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  1. #1
    Community Member bsquishwizzy's Avatar
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    Default Are the Tactics worth it?

    I've got a Fighter / Cleric that I'm looking to do 12 fighter levels, the rest in Cleric. So I'm considering Improved Trip, which requires Combat Expertise. I hate having to burn a feat to get a feat. Right now, my Trip and Stunning Blow DCs are kinda "meh" without any additional boosters. I'm looking to maybe fix that with Improved Trip.

    Is it honestly worth taking both feats?

    And no, I don't want to add monk levels. Lets just keep it with the Fighter / Cleric split for right now.

  2. #2
    Community Member Teh_Troll's Avatar
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    I don't think improved trip is.

    Stunning blow yes, especially since a Divine Might build can get some pretty broken-high STR scores.

    What level are you?

    You're gonna need a stunning 10 item eventually as well as combat mastery.

    And splash monk, it's just want Turbine wants you to do?

  3. #3
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    I don't think improved trip is.

    Stunning blow yes, especially since a Divine Might build can get some pretty broken-high STR scores.

    What level are you?

    You're gonna need a stunning 10 item eventually as well as combat mastery.

    And splash monk, it's just want Turbine wants you to do?
    Right now I'm lvl 9, banking 10. I'm 6 fighter, 3 cleric.

    And yes, after posting on this forum, I have this sudden inexplicable urge to splash 2 levels of Monk, and buy Astral Shards....

  4. #4
    Community Member Teh_Troll's Avatar
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    Quote Originally Posted by bsquishwizzy View Post
    Right now I'm lvl 9, banking 10. I'm 6 fighter, 3 cleric.
    Nothing should have enough HP to care about stunning until you get to the Elite Missing Chain so I wouldn't worry about it. Just cleave stuff.

    But back on topic . . . Trip ain't worth it, stunning is.

  5. #5
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    Nothing should have enough HP to care about stunning until you get to the Elite Missing Chain so I wouldn't worry about it. Just cleave stuff.
    Yeah. I'm finding that one out. I'm killing more stuff by tripping them than I am actually disabling them. Go figure...

    Quote Originally Posted by Teh_Troll View Post
    But back on topic . . . Trip ain't worth it, stunning is.
    Cool. That's actually what I want.

  6. #6
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    "Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat"

  7. #7
    Community Member Sokól's Avatar
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    Quote Originally Posted by bsquishwizzy View Post
    Yeah. I'm finding that one out. I'm killing more stuff by tripping them than I am actually disabling them. Go figure...



    Cool. That's actually what I want.
    Reserve your stunning blow for casters, better chance to land and they are often the most deadly mob in heroic imo.
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  8. #8
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    Quote Originally Posted by Teh_Troll View Post
    Nothing should have enough HP to care about stunning until you get to the Elite Missing Chain so I wouldn't worry about it. Just cleave stuff.

    But back on topic . . . Trip ain't worth it, stunning is.
    If you are saying that the Improved Trip feat is not worth it -- then I completely agree, however; the trip ability itself is very useful.

    It works on a lot of mobs that you can't stun, it doesn't make them helpless, but if they are on their back, they are not swinging at you.

  9. #9
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    I don't think improved trip is.
    I disagree: I pretty routinely put mobs flat on their @$$ for several seconds w/Imp Trip on my Dwarven Defender. It's great for when S.Blow is on cooldown or you're fighting stun-immune mobs like undead. Ofc, not everyone can afford the INT 13 + 2 feats pre-reqs...

  10. #10
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    Quote Originally Posted by unbongwah View Post
    I disagree: I pretty routinely put mobs flat on their @$$ for several seconds w/Imp Trip on my Dwarven Defender. It's great for when S.Blow is on cooldown or you're fighting stun-immune mobs like undead. Ofc, not everyone can afford the INT 13 + 2 feats pre-reqs...
    You could do the same thing with just using trip. The +4 dc (which really isn't needed) and extra time on their back (30 sec is long enough) that the feat gives you really isn't worth a feat imo, unless you have feats to burn, even then I am sure you can find something better.

  11. #11
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by Andoris View Post
    You could do the same thing with just using trip. The +4 dc (which really isn't needed) and extra time on their back (30 sec is long enough) that the feat gives you really isn't worth a feat imo, unless you have feats to burn, even then I am sure you can find something better.
    Maybe more like Turbine should think about/reexamine having to take CE for Imp. Trip?

    Or is it again some purist/PnP/lore reason why that prereq is there? Sigh!
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