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<blockquote data-quote="Empirate" data-source="post: 5765966" data-attributes="member: 78958"><p>Some thoughts on the Swordsage Disciplines (no particular order):</p><p></p><p>In my opinion, <strong>Desert Wind</strong> isn't so much about the damage as it is about the mobility. There's quite a few maneuvers that provide movement modes not otherwise readily available. Combine with Shadow Hand's teleportation options, and you can basically go wherever you want on the battlefield. Desert Wind also has some very nice damage boosts if you like those - and yes, fire damage is resisted by a lot of things, but quite a few things are also very vulnerable to it. When in the desert, don't ready those maneuvers (Swordsages have so many maneuvers known, you'll have other options). When in the arctic, OTOH, abuse that fire damage.</p><p>Also, at low levels (before you're only fighting demons and stuff), Desert Wind can really shine nicely.</p><p></p><p><strong>Shadow Hand</strong> is actually a bit weak, I think. The various utility maneuvers are mostly stances, except for the excellent teleportation maneuvers. This can be good or bad, depending, but won't be only good in combat (out of combat, it's a different story). The sneak attack enhancing stuff can be nice, but depends on staying in Assassin's Stance. The ability damage maneuvers are utter crap for the level and shouldn't be used at all. The supernatural 'noose' maneuvers aren't worth it at their level: single target, mediocre damage blasts with an attack roll attached.</p><p></p><p><strong>Setting Sun</strong> throws - I'll go against SotS's otherwise excellent analysis here - aren't really advertising use by weak halflings except through one artwork. The throws are a unique and fun way to go about battlefield control as a meleer IMO. Being big and strong is mostly what melee combat is about anyway, so I've got no gripes there. The movement-based counters are nice in concept, but seem rather situational to me, I'd rather use the aforementioned disciplines for movement options.</p><p></p><p><strong>Diamond Mind</strong> is a fantastic discipline! Even if you only use the save-replacing counters (you'll only need two of those, since your Ref saves will be high anyway), you'll win out big time. But if you're already doing those, and getting a good Concentration check, you can as well put it to use with some of the fantastic strikes in this discipline. Obviously, those strikes will shine the most when facing high AC opponents, but you will also force the occasional massive damage save. Hearing the Air is a great stance that deserves special mention.</p><p></p><p><strong>Tiger Claw</strong> is about damage, pure and simple, and offers some nice ways of piling it up even when moving first. If you have a damage boost from some source (such as sneak attack, Knowledge Devotion, Inspire Courage etc.), Tiger Claw's many attacks will let you do lots of it. I haven't found much use in the stances offered, though (except for the one granting Scent at 1st level!).</p><p><strong></strong></p><p><strong>Stone Dragon</strong> is advertised as bad, bad, bad, since you have to touch the ground to use its maneuvers. At the mid to high levels, this cramps your style quite a bit. The stances often require you to not move at all, which sucks even more. However, some of the strikes are pretty solid (pun intended...), escpecially the Mountain Hammer line. Ignore any kind of DR? Yes, please! Also, Charging Minotaur is a nice movement-without-AoOs option.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5765966, member: 78958"] Some thoughts on the Swordsage Disciplines (no particular order): In my opinion, [B]Desert Wind[/B] isn't so much about the damage as it is about the mobility. There's quite a few maneuvers that provide movement modes not otherwise readily available. Combine with Shadow Hand's teleportation options, and you can basically go wherever you want on the battlefield. Desert Wind also has some very nice damage boosts if you like those - and yes, fire damage is resisted by a lot of things, but quite a few things are also very vulnerable to it. When in the desert, don't ready those maneuvers (Swordsages have so many maneuvers known, you'll have other options). When in the arctic, OTOH, abuse that fire damage. Also, at low levels (before you're only fighting demons and stuff), Desert Wind can really shine nicely. [B]Shadow Hand[/B] is actually a bit weak, I think. The various utility maneuvers are mostly stances, except for the excellent teleportation maneuvers. This can be good or bad, depending, but won't be only good in combat (out of combat, it's a different story). The sneak attack enhancing stuff can be nice, but depends on staying in Assassin's Stance. The ability damage maneuvers are utter crap for the level and shouldn't be used at all. The supernatural 'noose' maneuvers aren't worth it at their level: single target, mediocre damage blasts with an attack roll attached. [B]Setting Sun[/B] throws - I'll go against SotS's otherwise excellent analysis here - aren't really advertising use by weak halflings except through one artwork. The throws are a unique and fun way to go about battlefield control as a meleer IMO. Being big and strong is mostly what melee combat is about anyway, so I've got no gripes there. The movement-based counters are nice in concept, but seem rather situational to me, I'd rather use the aforementioned disciplines for movement options. [B]Diamond Mind[/B] is a fantastic discipline! Even if you only use the save-replacing counters (you'll only need two of those, since your Ref saves will be high anyway), you'll win out big time. But if you're already doing those, and getting a good Concentration check, you can as well put it to use with some of the fantastic strikes in this discipline. Obviously, those strikes will shine the most when facing high AC opponents, but you will also force the occasional massive damage save. Hearing the Air is a great stance that deserves special mention. [B]Tiger Claw[/B] is about damage, pure and simple, and offers some nice ways of piling it up even when moving first. If you have a damage boost from some source (such as sneak attack, Knowledge Devotion, Inspire Courage etc.), Tiger Claw's many attacks will let you do lots of it. I haven't found much use in the stances offered, though (except for the one granting Scent at 1st level!). [B] Stone Dragon[/B] is advertised as bad, bad, bad, since you have to touch the ground to use its maneuvers. At the mid to high levels, this cramps your style quite a bit. The stances often require you to not move at all, which sucks even more. However, some of the strikes are pretty solid (pun intended...), escpecially the Mountain Hammer line. Ignore any kind of DR? Yes, please! Also, Charging Minotaur is a nice movement-without-AoOs option. [/QUOTE]
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