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Warlord vs. Str. Cleric
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<blockquote data-quote="Zinovia" data-source="post: 4526805" data-attributes="member: 57373"><p>We're not writing off the warlord as a class.  The issues I have seen so far are with an inspiring warlord.  My husband will be playing a taclord in our new game, and I have the feeling that he'll do well moving people around, and telling them how to get the most advantage out of the situation.  I'm hoping that build turns out to be more interesting and fun to play than what I observed with the inspiring warlord.  </p><p></p><p>For most players, I feel that the battle cleric will be more satisfying to play if they want a leader that wades into combat and buffs their allies.  A battle cleric can always do something better than a basic melee attack, and that simply is not always, or even often, the case with an inspiring warlord.  All too often, the group members were not fighting the same opponent at the same time, and so the warlord had no one to swap places with, and no one to grant a boosted attack to.  </p><p></p><p>Initially the lack of tactical positioning was due to carry-over from our 3.5 game where everyone runs off to fight their own opponent.  Even once we were coordinating better, there were still times when the warlord felt that her powers just weren't of any use in the particular situation we found ourselves in.  She got off some great encounter and daily powers a few times, but the at-wills all depended on having an ally adjacent to her or to the creature she was fighting, so she defaulted to basic melee attacks quite often.  That shouldn't be the case.  </p><p></p><p>While some of the issues were undoubtedly due to how she was playing the character, I don't feel that it was solely due to that.  Others here seem to have had similar experiences with the inspiring warlord in their games, which to me indicates an underlying flaw in the class.  There shouldn't be a class where you have nothing to do other than a basic melee attack for your at-wills because your at-will choices are so situational.  </p><p></p><p>We had our first game with the dragonborn battle cleric last night.  The player seemed to enjoy buffing people with her at-will from range, and healing us during a tricky fight.  Turn Undead was also very handy in the last fight, and it was nice to see how much more the player was enjoying her character, and how she felt more effective compared to the warlord she started with.  </p><p></p><p>I remain underwhelmed with inspiring warlords, and in my opinion, battle clerics are entirely superior for that kind of role.  My husband, who enjoys tactical games and ordering people around <img src="http://www.enworld.org/forum/images/smilies/devil.png"  class="smilie" loading="lazy" alt=":devil:" title="Devil    :devil:" data-shortname=":devil:" /> will probably like his taclord.  He's already planning to take glaive, and direct the combat the way he thinks it should go.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4526805, member: 57373"] We're not writing off the warlord as a class. The issues I have seen so far are with an inspiring warlord. My husband will be playing a taclord in our new game, and I have the feeling that he'll do well moving people around, and telling them how to get the most advantage out of the situation. I'm hoping that build turns out to be more interesting and fun to play than what I observed with the inspiring warlord. For most players, I feel that the battle cleric will be more satisfying to play if they want a leader that wades into combat and buffs their allies. A battle cleric can always do something better than a basic melee attack, and that simply is not always, or even often, the case with an inspiring warlord. All too often, the group members were not fighting the same opponent at the same time, and so the warlord had no one to swap places with, and no one to grant a boosted attack to. Initially the lack of tactical positioning was due to carry-over from our 3.5 game where everyone runs off to fight their own opponent. Even once we were coordinating better, there were still times when the warlord felt that her powers just weren't of any use in the particular situation we found ourselves in. She got off some great encounter and daily powers a few times, but the at-wills all depended on having an ally adjacent to her or to the creature she was fighting, so she defaulted to basic melee attacks quite often. That shouldn't be the case. While some of the issues were undoubtedly due to how she was playing the character, I don't feel that it was solely due to that. Others here seem to have had similar experiences with the inspiring warlord in their games, which to me indicates an underlying flaw in the class. There shouldn't be a class where you have nothing to do other than a basic melee attack for your at-wills because your at-will choices are so situational. We had our first game with the dragonborn battle cleric last night. The player seemed to enjoy buffing people with her at-will from range, and healing us during a tricky fight. Turn Undead was also very handy in the last fight, and it was nice to see how much more the player was enjoying her character, and how she felt more effective compared to the warlord she started with. I remain underwhelmed with inspiring warlords, and in my opinion, battle clerics are entirely superior for that kind of role. My husband, who enjoys tactical games and ordering people around :devil: will probably like his taclord. He's already planning to take glaive, and direct the combat the way he thinks it should go. [/QUOTE]
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