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  1. - Top - End - #1
    Ogre in the Playground
     
    Elfin's Avatar

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    Default Warblade maneuvers to choose...

    I'm playing a warblade for the first time and am rather overwhelmed by all the maneuver choices. Any advice what to choose and how to progress?

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    tyckspoon's Avatar

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    Default Re: Warblade maneuvers to choose...

    The simple way is to pick a couple of disciplines that you like the flavor of and just take as much of them as possible. It won't be 100% optimal, but it's pretty hard to really screw up a ToB character, so you'll do fine. For example, if you want to make the experienced sergeant archetype, a kind of battlefield leader with personal combat talent- Iron Heart and White Raven. Berserker type who just. keeps. coming? Tiger Claw, Stone Dragon (DR and temp HP abilities), a little bit of Iron Heart around the edges. Disciplined swordsman who seeks and exploits the exact opportune moment? Diamond Mind and Iron Heart. Don't worry about forming a specific progression for your first time with the book; you'll be pretty good regardless, and you'll probably have some more fun just going where your fancy takes you.

  3. - Top - End - #3
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    Elfin's Avatar

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    Default Re: Warblade maneuvers to choose...

    OK thanks for the advice, the class looks like a lot of fun.

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    Firbolg in the Playground
     
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    Default Re: Warblade maneuvers to choose...

    There are lots of good choices, depending on what you want to specialise in. What level are you, and what do you want to be good at? Fighting duels, fighting groups, being tough and resilient . . . what's your pick?

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    Default Re: Warblade maneuvers to choose...

    Quote Originally Posted by Elvenblade View Post
    I'm playing a warblade for the first time and am rather overwhelmed by all the maneuver choices. Any advice what to choose and how to progress?
    Start with...

    WB1:
    Wolf Fang Strike (Note: this maneuver doesn't require TWF, it supercedes it, ignoring penalties for non-light offhand weapons. You need an offhand or secondary weapon, but armor spikes or a spiked shield will work. If you're not interested in a TWF build, grab this anyway so you can pick up Sudden Leap)
    Sudden Leap (free movement as a swift action, turn your 5' step into 10' move)
    Steel Wind (two attacks as a standard action, stays useful up until Mithril Tornado becomes available. Even after BAB +6, move + two attacks still comes in quite handy)
    Punishing Stance (+1d6 damage on everything, so what if you get hit more, die faster = less hits. If you want a charge build consider Leading the Charge instead.)

    WB2:
    Moment of Perfect Mind (always useful, particularly if you dumped Wisdom, otherwise consider another strike such as Sapphire Nightmare Blade or Stone Bones)

    WB3:
    Mountain Hammer (ultimate DR/hardness can-opener, swiss army utility tool, and dungeon redecorating kit)

    WB4:
    Emerald Razor (touch attack + Power Attack = world of hurt, swap out Wolf Fang Strike)
    Stance: Leading the Charge (combine with Travel Devotion for 10 rounds of move 10' back + charge)

    WB5:
    White Raven Tactics (Note: the Sage ruled that you don't count as your own ally, although the PHB glossary says you do. The Sage isn't the same as official errata, though, so check with your DM. Even if you don't use WRT on yourself, giving one of your allies, particularly spellcasters, an extra turn is a very big win button.)

    WB6:
    Iron Heart Surge (get rid of annoying status effects, such as fatigue, ability damage/drain, blindness, etc. Avoid using this on sunlight, gravity, weak nuclear force, etc. Swap out Steel Wind.)

    That should get you started. From here, you'll want to put some thought into what 9th level maneuver you want to work towards. If you want Time Stands Still (and if you're TWFing, then you absolutely do want it), then you'll want to max out Concentration and take enough Diamond Mind maneuvers to qualify. If you're going towards White Raven Hammer/War Master's Charge, then you only need one more White Raven maneuver in addition to Leading the Charge and White Raven Tactics. Strike of Perfect Clarity isn't too shabby, although you're limited to one standard attack. Feral Death Blow... meh. At that level, Fort saves are pretty cake and there's a heckuva lot of things immune to crits. Mountain Tombstone Strike doesn't have any prereqs. 2d6 Con damage with no save is pretty sweet.

  6. - Top - End - #6
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    Keld Denar's Avatar

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    Default Re: Warblade maneuvers to choose...

    Darin gave a pretty good run down. Really, it depends a lot on what level you are starting at. Regardless, lay look at whatever the highest level of maneuvers you'll be using are, figure out which ones you want, and try to fit your prereqs around getting them. Also remember that some manevuers like White Raven Tactics and Iron Heart Surge NEVER go out of style and are just as likely to be readied at 20 as they are at 5 or 6.
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  7. - Top - End - #7
    Ettin in the Playground
     
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    Default Re: Warblade maneuvers to choose...

    Be sure to pick a couple of counters. Having nothing but strikes, especially with the Warblade's limited arsenal, can get you backed into a corner.

    Moment of Perfect Mind is a really good counter that essentially makes your Will Save modifier = Concentration modifier. Since Will is your weak save, you might want this no matter what your build is.

    Wall of Blades is another good one. It essentially substitutes an attack roll for your AC for a single incoming attack.


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