Go Back   EN World D&D / RPG News > D&D 4th Edition Discussion > D&D 4th Edition Rules

D&D 4th Edition Rules Ask questions about 4th-Edition rules and the like in here. General discussion about 4E or any other game belongs in General RPG Discussion, above.

 
Share LinkBack Thread Tools Display Modes
Old 7th April 2009, 01:05 PM   #141 (permalink)
Astral Admin - Mwahahaha!
 
Plane Sailing's Avatar
 
Join Date: Jan 2002
Location: Harpenden, UK
Posts: 14,792
Plane Sailing Snaketongue Initiate (Lvl 7)Plane Sailing Snaketongue Initiate (Lvl 7)
Might be worth breaking it into PHB1 vs PHB2 for the encounters and dailies though
__________________
Plane Sailing
(Enworld Admin)
If you need to email me click here

"It makes as much sense as having Batman kill his parents and then go on to fight mutants from another dimension." - Rykion
Plane Sailing is offline   Reply With Quote
Old 7th April 2009, 05:18 PM   #142 (permalink)
RPG Tinkerer
 
keterys's Avatar
 
Join Date: Aug 2006
Location: Boston, MA
Posts: 4,533
keterys Gnoll Huntmaster (Lvl 5)
Yeah, I definitely agree there. Looks like I'd gotten a decent chunk through the daily 19s before I got grabbed for a few other projects... hmm. I guess easier to hold onto those and redo what's in these threads with a more sane explanation for grading and some suggested changes as I go. I might start with at-wills though, since it's easier to get some sense of closure there
keterys is offline   Reply With Quote
Old 7th April 2009, 07:18 PM   #143 (permalink)
Registered User
 
Join Date: Feb 2008
Posts: 209
Ulthwithian Goblin Sharpshooter (Lvl 2)
I'd certainly be willing to assist you on the At-Wills for PHB2 (and presumably the Swordmage as well).
Ulthwithian is offline   Reply With Quote
Old 10th April 2009, 04:12 PM   #144 (permalink)
Registered User
 
Join Date: Nov 2008
Location: Culver City, CA
Posts: 49
ChristopherA Kobold Slinger (Lvl 1)
I wrote up my estimate of level 5:

A+: Consecrated Ground
A: Rain of Steel, Stinking Cloud
B+: Stand the Fallen
B+: Bigby’s Icy Grasp
B+: Spiritual Weapon, Weapon of the Gods
B: Fireball, Hallowed Circle, Hunger of Hadar
B-: Avernian Eruption
B-: Dizzying Blow, Frenzied Skirmish
C+: Sign of Vulnerability, Splintering Shot, Two-Wolf Pounce, Deep Cut, Villain’s Nightmare, Web
C: Excruciating Shot, Clever Riposte
C: Crack the Shell, Walking Wounded
C-: Rune of Peace, Martyr’s Retribution
D: Crown of Madness, Curse of the Bloody Fangs, Turning Point

I think your rating of Martyr’s Retribution is inconsistent with the rest of your rating system. Normally you don't rate too highly for powers with high damage, but this power has just a slightly high damage with a penalty and you are rating it in the B category. You ranked it higher than Excruciating Shot, which does only 1W less damage and has a useful advantage instead of a significant disadvantage. And it certainly isn't remotely close to Jaws of the Wolf, which does significantly more damage, doesn't have a disadvantage, and is lower level.

Although Spiritual Weapon and Weapon of the Gods are very good compared to most level 5 powers, I couldn't really put them in the A category, they just don't seem to totally unbalance the fight like Flaming Sphere or Rain of Steel.

Fireball is weak by the standard of Wizard spells (for the classes to be balanced, controllers have to have better powers than other classes to make up for the low hit points and limited class features). But by the standard of other classes, I think the incredible area would make it a very solid damage-dealing power.

The usefulness of a group healing power like Stand the Fallen depends on how your DM chooses to distribute the monsters’ attacks. In my campaign you can often find that at least 3 characters need healing, so Stand the Fallen rocks.


__________________
Come read my game design/analysis blog at: http://gamedesignfanatic.blogspot.com

Last edited by ChristopherA; 10th April 2009 at 04:18 PM..
ChristopherA is offline   Reply With Quote
Old 10th April 2009, 05:36 PM   #145 (permalink)
RPG Tinkerer
 
keterys's Avatar
 
Join Date: Aug 2006
Location: Boston, MA
Posts: 4,533
keterys Gnoll Huntmaster (Lvl 5)
Quote:
Originally Posted by ChristopherA View Post
I wrote up my estimate of level 5:

I think your rating of Martyr’s Retribution is inconsistent with the rest of your rating system. Normally you don't rate too highly for powers with high damage, but this power has just a slightly high damage with a penalty and you are rating it in the B category. You ranked it higher than Excruciating Shot, which does only 1W less damage and has a useful advantage instead of a significant disadvantage. And it certainly isn't remotely close to Jaws of the Wolf, which does significantly more damage, doesn't have a disadvantage, and is lower level.
I rated it a B-, because it does 4W radiant damage and I don't consider a defender spending a healing surge more than a tiny disadvantage. If it wasn't radiant, I would have rated it a C+. As is, I'm probably fine with it being bumped down to C+.

Quote:
Although Spiritual Weapon and Weapon of the Gods are very good compared to most level 5 powers, I couldn't really put them in the A category, they just don't seem to totally unbalance the fight like Flaming Sphere or Rain of Steel.
There was significant discussion of the effects of these two powers earlier in the thread, if it helps. Mostly it's a synergy question and they're, in their own way, just as useful. It's probably reasonable to drop SW to an A-, however, due to the action exhaustion it can set in. WotG's minor action and ability to put on someone else's weapon (such as the Tempest Fighter who has Rain of Steel going, while he wades through undead) still makes it a solid A.

Quote:
Fireball is weak by the standard of Wizard spells (for the classes to be balanced, controllers have to have better powers than other classes to make up for the low hit points and limited class features).
Which is a sad design decision in a system that allows power swapping, and especially once proven untrue by things like Firestorm

Quote:
But by the standard of other classes, I think the incredible area would make it a very solid damage-dealing power.
I think it actually started higher but got campaigned down a grade by PlaneSailing. That said, its damage truly is uninspiring for daily powers - I do agree that it looks out of place at C+ on the list. I'll try and go back over the discussion of it later.

Quote:
The usefulness of a group healing power like Stand the Fallen depends on how your DM chooses to distribute the monsters’ attacks. In my campaign you can often find that at least 3 characters need healing, so Stand the Fallen rocks.
Yep - we agreed on the rating for that one If anything it could be higher, but I think it's in a safe spot.

Quote:
A+: Consecrated Ground
A: Rain of Steel, Stinking Cloud
B+: Stand the Fallen
B+: Bigby’s Icy Grasp
B+: Spiritual Weapon, Weapon of the Gods
B: Fireball, Hallowed Circle, Hunger of Hadar
B-: Avernian Eruption
B-: Dizzying Blow, Frenzied Skirmish
C+: Sign of Vulnerability, Splintering Shot, Two-Wolf Pounce, Deep Cut, Villain’s Nightmare, Web
C: Excruciating Shot, Clever Riposte
C: Crack the Shell, Walking Wounded
C-: Rune of Peace, Martyr’s Retribution
D: Crown of Madness, Curse of the Bloody Fangs, Turning Point
Looking for ones we disagreed notably on... (your grade then mine listed)

Rune of Peace: C- vs. C+

You think it's really so bad? Weapon attack vs Will makes it very accurate, and it does neuter an elite or solo for a round. I mean, I agree that it's not _good_

Spiritual Weapon: B+ vs. A
Weapon of the Gods: B+ vs. A

Talked about above.

Crack the Shell: C vs. C+
Dizzying Blow: B- vs. C+

Damage is basically equivalent so it's -2 AC (save ends) vs. immobilized (save ends), and generally I consider melee immobilize much less powerful than ranged immobilized. Not sure I see as sharp a difference between the two as you did.

Martyr's Retribution: C- vs. B-

I think the big difference is that you consider a healing surge a significant cost here.

Sign of Vulnerability: C+ vs. B+

Hmm, so effectively it's trying for +5 damage to all my attacks and all the attacks from a friend probably... but I think I rated this slightly too high due to the Solo factor. Still, I suspect you rated it too low.

Frenzied Skirmish: B- vs. B+

Two attacks that daze on hit with a better-than-shift of your speed in between seems stronger than baseline, no?

Splintering Shot: C+ vs. B+

Permanent attack roll penalties, even on a miss, are very serious business on an elite or solo, but I probably rated it slightly high based on a theory that solos are more likely than they apparently should be. Still, I think it should be higher than C+.

Two-Wolf Pounce: C+ vs. B+

This is very good damage output with two shift 2s thrown in for good measure... I take it you're not rating damage output well at all?

Villain's Nightmare: C+ vs. C-

Y'know, I think you're right here. 3W vs. Reflex, no miss damage, but wacky interrupt thing is probably worth at least some combat advantage or an opportunity attack.

Bigby's Icy Grasp: B+ vs. B-

Hmm, this seems strong - Bigby's uses up an awful lot of actions and has never appeared all that strong except when it was ruled poorly such that you can deal both attack and sustain damage in the same round on the same target. And even then, eh. Maybe others have seen it be more impressive - its grab effect is at least limiting, if not as powerful as a true immobilize. That said, I might bump mine up to a B either way.

Fireball: B vs. C+

Yeah, I'm pretty sure this will get bumped back up... I think it mostly lost points on 'But, Fireball is supposed to be cooler'

Web: C+ vs. C-

As a heroic tier ranged immobilize I should probably bump this up to your rating. I haven't seen as many uses to immobi-stun melee-only monsters in my games as much as others seem to, but the monster manual certainly backs it up as more powerful.
keterys is offline   Reply With Quote
Old 10th April 2009, 08:14 PM   #146 (permalink)
Registered User
 
Join Date: May 2008
Posts: 1,220
Mengu Goblin Sharpshooter (Lvl 2)
I'll take a stab at PHB2 Daily 1's.

Avenger
B+ / Aspect of Might
C- / Oath of Final Duel
B- / Renewing Strike
B / Temple of Light

Barbarian
B+ / Bloodhunt Rage
B / Macetail Rage
B- / Rage Drake Rage
C- / Swift Panther Rage

Bard
B / Echos of Guardian
B+ / Slayers Song
B / Stirring Shout
C+ / Verse of Triumph

Druid
B / Faerie Fire
B / Fires of Life
C / Savage Fenzy
B / Wind Prison

Invoker
B / Angelic Echelon
C / Binding Invocation of Chains
C / Purging Flame
B+ / Summon Angle of Fire

Shaman
B+ / Blessing of 7 Winds
B / Cleansing Wind of North
A- / Spirit of Healing Flood
B / Wrath of the Spirit World

Sorcerer
B- / Chromatic Orb
C+ / Dazzling Ray
C / Dragonfang Bolt
B+ / Lighting Breath

Warden
B- / Form of Fearsome Ram
B / Form of Relentless Panther
C+ / Form of Willow Sentinel
A- / Form of Winter’s Herald

Lots of B's, some C's, very few A's. Nothing at the level of Armor of Agathys. Some of these are difficult to judge because they require a certain composition of opponents (or group members, or terrain) to be effective. And some of them, eventhough I rated low, I felt were good powers for covering a weakness if needed for the character or for the group.
__________________
Warning: This post may contain sarcasm.
Mengu is offline   Reply With Quote
Old 10th April 2009, 08:38 PM   #147 (permalink)
RPG Tinkerer
 
keterys's Avatar
 
Join Date: Aug 2006
Location: Boston, MA
Posts: 4,533
keterys Gnoll Huntmaster (Lvl 5)
Cool. One caught my eye as interesting - I actually just swapped out angel of fire from my invoker to angelic echelon after finding angel of fire extremely disappointing. Why did you rate it so highly?

Basically I found that it's not really all that useful for its standard action - its opportunity attacks are fine but not spectacular, and it's very easy to kill.
keterys is offline   Reply With Quote
Old 10th April 2009, 08:53 PM   #148 (permalink)
Registered User
 
Join Date: May 2008
Posts: 1,220
Mengu Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by keterys View Post
Cool. One caught my eye as interesting - I actually just swapped out angel of fire from my invoker to angelic echelon after finding angel of fire extremely disappointing. Why did you rate it so highly?

Basically I found that it's not really all that useful for its standard action - its opportunity attacks are fine but not spectacular, and it's very easy to kill.
As I mentioned earlier, this is one of those highly group dependent ones. For instance, in the group I'm playing with, we have no trouble giving each other flanks, and controlling the battle field. So I would be tempted to rate it as a low priority power. But in the group I'm running for, they have lots of trouble with both, so this daily power would be almost better than Flaming Sphere. They also have 2.5 defenders who would be able to keep attackers off the angel fairly easily, while the angel provides them and the ranger with flanks where needed.

Group size also factors into the value of the power. In a group of 3 or 4, having another target for enemies to attack is awesome, in a group of 6 or 7, not so much.
__________________
Warning: This post may contain sarcasm.
Mengu is offline   Reply With Quote
Old 10th April 2009, 08:58 PM   #149 (permalink)
RPG Tinkerer
 
keterys's Avatar
 
Join Date: Aug 2006
Location: Boston, MA
Posts: 4,533
keterys Gnoll Huntmaster (Lvl 5)
Fair enough - if I'd been in a group of 4 with a rogue without much support instead of in a group of 6 with no rogue... yeah, I can see that making a big difference.
keterys is offline   Reply With Quote
Old 11th April 2009, 05:46 PM   #150 (permalink)
Registered User
 
Join Date: Nov 2008
Location: Culver City, CA
Posts: 49
ChristopherA Kobold Slinger (Lvl 1)
In response to your questions about my ratings:

Rune of Peace: I don't have a strong opinion on this, but I figured that "cannot attack" is maybe three times as good as weaken. And weaken isn't that great. The power is accurate, but doesn't do half damage on a miss, so you are paying a lot of damage for the special effect. And the monster gets to take total defense for a round (annoying if he is a solo who already has great defenses).

Crack the Shell/Dizzying Blow: I rate ongoing damage 5 as only about 1W, because the delay in causing the damage is a significant nuisance, plus a few monsters have special saving throw powers. The -2 AC only helps weapon fighting allies and probably lasts a very short time, if the monsters saves you can't even take advantage of it yourself without an action point. Whereas Dizzying Blow gives at least one round of immobilization, maybe more, which seems like a strong control effect.

Sign of Vulnerability: There are just a number of little things I don't like too much. The implement attacks don't seem to great for a paladin - your implement is rarely used so it probably has a lower magic bonus than your sword, it only has range 5 but forces you to leave melee combat or face opportunity attacks, it goes against fortitude (the strongest monster defense) making it less accurate than your bastard sword, it rolls d8 instead of d10 for your bastard sword. It limits your tactical choices (you have to fixate on the monster, the party has to avoid killing it). Even if it works, you probably get no more than an average of 3 more hits (+15 damage) unless it is a solo. You have to use radiant attacks - many of the good paladin attacks are not radiant. The only radiant at-will is Holy Smite - and that is Str-based, while this power is Cha-based, so you probably aren't good at one or the other. Unless you are a balanced Str/Cha paladin, in which case your Wis is low and Holy Smite is a weak power. Now I'm starting to think I overrated this power.

Frenzied Skirmish: I actually like this power quite a bit, but it doesn't cause any effect on a miss, hence the mediocre rating.

Splintering Shot: I was rating based on the way I clustered my powers, and I didn't like it quite as much as the powers I put above it. You are right, looked at by itself it is pretty cool, maybe I should have put it B-.

Two-Wolf Pounce: I figure that the barbarian rage strike for this level - 4W, half damage on miss - is sort of the "average mediocre" C+ power. Mentally I add 1W for each attack, so this is 5W. For doing half damage on miss, make this 7W. Two wolf pounce does 5W over 3 attacks, so I think 8W. But some of the attacks are "off-hand" (which is -2 per die for your dwarven urgrosh), and the last attack doesn't add your stat bonus. So maybe 7W. I don't really count the in-between shift as a real bonus, since you are constrained to use it to find a secondary target. The first shift is quite nice. But the fact that you have to find a secondary target, and attacks against a secondary target aren't as good as attacks against you main target, is a penalty. So overall, I'm thinking this power is only average.

Bigby's Icy Grasp: This is much more accurate and damaging than spiritual weapon, and seriously harasses a foe with grabbing. And if you hit, the target loses a whole action escaping and moving, or doesn't move, in which case you don't have to spend a move action to make another attack! So this seems like a good quality (but not A-class) conjuration, one that can add up to a ton of damage and harassment over the course of a fight, and is thus superior to a single-shot power from a regular class.

Web: This is much too weird to get a good grasp on, so I don't have a strong opinion. It is sort of obscure, so perhaps I overrated it. But my observation is that if the opponents are hand-to-hand and they are on the other side of a corridor or narrow room, it can really cost the monsters a lot of actions to get past it.
ChristopherA is offline   Reply With Quote
Old 11th April 2009, 05:59 PM   #151 (permalink)
WotC's bitch
 
hong's Avatar
 
Join Date: Jan 2002
Location: Australia
Posts: 19,403
hong Gnoll Huntmaster (Lvl 5)
Rune of Peace deserves an A just for comedy value.
hong is offline   Reply With Quote
Old 11th April 2009, 06:11 PM   #152 (permalink)
RPG Tinkerer
 
keterys's Avatar
 
Join Date: Aug 2006
Location: Boston, MA
Posts: 4,533
keterys Gnoll Huntmaster (Lvl 5)
Quote:
Originally Posted by ChristopherA View Post
In response to your questions about my ratings
Thanks! I'll incorporate this feedback in when I redo the post in the hopefully not too distant future
keterys is offline   Reply With Quote
Old 12th April 2009, 04:59 PM   #153 (permalink)
Registered User
 
Evilhalfling's Avatar
 
Join Date: Feb 2004
Location: Roof of America
Posts: 5,202
Evilhalfling Goblin Sharpshooter (Lvl 2)
Mengu I think you have underrated several of the powers:
Stirring Shout used against an elite or Solo is amazing.
An effect that generates healing for every party member that hits, based on a primary stat? use dual strike get x2 hp, use an AP, get more hp....
This single handily turned a hard dragon fight at 1st level into a cakewalk.

Macetail rage does much the same for the barbarian, its not a lot of damage up front, but makes the Barbarian much harder to kill.

I did overrate some of the powers. fires of life, and angel of fire have tested out as less useful than expected. Ill revise some of my scores.
__________________
Game Quote:
"Shut up! a giant blue smurf eats your character...zzzz"
(sometimes its important to stop gaming and sleep)

"You all are the worst emissaries, ever!" the silver dragon declares, shaking with rage.
"Its a game, a game, I'm only playing. " E. Wiggen
My PbP games , Roll Dice
Evilhalfling is offline   Reply With Quote
Old 12th April 2009, 06:52 PM   #154 (permalink)
Registered User
 
Evilhalfling's Avatar
 
Join Date: Feb 2004
Location: Roof of America
Posts: 5,202
Evilhalfling Goblin Sharpshooter (Lvl 2)
my rankings, Mengus :
< revised my ranking down, > revised up

B, B+ Aspect of Might
B+,C- Oath of Final Duel
B, B- Renewing Strike
B, B Temple of Light

B, B Echos of Guardian
B, B+ Slayers Song
A+,B- Stirring Shout
B-,C+ Verse of Triumph

B+, B+ Bloodhunt Rage : > the high initial damage and potential to shorten fights, is making this look better

A-, B Macetail Rage: < temp HP easy to get for barb, low initial damage
A, B- Rage Drake Rage
C+, C- Swift Panther Rage

A, B Faerie Fire
A-, B Fires of Life: < only a AB1, in most cases will hit 2 opponents, and rarely kill any.
B+, C Savage Fenzy
B+, B Wind Prison

B, B Angelic Echelon: < orginally overrated.
C+, C Binding Chains: < good area, but 0 damage for a daily?
B, C Purging Flame
B, B+ Summon Angle of Fire: < dies easily, damage comparable to at-will.

A-, B+ Blessing of 7 Winds
B, B Cleansing Wind of North
A, A- Spirit of Healing Flood
B, B Wrath of Spirit World

A-,B- Chromatic Orb
B+,C+ Dazzling Ray , < lots of damage but just dull.
B-, C Dragonfang Bolt
B, B Lighting Breath

B,B Form of Willow Sentinel
A+, A+ Form of Winter’s Herald
B+, A- Form of Relentless Panther : < not comparatively great
B+,B+ Form of Fearsome Ram

Standouts: Stirring Shout, Form of Winters Herald.
__________________
Game Quote:
"Shut up! a giant blue smurf eats your character...zzzz"
(sometimes its important to stop gaming and sleep)

"You all are the worst emissaries, ever!" the silver dragon declares, shaking with rage.
"Its a game, a game, I'm only playing. " E. Wiggen
My PbP games , Roll Dice
Evilhalfling is offline   Reply With Quote
Old 12th April 2009, 10:08 PM   #155 (permalink)
Registered User
 
yesnomu's Avatar
 
Join Date: Sep 2008
Location: Virginia
Posts: 361
yesnomu Goblin Sharpshooter (Lvl 2)
Send a message via AIM to yesnomu
I don't think Rage Drake's is really that great for the Barb. You're talking about maybe one or two extra attacks per encounter, unless you're being swarmed by minions (and then you're getting away from the striker's job). It could be handy for a Rageblood if your DM let you make the attack after Swift Charge, but that requires DM adjucation. And it's totally useless against solos, too.

I also think the mobility of Swift Panther's is being underrated, but if you have Pressing Strike you can normally get where you need to be anyway.
yesnomu is offline   Reply With Quote
Old 12th April 2009, 10:24 PM   #156 (permalink)
Registered User
 
Join Date: May 2008
Posts: 1,220
Mengu Goblin Sharpshooter (Lvl 2)
I'll try to comment on the grades that we had more than 1 click off (the difference between a B and a B+ I'll let Keterys decide, we're ballparking most of these powers any way, and the powers can easily become more or less powerful situationally).

Quote:
Originally Posted by Evilhalfling View Post
B+,C- Oath of Final Duel
I really don't see the attraction for this one. So whatever you're fighting won't move away and keep attacking you. As far as I'm concerned this power has no effect on melee monsters. For artillary and controllers, there are a few more applications, but you can usually move up to them, it's rare that you have to teleport to them. The damage isn't anything to write home about either.

Quote:
Originally Posted by Evilhalfling View Post
A+,B- Stirring Shout
There are so many powers that are fantastic against solos/elites, this one doesn't really rise above them. I can go up to a B but definitely not an A power. I like surgeless healing as much as anyone, but compared to spirit of healing flood, (which I think is an A power). In solo and elite fights, I like powers that kill them faster, and find them more valuable, healing powers are good when the PC's are outnumbered and everyone is getting attacked all the time. I just think this power is a little backwords.

Quote:
Originally Posted by Evilhalfling View Post
A-, B Macetail Rage: < temp HP easy to get for barb, low initial damage
I absolutely love this power for a Thaneborn barbarian, since they don't have many ways of gaining temporary hit points. And to top it off, it's Strength based and not Con based. But I don't think that makes it an A power. In 6 rounds of combat, if you hit 4 of those rounds, that's about 16 temporary hit points. It's comparable to what you gain from Armor of Agathys (about 13), but the aura damage over 6 rounds is considerably more than what the barbarian does with the initial attack.

I could go with a B+ because of the powers use for a Thaneborn barbarian.

Quote:
Originally Posted by Evilhalfling View Post
A, B- Rage Drak's Frenzy
This is good for chewing up minions. But difficult fights where you need a rage is usually fights where you're fighting few tough opponents. And in those fights, this might net one, maybe two attacks. There is usually no guarantee you'll be the one taking down an opponent, so the rage effect might even go wasted.

Quote:
Originally Posted by Evilhalfling View Post
C+, C- Swift Panther Rage
I find that the speed boost hardly comes into play. If you're a chain wering barbarian, it might come into play a bit more. The shift two is almost completely useless to any barbarian with Pressing Strike. For a barbarian without pressing strike it could be useful. I'd be willing to take the difference between our grades, and go with a C for this one.

Quote:
Originally Posted by Evilhalfling View Post
A, B Faerie Fire
Damage is average, slow is a very situationally useful condition, and combat advantage is not difficult to gain. I mean it's a solid daily power, but I'm curious why you think it deserves an A?

Quote:
Originally Posted by Evilhalfling View Post
A-, B Fires of Life: < only a AB1, in most cases will hit 2 opponents, and rarely kill any.
If you miss, this is a dismal daily. The after effect is usually what you're counting on. And that's a mere Con bonus healing. If you can coordinate with your strikers to take down the targets that are taking the ongoing damage (assuming you hit), is what keeps this power at the B level for me, instead of knocking it down to a C.

But just to note, it's hard to compare this power to others, because it's rather uncommon to see controller powers that act like leader powers.

Quote:
Originally Posted by Evilhalfling View Post
B+, C Savage Fenzy
I'm not sure what I was thinking of on this one... It looks like it should be at least around a B. I think it's better than Freezing Cloud, which is a B-. Less damage but much better effects. It's not easy to use though. The druid has to be built like a defender to make the best out of this.

Quote:
Originally Posted by Evilhalfling View Post
B, C Purging Flame
It's just a bit of damage to one target. For a controller daily, this is a dud as far as I'm concerned, but I gave it a C since the damage isn't bad.

Quote:
Originally Posted by Evilhalfling View Post
A-,B- Chromatic Orb
The uncrontrollable nature of this power is very unfortunate. Against an undead, you might be hoping for some radiant damage, and get ongoing poison instead, which does nothing. Not an A.

Quote:
Originally Posted by Evilhalfling View Post
B+,C+ Dazzling Ray , < lots of damage but just dull.
Comparing to some thing like Brute Strike, it's about the same damage. Brute Strike is a C+, I didn't think the unreliable nature of the wild magic was enough to bump it up a knotch.

Quote:
Originally Posted by Evilhalfling View Post
B-, C Dragonfang Bolt
It's a power vs fortitude, and poison is the most resisted energy type. I guess if you were going with a poison theme it would be all right, but this is definitely not an impressive daily. It's comparable to Acid arrow, which is a C power.
__________________
Warning: This post may contain sarcasm.
Mengu is offline   Reply With Quote
Old 14th April 2009, 03:56 PM   #157 (permalink)
Registered User
 
Join Date: Nov 2008
Location: Culver City, CA
Posts: 49
ChristopherA Kobold Slinger (Lvl 1)
My level 9 ratings:

A Divine Power, Wall of Fire, Knockout
A- Blade Barrier
B+ Ice Storm
B+ Flame Strike, Attacks on the Run, White Raven Strike
B Spray of Arrows, Victorious Surge
B- Shift the Battlefield, Thicket of Blades
C+ Summons of Khirad, Radiant Pulse, Astral Defenders
C+ Crimson Edge, Deadly Positioning, Knock them Down, Crown of Glory
C/B Curse of the Black Frost
C Close Quarters Shot, Iron Spike of Dis, Lightning Serpent
C- Swirling Leaves of Steel, Mordenkainen’s Sword, Iron Dragon Charge
D+ Thief of Five Fates, One Stands Alone

Blade Barrier: Maybe it isn’t as good as Wall of Fire, but it is still a very potent power. I like how you can nab opponents in the wall without hurting your melee-fighting friends. This makes it more practical for them to try to stop the enemies from moving out of the barrier.

Victorious Surge: Free hit points are a good thing, potentially better than damage in my view (since players normally dish out a lot more damage than they receive). And this is a around 4W free hit points, and they are reliable. So this is much better than the 5W/half miss that I figure is C+ at this level.

One Stands Alone: Without the limitation, this power is good but not great, at best the B- you gave it. But the limitation is so onerous! The party is always fighting close together, there will so often be a party member within 5. Sure, you are bound to find some point during the day when you are allowed to use the power – but daily powers are much less effective when you have to use them the first chance you are allowed to, rather than when they are really needed or tactically useful.

Spray of Arrows: I do not at all see how Spray of Arrows can be ranked the same as Swirling Leaves of Steel. Close burst 3 (enemies only) is much, much better than close burst 1 (enemies only). This power causes a lot of damage!

Knockout: I give an A under the proviso that the party has something spectacularly evil to do with its free critical hit.

Iron Dragon Charge: One of my parties actually has a charge specialist, and this power still didn’t seem very tempting to take. It just seems like you would have to work so hard to set it up.

White Raven Strike: To me, this stands out way ahead of the other two warlord options at this level. 30 automatic temporary hit points is a lot of temporary hit points.

Mordenkainen’s Sword: I’m happy to spend lots of minor actions and some move actions to sustain a potent conjuration, but this just isn’t so potent.
ChristopherA is offline   Reply With Quote
Old 14th April 2009, 06:39 PM   #158 (permalink)
RPG Tinkerer
 
keterys's Avatar
 
Join Date: Aug 2006
Location: Boston, MA
Posts: 4,533
keterys Gnoll Huntmaster (Lvl 5)
Quote:
Originally Posted by ChristopherA View Post
Spray of Arrows: I do not at all see how Spray of Arrows can be ranked the same as Swirling Leaves of Steel. Close burst 3 (enemies only) is much, much better than close burst 1 (enemies only). This power causes a lot of damage!
_blast_ 3, not burst 3. They're both a 3x3 area for the same damage.
keterys is offline   Reply With Quote
Old 14th April 2009, 06:46 PM   #159 (permalink)
Astral Admin - Mwahahaha!
 
Plane Sailing's Avatar
 
Join Date: Jan 2002
Location: Harpenden, UK
Posts: 14,792
Plane Sailing Snaketongue Initiate (Lvl 7)Plane Sailing Snaketongue Initiate (Lvl 7)
Quote:
Originally Posted by keterys View Post
Fireball: B vs. C+

Yeah, I'm pretty sure this will get bumped back up... I think it mostly lost points on 'But, Fireball is supposed to be cooler'
I'd still campaign for to go down. Heck, I'd rate it a C- and recommend it never gets taken.

The big area might look useful, but it's basically a trap because you are very unlikely to get a big area with lots of foes to use it against. Perhaps in a battle with dozens of minions in an open area you could get it off before your mates get into the fight and don't give you the area - but the damage is still pitifully low and, crucially, every minion you miss is untouched by it.

Stinking Cloud by comparison is only radius 1 smaller area, is guaranteed to kill every minion inside it, by the start of your next round has done more damage than a fireball (2d10 + 2* bonuses) and can still be sustained for more and moved around and obscures vision. Sure, stinking cloud is very strong, but fireball? Bah. In any situation other than a battleboard completely filled with mooks it is weak, and even then it isn't exactly strong because you don't kill them on a miss.

Cheers
__________________
Plane Sailing
(Enworld Admin)
If you need to email me click here

"It makes as much sense as having Batman kill his parents and then go on to fight mutants from another dimension." - Rykion
Plane Sailing is offline   Reply With Quote
Old 14th April 2009, 06:50 PM   #160 (permalink)
Astral Admin - Mwahahaha!
 
Plane Sailing's Avatar
 
Join Date: Jan 2002
Location: Harpenden, UK
Posts: 14,792
Plane Sailing Snaketongue Initiate (Lvl 7)Plane Sailing Snaketongue Initiate (Lvl 7)
Quote:
Originally Posted by ChristopherA View Post
Mordenkainen’s Sword: I’m happy to spend lots of minor actions and some move actions to sustain a potent conjuration, but this just isn’t so potent.
I agree here - Mordys sword doesn't seem that potent compared to spiritual weapon. It attacks Ref which is a slight advantage to hit, but it doesn't grant CA (so SW is sorta giving +2 to everyone else, which is probably stronger on balance).

Cheers
__________________
Plane Sailing
(Enworld Admin)
If you need to email me click here

"It makes as much sense as having Batman kill his parents and then go on to fight mutants from another dimension." - Rykion
Plane Sailing is offline   Reply With Quote


Bookmarks

Tags
optimization

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 10:59 PM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.