Double team- This may be an ok trade for a few levels, but it’s going to taper off fast. Our attack bonus is generally nothing special, often on the low side, so let’s not drag it down anymore.
Improved Inspiring Word- Any Charisma lord should have this, at least through the heroic tier. I like to pick this up at level 1, as that is when it has the highest impact on the party.
Lend Might- Tacks a +1 bonus to attacks you grant to allies. Great feat, but I generally can’t find room for it (at least in Taclord builds).
Saving Inspiration- Trade in some healing for a saving throw. Something most Warlord’s should have, at least by Paragon.
Courageous Example- This is a new one from 377… When you succeed on a saving throw, you give a bonus to your next ally that makes one. This is probably gonna be pretty useful by paragon or epic. Very leadery at least. Lookin for feedback on this one.
Durable- We generally don’t have the luxury of a decent Constitution, if any at all… However, most Warlord builds have trouble fitting this in with other necessary feats.
Harlequin Style- Makes Brash Assault worth taking. Still not guaranteed to make the attack more damaging (actually a ditterent).
Hunting Wolf Style- Wolf Pack Tactics can shift an ally within 2 squares of you. WPT is still lame.
Improved Initiative- I don’t think Initiative is a huge thing for Warlords to worry about. We’ve got plenty of other ways to play with/boost initiative, but feat slots are tight.
Steel Vanguard Veteran- Pretty good for a Bravelord that wants to get into the damage game. 19-20 Crit ranges are VERY rare in the Heroic Tier. You can have it at first. I almost feel that I’m underrating this, but I have no experience with it. Feedback appreciated (keep in mind this cannot be used in conjunction with Harlequin Style).
Toughness- Feat space is tight. Do you really need this? Be a man.
Grudge Style- If you like Furious Smash, this is pretty good.
Warding Shield style- If you actually like Opening Shove and have a shield, don’t pass on this.
Armor Proficiency- Good leaders don’t die and/or waste heals on themselves. If you need this, take it.
Shield Proficiency- See Armor Proficiency
Weapon Proficiency- Depends on your build. Getting a Reach Weapon? Sky Blue. Getting a Bastard Sword, Blue.
Weapon Focus- You’re no striker, but damage is damage. Get this sometime in your career, probably after you spend your Weapon Proficiency feat, if necessary.
Weapon Expertise- Take this ASAP. Our best results come when we hit with our powers, and we get no extra class features for accuracy (as well as many good Warlord builds only having a 16 starting Strength).
Prepared for Anything- An AC buff that only lasts until the end of your first turn… This feat is a minor effect that has a very good chance of being useless when considering the fact that Warlords have a fair amount of different ways to generously increase Initiative, rendering this feat nearly useless.
Improved Bravura- Attack bonus on Action points or a speed bonus. Pretty good.
Bold Gamble- A feat for a chance to get CA after an action point (or grant it if you miss). You shouldn’t have space for this in your feat list.
Courageous Word- Good damage boost at the cost of granting CA for a round. I’m assuming this applies to all attacks against the opponent for a round, so this seems mandatory for a Bravelord. If it only applies to one hit, it’s not nearly as good.
Risky Charge- Very Bravura-esk feat… I’m not even sure about this one, lol. If you’re a Bravelord that optimizes his charges, go ahead and try this. Otherwise, this is a big gamble.
Inspired Recovery- Free Saving Throws to allys when they action point with a Charisma Mod bonus. This is something you have to have eventually.
Improved Inspiration- An extra 2 HP to your Presence bonus… It doesn’t even scale. You should not have room for this.
Emboldening Presence- A Cha mod boost to Saving throws for two rounds? This can be extremely useful in a battle with a lot of status effects, although it does trigger off using second wind. If your party is not a fan of using their second wind, combine this with Bolstering Shout (level 10 encounter Utility power) for an easy way to take advantage of this feat. Although this is one of the newest Warlord feats, I believe this will be a new standard (or very popular) pick for all Inspiralords)
Inspiring Aid- I’ll be honest, I have no idea how to rate this as I have no experience with Aid Another. However, if you are the type to value this action, then this is a must have feat.
Rousing Resurgence- If your party uses second wind a lot, this is very good. If this were available for all presences, I would rate it higher, but being as it is given to the “healerlord”, your party should not need to use it’s second winds too often.
Stirring Word- Cha mod THP to an ally that you use Inspiring Word on. Not a lot of reasons to not take this in my opinion. For a strong healing build, I think this is a great second level pick, right after Improved Inspiring Word.
Improved Resources- Add 2 to damage and THP bonus that your Presence grants. Pretty good.
Covered Retreat- This can provide some good maneuverability for the party, but I believe I’d rather just make an attack far more often than utilizing this feat. I can still see some use for this though (just not my style).
Resourceful Donation- Allows you to split the HP you recover from spending a healing surge with an adjacent ally. This can be a useful feature, but you probably shouldn’t be spending your surges when you don’t need them. This would be a different story if you were a class that had more surges/hp, but we are among the worst. In other words, we usually need all of our own stamina resources for ourselves.
Rousing Charge- Give up your +1 attack bonus on charges to grant your ally a +2 attack bonus against the same creature for one attack. This is a relatively insignificant boost in attack accuracy, and we need all the extra attack bonuses we can get. I wouldn’t suggest this even if you are a Resourcelord that does nothing but charge.
Imaginitive Reaction- A small loss in your initiative (choice) to grant Cha mod bonus to Initiative for one ally, and Int for another. I’ve mentioned before that I am a player that will never take Improved Initiative, but this is nearly as good as Combat Commander, and it’s available during the Heroic Tier! This is going to start off good and become phenomenal as you level up.
Tactical Assault- Bonus Damage to allies action points. It’s not if you take this, it’s when.
Improved Tactics- I don’t think that this is worth a feat. It’s still not a bad choice though.
Tactical Adjustment- A slide on action points… Small effect that you probably won’t need to use on every action point. Taclords generally have a pretty big want list for their feats, so you won’t have room for this.
Tactical Feint- You give an ally ½ Int Mod to an attack roll when you AP… Now our action points can be special too! This isn’t that big a deal right away ( I rate this Blue for Heroic Tier), but I suggest taking this soon after your Int mod reaches a +6. Very close to another Standard choice for Taclords.
Shrewd Positioning- A 1 square shift when initiative is rolled… Seriously? How useful can this be (no really, can somebody tell me a use for this other than starting the party 1 square closer to the action)? This feat in my understanding is far too useless to warrant a feat slot for a Taclord.
Bravura Spirit- Attack or speed bonus on Bravura Presence attack to bloodied allies. Especially good with a party that likes to play bloodied.
Bolstering Inspiration- You shouldn’t be a Dwarven Warlord… This is an ok feat, but definitely nowhere close to making a Dwarflord worth playing.
Fey Command- Ally can teleport 1 square when they attack with an Action point. It’s not useless, but we have so many better choices. Tactical Presence only
Tactical Inspiration- Add your Int modifier to Inspiring word. Intellords can be just as good as the other leaders at healing, for about 1 level…
Eladrin Soldier- Damage bonus with longswords and spears, and proficiency with all spears. Fantastic if you wanna go with a Greatspear, and good nonetheless.
Inspired Tactics- +1 to allies attack rolls on action point. Not bad.
Bold Command- If an enemy that you are granting CA to misses you with a melee attack, you grant your allies a +1 bonus to attack rolls until the start of your next turn. Not bad. Bravura Presence only.
Action Surge-Considered by many to be the reason to play Humans. This really is the best chance you have to connect with a daily. Throughout the Heroic tier, this will be your best tool to connect with Lead the Attack, which is gonna be your biggest threat for a while.
Inspired Defense- +1 defense bonus for a round to an ally that you use inspiring word on. Small bonus that pops up twice an encounter. You can do better.
Combat Commander- I would never take Improved Initiative, but this is a huge Initiative boost to the entire party. Don’t pass on this.
Defensive Surge- +2 bonus to defenses on one ally when you use second wind. I wouldn’t take this if I were a dwarf. Pass.
Impetuous Charger- This isn’t bad, but giving out CA isn’t that big a deal. OK choice.
Phalanx Warrior- Not bad. You probably have better things to take though.
Warlord’s Formation- I’d like to think you can do something with your turn better than Aid Another.
Heavy Blade Opportunity- Pretty good pick, but it depends on your build. Definitely doesn’t hurt.
Shield Specialization- +1 AC and Reflex for one feat? Yes please.
Vexing Flanker- Helps out your allies, it’s what you’re there for. If you’ve been reading this though, I don’t put a whole lot of stock in granting CA, but this is a pretty decent pick.
Armor Specialization- If you can afford it, take it. I’m of the opinion that 1 feat is worth 1 AC (usually), so this is a good pick.
Reliable Resources- Why wouldn’t you want to attack on your action point? It is something that shouldn’t happen that often, so don’t take a feat for it. Not that big a bonus anyway.
Versatile Word- Very good feat. Not sure if this is Sky Blue material yet, but I can tell you it’s definitely worth taking. Another feat that is making Infernal Strategist Resourcelords look like the better build right now.
Defense of the Inspired- Does anyone take the Total Defense Action? They probably shouldn’t be if they are, making this feat nearly useless (although this feat can make the action a bit more desirable, it’s still not a good thing to do)
Tactician’s Word- Definitely a new must pick for any non-Battle Captain Taclord (and still a good choice for them too). Battle Captain was the pick for any non-Eladrin Taclord, so this feat helps make that path a little less “mandatory”. This may also fully tip the scale in favor of Spiral Tactician in regards of the best Taclord Paragon Path category (in my view at least).
Bloody Inspiration- Gives out some THP to a second ally when you use your Inspiring Word on an ally. Pretty good, but requires a Con Investment.
Fey Tactics- When you use Fey Step, an ally within 5 squares of you can Fey step 2. You guys have probably picked up on the fact that I don’t care much about shifting and sliding allies, but a free 5+ Teleport? Unbelievablely awesome when paired with Feycharge.
Steadfast Tactics- Allows allies to resist forced movements until the end of the encounter when you use inspiring word on them. Definitely not a reason to play a Dwarflord…
Elemental Companions- Allows your allies to share your racial elemental resistance and saving throw bonuses. Depends on what Element you went with, but this is most likely going to be worth taking.
Vital Inspiration- Allys that see you can add your Cha mod to HP regained when they use Second Wind. Depends on party makeup and playstyle. I’d go with Black on this one if you don’t have a few dwarves or people that like to use second wind a lot.
Aggressive Leadership- Good pick. Usefulness can depend on party play style, but in general, people are going to be bloodied for a little while anyway.
Call to Glory- Depends on your build. A good Warlord should probably be giving out a fair amount attacks, so this will help.
Protective Leadership- Ok choice, but most Intellords have better options than this.
Supreme Inspiration- If you have a 19 Charisma, you take this. Non-Choice. Why don’t Taclords get to have this…
Tactical Cunning- Gives an AC bonus to an ally that you slide. This is great if you’re a chesslord, otherwise, you shouldn’t really have enough sliding powers to legitimize this. SLIDE ONLY- does nothing for powers that push pull or shift.
Weapon Mastery- Very good thing for ANY character to have. Best here is usually Heavy Blade Mastery, which requires a starting 15 dex, which is not gonna happen for all Warlord builds. If you can take it, get it.
Epic Fortitude/Reflexes/Will- All completely worth a feat. These picks are generally bases on how many other feats you would rather have and how much you care about your defenses. Generally, taking 2 of these is best, as three is just bumping a NAD that is probably going to be hit all the time anyway.
Martial Mastery- Much better for us than Epic Resurgence. Encounter power back on an AP, very nice.
Robust Defenses- For the most part, this is a non choice.
Bold Spirit- Get THP when you get hit while bloodied or granting CA to the attacker. This is 90% of many Bravelords day. Very nice pick.
Action Grant- Give away an Action point (that must be uses during the encounter). This is entirely dependant on party make up, as some characters will not be able to use more than one action point during an encounter. Once again, this ranges from mediocre to great depending on your parties play style.
Tactical Action- Allows a basic attack if an ally misses their attack on an action point. You don’t want this to happen on an action point, so it’s not something you should plan for. I would think it’s pretty useful for a Resourcelord that went Infernal Strategist though.
Feywild Warrior- Teleport yourself and target of a daily power 5 squares on a hit. Only works on daily powers, but that is still a nice effect.
There’s many paths your Warlord can take, but let’s weed out some of the good and bad.
Spiral Tactician- Eladrin Tactical warlords only. One of the few paths for a Taclord that can compete with Battle Captain in term of raw power. Allows you to regain Feys Step when you use an action point and gives out a great Initiative reroll with bonus to one ally every encounter, right from level 11. The level 11 encounter power is not great, but far from useless. The level 12 utility is like Knight’s Move, but far better. Encounter teleport for an ally? Very nice. The Level 16 feature is the pure gold here though. Your Tactical Presence bonus becomes equal to your full Intelligence Modifier! By the time you have this, it should be ensuring nearly automatic hits for your allies on an Action point attack. The level 20 Daily Power is nothing to laugh at either.
Battle Captain- Open to any Warlord Presence, but designed for the Taclord. You give all your allies a +1 bonus to attack rolls for a turn when you spend an action point. Allies also get a +2 bonus to attack rolls on the first round of combat. The encounter power is very good, and allows you to push an enemy and the enemies adjacent to him. The Utility power is mostly garbage. I don’t find it to be worth a standard action, and it’s a daily power any way. Not the reason to pick Battle Captain. The level 16 path feature is why you pick this one though. Gives your allies an Int Mod bonus to speed and attack rolls for a round when you use your inspiring word on them. The level 20 daily power is ok, but it’s nothing too special.
Combat Veteran- This is a nice path for any warlord, but not great. The class features are good and the powers are good, but this path isn’t really exceptional in any area. Still not a bad choice though.
Knight Commander- Great path for the Charismalord who wants to play secondary defender. The level 11 ability is a flat +2 bonus to attack rolls for all adjacent allies! That’s great! Just keep in mind that this won’t affect anyone you are flanking with. Allies get a defensive bonus for a round when you action point, which is always nice. At 16, you and all allies within 3 squares of you can add your Cha Mod to damage on opportunity attacks. The powers are all defendery, but they’re good none the less. You can definitely do worse than this.
Sword Marshal- For the Warlord that doesn’t want to lead… The only thing that assists your allies here is the extremely weak level 16 path feature to grant CA to your allies against an enemy that you crit on. On the other hand, you can lead more efficiently when you yourself are buffed, but this path is just not worth taking. The utility power is great, but it’s being a daily power means that it is not enough to have a true impact on this path. Much better choice here.
Battlelord of Kord- Great choice for any Charismalord- +1 to attack and damage rolls for a round to your allies when you spend an action point. You also get Tempestuous Inspiration right from the start, which gives allies a +2 power bonus to attack rolls and cha mod bonus to damage for a round whenever you use inspiring word on them. You can also save immediately against the mark effect at level 16, with a +5 bonus against fear effects. The encounter and utility power are both pretty good, but Path of the Storm may be THE most damaging power in the entire game (maybe not from a standard Warlord though…).
Commando Captain- The path features all support a Warlord that likes to move their allies around a lot. These features are not very strong though… The encounter power is excellent however, but not enough to make this path worth choosing. The utility is an encounter shift 3 to two allies, which is pretty nice. The daily is worse than most of the encounter powers you should have in your arsenal… This path goes along well with the chessmaster theme, but it’s still not worth taking. Mobility is an aid in battle, not a path to victory.
Dujun of Erathis- This is an interesting path to say the least. At this current time of reading, I have not really looked into this path, nor have I heard much about it, even though it’s been out since Martial Power. The level 11 features allow you to allow an ally to consume one of your own surges when you use your inspiring word on them, which can be extremely useful depending on you and your parties play style. You can also spend your action point to grant a move action to all of your allies. I’m not big on sacking power for mobility, but that’s a pretty nice feature. At 16, you give yourself and all allies an extra +1 to attacks when they are flanking or aiding another. It’s a small bonus, but one that will be nearly constantly in effect. The encounter power is extremely interesting… On a hit with the attack, which only deals Str mod damage, the enemy is dazed, and allies can choose to make any at-will attacks against the enemy with a d20 result of 10 instead of actually rolling. Given the fact that the enemy will be granting CA, your entire party should be able to auto hit most enemies with their at-wills under this effect. This power is very close to insuring auto damage, and that is very strong. The utility is a daily stance that allows all allies to make saving throws at the end of all your turns. I find this to be one of the strongest parts of this path, although it is only once per day. The daily power is pretty good, and gives you an attack bonus for the attack for your allies being nearby, besides targeting Will. This is a path that doesn’t get talked about most likely because the effects of it are hard to calculate, but this is a path that is definitely worth looking into. Great for any Warlord Presence.
Earthfast Brigadier- Decent features, although two of them are reliant on Constitution. The powers have extra benefits for axes and hammers (which you shouldn’t really be wielding) and are again all using Constitution as a secondary. The only place I see this path being acceptable is for a Dwarven Bravelord, but this still isn’t the best path for that horrible combination.
Longarm Marshal- An OK path for any Spear Wielding Intellord. The level 11 feature gives a flat +1 bonus to all attack rolls with a spear, which is very nice. The level 16 feature gives you an interesting version of threatening reach. You can deal Int mod damage to any enemy within your reach when they move without shifting or make a ranged attack. Keep in mind that this is your opportunity action, so instead of using your OA in a normal situation, you can just deal auto Int Mod damage. The powers are good, but not exceptional. The daily power however deals a fair amount of ongoing damage, as well as a large damage buff against the enemy while the Ongoing damage is still in effect. Not the best path, but still a pretty good one. Great for the Warlord that prefers to be more self sufficient.
Twiceborn Leader- An odd path… The level 11 feature is terrific, granting allies a +2 attack bonus for a round when you use an action point. The other level 11 feature allows you to use inspiring wind on two allies at once, but only regain their surge value in HP instead of the full amount of an inspiring word. This path strongly encourages the use of Second Wind. The level 16 feature grants allies a +4 bonus to all defenses when they use second wind instead of the usual +2. The Encounter power is ok, but the Utility power is amazing. You and one ally that remains within 5 squares of you can roll 2 dice for an attack each turn? That’s awesome. The daily power is ok, but kinda weak for something of this level. Pretty good path for a party of all dwarves maybe? Not a bad path, but you can do a lot better, although the utility power is AWESOME…
Flamebrow Commander- Bravura Presence only. Wow, this Path has all the tools to make you a bloody unstoppable monster. Right from level 11, you can benefit from your own Bravura Presence Action point bonus, as well as add your Cha mod to all HP you regain while dying and to your death saving throws. At level 16, each time you regain HP while bloodied, you get a +2 attack bonus until the end of your next turn. As far as I know, this bonus should be able to stack with itself, so you can get a pretty powerful constant attack bonus if you have regeneration while bloodied. The powers are all good, but not great. Overall, if you want to be a self sufficient nigh unkillable Bravelord, this is the path for you.
Infernal Strategist- Resourceful Presence only. A very interesting, very powerful path. The level 11 features are very good. You can use your action point to give an ally a reroll, which is a nice thing to have in your arsenal. You also allow yourself and an ally that you are flanking with to add your Int or Cha mod as a bonus to damage to the flanked enemy. The level 16 feature is what this path is all about though. You get to pick a SECOND Commanding Presence!!! While you can still only use one presence ability per action point spent, you do get to benefit from the rider effects of your newly selected presence. You get the best of 2 worlds. The encounter power is an ok attack with a small enemy debuff. The utility power is totally awesome, as it is an encounter Immediate Reaction to grant an additional benefit to an ally’s action point (a choice of four different things that are all similar to or enhanced versions of the 4 Warlord Commanding Presence abilities). The daily is pretty good, relatively simple. 4W hit that gives you an AP that you can use before the end of the encounter (does not count as your one action point use per encounter) when you hit with the power. Overall, a very powerful, very flexible paragon path. If you’re a Resourcelord, there’s not a lot of reason not to take this path.
I’m gonna show some of the better Epic Destinies that your Warlord can pick up.
Demigod- I think it’s safe to say that you can never go wrong with this Destiny. This may not be the most flavorful path for a Warlord, but unfortunately, the double stat bump is very very hard to pass on. Standard level 24 feature and utility, but Divine Miracle is awesome. It feels like you’re abusing it any way you use it. Good for any Warlord.
Eternal Seeker- It’s pretty much Epic Multiclassing. Problem is, a Warlord’s strength comes from his awesome leading powers, so this won’t be too useful for standard Warlord builds. You lose Epic Destiny features for power versatility, but you already have great power selection at this point, so why make the sacrifice?
Adamantine Soldier- Great defensive bonuses if you have heavy armor and a high Con Mod. Other than that, this Destiny seems very weak. You can do a whole lot better.
Chosen- Unless you have a specific deity that you want to worship, this is gonna be strictly better than Demigod, which is something most Destinies cannot boast. Works exactly the same as Demigod, but your Utility power is based off of the deity you worship.
Legendary General- A good path for any warlord. When you use second wind, an ally can spend a surge too, not bad. Allies can also use each other’s Action points. The utility power is pretty good, it allows allies and yourself to regain a used daily or encounter power for a standard action. At level 30, your allies become far more difficult to take down… Allies can go below 0 hitpoints and not fall unconscious or die from negative hit points. They still can die from failed death saving throw however. This is a fine choice for an epic destiny, but we can do a little better.
Mythic Sovereign- Similar to Demigod, but missing the all important dual stat bump. Nice features though, with a scaled down version of Divine Miracle at 30. The utility power is simply amazing however. Only take this path if you have a crit range of 19-20 or greater.
Punisher of the Gods- If you wanna play a striker Warlord, this is a fine path, although you probably won’t be able to fully exploit the cheese of this Destiny.
Warmaster- If you can live without the dual stat bump of Demigod, then this is likely the best possible Destiny for your Warlord. Anytime a surprise round pops up, you and your entire party can act and use all the normal actions, as well as not granting CA when surprised. That’s pretty sweet right there, look for ways to start surprise rounds… Whenever you spend an action point, an ally within 5 gets an extra action on their next turn too. Nice! Tactical Genius at level 30 is not the most incredible feature, but it is definitely a great thing to have, as it allows you to spend as many of your action points during a combat as you’d like. The utility power is definitely a big part of this destiny, as it is a daily power which enables you and your allies to take an entire round of actions! This destiny is gonna throw a lot of extra actions at your party. The Party Novas with this Destiny are unbelievable.
Let’s go over some of the ways you can combine your powers to inflict or allow maximum damage (though yourself, or more likely, your allies).
Name: Overextension Stratagem
Can be Utilized by: Any presence, although Bravelords do gain a significant bonus to Provoke Overextension (which slightly increases the power of this combo).
Powers Used: Diabolic Stratagem (encounter), Provoke Overextension (encounter)
Actions Required: 2 Standard Actions
How to perform: Use Diabolic Stratagem, action point (unless you have another way of granting yourself an additional Standard Action), then use Provoke Overextension.
Possible by level: 7
Effect: When used in succession, Provoke Overextension will trigger opportunity attacks from all your allies (you are granted one also, but cannot utilize it on your own turn), regardless of Diabolic Stratagem hitting (although you are still required to connect with Provoke Overextension). If the enemy misses you with the granted attack, one of your allies will also receive an additional Basic Attack against the enemy. Bonuses to Bravelords. This is a very damaging combo at this level, and may be the only way to trigger this many free attacks during the heroic tier. Be advised that this combination does require the party to be surrounding one enemy to work best. Further drawbacks are the fact that this requires two Encounter powers and an action point.
Increasing Effectiveness: Any effects that will increase damage and/or attack bonuses for your allies when the attacks are triggered (there are two many effects to list them all).
Name: Head First
Can be Utilized by: Any build with a moderate to high Intelligence can make best use of this, though the power is strong enough to be utilized by any build.
Powers Used: Iron Dragon Charge (daily), Inevitable Wave (at-will)
How to Perform: Relatively simple strategy, but that doesn’t make it any less potent. Use Iron Dragon Charge, and proceed to charge whenever possible. Using powers that benefit charging and/or can be used on a charge are very useful here.
Possible by level: 9
Effect- Using Iron Dragon Charge will allow one of your allies to charge whenever you do (as an immediate reaction) until the end of the encounter, regardless of whether you hit with the power. The “strategy” here is to increase the effectiveness of your’s and your ally’s charges. Inevitable Wave is a simple effective way of doing this. Bravelords can substitute flattening charge, although it is not as reliable, to trade damage for knocking the enemy prone.
Increasing Effectiveness: Any powers that can be used on a charge and/or increase the effectiveness of charging. Example powers are: Guide the Charge (level 6 utility) and Follow me in (level 3 encounter power).
Name: Adaptive Favor
Can be Utilized by: Any build with a good Intelligence score, but most effective with a Taclord.
Powers Used: Warlord’s Favor (level 1 encounter), Adapative Stratagem (level 2 utility).
How to Perform: Follow the use of Warlord’s Favor with Adaptive Stratagem. You are required to hit with Warlord’s Favor, otherwise you miss out on any attack bonus from this combo (and it’s not really a combo any more…).
Possible by level: 2
Effect- Confers an attack bonus of +2 (1+Int mod for Taclords), as well as an Int mod bonus to damage rolls to one ally against one enemy until the end of your next turn. A Taclord (best suited for them) with an 18 Int mod will grant a +5 attack bonus and a +4 damage bonus.
Increasing Effectiveness: At level 2, this is about the biggest buff a Taclord can give out. Utilize the most of your granted bonuses by using Commander’s Strike to give your ally more attacks against the target while he is still under the effect of your bonuses. Situation described above will add +5 attack and +8 damage to your ally’s Basic Attack with Commander’s Strike (which can be used once, or twice with an action point).
Here's a few builds to show examples of the different Warlord types.
Fey Charging Taclord: community.wizards.com/go/thread/view/758...
Inspiring Warlord: community.wizards.com/go/thread/view/758...
Resourceful Warlord: community.wizards.com/go/thread/view/758...
The Supreme Captain (Tiornys): community.wizards.com/go/thread/view/758...
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