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<blockquote data-quote="Corvinus" data-source="post: 4677782" data-attributes="member: 82603"><p>Presently playing a human tactical warlord. Love it.</p><p> </p><p>Suggested build:</p><p> </p><p>STR 18</p><p>CON 13</p><p>DEX 8</p><p>INT 15</p><p>WIS 10</p><p>CHA 13</p><p> </p><p>STR goes to 19 and INT goes to 16 (+3) at level 4. They go to 20 (+5) and 17 at level 8.</p><p> </p><p>At level 10, Con and Cha both go to 14 (+2).</p><p> </p><p>Starting Exploits:</p><p> </p><p>* Commander's Strike - never leave home without it</p><p>* Wolf Pack Tactics - This baby is IMMENSELY useful</p><p>* Viper's Strike - I've been disappointed in its utility, but it is occassionally rather useful</p><p>* Warlord's Favor - very powerful with a high INT</p><p>* Lead the Attack - UNBELIEVABLY powerful with a high INT. In fact, it's downright broken.</p><p> </p><p>Starting Feats:</p><p> </p><p>* Heavy Shield (+1 AC, +1 Reflex)</p><p>* Scale Armor (+1 AC)</p><p> </p><p>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.</p><p> </p><p>Additional feats by level 6 (our present level)...</p><p> </p><p>* Action Surge - damn useful for landing Lead the Attack, in particular</p><p>* Improved Tactics - That +1 to everyone else landing their dailies by using your aura is immensely useful</p><p>* Weapon Focus - Probably not the best feat choice for a tactical warlord, but I was trying to up my damage output.</p><p> </p><p>Additional powers by level 6 (our present level)...</p><p> </p><p>* 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.</p><p>* 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.</p><p>* 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.</p><p>* 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.</p><p> </p><p>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.</p></blockquote><p></p>
[QUOTE="Corvinus, post: 4677782, member: 82603"] 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. [/QUOTE]
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