FeyWild - The Eladrin Build Handbook

-- -- 4e Character Optimization
  • Dungeons & Dragons
  • -- Dungeons & Dragons - Fifth Edition
  • -- -- Rules Questions
  • -- -- Player Help
  • -- -- Dungeon Master Help
  • -- -- D&D Adventurers League
  • -- -- Product and General D&D Discussions
  • -- D&D Products
  • -- -- D&D Future Releases
  • -- -- D&D Board Games
  • -- -- -- Dungeon Command
  • -- -- D&D Insider
  • -- -- Third Party and Officially Licensed Products
  • -- D&D Community
  • -- -- Community Business
  • -- -- What's a DM to Do?
  • -- -- What's a Player to Do?
  • -- -- 4e Character Development
  • -- -- 4e Character Optimization
  • -- -- 4e General Discussion
  • -- -- 4e Rules Q&A
  • -- -- D&D Gamer Classifieds
  • -- -- -- Asia, Australia and Oceania
  • -- -- -- Canada
  • -- -- -- Central and South America and Africa
  • -- -- -- Europe
  • -- -- -- Online Games
  • -- -- -- US: East of the Mississippi
  • -- -- -- US: West of the Mississippi
  • -- -- Off-Topic Tavern
  • -- D&D Worlds
  • -- -- Forgotten Realms
  • -- -- Homebrew Campaigns
  • -- -- Dark Sun
  • -- -- Eberron
  • -- -- Gamma World
  • -- -- Nentir Vale and Beyond
  • -- -- Other Published Worlds
  • -- -- -- Birthright
  • -- -- -- Dragonlance
  • -- -- -- Greyhawk
  • -- -- -- Mystara
  • -- -- -- Oriental Adventures
  • -- -- -- Other Worlds (Including 3rd Party)
  • -- -- -- Planescape
  • -- -- -- Ravenloft
  • -- -- -- Spelljammer
  • -- 4e Errata
  • -- -- Print Material
  • -- -- Dragon and Dungeon articles
  • -- -- 4E Errata Archive
  • -- D&D Previous Editions
  • -- -- Previous Editions General
  • -- -- Previous Editions Character Optimization
  • -- -- Non-D&D TSR and WotC RPG Discussion
  • -- -- RPGs General Discussion
  • -- -- Previous Editions Archive
34 posts / 0 new
Last post
Fey Wild Warriors: The Eladrin Build Handbook

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.

Bit out of the ordinary, I know, but going through the other Handbooks I noticed some things, came up with ideas, and realized that a lot of what I was thinking was more a result to being Eladrin than anything else. Eladrin have a serious advantage that many other races don't have and that advantage makes them a bit more useful for many areas than other races, even in classes that other races do better. I wanted to take some time to analyze and show the advantages of using an Eladrin in any Class would be. And at the same time, help explain the best-builds for each of the classes for those of us who just prefer to play an Eladrin, regardless of what Class we intend to play.

The 2-fold advantage of an Eladrin is the Fey Step, and the Eladrin Education that allows us to have a nice out-of-class Skill. This Thread is intended to show the best possible use of those (and other) advantages when making a character of any class from the obvious Wizards and Rogues to the odd-fitting Cleric and Paladin roles.

I will update this particular post with references to anyone who wrote handbooks from which I've extracted relevant data, and to give credit to anyone that assists in perfecting it in every part within this thread.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Clerics of Corellon

Things of note:
  • Not a single Power uses both Wisdom and Strength
  • There are an equal number of Strength as there are Wisdom Powers in the Cleric Path
  • Charisma helps, but is not needed
  • Your class is built for Chainmail Armour, and Eladrin Chainmail adds the range that you can teleport.
  • Eladrin Boots, while a Paragon Item, will eventually add 2 more to that.
  • With the help of your Patron God, Corellon, you can easily get 3 Moves in a single Encounter in addition to a Standard Action.
  • You get a nice bonus to Arcana, so teleportation Rituals are your forte.


This means that you don't have to get MAD (Multi-Attribute Dependent). Pick, either Wisdom or Strength and focus. Ignore Charisma if you like, and definitely ignore the other of the 2 primary attributes.

Boost either Wisdom or Strength (only one) up and you're set for the class, this means that there are no "bad" races for the Cleric class. While true that the +2 Attribute bonus of certain races makes them slightly better by default, this post is about how to balance against that to be an equally good choice for the class.

The real thing to talk about with an Eladrin Cleric is the way that you use your Race bonuses to balance the +1 Wisdom Bonus that some races get. That's primarily done through your mobility, your ability to Teleport into a harrowing situation and support your teammates, and if necessary, get the hell out of there.

While other races would have to spend Action Points to maneuver around Opportunity Attack Zones, you can teleport right past them.

So basically, you can teleport into a situation (5 to 8 squares away) where someone is spending an Action Point, aide the situation with a small Close Burst or Touch power, spend your own Move action to back away, spend an Action Point to really get away, and have a minor action to spare. Or alternately, get in there and kick butt with your Longsword and Spear proficiencies.

Additional Side Note: You're better with a LongSword (+3Prof) than a Spear (+2Prof), both do the same damage, and Longsword (Heavy Blade) has the best Feats to stack it with. Optimally, you should go Longsword over Spear, so the following will focus on Longsword Wielding Clerics rather than Spear Wielding Clerics

POWERS
Show

This is one of the easier Classes to talk about Powers with. I don't need to list them all out for you to know which ones to take or avoid.

If it :
  • depends on whichever of the two Primary Attributes that you are not focusing on, avoid it.
  • is based on whichever of the two Primary Attributes that you are focusing on or has no Attribute requirement at all, you probably want it.
  • Uses Charisma to boost the Power, but works decently without that Boost, consider it if there's nothing better.

Make adjustments based on situational analysis.



Feats
Show

Before I explain my Attribute Selection, it seemed best that I show you why. The primary objective of a Cleric is to Aide and Survive. Defensive and Feats are our best friends.

Heroic Feats of Note:
  • Corellon's Grace - Wisdom Strength (This is our Core Feat, most Primary of all Feats)
  • Defensive Mobility - Wisdom Strength
  • Blade Oppurtunist - Wisdom Strength
  • Durable - Wisdom Strength
  • Toughness - Wisdom Strength
  • Shield Proficiency Light - Wisdom Strength
  • Shield Proficiency Heavy - Wisdom Strength
  • Eladrin Soldier - Wisdom Strength
  • Armour Proficiency Scalemail - Wisdom Strength (Wait til 10th or higher level, you'd do this ONLY to get Scale Specialization, and thus lose the Speed penalty at the cost of your Eladrin Chainmail)


Paragon Feats of Note:
  • Armour Specialization - Chainmail (Upgrade to Scalemail if you take that Feat) Wisdom Strength
  • Feywild Protection - Wisdom Strength
  • Shield Specialization - Wisdom Strength
  • Heavy Blade Opportunist - Wisdom Strength


Notice I left Initiative (Danger Sense, Improved Initiative) off the list, not that they're ignorable, but not nearly as necessary for Support as for other Class types. Wait until you aren't sure what Feat to grab next to buy these up, mid to late Paragon levels.


Attributes
The primary use of non-primary Attributes as a Cleric is to get the Feats you need. Based on the recommended feats, you will need, by Paragon Level, a 15 in Strength and Dex. So, I begin by putting those both at 14 to avoid having to spend points on them later.

Wisdom Builds:
Show
  • Dexterity 14 : That costs me 2 points for Dex (Racial Bonus)
  • Strength 14 : 5 points for Strength, leaving 15 points.
  • Constitution of *13 or 14
  • Wisdom of 16 or *17
  • All other Attributes at 10 (Intelligence = 8 + Racial Bonus)
* = Preference
By preference, at 4th level you're getting a nice +4 to Wisdom based Powers, and +6 by Paragon level

Strength Builds:
Show
  • Dexterity : 14 (2 points)
  • Constitution : 14 (5 Points)
  • Charisma : 14 (5 points)
  • Strength : 16 (9 Points)
  • Intelligence and Wisdom at 10 (with 1 point left over)
Alternately, you could ignore Charisma and start with a Strength of 17, even 18 if you squeeze a point somewhere else


Magic Items
Show
  • Eladrin chainmail.
    Once/If you upgrade to Scalemail, you lose the +1 Square for Teleporting that Eladrin Chainmail provides, and your Armour selection means a bit less than when it's Chain and obvious. My Personal Preference? Hydra.

  • Dancing Longsword. (Wisdom)
    As a Wisdom focused Cleric, you're not a combatant. Don't do melee when you can get hit back. And you're proficient with a Longsword (even a Dancing one)
  • Thundering Longsword (Strength)
    Being able to Push your target a bit at just the right moment is a powerful tool. Especially if you are trying to followup by squeezing through a zone covered by an Opportunity Attack.

  • Holy Symbol of Life
    You shouldn't have Exalted Chainmail, so next-best thing.

  • Shield of Deflection
    Even if you're not proficient with a Shield, the Daily on this shield is nice for someone needing to stay out of combat.

  • Eladrin Boots
    +2 Teleportation

  • Shadowfell Gloves (Wisdom)
    +1d6 Damage when you do use an Attack Power.
  • Gauntlets of the Ram (Strength)
    Split the Sky and Divine Power are pretty spectacular Powers for a Cleric focusing on Strength.


Again, I didn't do the all-color selection, I only showed what selections would have been this color. There's always exactly one for all those categories. As time passes, I'll likely clean this post up with more list-like (and color coded) selections. And I'm sure people will point out fatal errors I've made in my selections, which will have to be fixed as well. ;)


Skills
Show
  • Arcana - You're the Race Arcana was built for, and you get Rituals for free, might as well enjoy it.
  • Heal - For all the Obvious reasons.
  • Insight
  • Perception - Eladrin Education pays off
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Fighters and Into the Fray

My primary resource has been this thread: http://forums.gleemax.com/showthread.php?t=1080296

While I do not discourage you from heading right over to that thread and reading, I'll pull out what I consider to be the points needed for creating a solid Eladrin Fighter.

Spear Pushers
Show
First thing to know.... Eladrin Fighters are THE Tactical fighters of the races. You have 2 primary focus points. Your Spear Pushing, and your Encounter Teleportation. So, let's begin with what your Attributes should look like for an Optimal Build.

Attributes
Strength 16 (9 points right off the top)
Constitution 15 (another 7 points right off the top)
Dexterity 15 (3 points)
Wisdom 13 (3 points)

Wisdom, Intelligence, Charisma all being dump stats, with the 8 in Intelligence.

PS. Despite Wisdom being vaunted as a stat for Fighters, it's used exactly twice. Once to grant Bonus Damage on Attacks of Opportunity, and the 2nd time is for a Pit Fighter for Dirty Fighting. For both reasons, I would strongly recommend pushing Wisdom to at least 16 by Paragon Level by pumping all spare points into Strength and Wisdom, and post Paragon, focus on Strength and Constitution. By Paragon all 4 stats will be 16+ (Str of 19), which makes you a solid Character.

Feats
[color=DeepSkyBlue]Eladrin Soldier - One of the most important as it makes a weak spear actually worth it from the get-go. [/color]
[color=DeepSkyBlue]Shield Push - Your objective is strategic battlefield control.[/color]
Durable - Toughness - Defensive Mobility - Improved Initiative
Combat Reflexes -> The only Blue Feat. None of the others will help much.

Powers
I recommend viewing the Resource I posted at the beginning of this Post for the Powers, my posting here would just be a repeat of the same.

Skills
The only skill you need from your class is Athletics really, and that won't help you in a fight, just in avoiding traps.
Stealth though, makes you a mean machine, and as an Eladrin, you get an Eladrin Education on it. You have a decent Dex, and Scalemail lets you hide without penalty (though your Shield may cause a -2). At higher levels when you don't know what tos pend your next Feat on, consider Skill Focus: Stealth.

Magic Items


Advise
You're the Tactical Fighter. Teleport in when the moment is right, and have people focus on you. Expect to die. Force monsters to use up their movement action by always pushing them around, especially into traps. You really need to play smart though, there is so much Opportunity Attack possibility for your team mates if you work smart. With your Teleport, you can guarantee Combat Advantage to yourself and an Opponent (Rogues love your Teleport).


Longswords
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Corellon Warrior in the Fray

Most of what will be said here will be a mix of what's said under Fighters and Clerics. This is a pretty weak class for an Eladrin to choose, but not hopeless at all. You work much the same as a Fighter, get in the center and have the enemy focus on you while the strikers and controllers work from without. Talks here will mirror the talks about Fighters, how to stay out of the Area of Effect Powers, using spare Movement actions, etc.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Rangers of the FeyWild

The Class that already has all the 'cool' skills, so Eladrin Education won't help as much as it does in other classes, but Rangers provide a very interesting cache for Eladrin, which has been focused on some with an Arcane Archer that I'll ink to in the future as this post evolves. Eladrin are almost as powerful of a choice for this class as the Elf race is, with some unique alternates to boost it with. While primarily best used as a Multi-Class 2ndary, as a Primary it also has a lot of potential.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Rogues and Combat Advantage

Prologue: Rogues personify the advantages of using an Eladrin to some extent, and the Leader class building options tend to focus on Rogues to create team-play advantages. Whereas other races have to run around a target, trying to avoid Attacks of Opportunity in order to gain a Combat Advantage, and thus use the Sneak Attack, Eladrin can grab that during the most important Turn. The 1st turn, by learning when and how to spend that Action Point for the extra Movement to close-in, and then to Fey Step.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Warlocks and Fey

I have no experience on this one, so I'll just have to test it some or listen to advice given on this thread about them.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Tactical Warlords and a Stealthy Combat Advantage

Prologue: Tactical Warlords are almost designed for the Eladrin, not just because of the +2 Intelligence, but due to the team-player ability of a Teleporter, and the fact that getting into Teleport range is so much easier when you get a free Skill of Stealth at character creation from the Eladrin Education, and get a +2 Dex bonus to it. This is, admittedly, a bit of a MAD (Multi-Attribute-Dependent) class for an Eladrin, but it let's you grant a sweet +2 Combat Advantage, not only to yourself, but to an Ally against a single target. This sort of build requires a lot of hands-on, so defenses is an important factor of this build since the Warlord isn't a Defender.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Eladrin Wizards

This is sort of a no-brainer. Eladrin make awesome Wizards, and not just for their +2 Int, but also because of their Eladrin Education (Stealth can be as effective as Combat Advantage) and their ability to teleport to Combat Advantages positions, especially when you're dealing with a party that tends to just jump into the fray before your Area Attacks can be thrown. With an Eladrin, Dexterity becomes a viable 2ndary attribute for the Wizard rather than Wisdom, and with that, it provides one of the best Initiatives in the game.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Reserved for Other
So I can be like everybody else!!! :D :D :D You are Red/Blue!
I woudn't say Eladrin racial mods are completely unsuited to being a fighter (though close). Their dex bonus makes qualifying for heavy blade feats much less straining (start 13 then bump to 15 - heavy blade mastery by 21st). They seem to make much better swordmages on that principle though - if only because they also get to make use of their int bonus.
I woudn't say Eladrin racial mods are completely unsuited to being a fighter (though close). Their dex bonus makes qualifying for heavy blade feats much less straining (start 13 then bump to 15 - heavy blade mastery by 21st). They seem to make much better swordmages on that principle though - if only because they also get to make use of their int bonus.

Plus the Eladrin Fighter powers in the Mithrendain Dragon article and the Two Weapon fighter (in a preview for the Martial Power Source book) both benefit Fighters with a high Dex score. You could at this point probably make a good longsword and javelin wielding Eladrin Two Weapon Fighter, who gets double benefit from Eladrin Soldier and can freely go from melee to ranged combat.
Warlocks and Fey

I have no experience on this one, so I'll just have to test it some or listen to advice given on this thread about them.

Eladrin don't make great warlocks. They're ok; their int bonus helps with secondary effects and the extra skill is useful- pre-errata taking stealth for warlocks was a no brainer, and even after the stealth errata taking stealth and having a dex bonus is useful for them. However, Fey step is no big deal to warlocks; they have access to plenty of teleport powers, and feylocks, in particular, are likely to be popping around the battlefield without even trying.

My recommendation for Eladrin warlocks is to go ahead and boost int and focus on powers that have interesting secondary effects based on it. Being a starlock is a good way to make up for having a lower attack bonus from not having a boost to your primary stat. However, if you want to boost int and make the most of your racial bonus, you need to choose either charisma or constitution as your main attack stat and ignore the other (and powers based on it). If you're using the warlock article from the most recent dragon, you can use twofold pact to expand the powers related to your stat that you can get secondary effects from. Also, there are a few int-based warlock powers in that article, meaning that if you start with 16 in your main attack stat and 18 (after the racial mod) in int, you'll be able to pick some powers that you'll be better than normal at.

Regardless of whether you choose Fey as your pact (or secondary pact), you're likely to teleport relatively often; Eladrin Boots are a good investment once you're mid-paragon tier, adding 2 to all your teleports and giving you an extra teleport 10 daily to (ahem) boot. Avoid Eladrin chain; another teleport boost is nice but you'd be wasting the int bonus to AC.
You're going to want to use your "Reserved for Other" for Eladrin Swordmages. Eladrin make excellent swordmages, since Int is their primary attack stat, Eladrin Soldier boosts their attacks, and the Dex bonus helps them qualify for heavy blade feats.
For eladrin rangers, in addition to archery, it looks to me like Eladrins should make pretty good stormwardens and their path through heroic levels is made a bit easier by Eladrin Soldier. (Dual longswords).
The Reserved for Other is for all non-book classes. Today I should have the Cleric post finished. Aiming for 1 a day until completed.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Don't ignore the eladrin's potential as Str clerics. They have practically no good synergies with Wis-attack clerics, but with Str they have several things going for them, particularly at heroic levels.

Longsword proficiency and Eladrin Soldier means that they will have better melée attacks and, with javelins a viable ranged attack as well.

+2 dex means they can get at all the good Heavy Blade feats with no stat-pump investment providing they put a mere 3 build points into dex at creation (and possibly scale spec as well). I have considered a 16 14 15 10 14 10 eladrin cleric, pumping str and wis and dipping into fighter for either Kensei or Pit Fighter.
The trouble with a Str Cleric is that, it doesn't give them an Edge as Eladrin Clerics. It's a possible build that "can work", but isn't an Optimal build. to optimize a race towards a class that it is ill-suited for, you have to avoid the MAD Syndrome entirely. Other races start with an 18 Wis, which is huge.

Admittedly, taking points from Con and putting them into Strength instead, and pumping it regularly instead of Con could work, but it's not "more effective". It just "could work", and if you have a character with such a focus on melee, he tends to not be there for whoever needs it when the Optimal Character would be through mobility. Hard to help someone when you risk Opportunity Attacks to do so. If you want to be effective/optimal, you're better off, I think, putting those points into Charisma. I think this is a definitely viable alternative if you have at least 4 melee types in your party. Fewer than that, and you really need to be alot more worried about survivability through defense, than Charismatic bonuses.

Anyhows, that's my opinion currently. If others feel as you do, I'm happy to work in changes to my original post to include those alternatives, assuming I can first grasp how that makes the Cleric more Optimal.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
The trouble with a Str Cleric is that, it doesn't give them an Edge as Eladrin Clerics. It's a possible build that "can work", but isn't an Optimal build. to optimize a race towards a class that it is ill-suited for, you have to avoid the MAD Syndrome entirely. Other races start with an 18 Wis, which is huge.

Actually, I believe it does. Eladrin are supposed to be legendary swordsmen, and this lets you slap butt with your swordsmanship in a way that puts you a feat and a half ahead of other races trying to be swordsman-clerics. In Paragon levels Eladrin Soldier is less hot, but by then the eladrin swords-cleric is using Righteous Brand for attacks of opportunity (!), something that few other melée clerics will be pulling off. That's not so paltry.

Your eladrin cleric build is a back-ranks leader with equipment and feat choices designed to support your one Fey Step in each encounter. You're recommending using Action Points on move actions, for crying out loud! I's sort of viable, but not optimal. Yes it qualifies for HBO, but it doesn't have the stats to get any real mileage out of it. Getting out of dodge is nice, but as a leader you actually need to take your share of the pain.

No, an eladrin Str cleric is not optimal, but for truly optimal you should never play an eladrin cleric, period. My proposal was for a cleric that got some real benefits out of eladrinness, and it isn't MAD because it wouldn't really attack with WIS, ever, only use it for utility.
Interesting.... not attacking with Wis. I'll have to analyze that idea for a bit with my books.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
I made up an all-eladrin party as an exercise, because I think eladrin are the coolest thing since James Dean, in terms of style. That sword-cleric was the fifth man. I'll be happy to chip in with the rest as your work progresses.

Keep it up!
Feel free to send me your character sheets (I agree about Eladrin). I'll PM you my email address, and please, feel free to chip in the entire time.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Combat Reflexes? For a character that's using a longsword? They should be using Blade Opportunist, which is in every way superior if you're using a longsword.

And I think the OP is way too focused on the Fey Step. It's a good ability, but only one time per encounter.
Re-Read. Combat Reflexes for the character with a Spear. That'll be explained further when I continue the Fighter aspect.

And yes, focus heavily on Fey Step. The objective here is to show how Eladrin can be on par with the 'Fighter Races', which means focusing on their strengths, of which, Fey Step is their biggest.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Ok, I -think- Cleric is done, and working on Fighter now. I'll add in the less desirable items once all the classes are initially completed, primary objective being to show the strengths before showing the non-strengths.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
Interesting!

As a rule of thumb, I'd tend to avoid buying up stats without racial bonuses past 16, since it's insanely expensive and you are competing with other people in an area where they are plain stronger. I'd go for a more rounded build every time. But to each his own.

On feats for clerics, I'd say Str clerics SO want HBO in Paragon. If the price for getting past the cleric is getting Righteous Branded, well, ouch!
As a rule of thumb, I'd tend to avoid buying up stats without racial bonuses past 16, since it's insanely expensive and you are competing with other people in an area where they are plain stronger.

Agreed! Seriously, I do agree. However, in this particular case, there's just no need to pump those extra points (extra once you've setup for everything you want and have points to spare) anywhere, so +1 to Primary made more sense than roundedness.
On feats for clerics, I'd say Str clerics SO want HBO in Paragon. If the price for getting past the cleric is getting Righteous Branded, well, ouch!

Probably true, I had it as a mid-priority and only posted high-priority Feats. But I can see the desire to increase that priority.
So I can be like everybody else!!! :D :D :D You are Red/Blue!
dead thread?
BTW how useful is it to pick Eladrin Soldier and use superior spear-type weapons such as the greatspear or urgrosh? The benefits of having a superior weapon with higher attack and damage seemed almost good enough to consider an eladrin warrior.
BTW how useful is it to pick Eladrin Soldier and use superior spear-type weapons such as the greatspear or urgrosh? The benefits of having a superior weapon with higher attack and damage seemed almost good enough to consider an eladrin warrior.

I don't think it's enough to make you choose eladrin over another race, but if you're playing an eladrin already, it's definitely something to grab. Eladrin taclords with a greatspear have decent damage and reach; eladrin tempest fighters with urgrosh can make some pretty hideous rain of blows attacks. Either would be suffering a bit due to a lack of str bonus, though; with the +2 damage from the feat, they're effectively at -1 hit and +1 damage, which isn't a good trade.

It's also useful for people who want to use longswords; an eladrin swordmage, wizard (with Eladrin Sword Wizardry), or other arcane caster (with Arcane Implement Proficiency) can get +2 damage on all his spells with this feat; such a character would retrain to weapon focus in paragon, though.
Well, greatspear proficiency gives a +3 bonus, which is equal to that of strength race with regular spear. The main problem is that regular spears allow a shield.
But regular spears have no reach.
A greatspear with Eladrin Soldier and Footwork lure with Polearm Momentum is a reach 2 battlefield control at-will from 1st level on.

Consider , you give up shield AC, but you attack creatures at reach 2 on your turn, sliding them 2 squares into your own square and then dropping them prone. Your adjacent melee characters now get CA against them until they stand (wasting their move action) and now they're pinned next to you. Now they have a choice - attack you in your armor or take -2 to hit someone else. If you have a shield, the odds might actually favor attacking someone else (-2 to hit someone else might actually be easier than hitting you with a shield), which means you're not doing as good a job of defending.

I don't really see that many advantages for regular spear+shield for an eladrin.
A longspear has reach. It's practically a greatspear, but with +2 proficiency only.
A longspear has reach. It's practically a greatspear, but with +2 proficiency only.

Sure - but the person to whom I was replying was referring to regular spears that can be used with a shield. i.e. "spear" not "longspear". Greatspears are in all ways superior to longspears, which is why they require a feat to use Eladrin get the ability to use them with Eladrin Soldier at no further cost and get +2 damage to boot. This is huge in the heroic tier. By Paragon, however, other more interesting combinations come up and Weapon Focus is now give +3 damage, so Eladrin Greatspear Fighters start to drop their effectiveness in favor of, say, Dragonborn Glaive-wielders with HBO, Polearm Momentum+Gamble, and Draconic Arrogance in a similar role.
IMO anyway.
Sign In to post comments