Fighter/Notes

Fighter/Notes

by gelariss, Sep 22,2009

Notes & Tactics

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Tactics: What You Need To Know To Fight

After some analysis and playtesting, I believe that the following guidelines are key to playing a successful Fighter.

Make yourself an appealing target

There are many ways you can make yourself an appealing target for enemy attacks. I believe a combination of the following three methods will yield the best results, in the order they are presented:

Be in the right place at the right time

Positioning is key for drawing attacks; if you're in the enemy's face all the time and your squishies can spend time behind you, you will provoke attacks from your opponents if for no other reason than for you to leave them alone. :D This also goes for abilities that affect the enemy's positioning; your enemy is sure to attack you if you punt him halfway across the room for trying to attack somebody else.

Hit them hard

Enemies will tend to go after the target that is hitting them the hardest, so damage is important towards making yourself an appealing target. Don't worry about being the most damaging member in your party; you usually won't be. However, you do want to be able to punish your enemies so that they won't forget about you while they're running after your Striker.

Let them hit you every once in a while

Though at first having non-maxed defenses (by wielding a two-handed weapon) or charging into a rather dangerous situation can seem counterproductive, making yourself an easier target can also bring enemy attacks on you; you are easy to hit, so you will be attacked often. If you do this, be sure to look for abilities to grant you temporary HP or damage resistance in order to compensate for the extra hits you're going to be drawing.

Know when to ask for help

You may be the guy with the best healing surges and HP in your party (most of the time), but you're not a Solo monster. What this means is that you should take MOST of the hits, not ALL of the hits. If you do, you'll be face-planting more often than not (even with a dedicated healer), and you won't be contributing much after that. Having other allies who can dart in and out of the Melee and take some of the pressure off you can go a long way in prolonging the group's overall encounters per day before an extended rest. Not only that, but having an ally who can go toe-to-toe with the Brutes and Soldiers for a while frees you up to chase and lock down more mobile enemies like Artillery, Lurkers, and Skirmishers.

Be a team player

If the party Rogue needs you to flank an enemy, do it (especially if he's the one who has to provoke the OA, because that nets you a potential free attack too). If you have to take some heat off the enemy so the Wizard can nuke the area, that's OK. If you have to provoke an occasional OA for moving in to get the aforementioned flank or to help get an enemy off your Wizard, that's OK too; you're the one responsible for everyone getting out of the situation alive.

Apply force judiciously

Having a good understanding of a given tactical situation can save your party more time and HP than any damage combo you (or anyone else) can cook up. Learn when to stick to your guns and fight conservative, and when to gamble more resources to end the encounter faster. You don't necessarily need ALL your Dailies to take out the BBEG, after all, but you probably will need SOME of them.

Balance specialization with versatility

Fighters are one of the classes with the most variability in power selection; you can go from a pseudo-Striker skirmishing Fighter to the immovable object who defines the party frontline. Avoid being one-dimensional; your opponents will exploit your limitations if you are. However, remember to play to your strengths as well; wanting to be good at everything usually ends up with your being good at nothing and mediocre at everything.

Sample Builds

Dragonborn Fighter - "The Dominator"

Male Dragonborn Fighter 1 (Weapon Talent)

  • Attributes: Str 18, Con 16, Dex 12, Int 8, Wis 12, Cha 12
  • HP / Bloodied / Surges (value): 36 / 18 / 12 (12 HP)
  • AC / Fort / Ref / Will: 17 / 16 / 11 / 11
  • Basic Melee: Warhammer (+7 vs. AC, 1d10+4 damage)
  • Basic Ranged: Throwing hammer (+7 vs. AC, 1d6+4 damage)
  • At-Will Powers: Footwork Lure, Tide of Iron
  • Encounter Powers: Dragon Breath, Spinning Sweep
  • Daily Powers: Villain's Menace
  • Trained Skills: Athletics (+7), Endurance (+6), Intimidate (+8)
  • Feats: Toughness
  • Gear: Warhammer, Throwing Hammer (2), Heavy Shield, Scale Armor, standard adventurer's kit, 5 gp

Dwarf Fighter - "The Berserker"

Male Dwarf Fighter 1 (Battlerage Vigor)

  • Attributes: Str 18, Con 16, Dex 10, Int 10, Wis 13, Cha 8
  • HP / Bloodied / Surges (value): 31 / 15 / 12 (7 HP)
  • AC / Fort / Ref / Will: 16 / 16 / 10 / 11
  • Basic Melee: Mordenkrad (+6 vs. AC, 2d6+6 damage, reroll all 1's)
  • Basic Ranged: Throwing hammer (+7 vs. AC, 1d6+4 damage)
  • At-Will Powers: Brash Strike, Crushing Surge
  • Encounter Powers: Passing Attack
  • Daily Powers: Comeback Strike
  • Trained Skills: Athletics (+7), Endurance (+9), Heal (+6)
  • Feats: Dwarven Weapon Training
  • Gear: Mordenkrad, Throwing hammer (2), Chainmail Armor, standard adventurer's kit, 5 gp

Human Fighter - "The Sticky One"

Male Human Fighter 1 (Weapon Talent)

  • Attributes: Str 18, Con 13, Dex 14, Int 8, Wis 14, Cha 10
  • HP / Bloodied / Surges (value): 33 / 16 / 10 (8 HP)
  • AC / Fort / Ref / Will: 19 / 17 / 15 / 13
  • Basic Melee: Longsword (+8 vs. AC, 1d8+4 damage)
  • Basic Ranged: Javelin (+7 vs. AC, 1d6+4 damage)
  • At-Will Powers: Cleave, Footwork Lure, Tide of Iron
  • Encounter Powers: Passing Attack
  • Daily Powers: Comeback Strike
  • Trained Skills: Athletics (+7), Endurance (+4), Heal (+7), Intimidate (+5)
  • Feats: Action Surge, Toughness
  • Gear: Heavy Shield, Javelin (2), Scale Armor, standard adventurer's kit, Longsword, 5 gp

Minotaur Fighter - "MC Hammer"

Male Minotaur Fighter 1 (Weapon Talent)

  • Attributes: Str 18, Con 18, Dex 12, Int 8, Wis 12, Cha 10
  • HP / Bloodied / Surges (value): 33 / 16 / 13 (8 HP)
  • AC / Fort / Ref / Will: 17 / 16 / 11 / 11
  • Basic Melee: Mordenkrad (+7 vs. AC, 2d6+4 damage, reroll all 1's)
  • Basic Ranged: Throwing hammer (+6 vs. AC, 1d6+4 damage)
  • At-Will Powers: Brash Strike, Reaping Strike
  • Encounter Powers: Goring Charge, Spinning Sweep
  • Daily Powers: Villain's Menace
  • Trained Skills: Athletics (+8), Endurance (+8), Intimidate (+5)
  • Feats: Weapon Proficiency (mordenkrad)
  • Gear: Throwing hammer (2), Mordenkrad, Chainmail Armor, standard adventurer's kit, 5 gp

Longtooth Shifter Fighter - "The Slayer"

Male Longtooth Shifter Fighter 1 (Tempest Technique)

  • Attributes: Str 18, Con 13, Dex 14, Int 8, Wis 16, Cha 10
  • HP / Bloodied / Surges (value): 28 / 14 / 10 (7 HP)
  • AC / Fort / Ref / Will: 18 / 16 / 13 / 13
  • Basic Melee: Double sword (+8 vs. AC, 1d8+6 damage)
  • Basic Ranged: Javelin (+6 vs. AC, 1d6+4 damage)
  • At-Will Powers: Dual Strike, Footwork Lure
  • Encounter Powers: Funneling Flurry, Longtooth Shifting
  • Daily Powers: Villain's Menace
  • Trained Skills: Athletics (+8), Endurance (+7), Intimidate (+5)
  • Feats: Two-Weapon Defense (Tempest bonus feat), Weapon Proficiency (double sword)
  • Gear: Double Sword, Javelin (2), Chainmail Armor, standard adventurer's kit, 5 gp


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