact. We'll use the Fighter powers, and the base chassis, armor, heavy shields, weapons, hp and surges will all stay intact. They'll stay intact because I don't see any overriding need to change them. CharOp has shown us that the Fighter class as written is a fairly effective damage dealer, and all we need is a few bits to take it to Strikerdom. Also, the armor, shield, and hp/surges will actually be used.</p><p></p><p>The Striker Fighter build is based on replacing all three class features. As this is meant to change the Fighter's role, this is a package deal, and not for individual swapping. </p><p></p><p>1. Duelist's Challenge(replaces Combat Challenge)--As a minor action, the Fighter can mark an adjacent enemy until the end of the encounter or until the Fighter marks another enemy. In addition, once per turn if a marked enemy moves away from the Fighter, the Fighter can as a free action move its speed closer to the marked enemy.</p><p></p><p>2. Combat Mobility(replaces Combat Superiority)--When the Fighter adjacent to an enemy uses a move action to shift, it shifts one additional square.</p><p></p><p>3. Duelist's Weapon Talent--The Fighter gets +1 to attack rolls and +3 to damage when attacking marked targets or while charging. The bonus to damage increases to +6 at paragon, and +9 at Epic.</p><p></p><p></p><p>These changes accomplish the three aspects of the Striker. The unique aspect of this Striker is that it marks enemies like a Defender, but with a very weak mark with no consequences for attacking allies. Still, its -2 to attack rolls, and this character will take some hits(which is why I feel that leaving the base defenses of the Fighter in place is the right choice). Mobility is accomplished by the ability to chase marked enemies who move away, and the ability to shift further when engaged in close melee. Both of these mobility features are well in line with the Fighter concept. The extra damage works in concert with the mark, and is a little small compared to other Strikers. I felt it necessary to extend it to charges, as this sort of character should have the ability to charge and not lose its Striker damage(it can only mark adjacent enemies as a minor action, which is difficult to do with charging). </p><p></p><p>Combined with the Fighter classes' powers and feats, I think this is a fine Striker.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 5118573, member: 59096"] I've kind of missed the concept of a Fighter built as a damage dealer. While I embrace the end result of what the Fighter has become in 4E, I think the concept of a heavily armored melee weapon Striker is something missing from 4E. I think the Fighter class can manage this with only a few tweaks. Here goes: A Striker needs three things. It needs a damage boost, it needs something to make it mobile(mobility is key to focus fire, and Strikers are the cornerstone of focus fire), and something to make the Striker unique from other Strikers. That is the goal of this houserule. First off, I'm keeping the Fighter class mostly intact. We'll use the Fighter powers, and the base chassis, armor, heavy shields, weapons, hp and surges will all stay intact. They'll stay intact because I don't see any overriding need to change them. CharOp has shown us that the Fighter class as written is a fairly effective damage dealer, and all we need is a few bits to take it to Strikerdom. Also, the armor, shield, and hp/surges will actually be used. The Striker Fighter build is based on replacing all three class features. As this is meant to change the Fighter's role, this is a package deal, and not for individual swapping. 1. Duelist's Challenge(replaces Combat Challenge)--As a minor action, the Fighter can mark an adjacent enemy until the end of the encounter or until the Fighter marks another enemy. In addition, once per turn if a marked enemy moves away from the Fighter, the Fighter can as a free action move its speed closer to the marked enemy. 2. Combat Mobility(replaces Combat Superiority)--When the Fighter adjacent to an enemy uses a move action to shift, it shifts one additional square. 3. Duelist's Weapon Talent--The Fighter gets +1 to attack rolls and +3 to damage when attacking marked targets or while charging. The bonus to damage increases to +6 at paragon, and +9 at Epic. These changes accomplish the three aspects of the Striker. The unique aspect of this Striker is that it marks enemies like a Defender, but with a very weak mark with no consequences for attacking allies. Still, its -2 to attack rolls, and this character will take some hits(which is why I feel that leaving the base defenses of the Fighter in place is the right choice). Mobility is accomplished by the ability to chase marked enemies who move away, and the ability to shift further when engaged in close melee. Both of these mobility features are well in line with the Fighter concept. The extra damage works in concert with the mark, and is a little small compared to other Strikers. I felt it necessary to extend it to charges, as this sort of character should have the ability to charge and not lose its Striker damage(it can only mark adjacent enemies as a minor action, which is difficult to do with charging). Combined with the Fighter classes' powers and feats, I think this is a fine Striker. [/QUOTE]
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