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*Pathfinder & Starfinder
Warlord vs. Str. Cleric
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<blockquote data-quote="Diceboxisfull" data-source="post: 4526441" data-attributes="member: 67611"><p>In the game I currently play in, we have 5 players, all of 5th level:</p><p> </p><p>1) Dwarf Fighter</p><p>2) Warforged Warlord (Taclord)</p><p>3) Half-Elf Paladin</p><p>4) Half Elf Cleric (Melee)</p><p>5) Eladrin Wizard</p><p> </p><p>The warlord started as a rogue, but got frustrated by the fact that he always had to flank to get extra damage and switched around 2nd level.  In such a melee centered group, the Taclord was a very welcome addition.  We are also very fortunate to have both a STR/melee cleric and a Taclord and I have had a good chance to compare:</p><p> </p><p>Is one better than the other?  I dont think so.  The buffs provided by both classes are very welcome additions to any group, particularly melee groups.</p><p> </p><p>Does an imbalance exist between the two classes' at wills?  No, they just require different play styles to be effective.</p><p> </p><p>Neither class is a melee monster by itself and anyone that picks those classes expecting to be so will be sorely disappointed- probably the reason that so many posters indicated people in their groups dropped the warlord class for something else.</p><p> </p><p>Once the players in my goup understood their role in the party dynamic, changed their tactics and at wills to fit, we started rolling a lot of encounters- and our DM is no slouch.</p><p> </p><p>For example:  Our taclord switched from a sword and board to a glaive, switched Viper Strike to Commander's Strike.  He now stands behind our Fighter (me) and uses Commanders Strike whenever possible.  I get +12 to the damage I roll which is considerably more than he could do by himself.  He uses White Raven Tactics to help get positioning and the two of us together have been able to take out most of the melee enemies in short order when we focus fire.</p><p> </p><p>Note: If you have a taclord player that misses the visceral sensation of rolling dice and doing big damage, make him or her roll for the attacks and damage granted through powers like Furious Smash or Commander's Strike.  This can grant a sense of accomplishment and that thrill of pounding an enemy that they might otherwise be missing from the session.</p><p> </p><p>The Cleric was a little frustrated in the beginning that he was not the buffed up melee machine he had played in 3.X, but he quickly realized where his strenghts lied and changed up his at-wills and tactics.  He took Rightous Brand and Sacred Flame and now stands a dual threat.  The Paladin usually tanks the BBEG and the cleric will help flank and grant attack bonuses for big smites or grant temp hp.  When there is no BBEG around, he is more than happy to sit back and throw sacred flames next to the wizard.  I cant wait until they are high enough level to build of the Radiant damage synergies between the two.</p><p> </p><p>I have not played an inspiring warlord yet, but as we advance in level, I am certainly seeing the importance of "pre-emptive healing" like the kind offered by an Inspiring Warlord.  Temp HP, healing strikes and most importantly, save throws play an enourmous part in mitigating ongoing damage and status effects.  There is definitely a difference in play style between the two brands of warlords, but I do not think the importance of Inspiring Warlords should be written off so early in the game.</p></blockquote><p></p>
[QUOTE="Diceboxisfull, post: 4526441, member: 67611"] In the game I currently play in, we have 5 players, all of 5th level: 1) Dwarf Fighter 2) Warforged Warlord (Taclord) 3) Half-Elf Paladin 4) Half Elf Cleric (Melee) 5) Eladrin Wizard The warlord started as a rogue, but got frustrated by the fact that he always had to flank to get extra damage and switched around 2nd level. In such a melee centered group, the Taclord was a very welcome addition. We are also very fortunate to have both a STR/melee cleric and a Taclord and I have had a good chance to compare: Is one better than the other? I dont think so. The buffs provided by both classes are very welcome additions to any group, particularly melee groups. Does an imbalance exist between the two classes' at wills? No, they just require different play styles to be effective. Neither class is a melee monster by itself and anyone that picks those classes expecting to be so will be sorely disappointed- probably the reason that so many posters indicated people in their groups dropped the warlord class for something else. Once the players in my goup understood their role in the party dynamic, changed their tactics and at wills to fit, we started rolling a lot of encounters- and our DM is no slouch. For example: Our taclord switched from a sword and board to a glaive, switched Viper Strike to Commander's Strike. He now stands behind our Fighter (me) and uses Commanders Strike whenever possible. I get +12 to the damage I roll which is considerably more than he could do by himself. He uses White Raven Tactics to help get positioning and the two of us together have been able to take out most of the melee enemies in short order when we focus fire. Note: If you have a taclord player that misses the visceral sensation of rolling dice and doing big damage, make him or her roll for the attacks and damage granted through powers like Furious Smash or Commander's Strike. This can grant a sense of accomplishment and that thrill of pounding an enemy that they might otherwise be missing from the session. The Cleric was a little frustrated in the beginning that he was not the buffed up melee machine he had played in 3.X, but he quickly realized where his strenghts lied and changed up his at-wills and tactics. He took Rightous Brand and Sacred Flame and now stands a dual threat. The Paladin usually tanks the BBEG and the cleric will help flank and grant attack bonuses for big smites or grant temp hp. When there is no BBEG around, he is more than happy to sit back and throw sacred flames next to the wizard. I cant wait until they are high enough level to build of the Radiant damage synergies between the two. I have not played an inspiring warlord yet, but as we advance in level, I am certainly seeing the importance of "pre-emptive healing" like the kind offered by an Inspiring Warlord. Temp HP, healing strikes and most importantly, save throws play an enourmous part in mitigating ongoing damage and status effects. There is definitely a difference in play style between the two brands of warlords, but I do not think the importance of Inspiring Warlords should be written off so early in the game. [/QUOTE]
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