Fighter's Handbook

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Nerves of Steel: A Fighters Handbook


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Brandis stood in the doorway and waited. A slow breath did nothing to calm his pounding heart, and he emptied his lungs with a whispered prayer to the Raven Queen:
"Not today, Dark Lady. Please"

He listened to the pounding of the demon's hooves drawing near and to the frantic rhythm of his companions' feet as they fled behind him. If he could buy them a little time, maybe they could get to safety. Maybe Verna Wouldn't die.

The demon rounded the corner and bellowed in triumph. Its roar assaulted his ear, shook the stone beneath his feet, and blasted at his face, but Brandis held his ground. Lowering its head, the demon charged.

With a roar of his own, Brandis ran to meet the onrushing demon. He let his fury and his despair carry him forward like a crashing wave of steel. He threw himself down under the demon's curving horn, then with all his strength brought his blade over his head to slash across its neck. Acrid blood sprayed over him, but the demon didn't fall. Howling, it swatted at Brandis with a massive fist, sending him staggering backward.

"At least I know I got your attention," Brandis muttered, gripping his sword more tightly. He couldn't hear his friends anymore, just the pounding of blood in his ears.


[Martial Power Page 22, Last Stand]



Fighter weaknesses and Strengths



The fighter is dependent on hitting hard and/or accurate to force the enemies to attack him. He has good feat support for extra damage and maybe more easily than some of the other defenders can qualify for Weapon Mastery Feats. Stances is a bit unique to fighter since he got more and better stances than most other classes. They can help him deal damage or become more durable. All the Class options gives an increase in damage depending a little on what armor you wear. This is way the Fighters secondary role is usually considered to be striker.

The fighter got a good amount of powers that stuns/dazes/push and knock enemies prone. This is great for defending and keeping his enemies where he want them. He can also be quite mobile depending on your choices and several powers that push the enemy let him follow after. Fighters often go for scale or even hide armor. This also improves his mobility compared to the plate wearer.

He is also very good at holding a line as his OAs is deadly and stops movement. The enemy must expect a long circle to get around him and its becomes even better if you're using polearms.

Fighter Paragon Paths is some of the best in the game and a lot of classes multiclass fighter just to reach those.

His weakness is few abilities to support or heal his allies. Also do not forget that his quite vulnerable to daze effects as such an effect means enemies can just walk past him because he can't make CC or OAs. He is not the most durable of the defender but the differences isn't that big. Battlerager is an exception. The paladin gets more Surges and Plate Prof and often more Healing because of Lay on Hands. The Paladin also has feats like Virtuoso Recovery and Honoured Foe. The Warden gets more HP and can easily get out of save ends effects. The Swordmage probably got higher AC. However the differences isn't that big and a few feats and the fighter can be at the same level.




Thanks to:


Fighters Handbook By Lordduskblade: A great handbook by Lordduskblade


Ratings



I use color ranking to quickly see what the different options are ranked.

So I thought it would be easier to follow the standard ranking for handbooks on the forums. However I taken away purple. I don't put too much effort to rank bad options. I added Gold ranking. Copy from the Warlords handbook by Armisael. However Gold is not mandatory but close to it. I added Gold since an extra color for good options was needed for the rankings.

Red = This is bad and something to avoid
Purple= Not that good but it has it's uses.
Black = This is ok and something worth considering depending on your build.
Blue = Quite good and something you should take a look at,
Light Blue = This is very good and you should consider this.
Gold = This is extremely good and you most likely want this.


Sources



Player's Handbook = PHB
Player's Handbook 2 = PHB2
Eberron Player's Guide = EPG
Forgotten Realms Player's Guide = FRPG
Monster Manual = MM
Manual of the Planes = MOTP
Martial Power = MP
Divine Power = DP
Arcane Power = AP
Dragon Magazine = DM




Class Features: What it takes to Fight



Hit Points: You Start with 15 HPs and 6 extra for each lvl. This is expected as a defender. The Warden gets more HPs than you.

Healing Surges: You get 9 surges. The paladin is the only defender that start out with more.

Proficiencies: You start out with some great proficiencies. However a lot of fighters might want to use plate and that is something you miss.

Combat Challenge: The Fighters mark is one of the most punishing marks in the game. He get to attack an enemy if it shifts or make an attack that does not include you. This is unlike the warden who doesn't get to attack on a shift. There is also some nice feat support for CC and this is one of the major reasons the fighters mark is so strong. However unlike the paladin the fighters mark is useless if he is dazed, stunned and so on. Daze can be quite common at higher tiers. He also can't punish more than one enemy with this mark. It's still considered to be one of the strongest mark on a single target.

Combat Superiority: This is extremely useful and one of the reasons the Fighters is so great at holding the front lines thou he can't really punish more than one enemy with CC.  It stops the enemy from just rushing past you on a hit. The combination of Combat Challenge and Combat Superiority is the reason it can be so hard to get away from a fighter. This class feature yells out defender.



Fighter Talents:



Weapon Talent: This is pretty standard and good for Great Weapon Fighters or guardian Fighters.  +1 to attack is not something to be underestimated and this class feature is the most versatile as it got a benefit that is always needed and doesn't force a secondary stat upon you. Good for Guardian Fighters since +1 to attack will make your stickier and good for Great Weapon Fighters as +1 to hit will help you hit.

Battlerager Vigor: Getting Temp HP each time you hit an enemy is excellent for a defender as it makes you more durable. Also if you're in Chain or Light Armor you also get some extra damage. Good for Guardian Fighters as it makes you more durable and good for Great Weapon Fighters as it makes you a bit more durable and you hit harder. However this class feature will make you a slave to con and your will defense and OAs may suffer.

Tempest Technique: With this technique you get more powers that marks several creatures and deal a good amount of damage. You can play as a striker if you want to.  As a tempest you might decide to go all out dexterity as secondary or just enough to qualify for some feats. Your AC doesn't need to be worse than Sword and Board thanks to TWD and defensive property.




Weapons:


Axes: Axes are great for Guardian and Great Weapon Fighters. They deal deadly crits and awesome damage. They also got good feat and power support, this alone makes axes strong. Several powers gives extra damage based on con if you're using axes. However their real strength is that you can easily spread out your secondary stat between wisdom and constitution, maybe even dex if you want to. If you're going all out con or got a dexterity score to meet Heavy Blade Mastery feat then hammers or heavy blades is probably better.

Flails: The feat support isn't that good but the fighter does have a few great powers that requires flail. Deals good amount of damage.

Hammers: If you going to have a high con then this is the weapon for you. Deals great amount of damage and hammer rhythm is an excellent feat. Some great powers are available if you choose this weapon group and some powers gives extra riders effect based on con with hammers.

Heavy Blades: Simply a good option because of the accuracy and damage. For most fighters accuracy is more important than damage. Heavy Blade opportunity makes the fighter even stickier and his OAs something to be feared. Good power support. It does require some investment in dexterity. Great for Tempest Fighters and fighters with spread out secondary stats.

Maces/picks/staffs: Use an Axe or a Hammer instead. Little support overall

Spears: Good for pushes and can often be thrown. It has some interesting feats and powers. Not bad at all. However the damage and accuracy is usually a bit low.

Polearms: Excellent choice for Fighters who want to improve their battle control. Reach is great and with polarm gamble you can control a big part of the battlefield to help protect your allies. The Greatspear is a great choice as it also got accuracy. Glaive is also something to consider because of Heavy Blade Opportunist + Polearm Gamble combo.

Light Blades: Only for Tempest Fighters. Don't got that great feat or power support but at least you're quite accurate.




Fighting Styles: How to Fight


Shield:



When using a shield you get better defenses. This naturally leads you into the more stereotypical role as a fighter; A valiant defender standing though, holding the line while protecting his allies. To fulfil such a role you need to remember that a balance between your own survivability and stickiness is required. This depends heavily on your party/DM and playstyle. Choosing powers that let your mark several enemies is great way to defend your allies. If nothing else it at least gives a debuff. You should position yourself so that you get the benefit of Combat Superiority if the enemy choose to go after your allies. Pushing enemies for better positioning or back into a damaging zone is also something your should do as often as possible. Remember however that there is no way you can take all the hits and that is something you shouldn't try to achieve since it will probably lead to your death.


Great Weapon:



As a great weapon fighter you trade some of your defenses for more damage. This doesn't mean you can't do the more typical role of a guardian fighter. You will be stickier because you deal more damage. However you could focus on a role as a semi-striker and locking out key enemies and bringing them down. If you happen to get close to roles like lurkers/controllers/strikers you could really mess their tactics. Your mark is usually more devastating than the shield wearer and this means they got big problems getting away from you. Mobility is something you want since it makes it easier to get to your chosen target. Charging is something you will do more often than the guardian fighter so powers that gives extra benefits on a charge is great. Watch out for focused fire as running behind the enemy lines can make you an easy target. It's best to have another defender to hold a couple of targets if you want to play such a role.


Polearm:



Polearm builds are a bit special and they could be considered under Great Weapon Fighters. Since they are so unique I decided to add a own section for them. They do not deal the same damage as the typical Great Weapon fighter nor do they have the defenses of a guardian fighter. What they do have is great control of the enemies. With feats like polearm gamble enemies will have big problems moving around since you threaten a big area. Pushing enemies back is great since you don't always need to be right next to the enemy to be able to defend the rest of the party. With polearm momentum you get an even bigger bonus when pushing or sliding enemies. When the enemy moves in again you can get an OA. You will probably get more OAs then other fighters.  Polearm Fighters may be the best defender at holding a line thanks to the combination of polearm gamble, Reach and combat superiority.

For polearm builds I would recommend Greatspear because of accuracy and damage or Glaive for some terrible OAs with Heavy Blade Opportunist.


Two-Weapon Fighter:


As a TWF you can deal lots of damage if you choose to and you don't lose much in terms of survivability. However you do lose some versatility since Tempest fighters often requires a high dex, because of Light Armor, feat requirements and several powers use dex as the number one rider stat. Going for Light Blades is also something to consider since the Tempest technique gives a bonus when using light blades. This means that TWF often have a worse OA because of low wisdom and/or less Healing Surges because of low con. However they more than make up for it with great damage since they get to attack multiple times, high accuracy, great mobility and an AC as a Shield user in many cases. TWF is the only fighter who get to mark two targets with an at will power.


 


Ability Scores: Steel and Courage



Str: This is your primary attack stat and as such need to be high. However unlike lots of other classes this is not your only stat that need to be decent or high (like Archer Ranger and therefore not Gold). Recommended: 16-18 before racials.
Con: Gives you more Surges and more HPs. Also gives a lot of rider effects depending on build. Great for battleragers                                                                                                   Recommended: 12-16 before racials.
Dex: Decent stat as it improves your initiative and gives you better reflexes. Also you can get some nice feats with a decent score. Mostly for tempest builds.                                               Recommended: 10-16 Before racials
Int: This is your dump stat. You gain nothing from it. Recommended: 8-10 before racials.
Wis: Improves your will defensive and makes your excellent Combat Superiority even better. Some Feats/Paragon Path can improve the value of wis even more. Recommended: 12-16 before racials.
Cha: Just as Int this is a dump stat. However there are a few class skill that is dependent on Cha. Recommended 8-10 Before racials.


Sample of Starting Stats:



18, 14, 11, 10, 10, 8


This is great starting score for Great Weapon fighters who want to deal striker damage. 18 in Str and 14 in your secondary stat.

16, 16, 12, 12, 10, 8

This is good starting score for most battleragers who want to be guardian fighters or semi-strikers.  Good for Tempest Fighters too. You most likely want a good secondary stat with this.

16, 14, 14, 13, 10, 8

Great for Fighters who is not slave to a secondary stat. Good for Weapon Talent Fighters or Tempest Fighters who fight in heavy armor. You can't go wrong with this.




Races: Survival of the Fittest



Dragonborn: A bonus to str and improved surge value is excellent. Dragonbreath is good for marking several enemies. A good choice. Very close to Sky Blue.

Dwarf: No bonus to Str you say? Well they do get bonus to Con and wisdom. Secondary stats that will always be important for fighters. However what makes this race Sky Blue is some of the best The BEST feat support as fighters in the game and some amazing racial traits that yells out defender. Second Wind as a minor action, oh yeah! An excellent choice for the more defensive orientated fighter.

Eladrin: They do get a bonus to dexterity that can be useful and fey step helps the fighter get in good position for defending. They are able to make some very special fighters called Fey Chargers.

Elf: Bonus to Dex and Wisdom is in no way wasted and elven accuracy can be helpful. Combined with an extra high speed and you got an interesting and unique fighter.

Half Elf: It does have a bonus to con and the dilettante class feature combines with versatile mastery can give some interesting results. Qualify for humans feats. A decent choice.

Halfing: They are small and such not suited to stand up to an angry orc. However they got some class features that is good for a class focused on defending and a bonus to dex. Some excellent feats too.

Human: There is no class a human can't excel in. As a fighter you can be quite versatile and an extra at-will gives you better utility for different situations. Better defenses is big bonus. However the lack of a secondary stat hurts a little.

Tiefling: A bonus to cha and int doesn't really help a fighter. However they have some feats that makes them competitive. With Fiery Rebuke + Lingering Wrath combo you can set up some nasty damage against a single target each encounter. You have to multiclass to a primal class to get Fiery Rebuke. This can quickly burn down an enemy.

Deva: A bonus to defenses against bloodied enemies and memory of a thousands lifetimes that may turn a miss into a hit is a good thing. However they are a little lacking in feat support for fighers and only bonus to wisdom doesn't help much. Who cares about int.

Gnome: Bonus to dump stats. Nothing here says Fighter to me.

Golitath: Bonus to str and con means this race is already quite good. Its racial is excellent for a defender and it got some decent feat support.

Half Orc: A bonus to str and dex is quite good for fighters. You can easily qualify for heavy blade feats and you got some nice class features and feat support. A great choice.

Longtooth Shifter: Oh yeah Baby. Bonus to Str and Wis and a great racial power that gives regeneration. Also got some nice feats.  This is great for a guardian fighters.

Razorclaw Shifter: Quite good thou kind of overshadowed by their loongtooth brethren.

Bladeling: Makes some interesting choice. A bonus to 2 secondary stats and a nice racial encounter power. Acid resistance can be helpful in some encounters. Unfortunately this race doesn't have much support.

Bugbear: Whow... Oversized Class features is just excellent and a bonus to str and dex really helps. Keep in mind this is a MM race.

Changeling: Not a typical Fighter.

Drow: A drown doesn't really fight close up and personal like a fighter.

Genasi:  Other than a bonus to Str and a nice racial encounter power then the Genasi doesn't have much else. However those 2 points I already mentioned is enough to rank it Blue.

Minotaur (DM): Bonus to Str and Con + some charging bonuses is enough to makes this Sky Blue.

Orc: Bonus to Str and Con and an excellent racial encounter power made for defenders is great. Really hopes that this class get to be something more than just a MM race soon :-)

Warforged: A bonus to str and con sign me in. Wait... They also get an excellent racial power that screams defender and a few ok feats. Oh yeah!



Skills:




Athletics: Great for getting out of grabs and if the DM like to throw out some terrain obstacles that require you to jump/climb/swim and so on.

Endurance: You don't want to get sick do you? Also good against environmental hazards.

Heal: Good for supporting people who lack endurance and can be ok in some role playing situation. (How did he die?).

Intimidate/streetwise: You lack charisma. However you can get it to be decent and a few good fighter races gives bonuses to intimidate. To rank these skill is hard since it depends on your group and how you play.

Multiclass/background Skill worth mentioning:

Perception: Great Skills and maybe the most combat orientated of all the skills. Lets not forget that wisdom is not a dump stat for you.



Builds and Guides:



The Art of Defending: Gives a great overview on what it means to defend and how to do it.
Fighter's Handbook by Lordduskblade: An awesome guide for Fighters
The Feycharger: If you wonder what a Feycharger is.
The Best Weapon: A good discussion about weapons.



Sample of Builds:


The builds I present here is pretty straightforward and mostly to give tips and ideas. They do good at all tiers of the game and I added magic items just to quickly give an overview of attack bonuses and Defenses.

The Tank:

A tank is a defender that focus heavily on his own survivability and toughness. This usually mean pumping Str and Con. The battlerager class feature is the favorite choice since it increases survivability and put your con to good use. They can also wield a great weapon for extra damage.





Tank

====== Created Using Wizards of the Coast D&D Character Builder ======
Tank, level 30
Warforged, Fighter, Dreadnought, Adamantine Soldier
Build: Battlerager Fighter
Fighter Talents: Battlerager Vigor

FINAL ABILITY SCORES
Str 26, Con 26, Dex 14, Int 10, Wis 14, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.


AC: 50 Fort: 47 Reflex: 41 Will: 40
HP: 240 Surges: 17 Surge Value: 60

TRAINED SKILLS
Intimidate +23, Endurance +28, Athletics +26

UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +17, Heal +17, History +15, Insight +17, Nature +17, Perception +17, Religion +15, Stealth +15, Streetwise +16, Thievery +15

FEATS
Level 1: Armor Proficiency (Plate)
Level 2: Toughness
Level 4: Weapon Expertise (Hammer)
Level 6: Weapon Proficiency (Craghammer)
Level 8: Weapon Focus (Hammer)
Level 10: Warforged Tactics
Level 11: Armor Specialization (Plate)
Level 12: Hammer Rhythm
Level 14: Shield Defense
Level 16: Back to the Wall
Level 18: Shield Push
Level 20: Daunting Challenge
Level 21: Bludgeon Mastery
Level 22: Robust Defenses
Level 24: Epic Fortitude
Level 26: Epic Reflexes
Level 28: Epic Will
Level 30: Epic Recovery

POWERS
Fighter at-will 1: Crushing Surge
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Passing Attack
Fighter daily 1: Comeback Strike
Fighter utility 2: Pass Forward
Fighter encounter 3: Shield Slam
Fighter daily 5: Rain of Steel
Fighter utility 6: Settling the Score
Fighter encounter 7: Come and Get It
Fighter daily 9: Victorious Surge
Fighter utility 10: Defensive Resurgence
Fighter encounter 13: Anvil of Doom (replaces Passing Attack)
Fighter daily 15: Unyielding Avalanche (replaces Comeback Strike)
Fighter utility 16: Iron Warrior
Fighter encounter 17: Vorpal Tornado (replaces Shield Slam)
Fighter daily 19: Strike of the Watchful Guard (replaces Rain of Steel)
Fighter utility 22: Inspired Resurgence
Fighter encounter 23: Skullcrusher (replaces Come and Get It)
Fighter daily 25: Reaper's Stance (replaces Victorious Surge)
Fighter encounter 27: Cruel Reaper (replaces Vorpal Tornado)
Fighter daily 29: Force the Battle (replaces Strike of the Watchful Guard)

ITEMS
Magic Godplate Armor +6, Heavy Shield, Magic Craghammer +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Attack Bonus: 34



The Guardian:

The guardian is the defender who try to protect his allies from harm. To achieve this he needs to be able to hold the enemies close to him and also survive it. They usually use shields since it improves their AC and Ref. A balance between con and wis is also common since con increase survivability while Wis may increase stickiness and damage. All fighter talents can make great guardians.


The Guardian

====== Created Using Wizards of the Coast D&D Character Builder ======
Guardian, level 30
Dwarf, Fighter, Pit Fighter, Demigod
Build: Guardian Fighter
Fighter Talents: One-handed Weapon Talent
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Strength

FINAL ABILITY SCORES
Str 26, Con 20, Dex 15, Int 10, Wis 24, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 8, Wis 14, Cha 10.


AC: 47 Fort: 43 Reflex: 41 Will: 40
HP: 224 Surges: 16 Surge Value: 61

TRAINED SKILLS
Endurance +23, Heal +27, Athletics +24

UNTRAINED SKILLS
Acrobatics +13, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +24, History +15, Insight +22, Intimidate +16, Nature +22, Perception +22, Religion +15, Stealth +13, Streetwise +16, Thievery +13

FEATS
Level 1: Dwarven Weapon Training
Level 2: Weapon Expertise (Axe)
Level 4: Armor Proficiency (Plate)
Level 6: Toughness
Level 8: Mark of Warding
Level 10: Devoted Challenge
Level 11: Dwarven Durability
Level 12: Armor Specialization (Plate)
Level 14: Marked Scourge
Level 16: Distracting Shield
Level 18: Grit
Level 20: Deadly Axe
Level 21: Axe Mastery
Level 22: Epic Recovery
Level 24: Robust Defenses
Level 26: Dodge Giants
Level 28: Martial Resolve
Level 30: Epic Reflexes

POWERS
Fighter at-will 1: Crushing Surge
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Shield Bash
Fighter daily 1: Villain's Menace
Fighter utility 2: Pass Forward
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Settling the Score
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Defensive Resurgence
Fighter encounter 13: Appalling Crunch (replaces Shield Bash)
Fighter daily 15: Unyielding Avalanche (replaces Villain's Menace)
Fighter utility 16: Iron Warrior
Fighter encounter 17: Harrying Assault (replaces Sweeping Blow)
Fighter daily 19: Strike of the Watchful Guard (replaces Rain of Steel)
Fighter utility 22: Howl of Defiance
Fighter encounter 23: Warrior's Urging (replaces Appalling Crunch)
Fighter daily 25: Reaper's Stance (replaces Thicket of Blades)
Fighter encounter 27: Cruel Reaper (replaces Come and Get It)
Fighter daily 29: Force the Battle (replaces Strike of the Watchful Guard)

ITEMS
Heavy Shield, Magic Waraxe +6, Magic Tarrasque Plate Armor +6, Amulet of Protection +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Attack Bonus: 35



The Heavy Hitter:

These builds focus on doing high amount of damage against a single target and that means a Great Weapon. They can do an excellent work at picking a target, burning it down and locking it out of combat. Both Battleragers and Weapon Talent fighters do great as Heavy Hitters. 

The Heavy Hitter:

====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Longtooth Shifter, Fighter, Pit Fighter, Demigod
Fighter Talents: Two-handed Weapon Talent
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Wisdom

FINAL ABILITY SCORES
Str 30, Con 12, Dex 18, Int 12, Wis 22, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 13, Int 10, Wis 13, Cha 8.


AC: 46 Fort: 45 Reflex: 41 Will: 39
HP: 216 Surges: 12 Surge Value: 54

TRAINED SKILLS
Intimidate +20, Endurance +23, Athletics +32

UNTRAINED SKILLS
Acrobatics +19, Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +21, Heal +21, History +16, Insight +21, Nature +21, Perception +21, Religion +16, Stealth +19, Streetwise +15, Thievery +19

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Weapon Focus (Heavy Blade)
Level 6: Power Attack
Level 8: Toughness
Level 10: Durable
Level 11: Marked Scourge
Level 12: Reckless Attacker
Level 14: Armor Specialization (Scale)
Level 16: Heavy Blade Opportunity
Level 18: Beasthide Shifting
Level 20: Pinning Challenge
Level 21: Heavy Blade Mastery
Level 22: Mobile Challenge
Level 24: Martial Resolve
Level 26: Robust Defenses
Level 28: Inevitable Challenge
Level 30: Epic Reflexes

POWERS
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
Fighter utility 2: Pass Forward
Fighter encounter 3: Dance of Steel
Fighter daily 5: Rain of Steel
Fighter utility 6: Settling the Score
Fighter encounter 7: Come and Get It
Fighter daily 9: Victorious Surge
Fighter utility 10: Defensive Resurgence
Fighter encounter 13: Storm of Blows (replaces Steel Serpent Strike)
Fighter daily 15: Unyielding Avalanche (replaces Villain's Menace)
Fighter utility 16: Iron Warrior
Fighter encounter 17: Harrying Assault (replaces Dance of Steel)
Fighter daily 19: Strike of the Watchful Guard (replaces Rain of Steel)
Fighter utility 22: Inspired Resurgence
Fighter encounter 23: Fangs of Steel (replaces Come and Get It)
Fighter daily 25: Reaper's Stance (replaces Victorious Surge)
Fighter encounter 27: Cruel Reaper (replaces Storm of Blows)
Fighter daily 29: Force the Battle (replaces Strike of the Watchful Guard)

ITEMS
Amulet of Protection +6, Magic Elderscale Armor +6, Magic Fullblade +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Attack Bonus: 38




More to be added








Feats: Heroic Tier

 


General Feats:




Blade Opportunist [PHB]: Makes your OAs even more fearful. Something to consider.

Combat Reflexes [PHB]: Overshadowed by Blade Opportunist but doesn't require heavy blades. +1 bonus is not enough however to make it worthwhile.

Defensive Mobility [PHB]: You're not the one that provokes OAs and you're usually more suitable to take the penalty than other classes anyway. It's still useful

Durable [PHB]: Well worth it if you don't focus too much on con.

Nimble Blade [PHB]: If you happen to be using Light blades then this is something to consider. However you don't constantly got CA like a rouge would have.

Power Attack [PHB]: For most fighters this isn't that good however it is worth it for some Great Weapon Fighters playing Semi-Strikers. Good if you got a Tactical Warlord to provide you with attack bonuses.

Powerful Charge [PHB]: You're not a super charger and the bonus simply isn't enough for it to be worthwhile.

Quick Draw/Improved Initiative [PHB]: Being first is actually quite helpful for your role as defender.

Toughness [PHB]: You need to be tough to stand up to a giant. More HP helps you to do your job and to soak up damage.

Two-Weapon Fighting [PHB]: A small bonus to damage. Not worth it. However  you take this feat to qualify for other Two Weapon Fighting feats. Only for Tempest Fighters.

Two Weapon Threat [PHB2]: A decent bonus to OAs

Wintertouched [PHB]: Ok so you're going for the Wintertouched/lasting frost combo.

Plate Proficiency [PHB]:
A great feat for most fighters. However remember that at Paragon Tier you can get Scale Spec. In that case it's mobility vs AC +feat and they are about equal in value. For Dwarves however this is Sky Blue.

Mark of Warding [EPG]: Oh yeah. Improves your marks and gives you some extra benefit when you use powers that improves your defense. Great way to improve your stickiness.

Weapon Prof [PHB]: Great way to improve your damage. It's better for Two-Handers however since they get more out of it than the one handers usually.

Weapon Focus [PHB]: Improves your damage making it harder for foes to ignore you and enemies goes down faster. Great choice.

Weapon Expertise [PHB2]: This is just amazing and you will get this feat at one point in your career. You need to hit to deal damage, stop enemy movement from OAs and so on. The bonus is just great and a +3 to hit at epic tier is something you can't ignore.


Class Feats:



Defensive Resilience [MP]: Not worth it. The bonus is not big enough and you have to be a dwarf and build a little around second wind just to make it worthwhile.

Distracting Shield [PHB]: If the enemy choose to attack your ally instead of you this means he gets even a lower chance to hit him if you hit. Great feat to improve your stickiness.

Dragging Flail [MP]: A bit situational.

Offensive Resilience [MP]: Same as Defensive Resilience

Polearm Momentum [MP]: This is one of the reasons Polearms is so good at controlling the enemy. If you use polearms you will probably choose this.

Potent Challenge [PHB]: Great Feat for for fighter acting like strikers. You can lock down enemy controllers/lurkers/leaders and the penalty for walking away is just amazing. Requires a good investment in Con thou.

Shield Defense [MP]: Makes Tide of Iron or Resolute Shield better and there are a few good powers in Dragon Magazine that requires Shield.

Shield Push [PHB]: In some situations this bonus can be great, however unlike Distracting shield this is more situational and depends on the battlefield and positioning. Still and excellent choice and can prevent the enemy from doing something useful for a round.

Improved Vigor [MP]: Even as battlerager you skip a lot of invigorating powers. You probably got Crushing Surge if you choose this one. Unfortunately the bonus is not enough to make it worth it.


Racial Feats:


 


Dragonborn:



Broken Shackles [FRPG]: The bonuses simply aren't big enough and too situational.

Dragonborn Frenzy [PHB]:
A bonus to damage while bloodied is helpful.

Enlarged Dragon breath [PHB]: Helps you mark more enemies or clear more minions.


Dwarf:



Dodge Giants [PHB]: At one point you of your career you will be meeting a lot of enemies that's bigger then you. Suddenly the bonus doesn't get that situational.

Dwarven Weapon Training [PHB]:
As a dwarf you would probably fight with axes or hammers anyway to make the most of your bonuses right? This feat combines Weapon Prof with Weapon Focus and that is just enough to make this Gold.

Gold Dwarf Pride [FRPG]: I am not sure what to rank this. For some groups having the defender go down usually means a wipe and for other it happens quite regularly. Then again it could be too situational for some and the bonus not enough to justify this feat.

Shield The Fallen [FRPG]: Too situational IMO.

Devoted Challenge [MP]: An excellent choice for dwarfs with a decent wisdom. The enemy shouldn't ignore you with this. It has a good synergy with Distracting Shield/Shield Push/Potent Challenge.

Mror Stalwart [EPG]: Not too situational and most dwarfs could use some extra bonus to attack. A good feat.

Dwarf Stoneblood [MP]: An upgraded version of Improved Vigor. The bonus doesn't stack. The extra number of Temp HP is just enough to make it worth it if you focus heavily on survivability and got some Invigorating powers.


Eladrin:



Eladrin Soldier [PHB]: Same as DWT if you're using Greatspear. Not that good if your just using a longsword thou.


Elf:



Elven precision [PHB]: When you need to hit then this is really nice. However the fighter does not got the same dependency to hit with a certain power for bursts/effects as some other classes.


Hafling:



Halfling agility [PHB]: You don't want to get hit by a giants axe do you? Well this decrease your chance to be hit by the most terrifying attacks. Great for defenders.


Lost in Crowd [PHB]: This is one of the primary reasons halfing makes decent fighters. Most enemies are larger then you and having several enemies around you is just a bonus as a defender.

Hafling Stalwart [MP]: Well most of the time you got the enemy marked so this is often a +1 bonus to attack. Great feat.


Human:



Action Surge [PHB]: A great feat and it makes sure to hit when you want it the most.

Human Perseverance/Stubborn Survivor [PHB/FRPG]: Since some conditions can be so staggering to a fighter then these feats are helpful to quickly get out.

Sideways Defense [PHB]: Yay more nice ways to defend the Warlord/rouge/barbarian next to you.


Goliath:



Goliath Greatweapon Prowess [PHB2]: Like Weapon Focus only a little better and if you're a great weapon fighter that would be Sky Blue anyway.

Markings of the Blessed [PHB2]: The first saving throw in an encounter is often the most important.

Markings of Victory [PHB2]: Chances are high that you would have hit anyway and do you always throw your biggest burst the first attack.


Half Orc:



Anger Unleashed [PHB2]: Being defender you're not the one throwing out novas (usually) and you can't choose when to get this bonus unlike Action Surge.

Savage Assault [PHB2]: Too situational and not big enough bonus.

Thirst for Battle [PHB2]: An excellent combination of Durable and Improved Initiative. Your dexterity should already be decent since your half-orc so this is great.


Longtooth Shifter:



Sturdy Shifter [PHB2]: 20 Extra HP each encounter at epic tier... Decent enough.


Warforged:



Component Modification/Improved Warforged Resolve [EPG]: The bonus isn't big enough to make it good and require some very high amount of con just to make it decent.

Warforged Tactics [EPG]: A +1 bonus to attack for something that isn't that situational... Great!

Immutability [EPG]: If you're experience that the monsters often throw out conditions on you then this is an excellent feat because it is important for you role to quickly remove some conditions. This will usually happen at higher tiers. You can't always depend on your leader to give you a saving throw. Unfortunately this feat requires Improved Warforged Resolve.

Technique Feats DM 373

Corellon's Wrath Style: Makes your Crushing Surge stronger but it requires Int. This feat isn't good for any fighters.

Executioner's Style: Slightly improves your Reaping Strike. The feat simply isn't worth it.

Harlequin Style: Improves your Brash Strike but only if you got a decent cha. No matter how you build your fighter it is most likely not worth it.

Hunting Wolf Style: The benefit of using crushing surge on a charge isn't that big.

Impending Doom Style: This is actually a useful technique since it lets you mark a second target with cleave. Good for defensive fighters who want to mark more than one creature.

Precision Ambush Style: The benefit of this feat is minor since it only helps your during a surprise round.

Serpent Fang Style: Makes and already sucky power slightly better when using poisons.

Vigilante Justice Style:
Letting you use Brash Strike on an CC attack is not bad at all. Sadly it doesn't apply for a shift.


Dragon Magazine 378:



Agile Superiority: This is amazing for fighters who focus heavily on dex instead of wisdom such as tempest fighters. A worthy pick if you're going for a high dex-fighter and it also gives you more room for a better con.

Bloodseeker: For Tieflings only. I don't consider the extra damage against bloodied foes who is marked worth it.

Focused Superiority: Some extra damage on OAs is good but remember the reason monsters fear your OAs is mostly because you stop movement on a hit. Too bad polearm fighters can't use it they would want it more than the one handed fighter.

Mobile Challenge: The ability to shift after a CC hit can give you and the party a tactical advantage.

Savage Axe: A decent choice just as focused Superiority is.

Defensive Challenge: In most cases a CC attack is better than giving your ally a bonus to defenses.

Shielded Resurgence: A few extra HP when using second wind. The bonus lasts during your next turn too but that isn't usually a big benefit.

Small Warrior's Defense: This is just amazing for small characters and a good reason for them to use versatile weapons two-Handed.

Stout Shield: A bonus to fortitude that isn't a power bonus. Can be decent, however an increase in your already impressive fortitude is usually not first priority.

Swift Spear: A nice tactical feat. For polearm fighter however you often want them in reach but not adjacent.

Wary Fighter: This feat will for many fighters give the same bonus as improved Initiative at higher levels. If you find it really important to be first you can also take improved initiative and Danger Sense too.


Dragon Magazine 379:




Brutal Tactics: Increase your allies average bonus to damage rolls against opponents you flank. The damage is minor and it's situational.

Fighter Weapon Specializaton: An untyped bonus to damage rolls is usually a good thing. The damage is a bit low thou.

Forceful Opportunist: This is a good feat for most fighters but even better for polearm users. After hitting with an OA you can make it even harder for him to get to the rest of your party or just pushing the line.

Hewing Charge: An improved version of Powerful Charge if you got a high con. Charging can be an excellent way to reach the more vulnerable targets.

Scrappy: Some extra damage for small creatures with versatile weapons. Just as good as weapon Focus and it stack.




Feats: Paragon tier:

General Feats:


Back to Wall: A bit too situational but depends on your DM.

Blood Thirst: Decent if you want to deal damage.

Combat Anticipation: You're a Fighter, you should Qualify for the Armor spec feats. But if you for some strange reason can't then this is something to consider.

Danger Sense: If you really want to be first then this is an ok feat.

Deadly Axe: Great Feat and easy to qualify for. Makes your waraxe something to be feared and even better at epic tier.

Defensive Advantage: If you got the dex then this is excellent. Combat advantage shouldn't be that uncommon with some help of your allies and you could just got Lasting frost/Wintertouched combo if you want to.

Devastating Critical: The extra damage on a crit isn't that impressive.

Evasion/mettle: Only decent if you go for high defenses.

Fleet-Footed: If you want to be mobile/strikerish then this is decent.

Great Fort/Light Ref/Iron Will/paragon Defenses: The bonuses is ok but the epic versions is a lot better.

Lasting Frost: For the Wintertouched/Lasting Frost Combo.

Hammer Rhythm: This is such a great feat and improves your damage by a good amount and therefore your stickiness. One of the reasons hammers are so great.

Heavy Blade Opportunity: Great when making OAs and can give funny results (tide of iron/Footwork Lure). Heavy Blades are just so versatile.

Polearm Gamble: Amazing. This is how you control the battlefield when polearm fighter. The penalty can be ignored if you pick up uncanny dodge.

Scimitar Dance: Well if you happen to be an all out dexterity focused tempest fighter then scimitar is a good choice of weapon thanks to this feat. Just as good as Hammer Rhythm.

Two Weapon Opening: Great way to improves your critical hits when dual wielding


Uncanny Dodge: As a defender you can expect to be flanked more than most so this makes this good. Also it prevents the penalty from Brash Strike or Polearm Gamble.

Vexing Flanker: You're not the one that flank the most so you won't always be the one giving bonuses to say your archer or wizard.

Armor Spec Hide/plate/Scale/Shield Spec:  You want to improve your AC and these feats are the way to do it. What you choose depends on your build.


Class Feats:


Chainmail Agility: Not that good and few fighting styles can make this feat worthwhile.

Daunting Challenge: Great way to improve your mark and multimarking. A downgrade from Mark of Warding but lets not forget that mark of warding might be a bit Role-Playing restricted (Dwarf, House Kundarak, Eberron)

Grit: Gives you some temp hp when using a surge in combat. Good for fighters with high con and that's not battleragers.

Marked Scourge: Thou it has been nerfed, it's still great and improves your dpr by a good amount if you got the wisdom for it.

Phalanax Warrior: Depends heavily on your group.

Reckless Attacker: This combined with Marked scourge is one of the reasons fighters make good secondary strikers. An extra attack on a crit is great and even some heavy guardian fighters will consider this.

Racial Feats:



Dragonborn:


Dragonbreath Warrior: The bonus is not big or often enough to be worth it.

Empowerd Dragonbreath: Dragon breath has never been a primary damage dealer the extra damage isn't that big.

Draconic Arrogance: This is excellent if you focus on pushing or knocking enemies prone (Iron Vanguard). Makes tide of iron just so much better. Excellent feat.

Dwarf:


Dwarven Durability: Amazing. Two extra healing surges and increase your healing surge value by your con mod. This is one of the reasons dwarfs are so great defensive fighters.

Enduring Wallop: It's an ok feat for some extra damage when you might need it.

Stonefoot Reprisal: You will love this feat when you get the use of it. However it is a bit situational.

Eladrin


Fey Charge: Excellent and lets you easily get around the battlefield.

Half Elf



Versatile Master:
This is an excellent for all Half elfs and you most likely choose this.

Human:



Action Recovery:
Helps you get out of some nasty conditions and this seems to be the human fighters thing.


Avenging Spirit: Well how often does an ally go down? Remember that it doesn't allow you to use more Action Points during an encounter.

Goliath


Unyielding Stone: A decent amount of extra hp each encounter.

Half Orc



Strength From Pain/unrelenting Assault: The bonus aren't big or often enough for it to be worthwhile.

Shifter


Beasthide Shifting: Resist 2 for most of the encounter is nothing to be ignored. If you don't get bloodied then the encounter was easy anyway.

Dragon Magazine 378:



Advantageous Perspective: The requirements is just too situational to make an improved chance of crits worth it.

Plunging Blade: Not that good just of the same reason as Advantageous perspective.

Staggering Challenge: It is not always preferable to knock opponents prone on CC attacks but it sometimes is. Especially when the enemy is trying to get away. Gives your CC some versatility.

Dizzying Mace: Maces sucks and you don't use dazing attacks that often.


Dragon Magazine 379:



Mastered Technique: The feat bonus is most likely up but not as good as Plate/Scale/Hide or Scale specialization. If your don't meet the requirements for those feats then this is a good substitute but that is rarely the case.

Pinning Challenge: This feat does wonders for fighters since CC or OAs will now root the enemy in place. Your enemy will have a hard time getting away from you. Excellent for Great Weapon Fighters focusing on getting enemies "out" of combat and getting them down.  Remember that the enemy has to be marked.

Steely Defense: Total Defense isn't something you use that often in combat and making it a bit better isn't worth it.

Feats: Epic Tier:

General Feats:


Weapon Mastery Feats: If you qualify for the weapon mastery feat of your choice then this is a superb pick.

Blind Fight: Can be quite good but situational.

Robust Defenses: An excellent way to increase your defenses.

Epic Fortitude/reflexes/will: If you need even better defenses. They are all great feats:

Indomitable Will/Opportune Reflexes/Unyielding Fortitude: They are kinda overshadowed by Robust defenses and epic Fort/ref/will

Epic Recovery: Decent but excellent for dwarfs.

Epic Resurgence: Getting an extra encounter power for most encounter is quite good.

Triumphant Attack: Quite good debuff for a whole encounter. However not dependable and monsters you crit are often dead or close to dead. For soloes... Well you might get the crit at the end of the encounter for all you know.

Two Weapon Flurry: Excellent and the reason Tempest fighters can deal striker damage.



Class Feats:



 Knock-Back Swing: Excellent and makes your OAs so good. Since OAs stops movement this could mean the enemy wasted a whole turn.

Martial Mastery: This gives you an extra encounter power when you use an action point. Unlike epic  resurgence you get to choose when to get your power back.

Martial Resolve: Great for getting out of some of the most common and nasty condition that enemies throws at you.

Mobile Warrior: Makes you ehm mobile. Great for pushing the front or getting into better positions.

Practised Reliability: You should usually hit with your encounter powers right? That means you usually don't get the benefit of this feat.

Reaching Whirlwind: If your a polearm fighter and use burst powers then this feat is simply devastating against your foes.

Rending Tempest: Nicely improves your damage. Great for tempest fighters.

Unstopable charge: Great for charging and getting in a more tactical position or using an Action Point for some extra Oomph!

Racial Feats:

Dragonborn:


Dragonborn Warrior: Most likely gives you one extra usage of dragonborn breath. However the breath is not as good for fighter as it is for say a paladin where it could place a divine sanction on everyone. It is combat superiority that helps the fighter to keep several enemies tied. However a nice debuff and some extra damage is still good.

Dwarf:


Stoneheart Warrior: Means you can use second wind when you need it the most like before you get attacked by a mob. Combined with epic recovery and defensive weapons then this is great.

Eladrin


Feywild Warrior: Excellent because it let you place that elite/solo just where you want to.

Half Elf



Tactical Insight: Nice feat that helps your party get enemies down more quickly.

Human:



Timely Revival:
Simply too situational.


Goliath


Ancient Stone: One more round of amazing resistance. This rocks.
 

Half Orc


Ferocious criticals: Once you score critical you get some nice bonus afterwards. Quite good and crits isn't that uncommon on this tier.


Shifter


Burst of Savagery: You don't want to end the effect and the bonus isn't really that good.

Heroic Tier Powers:



At Will Powers:


Brash Strike: This is one of the best will powers in the game if you want to deal high amount of damage. Excellent for great weapon fighters and most guardian will consider this even with the debuff. You need some con and Axes/hammers to make the most of it.

Cleave: Other than being a minion killer then there is nothing special about this power. Splash damage is in no way worth the same as extra damage on a focused target.

Crushing Surge: Battleragers and fighters with high con should consider this power. Good for survivability.

Dual Strike: Thou it's not like Twin Strike it is the defender version of a double attack. This is the only power that let you mark two targets.

Footwork Lure: A great situational power. Good as a second or third at will power.

Knockdown Assault: A great situational power. Good as a second or third at will power.

Reaping Strike: A good primary attack for Great weapon Fighters with heavy blade or polearms.

Sure Strike: A basic attack is better in most cases.

Tide of Iron: A great situational power. Good as a second or third at will power.

Resolute Shield: Crushing Surge is usually better but there are a few cases where monsters makes several attacks. Blue but Crushing Surge is a little better.

Weapon Master's Strike: It's Great primary attack for axe users who don't like the penalty Brash Strike provide. Decent for Heavy Blade users since some extra AC helps but it's better if you got Mark of Warding. Superb for spear/polearm users since you're sticky as hell now. And it is a Good utility power for mace users thou it's not the best weapon group. The ability to sheathe and draw a weapon is interesting.

Lvl 1 Encounter Powers:


Bell Ringer: Low damage and daze isn't that good. Being invigorating is ok but even Crushing Surge is better than this.

Covering Attack: Ok Damage and you let an ally shift. You gonna feel like a warlord with this.

Distracting Spate: Ok damage and CA for a turn. Not bad.

Funneling Flurry: Get one attack against two enemies with ok damage and a slide. Quite nice.

Insightful Strike: If you want to deal damage then this is quite useful.

Lunging Strike: Too situational for an encounter power. Other than that then it's just a 2[w] attack with a -1 to attack.

Passing Attack: If you hit the enemy you can shift and make a secondary attack against a different enemy. This is excellent and let you mark two targets.

Shield Bash: Quite good if your a dwarf at lower levels.

Spinning Sweep: Knocking an enemy prone is excellent in forcing him to stay where you want.

Steel Serpent Strike: Slowed is often as good as a prone enemy.

Lvl 1 Daily Powers:


Brute Strike: Ok damage but nothing special. Well it's reliable.

Comeback Strike: Excellent power with decent damage, reliable and helps you get back into the fight. Does wonders at lower levels when you don't have that many life saving options. After you get some levels then this isn't that impressive anymore.

Flanking Assault: Just as brute strike. Has potential for more damage with high dexterity but it's reliable.

Harrier's Ploy: Good damage and an effect that last the whole encounter. The effect however isn't that good since it uses an immediate action and that is better used for CC.

Knee Breaker: A decent power that deals nice damage and can slow the enemy for several rounds. Good against soloes.

Lasting Threat: Good way to keep that Elite marked for the encounter. Deals good damage too.

Tempest Dance: Shift around and attack 3 enemies. A good dexterity means you will deal decent damage on each attack.

Villain's Menace: Amazing against soloes or elites. You will be a menace against your chosen target with better accuracy and damage.

Lvl 2 Utility Powers:



Boundless Endurance: A great Stance at lower levels. The closer your party are to a wipe then the better this power gets.

Create Opening: It's not often I want to get an extra attack on me just to let an ally to get away.

Defensive Stance: A good stance if you happen to have a static fight with little movement. However that is usually not the case.

Get over here: It has it's uses.

No Opening: If it wasn't an immediate action then this could actually be useful.

Pass Forward: This is amazing. With this power you can easily get into position and you can walk around solos like you please. And it's an at will power!

Shielded Sides: Some extra AC for a round is decent enough.

Shrewd Repositioning: Not that bad. However requires an immediate action and is out shined by Pass Forward.

Unstoppable: The extra temp hp you get from this isn't that much. And it's a daily.

Battle Fury Stance: A nice damage increase and it last as long as you don't use a healing surge. Because of the penalty it's best used for fighter who want to deal damage.

Lvl 3 Encounter powers:


Advanced Lunge: Decent damage with some shifting equals a decent choice.

Armor-Piercing Thrust: A precise attack that deals ok damage.

Binding Smash: Thou it hands out a nasty condition and is invigorating it's still not enough to make it worthwhile since the damage is low.

Crushing Blow: Good damage and that's it.

Dance of Steel: OK damage and immobilized. Decent.

Parry and Riposte: If the one enemy chose to attack you instead of your allies (that's what you want) you still get something out of your immediate action. Also good if you happen to don't have any enemies marked. Hands out A CA for a round.

Precise Strike: If you want to hit but to low damage to make the trade off worth it.

Probing Attack: Another precise attack however this gives you a +4 attack bonus for a round if you hit.

Rain of Blows:
An amazing power if you happen to use flails even after the nerf.

Rhino Strike: Good damage on a charge and let's you easily get to the right target without getting loads of OAs.

Shield Slam: It's a free action and you might knock or and push the target prone. Excellent for pushing the targets in damaging zones or pushing the front line. A good and versatile Choice.

Sweeping Blow: Your first burst power and that is great. Even gives you some extra attack bonus with the right weapon groups. A sweet power.

Deflecting Shield: Some damage but the benefit you get isn't that great.

Lvl 5 Daily Powers:


Agonizing Assault: Ok damage for and an ok status effect for a daily

Bedeviling Assault: Not that damaging attack. However you get to make one free basic attack each time an ally hit the target and you got combat advantage. That mostly mean one extra basic attack each round against a solo. A clear contender to Rain of Steel.

Crack the shell: Not that good and could almost be an encounter power if it wasn't for the save ends.

Dizzing Blow: This is not a good daily power.

Hounding Longarm: Gives your CC reach against one enemy for the encounter. Well almost.

Pinning Smash: A great power and as it's name suggest you can pin your enemy at a place. Since the enemy is immobilized as long as your adjacent (no save) to it then this could mean the whole encounter. Now Get the wizard to put up a flaming sphere behind him or something. Can potentially lock down an enemy. Excellent against solos or Elites.

Rain of Steel: A great stance and been dominate for a long time. However it's not the must have power as it have been thanks to martial power. It has gotten some competition. It's maybe a little more versatile/better then bedeviling assault but often it won't deal more against a solo. However it's so more easy to use and better against several monsters. It also got some good competition from Pinning Smash since that power is so great against solos or elite. Putting that enemy in place is just excellent.

Subtle Cut: Not enough damage to make it worthwhile and the slowing condition isn't that great for a daily.

Level 6 Utility Powers:



Agile approach: Gives you the ability to shift a few squares for a move action... meh!


Battle Awarness: Even thou it's nice to be first for a defender it's not enough to make this power worth it.

Defensive Training: Some extra defenses for a stance never hurts. However those times you want the extra NADs you usually will be using a better daily stance.

Rock Steady: Too situational so you don't want this to take up your stance slot.

Settling the Score: Excellent for encounters with elites or soloes. They will last longer than standard monsters and often you need all the help you can get to hit them. This power gives you just that.

Strong Focus: Depends a little on how often you get skill challenges with athletics.

Unbreakable: Some extra damage reduction once per encounter is noting to look down on. It does however take a immediate action. It gets worse as you get at higher levels and damage increase.

Vigilant Protector: Nice stance if you got several other melee characters and Blue if your a dragonborn.

Bodyguard's Stance: A cool power that helps you protect an ally next to you by taking some of the damage. It's usefulness depends a little bit on your party set up.

Level 7 Encounter Powers:



Come and Get it: An excellent choice. Gives you both nice battlefield control and a multipower mark. You probably get to attack a couple of enemies so the damage is good for an AoE. Just make sure you're are able to take it since you will have some enemies around you afterwards. Using combos to improve your defenses before using this power is suggested.

Griffon's Wrath:
Low damage for a single target and the debuff isn't that good.

Hampering Flurry: Deals great damage against a single enemy and slows it.

Iron Bulwark: Decent damage for a single target power and a decent bonus to AC.

Not so Fast: Do you really need this when you already got CC and Combat Superiority.

Reckless Strike: The penalty for hitting a little harder is not worth it.

Savage Parry: Avoid this power.

Stay Down: Decent damage and forces an enemy to stay down; Decent battlefield control.

Sudden Strike: Decent damage but no good benefits. Movement that is not a shift. I don't want that.

Trip Up: It's a free action and knocks the target prone or slow it. Not that bad.

Twofold Tornment: A little bit like Hampering Flurry bit pushes instead. A good choice.

Weapon Master's Gambit: It's not that good for an axe users and they are better off just using a burst power if they want to deal damage to several enemies. It's good for clearing minions thou.
Decent for Mace users since a knockdown often keep the enemy where you want him and let's your allies get CA.
Bad for Heavy Blade users since there is simply better options at this level and CA for a round isn't that great.
It's good for Spear/polearm users since a slide and a shift can easily give some tactical advantage.

Level 9 Daily Powers:


Fighter's Recovery: Decent damage and you get an encounter power back. Nice!

Jackal Strike: A free action and an attack that deals decent damage is good. Reliable too.

Pestering Wounds: Only decent for picks and you shouldn't be using that weapon group.

Piquing Dare: Decent damage for a daily and an extra attack if the enemy doesn't attack you as longs as it is mark is ok for a daily.

Shift the Battlefield: Good damage for a bursts + some battlefield control. Out shined by Thicket of Blades however.

Stop Thrust: Can be ok at the start of an encounter.

Terrifying Impact: Not that good.

Thicket of Blades: Great damage for a bursts and it slows your enemies. Amazing power and keeps the enemies close to you.


Victorious Surge: If you feel that a healing surge can save you then pick this. Decent Single Target damage.

Level 10 Utility Powers:


Defensive Resurgence: Gives you the ability to spend a healing surge as a minor action and better defenses for a round. Nice!

Hunker Down: Being slowed is not something you want to be.

Into the Fray: 3 extra squares usually doesn't make that much of a difference over an encounter.

Last Ditch Evasion: You don't want to get stunned. However if the attack would have stunned you anyway and deal some heavy damage then this can be good.

Menacing Stance: Makes you more menacing.

Shooter's nemesis Defensive resurgence is better.

Stalwart Guard: A nice stance that helps you protect allies next to you.

Strength from Pain: Extra damage for a short duration. How long will you be bloodied anyway?

Martial Redoubt: Helps protecting your enemies but at a cost. If you're a tank or got Uncanny dodge then this is well worth it.

Mighty Surge: An amazing power if you want to survive. An upgrade to Defensive Resurgence. If you happen to be in a tough encounter it could be smart to use it early to gain the bonuses when using a healing surge.



Paragon Tier Powers:



Lvl 13 Encounter Powers:



Anvil of Doom: An encounter power that stun is just incredible good. You have to use hammers or maces. Deals great damage considering such a strong effect. Clearly Sky Blue.

Appalling Crunch: Invigorating, multimarking and good damage against a single target equals a Blue power.

Assured Strike: OK so it deal a some damage and targets reflex. Not that great but not terrible.

Brutal Rebuke: Most likely bonus to attack and an ability to use it on OAs. The damage is still low considering it doesn't deal any effects.

Chain of Sorrows: If you got a high dexterity then the penalty to the targets defences can be crippling for a round. The damage is as expected.

Crumpling Slam: Pushing and knocking an enemy prone can always be useful and it deals great damage if using axes or hammers. Add in Invigorating keyword and you got a good power.

Dance of Blades: Not really that good considering it's an level 13 encounter power.

Giant's Wake: Could have been good if the secondary attack wasn't restricted to hit and enemies adjacent to your primary target.

Scattering Swing: A burst attack with some damage and a slide is something to consider if you want to focus on tanking several targets.

Silverstep: Great for polearm users since it has a good synergy with Polearm Gamble.

Storm of Blows: Great for mobility and you get to attack 3 targets.

Talon of Roc: Decent damage and a slow.

Entrapping Shield: A high damaging attack and you may deal even more if you get attacked.


Lvl 15 Daily Powers:



Boulder Charge: A cool power and funny enough the pushed enemies might end up next to you when you get close to your targeted enemy. Also knock enemies prone and got the invigorating keyword. Remember you will still provoke OAs. The image of a battlerager using this is just so cinematic.

Carve Initials: Nice damage and a mark that last the whole encounter. Not that bad.

Defender's Gambit: It only gives a bonus to attack and damage roll for one round. Letting the enemy choose to attack but at the penalty of a hefty counter-attack is not good against smart enemies.

Dragon's Fang: Great damage against a single target or good damage against two targets. Nothing more than an ok power.

Gale of Steel: This could almost have been an encounter power really. Not worth it.

Quicksilver Stance: Nice stance for added mobility and it even let you make a basic attack afterwards with extra damage. Requires a standard action to do. Great power and mostly for Great Weapon Fighters. This let them easily get to the softer targets and lock them down or to get away.

Serpent Stance Dance: Lets you run around the battlefield hitting 4 targets in total and knocking them down. It is required that the targets are your size or smaller to knock em down. Something to consider.

Slayer's Lunge: The damage doesn't cut it even thou it's an immediate action to execute.

Unyielding Avalanche: Whow!!! This is just an amazing stance. You clearly want this if your a guardian fighter with a good or decent con and excellent for everyone else too. It has it all. Defense with regeneration, bonus to AC and saving throw. Control with the slowing effect and some extra damage.


Level 16 Utility Powers:



Bolstering Stride: The extra HPs is nothing to write about.

Giant's Stride: Nice mobility power and you can move through enemies.

Immovable Mountain: There is few encounters where you can expect to be constantly pushed around. You shouldn't need a stance to work around pushes

Interposing Shield: Could have been good if it was a free action.

Iron Warrior: Getting to spend a healing surge as a minor action with some extra hp and a saving throw can turn a wipe to a victory. A good power and you can't go wrong with this.

Regnant Shout: If you want those enemies around you to continue being marked by you. Save ends means some of your targets will probably be marked for a few rounds.

Surprise step: As with lot's of powers with some cool utility they often requires an immediate action and that isn't something the fighter doesn't like use or always have.

Warding Shield: Can give you some extra bonuses to defenses as long as you don't move. Fights can sometimes be static and you should at least get the benefit of this stance a few rounds. Good utility.


Level 17 Encounter Powers:



Boggling Smash: Solid damage with a daze effect and a penalty to attack rolls is good and almost enough to make it Blue.

Buffetung Torque: A burst attack is usually solid but the damage is a bit low for level 17. It also requires two hander.

Driving Flurry: If it was a level 7 encounter power then it would have been something to think about.

Excating Strike: Simply an attack that deals damage with some extra bonus to attack. It doesn't impress me.

Exorcism of Steel: If you happen to fight a lot of monsters with weapons or home made NPCs then this could have been something.

Harrying Assault: You get 2 attacks that can be against a single target if you choose so. Add in some good mobility with a decent dexterity and you got a nice power.


Mountain Breaking Blow: Deals good damage. A good push and you can even follow after. Something to consider and excellent for Iron Vanguards.

Skirmisher Pounce: Not as good as Skirmisher Pounce.

Tap and Counterstrike: Low damage and the "mark" isn't really that good compared to a standard CC.

Vorpal Tornado: The damage is a bit low for a burst even thou it does give a push. You usually don't want to push targets with burst powers however getting 3 enemies in front of you back into the Firewall can be nice.

Warrior's Challenge: Decent damage against an enemy and you get to mark enemies within two squares of the target. Decent.

Wild Strike: If you want to deal great single target damage then this is a good option if human. Bit risky thou. Nice to use on a charge.

Weapon Master's Tactics: Not good for Axe users other than clearing minions since burst attacks is usually better.
You expect more damage or better effect to make it useful for mace users. Not good
Not good for heavy blades because of the same reason as maces. You want a better effect for the damage it deal.
A slide to any square adjacent to you is just enough to make it decent for Spear/polearm users.

Level 19 Daily Power:



Controlling Thrust: Gives your enemy a loose/loose situation. The ability to use it on a charge is a big bonus for this power.


Devastation Wake: A devastating attack against several enemies. Pure damage.

Protecting Sweep: Nice power for flail users. A burst that lets you mark several targets and deal great damage. A bonus to AC has a good synergy with a burst power.

Reaving Strike: Great Damage and a push. Nothing more thou.

Relentless Assailant: I like fighter powers that lets you spend healing surges since it lives up to the role. A hefty amount of damage and this power is blue.

Smash and Grab: Few fighters has a free hand.

Strike of the Watchful Guard: A great power that in a way hand out a secondary mark. Attacking the target is a free action so it doesn't replace CC. You can either use it to get two targets "marked" in an reliable way or use it against a solo for some awesome stickiness.


Epic Powers:



Level 22 Utility Powers:


Act of Desperation: You can still just use one action point each encounter and that reduce the usefulness of this power.

Howl of Defiance: You get to mark each enemy in a burst 5 and it lasts the whole encounter. Amazing. Just make sure you don't kill yourself when using this. Only for defensive orientated Fighters who try to protect the rest of the party.

Inspired Resurgence: Most likely lets you use one more healing surge each encounter. Top choice if your group needs more healing.

No surrender: A power that lets you come back from the dead. Quite nice. However the penalty reduce the effectiveness of this power.

Steadfast Stance: Nice way to get out of save ends effects. Too bad it's an immediate action to make the saving throw.

Unyielding: Has some of the same uses as No surrender but doesn't give you a penalty. You spend 2 healing surges and get back to full hit points. This can save your life.

Victor's Stance: This stance is too situational.

Martial Supremacy: It makes you stickier until you use a healing surge since it improves your basic attacks. Can also be used once you used your encounter powers since it makes your at-will attacks deadlier. If you got Master's Blade then this can do wonder if you combine it with something like Force of Battle.


Level 23 Encounter Powers:



Cage of Chains: This power deals a lot of damage and restrain a target. It also targets reflex. A good choice if your using flails.

Crippling Smash: Deals lots of conditions on a target but it's damage in a bit low. You expect something better at this level.

Fangs of Steal: Some decent damage to two targets. Nothing spectacular but decent.

Hack'n'Slash: Good damage but nothing else. Meh!

Harrowing Hammer: A bit like Hack'n'Slash but is invigorating and got a multimark. Both power is lacking.

Meticulous Stab: It got some accuracy and damage. You want more for an encounter power at this level. The ability to use it on an OA is doesn't make it that much better.

Paralyzing Strike: Bit like Cage of Chains but worse. The extra chance to crit is not reliable.

Skullcrusher: You blind and daze the target. When you also deal some impressive damage then you got an impressive power.

Smashing Hammer: Good damage for a burst. If you want to mark multiple targets then this is the choice for you. However Warriors Urging is in most cases simply better.

Turnabout Riposte: It requires and immediate action. The damage is lacking but the ally takes half the damage. It has it uses.

Warriors Urging: Epic version of Come and get it. This is your choice if you want to mark multiple enemies a lot.

Weaponmaster's Lure: Good damage since you get to make 2 attacks and the ability to swap place and slide the enemy can give you a big advantage if you use it smart.

Battering Shield: The damage is low on it self and the daze effect does not justify this. However it got potential but only if you get hit. This may cause the target to ignore you but at least you get a CC attack in that case.

Level 25 Daily Powers:



Ballista Charge: An impressive Charge with great damage and you get to immobilize, daze and even knock the target prone. You almost feel sorry for the target you just charged.


Earthquake Smash: Some damage to a single target and you do get daze and knock it prone. Afterwards you can make an attack to knock enemies within 2 squares prone too. A cool and interesting powers giving your enemies some problems moving around and some advantage to your allies.

Fighter's Resurgence: Excellent damage and accuracy. Getting an encounter power back is a big advantage. An easy to use power and never wasted.

Marking Barrage: As the name suggest you get to mark a lot of enemies. The mark last until the end of encounter unless the enemy get you down. Amazing damage and accuracy for a burst power. If you built a character that is supposed to mark multiple enemies and you got powers like Daunting Challenge then this is an excellent choice. Only for guardian/tank fighters.

Reaper's Stance: A great choice if you got a high dexterity and not that bad even if you don't. Enemies adjacent to you take a good amount of damage.

Reign of Terror: A high single target damage and an AoE marking. However no other effects.

Ruthless Slaughter: An upgraded version of Reign of Terror but still nothing special.

Supremacy of Steel: Another heavy hitter. Preventing a monster to use special abilities for a round can be useful. You might consider this if your want to deal lots of single target damage.

Transfixing Provocation: Yet another heavy hitter. However this gives out a perma-mark. It has it's uses.

Level 27 Encounter Powers:


Adamantine Strike: Attack against reflex but neither the -2 debuff to AC or damage makes this power worth considering at this level.

Blood Rush: A damaging invigorating attack that can be used on a charge. Not that good at level 27.

Coward's Reward: Gives you some utility but it's not worth it.

Cruel Reaper: Excellent AoE damage and you get to shift between attacks. It deals more damage then some single target powers considering you get two attacks. What more do you want.

Desperate Strike: High damage at a high cost.

Diamond Shield Defense: It's damage isn't that bad and greatly improves your durability against the target for a round. Excellent against solos and elite.

Duel Weapon Supremacy: The same damage as Cruel reaper and this isn't a burst. It's not bad thou.

Indomitable Battle Strike: Lets you mark a lots of enemies but you don't really do more than decent damage against your primary target.

Spinning Death Strike: Not bad but Cruel Reaper is better in every aspect.

Stabbing Torrent: Not bad but Cruel Reaper is better in every aspect.


Level 29 Daily Powers:



Avalanche of Steel: Some crazy single target damage and you can use it on charge. If you want to deal high amount of burst damage then this is a good choice.

Blade Storm: Lets you shift between enemies and deal nice damage and dazing them. Great for mobility and overall damage. It targets reflex so your more likely to hit than usual.

Cascading Catapult Slam: You get to push the enemy a long way back with a decent damage and knock opponents where he lands prone. It's a fun and interesting power but it would  have to deal some more damage to be a solid pick.

Catastrophic Flurry: Most likely more damaging than Avalanche of Steel but you can't use it on charge. Another good option if you want to deal burst damage.

Force of Battle: Great for marking several foes or just improving your damage. An excellent stance for all fighters.

Mortal Wound: Unless you got a build that gives a big penalty to saving throw then this simply doesn't deal that much damage.

No Mercy: Not that bad If you don't got options to increase your chances to hit on great burst powers.

Storm of Destruction: High damage against a single foe or decent damage against two targets. Comparable to Catastrophic Flurry or Avalanche of Steel.

Titan's Hammer: You trade some damage for a stun that has a save ends. Well worth it and can do wonders against solos or elites.

Paragon Paths:



Fighter Paragon Paths:



Iron Vanguard:

This is an excellent paragon path. However to make this useful you should get power that focus on pushing and knocking enemies prone. Being a dragonborn is a big bonus thou since they get to add str mod to damage when they push or knock enemies prone. It also makes you a slave to con but if your choosing this class I guess were already ok with that. Both class features and powers are quite good.

All in all it's a great paragon path thou very specialized.


Kensai:

Maybe the most versatile Paragon class there is. Guardian Fighter love this for the extra hit and damage while Great Weapon Fighters love it for just the same reason. It's maybe the most damaging paragon class for lots of builds. It's powers however just decent but you can live with that considering how good the class features is. It is very close to Sky Blue.

Pit Fighter:

 Whow... This is just amazing. Combines great defense with some great damage. Fighters who got a good or decent wisdom will clearly consider this class. If you are a Fullblade Fighter who wants some extra damage or a guardian fighter who want to be better at defending then this is a great option. The powers are also very good.

Swordmaster:

Often forgotten but it got some really great powers and class features. However you must use heavy blades to get the benefit of this class. You can regain encounter powers on a crit and the daily power lets you get another daily power. Reason that this class if overlooked might be that it's powers and class features isn't that direct.

Avenging Slayer:

This Paragon Path sucks. It's class features is too situational and the powers isn't something that can turn the tide. Oh... And is there any fighters who focus on charisma?

Dread Reaper:

Not the most damaging for two weapon fighters. It focus mostly on damaging several enemies with cleave like attacks and bursts. It's actually and ok PP but out shined by better choices.

Dreadnought:

Some Excellent class features and powers. If you want to be durable then this PP is the choice for you. You don't really need a great con to pick this class. Taking some  damage to remove those nasty conditions that prevent you from doing your job is enough to make this Gold.

Giantslayer:

At some point you will be seeing a lot of monsters that is larger then you. It's powers are also quite good. I wonder why I never see anyone mentioning this PP?

Knight Protector:

OK powers with ok Class features makes and ok PP.

Polearm Master:

This is the standard PP for Polearms fighters that want to improve their control. If they want to deal more damage they probably go Pit Fighter. It got some amazing class features and no enemy can feel safe around you with such a nice reach and the ability to punish enemies. Great powers that gives your good control of a big part of the battlefield.

Shield Adept:

The class features is lacking. Who wants to use Covering action and Shield Bearer Payback is only a small bonus. Shielded stamina only improves your fortitude. A defense that is probably already pretty good. However it's powers a decent and the only reason this class is something to be considered.

Shock Trooper:

Great choice for tempest fighters who uses off hand weapons. It's class features improves your damage and you will probably deal striker damage with this class. It's powers are ok. You need to focus on dexterity for this class to be worthwhile.

Tiefling Warfiend:

Some amazing Class features that punish enemies if they attack your allies. Hellfire Retribution means you threaten enemies even thou you used your immediate action and Burning Opportunist makes your stickier. The powers should have been better.

Racial Paragon Paths:



Adroit Exploiter (Human):


I really like this PP. It's one of the more creative one improves the humans already excellent Action Power benefits even more. The powers are extremely versatile.

Bloodfury Savage (Half-Orc):

The class features is only decent thanks to Savaged Resilience. However it got some really good powers. This paragon path mostly focus on mobility and damage.

Fistborn of Moradin (Dwarf):

This is a better Paragon Path than people gives credit for. It's powers are quite good. Mountain stance strike is an excellent stance and you deal some nice damage just by entering it.  Receive the Charge is a bit situational but there are lots of situations where unmarked enemies gets close to you. This is really good for that.  All the class features helps to improves the durability of the fighter. With epic recovery then you actually have a reliable way of getting out of save ends effects.

Stoneblessed (Goliath):

Got some nice class features that improves damage on crits and better reach. Nice bonuses. It's Action benefit is decent. Combined with some good powers makes a good PP.

Turathi Highborn (Tiefling):

 It only gives some minor benefits with one big exception, Kneel Before the Turathi. Works amazingly well with lingering wrath and this alone is enough to make it black and close to Blue.

Epic Paths:



Demigod:

This is pretty much the standard Paragon Path for every class and there is a good reason for that. It's so good that it often outshine other Epic paths.

Eternal Seeker:

This is a really versatile EP. It's a fun interesting and powerful.

Adamantine Soldier:

If you want to stand face to face with a Titan and live then this is the class for you. It's gives a resist all equal to constitution and 2 extra points of armour. Whow! With this class your will be hard as stone... or was it iron? Just make sure you pick up feats/powers so that enemies doesn't simply run past you.

Eternal Defender:

Improves your str and gives you better reach and improves the weapon by one size is just amazing. The daily stance is also excellent. Something to consider if you want to deal more damage or for polearms fighters.

Undying Soldier:

Makes you... well undying. Extra Surges each milestone and the ability to use a healing surge when bloodied (with some limits thou) is great for any defender. The lvl 30 class features means you simply won't die.

Multiclassing:



Paladin:



Soldier of the faith: This feat alone is quite good. A extra skill + divine challenge 1/encounter. Remember it last as long as your able to "challenge" the enemy. However the cha requirements makes it hard to qualify for it.

Soldier of Virtue: Unlike Soldier of the faith this multiclass feat is easy to qualify for. Removing one condition once a day is a nice bonus.

Virtuous Recovery: If your going for a paladin then this is probably one the reasons. You need a good wisdom to make it worthwhile. With this feat you can set up great combos like Second Wind + Come and Get it. Now you will probably survive such a concentration of enemies around you. Great Feat!

Honored Foe: The December update has made this feat useless for anyone but paladins.

Paladins Truth: At epic tier resistances starting show. With this feat you ignore resistance completely as long as it it marked by you. This includes Combat Challenge.
 

Barbarian:



Berserker's Fury: An ok multiclass feat. After all the barbarian got Perception as a class feat. A +2 bonus to damage one encounter each day means some extra damage in the last and hardest encounter.

Hide Armor Expertise: If you multiclass into a primal class I assume it's because of this feat. Amazing for battleragers since they have a high con. With this feat battleragers will get the bonus damage for since hide is light armor and still an excellent AC. This is just amazing. Good for all fighters who focus heavily on con thou.

Second Skin: An Improved version of Hide spec. A +2 bonus at the cost of one feat is just awesome. Your Battlerager will now have the AC of a Plate wearer with the proper constitution and still get the bonuses to damage.

Going to add power swaps and more classes later.

Items: Tools to kill

Armor:



Spectral [Plate]: If you want to be mobile while using plate then this is a good choice. It has a useful daily power.

Bolstering [Chain, Scale, Plate]: It has a great daily power. The ability to heal all your allies can't go wrong.


Battleforged [Plate]: Only good for dwarfs. It's quite good at Heroic tier but the extra healing on second wind doesn't seem that impressive once you get some levels.

Agile [Chain, Scale, Plate]:
At Heroic and Paragon tier your better off just picking an a magic armor of a higher level since it would leave your with the same AC considering masterwork and enchantment bonus. However at epic tier the bonus increase to 3 and it becomes well worth it. If you happen to play at Epic tier and want the best of the best then this could be it. You don't want to be bloodied with this armor.

Armor of Exploits [Any]: One of your encounter powers as a daily item power is equals a great daily item power. Good choice.

Soulforged [Plate]: You should be dead but your still standing. You can know continue doing your job. Hopefully you get some healing quick. Awesome.

Salubrious [Scale, Plate]: Some extra AC when using surges is great. If you happen to have regeneration then the bonus is constant. Top choice for Shifters.

Armor of Durabilty [Hide, Chain, Scale, Plate]: Increase your surge value. A benefit that you need.

Adamantine Plating [Plate]: For warforged only. A resistance to all damage is something all defenders want. A superb choice for Warforged characters in plate.

Mountain [Plate]: An encounter power that helps against pull/push or slide effects is helpful. Something to consider.

Meliorating [Chain, Scale, Plate]: How many milestone do you reach during a day? Can be amazing depending on that. On epic tier your often able to do more encounters than at heroic from my experience.

Bloodiron [Scale, Plate]: A bonus to AC against targets you hit. That means the bonus will often be against the targets that going to attack you.

Dwarven Armor [Chain, Scale, Plate]: A free healing surge as a daily power and a bonus to endurance. A very good armor and it's cheap too. Almost forgot to say that the healing surge is a free action so it doesn't need to be used on your turn.

Armor of Dwarven Vigor [Chain, Scale, Plate]: A downgraded version of Dwarven Armor. You can spend your second wind as a minor action. It's a free action if you're a dwarf. The set bonus isn't that good. However if you also got Cloak of the Walking wounded then you got an excellent combo.

Trollskin [Hide, Scale]: It got an amazing daily power. You want this.

Armor of Enduring [Hide, Chain]: Since it lets you use second win one additional time then it's mostly useful for dwarfs. To get the most of it you could go a dwarf battlerager in Hide, use a defensive weapon and get Epic Recovery + this armor. Your now able to make 3 Second Winds each encounter with a great bonus to all defenses thanks to defensive weapon.




Weapons:



Bloodclaw Weapon: Not as good as it once was.


Defensive Weapon: A cheap and decent pick. If you happen to be a dwarf with epic recovery then this becomes an excellent choice since you get the weapons benefit more often than usual. It's also nice for set up where you position yourself so that the enemy would most likely attack you.

Jagged Weapon: Does wonders at paragon tier or if your using a weapon group that you don't have the stat requirements to meet the mastery feats.

Pinning Weapon: Excellent choice depending on your group and party role. Nice for isolating a target and bringing it down or to better defend the rest of the party.

Staggering Weapon: It has its uses depending on build.

Supremely Vicious Weapon: Solid choice if you want to deal high crits.

Vicious Weapon: Solid choice if you want to deal high crits.

Adamantine Weapon: Depends heavily on how often you meet creatures with resistances. It Has a high crit modifier.

Bloodthirsty Weapon: A good pick if you want to improve your damage.


Frost Weapon: This weapon is mostly used to get the benefit of Lasting Frost/wintertouched combo.

Inescapable Weapon: Not a bad choice if you got a low attack bonus.

Subtle Weapon: A superb choice for fighters like tempests who want to focus more on damage and can get in flanking positions.

Thundergod Weapon: Only for chargers thou that niche mostly belong to Barbarians.

Battlemaster's Weapon: A solid daily power.

Master's Blade: A nice property considering fighters are often using a stance. The Daily power gives you a "Rage Strike" - like ability and this can be of great use on the most challenging fights. Just imagine Rain of Steel + Unyielding Avalanche at Paragon Tier.

Vorpal Weapon: If you want to deal some deadly crits then this is the weapon for you. A good pick but you can only get it at epic tier.

Flaming Weapon: This weapon isn't good at all. However tieflings can find this useful since it gives all their attacks the fire keyword. This works nicely with Hellfire blood. Remember that it has a high item level cost so in many cases you could just pick up a simple magic item that is one level higher.

Neck:


Torc of Power Preservation: Daily item powers that let you use another encounter power is always good.

Scarab of Invulnerability: A good daily power that can save you but it is a bit expensive and you got great some heavy competition at this level.

Periapt of Wound Closure: What a lovely daily power that brings you back into the fight. The property of the item has some uses too.

Periapt of Cascading Health [DM 369]: An encounter power that let's you get out of save ends effect is always welcome.

Cloak of the phoenix: Another life saviour. However there are better items of that type. Only advantage it has is that you don't need to spend healing surges but starting out with no healing surges left is a big penalty for most fighters.

Brooch of Vitality: Starts out as good but the extra Hit Points quickly increase. Improves your toughness by a significant amount. One of the best choices if you let other items take care of your daily powers.

Timeless Locket: A great way to improve your initiative and the daily power is quite good.

Demon Amulet: Gives you resistance against acid, cold, fire, lightning or thunder as a daily power. It's good since it is versatile and lets you choose your resistance. Still items that gives you constant benefit is just as good.

Collar of Recovery: You get some extra Hit points when you spend a healing surge. Twelve extra each healing surge at epic tier is nothing to sneeze at.

Cloak of the Walking wounded:
For most character this is ok but if you get an ability to use second wind as minor or free action it gets amazing. Combined with epic recovery and maybe Armor of Enduring then you are close to self sufficient. With some work and it is Sky Blue.

Cloak of Survival: Provides you with some resistance against cold and fire. Solid choice.

Amulet of Vigor: A good choice since it increase your surge value and gives you some extra healing as a daily power.

Evil Eye Fetish: Looks good but the damage is minor and they need to have Combat Advantage. Has some uses against minions.

Badge of the Berserker: Amazing item as it lets you easily get to your target. Mostly for those types of fighters who go after weaker preys and lock them down. Good for anyone else too.


Arm Slots




Bracers of Mighty Striking: Not bad but Iron Armbands is strictly better even considering it got a higher cost.

Quickhit Bracers: A decent damage increase for Tempest Fighters.

Iron Armbands of Power: A big bonus to you damage and something every fighter would want. Puts every other damage increasing Arm slot item in the shadow.

Bracers of Bold Manoeuvring: Lessen the penalty for provoking OAs 1/encounter. An interesting item and can make it easier to charge your target.

Counterstrike Guards: A great encounter power. Lets you use your immediate action to good use even thou the enemy attacked you.

Vampiric Gauntlets: A great daily power but you should have a decent dexterity to hit. Deals a lot of damage on a hit and lets you use a free healing surge.

Trollhide Bracers: A great daily power. The regeneration can help you survive longer and thus able to overcome a difficult encounter.

Bloodsoaked Shield: Yet another great daily power. Good for some extra survivability.

Shield of Blocking: Just as bloodsoaked Shield but only against melee attacks. Higher damage reduction to compensate for this.

Shield of the Guardian: Helps you protect one ally by increasing his AC.

Shield of Deflection: Wonderful against ranged attacks.

Shield of Ultimate Protection: A level 30 item but it is still wonderful. This is a great choice if your want to be tough and damage is not the most important thing to you. The daily power is just extremely good.

Recoil Shield:
A fun encounter power that is quite helpful.

Hammer Shield: An amazing Shield for those with a hammer. Improves your defenses as long as you hit.

Feet:


Boots of teleportation: Once you get this at epic tier it can fundamentally change how battles evolve. There is no other items that can provide the same mobility as this you and you don't fear OAs and dangerous zones to the same degree as you previously did.

Boots of Quickness: Improving reflexes is good for all fighters.

Fey Warrior's Boots:
It's better for Paladins as they don't use Immediate actions for their marks. It's still good and a bonus to reflexes is enough to make this Blue.

Boot of Speed: An item that improves your speed and an OK daily power.

Boot of Adept Charging: Gets you in better position or away after a charge.

Boot of Eagerness: A solid encounter power.

Boots of Striding: If you want to improve your speed in light armor.

Assault Boots: A nice property for feet items if you don't care that much about mobility.

Battlestrider Greaves: If you want to improve your speed in heavy armor.

Hands:



Gloves of Piercing: The few monsters at higher levels who do have a flat resistance can be a pain. Most monster got resistance against elemental damage however.  If you use something like Frost/Flaming weapon then this can be good since it helps you ignore the resistance.

Gauntlets of Blood: A nice damage increasing item and it's untyped. It only works against bloodied enemies but it's still great.

Parry Gauntlets: Nice bonus on total defense or second wind but it doesn't improve at higher levels such as Defensive weapon does.

Gauntlets of the Ram: A solid property for fighters who focus on pushing enemies.

Dwarven Throwers: Gives you some nice utility. It's not unusual to have some encounters where you can't reach the enemy for a round or two and this lets you do something useful.

Strikebacks: A solid choice since it got a great encounter power that you most likely get to use and a bonus to OAs.

Vampiric Gauntlets: A very powerful daily power that lets you deal high amount of damage equal to your surge value and you get the same number of hit points back. You need to hit thou and it's a dexterity attack.

Hero's Gauntlets: Makes your action point even stronger.

Gauntlets of Destruction: An ok improvement to damage.


Head:



Helm of Opportunity: Since you stop movement when you hit on an OA then this can be quite useful for fighters. Something to consider if you got a low wisdom and want to improve your Combat Superiority or if you want to be even more threatening.

Horned Helm: Good for characters that specialize in charging. However fighters doesn't have high enough potential to make the most of this item.

Circlet of Indomitability: Improving your defenses is always needed and this item is therefore a solid choice.

Coil of Mindiron: Quickly gets you out of a daze effect once per encounter but at the cost of an immediate action. The attack has to target will and that reduce it's usefulness but still something to consider.

Helm of Battle: Improves you and your allies initiative. A good item for you and your party.

Helm of Able Defense: An improvement to will defense and all defenses untill you take damage is ok for a head item.

Crown of Eyes: Can be useful for fighters who often get flanked.

Eye of Awareness: Improves your initiative and will defense by quite a bit. Top choice for many fighters.

Ioun Stone of Regeneration: A great daily power. Not at the same level as Trollhide armor thou since you have to be bloodied.

Crown of Victory: Useful for fighters who got strong Action point benefits or feats that may give them more action points each encounter. Something to consider for human fighters.


Waist:



gold looks a LOT like red.
gold looks a LOT like red.




Mmmm... your right. Maybe I change the colour later.

Working to finish Paragon Path/Epic Paths and multiclassing atm.

Edit: Mmmm. I think I'm going to make bad choice (Red), purple instead. It should be easy to see the difference between Purple/Gold right?
Bolding all the entries might help distinguish them. It's generally good form to bold what you color, anyway.

Edit: A little clearer, but it can still be confused with red. Use the color directly to the right of red on your palette, like this.
I don't see the Warforged Immutability feat in your list. I am curious how you rate it. For me it was worth taking Improved Warforged Resolve over Toughness as an extra save with a bonus really helps against nasty status effects, like the daze condition you mention as a threat.
I don't see the Warforged Immutability feat in your list. I am curious how you rate it. For me it was worth taking Improved Warforged Resolve over Toughness as an extra save with a bonus really helps against nasty status effects, like the daze condition you mention as a threat.



Yeah your right I should add immutability. However Immutability requires Improved forged resolve. A feat that I don't find that good. I would rank Immutability alone as Blue but I am not sure it's worth to get one crappy feat to get a good feat. However at higher tiers monsters start throwing out dazes quite often. When your dazed you can't make OAs or Immediate Actions. What happened to me in such conditions was that enemies could just walk past by with no fear of retaliation. The front was suddenly behind me and closer to the softer ranger/wizard or cleric [insert softy]. Getting quickly out such situations is therefore important and at higher tiers Immutability might be a bit better. However it is not something I would pick up before toughness because dazes isn't that common before you reach higher levels.
I've been thinking about making a headline for the Handbook.

Lordduskblade had: Hard as a Rock and C_A had Taking it to the face and loving it:

I've come up with a few:

Swords Don't Kill! I do!


The Perfect Weapon. And that weapon is you!


My Weapon is the only friend I can thrust


Nerves of Steel

I'd vote for Nerves of Steel. Overly wordy guidebook names get annoying.

I'm not sure I agree on the Eladrin notation that Eladrin Fighters will probably use spears. Aside from one racial feat (which doesn't do anything all that special in the end) Eladrin don't have much spear support.

The Dexterity bonus suggests light and heavy blades as much as it does spears. There isn't any "probably" about Eladrin Fighters I think.
D&D rules were never meant to exist without the presence of a DM. RAW is a lie.
Do the colors of Victorious Surge and Defensive Resurgence look kinda different?

But what I wanted to say was: will you also rate new powers from the magazines like Daring Shout and Nimble Bladestorm?
Cruel Cut Style (from Dragon 373) is pretty amazing for a fighter with a good wisdom, possibly either a Pit Fighter or Battle Cleric - its basically +wisdom damage whenever you cleave, and the Eberron Shard of Bleeding Wounds adds another +2 to it.

Taking a look at level 12 for my fighter; - 1d10+10 right now, with marked scourge I get a +3 (17 wisdom), and another +3 from the ongoing (possible +2 from the shard if a DM allows it or if you are playing in Eberron).

So all told, about 8 additional damage every round.  Around level 14, I'll be getting 1d10+12 (str increase, sword from +3 to +4), throw on weapon focus for another +2, and you are looking at 1d10+14 base (not bad for a fighter), and then +4 wisdom from marked scourge, +4 from the bleed, and +2 from the shard - another +10 damage a round.  Doing 1d10+24 at-will is fairly nice, basically doing 29.5 DPR (not account for crits).  Way below what my dual wand daggermaster sorcerer could put out, sure, but not bad at all considering you are practically indestructible and you are not even using stances or encounter powers; I can focus on my encounters being entirely for utility and not worry about their damage that much, though the two tend to go hand-in-hand.
I've been thinking about making a headline for the Handbook.

Lordduskblade had: Hard as a Rock and C_A had Taking it to the face and loving it:

I've come up with a few:

Swords Don't Kill! I do!


The Perfect Weapon. And that weapon is you!


My Weapon is the only friend I can thrust


Nerves of Steel




Not going to continue the tradition of vaguely homoerotic titles to the fighter handbooks?  How about "Thrusting Swords and Glistening Muscles: A Fighter's Handbook"

Rain of steel and co. suck now, since it's been confirmed you only deal your W damage with them. The new Level 2 encounter stance is the only one you should ever take until Force The Battle/whichever stance has a bonus keyed off of your secondary stat.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Rain of steel and co. suck now, since it's been confirmed you only deal your W damage with them. The new Level 2 encounter stance is the only one you should ever take until Force The Battle/whichever stance has a bonus keyed off of your secondary stat.



Why do people say that?  Where is it confirmed?  We still have rulings like www.wizards.com/dndinsider/compendium/po... explosive pyre's secondary damage gaining the implement's enhancement bonus to damage.  Its in the PHB 2 FAQ.

wizards.custhelp.com/cgi-bin/wizards.cfg...


edit: went and looked up various stuff.  I am not going to take what Mike Mearls said on a podcast as rules errata as, well, rules errata because there has been the November FAQ update with no mention of it yet.  Basically it would completely change quite a few powers and have far reaching affects across the game - quite a few powers would need a rules update, though I feel some powers like Rain of Steel would be closer to their intended strength whereas others like Wall of Fire or even Explosive Pyre would become completely useless.  December, though, is another month so we shall see.
Handful of comments.

Races:

How did Elf beat Eladrin in rating? Eladrins make great tempest fighters, spiked chain fighters, great spear fighters, and let's not forget fey charge. I'd rate Eladrin blue.

Razorclaw shifters don't really have much going on for them as fighter, they should be black at best, I'd put them at red. No good feat support, no particularly good synergy with fighter powers. I dislike them for any class though, so I might be a bit biased.

Drow make fantastic tempest or cleave/deft hurler fighters. The racial feat to increase darkness is very good for shutting down a big area. And Xendrick weapon training is also quite efficient at heroic. They should not be red.

Minotaur should probably just be blue not sky blue, since there isn't quite as much support for it, but PHB3 will probably soon change that.

Githzerai will also make pretty good fighters. Their racial defensive features and initiative bonus are very handy for a defender. Add their weapon training feat, and they should be blue, or at least black until we see more from PHB3.

Feats:

Why is potent challenge sky blue? It's just a bit of extra damage, typically not enough to deter a marked target from triggering the attack. And as infrequently as it comes into play, there are many better feats.

I think you're underestimating Markings of the Victor. It's almost a free oath of enmity. Even if you're not using it with an encounter power, with an at-will like crushing surge, making sure you land the hit to start the fight with some temp HP is very worthwhile. Certainly not red. 

It feels a bit schizo that two weapon fighting is red, and two weapon opening is sky blue. Should it really be sky blue if it requires a red feat?
In the case of Rain of Steel I would still take it, as it still is very useful fighting multiple targets. If you look for powers against Solos or Elits, take Pinning Smash, but of all level 5 powers Rain of Steel is still an excellent choice if you find yourself facing multiple targets very often. And as a matter of fact, I do.
I think Sure Strike should be at least black.

I have seen many people say that Sure Strike is a very bad power for a fighter. I agree that it is not that great once you hit paragon, but until then I think it is as good as Brash Strike if not better. My reason for saying this is that until you can get uncanny dodge you are taking a -2 to all of your defenses. With the feat Exotic Fighting Style you would only be losing 1 point of damage this increase to 2 points at level 8, and does not increase to 3 until level 14 which gives you three levels in you can retrain Exotic Fighting Style to Uncanny Dodge. It is true that Sure Strike is not really a lot better than a basic attack when it comes to average damage by mid paragon up, but sure strike does as much damage as a basic attack on average but you are hitting 10% more. What I am saying is that Sure Strike can be a good power in heroic and even ok until level 14. With low wisdom builds I would keep Sure Strike until epic. And even in epic Sure Strike can still be doing more damage than a basic attack.

I do not think 0.8 points of damage is worth a -2 to all of my defenses.

I think Sure Strike should be at least black.

I have seen many people say that Sure Strike is a very bad power for a fighter. I agree that it is not that great once you hit paragon, but until then I think it is as good as Brash Strike if not better. My reason for saying this is that until you can get uncanny dodge you are taking a -2 to all of your defenses. With the feat Exotic Fighting Style you would only be losing 1 point of damage this increase to 2 points at level 8, and does not increase to 3 until level 14 which gives you three levels in you can retrain Exotic Fighting Style to Uncanny Dodge. It is true that Sure Strike is not really a lot better than a basic attack when it comes to average damage by mid paragon up, but sure strike does as much damage as a basic attack on average but you are hitting 10% more. What I am saying is that Sure Strike can be a good power in heroic and even ok until level 14. With low wisdom builds I would keep Sure Strike until epic. And even in epic Sure Strike can still be doing more damage than a basic attack.

I do not think 0.8 points of damage is worth a -2 to all of my defenses.




You're throwing good feat slots at a bad power.  Sure, if you take a bunch of specific feats, Sure Strike is no longer terrible, but now your character has wasted a bunch of feats for a middling at-will.  It's just not worth it.  
Even having spent a feat on a Weapon Prof(Bastard Sword I assume) and with Exotic Fighting Style to boost Sure Strike to 1d10 + 3:
Tide of Iron and Footwork Lure provide better utility.
Brash Strike is as accurate and has better damage even if you don't have the right weapon and a high Con, though at a cost.
Crushing Surge is probably only good with Con of 14 or higher.
Reaping Strike is definitely better damage, though some people don't like to plan to miss.
Knockdown Strike will usually be more accurate as it attacks Fort.
Cleave has better damage and utility unless your DM never uses minions.

So... if you have a fighter wielding an exotic +3 proficiency one-handed weapon and a shield, with low constitution, in a campaign with no minions and lots of enemies with high Fort defense, and you don't like planning on missing, then you might consider Sure Strike.



My Weapon is the only friend I can thrust




Not going to continue the tradition of vaguely homoerotic titles to the fighter handbooks?  How about "Thrusting Swords and Glistening Muscles: A Fighter's Handbook"





Seconded.  The OP's got a pretty good one right there, actually.  Or should it be "not the only friend?"  Check out that Greatweapon Fighter article.  "There's an art to handling a weapon this big."

Anyway, OP, what's up with rating the class essentials?  You know your rating system says HP, Surges and Proficiencies are "something you should take a look at?"  Like, surges and HP are nice, but not the greatest thing to have?

Don't rate Dual Strike gold when it only works for two-weapon users.  I thought gold was for universally awesome choices.  Gold's here because sky blue was over-used, so use restraint.

I also disagree with the gold ratings on Pass Forward and Honored Foe.  I've played with both and I can't see how Pass Forward can compare to other picks at the level.  I rate Shielded Sides blue because it can't be beat for saving your butt in a pinch, especially if you've been multi-marking and encouraging enemies to flank you.  Someone explain just what Pass Forward does.

As for Honored Foe, the fact that you need to have enemies marked keeps it a long way from being old-Battlerager good.  It's of limited help in a gang-beating situation for that reason, because you're only going to have all the monsters marked if you just used a burst, and you're only going to have so many of those.  And if those monsters just walked in and started killing you this very turn, they won't be marked.  At the least, Honored Foe is not gold because it needs WIS, and more than a few fighters have middling WIS scores.  Not a universally awesome choice.




I have seen many people say that Sure Strike is a very bad power for a fighter. I agree that it is not that great once you hit paragon, but until then I think it is as good as Brash Strike if not better. My reason for saying this is that until you can get uncanny dodge you are taking a -2 to all of your defenses. With the feat Exotic Fighting Style you would only be losing 1 point of damage this increase to 2 points at level 8, and does not increase to 3 until level 14 which gives you three levels in you can retrain Exotic Fighting Style to Uncanny Dodge. It is true that Sure Strike is not really a lot better than a basic attack when it comes to average damage by mid paragon up, but sure strike does as much damage as a basic attack on average but you are hitting 10% more. What I am saying is that Sure Strike can be a good power in heroic and even ok until level 14. With low wisdom builds I would keep Sure Strike until epic. And even in epic Sure Strike can still be doing more damage than a basic attack.

I could make the argument for a Goliath Greatweapon fighter with a greataxe, that Brash Strike does 1d12+10 damage, Sure Strike does 1d12+2 damage. 8 points of damage is well worth granting combat advantage. I don't think the comparison you're making represents the average picks for a fighter.

You are spending a feat on Sure Strike to get a little extra punch, same argument can be made for brash strike where with Harlequin Style a Dragonborn Fighter could be suffering no penalty using Brash Strike.

Sure Strike was barely acceptable as the 3rd human at-will so you could kill a lone minion a bit easier back in PHB only days. But since MP, it is pretty much a waste of an at-will slot.
I think Sure Strike should be at least black.

I have seen many people say that Sure Strike is a very bad power for a fighter. I agree that it is not that great once you hit paragon, but until then I think it is as good as Brash Strike if not better. My reason for saying this is that until you can get uncanny dodge you are taking a -2 to all of your defenses. With the feat Exotic Fighting Style you would only be losing 1 point of damage this increase to 2 points at level 8, and does not increase to 3 until level 14 which gives you three levels in you can retrain Exotic Fighting Style to Uncanny Dodge. It is true that Sure Strike is not really a lot better than a basic attack when it comes to average damage by mid paragon up, but sure strike does as much damage as a basic attack on average but you are hitting 10% more. What I am saying is that Sure Strike can be a good power in heroic and even ok until level 14. With low wisdom builds I would keep Sure Strike until epic. And even in epic Sure Strike can still be doing more damage than a basic attack.

I do not think 0.8 points of damage is worth a -2 to all of my defenses.




You're throwing good feat slots at a bad power.  Sure, if you take a bunch of specific feats, Sure Strike is no longer terrible, but now your character has wasted a bunch of feats for a middling at-will.  It's just not worth it.  
Even having spent a feat on a Weapon Prof(Bastard Sword I assume) and with Exotic Fighting Style to boost Sure Strike to 1d10 + 3:
Tide of Iron and Footwork Lure provide better utility.
Brash Strike is as accurate and has better damage even if you don't have the right weapon and a high Con, though at a cost.
Crushing Surge is probably only good with Con of 14 or higher.
Reaping Strike is definitely better damage, though some people don't like to plan to miss.
Knockdown Strike will usually be more accurate as it attacks Fort.
Cleave has better damage and utility unless your DM never uses minions.

So... if you have a fighter wielding an exotic +3 proficiency one-handed weapon and a shield, with low constitution, in a campaign with no minions and lots of enemies with high Fort defense, and you don't like planning on missing, then you might consider Sure Strike.





Perhaps more to the point, you also need to consider the opportunity costs involved. So you spent several feats to make sure strike a better power but you are still behind brash strike. If you had, instead, spent those feats on things that increase your damage with all powers, you could be further ahead. For instance, you could have taken weapon focus or armor proficiency plate. If you are paragon, you could take uncanny dodge and mostly negate the disadvantage of brash strike.

If, as the previous poster admitted, sure strike is still unimpressive throughout heroic--even after spending the feats--then sure strike+style feat is surely still inferior to the brash strike+uncanny dodge combo in paragon tier.

Sure strike thoroughly deserves the red rating and should not be deprived of every drop of red ink it has earned.


How did Elf beat Eladrin in rating? Eladrins make great tempest fighters, spiked chain fighters, great spear fighters, and let's not forget fey charge. I'd rate Eladrin blue.




I agree. I was too caught up in the more typical fighters like Two-Handers and Swoard and Board.



Razorclaw shifters don't really have much going on for them as fighter, they should be black at best, I'd put them at red. No good feat support, no particularly good synergy with fighter powers. I dislike them for any class though, so I might be a bit biased.




I disagree. Dex and Wis is in no way wasted so not red. The racial encounter power is also quite good since it gives a +1 bonus to AC and Ref. Just as the Loongtooth breathren they do get Beasthide Shifting and Sturdy shifting.



Minotaur should probably just be blue not sky blue, since there isn't quite as much support for it, but PHB3 will probably soon change that.



Before I started rating the races I wondred if I would give a race who had +2 str/con an automatic Sky Blue... probably not. It does however have support in Dragon Magazine 369. Most of it's feats are based around it's racial power, a power that I find a little lacking.  Ferocity is also not that great but it has it's uses. This is just enough to get it Sky Blue.



Githzerai will also make pretty good fighters. Their racial defensive features and initiative bonus are very handy for a defender. Add their weapon training feat, and they should be blue, or at least black until we see more from PHB3.



 I won't rank PHB3 options yet since the book is not out. We only got a preview. We do got Dragon Magazine as of now and it got some great racial feats there. This race is much better than what I tought it was. I ignored it. I am going to change that. Thanks for noticing me.




Why is potent challenge sky blue? It's just a bit of extra damage, typically not enough to deter a marked target from triggering the attack. And as infrequently as it comes into play, there are many better feats.



Agree. It's something I wanted to change before I saw this post tbh.



I think you're underestimating Markings of the Victor. It's almost a free oath of enmity. Even if you're not using it with an encounter power, with an at-will like crushing surge, making sure you land the hit to start the fight with some temp HP is very worthwhile. Certainly not red.




I still think the feat is bad. Your first attack is often not the heavy hitter or the one with the greatest debbuff or buff. Having increased chance to hit with something like Crushing Surge the first round is not worth it. If you could choose when to get this benefit it would be much better thou. It does have some uses against Soloes thou since you could use a heavy hitter like Villain's Menace the first round. Still its not enough to make it black.



It feels a bit schizo that two weapon fighting is red, and two weapon opening is sky blue. Should it really be sky blue if it requires a red feat?




Two Weapon Fighting Feat is something every dual wielder has to pay to get some good options. It's almost like a feat tax so yes Two Weapon Opening deserves Sky Blue.


I think Sure Strike should be at least black.

I have seen many people say that Sure Strike is a very bad power for a fighter. I agree that it is not that great once you hit paragon, but until then I think it is as good as Brash Strike if not better. My reason for saying this is that until you can get uncanny dodge you are taking a -2 to all of your defenses. With the feat Exotic Fighting Style you would only be losing 1 point of damage this increase to 2 points at level 8, and does not increase to 3 until level 14 which gives you three levels in you can retrain Exotic Fighting Style to Uncanny Dodge. It is true that Sure Strike is not really a lot better than a basic attack when it comes to average damage by mid paragon up, but sure strike does as much damage as a basic attack on average but you are hitting 10% more. What I am saying is that Sure Strike can be a good power in heroic and even ok until level 14. With low wisdom builds I would keep Sure Strike until epic. And even in epic Sure Strike can still be doing more damage than a basic attack.

I do not think 0.8 points of damage is worth a -2 to all of my defenses.




I would have to say the same as Dirge Overdrive.





Anyway, OP, what's up with rating the class essentials?  You know your rating system says HP, Surges and Proficiencies are "something you should take a look at?"  Like, surges and HP are nice, but not the greatest thing to have?




Are you saying I should remove that part?

I think it was needed to rank it even thou it's not under class features or class options. It does give a quick overview of what the fighter starts with. He is lacking proficiency since some fighter's might need Plate Proficiency and he doesn't have the highest number of Surges or HPs. He still start out great and therefore Blue.



Don't rate Dual Strike gold when it only works for two-weapon users.  I thought gold was for universally awesome choices.  Gold's here because sky blue was over-used, so use restraint.




Gold doesn't mean it has to be universally awesome choice. If that was the case I wouldn't Rank Polearm Gamble Gold. However it shouldn't be too restricted. I think I downgrade it to Sky Blue anyway since you doesn't have the option to attack a single target.



I also disagree with the gold ratings on Pass Forward and Honored Foe.  I've played with both and I can't see how Pass Forward can compare to other picks at the level.  I rate Shielded Sides blue because it can't be beat for saving your butt in a pinch, especially if you've been multi-marking and encouraging enemies to flank you.  Someone explain just what Pass Forward does.




Yeah I know you have to end adjacent and only works against a single target. Your not always surrounded and if you are surrounded by several enemies over a few rounds in a row then you could be in trouble. Funny enough the power makes it easier for you to get into a positions where you got several enemies around you.

In many cases you want to move a couple of squares for a better set ups for pushes or to get out of a damaging zone. Reducing the number of OAs from say 2 to 1 in such a case is great. Where it does shine however is when fighting Elites or Soloes. In worst case scenario it gives your allies easy access to CA and in best case scenario you can get the enemy into a fire or something and away from your allies.

Still I am a bit unsure about the ranking. It is somewhere between Gold and Sky Blue.

Edit: I downranked it to Sky Blue



As for Honored Foe, the fact that you need to have enemies marked keeps it a long way from being old-Battlerager good.  It's of limited help in a gang-beating situation for that reason, because you're only going to have all the monsters marked if you just used a burst, and you're only going to have so many of those.  And if those monsters just walked in and started killing you this very turn, they won't be marked.  At the least, Honored Foe is not gold because it needs WIS, and more than a few fighters have middling WIS scores.  Not a universally awesome choice.




It's not as good as the old battlerager was but Honored Foe is really great. Having marked several enemies is not that uncommon and as I said unmarked enemies could often attack the ally next to you instead. Thou that is not always the case because of positioning and Combat Superiority. From my experience you can expect to have at least 2-3 rounds having two or more monsters marked without specializing in it. This feat is also awesome for Polearm fighters. As I said earlier. Gold doesn't have to be universally great for everyone. For lot's of fighters the secondary stat is wisdom and this is what I assumed when ranking this feat.



Going Start on Paragon Powers now. Hopefully I get it out by tomorrow.
With Battlefury Stance out, Pass Forward is the second pick for Level 2 now. It's still very strong (potentially even worth taking at level 6 or later), but probably not the first choice.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
I've added Paragon powers and some Epic powers too.

I made few adjustments here and there and done the Armor section under Magic Items.

I gonna try get Epic Tier power and Magic items done within a few days if I get the time.

Multiclassing is only started. I will add power swaps and a more classes. Only mentioned a few obvious choices so far.

After I done that I going to do some changes and such to make it look better.


Feedback would be appreciated.

Finally how do you change the title of the thread?

Edit: Almost forgot to say that I gonna add dragon magazine content soon.

Great job on your guide.  I found a multi class option that I thought I did not even make the requirements for and several feats that are just amazing for my build.  Originally when you were choosing colors for gold I thought the yellowish color you chose worked just fine.  Orange is too similar to red and I think it will only confuse the reader.  Keep up the good work.

Am I the only one vaguely amused by the 'colour inflation' going on?

Gold, IMO, should be for PIF that you're gimping yourself by not taking. There should only be one or two per guide (expertise is a universal gold, polearm momentum probably counts for any polearm build).

But good as Pit Fighter, Dreadnought and Dwarven Durability are, gold implies to me an auto-pick that you're a fool not to take. None of those three quite match up to that lofty standard. Sky blue, certainly.

Great job on your guide.  I found a multi class option that I thought I did not even make the requirements for and several feats that are just amazing for my build.  Originally when you were choosing colors for gold I thought the yellowish color you chose worked just fine.  Orange is too similar to red and I think it will only confuse the reader.  Keep up the good work.




Thanks for the reply.

As for colour I have been thinking about changing it.

Green/Green
seems like a good candidate. to spot and separate from the rest. The problem with Green is that it doesn't really cry out as an excellent choice and from other handbooks, people might think it's a bad option just by looking at the colour. I will change to colour but I'm not sure what to change it to.

Alternatively I could add something between Black and Blue but that would require a bit more work.


Am I the only one vaguely amused by the 'colour inflation' going on?

Gold, IMO, should be for PIF that you're gimping yourself by not taking. There should only be one or two per guide (expertise is a universal gold, polearm momentum probably counts for any polearm build).

But good as Pit Fighter, Dreadnought and Dwarven Durability are, gold implies to me an auto-pick that you're a fool not to take. None of those three quite match up to that lofty standard. Sky blue, certainly.



Gonna fix the colour thingy soon.

As for the Gold thing:

I primarily wanted another ranking. In most guides it only seemed like Blue and Sky Blue were the only colour for good options. I think one more ranking was needed. Black should still be a good choice for some builds. That leaves Black, Blue, Sky Blue and Gold as options worth considering. I don't want Gold to be so exclusive that you only see a couple in each guide, because in that case I don't really see too much of a use for such a ranking and it would be better off just mentioning it in a text.

I down ranked Dwarven Durability by the way.
It's a good guide, very useful.
Please add Draeven Marauder PP as sky blue for greatspear fighters. Nothing beats it really, with the crit on 19/20 and the free attack on a crit, which stacks with reckless attacker, which means this guy can crit on 19/20 in paragon, and get 2 free attacks on a crit at level 16.
I don't understand why this path is ignored and overlooked so often. I didn't do the exact math, but I've played it, and it's great.
And no offense, but since so many people are going to read your great article, I recommend to run a spell and grammar check on it with Word, to get rid of "defiantly" and "your" when it should be "you're" etc.
Also, it's Dreadnought, not dreadnaught.
Am I the only one vaguely amused by the 'colour inflation' going on?

Gold, IMO, should be for PIF that you're gimping yourself by not taking. There should only be one or two per guide (expertise is a universal gold, polearm momentum probably counts for any polearm build).

But good as Pit Fighter, Dreadnought and Dwarven Durability are, gold implies to me an auto-pick that you're a fool not to take. None of those three quite match up to that lofty standard. Sky blue, certainly.



Gonna fix the colour thingy soon.

As for the Gold thing:

I primarily wanted another ranking. In most guides it only seemed like Blue and Sky Blue were the only colour for good options. I think one more ranking was needed. Black should still be a good choice for some builds. That leaves Black, Blue, Sky Blue and Gold as options worth considering. I don't want Gold to be so exclusive that you only see a couple in each guide, because in that case I don't really see too much of a use for such a ranking and it would be better off just mentioning it in a text.

I down ranked Dwarven Durability by the way.



Two points here. First, it doesn't seem that expanding the color range upward leaves more room for black to represent decent choices. The more golds you have, the less space there is for black to represent a choice worth considering.

Second, I think it is actually ideal if there are only a few gold options in each guide. The purpose of the gold options is to call out the few powers that stand head and shoulders above all of the other available options. And most classes only have a few of those. For warlords, lead the attack and war of attrition are the only powers that I think are unarguably in that category. There are other powers that are very good but none that are quite that good. If you expand gold to options that are very good but not obviously the best available, then it no longer serves the purpose of calling out powers that are just that good.

Consequently, I think you should make gold an exclusive ranking and adjust all your other estimates downward. That will allow the gold rank to serve a purpose that is not served by the traditional deepskyblue color and will allow you to spread the powers worth taking over black, blue and deepskyblue.


Agile [Chain, Scale, Plate]: This is just amazing if you happen to have to dexterity for it. The bonus to AC is really high at Epic tier. This bonus lasts as long as your not bloodied and most of the time your not.




Agile is not good at most levels.  If you get vanilla magic armor 1 level higher, with the AC-maxing Masterwork armor type (using AV/PH-II heavy armors), you’ll get AC at least as high as that from Agile (strictly higher at levels 5/10), which isn’t conditional on not being bloodied.  It’s only level 30, when there’s no +7 armor to get, that Agile is good, and there it shines.


Agile [Chain, Scale, Plate]: This is just amazing if you happen to have to dexterity for it. The bonus to AC is really high at Epic tier. This bonus lasts as long as your not bloodied and most of the time your not.




Agile is not good at most levels.  If you get vanilla magic armor 1 level higher, with the AC-maxing Masterwork armor type (using AV/PH-II heavy armors), you’ll get AC at least as high as that from Agile (strictly higher at levels 5/10), which isn’t conditional on not being bloodied.  It’s only level 30, when there’s no +7 armor to get, that Agile is good, and there it shines.




Good point. I should be better at bringing Item level into consideration when ranking items.





Two points here. First, it doesn't seem that expanding the color range upward leaves more room for black to represent decent choices. The more golds you have, the less space there is for black to represent a choice worth considering.

Second, I think it is actually ideal if there are only a few gold options in each guide. The purpose of the gold options is to call out the few powers that stand head and shoulders above all of the other available options. And most classes only have a few of those. For warlords, lead the attack and war of attrition are the only powers that I think are unarguably in that category. There are other powers that are very good but none that are quite that good. If you expand gold to options that are very good but not obviously the best available, then it no longer serves the purpose of calling out powers that are just that good.

Consequently, I think you should make gold an exclusive ranking and adjust all your other estimates downward. That will allow the gold rank to serve a purpose that is not served by the traditional deepskyblue color and will allow you to spread the powers worth taking over black, blue and deepskyblue.



First off Gold still have a high value and there is only a few feats that is gold:

-Weapon Expertise
-Dwarven Weapon Training/Eladrin Soldier and it goes down to Sky Blue at higher tier.
-Polearm Gamble
 
And if you bring Multiclassing into this then:

- Honored Foe
- Hide Armor Expertise
- Second Skin

Hide Armor expertise is something I been wondering if I should downrank.

From a quick glance at powers I only counted 3 but there is a power I might change to gold.

With this in mind I going to say the Gold still makes it easy to spot the best of the best.

If I were to increase the value of Gold as you say then only Weapon Expertise would be gold. There is no Fighter Powers that stand out as strong as say Lead the Attack. This would be boring and I would be better off just pointing out that Weapon Expertise is a feat you must take at one point.


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