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Whats the best race?
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<blockquote data-quote="Dausuul" data-source="post: 4380539" data-attributes="member: 58197"><p>In order by power and general effectiveness:</p><p></p><p><strong>1: Elf.</strong> Okay, 4E elves are teh awesome. The extra movement is nice enough, but Elven Accuracy <em>rules</em>. Who here hasn't suffered the agony of missing with your most powerful daily? Elven Accuracy gives you a second crack at it. And since you're only going to be busting out that daily power when you need it to turn a battle... yeah. Plus, elves get Wild Step, which everybody always forgets about and is severely underrated. Shift unimpeded through difficult terrain? Yes please.</p><p></p><p><strong>2: Human.</strong> I've always liked humans, and they remain a very solid race in 4E. They lack the flashy powers of some of the other races, but they make up for it with better all-around abilities. Everyone talks about the extra at-will, but to me it's the other human traits that make the difference; the extra feat, extra trained skill, +1 to Fort, Ref, and Will, and "wherever you want it" stat bonus all add up to make humans a very powerful race. Plus they have kick-ass feats *cough*ActionSurge*cough*, and if you plan on multi-classing for your paragon path, that extra at-will becomes a lot more useful.</p><p> </p><p><strong>3: Eladrin.</strong> A startlingly flexible race. Fey Step can be the bomb, depending on circumstances, although its limitations (line of sight, 25-foot range, only once per 5 minutes) keep it from being abused as easily as the martial adept teleport powers were in 3.X. Even so, it is tactically incredibly valuable, whether you're a wizard trying to get out of trouble, a fighter getting into position to block, or a rogue setting up a sneak attack. It also has many out-of-combat uses; and Fey Step isn't all that eladrin get. Eladrin Education is also quite good - an extra skill is nothing to sneeze at - and, of course, everybody loves having a party member who can stand watch in her sleep.</p><p></p><p><strong>4: Dragonborn.</strong> Dragonborn are a very specialized race, but within that specialty - namely, tankitude - they are the unchallenged masters. Their healing surges are better, they hit harder (no other PHB race gets a Strength bonus except humans), and when swarmed by minions, they can belch fire and blow them away. Dragonborn Fury is icing on the cake, since tanks by definition take a lot of punishment and will therefore spend a lot of time being bloodied. Unfortunately, at anything besides tanking, dragonborn mostly suck, which is why they're not ranked higher for me.</p><p></p><p><strong>5: Dwarf.</strong> Like dragonborn, dwarves are basically made to tank. The ability to use second wind as a minor action is a very big deal, my second favorite of all racial abilities (my favorite being Elven Accuracy). Sadly, they don't get a lot else. Resistance to being knocked around is nice, but kind of specialized. Encumbered Speed just means they aren't any slower than any other heavy-armor-wearing tank.</p><p></p><p><strong>6: Halfling.</strong> Nothing real special here except Second Chance, which can sometimes be a lifesaver. But only sometimes. Because it's reactive - the opponent's actions dictate when it's useful, you can't plan for it - I rank it well below Elven Accuracy. And the rest of the halfling ability set is... bleh. Nimble Reaction is nice, but not great.</p><p></p><p><strong>7: Half-Elf.</strong> They're no longer the weaksauce they were in 3.X, but half-elves are still the low end of the scale for me. Which is not to say I don't like them. I'm playing one, after all. The Dilettante encounter power has to be chosen carefully, but can be pretty dang handy - my warlord gets a lot of mileage out of <em>eyebite</em>. Still... not quite up to par. Their access to the Action Surge feat puts them above tieflings, but only by a hair.</p><p></p><p><strong>8: Tiefling.</strong> Not a lot going on here. The +1 against bloodied foes is a good ability, but not the equal of Elven Accuracy, Dwarven Resilience, Fey Step, or even Second Chance. Tieflings do have one nice trick up their sleeves - fire resistance. A tiefling defender can wade into the middle of a bunch of minions and proceed to call down airstrikes from the party wizard without fear of getting fried in the process. Unfortunately, they don't have much else going for them.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4380539, member: 58197"] In order by power and general effectiveness: [B]1: Elf.[/B] Okay, 4E elves are teh awesome. The extra movement is nice enough, but Elven Accuracy [I]rules[/I]. Who here hasn't suffered the agony of missing with your most powerful daily? Elven Accuracy gives you a second crack at it. And since you're only going to be busting out that daily power when you need it to turn a battle... yeah. Plus, elves get Wild Step, which everybody always forgets about and is severely underrated. Shift unimpeded through difficult terrain? Yes please. [B]2: Human.[/B] I've always liked humans, and they remain a very solid race in 4E. They lack the flashy powers of some of the other races, but they make up for it with better all-around abilities. Everyone talks about the extra at-will, but to me it's the other human traits that make the difference; the extra feat, extra trained skill, +1 to Fort, Ref, and Will, and "wherever you want it" stat bonus all add up to make humans a very powerful race. Plus they have kick-ass feats *cough*ActionSurge*cough*, and if you plan on multi-classing for your paragon path, that extra at-will becomes a lot more useful. [B]3: Eladrin.[/B] A startlingly flexible race. Fey Step can be the bomb, depending on circumstances, although its limitations (line of sight, 25-foot range, only once per 5 minutes) keep it from being abused as easily as the martial adept teleport powers were in 3.X. Even so, it is tactically incredibly valuable, whether you're a wizard trying to get out of trouble, a fighter getting into position to block, or a rogue setting up a sneak attack. It also has many out-of-combat uses; and Fey Step isn't all that eladrin get. Eladrin Education is also quite good - an extra skill is nothing to sneeze at - and, of course, everybody loves having a party member who can stand watch in her sleep. [B]4: Dragonborn.[/B] Dragonborn are a very specialized race, but within that specialty - namely, tankitude - they are the unchallenged masters. Their healing surges are better, they hit harder (no other PHB race gets a Strength bonus except humans), and when swarmed by minions, they can belch fire and blow them away. Dragonborn Fury is icing on the cake, since tanks by definition take a lot of punishment and will therefore spend a lot of time being bloodied. Unfortunately, at anything besides tanking, dragonborn mostly suck, which is why they're not ranked higher for me. [B]5: Dwarf.[/B] Like dragonborn, dwarves are basically made to tank. The ability to use second wind as a minor action is a very big deal, my second favorite of all racial abilities (my favorite being Elven Accuracy). Sadly, they don't get a lot else. Resistance to being knocked around is nice, but kind of specialized. Encumbered Speed just means they aren't any slower than any other heavy-armor-wearing tank. [B]6: Halfling.[/B] Nothing real special here except Second Chance, which can sometimes be a lifesaver. But only sometimes. Because it's reactive - the opponent's actions dictate when it's useful, you can't plan for it - I rank it well below Elven Accuracy. And the rest of the halfling ability set is... bleh. Nimble Reaction is nice, but not great. [B]7: Half-Elf.[/B] They're no longer the weaksauce they were in 3.X, but half-elves are still the low end of the scale for me. Which is not to say I don't like them. I'm playing one, after all. The Dilettante encounter power has to be chosen carefully, but can be pretty dang handy - my warlord gets a lot of mileage out of [I]eyebite[/I]. Still... not quite up to par. Their access to the Action Surge feat puts them above tieflings, but only by a hair. [B]8: Tiefling.[/B] Not a lot going on here. The +1 against bloodied foes is a good ability, but not the equal of Elven Accuracy, Dwarven Resilience, Fey Step, or even Second Chance. Tieflings do have one nice trick up their sleeves - fire resistance. A tiefling defender can wade into the middle of a bunch of minions and proceed to call down airstrikes from the party wizard without fear of getting fried in the process. Unfortunately, they don't have much else going for them. [/QUOTE]
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