Bonus Exp! Defenders: The Fighter
Defenders
Perhaps it was due to the unspoken nature of the class role system that certain classes always seemed to falter. What did you do with a Monk? Should the Druid use his animal companion to scout… or scout himself? Can the Barbarian be the meat wall with such a low AC? What is the Paladin doing here? Obviously we need a healer… but cant this wand of Cure Light Wounds do the same job if I have enough Use Magic Device?
The fighter is kind of a bad ass. He’s kind of a big deal. I’m just going to throw that out there before we get any further. Gone are the days of splashing two levels of fighter for some extra feats, nowadays when someone plays a fighter they get the full bang for their buck. And that buck is the undisputed master of melee combat. Rogues may hit harder, Rangers may hit faster, but nobody wants to go toe to toe with the fighter… and that says a lot.
Races
So what Race is “best” for the fighter? None of them, though some are more optimal than others. Generally speaking you probably want to avoid Small races for damaging fighters because it limits weapon choices. Additionally Intelligence and Charisma are dead stats for Fighters, so races that give bonus’s to those two are less “optimal” than others. At this point your probably thinking “Well obviously I should just go for the biggest strength.” That’s a perfectly valid strategy… but my answer for best Fighter race might surprise you.
Top 3 Races for Fighter
1) Elf- Yes that’s right, the former
3) Human- The 4th place contenders were Dragonborn and Orc, but Orc gets no skill bonus’s and Dragonborn get a dead stat bonus. Human lets you have a high strength, but due to its inherent flexibility can also give you bonus’s to other stats of your choice. The extra skill lets you complete the Fighter Skill list, the Extra Feat lets you customize your build quicker, the global defense bonus keeps you on your feet longer… but the real winner is that extra at will power. Fighters have 3 excellent at will powers and its fantastic having access to all of them.
Strength: How Important is it?
Short answer: Important.
Long answer: … not as important as you probably think. Every fighter power is based off of strength that attack against AC. There are a few powers that attack Reflex but they are few and far between. Since Str is going to be your primary means of hitting you would think that it needs to be your highest stat to the exclusion of all others… but that’s 3.5 thinking. The main bonus you’re going to be receiving to your hits is the generic half level bonus and your weapon enhancement/proficiency bonus. Additionally a majority of your damage no longer comes from strength, it comes from rolling multiple weapon damage dice. So yes, Strength should be your most important stat, but it doesn’t have to be your exclusive stat. Having a high wisdom and constitution is important as well, your most important “Stat” is the weapon you’re using.
Weapon Type Builds
Sword and Board- Or Sword and Shield as its more commonly known. The Sword and Board technique is for the defensive fighter and offers more control than the brute strength of other builds. You’ll also have access to specific shield abilities (more useful than they were in 3.5) and a higher reflex save (Shields add to that now). Several Fighter powers require a shield and allow you to use knockback abilities with them, abilities that can keep creatures off of your squishy friends in the party. With the expenditure of a feat to get Bastard Sword proficiency you’ll be doing almost equivalent damage to a Great Sword. Sword and Board isn’t limited to swords of course, swords just happen to be the most accurate weapons and Bastard Sword is the best sword in the game. It should be noted that Sword and Board build will do only slightly less damage with a bastard sword than a two hander build does, and significantly increases durability.
At Will: These two powers are very important and will be your standard attacks in most instances. Cleave allows you to kill minions while focusing on the primary target. Sure Strike is probably the weakest of them as you sacrifice your strength bonus to gain a +2 to hit… an ability that doesn’t scale as well at higher levels. Tide of Iron requires a shield and gives at will battlefield control, an ability I think is priceless against everything but dwarves. Finally Reaping Strike rewards fighters with damage even when you miss, and can be impressively used with a Maul or Great Axe. Unless your dead set against using a shield I highly recommend getting Tide of Iron and Cleave. Humans (or determined Two Hander Fighters) should pick up Reaping Strike as well . If you are notoriously unlucky go with Sure Strike and pile on those bonus’s.
Marks: The Ability to Mark opponents is theoretically the core ability, and most important power available, to the Defender archetype. The Generic Mark inflicts a -2 to hit penalty on any attacks that don’t include the Marker in their targets and one mark will always override a previous mark making it impossible to stack them. Marked creatures are aware of all penalties and consequences of the mark. In a fluff fashion Marking can be anything from a spoken Challenge, an invisible burden, an insulting tag (like Zorro) or any other number of options. Both the Fighter and Paladin rely on Marking enemies for battlefield control.
The Fighters Mark:
- Pros: A fighter Marks every target he attacks, whether he hits them or not. Fighter marks provoke attacks in addition to their other penalties, allowing the fighter to deal significant damage. Fighter marks also limit mobility since any target that attempts to leave a fighters reach also provokes an attack, and their ability to halt movement forces an enemy to take an entire turn running from them in addition to the damage they have taken.
- Cons: If you can’t hit your enemy the additional attacks are useless. Probability states that there will be occasions that your enemy ignores you to attack a friend and you miss the attack. Enemies that are not within your reach suffer less repercussions from your mark, the reduction in accuracy is irritating but not impossible to overcome for a trained Sniper. Additionally powerful NPC’s (such as Dragons, Epic Villains, etc.) often have area attacks that allow them to bypass the Mark by attacking the Fighter and his friends at once.
- Situations and Tips: Fighter marks rely on an attack, but not a melee attack. Firing a bow, even if you have a low dexterity, will still mark the enemy you attacked. Using close combat bursts allow you to mark multiple enemies at once, but abilities like Cleave that deal automatic damage do not. The fighter excels in situations with lots of enemies because all of them suffer penalties.
Iron Vanguard: Sold Class, very defensive. The action point bonus is huge, +4 to all save defenses in the same turn as you take an extra action and probably get some serious hate… yes please. Obviously you need a high con to take advantage of this, the passive healing and damage are nice if you build to take advantage of it. Its perfect for the battlefield control Fighter who likes status effects, knockdowns and pushes… not so much for the guy who just likes to chop people up.
Kensei: Kinda crappy to be honest. The Bonus’s to accuracy and damage are ok, but not game breaking. Your inability to do weapon swapping takes away some of the advantages fighter build have. The best ability is spending the action point to reroll but that’s not guaranteed to work. The damage reduction and encounter ability are both adequate, but kind of underwhelming. The level 20 attack is strong since you don’t need to connect to continue attacking and it gets more accurate as it goes. Not sure its worth the rest of this underwhelming path though.
Pit Fighter: AC bonus is good, the extra damage is pretty awesome (It starts out at an extra 5 damage a hit and your almost guaranteed to be making two attacks). This path really starts to shine at 16 when you get a constant damage bonus equal to your wisdom modifier (which should already be high since it helps your attack of opportunity and mark attacks). Any power where you punch the person in the face as part of it is made of win and the inverse mark utility is pretty nasty during a big boss fight. Lion of Battle is a kill move with battle field control. Pit Fighter is basically the perfect Fighter Path for fighters who want to focus on doing damage exclusively.
Swordmaster: This is the class you should take. The defense bonus is sweet and the ability to use an at will as part of a charge is a lovely trick at level 11. Steel Blitz is one of those abilities that will make you smile every time it triggers. Precision Cut is possibly the best mid level encounter power in the game, Fantastic Flourish is a decent utility that will get used every encounter. Crescendo Sword is essentially an at-Will disguised as a daily, except you can sacrifice it for other abilities too. The only reason not to take Swordmaster as an offensive or defensive fighter is because you don’t like swords or had a specific build in mind. It really is that good.
a) You get to substitute one of your at wills for an at will from another class. This is huge for many builds because those “at will” powers are your bread and butter attacks for a reason.
b) You get to select your new powers from other classes as you level up as opposed to “Swapping” them in. This means you get a total of two utility powers from another class, two daily powers, and two encounter powers (these are including the feat swaps).Thus you get to take half of your dailies and half your encounters from two separate lists. That is huge. Additionally the two best utility powers of another class are now yours. Also huge.
c) Additionally the “Multi-Class Feats” are incredibly adaptable and can be changed each level to match new higher level powers (without using your Retraining). Many feats now scale, but none of the feats scale as well as the Acolyte, Neophyte and Adept powers.
Fighters have the broadest base of any class from which to multi-class into. This is because the most important statistic they have is Strength, which is also the top statistic for 4 other classes. Their second most important statistic is Constitution, which is important to a 5th. That being said Rogue and Wizard make much less optimal builds for Multi-Class fighters than any of the other classes. The Rogue is completely reliant on Dexterity and gains no benefit from having a high strength. To make matters worse with the rogue a majority of their powers rely on a “Light Blade” which is mechanically inferior to the weapons available to the fighter. Similarly the Wizard is completely dedicated to Intelligence, one of the dead stats for the fighter, and uses an implement rather than a weapon to channel its powers. Unlike Paladins who can use a holy avenger to channel both, or warlocks who can use a pact blade, there is no Weapon Implement available to the Wizard (except through the use of a specific prestige path) making cross classing the two even more frustrating.
In my opinion the best multi-classes for fighters are the following.
-Warlock (Specifically the Fiendish Pact). Multi-Classing to fiendish warlock gives you constitution based damage (a score that’s already high) that lets you hit from a range and against defenses instead of AC’s. Hellish Rebuke is a nasty combo for Fighters that marks enemies with a damned if you do, damned if you don’t fire blast. Fiery Bolt is a nasty way to mark an enemy from afar and irritate his friends, Shroud of Black Steel is a great defensive power once your entrenched, and Iron Spike of Dis is a dramatic way to make sure your opponent doesn’t bother your friends. Don’t ignore the Star Pact con based abilities, and pick up some of the Fey Utilities like Fey Switch.
-Cleric. Cleric’s have a variety of strength based attacks that give a fighter some varied damage types (Thunder, Radiance), more control options, and some healing/buffing options. They also have Wisdom based attacks that a fighter can take advantage of. Priest’s Shield is a nice defensive at will to grab, Split the Sky is a nasty encounter control power, Divine Vigor is fantastic for long fights and makes dwarves super happy, and Blade Barrier is a surprise for an opponent who expected a dumb brute. The minor action healing surge you get once per day will help you stay up longer and abilities like Strengthen the Faithful will make you and your friends happy, while Divine Power will keep you up for an entire encounter.
-Ranger. If you want to be a duel wielder, but didn’t want to be in light armor, Fighter/Ranger is an excellent melee build that can do some significant damage. Fighter/Ranger requires a different kind of mindset, rather than being the shield in front of your party you instead function as a snare keeping the enemy frustrated and chasing their own tail. Combining ranger slows and immobilizes with a fighters innate pushback and opportunity attacks provides both excellent damage and battlefield control. Specifically keep an eye out for Hit and Run, Thundertusk Boar Strike, Frenzied Skirmish, Weave through the Fray, and Sweeping Whirlwind. If you are planning on doing a Fighter/Ranger build don’t ignore your Dexterity score, pick up some ranged attacks as well.
Ok folks, thats it for Bonus Exp! This week. Coming soon.... the Paladin article. And if defenders aren't your style were moving on to Leader Classes next.
1 comment:
Cool insights Sam. Thanks!
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