From a melee (fighter) perspective 50 build provides the following- 10 critical attacks, 1 parry, 1 slay, 1 improved slay, and 12 build for other skills like disarms, resolute, etc. It also provides the vast majority of the prerequisites for an Eviscerate, Riposte, and a second purchase of the above. While it may be easy to say that 50 build are "just a prof", the opportunity cost in terms of buying other abilities is not insignificant.
JP (of the East Coast),
Thanks for the reply. I definitely appreciate it!
Here is my counter-point. Please understand I am not trying to be argumentative. What I am going to say may come off as that because TEXT, but please do not read it that way.
That said:
I am aware of the "cheaper" Fighter abilities, and currently do not think they are worth buying for a couple of reasons.
1) For Disarm and Shatter - These can't be used in rapid succession in conjunction with another, stronger, skill or ability. I can't go up to a shield Fighter, for example, and Disarm their shield and then follow that up with a
Stun Limb,
Eviscerate,
Slay, or other higher value skill.
2) If I were to put build into those, the more I get the more Plot has to adjust NPCs. This happens with Packets (Bryan, for example, regularly has 40+ Disarm spells at his disposal; as a result, 99% of things we encounter have Claws or are unaffected by Disarm, or they have a punishing amount of defenses against Disarm spells) and I can also see it happening with these Strikes because you only have to hit the item not the person any more, making them a lot easier to land/hit.
3) Intercept - in my opinion are bad skills for someone who is reasonably experienced at the game, and it is often more efficient to just Cure Light the victim and keep going rather than take the damage yourself (especially with super high body point counts). And the abundance of healing kind of reinforces "just pick them up off the ground". Higher levels have more resources, and therefore can choose to do it that way. Also, at 5th Level of Warleader, you get two Parry per day that can only be used on other people, effectively making them Intercept but without the downside of having to take the damage. Further, at level 2 of Warleader, I get 2 Intercepts (for 20 build) and 2/day Resist Command, something I wouldn't have access to otherwise which, for me is absolutely more valuable. I get another Spell Parry at Level 4 and a 1/day Resist Greater Command if I go that route too.
4) Resolute - I can see this being 'okay' as a last resort kind of thing, but it also puts a giant target on your head when your enemies hear you use that skill; they know you're at 1 body and about to go down, and any reasonably intelligent enemy will focus you until you go down. As an aside, my current build has me at 11 Parries, 12 if I build a LITTLE differently.
5) Crit Attack - From a build-spending perspective, for me, these aren't worth buying once you ceiling out at your chosen 8 or 10 Prof purchases. Part of the reason for that is that those additional points of damage often make little to no difference in a practical sense. In my experience - and I think this will be worse with all of the additional Mental Math that's been put into these rules - damage is rounded to the closest 5's or 10's place - 11's get rounded to 10's, 14's will sometimes get rounded to 15's, but often down to 10's depending on the NPC and their skill level.
Additionally, since I am never going to go past the 8 or 10 Prof ceiling, each Crit Attack I buy after that ceiling is, to me, wasted build. The situations my character gets into right now raw damage just doesn't solve, take-out effects do. So if I buy Crit Attacks just to get more take-out effects, all of that build is essentially wasted. In my mind, I'd have been better off literally buying any other skill (10 Waylays and 2 Dodges, for example, which are 10 more take-out effects and 2 better defenses than Intercept or Resolute for 56 build).
Finally, I feel that Crit Attacks lose substantial value with a "Flurry 3" rule in place. That rule significantly slows down combat, and allows you to get far less value out of timed abilities like "Crit Attack" than you otherwise would because of the "stepping back and resetting stance" aspect.
All that said:
For 50 build in Paragon Path of Warleader, I get:
4/day Teacher (1 build cost, so 4 "free" build if I were to buy)
3/day Resist Fear (Racial resist fear is 2 build, so effectively 6 "free" build if I were to buy)
2/day Intercept (2 build for Fighter, so 4 "free" build if I were to buy)
2/day Resist Command (Racial Resist Command is 4 per, so 8 build saved if I were to buy)
2/day Resist any Voice delivered effect. (not available to PC's; resist spell is 5 build per, so will estimate 10 build saved)
1/day Spell Parry (not a buyable skill; Parry is 4 but isn't required to "power" it any more, but just for discussion, 4 build saved)
1/day Resist Greater Command (not available to buy; resist Command is 4, would cost this a minimum of 6 build)
2/day Parry that can only be used on others. (Parry is 4, 8 build but can't be used for self-defense; NOT COUNTING the required pre-req Fighter Skills which would be 30 per Parry)
In total, I get ABOUT 50 "free" build in skills, "110" if you consider that you have to have 30 Fighter Skills to buy 1 Parry and you get 2 for "free".
And that isn't counting the Active/Passive effects.
(I was also looking at Skirmisher, Ravager and maybe Defender, though the latter is far less likely).
So in short, the opportunity cost, for me, is putting off buying Rogue skills or spells a little longer so I can get a Paragon Path because I've hit what I see as the "Melee Build Ceiling". Though, as a non-human (Scavenger), I could just buy Racial Dodge.
Edit to add:
At 380 Build as a Fighter (not super high level, but getting there, certainly), you can have OHE, Stylemaster, First Aid, Eviscerate x 5, Riposte x5, Imp Slay x11, Slay x11, Parry x11, 7 Stun Limb, Weapon Prof x8. Swing base 10; this leaves more than 50 build left over for me.
This is the point I am starting at for valuation of skills.
The next Prof is 39 Build, after that is 42 build, making non-rounded weapon damage calls a thing. Profs beyond those are just silly to pick up.
To put it in current perspective, a 4321 celestial pyramid and read magic is 47 build for a fighter. Some fighers have bought that, others haven't as the opportunity cost for buying skills that do not increase static damage or contribute to melee prowess is high.
I actually did this, as a Fighter, though I went all the way up to a 7th level spell slot before realizing that Fighter take-out effects and damage were better for the situation my character was in and Spirit Forged to full Fighter. Actually, you may have met me during period of my character build-out if you were in House Nemesis and went to the Week-Long at Traverse City; if you're the EC-JP I'm thinking of.
Anyway in light of all of that, I still feel that 50 build spent in Paragon Paths nets me significantly more value. Taking half-damage from all weapon blows (Ravager) is FAR more valuable than Resolute or Intercept, or being able to choose an Elemental Blade effect; being able to Swing the Body Carrier for 10 minutes is FAR more valuable than Crit Attacks that would have to chew through potentially 40 or more armor before actually hitting Body.