Warlord Help!

Don't worry overly about your initiative modifier as a warlord. A lot of the time you want to see how the first turn is going before you make a move - it stinks if you go first, charge a pile of enemies (expecting the other characters to follow you in) then the enemies go and all hit you.

You pretty much want to go after your defender-type characters in most situations, so you'd just be delaying a lot even if you did have a good initiative.
 

log in or register to remove this ad

Since you have the spare human feat, I'd say pick up Spiked Chain or Greatspear (both are +3 proficiency bonus weapons).

A reach weapon is great in the hands of a warlord (or any melee leader class actually) since it extends your reach to both allies and enemies. You can just stay behind the defenders and attack from the second rank so AC isn't as big of a concern.
 

Presently playing a human tactical warlord. Love it.

Suggested build:

STR 18
CON 13
DEX 8
INT 15
WIS 10
CHA 13

STR goes to 19 and INT goes to 16 (+3) at level 4. They go to 20 (+5) and 17 at level 8.

At level 10, Con and Cha both go to 14 (+2).

Starting Exploits:

* Commander's Strike - never leave home without it
* Wolf Pack Tactics - This baby is IMMENSELY useful
* Viper's Strike - I've been disappointed in its utility, but it is occassionally rather useful
* Warlord's Favor - very powerful with a high INT
* Lead the Attack - UNBELIEVABLY powerful with a high INT. In fact, it's downright broken.

Starting Feats:

* Heavy Shield (+1 AC, +1 Reflex)
* Scale Armor (+1 AC)

The two armor feats, at least for me, were heavily influenced by our DM's DM'ing style... which was pummeling the crap out of us with high damage monsters at low level. Taking 2 armor feats at level 1 for a front-row PC was a simple survival mechanic. If your DM is balancing things differently, you can probably get away with other feats.

Additional feats by level 6 (our present level)...

* Action Surge - damn useful for landing Lead the Attack, in particular
* Improved Tactics - That +1 to everyone else landing their dailies by using your aura is immensely useful
* Weapon Focus - Probably not the best feat choice for a tactical warlord, but I was trying to up my damage output.

Additional powers by level 6 (our present level)...

* Steel Monsoon - has come in handy more times than I can count. You wouldn't think so, but "everyone shift 1" comes in useful more times than you'd think.
* Rock and a Hard Place - I have no idea whether this is the "best" choice, but it is definitely fun. We've given our DM headaches with solo monsters who can't avoid the automatic damage from the combo of this stance and the fighter activating Rain of Steel.
* Repositioning Command - Again, some might doubt the utility of a utility power that's just a daily "everyone shift 1", but it has been immensely useful more often than you'd suspect to save people's asses.
* Rousing Words - The double heal. I haven't looked really hard at whether this is truly the best choice, but it's already saved my butt once.

Also, tactician's armor is an absolute must as soon as you can snare a set of the stuff. That +1 bonus to INT-based bonuses you grant to others comes in handy on an almost constant basis.
 

Oh, great... just what the game needs. Another Eladrin Tactical Warlord.



I have one in my game, and he's always responsible for screwing up my beautiful DM plans. Opening Shove breaks open enemy formations. Commander's Strike means that the strikers are going to be dealing their sneak attack damage at least once a round. And their ability to grant bonuses on the spending of action points means that characters HIT with their dailies more often than not.
 

Oh, great... just what the game needs. Another Eladrin Tactical Warlord.

I have one in my game, and he's always responsible for screwing up my beautiful DM plans. Opening Shove breaks open enemy formations. Commander's Strike means that the strikers are going to be dealing their sneak attack damage at least once a round. And their ability to grant bonuses on the spending of action points means that characters HIT with their dailies more often than not.
Don't forget Fey Step! :)
-blarg
 

Don't forget Fey Step! :)
-blarg

Right. The ol' "Hey, one of 2 rogues, get in position and ready an action, and I'll fey step in and use my at-will to give you a basic attack. If you miss with that, you can use your prepared action so you still get your sneak attack damage this round!".

Or, as of late, the ol' "Hey, guys, watch me get out of this pit REAL fast!"

Seriously, Eladrin would be fun to play... but when you're on the other side of the screen, they can knock holes in all your perfectly reasonable plans to TPK the entire group. It's really quite a shame.
 

Right. The ol' "Hey, one of 2 rogues, get in position and ready an action, and I'll fey step in and use my at-will to give you a basic attack. If you miss with that, you can use your prepared action so you still get your sneak attack damage this round!".

Or, as of late, the ol' "Hey, guys, watch me get out of this pit REAL fast!"

Seriously, Eladrin would be fun to play... but when you're on the other side of the screen, they can knock holes in all your perfectly reasonable plans to TPK the entire group. It's really quite a shame.
Yes, its true, they do poke holes in a DM's strategy. But isnt that the point? In the past D&D was just cheesy number crunching, but no its tactics. I love it that there is a class thats not about numbers, but about creating oppotunities, for punching holes in enemy strategy, for creating holes that other lpayers can move through.

I play a warlord in the "secondary" campaign , I DM our groups main campaign. As a DM the things that you dont like I love. When the players find holes in my strategy and exploit it I get the slyist little grin on my face and say to myself "ye-ha!". Why? Cause it means they are thinking the problem through, they are applying the tactics of the game to best advantage...in short, they are playing the the game.

I got so sick of (pre 4th edition) fighter classes with X attacks per round which practically never miss do dwhatever+30 damage + 2dsomething fire + something else and turning opposition instantly into mince meat. Since it just doesnt work that way in 4th, parties have to use tactics to win battle and that means team work morn that ever. The warlord simply represents the purest interpretation of this concept.

I say, when the players undo your plans as DM because they used tactics and team work, smile a little smile and congratulate them on a job well done
 

Commander's Strike - never leave home without it
I just wanted to second this, in case it was necessary ... This is one of those powers that is massively more fun and useful in play than it looks on paper. "What, I give up my action to give an ally a basic attack? What's the point?" In practice, the flexibility makes for incredible entertainment value, and your defenders' and (especially) strikers' basic attacks can often be superior to your powers. The first time your party rogue misses, then you move in to flank & give him a new attack roll, and he lands a sneak attack, you will see the joy of playing the taclord ...
 

Yes, its true, they do poke holes in a DM's strategy. But isnt that the point? In the past D&D was just cheesy number crunching, but no its tactics. I love it that there is a class thats not about numbers, but about creating oppotunities, for punching holes in enemy strategy, for creating holes that other lpayers can move through.

Henh. I should mention that I was sort of being sarcastic, and just carrying on a tradition of grumbling directed towards Blargney's Eladrin Tactlord, "Tongs". I actually enjoy watching my group play and figure out weird tactics... but it's just as much a part of GM responsibility to pretend that you hate it. :)
 

I just wanted to second this, in case it was necessary ... This is one of those powers that is massively more fun and useful in play than it looks on paper. "What, I give up my action to give an ally a basic attack? What's the point?" In practice, the flexibility makes for incredible entertainment value, and your defenders' and (especially) strikers' basic attacks can often be superior to your powers. The first time your party rogue misses, then you move in to flank & give him a new attack roll, and he lands a sneak attack, you will see the joy of playing the taclord ...

I'm not as sure about this. I played a tac warlord in a one-shot, and found that commander's strike is very party-dependent. If you have a melee striker, then it is great. But it feels like it is very restrictive in what sorts of characters it works well with. Sure, you can have the party defender hit them, but that presumes you have a fighter, not a chr paladin.

I guess my point is that if you are able to coordinate everything - including party composition - with the group, the tac lord can be great. If you can't, then try a different build.
 

Remove ads

Top