Death Before Dishonor: A Knight's Guide
So, I hear some of you boys have been yapping about honor! Well, let me tell you that you don't know the meaning of the word! Honor is about living your life in service of others! Honor is about being ready to lay your life on the line for what you believe in without batting an eyelash! Honor is about standing fast while everyone else runs for cover! Does that sound like something you want to do with your life? ...Hm, I see the gleam in your eyes - you seem to be into this sort of thing. Then come along, and we'll see what we can do with you...
There are many different flavors of Defenders out there, so the Knight has to bring something new and exciting to establish itself as a viable option. Here are a few things that I think make Knights worth playing:
Knights can handle multiple opponents - One thing that distinguishes Knights from most other Defenders is their ability to punish as an Opportunity Action (once per turn) instead of as an Immediate Action (once per round). This combines with their ability to affect everyone adjacent to them with their Defender aura to make them the Defender that is best able to handle crowds by default.
Knights don't have to mark - Another distinguishing feature about Knights is that your Defender mechanic does not rely on marking your opponent, which is typically tied to some sort of action expenditure. As long as you're in position, you're ready to defend, which means you're ready to work faster than other Defenders.
Knights are flexible - A perk about the Knight's chassis is that it's entirely centric on your Melee Basic Attack, which can conceivably key off of any ability score. As such, any Knight build that has a strong Melee Basic Attack will work and work well.
Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHR: DB - Player's Handbook Races: Dragonborn
PHR: TF - Player's Handbook Races: Tieflings
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP - Primal Power
PsP - Psionic Power
SAC - Seekers of the Ashen Crown Adventure Module
Everyone posting
"We knights are blessed in that we do not run from it; we seek it." -Tristan, King Arthur
So, I hear some of you boys have been yapping about honor! Well, let me tell you that you don't know the meaning of the word! Honor is about living your life in service of others! Honor is about being ready to lay your life on the line for what you believe in without batting an eyelash! Honor is about standing fast while everyone else runs for cover! Does that sound like something you want to do with your life? ...Hm, I see the gleam in your eyes - you seem to be into this sort of thing. Then come along, and we'll see what we can do with you...
Selling Points: Why You Would Want To Play A Knight
There are many different flavors of Defenders out there, so the Knight has to bring something new and exciting to establish itself as a viable option. Here are a few things that I think make Knights worth playing:
Knights can handle multiple opponents - One thing that distinguishes Knights from most other Defenders is their ability to punish as an Opportunity Action (once per turn) instead of as an Immediate Action (once per round). This combines with their ability to affect everyone adjacent to them with their Defender aura to make them the Defender that is best able to handle crowds by default.
Knights don't have to mark - Another distinguishing feature about Knights is that your Defender mechanic does not rely on marking your opponent, which is typically tied to some sort of action expenditure. As long as you're in position, you're ready to defend, which means you're ready to work faster than other Defenders.
Knights are flexible - A perk about the Knight's chassis is that it's entirely centric on your Melee Basic Attack, which can conceivably key off of any ability score. As such, any Knight build that has a strong Melee Basic Attack will work and work well.
This Handbook will use the following system for ratings:
Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
This Handbook covers the following sources:
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHR: DB - Player's Handbook Races: Dragonborn
PHR: TF - Player's Handbook Races: Tieflings
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP - Primal Power
PsP - Psionic Power
SAC - Seekers of the Ashen Crown Adventure Module
Glossary
AP - Action point.
BBEG - Big bad evil guy.
Burst/Nova/Spike Damage - Generally understood to mean the highest amount of damage a character can inflict in the space of a single round. Usually, calculations for this allow 1 round of setup before the actual damage.
CA - Combat advantage.
DPR - Damage per round, which is generally meant to mean the character's expected damage value using At-Will powers against a standard enemy of the same level (eloquently described by Adslahnit as the Official CharOp Inanimate Block of TofuTM).
E-class - Refers to the class design for Martial characters introduced in the Essentials product line, which usually focuses on basic attacks and has limited options for Encounter or Daily resources.
ED - Epic destiny.
HP - Hit points.
LX - Level X.
MAD - Multiple attribute dependency, which is defined as needing 3 or more ability scores for a given build.
MBA - Melee basic attack.
MC - Multiclass or multiclassing.
NAD - Non-AC defense.
OA - Opportunity attack.
PP - Paragon path.
RBA - Ranged basic attack.
SAD - Single attribute dependency, which is defined as a build that really only needs 1 ability score.
THP - Temporary hit points.
AP - Action point.
BBEG - Big bad evil guy.
Burst/Nova/Spike Damage - Generally understood to mean the highest amount of damage a character can inflict in the space of a single round. Usually, calculations for this allow 1 round of setup before the actual damage.
CA - Combat advantage.
DPR - Damage per round, which is generally meant to mean the character's expected damage value using At-Will powers against a standard enemy of the same level (eloquently described by Adslahnit as the Official CharOp Inanimate Block of TofuTM).
E-class - Refers to the class design for Martial characters introduced in the Essentials product line, which usually focuses on basic attacks and has limited options for Encounter or Daily resources.
ED - Epic destiny.
HP - Hit points.
LX - Level X.
MAD - Multiple attribute dependency, which is defined as needing 3 or more ability scores for a given build.
MBA - Melee basic attack.
MC - Multiclass or multiclassing.
NAD - Non-AC defense.
OA - Opportunity attack.
PP - Paragon path.
RBA - Ranged basic attack.
SAD - Single attribute dependency, which is defined as a build that really only needs 1 ability score.
THP - Temporary hit points.
Props to:
Everyone posting