I am amazed at how willing people are to ignore the fact that this version of the fighter has an always on, close burst 1 "mark". The normal fighter would beg for that. In fact, a normal fighter can only get close to that by choosing a specific level at-will attack (and hitting with it) or by getting very specific encounter powers, the first of which is available at level 3.
-SYB
Yeah, but without knowing the Knight's mark enforcement mechanic, it still could go either way. Even if it's basically the Fighter's, they'll still need some good stances or Power Strike options to attempt to live up to its parent class.
I think they'll probably get all that, but even if it's just the aura + simplistic mark enforcement, they'll be effective enough.
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I am amazed at how willing people are to ignore the fact that this version of the fighter has an always on, close burst 1 "mark". The normal fighter would beg for that.
meh. so does the warden.
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I am amazed at how willing people are to ignore the fact that this version of the fighter has an always on, close burst 1 "mark". The normal fighter would beg for that.
meh. so does the warden.
The Warden can punish at short range, something the Knight can't do. Heck an enemy who gets away from a regular fighter still takes a -2 to attack rolls, not so with the Knight.
The Fighter is better off with his current marking mechanic. Besides no need to spend a Minor at the start of combat.
I am amazed at how willing people are to ignore the fact that this version of the fighter has an always on, close burst 1 "mark". The normal fighter would beg for that.
meh. so does the warden.
The Warden can punish at short range, something the Knight can't do. Heck an enemy who gets away from a regular fighter still takes a -2 to attack rolls, not so with the Knight.
The Fighter is better off with his current marking mechanic. Besides no need to spend a Minor at the start of combat.
Spend a Minor at the start of the day, then never let your guard down.
Knowing is Half the Battle. The Other Half is VIOLENCE.
Imagine a lightsaber duel between Optimus Prime and Batman. You're welcome.
I am amazed at how willing people are to ignore the fact that this version of the fighter has an always on, close burst 1 "mark". The normal fighter would beg for that.
meh. so does the warden.
The Warden can punish at short range, something the Knight can't do. Heck an enemy who gets away from a regular fighter still takes a -2 to attack rolls, not so with the Knight.
The Fighter is better off with his current marking mechanic. Besides no need to spend a Minor at the start of combat.
Spend a Minor at the start of the day, then never let your guard down.
Powers don't work that way. You can't sustain something beyond 5 minutes, its a basic rule of the game.
Granted you could just spend a minor action every five minutes or so and not need to activate it when rolling initiative...
Ya know in retrospect that minor action recquirement is really stupid. Anybody a little clever will just tell their DM 'I'm always on guard and I restart my aura all the time!' and assume its on when iniative is rolled.
Powers don't work that way. You can't sustain something beyond 5 minutes, its a basic rule of the game.
I have been wrong at least once in my life, and may be this time as well, but I am pretty sure that is only for things that last 'until the end of the encounter' and things that use the sustain mechanic, both of which have a max of 5 minutes. Anything else can potentially be longer, such as things that specifically last until your next rest, etc.
Besides which as you pointed out it's kind of ridiculous even if you did read in a five minute limit since it's an at-will minor action and can be done pretty much all the time. Stances do have an 'until end of encounter or 5 minutes' limitation built into the keyword, but as you pointed out you could always just spend a minor every minute or so switching to your favorite battle-opening stance to have it ready so it's probably reasonable to assume the knight is in his default battle-opening stance at the start of a fight (certainly more reasonable than the locally practiced assumption that everyone has their weapons drawn at the start of every fight, even when surprised).
I'd fix the steely eyes of my hampster at the DM that makes me declare that I keep my stance up every five minutes each time rather than go along with me saying my character is going to make the effort to "stay on guard" (ie keeping the stance up) so long as I'm conscious.
A Minor is maybe a couple seconds worth of time every 5 minutes? That sounds right.
Knowing is Half the Battle. The Other Half is VIOLENCE.
Imagine a lightsaber duel between Optimus Prime and Batman. You're welcome.
I really strongly doubt that "extra Fighter stance" means two stances at once. What other class has their at-will powers' riders double in effectiveness at mid-heroic tier? More likely it does exactly what it says on the tin: you get to choose an extra Fighter stance, usable at will.
It seems to me there's alot of figher utility stances. And without the ability to use 2, that hurts things.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
The Thief preview lists "Extra Rogue's Trick" twice on its level progression. Since Rogue's Tricks are just regular move actions, no duration/lingering effect, there's no way it could mean anything except exactly what it says on the tin: you get an extra rogue's trick.
Why would they use that language for Thieves meaning one thing and for Knights meaning something completely different?
And why would they give Knights the ability to stack two at-will attacks' worth of effects on an attack at mid-heroic level just to make sure that they have full compatibility with existing Fighter Utilities when everywhere else the class is insulated from needing those?
Extra fighter's stance means you get an extra stance. I'm as sure of that as I'm sure about anything that's in the first PHB.
...and that's the news from Lake 4th Edition, where the Gnomes are strong, the Half-Orcs are good-looking, and all the PCs are above average.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.