Inner Dragon is pretty spectacular. Forget fighting deliberately bloodied. You probably get bloodied at some point, which is enough to get a free dragonbreath. That's one of the best Action powers there is. Then look a the powers: an immediate action attack, encoutner long DR (that enables bloodied fighting) and a stance which enables Frost cheese without wasting your weapon slot.
Dragonbreath does not have any keywords that would allow it to combo off of bonus damage, so it starts out small and weak and stays small and weak, minor action aside. It's much less impressive than the Pit Fighter's Extra Damage Action ability.
I'm not saying it's a bad ability, I'm just saying that it's far from a killer app. At the level you get it, you're looking at about 12 extra damage every time you spend an action point. If you hit with the attack. Uh... okay?
And as far as being bloodied go, you do your damned best in 4E to avoid being bloodied. Being bloodied is when a lot of monsters start getting their extra spoon. Some monsters even start making attacks as minor actions when you're bloodied. And of course there's always just the risk of getting gangbanged, which will happen more often than not as a frontline melee character. A PP that provides bonuses for situations you generally try to avoid is already getting hurt in the value department.
Polearm Master: what are you smoking? The abilities may not look great one by one, but the synergy is amazing. Only the Encoutner power is legitimately mediocre, and it's still not terrible. Longarm Grasp gives you real reach against Marked enemies, and your daily lets you mark enemies within two.
I know you made this point later on in your post, but let me emphasize this for the viewers at home.
Having ONE ROUND reach EVERY TIME YOU SPEND AN ACTION POINT against enemies as a fighter is not that great. It does not combo off of Polearm momentum and you can't use your Combat Challenge or Combat Superiority abilities. It'd be a passable ability if it was on all of the time, but it's not. There are ways to get always-on reach and no one is tripping over themselves to get it in 4E, mostly because reach isn't all that great in 4E.
Forceful reach boosts pushes and pulls, which doesn't sound very exciting until you remember that Come and Get It was errataed to be a pull. The stance is obviously godly.
So?
The action point ability... is useless unless your DM lets you activate it during an enemy's move. Which was how I first interpreted it. All in all, this is easily better than Iron Vanguard if you use a polearm.
If you were using a polearm, you wouldn't be an Iron Vanguard in the first place, since the killer app feat of polearms requires a 15 WIS. You would be a Swordmaster, a Kensei, a Pit-Fighter, or a Son of Mercy depending on how your dexterity and strength scores were.
Reach is not a big deal in 4E.
Threatening reach is, but you only get it as a daily
stance power. The only unmitigatedly good ability is the level 16 power. Which you often don't even want to use, because it robs you of being able to use Polearm Gamble + Heavy Blade Opportunity + Combat Superiority.
I'd rather hold out for Polearm Gamble myself. Longarm Grasp does not stop even marked enemies from just normally moving around or through your reach area, only shifting. It's just not that awesome of an ability, since enemies not fighting in a closet can get around it.
Boolean wrote:Tiefling Warfiend: Look, you aren't going to argue that this isn't a good path if you were already playing a Tiefling fighter, are you? It provides pretty stiff punishment for ignoring your mark, some of which applies at range. All three powers are decent. Infernal Action looks terrible until you see Lingering Wrath and realize it's actually really good.
No, it's fucking not. It's a +1
power bonus and you add your
charisma modifier to damage. As a fighter.
You know what? You could've just been a kensei and have a stackable bonus on all of your fucking attacks. This joke of a 'ooo, look at me I'm a pretty flaming speshul snowflake princess!' class is inferior at its basic functions to the kensei, which isn't exactly all that great of a class to begin with.
I'm not saying that this makes a Tiefling Fighter top-tier or anything like that, that would be folly. But some poor bastard was going to try it anyway. This makes it halfway decent and pretty distinct from other fighter builds, and the game is better because they printed it.
It's not halfway decent. It's inferior to a core option in everything it cares about. Having this piece of dogshit in the game makes the game worse because it's a trap designed to already fuck over the worst race for a fighter.
Psychic Robot wrote:False. The bard is an interesting class. If fighters got +2 BAB, 10 skill points, and a +1 bonus to their saves at each level, they would still be uninteresting.
The bard is not an interesting class. Everything the bard can do is done better by Loremaster Wizards. Their abilities aren't level appropriate and unless you're into diplomancy they don't do anything that turns the tide of combat or the adventure.
The fighter is not an interesting class either, even good fighter builds like Frenzied Berserkers. While power does not automatically make your class interesting, if you don't have it then your class is never interesting.