+1 multiplier on a roll of 19-20 (5% dps) is much weaker than a +1 straight multiplier if your threat range is better
than 19-20 not to mention +1 [W] from holy sword, and no i have yet to see a build which uses ninja master using a underpowered weapon and yet it requires you to be lvl 20 making you unable to splash anything else defeating the purpose of having fighter/paladin levels.
Last edited by Pescha; 09-16-2014 at 06:16 PM.
Ninjas get +2 range with Kamas and Henshin Mystics get +1 range and +1 multiplier with Quaterstaffs, so Holy Sword doesn't change the landscape there. Is this about Fighters or Monks, anyway?
It is about Paladins and Fighters whether multiclassing or not, you get +2 range with kamas when selecting ninja master which requires you to be a lvl 20 monk defeating the purpose of having fighter/paladin lvls in the first place also about quarterstaves, you are better off taking 2 rogue levels for quick strike and thief acrobatics (15% alacrity) + 15 paladin lvls for Zeal (10% doublestrike) + holy sword which is better than staff specialization anyway since it provides +1 [W] and you still have some remaining lvls to splash monk.
Last edited by Pescha; 09-16-2014 at 06:24 PM.
You're the one who brought up Ki weapons. Taking 14 levels of Paladin doesn't let you do anything with Ki weapons that monks can't do already. Kensei, on the other hand, does let you use otherwise inaccessible weapons while centred, and provides a critical profile boost to them that, when combined with Earth Stance, is only slightly behind the Paladin. Is being slightly behind the Paladin that much of a problem when it's an entirely different type of character? Is it a matter of principle - do you think that Kensei should be the pinnacle of weapon critting, or something? I just don't see what the issue is! Kensei monks are strong and will continue to be strong, and Paladin doesn't do the same job that Kensei does because it can't break weapon restrictions like Kensei can.
Earth stance does not equal god mode, a straight +1 multiplier from holy sword is much better. Paladins don't need monk stances to do better than fighters they don't even need shadow veil with all the prr available to them.
ps. a paladin doesn't care about ki weapons as long as he has holy sword combined with zeal, regenerating smites and strong prr/drr along with high str boosting tactics and saves from charisma. In fact a pure paladin will be better than a straight 12/6/2 fighter splash, nuff said.
Last edited by Pescha; 09-16-2014 at 06:38 PM.
Yes, it's better... and... ? It's not so much massively better than you must stop what you're doing right now and play it forever more. It's the least amount of better it can possibly be, and still be better. We don't have a smaller grade of better than +1 multiplier on a 19-20 to a straight +1 multiplier. I'd expect Barbarians or a pure aggressive Fighter tree to be slightly better still if they ever appear in up-to-date forms; doesn't mean there aren't lots of attractive things about being centred with a hulking great fighter weapon. It's not a bad thing if Paladin abilities actually make them viable in their own right: that is rather the idea. 25% incorporeality is still a strong selling point of the monk even if the guy in heavy armour doesn't get hit as hard as you do when you do get hit.
Stronger Weapon Focus is definitely something I could get behind. I wouldn't mind seeing more good feat lines for Fighters to choose from, either.
They must have had a bunch of DR/-, then. On the test server I was running around with my paladin at something like 220 PRR and still getting hit for double-digit damage by chaff mobs. And yeah, Paladins have better saves. They're lacking things Fighters get, and vice versa.
Weapon Focus (and to a lesser extent Specialization) are kind of massively overshadowed at this point. A feat for +1 to hit is pretty much garbage in the epic game, and +2 damage, while good at low levels, becomes more or less irrelevant once people reach 11th and start equipping green steel.
Maybe make Focus grant +3 melee power, and specialization grant +5-6?
Last edited by Lorianna; 09-16-2014 at 06:49 PM.
One thing they could do is give fighters some bonus feats. Like say an extra one at level one and another one every even level after that, so that they end up with 11 extra feats. Maybe have their capstone give 15% double strike to balance things out a bit.