I have an early copy of Martial Power 2

Post/Author/DateTimePost
#1

Marandahir

Feb 10, 2010 17:46:09
So… yeah.

It's awesome.
#2

Lord_Ventnor

Feb 10, 2010 18:02:15
Schweet.

So... could you tell me about the Brawler Fighter? Features, important feats, paragon paths, cool-looking powers?

Well, maybe not all that, but I'd like some idea about it. 
#3

DocSpartan

Feb 10, 2010 18:02:31
Planning on sharing some of the goods? Sealed
#4

GMforPowergamers

Feb 10, 2010 18:33:44
what are your immpressions so far?

 is it worth the purchase?

what is your fav new build and why?

any cool unexpected things in there???
#5

MarkAtkinson

Feb 10, 2010 18:43:17
I am soooooooo jealous. Tongue out

My copy is on pre-order with amazon.co.uk so I probably won't see mine till mid March so anything you can tell will be greatly appreciated.
#6

Marandahir

Feb 10, 2010 18:58:24
I've read through most of it, though not the majority of the powers (most of the flavour text, plus overviewed all the new builds and feats and styles and practices).

It's layed out somewhat similar to Primal Power.

I really like how it spends time getting into the themes of Martial Power, and how it explains why your exploits are 1/day or 1/encounter.


I'm really happy that Shadowy Rogue has Int-riders.  Finally a Dex/Int rogue.

Inspiring Warlord has Wis or Cha riders, while Skirmishing (Archer) Warlord has Wis or Int riders.

I'm really excited about Hunter and Marauder Rangers.

Hunter switches freely between ranged and melee combat, using a greatbow and a melee weapon (suggested two-hand).  Marauder uses two weapons, but the off-hand weapon is heavy thrown.


Combat Styles are really cool.  I especially like the Ranged weapon styles that change melee warlord powers into ranged warlord powers with the Greater Style [Warlord] feat.

Martial Practices include "Forge Armour" and "Forge Weapon" practices that let you make magic armour and weapons respectively, but only the generic Magic Weapon or Magic Armour, rather than Flaming Weapon or something.

Brawling Fighters are pretty cool.  They include powers that let you make un-armed attacks with your free hand, but remember, you can have spiked gauntlets on, and still be counted as having your hand free.  Versatile Weapons are also suggested, since changing them from two-handed to one-handed is a free action.  Brawlers like Str/Dex/Con, rather than Wis, and Combat Agility is a boon for them.

Combat Agility grants you a power that lets you pursue enemies that try to shift away from you and still strike them with an OA.

There's a PPath for Fighters who Multiclass or Hybrid Class into Infernal Warlock, called Avernian Knight.

There's also a PPath for Rogues called Arcane Trickster if you have training in Arcana, and all your PPath powers are Arcane.  There's a similar PPath for Warlords called Arcane Battlemaster, and it keys into ranged weapons, meaning that it's good for Skirmishing Warlords. 

Amongst the Fighter PPaths is the Glorious Myrmidon and the Rakehell Duellist.  These seem to be candy for those wanting the Myrmidon Class or the Swashbuckler Class as Martial Defenders, when they're really just aspects of the Fighter, and these are the Paragon of those aspects.

Sharpshooter Talent for rogues give crossbows or slings (your choice) essentially the same effectiveness as a dagger.
#7

askanipsion

Feb 10, 2010 19:41:06
Can you spoil the Adamant Arrow Combat style for us? Wink

Is the Leafrunner Combat Style the same as they previewed in Dragon months ago?
#8

Cyber-Dave

Feb 10, 2010 19:52:21
Does anything in the book help out beastmaster rangers?
#9

sfdragon

Feb 10, 2010 20:24:21
ca nwe have a list of the PP's and ED's listed in the book??
#10

greatfrito

Feb 10, 2010 20:28:23
Here's one of the biggest questions in my mind: is there feat support for the races introduced since MP1?  The feats excerpt showed a few feats for PH2 races, but absolutely no support for Eberron races.
#11

Marandahir

Feb 10, 2010 20:57:56
Plenty of feat support for Changelings, Kalashtar, and Warforged.  That said, it's not enough to make up for the fact that a lot of other races -also- have feat support, so they're still far behind.  But they're not ignored in the slightest.

Lots of new Beastmaster powers, new feats for Beastmasters and their beasts, including a set for beast groups that gives the beast something to do if it becomes separated from you or if you fall or something and can't give it orders.

I don't remember them previewing Leafrunner, though they did preview  Black Hood and Adamant Arrow a while back.  Leafrunner emphasises light ranged weapons, gives a bonus to stealth, and gives a bonus to speed if you're using one of the weapons it keys into.  Also, as with all ranged warlord greater styles, the powers it keys into transform the powers from melee to ranged.  The greater styles are pretty neat too, but I won't directly spoil them.  I'll just say that that the greater styles have something to do with cover and concealment and ignorance thereof ;)

Adamant Arrow, as you know, only works with longbows or greatbows.  Adamant arrow focuses on providing power behind your shots, using a balance of aim and power.  The main benefit gives a Perception bonus and allows your shots to push the enemy. 

Note that a lot of the PPaths key into Combat Styles, being the natural extention of them.


Fighter PPaths

Avernian Knight
Glorious Myrmidon
Ironstar Mauler
Kulkor Arms Master
Rakehell Duelist
Rampaging Brute
Steel Vanguard Master
Warhound of Bane

Ranger PPaths

Bloodfury Hunter
Darkstrider
Harrowing Swarm Archer
Huntmaster
Lone Wolf
Reaving Axe Savant
Shinaelestran Guardian
Snow Tiger

Rogue PPaths

Arcane Trickster
Blade Bravo
Daring Slinger
Jack-Of-All-Trades
Verdant Stalker
Master of Poisons
Red Cloak
Whisperknife

Warlord PPaths

Arcane Battlemaster
Arkhosian Blademaster
Arrowhead Commander
Captain of Fortune
Chainbinder
Prince of Knaves
White Raven
Zephyr Warchief

EDests

Dragonheart
Invincible Vanguard
Legendary Sovereign
Star-Favored Champion
#12

Omnirahk_half-Rahkshi

Feb 10, 2010 21:30:29
Ok, I'm curious about the Chainbinder and the Dragonheart.  Am I right in thinking that the Chainbinder is for flail-using warlords that tangle up their foes?  Maybe it's even spiked-chain specific?  If so, I'd expect combat advantage to allies and movement limitations to be a big part of their attack powers.
#13

Duke5150

Feb 10, 2010 21:42:32

Is there a good amount of original artwork? Is there any recycled art in MP2? How we looking on the fluff? Good quantity? Average? Do you find the fluff interesting, assuming you've even read any of it.

Hey, everyone else is asking about mechanics, thought I'd ask about the rest.
Wink

#14

askanipsion

Feb 10, 2010 21:48:10


I don't remember them previewing Leafrunner, though they did preview  Black Hood and Adamant Arrow a while back.  Leafrunner emphasises light ranged weapons, gives a bonus to stealth, and gives a bonus to speed if you're using one of the weapons it keys into.  Also, as with all ranged warlord greater styles, the powers it keys into transform the powers from melee to ranged.  The greater styles are pretty neat too, but I won't directly spoil them.  I'll just say that that the greater styles have something to do with cover and concealment and ignorance thereof ;)

Adamant Arrow, as you know, only works with longbows or greatbows.  Adamant arrow focuses on providing power behind your shots, using a balance of aim and power.  The main benefit gives a Perception bonus and allows your shots to push the enemy. 



They previewed Leafrunner in Dragon #373 - that version dealt with gaining limited concealment & moving in difficult terrain but the new MP2 version dealing with speed sounds better since attempting concealment isn't really that great anymore.

Thanks for the info!

#15

Marandahir

Feb 10, 2010 22:11:06
Fluff levels are slightly lower than Primal Power

There's an entire section on "The Martial Outlook," which discusses the power source and it's thematic elements.  I love how they sum it up in the first sentence of the second paragraph under "What is Martial Power?": "…most people go through their entire lives using only a fraction of their true capability."

The idea behind martial power is utilising the power latent in all beings, and honing that 90% that went to waste.  It's a similar outlook to the old psychic line, "most people only use 10% of their brain," and while the statement is false, it's a great fantasy trope. 

There's a sidebar on the fluff reasons behind how a martial character might regain their powers during a short or extended rest, powers they wouldn't be able to use due to exhaustion of physical and mental efforts.

There's a lot of great fluff in here, discussed in sidebars, beyond just the 4 pages of "The Martial Outlook": crime, named weapons, theives' cant, rivalries, roleplaying suggestions for each class, principled rogues (non-thieves), thieves' guilds, and martial fellowships.

Each combat style has an interesting background to why it developed, and there are a number of special sidebars dedicated to alternate origin stories (and names) to certain combat styles.

The backgrounds are top-notch as well.


Dragonheart is for any martial class, and focuses on pumping up your life – constitution, THPs, saving throws, healing surges.  Your final destiny turns you into a dragon, since you always felt a kinship with their majesty, beating in your heart.

Chainbinder prerequires warlord and the Rending Chains Warmaster feat.  That's the Greater Study feat for Warlords in the Rending Chains style, which using flails.  While both the style and the PPath play up fluff connections with the spiked chain, any flail will work.

But the PPath does focus on drawing your enemies closer to you with a flail attack.




I don't remember them previewing Leafrunner, though they did preview  Black Hood and Adamant Arrow a while back.  Leafrunner emphasises light ranged weapons, gives a bonus to stealth, and gives a bonus to speed if you're using one of the weapons it keys into.  Also, as with all ranged warlord greater styles, the powers it keys into transform the powers from melee to ranged.  The greater styles are pretty neat too, but I won't directly spoil them.  I'll just say that that the greater styles have something to do with cover and concealment and ignorance thereof ;)

Adamant Arrow, as you know, only works with longbows or greatbows.  Adamant arrow focuses on providing power behind your shots, using a balance of aim and power.  The main benefit gives a Perception bonus and allows your shots to push the enemy. 



They previewed Leafrunner in Dragon #373 - that version dealt with gaining limited concealment & moving in difficult terrain but the new MP2 version dealing with speed sounds better since attempting concealment isn't really that great anymore.

Thanks for the info!




Well, the concealment is still there, it's just that you can ignore other's concealment, rather than gain it…  But yeah, those ones way back in Dragon 373 were playtests, not previews.  I remember them now.
#16

askanipsion

Feb 10, 2010 22:28:17
Any new Minor, Free or Immediate Ranger or Rogue 1st lvl Encounter powers?
#17

Marandahir

Feb 10, 2010 22:30:21
Any new Minor, Free or Immediate Ranger or Rogue 1st lvl Encounter powers?



1st level encounters? No.
#18

greatfrito

Feb 10, 2010 22:32:19
Plenty of feat support for Changelins, Kalashtar, and Warforged.  That said, it's not enough to make up for the fact that a lot of other races -also- have feat support, so they're still far behind.  But they're not ignored in the slightest.


Oh thank the gods!  After the excerpt had nothing, I was really concerned about that.  Whew, that's quite the relief for me.

Steel Vanguard Master


I'm curious as to what the Steel Vanguard style's PP does.

EDIT: And whether Steel Vanguard Style still gives "Crit on 19 or 20" with its at-will powers.
#19

Marandahir

Feb 10, 2010 22:39:56
Steel Vanguard Master


I'm curious as to what the Steel Vanguard style's PP does.

EDIT: And whether Steel Vanguard Style still gives "Crit on 19 or 20" with its at-will powers.



Greater-Styles for Steel Vanguard grant crit on 19-20 with Steel Vanguard at-will and select encounters noted in the greater style feat. 
Steel Vanguard Master focuses on using a two-handed sword, much like the lesser style feat it requires.

On another note, the art is nice, when it occurs.  There isn't enough of it, in my opinion, but you have to cut something to have lots of great fluff and lots of great crunch.
#20

shadowtraveler

Feb 11, 2010 0:55:43
Are the martial practices well thought out? The preview seemed rather silly.
#21

Marandahir

Feb 11, 2010 1:08:17
They seem like rituals without the magical component.

They're no worse than rituals. 

Rangers should probably forgo ritual caster for nature rituals and use nature-related martial practices which achieve similar ends.

The Forge Armour and Forge Weapon Martial Practices are cool, but I feel that they probably should have gone all the way if they were going to go part way.
#22

thores

Feb 11, 2010 2:52:33
Anything cool for Shifters? They kind of seem like the red-headed stepchild of D&D at times, so it'd be cool if MP2 gave them some sort of new support.
#23

Duskweaver

Feb 11, 2010 3:50:57
The idea behind martial power is utilising the power latent in all beings, and honing that 90% that went to waste.


They could have summed that up even more succinctly: Martial characters are all Badass Normals.

Does MP2 throw any bones to the Haley Starshine fans players who want their rogues to be able to use shortbows?

Is the Warhound of Bane PP a clear repudiation of the idea that PCs shouldn't worship evil deities? Does it actually require the character to worship Bane, or is the name basically just "because it sounds cool"?
#24

askanipsion

Feb 11, 2010 5:46:46


Does MP2 throw any bones to the Haley Starshine fans players who want their rogues to be able to use shortbows?





There is an Elf racial feat that allows you to use bows with your rogue powers.

#25

Axiomatic_Badger

Feb 11, 2010 7:04:47
What's the deal with the Star-Favored Champion and Invincible Vanguard EDs?

Does the fighter get any Heroic level Encounters or Dailies that don't require to hit rolls?
#26

Nekoazu

Feb 11, 2010 7:54:19
The idea behind martial power is utilising the power latent in all beings, and honing that 90% that went to waste.


They could have summed that up even more succinctly: Martial characters are all Badass Normals.

Does MP2 throw any bones to the Haley Starshine fans players who want their rogues to be able to use shortbows?

Is the Warhound of Bane PP a clear repudiation of the idea that PCs shouldn't worship evil deities? Does it actually require the character to worship Bane, or is the name basically just "because it sounds cool"?




Imo it's silly that the PCs shouldn't worship evil gods, so much more roleplaying possibilities... How do you manage to stay evil without your party turning on you? And how do you stay evil even though you "save the world"?
And yeah, martial characters are pretty much badass normals.
#27

undrave

Feb 11, 2010 8:36:46
Bane is like the most non-evil of the Evil gods. His portfolio and tenant aren't particularly evil... I guess he's just a mean jerk, hence his alignment :p
#28

Valien

Feb 11, 2010 8:38:42
Can you pretty please spoil us the Heroic and Epic tier Beastmaster feats? And give us some explanations on those Paragon Beastmaster feats from the excerpt? There is one that says something on the lines of ''Your beast companion attacks deal 5 ongoing damage (S.E.)'' for Spiders and Snakes. Is this on all attacks, or is there a condition to be met? And does it scale??

Thank you very much in advance.
#29

Marandahir

Feb 11, 2010 8:50:45
There are three feats specifically for Shifters: two fighter feats (one for each type of Shifter) and a Beastmaster Ranger feat.

Rogues, unfortunately, do not get short-bow stuff in MP2.  Be an elf, if you want that, but beware:  Rogues are now equally proficient with cross-bows, slings, and daggers, but not shortbows or shurikens or shortswords.

Warhound of Bane does not require worshipping Bane.  Warhounds of Bane are so proficient in warfare that they've caught the eye of the Black Hand, for good or for ill.  You're not necessarily fighting for Bane's cause, but even if you're fighting against him, because of your valour in battle, he's grimly pleased. 


Outside of Utilities, there are no fighter powers that don't have a "to-hit" roll.  However, there are a handful of powers that have effects before you roll "to-hit", so even if you miss on the "to-hit," the power will still have been useful in some regard.

Invincible Vanguard EDest is all about charging.

Star-Favoured Champion EDest is about the stars predicting your destiny, and the a number of the features and powers deal with keeping you alive because fate dictates so.


About the Martial Power Source, it in fact is a power source, they claim in the book.  "Martial power is the combination of three qualities acting in concert:  natural ability such as great strength or uncanny agility, the determination to act, and learned skill acquired through endless hours of practice.  For a brief moment, the martial hero combines these three components in the performance of a move, maneuver, or feat of arms, exceeding the normal physical limitation of his or her body and training" (Baker, 106).
#30

VaultDweller

Feb 11, 2010 10:17:07
What's in there for Heavy Blade users?  Any feats for them that weren't covered in the MP2 excerpts?  What's the Nerathan High Blade style all about, and more importantly what at-wills does it affect?
#31

Tharag_Bocc

Feb 11, 2010 11:25:32
The idea behind martial power is utilising the power latent in all beings, and honing that 90% that went to waste.

They could have summed that up even more succinctly: Martial characters are all Badass Normals.

True, though mostly only at heroic levels.  By paragon and especialy epic tier they tend to be more like Charles Atlas Superpowers.
#32

Marandahir

Feb 11, 2010 11:29:48
Amongst Rangers, Beastmasters, Archers, and Hunters are suggested to go Two-handed, since they have no reason to have a hand free, and for Archers and Hunters, at least, when they're not using a bow, they might as well have a big sword to protect themselves up close.

Hunters especially, since thye focus on switching between melee and ranged combat, and being up close and personal with a big weapon and being far off with a longbow or greatbow.

The Arkhosian Fang, the Desert Moon, the Nerathan High Blade, the Red Cloak, and the Steel Vanguard all at least possibly deal in heavy blades.  Amongst these, the Nerathan High Blade focuses on Versatile Weapons, so if you want Greatswords or Fullblades, you should go Arkhosian Fang or Steel Vanguard.  Stell Vanguard works with two-handed heavy blades, while Arkhosian Fangs specifically work with Bastardswords, broadswords, and Greatswords.

There's one Eladrin freat that keys into Longswords, but nothing for greatswords or other two-handed blades.
#33

VaultDweller

Feb 11, 2010 12:05:41
Know what?  We should just skip the Q&A.  How about you just send me your copy of the book?  Cool
#34

Marandahir

Feb 11, 2010 12:22:29
Know what?  We should just skip the Q&A.  How about you just send me your copy of the book? 



Sorry, no can do…  As for mechanical specifics, Sealed

Oh, about Nerathan High Blade At-will modifications:

Ranger: hit and run
Fighter: threatening rush
Warlord: viper's strike
#35

Tectorman

Feb 11, 2010 12:41:42
Brawling Fighters are pretty cool.  They include powers that let you make un-armed attacks with your free hand, but remember, you can have spiked gauntlets on, and still be counted as having your hand free. 



Does the Brawling Fighter give you an automatic (either as a class feature or as something inherent to the attack powers) enhancement bonus to the attack, or would these unarmed attacks with your free hand be at (by 30th level) a -6 to attack in comparison with everything else you get?  Or is it just a secondary attack with your weapon (which does have an enhancement bonus) that is fluffed as coming from your fist?
#36

Marandahir

Feb 11, 2010 12:58:15
Brawling Fighters are pretty cool.  They include powers that let you make un-armed attacks with your free hand, but remember, you can have spiked gauntlets on, and still be counted as having your hand free. 



Does the Brawling Fighter give you an automatic (either as a class feature or as something inherent to the attack powers) enhancement bonus to the attack, or would these unarmed attacks with your free hand be at (by 30th level) a -6 to attack in comparison with everything else you get?  Or is it just a secondary attack with your weapon (which does have an enhancement bonus) that is fluffed as coming from your fist?



You want Spiked Gauntlets.  Enchant them, and you're covered.  They're considered in the unarmed group, which means (and this is clarified in a MP2 Fighter side-bar) you can use them with your unarmed attacks worked into the powers.



Is there a good amount of original artwork? Is there any recycled art in MP2? How we looking on the fluff? Good quantity? Average? Do you find the fluff interesting, assuming you've even read any of it.

Hey, everyone else is asking about mechanics, thought I'd ask about the rest.



Check out the artwork here (well, actually, it's here, but the discussion was in the first link).
#37

Plaguescarred1

Feb 11, 2010 13:10:03
Marandahir, is there any new Encounter Powers for Ranger or Rogues using Minor Actions ? Melee or Range.....
#38

Marandahir

Feb 11, 2010 13:14:14
Quick Throw, Ranger Attack 13.

There are a couple of immediate reactions for both, and there are a couple of dailies that do minor or immediate or some other non-standard actions.
#39

Plaguescarred1

Feb 11, 2010 13:16:02
Quick Throw, Ranger Attack 13.

There are a couple of immediate reactions for both, and there are a couple of dailies that do minor or immediate or some other non-standard actions.



Thanks. Looks interesting overall by what crunchy stuff you gave us. Can't wait to see it.
#40

VaultDweller

Feb 11, 2010 13:22:47
Know what?  We should just skip the Q&A.  How about you just send me your copy of the book? 



Sorry, no can do…  As for mechanical specifics, …

Oh, about Nerathan High Blade At-will modifications:

Ranger: hit and run
Fighter: threatening rush
Warlord: viper's strike


Threatening rush? Must be new.  I like the name of the power, though.  Sounds like something that has some mobility to it.
#41

sfdragon

Feb 11, 2010 14:12:40
possible for a bit more info on the red cloak pp?? or a quick review?
#42

haplo81

Feb 11, 2010 15:42:42
What's the feat support for Combat Agility look like?
#43

Marandahir

Feb 11, 2010 16:18:31
Know what?  We should just skip the Q&A.  How about you just send me your copy of the book? 



Sorry, no can do…  As for mechanical specifics, …

Oh, about Nerathan High Blade At-will modifications:

Ranger: hit and run
Fighter: threatening rush
Warlord: viper's strike


Threatening rush? Must be new.  I like the name of the power, though.  Sounds like something that has some mobility to it.



Threatening Rush -is- new.  It's here in the MP2.

Red Cloak is a rogue PPath requiring the Red Cloak Student [lesser style] feat.
It focuses on Rapier and Short Sword.
Red Cloaks were originally a flamboyant assassin's guild, so the powers focus on their murdrous techniques (stuff with sneak attack, movement, etc).


No feat support for Combat Agility.
Quite a bit for Combat Superiority, though.

#44

haplo81

Feb 11, 2010 16:20:50
NO feats whatsoever for CAg?  That's... just wow.
#45

sfdragon

Feb 11, 2010 18:06:08
can desert wind or monn whatever be used with twf???
#46

Marandahir

Feb 11, 2010 18:24:59
NO feats whatsoever for CAg?  That's... just wow.



You have to remember that Combat Agility is not like Combat Superiority.  It's an OA that occurs after they make their action, you shift after them, then attack with weapon damage and knock them prone. 

The only feat I could think of it would be increasing the speed of your shift. 


Something that I noticed.  Goliaths now will love maces. 


can desert wind or monn whatever be used with twf???



Desert Moon loves TWF.
#47

DragonsWrath

Feb 11, 2010 18:37:02
Hi, thanks for sharing!

Any new (magic) items, or weapon types?

Any new fighter powers/feats that focus on shields or hammers?  Any that have that sort of flavor?
Things like the Dragon article some time ago were cool.

#48

zaeshir

Feb 11, 2010 18:41:59
I'd love to hear about the Blade Bravo if you have a moment.  Thanks
#49

Marandahir

Feb 11, 2010 18:52:44
Hi, thanks for sharing!

Any new (magic) items, or weapon types?

Any new fighter powers/feats that focus on shields or hammers?  Any that have that sort of flavor?
Things like the Dragon article some time ago were cool.





Lots of shield focused and hammer focused powers and feats for fighters.

No new items.
#50

Valien

Feb 11, 2010 19:01:10
Amongst Rangers, Beastmasters, Archers, and Hunters are suggested to go Two-handed, since they have no reason to have a hand free, and for Archers and Hunters, at least, when they're not using a bow, they might as well have a big sword to protect themselves up close.



Hey, sorry, but you didn't exactly answer my question: how are the beastmaster heroic feats and powers? Sorry, I'm not demanding anything, I just think you misunderstood what I was asking when you answered me =) Again, sorry.
#51

waterbizkit

Feb 11, 2010 19:02:59
Because hammers needed more support, right?

How would you rate support for weapon types currently believed to be neglected? Example would be picks, maces, staves, and flails. You've mentioned some bits that touch on some of these weapons, but I'm curious how the book handles them overall.

And a great many thanks for sharing everything you and all that you will.

~Bizkit 
#52

Marandahir

Feb 11, 2010 19:27:02
I'd love to hear about the Blade Bravo if you have a moment.  Thanks



Blade Bravos are Brawny Rogues who focus on using light blades, and have expertise and effective attacks, despite lacking the artfulness and flourish of other light blade fighters (Artful Dodgers).


Amongst Rangers, Beastmasters, Archers, and Hunters are suggested to go Two-handed, since they have no reason to have a hand free, and for Archers and Hunters, at least, when they're not using a bow, they might as well have a big sword to protect themselves up close.



Hey, sorry, but you didn't exactly answer my question: how are the beastmaster heroic feats and powers? Sorry, I'm not demanding anything, I just think you misunderstood what I was asking when you answered me =) Again, sorry.



The Beastmaster powers are all melee.  There are feats that allow your beasts to fight when you're not around to command them.  Each category can do a different thing.


Because hammers needed more support, right?

How would you rate support for weapon types currently believed to be neglected? Example would be picks, maces, staves, and flails. You've mentioned some bits that touch on some of these weapons, but I'm curious how the book handles them overall.

And a great many thanks for sharing everything you and all that you will.

~Bizkit 



Combat Styles and PPaths that develop those styles further seem to be a major turn for those weapons.  Staves are not supported.  Picks, Maces, and Flails also get other feat support.  For example, one feat you've already seen previewed for Gnomes gives them prof and bonus with hammers and picks.  For the most part, Picks don't get any support on their own though – always with Hammers as an alternative.

There's a feat that pumps up Unarmed attacks and spiked gauntlet damage for Brawlers.

As I said, Goliaths will like Maces now.
#53

zaeshir

Feb 11, 2010 19:36:30
Thank you very much  
#54

xiahouxu

Feb 12, 2010 4:13:15

Are there any goodies in there that players MCing into Martial classes might want to pick up?

#55

Marandahir

Feb 12, 2010 7:21:00
Nine new Multiclass Feats:

Most of them deal with build powers that didn't get covered by MC feats in the past, with a focus on Fighters adn Warlords.  The Agile Brawler is the only new Paragon Multiclassing MC feat.

Agile Brawler (Brawler Fighter, Paragon Multiclassing)
Bravura Leader (Bravura Warlord)
Brawling Warrior (Brawling Fighter)
Cyclone Warrior (Tempest Fighter)
Insightful Leader (Insightful Warlord)
Resourceful Leader (Resourceful Warlord)
Skirmishing Leader (Skirmishing Warlord)
Twilight Adept (Shadowy Rogue)
Wrathful Warrior (Battlerager Fighter)
#56

VaultDweller

Feb 12, 2010 7:36:48

You have to remember that Combat Agility is not like Combat Superiority.  It's an OA that occurs after they make their action, you shift after them, then attack with weapon damage and knock them prone.


Does the book spell out explicitly that the OA comes after they make their move?

I thought that was not the case, based on the info in this thread: community.wizards.com/go/thread/view/758...

It's a power triggered by an Opportunity Attack.  Opportunity Attacks interrupt the target's action, and thus the trigger for this power also fires before the target can move.  I would have thought the CAg power comes in before the enemy gets the chance to move.

Otherwise, I just don't see it as very useful.  Most enemies have a move speed of 6 or better.  If you can only shift up to your Dex mod in pursuit, it will be very difficult to actually end adjacent to an enemy that's trying to get away from you.  If a Fighter starts with Dex 16 (which is probably as high as a Fighter can be expected to start), he won't have a Dex mod of +6 until level 21.  Fighters with CAg will lose almost all of their stickiness if this is the case.
#57

Bluewyrm

Feb 12, 2010 8:07:06
One of the things I noticed about the Domain Feats from Divine Power, there were a few at-wills that were never modified by any of them (Sacred Flame, off the top of my head).  I remember thinking at the time that this was because it was often viewed as their best at-will and didn't need any help.  So with that in mind, I am curious...

Any Style Feats that modify Twin Strike?
#58

Marandahir

Feb 12, 2010 9:38:10

You have to remember that Combat Agility is not like Combat Superiority.  It's an OA that occurs after they make their action, you shift after them, then attack with weapon damage and knock them prone.


Does the book spell out explicitly that the OA comes after they make their move?

I thought that was not the case, based on the info in this thread: community.wizards.com/go/thread/view/758...

It's a power triggered by an Opportunity Attack.  Opportunity Attacks interrupt the target's action, and thus the trigger for this power also fires before the target can move.  I would have thought the CAg power comes in before the enemy gets the chance to move.

Otherwise, I just don't see it as very useful.  Most enemies have a move speed of 6 or better.  If you can only shift up to your Dex mod in pursuit, it will be very difficult to actually end adjacent to an enemy that's trying to get away from you.  If a Fighter starts with Dex 16 (which is probably as high as a Fighter can be expected to start), he won't have a Dex mod of +6 until level 21.  Fighters with CAg will lose almost all of their stickiness if this is the case.




Combat Agility is a special Opportunity Action that while it triggers when the enemy takes an action that provokes an OA, the effect only happens AFTER the enemy resolves their action.  And yes, the shift speed is your Dex mod, and then you make an attack.  The idea is to pursue them, then make the attack.  Perhaps if you're carrying a reach weapon you might be stickier with it…

That said, if you're using Combat Agility, you want to maximise your Dexterity as much as possible while still keeping a high Strength.  Half-Orcs are obviously really good ad Brawlers, as are Gnolls and Revenants.  You want to increase Dexterity whenever possible, so you might get a +6 mod at the 14th level. 

The power does not specify you need to be adjacent to the enemy, though it does say Melee weapon, meaning that you at least need to be within melee reach.

I don't see too much of a problem.



Other note:

No style feats that modify twin strike.  It's not like it needs a style feat though.  These allow Rangers to branch out… or at least make their second at-will an option to use.
#59

Bluewyrm

Feb 12, 2010 10:04:36


No style feats that modify twin strike.  It's not like it needs a style feat though.  These allow Rangers to branch out… or at least make their second at-will an option to use.



Good, there really shouldn't be anything that makes Twin Strike better... it's plenty good enough as is.
#60

VaultDweller

Feb 12, 2010 10:29:45
Combat Agility is a special Opportunity Action that while it triggers when the enemy takes an action that provokes an OA, the effect only happens AFTER the enemy resolves their action.


I guess I'm still going to want to wait and see the actual wording on the feature, because unless they explicitly state the exception that this occurs after the enemy move, then I would assume it follows the standard rule for opportunity actins.


Opportunity Action

Trigger: Opportunity actions allow you to take an action in response to an enemy letting its guard down. The one type of opportunity action that every combatant can take is an opportunity attack. Opportunity attacks are triggered by an enemy leaving a square adjacent to you or by an adjacent enemy making a ranged attack or an area attack.

Once per Combatant’s Turn: You can take no more than one opportunity action on each other combatant’s turn. You can’t take an opportunity action on your own turn.

Interrupts Action: An opportunity action interrupts the action that triggered it.


 


I won't quote the entire Opportunity Attack piece (since it's long and I don't see how to use spoiler blocks), but:


 


Interrupts Target’s Action: An opportunity action takes place before the target finishes its action. After the opportunity attack, the creature resumes its action. If the target is reduced to 0 hit points or fewer by the opportunity attack, it can’t finish its action because it’s dead or dying.


So, unless they declare that CAg is an exception to those rules, then it should interrupt the move.  I do still think that the Dex requirement is too high to be useful for pursuit - I actually play a Half-Orc Tempest Fighter when I'm not DM'ing, and even with the racial Dex bonus and a build that expects high Dex, I don't see the character being able to effectively pursue and strike until upper paragon tier at the absolute earliest - and even then only against enemies that don't have above normal movement speed.

But anyway, this isn't the time or place to debate rules for something that isn't published yet, and that I don't have access to.  I'll leave it alone for now.
#61

Marandahir

Feb 12, 2010 10:32:17
Combat Agility is a special Opportunity Action that while it triggers when the enemy takes an action that provokes an OA, the effect only happens AFTER the enemy resolves their action.


I guess I'm still going to want to wait and see the actual wording on the feature, because unless they explicitly state the exception that this occurs after the enemy move, then I would assume it follows the standard rule for opportunity actins.


Opportunity Action

Trigger: Opportunity actions allow you to take an action in response to an enemy letting its guard down. The one type of opportunity action that every combatant can take is an opportunity attack. Opportunity attacks are triggered by an enemy leaving a square adjacent to you or by an adjacent enemy making a ranged attack or an area attack.

Once per Combatant’s Turn: You can take no more than one opportunity action on each other combatant’s turn. You can’t take an opportunity action on your own turn.

Interrupts Action: An opportunity action interrupts the action that triggered it.


 


I won't quote the entire Opportunity Attack piece (since it's long and I don't see how to use spoiler blocks), but:


 


Interrupts Target’s Action: An opportunity action takes place before the target finishes its action. After the opportunity attack, the creature resumes its action. If the target is reduced to 0 hit points or fewer by the opportunity attack, it can’t finish its action because it’s dead or dying.


So, unless they declare that CAg is an exception to those rules, then it should interrupt the move.  I do still think that the Dex requirement is too high to be useful for pursuit - I actually play a Half-Orc Tempest Fighter when I'm not DM'ing, and even with the racial Dex bonus and a build that expects high Dex, I don't see the character being able to effectively pursue and strike until upper paragon tier at the absolute earliest - and even then only against enemies that don't have above normal movement speed.

But anyway, this isn't the time or place to debate rules for something that isn't published yet, and that I don't have access to.  I'll leave it alone for now.



However, CAg specifically says that it takes place AFTER the provoking action resolves.
It -is- and exception.
#62

VaultDweller

Feb 12, 2010 10:35:33
However, CAg specifically says that it takes place AFTER the provoking action resolves.
It -is- and exception.


And that's what I wanted to know - whether it was explicitly stated or if it was an interpretation.

Thank you, I now know that Combat Agility is no longer a feature of interest to me.  I've still got high hopes for other interesting and useful crunch though, and can't wait for Amazon to send me my copy next week.
#63

Talaeden_Denthiir

Feb 12, 2010 12:00:45
Any 2 weapon rogue builds besides the Redcloak PPath?  And thank you so much for answering our questions Laughing
#64

Nekoazu

Feb 12, 2010 12:24:10
However, CAg specifically says that it takes place AFTER the provoking action resolves.
It -is- and exception.


And that's what I wanted to know - whether it was explicitly stated or if it was an interpretation.

Thank you, I now know that Combat Agility is no longer a feature of interest to me.  I've still got high hopes for other interesting and useful crunch though, and can't wait for Amazon to send me my copy next week.


And what is the provoking action? Entering/leaving a threatened square?
#65

juzer

Feb 12, 2010 12:35:38
...I'm curios about insightful warlord: which are his most imortant characteristics?
are they str + cha/wis like skirmishers are str + int/wis?
do they get/lose proficiency in something, like smirmishers get bow and loose chain armor and shields?

aside my questions, I think could be more interesting for readers, if completing the grid of new build and supporting characteristics:

brawler fighter -> secondary dex
shadowy rogue -> secondary int
hunter ranger -> needs both str and dex, so less use of wis?
"charger" ranger -> which edge?
skirmisher warlord -> secondary int or wis
insighful warlord -> secondary cha or wis ?

thanx
#66

Marandahir

Feb 12, 2010 12:36:53
However, CAg specifically says that it takes place AFTER the provoking action resolves.
It -is- and exception.


And that's what I wanted to know - whether it was explicitly stated or if it was an interpretation.

Thank you, I now know that Combat Agility is no longer a feature of interest to me.  I've still got high hopes for other interesting and useful crunch though, and can't wait for Amazon to send me my copy next week.


And what is the provoking action? Entering/leaving a threatened square?



Any action that might provoke from you an OA provokes Combat Agility.  It's listed as an Opportunity Action, but it has an exception rule where it specifically says you wait until after the provoking enemy finish it's action before you pursue it in a shift up to you Dex mod, and then make your attack.


Red Cloak doesn't use two weapons; it uses either the Rapier or the short sword.

Arcane Trickster focuses on light blades.

Blade Bravo focuses on light blades.

Daring Slinger focuses on slings.

Jack-of-all-Trades doesn't lean towards any one particular weapon.

Verdant Stalker uses ranged weapons – sling, x-bow, repeating x-bow, shortbow, shuriken, or sling.

Master of Poisons uses light blades or x-bows.

Whisperknife uses daggers.


...I'm curios about insightful warlord: which are his most imortant characteristics?
are they str + cha/wis like skirmishers are str + int/wis?
do they get/lose proficiency in something, like smirmishers get bow and loose chain armor and shields?

aside my questions, I think could be more interesting for readers, if completing the grid of new build and supporting characteristics:

brawler fighter -> secondary dex
shadowy rogue -> secondary int
hunter ranger -> needs both str and dex, so less use of wis?
"charger" ranger -> which edge?
skirmisher warlord -> secondary int or wis
insighful warlord -> secondary cha or wis ?

thanx




Skirmishers don't lose chain armour and light shields.  If you choose the Archer Warlord, which any build can choose, but is really only important right now for Skirmishing Warlords, then you lose those and gain bows.

Insightful Presence and Insightful Warlord powers have riders of your choice: Wisdom or Charisma

I'll make a grid out here, with Primaries, secondaries, and tertiaries (if important):


Brawling Fighter – Strength – Dexterity – Constitution
Hunter Ranger – Dexterity – Wisdom – Str/Con
Marauder Ranger – Strength – Wisdom – Con/Dex
Shadowy Rogue – Dexterity – Intelligence – Str/Cha
Insightful Warlord – Strength – Wis/Cha – Intelligence
Skirmishing Warlord – Strength – Int/Wis – Int/Wis


Note that Hunter Ranger uses Dex-based melee powers, and Marauder Ranger uses Str-based ranged powers (due to heavy-thrown).  Hunters are suggested to take melee training as well for MBAs.

#67

greatfrito

Feb 12, 2010 12:54:26
Note that Hunter Ranger uses Dex-based melee powers, and Marauder Ranger uses Str-based ranged powers (due to heavy-thrown).


Oh, that's... really interesting.  Hm.

Must say, I'm really liking the sound of most of the options in this book.
#68

maelora

Feb 12, 2010 13:28:26

Marandahir, please could you tell me how many new at-wills for each of the 4 classes?

Thanks in advance.

Marcy

#69

Valien

Feb 12, 2010 14:39:11
Note that Hunter Ranger uses Dex-based melee powers



Man, if there are plenty of options like this, and if they aren't all filled with Hunter-only riders, then I will absolutely, positively and permanently love this book.

#70

Marandahir

Feb 12, 2010 15:12:27

Marandahir, please could you tell me how many new at-wills for each of the 4 classes?

Thanks in advance.

Marcy




3 Fighter, 3 Ranger, 3 Rogue, 4 Warlord.


Note that Hunter Ranger uses Dex-based melee powers



Man, if there are plenty of options like this, and if they aren't all filled with Hunter-only riders, then I will absolutely, positively and permanently love this book.





"Hunter" powers are a mixed bag:  Dexterity-based ranged attacks which will be liked by Archers as well; Melee attacks that you can choose Strength or Dexterity to use as the to-hit ability; and Dexterity-based attacks that you can choose to be either melee or ranged.  Very few powers key into "Hunter Fighting Style," though one of the new At-wills does.  The other two ranger at-wills are for Marauders, and might actually stand a chance against Twin Strike. *waits for cries of blaspheme and falsehood* 

I'm no CharOps person, but combined with Running Attack, and all the charge-grants and such, these new at-will seem -very- viable.

#71

haplo81

Feb 12, 2010 15:50:58
However, CAg specifically says that it takes place AFTER the provoking action resolves.
It -is- and exception.


And that's what I wanted to know - whether it was explicitly stated or if it was an interpretation.

Thank you, I now know that Combat Agility is no longer a feature of interest to me.  I've still got high hopes for other interesting and useful crunch though, and can't wait for Amazon to send me my copy next week.


And what is the provoking action? Entering/leaving a threatened square?



Any action that might provoke from you an OA provokes Combat Agility.  It's listed as an Opportunity Action, but it has an exception rule where it specifically says you wait until after the provoking enemy finish it's action before you pursue it in a shift up to you Dex mod, and then make your attack.



So... Opportunistic Shove (target standing from prone provokes OA) + CAg (When you get an OA, you wait until the triggering action resolves, then make an attack that knocks prone) = prone-lock?

Cool 
#72

maelora

Feb 12, 2010 16:04:20
Wow, that's much more than I'd expected after MP1.

Thanks for all this info, Marandahir.  Much appreciated.
#73

mackinator

Feb 12, 2010 18:56:53
The other two ranger at-wills are for Marauders, and might actually stand a chance against Twin Strike. *waits for cries of blaspheme and falsehood*



Blasphemy! Falsehood!
#74

haplo81

Feb 12, 2010 20:35:19
How about a quick summary of feats that support Brawler Style?
#75

Marandahir

Feb 12, 2010 22:55:25
How about a quick summary of feats that support Brawler Style?



There are 8.

I'll give you the names.

Heroic

Brawler Guard
Brutal Brawler
Hip Throw
Inescapable Hold
Wrenching Grasp

Paragon

Clobbering Brawler
Crushing Pin

Epic

Marked Takedown
#76

askanipsion

Feb 12, 2010 23:33:14


"Hunter" powers are a mixed bag:  Dexterity-based ranged attacks which will be liked by Archers as well; Melee attacks that you can choose Strength or Dexterity to use as the to-hit ability; and Dexterity-based attacks that you can choose to be either melee or ranged.  Very few powers key into "Hunter Fighting Style," though one of the new At-wills does. 




So the Ranger Hunter At-will allows you to use DEX to attack melee AND ranged with? What does the power actually do? Does it act as a Melee and Ranged Basic attack too?

#77

waterbizkit

Feb 13, 2010 7:42:55
As a fan of anything having to with the phrase "Jack-of-all-Trades", I find myself compelled to ask about the rogue Paragon Path. What's its function? Is it skill-based, granting extra trained skills or a flat bonus to all skills similar to the Bards Bardic Knowledge feature? Or is it looking more to the "roles", doing such things as allowing the rogue to mark, heal, et cetera?

This one has me waiting with baited breath as a long-time lover of skill-monkey/"I can do almost anything" type rogues. So any info on the path features and powers would be very appreciated. Fluff info might no hurt either.

Thank you again.

~Bizkit 
#78

Marandahir

Feb 13, 2010 8:39:34


"Hunter" powers are a mixed bag:  Dexterity-based ranged attacks which will be liked by Archers as well; Melee attacks that you can choose Strength or Dexterity to use as the to-hit ability; and Dexterity-based attacks that you can choose to be either melee or ranged.  Very few powers key into "Hunter Fighting Style," though one of the new At-wills does. 




So the Ranger Hunter At-will allows you to use DEX to attack melee AND ranged with? What does the power actually do? Does it act as a Melee and Ranged Basic attack too?





It's called Fading Strike.  Basically you hit it, and then shift away to a non-adjacent square, and when you're making an OA, you can use it instead of a MBA.


As a fan of anything having to with the phrase "Jack-of-all-Trades", I find myself compelled to ask about the rogue Paragon Path. What's its function? Is it skill-based, granting extra trained skills or a flat bonus to all skills similar to the Bards Bardic Knowledge feature? Or is it looking more to the "roles", doing such things as allowing the rogue to mark, heal, et cetera?

This one has me waiting with baited breath as a long-time lover of skill-monkey/"I can do almost anything" type rogues. So any info on the path features and powers would be very appreciated. Fluff info might no hurt either.

Thank you again.

~Bizkit 



Jack-of-All-Trades are skill monkeys.  Not only do they have a PPath feature that gives them +2 to all skills, they eventually get training in 3 new skills.  Taking actions points will result in better skill checks, and they have a utility that helps them when they dislike a roll on a skill check.

That said, it's probably a best PPath for Eladrin or Humans, what with their bonus skills (and Eladrin's natural bonus to Dex and Int).
It also goes well with Shadowy Rogues, since Intelligence is a must for Cunning Sneak powers.


The fluff sees you as having an unquenchable thirst for knowledge that'll drive you to new skills until the day you die.   You've always wanted to learn more than they would teach you, so you always picked up new things on the side.  You're constantly learning.  People see you as a master dabbler, but you know everything you learn will be useful in someway someday.
#79

askanipsion

Feb 13, 2010 11:57:22
Thanks Marandahir for the info! Much appreciated.

Are there any Combat Styles that influence Fading Strike?
#80

Marandahir

Feb 13, 2010 12:03:38
Thanks Marandahir for the info! Much appreciated.

Are there any Combat Styles that influence Fading Strike?



Just Hunting Spear Style (which is odd, because the style seems to favour Marauder Rangers in it's themes…)


#81

askanipsion

Feb 13, 2010 12:16:49


Just Hunting Spear Style (which is odd, because the style seems to favour Marauder Rangers in it's themes…)





Thanks!

#82

Fox_Reeveheart

Feb 13, 2010 14:39:22
tell us the riders for each class' new builds O_o  interested in brawler mainly and new warlord (not the archer one)
#83

Valien

Feb 13, 2010 14:44:15
Please, how exactly the Hunter style influence Fading Strike? I mean, what's the rider effect? Thank you in advance!
#84

fainekhan

Feb 13, 2010 15:19:23
   Fox_Reeveheart, Marandahir already posted that. :p
   But with som many posts it can be quite confusing, so I quote it.



I'll make a grid out here, with Primaries, secondaries, and tertiaries (if important):


Brawling Fighter – Strength – Dexterity – Constitution
Hunter Ranger – Dexterity – Wisdom – Str/Con
Marauder Ranger – Strength – Wisdom – Con/Dex
Shadowy Rogue – Dexterity – Intelligence – Str/Cha
Insightful Warlord – Strength – Wis/Cha – Intelligence
Skirmishing Warlord – Strength – Int/Wis – Int/Wis




#85

Marandahir

Feb 13, 2010 15:26:24
Please, how exactly the Hunter style influence Fading Strike? I mean, what's the rider effect? Thank you in advance!



Fading Strike is, as far as I can tell from previous flip throughs of the book, the only power that keys in directly to the class feature choice "Hunter Fighting Style."  Of course, there are powers that deal with aspects of the Hunter build – such as being versatile as Melee or Ranged, or using Dex to make melee attacks regardless of the weapon type, but this one actually has a bonus effect if you have the feature.  You can use this power in an OA instead of a MBA if you have the Hunter Fighting Style feature. 
#86

drnick

Feb 13, 2010 15:40:57

I've got a swashbuckling rogue who's very interested in Red Cloak style. What at-wills does it modify?

#87

Valien

Feb 13, 2010 15:46:25
Please, how exactly the Hunter style influence Fading Strike? I mean, what's the rider effect? Thank you in advance!



Fading Strike is, as far as I can tell from previous flip throughs of the book, the only power that keys in directly to the class feature choice "Hunter Fighting Style."  Of course, there are powers that deal with aspects of the Hunter build – such as being versatile as Melee or Ranged, or using Dex to make melee attacks regardless of the weapon type, but this one actually has a bonus effect if you have the feature.  You can use this power in an OA instead of a MBA if you have the Hunter Fighting Style feature. 



Thank you VERY, very much. I think some retrainings are in order for my character =)

Who needs Battlefield Archer anyway? Tongue out
#88

Marandahir

Feb 13, 2010 16:57:47

I've got a swashbuckling rogue who's very interested in Red Cloak style. What at-wills does it modify?




Since the style is all about Ripostes, it's no wonder that Riposte Strike (Rogue PH1) and Footwork Lure (Fighter, MP1) are the keyed in at-wills.

When you use them, you get a Ref and AC bonus.

Also, the feat gives you a feat bonus to Acrobatics.

Greater Rogue style will deal with combat advantage on crits and using certain encounter powers in place of MBAs when making OAs.
#89

Zetesofos

Feb 13, 2010 19:00:38
Can you give any imformation about the brawler multiclass feat...in effect, can classes looking to make use of unarmed attacks get away with taking a multiclass feat to augment that classes powers, or do you really need to be a full out fighter.
#90

Marandahir

Feb 13, 2010 19:25:09
Can you give any imformation about the brawler multiclass feat...in effect, can classes looking to make use of unarmed attacks get away with taking a multiclass feat to augment that classes powers, or do you really need to be a full out fighter.



Heroic one gives you Fighter skill training, and a once-per-encounter bonus to AC OR attack rolls, if you're wielding a weapon in one hand and have the other hand free.
#91

Zetesofos

Feb 13, 2010 19:29:07
Hmmm, I see.  Thanks so far, one other question if you don't mind - can you give some specifics on the fighter feats that augment unarmed attacks (hit, damage, enhancement, etc) and do Brawlers by chance get proficiency with Spiked Gauntlets, or do they have to spring for them seperatly.

Again, thanks in advance.
#92

undrave

Feb 13, 2010 21:00:44
Hmmm, I see.  Thanks so far, one other question if you don't mind - can you give some specifics on the fighter feats that augment unarmed attacks (hit, damage, enhancement, etc) and do Brawlers by chance get proficiency with Spiked Gauntlets, or do they have to spring for them seperatly.

Again, thanks in advance.



A Spiked Gauntlet is a simple melee weapon. Fighters are already proficient in it. You're thinking of the Battlefist, its superior version.
#93

Marandahir

Feb 13, 2010 22:43:35
Hmmm, I see.  Thanks so far, one other question if you don't mind - can you give some specifics on the fighter feats that augment unarmed attacks (hit, damage, enhancement, etc) and do Brawlers by chance get proficiency with Spiked Gauntlets, or do they have to spring for them seperatly.

Again, thanks in advance.



A Spiked Gauntlet is a simple melee weapon. Fighters are already proficient in it. You're thinking of the Battlefist, its superior version.



That said, Brawling Fighters do like using Spiked Gauntlets.  Brawler Style gives you a proficiency bonus with unarmed attacks and a bonus to grab attacks and attacks to move a creature grabbed by you, all of which scales by tier.  If you're wearing the Spiked Gauntlets, the unarmed attack roll bonus is nil, but you still gain the other bonuses.  Essentially, if you have Spiked Gauntlets with a bonus higher than your inherent unarmed attack bonus, then you're better off using the Gauntlets, otherwise, ditch them for bare fists.  Spiked Gauntlets count as having a hand free and being unarmed, which is important because many attacks have a secondary attack that says "unarmed" and can be used with Spiked Gauntlets as well – they would then use Spiked Gauntlet damage dice, instead of the unarmed 1d4, but you'd have to use the prof bonus for Spiked Gauntlets, not your Brawler Style prof bonus to unarmed attacks.

The Brutal Brawler Heroic tier feat increases your damage dice by one size category for both Unarmed attacks and Spiked Gauntlet attacks. 

The Clobbering Brawler Paragon tier feat allows you to daze an enemy when you crit on an unarmed (or spiked guantlet) MBA. 


#94

Valien

Feb 14, 2010 10:51:09
The Clobbering Brawler Paragon tier feat allows you to daze an enemy when you crit on an unarmed (or spiked guantlet) MBA.



Meh. Sounds pretty ocasional. How many times are you making a MBA? Of all those time, how many are made with an unnarmed attack? And how many of THOSE are crits?

I'd consider it if it stunned.
#95

Marandahir

Feb 14, 2010 13:20:16
The Clobbering Brawler Paragon tier feat allows you to daze an enemy when you crit on an unarmed (or spiked guantlet) MBA.



Meh. Sounds pretty ocasional. How many times are you making a MBA? Of all those time, how many are made with an unnarmed attack? And how many of THOSE are crits?

I'd consider it if it stunned.



You're making a MBA every time you OA and aren't using CAg.  If you don't need to pursue them, you might not use CAg (though the chance to knock prone is always a good thing, I guess).

If you're pumping up your crit ratio, you might consider the feat.

#96

Valien

Feb 15, 2010 7:46:28
The Clobbering Brawler Paragon tier feat allows you to daze an enemy when you crit on an unarmed (or spiked guantlet) MBA.



Meh. Sounds pretty ocasional. How many times are you making a MBA? Of all those time, how many are made with an unnarmed attack? And how many of THOSE are crits?

I'd consider it if it stunned.



You're making a MBA every time you OA and aren't using CAg.  If you don't need to pursue them, you might not use CAg (though the chance to knock prone is always a good thing, I guess).

If you're pumping up your crit ratio, you might consider the feat.




Well, but from all these OAs and Combat Challengs, how many of them are you actually gonna take with your unarmed fists as opposed to the longsword you carry? I mean, fighters stop movement on a OA - so the better the hit chance, the better the attack. Swords also deal more damage and, more often than not, will have a better enhancement bonus (since you can't enhance your fists, and generally you aren't going to make so many attacks with them, so why bother?). Attacks with an unarmed strike should be the exception, not the rule. And you have to use this exception over and over - statistically 20 times - to get a critical hit. How often is that gonna be? I presume once for level, tops - maybe even fewer than that. Not worth it, in my opinion.
#97

Marandahir

Feb 15, 2010 8:40:25
The Clobbering Brawler Paragon tier feat allows you to daze an enemy when you crit on an unarmed (or spiked guantlet) MBA.



Meh. Sounds pretty ocasional. How many times are you making a MBA? Of all those time, how many are made with an unnarmed attack? And how many of THOSE are crits?

I'd consider it if it stunned.



You're making a MBA every time you OA and aren't using CAg.  If you don't need to pursue them, you might not use CAg (though the chance to knock prone is always a good thing, I guess).

If you're pumping up your crit ratio, you might consider the feat.




Well, but from all these OAs and Combat Challengs, how many of them are you actually gonna take with your unarmed fists as opposed to the longsword you carry? I mean, fighters stop movement on a OA - so the better the hit chance, the better the attack. Swords also deal more damage and, more often than not, will have a better enhancement bonus (since you can't enhance your fists, and generally you aren't going to make so many attacks with them, so why bother?). Attacks with an unarmed strike should be the exception, not the rule. And you have to use this exception over and over - statistically 20 times - to get a critical hit. How often is that gonna be? I presume once for level, tops - maybe even fewer than that. Not worth it, in my opinion.



Depends.  Brawler Style gives you a scaling bonus to attacks made with your unarmed fists.  Spiked Glove also gives you enhancement, though it doesn't stack with unarmed enhancement bonus from the class feature.  You should be able to hit just as or almost as often with your fists, in that case. 

Also, if you use inherent enhancement bonus rules from DMG2, then you'd get the bonus to attacks, even if you're using unarmed strike, methinks.

#98

Valien

Feb 15, 2010 10:26:26
The Clobbering Brawler Paragon tier feat allows you to daze an enemy when you crit on an unarmed (or spiked guantlet) MBA.



Meh. Sounds pretty ocasional. How many times are you making a MBA? Of all those time, how many are made with an unnarmed attack? And how many of THOSE are crits?

I'd consider it if it stunned.



You're making a MBA every time you OA and aren't using CAg.  If you don't need to pursue them, you might not use CAg (though the chance to knock prone is always a good thing, I guess).

If you're pumping up your crit ratio, you might consider the feat.




Well, but from all these OAs and Combat Challengs, how many of them are you actually gonna take with your unarmed fists as opposed to the longsword you carry? I mean, fighters stop movement on a OA - so the better the hit chance, the better the attack. Swords also deal more damage and, more often than not, will have a better enhancement bonus (since you can't enhance your fists, and generally you aren't going to make so many attacks with them, so why bother?). Attacks with an unarmed strike should be the exception, not the rule. And you have to use this exception over and over - statistically 20 times - to get a critical hit. How often is that gonna be? I presume once for level, tops - maybe even fewer than that. Not worth it, in my opinion.



Depends.  Brawler Style gives you a scaling bonus to attacks made with your unarmed fists.  Spiked Glove also gives you enhancement, though it doesn't stack with unarmed enhancement bonus from the class feature.  You should be able to hit just as or almost as often with your fists, in that case. 

Also, if you use inherent enhancement bonus rules from DMG2, then you'd get the bonus to attacks, even if you're using unarmed strike, methinks.




Indeed I do use inherent bonus rules (think it should have been that way since the beginning), but I was more concerned for the general use of the feat, and not it's use on my table. Anyway, I still think it's a better deal to try that OA with a long or bastard sword. I don't know if the bastard is versatile, but the longsword is, and you can always hold it two-handed when making the attack so you get an even bigger damage. Plus, proficiency bonus of the swords is bigger, so, better hit chances.

I'm not saying the feat is useless, I'm saying it only works for those who, out of fluff reasons, make their OAs with fists instead of swords, because, mechanics-wise, doing it with a sword seems 100% better to me, in all ocasions, except, perhaps, if you multi-class into Monk for the monk unnarmed strike (and suposing there will be such a multiclass feat).
#99

Zetesofos

Feb 15, 2010 10:59:34
As it stands, fists (either unarmed or spiked gauntlets) are on par to hit with every other weapon group besides blades (axes, spears, most flails, hammers) who all operate at a +2 prof.  With the details described about brawler style, to to hit puts fighters at the exact same to hit with unarmed as with any other non +3 prof. weapon.  By picking up CAg is that they lose the +wis to hit on OA, and the stop movement; instead, they gain shift DEX, MBA +prone (which goes well with grapppling strike cause on a hit it's shift DEX, Grappling Strike, prone and grabbed.
#100

Mcnancy

Feb 15, 2010 14:12:43

If one was to wear a Belt of The Brawler, would the Brutal Brawler feat increase the damage again?

#101

williamhm75

Feb 15, 2010 14:15:03
Any items or feats to help up beast companion damage?
#102

VaultDweller

Feb 15, 2010 15:24:20
Well, I'm still impatient and don't want to wait for Amazon to send me my book later this week... so I have another question for the generous Marandahir!

Are there many new racial feats for half-orcs?  I saw one in the preview that looked like a strong one for Half-orc rangers.
#103

Marandahir

Feb 15, 2010 15:47:41
Any items or feats to help up beast companion damage?



No items in the book.

If you're Shifter, there's a feat that'll grant your beast companion shifting as well.  That's a +2 to damage rolls when you shift for it as well. 

There are a lot of Beast Companion feats that work for one or two groups, and some of these increase attack rolls or damage output. 

Well, I'm still impatient and don't want to wait for Amazon to send me my book later this week... so I have another question for the generous Marandahir!

Are there many new racial feats for half-orcs?  I saw one in the preview that looked like a strong one for Half-orc rangers.



4 Half-orc feats.  2 for Rangers (1 Heroic, 1 Paragon), 1 for Rogues, 1 for Warlords. 

Descriptions:

Ranger, Heroic: Furious Charge (requires Hunter's Quarry as well).  You can expend the power to reroll a charge attack.
Ranger, Paragon: Fearsome Assault.  You attack two targets with Furious Assault
Rogue, Heroic: Menacing Thug.  Gain CA with Furious Assault.
Warlord, Heroic: Warpath Leader (requires Combat Leader as well).  Allies within 5 gain +2 speed to charges.
#104

magefan116

Feb 15, 2010 20:52:51
Hey do you think you could describe the marauder ranger build is like in MP2. Like the fluff behind it and what some of the powers are like. Thanks in advance.
#105

Marandahir

Feb 15, 2010 21:43:37
Hey do you think you could describe the marauder ranger build is like in MP2. Like the fluff behind it and what some of the powers are like. Thanks in advance.



Marauder Ranger is all about moving fast and furious.  They throw a heavy throwing weapon from their off-hand, and then charge and make an attack with their heavy melee weapon in their dominant hand.

That's the jist.  Like a Two-blade, only instead of an off-hand secondary melee weapon, a heavy thrown, and a lot more movement.  Very fast. 

A lot of the powers have various combinations or iterations of that theme.

Find the fluff as you will.
#106

kenamun

Feb 15, 2010 22:39:43
So, as I'll be sitting here waiting for my book this week as well, and am putting together ideas for a game Friday:

What info can you give on the Warlord PPs Arrowhead Commander and Prince of Knaves? 
#107

Marandahir

Feb 15, 2010 22:49:42
So, as I'll be sitting here waiting for my book this week as well, and am putting together ideas for a game Friday:

What info can you give on the Warlord PPs Arrowhead Commander and Prince of Knaves? 



Arrowhead Commander is for Warlords who pursued the Adamant Arrow Combat Style.  It's a bow-lord PPath that likes to get into melee as well, and excells in mobility and has a minor in controlling.

Prince of Knaves is for Warlords trained in Stealth.  Basically, you're a King-of-Thieves.  Definitely worth a look for Cha-Lords.  The idea is that while you may be amongst a ragtag bunch of misfits, or leading an army of thieves and scoundrels or pirates or guerilla rebel fighters, you have the natural charisma and ability to really be a ruler. 

It suggests you might even be of noble-birth, deposed of your family heritage, leading a band of rebels to reclaim what is rightfully yours.

The powers and features support Rogues more than anything, and have a roguish feel to them as well.
#108

drnick

Feb 15, 2010 22:52:55
Thanks for the answer. Apprecieate. =)
#109

Zetesofos

Feb 15, 2010 22:54:11
Here's another query while we're still waiting, what can you tell us about the Warlord's replacement features for Combat Leader?
#110

kenamun

Feb 15, 2010 22:54:58
Thanks!  Is the Arrowhead Commander really the only bow PP for Warlord?  Seems the majority dabble into the different weapon style feats, as you mentioned, and it was the only one that leaped out at me as meant for the archer warlord.
#111

Marandahir

Feb 15, 2010 23:01:33
Here's another query while we're still waiting, what can you tell us about the Warlord's replacement features for Combat Leader?



Don't take Canny Leader.

You might take Battlefront Leader.




Okay, I'll actually explain why.
Canny Leader gives your allies within a radius 10 a bonus to +2 insight and perception checks.  Definitely not worth giving up bonus to initiative.  Especially since the skill's usage is situational and mostly based on how much your group uses skills.  Also, problems with Group Awarness and Group Diplomacy apply here.  You should be the one doing the scouting and sensing motiving for the group, not your allies. 
Battlefront Leader, on the other hand, gives you a power that allows you to grant either yourself or an ally with a burst 3 to shift half your speed into battle when you roll initiative.  As it's an encounter power, you'll be using this every encounter.  Gives a chance for a non-Battlemind Defender to get right into the think of things from the get-go, or you might use it on yourself, especially if you're Bravura, for example.

Thanks!  Is the Arrowhead Commander really the only bow PP for Warlord?  Seems the majority dabble into the different weapon style feats, as you mentioned, and it was the only one that leaped out at me as meant for the archer warlord.



Arcane Battlemaster is also for Ranged-weapon Warlords.  Despite the theme being superceded by the Arcana thing.
#112

Zetesofos

Feb 15, 2010 23:05:56
Here's another query while we're still waiting, what can you tell us about the Warlord's replacement features for Combat Leader?



Don't take Canny Leader.

You might take Battlefront Leader.




Okay, I'll actually explain why.
Canny Leader gives your allies within a radius 10 a bonus to +2 insight and perception checks.  Definitely not worth giving up bonus to initiative.  Especially since the skill's usage is situational and mostly based on how much your group uses skills.  Also, problems with Group Awarness and Group Diplomacy apply here.  You should be the one doing the scouting and sensing motiving for the group, not your allies. 
Battlefront Leader, on the other hand, gives you a power that allows you to grant either yourself or an ally with a burst 3 to shift half your speed into battle when you roll initiative.  As it's an encounter power, you'll be using this every encounter.  Gives a chance for a non-Battlemind Defender to get right into the think of things from the get-go, or you might use it on yourself, especially if you're Bravura, for example.





Really?!  That's kind of lame...yeah, I can't see anyone giving up Initiative bonus for skill bonuses....I wonder, does it have any feats that make it at all redemable?

That said, there is the skirmishing presence, is there another one, and what might it do?
#113

Fox_Reeveheart

Feb 15, 2010 23:13:29
i'll ask again =p  whats the rider for the new builds?  Mainly the brawler.... i mean like what is the secondary stat for it?  Con?  dex?  I saw dex involved with some sort of power or feat.
#114

haplo81

Feb 15, 2010 23:16:31
i'll ask again =p  whats the rider for the new builds?  Mainly the brawler.... i mean like what is the secondary stat for it?  Con?  dex?  I saw dex involved with some sort of power or feat.



Pretty sure it's Dex.
#115

Marandahir

Feb 15, 2010 23:51:56
I thought I answered these questions already.

I made a semi-matrix of new builds and their primaries, secondaries, and tertiaries.

Secondaries are riders.

Dex is rider for Brawlers.

Wisdom is rider for both new Ranger builds.

Wis or Cha riders for Insightful Warlords, Int or Wis riders for Skirmishers.

Insightful Warlords focus on supporting their allies by giving them better awareness and making them more accurate and mobile and such.  The Insightful Presence gives bonuses to the ally's defences when they spend an action point.
#116

Zetesofos

Feb 16, 2010 0:05:30
I looked through, but didn't see any details on that last bit about the Insightful Warlord.  Thanks so much for the revealed info. 
#117

Marandahir

Feb 16, 2010 0:13:29
I mostly meant that about the riders.
#118

Omnirahk_half-Rahkshi

Feb 17, 2010 9:30:45

Prince of Knaves is for Warlords trained in Stealth. Basically, you're a King-of-Thieves. Definitely worth a look for Cha-Lords. The idea is that while you may be amongst a ragtag bunch of misfits, or leading an army of thieves and scoundrels or pirates or guerilla rebel fighters, you have the natural charisma and ability to really be a ruler.

It suggests you might even be of noble-birth, deposed of your family heritage, leading a band of rebels to reclaim what is rightfully yours.

The powers and features support Rogues more than anything, and have a roguish feel to them as well.



So it's the Robin Hood paragon path?
#119

superdeadsmurf

Feb 17, 2010 10:09:05
Well the 1 fighter feat for changelings, warforged and Kalashtar were a nice bone to be thrown us Eberron player's way (I quite like them actually) - really? 1 feat for each of those races? Bringing their racial feat totals to 6, 11 and 11? come on, they could have at least given us an 'any martial class' thing like they did for a lot of other races.
Or like a changeling rogue feat, or a Kalashtar Warlord feat
Hopefully we get a winning races article on them sooooon.
#120

Marandahir

Feb 17, 2010 13:33:30
Well the 1 fighter feat for changelings, warforged and Kalashtar were a nice bone to be thrown us Eberron player's way (I quite like them actually) - really? 1 feat for each of those races? Bringing their racial feat totals to 6, 11 and 11? come on, they could have at least given us an 'any martial class' thing like they did for a lot of other races.
Or like a changeling rogue feat, or a Kalashtar Warlord feat
Hopefully we get a winning races article on them sooooon.



I think the biggest reason that Changelings have so few feats (lest than the other two even) is because they're -that- good.  They're already optimal at how many classes?  (Rogue, Bard, Sorcerer, Warlock, Wizard, Psion, Assassin – 7).  And advantaged?  (Ranger, Warlord, Artificer, Swordmage, Paladin, Ardent, Monk – 7).  That's a -lot- more than most races. 

That said, Kalashtar are desperately in need of feats that support them in anything that isn't a Paladin, Bard, Cleric, or Ardent.  Feats should be more than just pumping up already awesome combinations, they should be ways to make interesting and thematic combinations that otherwise would be -alright- better.  Like with Eladrin and Swordmages or Two-Blade Rangers or Tactical Warlords, y'know?