Technically the 4th Ed. shapeshifter class would be the Warden , a defender class. From what I heard the 3rd. Ed. Druid's abilities was divided among 3 classes in 4th Ed. ; the Shaman (Leader), Druid (Controller) and Warden (Defender). Yes, the 3rd Ed. Druid had enough abilities for three complete classes :cool:
With regards to a spellcaster tank in 4th Ed. there is the swordmage class. It is even specific to the setting (as in it appears in the Forgotten Realms Players guide)
Considering the events at Helm's Hold, being sent there for treatment as per the Protector's Law is just as bad. It just sucks to be spellscarred, you etiher get experimented on by a mad wizard (Rhazzad) or by demons (sent to Helm's Hold). Although they do have a 3rd option which you'll find out when you reach The Chasm.
Call a Doomguide?;) On a more serious note, does your CW still have the leatherworkers as well? If are, maybe you could try mailing them to you TR again and see if that fixes the 'zombies'. Or maybe you could try mailing the zombies back to your CW and see what happens to them.
It's more extrapolating the possible classes that we will be getting based on what is available in the PHB; its pretty obvious NW does not use the same mechanics as the actual table top game. So far, that classes/builds and paragon paths released have matched those presented in the PHB.
Much like what we see with the GF and GWF, the Ranger actually has powers at all levels that allows the use of both archery and dual wielding. what will likely happen is the Archer and Dual-wielding ranger will be released as separate classes each with their own set of powers. The ability to specialize in archery or dual…
It is stated in the Build Options section in the link I posted: "Build Options: Archer ranger, two-blade ranger" Also bow usage at level 1: At Will Powers Careful Attack Ranger Attack 1 You study the enemy, looking for a gap in his defenses. Only when you find it do you strike. At-Will * Martial, Weapon Standard Action…
Paladin is actually a separate class by itself (with Protecting and Avenging builds). The other two fighter Paragon Paths in the player's handbook that have not been added are the Kensei and Pit Fighter
That is actually a Ranger-subclass from the Heroes of the Forgotten Kingdoms supplement. The core Ranger class from the 4e Player's Handbook is a martial striker with archer and dual wielding builds. http://dnd4.com/phb#14 There's also a Beastmaster build presented in another sourcebook (Martial Power_
Maybe add a feat or modify an existing one to provide bonuses against prone enemies. Or, if getting bonuses to all attacks is too powerful, have it apply only to certain powers.
imo, the main complaint about the GWF seems to center around a few areas: 1) The class is just bad at low levels and takes a while to become effective 2) Lack of versatility in builds (Sentinel build can provide good mitigation but can't function properly as tank/off tank due to threat generation issues) making dps builds…
WS can be very effective for crowd clearing when properly feated; this does require a feat that is deep into the Instigator tree (group assault) though,which makes it not very viable for your build.
Build looks decent. Id do have a suggestion though: If you're intending to make heavy use of Slam, consider finding some points to put into Unstoppable Action (increased AP gain while unstoppable is active) and use any encounters not on cooldown while Unstoppable is active. This results in very rapid AP gain.
This enchantment goes into the 'Weapon Enhancement' slots (as indicated in the description); it won't show up if you try to apply it to on Offensive Slot. Weapon Enhanvement slots are the additional purple enhancement slots that show in high level weapons (earliest I have seen was on a level 49 blue weapon)
If you look at the animations and descriptions of the GWF's weapon-based powers, only a few look like slow, brute force attacks (Indomitable, Reaping Strike). Heck the swordmaster powers are almost the complete opposite of that, emphasizing speed and technique instead. The GWF is not designed as the slow swinging brute…
On the subject of how much real life 2-handed swords weighed: http://www.thearma.org/essays/2HGS.html The description of flourish does seem to indicate that the projections are a result of being fast. Also, going by 4e DnD, the GWF is a martial class (no magic); so this looks like a case of Charles Atlas Superpower…
Not likely to happen; things can get pretty broken if for example, we could simultaneously spawn both a cat and ioun stone (or multiples of either one).
I potion chugged a quite a lot in Mount Hoetnow, mostly because my gear at that point was severly lopsided (too much offensive stats not enough defensive).
The original article introducing the GWF (http://nw.perfectworld.com/news/?p=799381) actually introduced its role as 'damage dealer and secondary defender' aka striker/defender hybrid, not pure striker as the wiki claims.
GWF build guides: http://nw-forum.perfectworld.com/showthread.php?189341-GWF-DPS-build http://nw-forum.perfectworld.com/showthread.php?173021-ExtinctioN-style-GWF-Initiator-leave-them-all-bloody Also, comments in the forums so far seem to indicate that while most agree that the GWF needs some tweaking/fine-tuning; agreeing…