Warlord: how do I support my group best?

Post/Author/DateTimePost
#1

FloLeBlanc

Mar 25, 2010 9:01:06
Hi all,

we don't have anything but the 3 core books yet and due to the fact that I am the most experienced player in the group (at least with other games) I'd like to play a character that is able to support the group, help them out if one of the newer players gets himself/herself in a sticky situation, etc.

What I would like to have is:
*) Abilities that heal my allies
*) Abilities that enhance my allies attacks
*) Abilities that allow my allies to get a better board position
*) be able to bind a monster in a melee fight to support the "fighter character" when an ally would become the target

What is not very important:
*) deal damage

Could you recommend a path for me? (I heard there are a ton of options with martial power 1 and 2 and the paragon paths)

Also - would Cleric be a better choice? If possible I'd rather take a warlord (I play a cleric in almost every game already)

thank you

Flo
#2

TV_Casualty

Mar 25, 2010 12:51:45
What I would like to have is:
*) Abilities that heal my allies
*) Abilities that enhance my allies attacks
*) Abilities that allow my allies to get a better board position
*) be able to bind a monster in a melee fight to support the "fighter character" when an ally would become the target


Sounds like Warlord is definitely for you then. You should give it a try if you usually go Cleric; a class change can be really refreshing even if you're still the same role as leader/healer.

Is there another healer in your group? If not, then Inspirational Warlord would be the best build for you from the sound of it.

If there is another healer, and you have more than one melee player in the group, then Tactical Warlord would be really nice. Regardless, Wolf Pack Tactics is an invaluable attack for positioning.


#3

Darkwolf_Bloodsbane

Mar 25, 2010 13:05:24
I cannot, i ngood consence, reccommend anything above WPT as an at-will.  It has entirely too many uses to not be taken.

A Taclord makes a very effective leader, as you'll be helping your party put things on the ground faster, lowering the need for in-combat healing. 

As a Taclord for 6 levels (Core-only), I've only had one PC die in combat, and that was a combination of falling damage followed by a surprise round against Shadow bats, and he wasn't carrying the light. 

Yeah, our DM likes keeping us on our toes.  (this was the 5th trap in the hallway.)

Also, for a Taclord: LEAD THE ATTACK is a MUST for a Daily.  For a long time.  it helps a lot.

If you make an Eladrin Taclord, you can also take a feat to add your INT modifier to Inspiring Word (Tactical Inspiration, MP1).  It has helped.

Wield a +3 weapon, I suggest a longsword.  Don't bother setting up your stats for the Mastery feats, you'll want to be going later in Initiative anyway.
#4

poolboydeluxe

Mar 25, 2010 13:39:02
I have an Inspirational Warlord 6 (with Paladin multi-class) in LFR.  I started off very poorly, since I was learning the rules, but have turned him into a fairly effective fighter.

While Wolf Pack Tactics is very nice, it's not one of my at-wills and I am cool with that.  I use Viper's Strike (which, combined with the Divine Challenge I get from multiclassing,  helps me serve as the back-up defender when I need to) and Intuitive Strike (from Martial Power 2).

 When I choose powers, I look for two options: Healing and Saves.  That's where the Inspiring Warlord gets hot.  That's why I've got Shake It Off, Inspiring War Cry and Stand the Fallen.

One power that's pretty amazing at a relatively low level is Hasty Alert (which I took over Rousing Words) a Level 2 Utility from Martial Power 2.  It basically makes it so the party is NOT surprised in a surprise setting.  I wanted to get Rousing Words at first (TWO healing surges as an encounter), but when MP2 came out, I had to go with Hasty Alert.  I have quite a few other powers which grant surges.

Hope that helps a bit.
#5

dragonsblood

Mar 25, 2010 15:45:57
As a warlord (taclord especially), you do not excel at healing. Even inspiring warlords make poor healers compaired to clerics. You excel at letting the party kill things faster, which makes healing less necessary. It is critical that you coordinate with your party on the use of dailies and heavy hitting encounter powers so that you can synchronize your buffs with them. Warlords are one of the few leader classes where you really have to LEAD to be effective.

Many warlord powers require melee reach, so I highly recommend that you get a reach weapon to increase your mobility. It's also really nice having the option of standing behind your defender so he can protect you easier. Because giving your party bonuses is more important than damage, get a weapon with +3 proficiency. Most bonuses only apply when you hit the enemy. Greatspears (superior weapon AV1) offer the best proficiency bonus with reach and offer good feats for eladrin. Spiked chains are another solid choice if you want something unique.

As a taclord, make int your primary stat if you have to choose between int and str. You want the bonuses to your party to be as big as possible.

For at-wills, taclords can't go wrong with WPT and Commander's Strike.
#6

FloLeBlanc

Mar 26, 2010 4:23:29
Thank you for the input.
I don't know if we have a main healer yet, but WPT seems to be a good choice in any way.
The reach weapon sounds interesting. I won't take an "elf" character though

Spiked chains... very tempting I have to check out if there is a video of a fighter using spiked chains - never seem someone fight with that else than in "Ghost Rider" (who doesn't use a fighting style)
I admit I have a very hard time picturing how I could effectively overlook the battlefield and strike with spiked chains from behind a mate in combat. (Its hard enough not to hit yourself. Furthermore - how would my ally feel when those things whirl around his head all the time)
#7

razzanor

Mar 26, 2010 5:39:07
I admit I have a very hard time picturing how I could effectively overlook the battlefield and strike with spiked chains from behind a mate in combat. (Its hard enough not to hit yourself. Furthermore - how would my ally feel when those things whirl around his head all the time)



Simple. Every time you're about to attack, yell out "Oi! Outta me way, ye lazy git!", and if you accidentally hit him, just tell the whining little sissy to shrug it off. That's what warlords do, after all.

#8

FloLeBlanc

Mar 26, 2010 6:16:35
LOL - that's a good one
#9

dragonsblood

Mar 26, 2010 21:45:23
Thank you for the input.
I don't know if we have a main healer yet, but WPT seems to be a good choice in any way.
The reach weapon sounds interesting. I won't take an "elf" character though

Spiked chains... very tempting I have to check out if there is a video of a fighter using spiked chains - never seem someone fight with that else than in "Ghost Rider" (who doesn't use a fighting style)
I admit I have a very hard time picturing how I could effectively overlook the battlefield and strike with spiked chains from behind a mate in combat. (Its hard enough not to hit yourself. Furthermore - how would my ally feel when those things whirl around his head all the time)



People aren't 5' wide Tongue out

Really though, when I played a taclord, 90% of the time I'd use Commander's Strike. A barbarian's at-will +4 damage from my int was too good to pass up unless I really needed someone to shift. The way I look at it, taclords are the only class with a better-than-striker at-will.

There is a fight scene in Kill Bill with a girl that uses a weapon that's similar to a spiked chain.