New Player interested in Playing a Taclord. Please contribute.

Post/Author/DateTimePost
#1

dbauers

Nov 30, 2009 21:01:10

Here is my level 1 Human Taclord.  Please comment on suggestions to make him better, or on anything that might be illegal  (I dunno if Inevitable Wave from PH Heroes is legal, for example). If Inevitable Wave is not allowed, I would probably take Wolf Pack Tactics as my third At-Will. I took 13 Cha, not only to help a tad with the few Cha-based powers I might take, but also to eventually take the Bard MC for a bit of extra healing. 

At level 2, I would swap out Toughness for Tactical Assault, and then also take Saving Inspiration, so I could take Knight's Move as a level 2 Utility instead of the Saving Throw one.

What do you recommend?  Please no "You should be a ____ instead, because that is the best race for Taclords."  I want to be a human, but anything else about the build is fair game.  


====== Created Using Wizards of the Coast D&D Character Builder ======
Goren Brant LFR, level 1
Human, Warlord
Commanding Presence: Tactical Presence
Background: Detective (Detective Benefit)


FINAL ABILITY SCORES
Str 16, Con 11, Dex 8, Int 18, Wis 10, Cha 13.


STARTING ABILITY SCORES
Str 16, Con 11, Dex 8, Int 16, Wis 10, Cha 13.



AC: 18 Fort: 15 Reflex: 16 Will: 13
HP: 28 Surges: 7 Surge Value: 7


TRAINED SKILLS
Heal +5, Insight +6, Athletics +7, Diplomacy +6, Perception +6


UNTRAINED SKILLS
Acrobatics -2, Arcana +4, Bluff +1, Dungeoneering, Endurance -1, History +4, Intimidate +1, Nature, Religion +4, Stealth -2, Streetwise +1, Thievery -2


FEATS
Human: Action Surge
Level 1: Toughness


POWERS
Bonus At-Will Power: Commander's Strike
Warlord at-will 1: Opening Shove
Warlord at-will 1: Inevitable Wave
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack


ITEMS
Adventurer's Kit, Longsword, Hide Armor, Light Shield, Javelin (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


 


 


 

#2

JRedGiant1

Nov 30, 2009 21:30:32
My first LFR character was a taclord and I love him. Looking at your build, here's a couple ideas for you, looking at your post.

Inevitable Wave is totally LFR legal.

Tactical Assault is awesome. It's the most important feat I've taken. It adds a TON of damage, particularly when you get smart rangers/controllers/etc... who use their action points to throw multi-attacks. I would probably not wait until level 2.

Ditch the shield and get a longspear. Stand behind your defender when things get rough. The tactical options presented by being able to have reach are incredible.

Speaking of which, the most important thing you can do is learn to recognize what your allies can do, every time you sit down at the table. If you have a melee/non-strength character, like an avenger or swordmage, ask them if their melee basic attack is good. Watch for rogues who flubbed their sneak attack - they can usually benefit from flank/commanders strike.

If you see a solo, don't be afraid to pop your daily, even if it's not the last fight. Lead the Attack helps on solos, and if you hit, trivializes them.

Taclords are all about giving your allies the chance to take the enemy down fast, while providing just enough healing to keep your allies on their feet. I love mine. Have fun!
#3

tetsujinoni

Dec 01, 2009 15:51:33

At +6 base attack mod, you're going to miss a frightening amount of the time trying to stick your LTA with a longspear, unless you are always going to AP for it. There will be times you need your AP for something else. There's a reason Genasi taclord is the 'hyped' build...
 
Shield + whip + longsword is a very effective option. Commander's Strike from reach with a whip is a great way to have your defender or melee striker get in the bad guy's grill again. You needn't be proficient with the whip to have it work.


For someone who is going to be doing a *LOT* of 'grant BMA' actions, Lend Might is probably a great choice for you... Nobody does significant damage on a BMA when they miss, after all. Note that it doesn't combo with the whip trick above.

The Warlord Essentials article from Dragon 381 has some conflicting advice about taclord and granting attacks, but I fundamentally disagree with it.

 

#4

tiornys

Dec 03, 2009 0:49:22
Given that you've chosen to maximize your bonuses at the expense of your chance to grant them (18 Int instead of 18 Str), you should do everything you can to otherwise maximize your chance of landing your powers.  That means sticking with a +3 proficiency weapon, prioritizing Weapon Expertise, and prioritizing a magic weapon of the highest available enhancement.

Toughness is a nice feat for helping you survive level 1, but Expertise will serve you better than Saving Inspiration at level 2.  If you're willing to give up Perception and Insight, the Thay background lets you use your Int for starting HP, which is 2 HP better than Toughness.  That would let you start with either Expertise or Tactical Assault.

Buy a whip at some point.  You don't need proficiency.  It's there for times when it's awkward for you to get into melee because of a choke point or similar.  In those situations, it'll let you stand behind another melee combatant and Commander's Strike them.  Don't fall into the trap of using a whip as your primary weapon; the hit to your DPR is not worth the benefits.

Don't switch to a Longspear; it's not worth the -1 hit.  If you decide to do reach, take Weapon Proficiency: Greatspear/Spiked Chain.

Lend Might is strong (better if you don't switch to a reach weapon, as it only applies when you're adjacent), but it can and should wait for Action Surge, Tactical Assault, and Weapon Expertise at minimum.  Upgrading to a superior weapon is also probably better than Lend Might unless you have a stable LFR group and can count on having someone around with an excellent MBA, and both multiclassing and Saving Inspiration are also competitive.

Finally, beware of overusing Opening Shove.  If the repositioning isn't going to yield a highly significant advantage, it's not worth it: when used to grant attacks, the expected DPR is worse than a melee basic attack (and a lot worse than Commander's Strike).  Since it's rare for even a large shift to be worth missing the chance to deal damage, I'd recommend taking a different at-will entirely, but as a human it won't hurt you to have it as an option.

t~
#5

eudemonist

Dec 03, 2009 11:39:17
As a human, keeping Opening Shove around is not a bad idea.  I've run into a few situations where it was important to save an NPC, and Opening Shove is just the ticket.

#6

Herid_Fel

Dec 04, 2009 22:42:34

I've played two different tactical warlords (one genasi and one human). Here's what my advice, based on that experience:


1) Strength matters. Your best powers require you to hit to get the most out of them. Lead the Attack goes from +4 or 5 to +1 on a miss. Warlord's Favor does nothing if you don't hit. Because of this, I think it's best to put your human attribute bonus into Strength. You're a little behind in your bonuses, thanks to the 1/2 factor for the Tactical Presence feature, but the extra hitting makes it worth it.


2) To help make up for the lower bonus with Tactical Presence, take Improved Tactics early. You'll have the same +2 bonus that an "optimized" tactical warlord would have, and it'll improve to +3 at level 8.


3) In LFR, there usually will be another character who will have a better Perception score, by dint of favoring Wisdom and having the skill trained. Most of the time, only one character needs a high score for everyone to receive the benefit. It's cool if it's flavor, but I ended up training out of that skill because I wasn't benefiting the group.


4) For a little extra healing, the artificer multiclass feat works easier for tactical warlords. That's strictly a flavor thing, and no one will fault you for favoring Charisma as a warlord.


5) At the start, you're fine with a sword and shield. Eventually, when you have a feat to spare, you might want to look into a greatspear to aid in positioning. If you find that you're being targeted by enemies, then a shield and bastard sword works as well. My human warlord wields a heavy shield and a craghammer because he was trained by dwarves. Don't let anyone tell you that a reach weapon is vital. It can help, but it's far from the be-all, end-all of tactical warlord weapons.

#7

dbauers

Dec 06, 2009 15:25:05
Thanks for the input guys!