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3 months ago ::
Mar 15, 2013 - 1:52PM
#51
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Date Joined:
Nov 21, 2008
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Oh, you're right! That really is awesome!
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3 months ago ::
Mar 15, 2013 - 7:17PM
#52
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Date Joined:
May 13, 2009
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To refute what I said earlier, Greatsword is not the best pick for your second Arena Training; you should naturally pick a superior weapon, just in case you will ever need the proficiency!
But anyway, I figure the expertise feats you'll want to consider are Flail, Staff and maybe Light Blade. Personally I'd stick with Flail Expertise, but that's just me!
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3 months ago ::
Mar 17, 2013 - 9:30AM
#53
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Date Joined:
Nov 21, 2008
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Well, our first session went very well. We have a balanced party of 5 (with 2 Leaders), one of which is a Lazy Shaman who likes giving me the free MBA since I'm always in the center of combat. I managed to add Flaming +1 to my Triple-headed Flail as a reward for turning in a corrupt merchant (a sleazy salesman, unbelievable right?!). I'm multi-marking, multi-punishing, and proning like crazy, keeping the bulk of the baddies off the squishies. Out of 6 combat encounters, I've been bloodied a few times but the Leaders are preventing me from needing to use my Second Wind so far. I've been reduced to zero HP once, but I was healed before any enemies were able to attack me while I was down. Combat-wise, I am thoroughly enjoying playing my first Defender! I really feel like the protector I was aiming for!
We're already at 591xp, so we'll be reaching Level 2 within the next session or two. For my Utility Power I'm leaning heavily towards Glowering Threat for the expanded/empowered mark once per encounter (as a Minor with no attack roll needed, how sweet is that?!), and for my Feat I'm going with Staff Expertise so my Flail becomes a Reach weapon (slightly ranged marking).
So it should be clear by my build that I'm shooting for being able to reach and mark as many enemies as often as I possibly can so the rest of the party can do their own things unfettered. Now, iirc, despite being able to Mark 2 squares away with my new Reach, I can still only Punish directly adjacent marked enemies, correct? I've faced monsters in other 4e games that have Threatening Reach, but there's no way for me to attain something similar, is there?
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3 months ago ::
Mar 17, 2013 - 9:40AM
#54
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Not in heroic. Stoneblessed PP might be worth a read.
(though have to be honest, haven't read that myself in years)
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3 months ago ::
Mar 17, 2013 - 12:03PM
#55
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The Stoneblessed PP gets you one turn of TR per encounter plus a permanent +1 reach. The Spiked Chain Multiclassing Utility Swap feat and the Polearm Master PP get you one encounter of TR per day.
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3 months ago ::
Mar 17, 2013 - 1:00PM
#56
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The Polearm Master PP also lets you enforce your mark within 2 squares with the 16 feature. But once you have CaGI you'll find it isn't that hard to get masses of things adjacent to you.
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3 months ago ::
Mar 17, 2013 - 1:44PM
#57
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Date Joined:
Nov 16, 2010
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MC warden + sudden roots isn't a bad pickup either (if your DM provokes at all), and looking forward, you could pick up warden's lure at 17. It's basically CaGI's big brother that pulls before the attack roll.
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3 months ago ::
Mar 17, 2013 - 3:41PM
#58
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MC warden + sudden roots isn't a bad pickup either (if your DM provokes at all), and looking forward, you could pick up warden's lure at 17. It's basically CaGI's big brother that pulls before the attack roll.
A pure-class Fighter doesn't usually need Sudden Roots too badly. The number of cases in which Combat Superiority alone won't prevent the enemy from reaching their goal but the additional Slowed condition will prevent them is almost vanishingly small. The Slowed condition goes away at the end of the current turn anyway, so it's not even good for WSG. I mean, I could see some bizarre corner case with a half-elf busting out Twin Strike with HBO and triggering WSG that way, but I still don't think it'd be at all worthwhile.
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