Warlord: Knight's Move vs. Aid the Injured

Curiously - if one ally tends to fall down a lot and burn through all their surges before everyone else... you could also make them stop that, or not heal them back up again right away.

Whether it's an overly protective defender or an overly risky striker, sometimes people just routinely bite off more than they can chew. They should learn otherwise. If it's just a malicious DM out to get a particular person... hit 'em ;)
 

log in or register to remove this ad

For me Aid the Injured and Shake it Off are plain boring. Knights Move is a much more interesting power.
  • It will let the wizard quaff that potion he didn't get to drink last turn, but happens to have in his hand.
  • It will let the rogue tumble into position so you can Hammer and Anvil a target.
  • It will let a Dragonborn use its Breath.
  • It will let a grabbed ally to make an escape check before their turn.
  • It will allow a dazed and engaged wizard or warlock to shift before their turn.
  • It can allow a fighter or two weapon ranger to draw his weapons in a surprise round.
  • It can be used to trigger a number of magic items before a characters turn when ongoing effects deal damage (such as Amulet of False Life).
There are also a good number of minor and move powers that can be useful before your turn. For instance giving the rogue a move to use Fleeting Ghost to stealth before his turn will always be appreciated.

That kind of flexibility is hard to pass up for Aid the Injured or Shake it Off.

Good list, Mengu!
 


Pets & Sidekicks

Remove ads

Top