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<blockquote data-quote="Neonchameleon" data-source="post: 5262835" data-attributes="member: 87792"><p>I pretty much described them in the post. Commander's Strike and Direct The Strike both mean that an ally makes a basic attack instead of me making an at will (useful when the ally in question is normally an Avenger with a fullblade or a Str 20 Fighter with an axe and I've just got a longsword and Str 18). Brash assault is a gamble - I attack my foe and he can choose to attack me with combat advantage (and a basic attack). If he does, one of my allies can attack him with combat advantage and a basic attack. Powerful Warning is an encounter power - an interrupt giving the triggering attack -2 to hit (meaning I can convert a hit to a miss on an ally) and giving the targetted ally a free melee basic attack. And my daily allows me to as an interrupt run over to a fallen ally, attack the person who hit them and shield them so they can get back up.</p><p> </p><p>Are you going to tell me that <em>any</em> of that sounds like a cleric?</p><p> </p><p></p><p> </p><p>The build I presented was up to date - but was a build for <em>a first level character</em>.</p><p> </p><p></p><p> </p><p>One thing that's been fascinating to watch is how much the game design has improved over the two years 4e has been out. The classes in the PHB2 are generally a lot more distinct and interesting than those in the PHB1 (that said, the PHB1 classes have had a lot done to them with the splatbooks whereas the PHB2 classes need it less). And for the record just buy a 1 month DDI subscription and download the character builder.</p><p> </p><p></p><p> </p><p>Small dip = multiclassing (which works for that), 50/50 = hybrid (or paragon multiclass). What you can't do easily is 60/30.</p><p> </p><p></p><p></p><p>There is a point there. And a spellcaster busy really taking off in power level at the same time.</p><p> </p><p></p><p> </p><p>The limitation is different. In 4e, I expect most paragon wizards to be able to cast <em>every</em> wizard at will and most of the encounter powers. However, what it will take is scrabbling through his/her spellbook and going through the casting ritual. The powers listed aren't the limit to his/her casting - they are simply the spells he/she focussed on and practiced enough to memorise all the complex movements and then train them down to be cast in a matter of seconds. If it takes you 30 seconds to look up the ritual, it's not a combat ability.</p><p> </p><p></p><p></p><p>That how you cast spells and the mechanics are more different in 4e. (And besides, "Cast spells like a dragon" is one thing - "Cast spells like a dragon, a sylph, and two dozen other unrelated monsters" is another). You're changing the game for flavour. Which is fine. But not a 3e specific advantage or 4e specific disadvantage.</p><p> </p><p></p><p> </p><p>If you want combat magic to seem magical, don't do it in combat. Combat magic all needs to be fast and almost reflexive or you end up <em>dead</em> because it will take the fighter seconds to slit your throat.</p><p> </p><p></p><p></p><p>You have a point there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p></p><p>Feats are modifiers, yes.</p><p> </p><p></p><p> </p><p>Um... yeah. Which means that for now, any attempt at pushing with bull rush is <em>strictly inferior</em> to simply bashing their heads in. It's an <em>option</em> for a fighter to jump around the battlefield on a pogo stick. But it's not worth listing because it isn't a good one. Likewise the capstone feats being powerful vastly <em>restrict</em> what's worth doing.</p><p> </p><p></p><p> </p><p><em>When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. - D20 SRD</em></p><p> </p><p>How will it be different? Given that you're not allowed to use bonus or extra attacks on the Whirlwind Attack. No cleave. No bonus from Bull Rush or Improved Trip - and a Bull Rush is a standard action, a Whirlwind Attack is a full round attack and the two do not combine. Likewise on the Improved Trip with the glaive, you do not get the +4 bonus and you do not get the extra attack from improved trip (having forfeited both for the Whirlwind Attack).</p><p> </p><p></p><p> </p><p>Throw in dodge. And you can't spring attack and take a full round attack meaning that it's situational at best above fifth level. (Which is to me damning on how fun 3e is - once full round attacks become worthwhile the fighter's best plan is to stay in position).</p><p> </p><p></p><p></p><p>Thanks and point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> WoTC have learned what they can do over time with 4e. PHB2>PHB1 (And the Seeker and Monk from the PHB3 are great - I'm just not a fan of psionics). MM3>MM2>MM1. MP2>MP1 (Didn't think I'd like Martial Power 2 - but the Brawler Fighter, the Hunter Ranger, the Battlefront Leader Warlord and the Archery Warlords are all great).</p><p> </p><p></p><p></p><p>Same name, different spell. Silence in 4e is social intrigue/anti-eavesdropping. In 3e my bard used to use it as a counterspell/mage-killer. (Ready Silence, throw it at the wizard's feet).</p><p> </p><p></p><p></p><p>They do in 4e - and even have differently based to hit rolls. (Eldritch Blast isn't stopped by armour which is why it attacks reflex).</p><p> </p><p></p><p> </p><p>Casting close combat spells in combat doesn't cause AoO. Trying to shoot a bow in combat does. Just means Wizards have got smarter about their spells.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5262835, member: 87792"] I pretty much described them in the post. Commander's Strike and Direct The Strike both mean that an ally makes a basic attack instead of me making an at will (useful when the ally in question is normally an Avenger with a fullblade or a Str 20 Fighter with an axe and I've just got a longsword and Str 18). Brash assault is a gamble - I attack my foe and he can choose to attack me with combat advantage (and a basic attack). If he does, one of my allies can attack him with combat advantage and a basic attack. Powerful Warning is an encounter power - an interrupt giving the triggering attack -2 to hit (meaning I can convert a hit to a miss on an ally) and giving the targetted ally a free melee basic attack. And my daily allows me to as an interrupt run over to a fallen ally, attack the person who hit them and shield them so they can get back up. Are you going to tell me that [I]any[/I] of that sounds like a cleric? The build I presented was up to date - but was a build for [I]a first level character[/I]. One thing that's been fascinating to watch is how much the game design has improved over the two years 4e has been out. The classes in the PHB2 are generally a lot more distinct and interesting than those in the PHB1 (that said, the PHB1 classes have had a lot done to them with the splatbooks whereas the PHB2 classes need it less). And for the record just buy a 1 month DDI subscription and download the character builder. Small dip = multiclassing (which works for that), 50/50 = hybrid (or paragon multiclass). What you can't do easily is 60/30. There is a point there. And a spellcaster busy really taking off in power level at the same time. The limitation is different. In 4e, I expect most paragon wizards to be able to cast [I]every[/I] wizard at will and most of the encounter powers. However, what it will take is scrabbling through his/her spellbook and going through the casting ritual. The powers listed aren't the limit to his/her casting - they are simply the spells he/she focussed on and practiced enough to memorise all the complex movements and then train them down to be cast in a matter of seconds. If it takes you 30 seconds to look up the ritual, it's not a combat ability. That how you cast spells and the mechanics are more different in 4e. (And besides, "Cast spells like a dragon" is one thing - "Cast spells like a dragon, a sylph, and two dozen other unrelated monsters" is another). You're changing the game for flavour. Which is fine. But not a 3e specific advantage or 4e specific disadvantage. If you want combat magic to seem magical, don't do it in combat. Combat magic all needs to be fast and almost reflexive or you end up [I]dead[/I] because it will take the fighter seconds to slit your throat. You have a point there :) Feats are modifiers, yes. Um... yeah. Which means that for now, any attempt at pushing with bull rush is [I]strictly inferior[/I] to simply bashing their heads in. It's an [I]option[/I] for a fighter to jump around the battlefield on a pogo stick. But it's not worth listing because it isn't a good one. Likewise the capstone feats being powerful vastly [I]restrict[/I] what's worth doing. [I]When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. - D20 SRD[/I] How will it be different? Given that you're not allowed to use bonus or extra attacks on the Whirlwind Attack. No cleave. No bonus from Bull Rush or Improved Trip - and a Bull Rush is a standard action, a Whirlwind Attack is a full round attack and the two do not combine. Likewise on the Improved Trip with the glaive, you do not get the +4 bonus and you do not get the extra attack from improved trip (having forfeited both for the Whirlwind Attack). Throw in dodge. And you can't spring attack and take a full round attack meaning that it's situational at best above fifth level. (Which is to me damning on how fun 3e is - once full round attacks become worthwhile the fighter's best plan is to stay in position). Thanks and point :) WoTC have learned what they can do over time with 4e. PHB2>PHB1 (And the Seeker and Monk from the PHB3 are great - I'm just not a fan of psionics). MM3>MM2>MM1. MP2>MP1 (Didn't think I'd like Martial Power 2 - but the Brawler Fighter, the Hunter Ranger, the Battlefront Leader Warlord and the Archery Warlords are all great). Same name, different spell. Silence in 4e is social intrigue/anti-eavesdropping. In 3e my bard used to use it as a counterspell/mage-killer. (Ready Silence, throw it at the wizard's feet). They do in 4e - and even have differently based to hit rolls. (Eldritch Blast isn't stopped by armour which is why it attacks reflex). Casting close combat spells in combat doesn't cause AoO. Trying to shoot a bow in combat does. Just means Wizards have got smarter about their spells. [/QUOTE]
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