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Light Armored Fighter

ganakaganakaganakaganaka Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 9 Arc User
edited September 2012 in The Militia Barracks
Anyone have good links on 4e classes and builds? I don't know anything about 4e and searching just left me frustrated since most of what I found were advertisements.

I'm wanting to play a non-plate rogue-fighter type. She may or may not use any kind of stealth, but would have versatile skill set, and she would be extremely ugly. I'd picture her and not the main "tank" but moving around the battle field and not getting hit with attacks of opportunity. Is this possible in 4e? Possible in Neverwinter?
Post edited by ganakaganaka on

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  • surf13surf13 Member Posts: 561 Arc User
    edited September 2012
    I've posted a lot of these. Check my post history.
  • surf13surf13 Member Posts: 561 Arc User
    edited September 2012
    Just cos I am a nice guy :D
    surf13 wrote: »
    Nice summary! Good work!

    Those interested in better understanding the Defender role should read The Art Of Defending and this thread talks about how the similarities and differences between the traditional MMO tank and the Defender.

    Getting back to the Fighter specifically, I'd strongly recommend reading Hard as a Rock: The Fighter's Handbook for more info.

    In terms of specific builds... It depends what you are trying to focus on, but there aren't a lot of "trap builds" with the fighter... And a huge number of options. For damage Tempest Technique stands out alongside big Heavy Blades. For greater control I like Brawler "grab" fighters and Battlerage Fighters.
    surf13 wrote: »
    So given the info shared and some time to think... Are you still leaning towards a THF human Defender in plate? TBH plate isn't really that necessary for a fighter in 4e, but it can be done.

    Given you haven't played 4e before and are specifically after a Plate wearing, human THF blade fighter... I'd suggest The Knight is going to be close to a dead perfect Sandor for you. Grab a Fullblade and some Plate man!

    Otherwise a Battlerager Vigor or Fighter Weapon Talent Fighter with a Fullblade focus and spending a feat on Plate Proficiency will suit you quite well, although it's a harder build to grok for someone new to 4e.

    Are you up for playing a Dwarf? It's clearly superior according to extensive charop analysis... But I wouldn't listen to them too much if I were you :D There's plenty of races that do an excellent job as a Fighter and Human is one of them.

    You might find The Fighter's Handbook useful...
    surf13 wrote: »
    Wish granted!

    First up! Read the FAQ!

    Then you are ready for your real homework...

    Defenders
    The Art of Defending
    4e, Defenders and the MMO mentality

    Strikers
    The Art of Striking
    Axioms of Striker Construction

    Leaders
    The Art of Leading
    Know Your Role: Leader

    Controllers
    Controlling 101

    If you specifically like fighters you might want to refer to the post I made right above your own :D
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited September 2012
    Anyone have good links on 4e classes and builds? I don't know anything about 4e and searching just left me frustrated since most of what I found were advertisements.

    I'm wanting to play a non-plate rogue-fighter type. She may or may not use any kind of stealth, but would have versatile skill set, and she would be extremely ugly. I'd picture her and not the main "tank" but moving around the battle field and not getting hit with attacks of opportunity. Is this possible in 4e? Possible in Neverwinter?

    The "builds" in NW are only based off on 4e - not copied from it. Even the abilities shown on rogue are completely different than found in books. So building a build from 4e and not the game itself would be a bad idea.
  • aeroth001aeroth001 Member Posts: 420 Bounty Hunter
    edited September 2012
    Anyone have good links on 4e classes and builds? I don't know anything about 4e and searching just left me frustrated since most of what I found were advertisements.

    I'm wanting to play a non-plate rogue-fighter type. She may or may not use any kind of stealth, but would have versatile skill set, and she would be extremely ugly. I'd picture her and not the main "tank" but moving around the battle field and not getting hit with attacks of opportunity. Is this possible in 4e? Possible in Neverwinter?

    In this game it will be simple to do that, max out dex and all evasion,reflex,weapond finese skils.
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2012
    Just remember that it's not the tabletop version and may not work in game the same:


    What's recommended is a rogue class with a proficency in rapier or fighter class subset which dual wields. I think the "Aerialist Rogue" with Artful dodger works best. I have all the main books so let me get the digital repost here:
    AERIALIST ROGUE

    All rogues are known for their agility and daring, but you take both to the next level. Ducking under a giant?s club isn?t enough; you leap over it and cartwheel to safety. You?re a masterful mover and an expert top-story burglar, using your abilities to tumble into the fray, into high openings, and out of all sorts of tight spots. Dexterity is your primary ability score, because you rely on it for your attacks and acrobatic stunts. Charisma is secondary for you, useful in avoiding opportunity attacks if you employ the Artful Dodger tactic. Strength serves you well as a tertiary ability, helping your Athletics checks in particular.
    Suggested Feat: Defensive Mobility (Human feat: Sure Climber)
    Suggested Skills: Acrobatics, Athletics, Bluff, Perception, Stealth, Thievery
    Suggested At-Will Powers: deft strike, riposte strike
    Suggested Encounter Power: fox?s gambit
    Suggested Daily Power: handspring assault

    Artful Dodger
    You gain a bonus to AC against opportunity attacks. The bonus equals your Charisma modifier.

    While dexterity obviously is your main focus if you go rogue class (or strength if fighter class,) your secondary is often Charisma (or Dexterity if you go Fighter.) This is if you go swashbuckler (with the little *ting* as the light reflects off the teeth) or the mobility of a Tempest Fighter:
    TEMPEST FIGHTER

    Rather than a shield or a big weapon, you have specialized in fighting using a weapon in each hand. You see it as the best of both worlds?given the right training, you can deliver good damage and make up for the lack of a shield with deft parrying. Strength remains any soldier?s bread and butter, and good battlefield awareness?Wisdom?is a must. You also rely on speed, maneuverability, and agility?Dexterity?to get your dirty work done. Constitution is a tertiary ability for you, granting useful staying power against foes not so easily fooled by your fancy footwork and feints. The Tempest Technique class feature is designed to complement this build.
    Suggested Feat: Two-Weapon Fighting (Human feat: Two-Weapon Threat)
    Suggested Skills: Athletics, Intimidate, Streetwise
    Suggested At-Will Powers: dual strike, footwork lure
    Suggested Encounter Power: funneling flurry
    Suggested Daily Power: tempest dance



    COMBAT AGILITY
    This class feature replaces the Combat Superiority class feature. You gain the power Combat Agility.



    Fighter Attack Combat Agility

    Your foe might think it has escaped you, but in its moment of triumph, you chase it down and make it pay.
    At-Will Martial, Weapon
    Opportunity Action Melee weapon
    Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack
    Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack.
    Target: The triggering enemy
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you knock the target prone.
    Level 21: 2[W] + Strength modifier damage.


    Tempest Technique
    When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property. You gain Two-Weapon Defense as a bonus feat, even if you don?t meet the prerequisites.
    When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.






    Finally, while a paragon build, looking at the Rakish Swashbuckler may give you ideas when the game comes out.
    Oh, and since I own that book with the swash-y in it:
    Rakish Swashbuckler

    "With a face like that, it?s no wonder your mother loves me best!"
    Prerequisite: Rogue

    Life is too short to take seriously. Danger lurks in every shadow, and an enemy waits behind every door. Those who spend every waking moment thinking about all the bad things that could happen never leave the house.
    Instead of wringing your hands, you throw away all your worries and take a devil-may-care attitude. Sure, some say you will end up raking the coals of the Nine Hells because of your decadent living. In the end, though, who?s the happier: you and your adventurous, libertine ways or the hidebound drudge shuddering under his covers?
    On one hand, you?re a charmer. Others find your infectious wit and bravado winsome. But you?re also irreverent, irresponsible, and reckless. What?s worst is that sometimes you have the hardest time keeping your mouth shut. Whether cracking a joke in the middle of a solemn funeral or shouting a barrage of insults at a demon, you can?t help but stir up trouble. Deep down, you know life might be easier if you straightened up, but where?s the fun in that?
    When you face a serious challenge, your skill with weapons comes to the fore. Your tongue and your body language become secondary instruments of derision. You seed your exploits with cutting insults and disdain, goading your enemies into overextending or making other mistakes. When an enemy gives you an opening, you press the advantage. In the end, you stand triumphantly over a fallen foe, showing once again who the greater fool is.


    RAKISH SWASHBUCKLER PATH FEATURES

    Incorrigible Action (11th level): Whenever you spend an action point to take an extra action, enemies take a -2 penalty to attack rolls against you until the start of your next turn.
    Vexing Foe (11th level): Enemies marked by anyone other than you take a -2 penalty to attack rolls against you (this is in addition to the penalty from being marked). Enemies marked by you grant combat advantage to your allies.
    Dastardly Opportunist (16th level): Whenever an ally scores a critical hit against an enemy adjacent to you, you can make a melee basic attack against that enemy as an immediate reaction.


    Rakish Swashbuckler Attack 11 Abashing Stab

    With words or body language, you mock your foe as you deliver a cutting attack.
    Encounter Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding a light blade.
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 3[W] + Strength modifier damage, and the target is marked until the start of your next turn. Until the start of your next turn, the target takes a ?2 penalty to attack rolls against you but gains a +5 bonus to damage rolls against you.




    Rakish Swashbuckler Utility 12 Mocking Footwork

    A derisive combat style keeps foes off balance.
    Daily Martial, Stance
    Minor Action Personal
    Effect: Until the stance ends, each time you hit an enemy that you have combat advantage against, you can either shift 1 square or slide the enemy 1 square.




    Rakish Swashbuckler Attack 20 Cutting Assault

    Your scornful manner puts your foe on the defensive, allowing you to make a sharp follow-up.
    Daily Martial, Weapon
    Standard Action Melee 1
    Requirement: You must be wielding a light blade.
    Target: One creature
    Primary Attack: Charisma vs. Will
    Hit: The target is weakened and slowed (save ends both).
    Miss: The target is slowed until the end of its next turn.
    Effect: Make a secondary attack against the target. The target is then marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one.
    Secondary Attack: Dexterity vs. Reflex. If the primary attack hit, you have combat advantage against the target.
    Hit: 2[W] + Dexterity modifier damage.

    Hope this inspires you!
    [SIGPIC][/SIGPIC]
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