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D&D Older Editions
What are the generally powerful classes in 4e?
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<blockquote data-quote="Doctor Proctor" data-source="post: 5733817" data-attributes="member: 78547"><p>First off, just wanted to say that I think you hit the nail on the head when it comes to the Fighter. Out of the core classes (meaning: non-essentials, since they use radically different defender mechanics) I think they're most versatile and effective of the Defenders. The others have advantages though, such as a properly build Paladin being almost as effective as having another Leader around...</p><p> </p><p>Now, as for other classes, there's a few. I'll throw out one fairly obvious one, and then a couple of personal favorites that I've played.</p><p> </p><p><span style="font-size: 15px"><u>Ranger</u></span></p><p>The various Ranger builds are all very strong and versatile. The default PHB Ranger can be melee or ranged, and has some very powerful abilities. The Scout, from Essentials, is also really good at dealing ludicrous amounts of damage. No necessarily overpowered out of the box though, since that's basically <em>all</em> it does. Very good if you want something simple to run, but effective.</p><p> </p><p><span style="font-size: 15px"><u>Ardent</u></span></p><p>I know some might find this an odd choice, but I think that they're actually a really interesting Leader class. I played an Impetuous Ardent in the Ashes of Athas Living Dark Sun campaign, and had a blast. The Impetuous Ardent's mantle gives a +3 bonus to damage when players provoke OA's, which we used to great effect to generate tactical movement and really push through in Encounters. Normally everyone just kinda stands around hitting something till it's dead, but we would have 2, sometimes 3 guys in a round provoking OA's to get past the front line fighters into the back, and then hitting for big damage numbers. And having played with some of them before, it was <strong>definitely</strong> the influence of the Ardent abilities that led to this, as they're naturally rather cautious players.</p><p> </p><p>The Ardent also has a lot of healing ability. Energizing Stike can let them grant a surge twice per encounter, or temps on an At-Will basis. Other powers are good at buffing allies or even hindering enemies (stopping an enemy from shifting while next to the damage buffed two-handed Fighter really led to some interesting choices for the DM).</p><p> </p><p><span style="font-size: 15px"><u>Sorcerer</u></span></p><p>I know a lot of people on the CharOp boards give them crap because they can't put out the damage numbers of the other Striker classes, but I think that there's a lot of potential here. The AoE blasts really help in an almost controllery way to keep enemies spread out, and if combined with some of the higher damage single target spells, allows the Sorcerer to react to different encounter setups easily. When I was playing one in a Paragon campaign, the DM would usually just roll his eyes and prepare to remove minis off the board if I declared I was going to use an action point (having a Paragon Path that allowed me to crit on a 16 when my AP was used for Blast power helped a lot). They're also surprisingly tough compared to other strikers, at least in the case of my Dragonborn Dragon Soul Sorcerer.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 5733817, member: 78547"] First off, just wanted to say that I think you hit the nail on the head when it comes to the Fighter. Out of the core classes (meaning: non-essentials, since they use radically different defender mechanics) I think they're most versatile and effective of the Defenders. The others have advantages though, such as a properly build Paladin being almost as effective as having another Leader around... Now, as for other classes, there's a few. I'll throw out one fairly obvious one, and then a couple of personal favorites that I've played. [SIZE=4][U]Ranger[/U][/SIZE] The various Ranger builds are all very strong and versatile. The default PHB Ranger can be melee or ranged, and has some very powerful abilities. The Scout, from Essentials, is also really good at dealing ludicrous amounts of damage. No necessarily overpowered out of the box though, since that's basically [I]all[/I] it does. Very good if you want something simple to run, but effective. [SIZE=4][U]Ardent[/U][/SIZE] I know some might find this an odd choice, but I think that they're actually a really interesting Leader class. I played an Impetuous Ardent in the Ashes of Athas Living Dark Sun campaign, and had a blast. The Impetuous Ardent's mantle gives a +3 bonus to damage when players provoke OA's, which we used to great effect to generate tactical movement and really push through in Encounters. Normally everyone just kinda stands around hitting something till it's dead, but we would have 2, sometimes 3 guys in a round provoking OA's to get past the front line fighters into the back, and then hitting for big damage numbers. And having played with some of them before, it was [B]definitely[/B] the influence of the Ardent abilities that led to this, as they're naturally rather cautious players. The Ardent also has a lot of healing ability. Energizing Stike can let them grant a surge twice per encounter, or temps on an At-Will basis. Other powers are good at buffing allies or even hindering enemies (stopping an enemy from shifting while next to the damage buffed two-handed Fighter really led to some interesting choices for the DM). [SIZE=4][U]Sorcerer[/U][/SIZE] I know a lot of people on the CharOp boards give them crap because they can't put out the damage numbers of the other Striker classes, but I think that there's a lot of potential here. The AoE blasts really help in an almost controllery way to keep enemies spread out, and if combined with some of the higher damage single target spells, allows the Sorcerer to react to different encounter setups easily. When I was playing one in a Paragon campaign, the DM would usually just roll his eyes and prepare to remove minis off the board if I declared I was going to use an action point (having a Paragon Path that allowed me to crit on a 16 when my AP was used for Blast power helped a lot). They're also surprisingly tough compared to other strikers, at least in the case of my Dragonborn Dragon Soul Sorcerer. [/QUOTE]
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