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4 years ago ::
Oct 21, 2009 - 1:58PM
#21
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Date Joined:
Apr 16, 2009
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I linked all of them because it doesn't seem possible to access another users Blogs except for the 5 most recents ones? Does anyone know if I'm missing something, or is this a bug?
if you click on: there are actually "next page" links at the bottom. it's insane that you have to do it like that, but there you go.
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4 years ago ::
Oct 21, 2009 - 10:50PM
#22
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Wow, I never looked all the way down there... Still not a good system though. So it's not a bug, it's just bad planning. Can't complain too much, this new "Community" grows on ya after a while.
My Warlord Handbook: http://community.wizards.com/go/thread/view/75882/21004845/Leading_the_Attack_Warlord_Tactics My Feycharging Taclord build: http://community.wizards.com/go/thread/view/75882/21817401/My_Eladrin_Feycharging_Tactical_Warlord
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4 years ago ::
Oct 26, 2009 - 1:26PM
#23
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Date Joined:
Dec 16, 2005
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Good work. A few comments: 1. Resourceful presence. I would argue that the smart way to exploit this is to have a moderate bonus in one stat and focus almost exclusively on the other stat. Since +1/2 level +Int damage on an action point hit is better than +1/2 level +Cha temp hp if all attacks miss on an action point, it is probably better to focus on Int than Charisma as a resourceful warlord. Most reslord powers reward either int or charisma so it is quite possible to choose a good power suite with a focus on one stat. (Also, the infernal strategist level 16 feature lets you pick up another presence which will open up even more Int or Cha power options for you if you run into levels where reslords do not have a good Int or Cha power). Trying to advance both stats evenly is a sucker's bet. 2. Races: Human: I would put a note in that adroit explorer works best with inspiring warlords since its top feature is the ability to use a level 7 (and later level 13) encounter power multiple times. Other types of warlords simply do not have level 7 powers that are as good as war of attrition for this purpose. Also you say that you value them as blue but you actually colored them skyblue. Tieflings do not deserve sky blue for warlords. They are blue at best. The bonus to both secondaries makes them versatile but even resourcelords would rather have a bonus to strength and one secondary. Bloodhunt, infernal wrath, etc are not comparable to versatile master--in fact, they don't seem much better than the changeling racial abilities. Gnome: Also note that being small precludes using most polearms and reduces the one-handed weapons available to you. Half-orc/goliath/minotaur/warforged/Longtooth shifter. You are underrating these warlord races. The strength bump gives them more or less the same stat options as humans and allows most of the arrays that would be optimal for half-elves, tieflings, etc. If devas are blue, they are all blue. 3. Powers: Diabolic stratagem: you should note the potential combination with provoke overextension to force the enemy to take the attack. Hammer formation: given the text, you should probably color it black and make it blue for resourcelords. However, when I ran the math, I found that, hammer and anvil deals a lot more damage and only needs one party member with a good MBA while hammer formation requires everyone in the party to be weapon users with good attacks. (My own analysis indicated that the break-even point is somewhere around four weapon using characters in the party which is an unusual situation for a five person party and is not guaranteed for a six person party). (23) Pillar to post. This power has a potential niche for resourcelords who take the infernal strategist paragon path. Since infernal pincer lets them add their int or Cha to damage for them and any ally who flanks with them, a multi-attack is worthwhile for such a flanking infernal strategist. Of course, an infernal strategist probably also picked up either tactical or inspiring presence and thus it has to compete with the full benefits of great dragon war cry or sudden assault. (27). Uplifting assault's niche is probably battlelords of Kord. +2 to hit/+cha to damage for two targets (via supreme inspiration) is a good reason to get an extra inspiring word use rather than just taking a power that heals. Daily powers: Calculated assault. You mention that taclords do better with lead the attack. So do Int-based Resourcelords. Lead the Attack doesn't require tactical presence. Given the competition, I can't see this as blue. Fearless rescue. I've gone back and forth on this power, but I think I would rate it as blue. Here's why: Charisma based warlords have bastion of defense as their prime power at low levels, but by the time you hit level 6 or so, 8-9 temporary hit points is a pretty lackluster effect for a daily power. On the other hand, if your charisma warlord is using powers like staggering spin and inspired belligerence, you may actually be somewhat short on healing. The combination of bastion of defense aging poorly and limited healing powers makes fearless rescue more attractive at later levels than it is at level 1. Situational Advantage (5). I think you underrate this for resourcelords. Since the damage bonus is an effect, they don't need to hit making the heavy thrown disadvantage much less significant. And, as it applies to every attack, the damage bonus will add up very quickly if allies start making multi-attacks or dropping action points. Utility powers: (6)Forward observer: Deserves red. A power so situational that it will probably only come up once or twice a day does not deserve any benefit for being at-will. Tactical Supervision: With a number of fighter, avenger, barbarian and warlord powers that can be used on a charge, saying that it only effects one BA is selling it short. (10): Strider stance. I think you underrate this power. +2 damage is not a lot, but given to a wizard or other ally with multiple attacks, it can add up quickly. If it were written, "for the rest of the encounter, any round you don't need your move action (except to shift), you or an ally gains +2 damage" it might sound better. But that is essentially what it is.
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4 years ago ::
Oct 26, 2009 - 6:01PM
#24
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Date Joined:
Jan 31, 2009
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Bravo, you rated Wolfpack Tactics blue, which tells me you've got some experience. That power is way overrated in other guides. I've done the math on Provoke Overextension. If you're wearing a shield and you're a Bravelord with high Cha, it's still slightly inferior to Hammer and Anvil damage wise (which means it's even more inferior once you factor in the damage you might take). However, if you've got a defender to punish them, the damage is fantastic. So basically, only get it (and use it) if you've got a defender to punish them. Recommend Black with no defender, Sky Blue with a defender to punish them, and one shade lower if your AC is terrible (low Cha and no shield) if you want to get detailed.
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4 years ago ::
Nov 03, 2009 - 7:29PM
#25
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Sorry about the delay folks, I know you were dying for more... I got kinda bored, so I took a week off. Anyway, I just added the feats section. I only put in the feats for all warlords, general feats, and some racial feats. If you find that I am not including some very important feat, please let me know, and I'll probably throw it in. I think I'm gonna do Paragon Paths next. I'm also going to do a quick bit about good weapon choices for a warlord, not the long drown out ones on different types as some guides do, I just don't think it's necessary.
My Warlord Handbook: http://community.wizards.com/go/thread/view/75882/21004845/Leading_the_Attack_Warlord_Tactics My Feycharging Taclord build: http://community.wizards.com/go/thread/view/75882/21817401/My_Eladrin_Feycharging_Tactical_Warlord
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4 years ago ::
Nov 11, 2009 - 12:28AM
#26
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Alright, Paragon Paths are finally up. Epic Destinies are next, which shouldn't take long, but may be a while, as I need to sleep very soon. After that, I plan to put up some links to some Warlord builds. I plan to only make relatively standard ones, so I'd gladly link any builds that you guys want to share. I think I'm getting closer to finishing now, so it won't be much longer.
My Warlord Handbook: http://community.wizards.com/go/thread/view/75882/21004845/Leading_the_Attack_Warlord_Tactics My Feycharging Taclord build: http://community.wizards.com/go/thread/view/75882/21817401/My_Eladrin_Feycharging_Tactical_Warlord
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4 years ago ::
Nov 11, 2009 - 6:10AM
#27
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Date Joined:
Jan 21, 2003
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As far as racial feats go, Action Surge deserves special mention. This is one of the main reasons, if not "the" reason to take human. For a TacLord hitting with Lead the Attack, an action point is the only option with this feat. If you can convince one of your allies to aid another, get CA through flanking, 16 STR and +3 proficiency weapon, this gives you a +13 to hit at level 1. That's a close to a guarunteed hit as you're going to get.
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4 years ago ::
Nov 11, 2009 - 3:47PM
#28
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I don't know where or if this belongs in the guide anywhere, but I've found that having an avenger in the party with divine guidance is a godsend for a Taclord trying to get a big hit (such as lead the attack) in.
Avenger oath's target. Taclord does Lead the Attack (or other big-buff), rerolls using divine guidance if necessary. Death ensues. DM gets sad about his quickly dying big-bad. Rocks fall everybody dies.
Good times.
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4 years ago ::
Nov 11, 2009 - 3:51PM
#29
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Soxbox, this Divine Guidance, is it a utility power or feature? I'm not aware of this ability, but would like to know more. As for Action Surge, I have added that, and I appreciate the tip, because you're 100% right. The feat section wasn't the easiest, so I mostly did warlord only feats. I'm gonna start working on the Epic Destinies right now, which I hopefully can have done in a few hours.
My Warlord Handbook: http://community.wizards.com/go/thread/view/75882/21004845/Leading_the_Attack_Warlord_Tactics My Feycharging Taclord build: http://community.wizards.com/go/thread/view/75882/21817401/My_Eladrin_Feycharging_Tactical_Warlord
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4 years ago ::
Nov 11, 2009 - 4:10PM
#30
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Date Joined:
Oct 23, 2004
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Divine Guidance is a Channel Divinity power for Avengers. Immediate interrupt to grant a second attack roll to an ally who swings at your oath target.
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