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Swit Charge Question
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<blockquote data-quote="Falstyr" data-source="post: 4912859" data-attributes="member: 82794"><p>Pfew was getting worried I read the books wrong when the use of AP was mentioned. </p><p></p><p>As a Half Orc Barbarian I start with either Howling Strike which does the 1[w]+1d6+str mod followed by a Furious Assault 1[w]. This usually doesn't kill an opponent, but will get him way past bloodied. Unless you managed to do a crit damage and get a Rampage attack. That can take care of most regular monsters. Which then allows the use of Swift Charge...</p><p>At lvl3: (1d12+1d6+8)+(1d12) if you crit then follow up with another attack which can be another (1d12+1d6+8). At this point there is a chance of a kill to Swift Charge in order to deal (1d12+1d6+8)+(1d12) on another target. Some great damage output for a striker if everything goes optimally. But in this case you usually don't get the Rampage nor the kill to use Swift Charge. So (1d12+1d6+8)+(1d12) is what takes place in most cases.</p><p></p><p>When starting with the Avalanche Strike you get 3[w]+str mod followed by a Furious Assault 1[w]. This usually takes care of most tough opponents at lvl3. Especially if you follow through with the use of 1AP for another standard attack. Which I usually use the At-will Howling Strike to do so.</p><p>At lvl3: (3d12+8)+(1d12)+(AP:1d12+1d6+8). Then Swift Charge for another (1d12+1d6+8)+(1d12) if you hit that new target then Furious Assault is allowed again. This is usually the sequence used against tougher "named" opponents. This will get them near death. If you roll well and get a crit to activate Rampage you can even kill Kalarel in KotS within 1 round. Imagine if you use Action Point and get a crit you'd kill the boss yourself with 5d12+1d6+8 with 65hp that bastard wouldn't stand a chance.</p><p></p><p>In any case if the monster dies you can choose to use Swift Charge once per encounter. Not unlimited every time you get a kill...like I thought first few times when using it hehe. That would cause the barbarian to stay on a killing spree if there are a ton of minions lol.</p><p></p><p>Swift Charge comes with an extra free attack as well as an +con mod to Temp HP and is triggered on a kill. So you can charge over and do 1 more attack on another target. It's not like the barbarian will go on an endless spree of attack after attack. </p><p></p><p>Damage output is what strikers are for. In turn they have weaker defense. So I can't really see what a Warden has to complain about because they can't get an extra Mark. Just mark it once and its enough. I don't see fighters having trouble with that. They get a stronger defense and skills to use for that purpose. What use would they have for triggered events? It is the role of a warden to take OA's and such so that I as a barbarian can run in without losing precious HP. I could use Combat Sprint once per encounter to take care of a Warden/Defender not being around, but other then that I have to hope for enough kills to get enough temporary health.</p></blockquote><p></p>
[QUOTE="Falstyr, post: 4912859, member: 82794"] Pfew was getting worried I read the books wrong when the use of AP was mentioned. As a Half Orc Barbarian I start with either Howling Strike which does the 1[w]+1d6+str mod followed by a Furious Assault 1[w]. This usually doesn't kill an opponent, but will get him way past bloodied. Unless you managed to do a crit damage and get a Rampage attack. That can take care of most regular monsters. Which then allows the use of Swift Charge... At lvl3: (1d12+1d6+8)+(1d12) if you crit then follow up with another attack which can be another (1d12+1d6+8). At this point there is a chance of a kill to Swift Charge in order to deal (1d12+1d6+8)+(1d12) on another target. Some great damage output for a striker if everything goes optimally. But in this case you usually don't get the Rampage nor the kill to use Swift Charge. So (1d12+1d6+8)+(1d12) is what takes place in most cases. When starting with the Avalanche Strike you get 3[w]+str mod followed by a Furious Assault 1[w]. This usually takes care of most tough opponents at lvl3. Especially if you follow through with the use of 1AP for another standard attack. Which I usually use the At-will Howling Strike to do so. At lvl3: (3d12+8)+(1d12)+(AP:1d12+1d6+8). Then Swift Charge for another (1d12+1d6+8)+(1d12) if you hit that new target then Furious Assault is allowed again. This is usually the sequence used against tougher "named" opponents. This will get them near death. If you roll well and get a crit to activate Rampage you can even kill Kalarel in KotS within 1 round. Imagine if you use Action Point and get a crit you'd kill the boss yourself with 5d12+1d6+8 with 65hp that bastard wouldn't stand a chance. In any case if the monster dies you can choose to use Swift Charge once per encounter. Not unlimited every time you get a kill...like I thought first few times when using it hehe. That would cause the barbarian to stay on a killing spree if there are a ton of minions lol. Swift Charge comes with an extra free attack as well as an +con mod to Temp HP and is triggered on a kill. So you can charge over and do 1 more attack on another target. It's not like the barbarian will go on an endless spree of attack after attack. Damage output is what strikers are for. In turn they have weaker defense. So I can't really see what a Warden has to complain about because they can't get an extra Mark. Just mark it once and its enough. I don't see fighters having trouble with that. They get a stronger defense and skills to use for that purpose. What use would they have for triggered events? It is the role of a warden to take OA's and such so that I as a barbarian can run in without losing precious HP. I could use Combat Sprint once per encounter to take care of a Warden/Defender not being around, but other then that I have to hope for enough kills to get enough temporary health. [/QUOTE]
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