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Ardent Admiration: An Ardent Handbook (by Dedekine)
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<blockquote data-quote="Nibelung" data-source="post: 6703907" data-attributes="member: 74499"><p><strong>Originally posted by Dedekine:</strong></p><p></p><p><span style="font-size: 15px"><strong>Epic Tier Ardent Disciplines</strong></span></p><p></p><p><strong>Level 22 Utility Disciplines</strong></p><p>[sblock]</p><p><span style="color: #ff00ff"><strong>Awakened Id</strong></span> (PsP): In my experience, when an ally is bloodied he wants healing, not a bonus to Endurance and Athletics checks.</p><p></p><p><span style="color: #00ccff"><strong>Borrowed Time</strong></span> (PHB3): Not even the warlord can give another character an entire turn's worth of actions. However, it isn't actually a turn. That means some disadvantages: the target can't spend action points and doesn't make saving throws. On the other hand, he doesn't take ongoing damage, the target gets an extra "turn" to take advantage of "until start/end of next turn" effects, and Borrowed Time bypasses the dazed condition (which specifies you can only take one action on your turn). While it's a bit ambiguous, because Borrowed Time gives a single free action (which can be used to generate a standard, move, and minor action), even with the July 2010 errata any or all of the three actions can be used to attack (unless of course another free-action granted attack has already happened.)</p><p></p><p><strong>Empathic Recovery</strong> (PsP): It's a given that people are going to miss with encounter powers, and this way someone benefits from it. If this was an encounter power I'd be happier with it, but as a daily it's a lot harder to make sure you'll make the best use of it.</p><p></p><p><span style="color: #0000ff"><strong>Expedite Healing </strong></span>(PsP): Surgeless, out-of-turn healing on a dying ally, who also gets to stand up and shift. This pretty much obsoletes the level 10 utility From The Brink, so retrain that out if you're taking this.</p><p></p><p><span style="color: #0000ff"><strong>Guided Opportunity</strong></span> (PHB3): A bonus to hit and damage on opportunity attacks makes your defender very happy.</p><p></p><p><strong><span style="color: #0000ff">Insensate Mind</span></strong> (PHB3): At least 11 resistance to all damage; not sexy but useful.</p><p></p><p><span style="color: #0000ff"><strong>Rapid Recovery</strong></span> (PHB3): Regeneration to every ally next to you, sustain minor. Another excellent surgeless healing power.</p><p></p><p><strong>Sudden Reinforcements</strong> (PsP): Combat advantage and a teleport is okay, but really not on par for this level.</p><p>[/sblock]</p><p></p><p><strong>Level 23 At-Will Disciplines</strong></p><p>[sblock]</p><p><span style="color: #ff00ff"><strong>Concerted Effort</strong></span> (PsP): The unaugmented and Augment 1 are pretty bad. It's a big boost to hit, but on a very limited selection of attacks, and allies have to be adjacent to you, which is a positioning problem. The Augment 6 grants basic attacks with a bonus to hit -- but it's up against Revelatory Slash, which grants at-wills and allows focus-firing. An ardent with a big Con modifier and a party with good basic attacks will think about this; everyone else should give it a pass.</p><p></p><p><span style="color: #ff0000"><strong>Flood of Madness</strong></span> (PHB3): Intended as a upgrade to Unhinging Strike, it's actually an inferior version of it. The unaugmented versions are identical, and Flood of Madness' Augment 2 version is only useful if you can spread a lot of combat advantage around (for example, after Ardent Outrage has triggered). The problem is the fully Augmented Version: while Flood of Madness' Augment 6 can theoretically hit a lot more than Unhinging Strike's Augment 2 version, in reality it will be rare that a single enemy is adjacent to more than two of its allies. Effectively, you'll get the same benefit out of Augment 6 Flood of Madness as the Augment 2 Unhinging Strike, but for 3 times the power point cost. Stick to Unhinging Strike.</p><p></p><p><strong>Perception Shift</strong> (PHB3): Probably intended as an upgrade to Confusing Strike. Being able to choose the defense the monster is targetting is usually at least as good as the -2 to hit that Confusing Strike grants -- unless, of course, the monster is already targetting the best defense. Just like with Flood of Madness, the Augment 6 of Perception Shift and the Augment 2 of Confusing Strike are pretty comparable -- except Perception Shift gets an extra [W] of damage instead of the dazed effect of Confused Strike, which is not a fair trade. The only thing helping Perception Shift is that it's an attack against Will instead of AC.</p><p></p><p><strong><span style="color: #ff0000">Revealing Strike</span></strong> (PHB3): Intended as an upgrade on Demoralizing Strike, but it suffers in comparison. The unaugmented versions are the same, but the augments in Revealing Strike are all single-target, and focus on cancelling out defensive bonuses of monsters from invisibility or concealment rather than actually lowering defenses. The given rating assumes you're a Con ardent, but for Wis ardents <strong><span style="color: #0000ff">this power can be better than Demoralizing Strike</span></strong>.</p><p></p><p><span style="color: #00ccff"><strong>Revelatory Slash</strong></span> (PHB3): Intended as an upgrade on Mindlink Strike, and (finally!) it's a good improvement. The unaugmented version results in the enemy granting combat advantage if the enabled ally hits it, which is always a big benefit. The Augment 2 has easy conditions to meet, and hands out the dazed effect. The Augment 6 looks weak until you realize that it's enabling at-wills, and not just melee basic attacks.</p><p></p><p><span style="color: #0000ff"><strong>Rewarding Smash</strong></span> (PsP): It took a splatbook and waiting until the epic tier, but Wis ardents finally get a healing power comparable to Rewarding Strike for Con ardents. This power requires the ally to be bloodied for the unaugmented and Augment 2, but does not require a hit roll. The Augment 6 does require a hit roll for the healing, but it's an ally adjacent to you, it's surge-plus healing, and enemies are granting combat advantage. This is a good healing power, and the best <span style="color: #33cccc"><strong>Wis ardents</strong></span> get.</p><p></p><p><span style="color: #0000ff"><strong>Ruinous Scream</strong></span> (PsP): Deafened is a fairly useless status condition, so the unaugmented is pretty rubbish. With boosts to forced movement, however, the Augment 2 can let you deal damage to quite a few enemies at once, and the Augment 6 combines that with a lot of THP. </p><p>[/sblock]</p><p></p><p><strong>Level 25 Daily Disciplines</strong></p><p>[sblock]</p><p><strong><span style="color: #ff00ff">Blistering Aversion</span></strong> (PHB3): The ardent's sole fire-keyword power. Weak damage, and no ongoing damage or status on a miss. The zone requires enemies to end their turn in it to get the ongoing damage. If your party has a way to make that happen, <strong><span style="color: #0000ff">this power improves</span></strong>.</p><p></p><p><span style="color: #0000ff"><strong>Bountiful Portent</strong></span> (PsP): A huge amount of surgeless healing, essentially a surge's worth to the entire party. </p><p></p><p><span style="color: #0000ff"><strong>Corona of Battle</strong></span> (PHB3): A huge zone granting regeneration, +2 to hit, and 1d10 extra damage on all attacks to allies within the zone. A great buff.</p><p></p><p><strong>Intellect Bomb</strong> (PHB3): The value of this power comes down to how many targets you can pack into the radius of the secondary attack. You have some control as to when the secondary attack goes off, which helps, but it remains too situational to get a better rating.</p><p></p><p><span style="color: #ff00ff"><strong>Inverted Emotions</strong></span> (PsP): It looks like a decent power, where either the target hits and another enemy takes damage, or it misses and the target grants combat advantage. The problem is that the on-hit effect requires that there be an enemy adjacent to the target, and that's not going to happen if the DM can help it.</p><p></p><p><span style="color: #0000ff"><strong>Outpouring of Grief</strong></span> (PsP): When an ally gets bloodied, another ally gets a healing surge. Use this quickly on a big bad, and the fight will go much easier.</p><p></p><p><strong>Revealed Assets</strong> (PHB3): This is the power equivalent of shouting, "Leave him alone!" If your party composition leads to one person being ganged up on repeatedly, this power is <strong><span style="color: #0000ff">a good choice</span></strong>.</p><p></p><p><span style="color: #00ccff"><strong>Summons to Doom</strong></span> (PHB3): 4[W] damage to every enemy within 5 is the best ardents get for damage, and it's pretty good. Then the enemy either gets shoved away, or a save-ends penalty to attack rolls, and either way the massive knot of enemies you just created is unlikely to kill you.</p><p></p><p><span style="color: #0000ff"><strong>Victorious Vision</strong></span> (PsP): Two granted basic attacks, each of which will either hit and daze (and do a tiny amount of extra damage), or miss and do damage and slide anyway.</p><p>[/sblock]</p><p></p><p><strong>Level 27 At-Will Disciplines</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff"><strong>Dismissive Strike</strong></span> (PHB3): This battlefield rearrangment power is probably intented to upgrade Terrifying Deluge, and it does a great job at it. You don't just slide the enemy, you teleport them five squares. The Augment 2 hits everyone in burst 1, and lets you teleport them next to an adjacent ally -- a bit situational, but good for breaking flanking. The real value in this power is the Augment 6, which creates a burst 1 zone that teleports enemies and allies who enter the zone.</p><p></p><p><strong><span style="color: #ff0000">Exhilarating Strike</span></strong> (PHB3): Another upgrade for Mindlink Strike, but with Wis riders instead of Con. It might be better than Mindlink Strike, but it's clearly worse than Revelatory Slash. The unaugmented version is terrible, with less range than Revelatory Slash and no additional effects at all. The Augment 2 gives a Wis modifier bonus to the damage roll, and the enabled ally gets a saving throw. The Augment 6 lets all allies with range make a basic (melee or ranged) attack or charge, with a bonus to the damage roll, and a saving throw if they hit. If you have a party with really good basic attacks, this <strong>can look appealing</strong>, but otherwise even Wis ardents will be happier with Revelatory Slash.</p><p></p><p><span style="color: #ff00ff"><strong>Falling Sky</strong></span> (PsP): Unaugmented is the same as Wave of Fatigue, and the Augment 2 is worse than Wave of Fatigue's Augment 2. The Augment 6 is unimpressive as well; anything that gives monsters a choice of effects ends up being worst of all worlds for you.</p><p></p><p><strong>Restorative Bastion</strong> (PHB3): An upgrade for Focusing Strike, and a solid one. The unaugmented version is similar, but targets Fortitude instead of AC. The Augment 2 is situational, but ongoing damage is common and the +5 is a huge bonus for a saving throw. The Augment 6 is better damage than Focusing Strike's Augment 2, and it gives a saving throw to every ally you can see, rather than allies within 5. Just how good this power is depends on how spread out your party tends to be during a fight.</p><p></p><p><span style="color: #0000ff"><strong>Tactical Failure</strong></span> (PsP): The unaugmented and Augment 2 both punish the monster for not using basic attacks, and at higher levels, this is a big deal: Orcus is a lot less threatening when you cut out most of his attack list. But the Augment 6, other than the extra damage, is strictly worse than the Augment 2 of Impetuous Ruin. Epic tier is not the place to being party-unfriendly restrictions on status effects! Still, the unaugmented and Augment 2 are good, and this power is a good choice.</p><p></p><p><span style="color: #0000ff"><strong>Unconcious Attack</strong></span> (PsP): At your command, an enemy (or an ally -- possibly a better use with the proper resistances and a DM that doesn't rule this bag-of-rats) makes an MBA with bonus to hit, and both the target and its target take extra damage if the attack hits. The problem with these sort of powers is always trying to find a monster who can reach his allies, but the Augment 2 solves that. The Augment 6 takes it one step further and makes the enemy charge (though the hit effect does nothing RAW). At this level, monsters have good MBAs, so this is a solid power.</p><p></p><p><span style="color: #00ccff"><strong>Unnerving Disruption</strong></span> (PHB3): An upgrade for Confusing Strike, and a good one. The unaugmented versions are the same. The Augment 2 version hits all enemies in a burst 1 and gives a Con modifier penalty to attacks targetting Will. The meat of the power is the Augment 6, which hits burst 1, gives a Con modifier penalty to all attack rolls, and weakens, which means that even when enemies do hit they won't do damage. Just to top things off, allies get a damage bonus.</p><p>[/sblock]</p><p></p><p><strong>Level 29 Daily Disciplines</strong></p><p>[sblock]</p><p><strong>Empathic Projection</strong> (PHB3): Okay damage, and the push buys you some breathing room. The bonus to hit when you hit and the bonus to defense when you miss aren't huge for this level, and the lack of control will be frustrating.</p><p></p><p><span style="color: #33cccc"><strong>Explosive Summons</strong></span> (PsP): The power's trigger is confusing: it's an immediate reaction, but you teleport as an interrupt? It's very similar to Summons to Doom, except that it's out-of-turn, doesn't give the enemy a choice between forced movement and anything else, has a bigger push, and pushes on a miss as well. You probably don't want both, but you could reasonably choose either.</p><p></p><p><strong>Image of Doom</strong> (PHB3): As anti-solo powers go, this is okay. Once again, the penalties are useful but not huge, and the forced movement isn't going to be a huge factor.</p><p></p><p><span style="color: #33cccc"><strong>Lethal Delusion</strong></span> (PsP): This is the sort of power that makes DMs curse -- big debuff to the enemy, and then damage that penalizes the misses it gets as a result of that debuff. The penalty to saving throws makes it more likely the penalties will stick, and the power is reliable so you can keep trying until it lands.</p><p></p><p><strong>Undeniable Weakness</strong> (PHB3): Another power that really just needs a larger area of effect. Weakened isn't a great status, especially not at higher levels when the real problem is status effects. The resistance to all damage is also not going to stand out with epic characters.</p><p></p><p><strong><span style="color: #0000ff">Violent Spark</span></strong> (PHB3): Some quality action enabling here -- every ally gets a damage-boosted at-will, and a saving throw if they miss.</p><p></p><p><span style="color: #ff00ff"><strong>Vulnerability Revealed</strong></span> (PsP): Enemies adjacent to you grant combat advantage and take Cha mod extra damage. Problem: enemies will not stay adjacent to you. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6703907, member: 74499"] [b]Originally posted by Dedekine:[/b] [Size=4][b]Epic Tier Ardent Disciplines[/b][/size] [b]Level 22 Utility Disciplines[/b] [sblock] [COLOR=#ff00ff][b]Awakened Id[/b][/COLOR] (PsP): In my experience, when an ally is bloodied he wants healing, not a bonus to Endurance and Athletics checks. [COLOR=#00ccff][b]Borrowed Time[/b][/COLOR] (PHB3): Not even the warlord can give another character an entire turn's worth of actions. However, it isn't actually a turn. That means some disadvantages: the target can't spend action points and doesn't make saving throws. On the other hand, he doesn't take ongoing damage, the target gets an extra "turn" to take advantage of "until start/end of next turn" effects, and Borrowed Time bypasses the dazed condition (which specifies you can only take one action on your turn). While it's a bit ambiguous, because Borrowed Time gives a single free action (which can be used to generate a standard, move, and minor action), even with the July 2010 errata any or all of the three actions can be used to attack (unless of course another free-action granted attack has already happened.) [b]Empathic Recovery[/b] (PsP): It's a given that people are going to miss with encounter powers, and this way someone benefits from it. If this was an encounter power I'd be happier with it, but as a daily it's a lot harder to make sure you'll make the best use of it. [COLOR=#0000ff][b]Expedite Healing [/b][/COLOR](PsP): Surgeless, out-of-turn healing on a dying ally, who also gets to stand up and shift. This pretty much obsoletes the level 10 utility From The Brink, so retrain that out if you're taking this. [COLOR=#0000ff][b]Guided Opportunity[/b][/COLOR] (PHB3): A bonus to hit and damage on opportunity attacks makes your defender very happy. [b][COLOR=#0000ff]Insensate Mind[/COLOR][/b] (PHB3): At least 11 resistance to all damage; not sexy but useful. [COLOR=#0000ff][b]Rapid Recovery[/b][/COLOR] (PHB3): Regeneration to every ally next to you, sustain minor. Another excellent surgeless healing power. [b]Sudden Reinforcements[/b] (PsP): Combat advantage and a teleport is okay, but really not on par for this level. [/sblock] [b]Level 23 At-Will Disciplines[/b] [sblock] [COLOR=#ff00ff][b]Concerted Effort[/b][/COLOR] (PsP): The unaugmented and Augment 1 are pretty bad. It's a big boost to hit, but on a very limited selection of attacks, and allies have to be adjacent to you, which is a positioning problem. The Augment 6 grants basic attacks with a bonus to hit -- but it's up against Revelatory Slash, which grants at-wills and allows focus-firing. An ardent with a big Con modifier and a party with good basic attacks will think about this; everyone else should give it a pass. [COLOR=#ff0000][b]Flood of Madness[/b][/COLOR] (PHB3): Intended as a upgrade to Unhinging Strike, it's actually an inferior version of it. The unaugmented versions are identical, and Flood of Madness' Augment 2 version is only useful if you can spread a lot of combat advantage around (for example, after Ardent Outrage has triggered). The problem is the fully Augmented Version: while Flood of Madness' Augment 6 can theoretically hit a lot more than Unhinging Strike's Augment 2 version, in reality it will be rare that a single enemy is adjacent to more than two of its allies. Effectively, you'll get the same benefit out of Augment 6 Flood of Madness as the Augment 2 Unhinging Strike, but for 3 times the power point cost. Stick to Unhinging Strike. [b]Perception Shift[/b] (PHB3): Probably intended as an upgrade to Confusing Strike. Being able to choose the defense the monster is targetting is usually at least as good as the -2 to hit that Confusing Strike grants -- unless, of course, the monster is already targetting the best defense. Just like with Flood of Madness, the Augment 6 of Perception Shift and the Augment 2 of Confusing Strike are pretty comparable -- except Perception Shift gets an extra [W] of damage instead of the dazed effect of Confused Strike, which is not a fair trade. The only thing helping Perception Shift is that it's an attack against Will instead of AC. [b][COLOR=#ff0000]Revealing Strike[/COLOR][/b] (PHB3): Intended as an upgrade on Demoralizing Strike, but it suffers in comparison. The unaugmented versions are the same, but the augments in Revealing Strike are all single-target, and focus on cancelling out defensive bonuses of monsters from invisibility or concealment rather than actually lowering defenses. The given rating assumes you're a Con ardent, but for Wis ardents [b][COLOR=#0000ff]this power can be better than Demoralizing Strike[/COLOR][/b]. [COLOR=#00ccff][b]Revelatory Slash[/b][/COLOR] (PHB3): Intended as an upgrade on Mindlink Strike, and (finally!) it's a good improvement. The unaugmented version results in the enemy granting combat advantage if the enabled ally hits it, which is always a big benefit. The Augment 2 has easy conditions to meet, and hands out the dazed effect. The Augment 6 looks weak until you realize that it's enabling at-wills, and not just melee basic attacks. [COLOR=#0000ff][b]Rewarding Smash[/b][/COLOR] (PsP): It took a splatbook and waiting until the epic tier, but Wis ardents finally get a healing power comparable to Rewarding Strike for Con ardents. This power requires the ally to be bloodied for the unaugmented and Augment 2, but does not require a hit roll. The Augment 6 does require a hit roll for the healing, but it's an ally adjacent to you, it's surge-plus healing, and enemies are granting combat advantage. This is a good healing power, and the best [COLOR=#33cccc][b]Wis ardents[/b][/COLOR] get. [COLOR=#0000ff][b]Ruinous Scream[/b][/COLOR] (PsP): Deafened is a fairly useless status condition, so the unaugmented is pretty rubbish. With boosts to forced movement, however, the Augment 2 can let you deal damage to quite a few enemies at once, and the Augment 6 combines that with a lot of THP. [/sblock] [b]Level 25 Daily Disciplines[/b] [sblock] [b][COLOR=#ff00ff]Blistering Aversion[/COLOR][/b] (PHB3): The ardent's sole fire-keyword power. Weak damage, and no ongoing damage or status on a miss. The zone requires enemies to end their turn in it to get the ongoing damage. If your party has a way to make that happen, [b][COLOR=#0000ff]this power improves[/COLOR][/b]. [COLOR=#0000ff][b]Bountiful Portent[/b][/COLOR] (PsP): A huge amount of surgeless healing, essentially a surge's worth to the entire party. [COLOR=#0000ff][b]Corona of Battle[/b][/COLOR] (PHB3): A huge zone granting regeneration, +2 to hit, and 1d10 extra damage on all attacks to allies within the zone. A great buff. [b]Intellect Bomb[/b] (PHB3): The value of this power comes down to how many targets you can pack into the radius of the secondary attack. You have some control as to when the secondary attack goes off, which helps, but it remains too situational to get a better rating. [COLOR=#ff00ff][b]Inverted Emotions[/b][/COLOR] (PsP): It looks like a decent power, where either the target hits and another enemy takes damage, or it misses and the target grants combat advantage. The problem is that the on-hit effect requires that there be an enemy adjacent to the target, and that's not going to happen if the DM can help it. [COLOR=#0000ff][b]Outpouring of Grief[/b][/COLOR] (PsP): When an ally gets bloodied, another ally gets a healing surge. Use this quickly on a big bad, and the fight will go much easier. [b]Revealed Assets[/b] (PHB3): This is the power equivalent of shouting, "Leave him alone!" If your party composition leads to one person being ganged up on repeatedly, this power is [b][COLOR=#0000ff]a good choice[/COLOR][/b]. [COLOR=#00ccff][b]Summons to Doom[/b][/COLOR] (PHB3): 4[W] damage to every enemy within 5 is the best ardents get for damage, and it's pretty good. Then the enemy either gets shoved away, or a save-ends penalty to attack rolls, and either way the massive knot of enemies you just created is unlikely to kill you. [COLOR=#0000ff][b]Victorious Vision[/b][/COLOR] (PsP): Two granted basic attacks, each of which will either hit and daze (and do a tiny amount of extra damage), or miss and do damage and slide anyway. [/sblock] [b]Level 27 At-Will Disciplines[/b] [sblock] [COLOR=#00ccff][b]Dismissive Strike[/b][/COLOR] (PHB3): This battlefield rearrangment power is probably intented to upgrade Terrifying Deluge, and it does a great job at it. You don't just slide the enemy, you teleport them five squares. The Augment 2 hits everyone in burst 1, and lets you teleport them next to an adjacent ally -- a bit situational, but good for breaking flanking. The real value in this power is the Augment 6, which creates a burst 1 zone that teleports enemies and allies who enter the zone. [b][COLOR=#ff0000]Exhilarating Strike[/COLOR][/b] (PHB3): Another upgrade for Mindlink Strike, but with Wis riders instead of Con. It might be better than Mindlink Strike, but it's clearly worse than Revelatory Slash. The unaugmented version is terrible, with less range than Revelatory Slash and no additional effects at all. The Augment 2 gives a Wis modifier bonus to the damage roll, and the enabled ally gets a saving throw. The Augment 6 lets all allies with range make a basic (melee or ranged) attack or charge, with a bonus to the damage roll, and a saving throw if they hit. If you have a party with really good basic attacks, this [b]can look appealing[/b], but otherwise even Wis ardents will be happier with Revelatory Slash. [COLOR=#ff00ff][b]Falling Sky[/b][/COLOR] (PsP): Unaugmented is the same as Wave of Fatigue, and the Augment 2 is worse than Wave of Fatigue's Augment 2. The Augment 6 is unimpressive as well; anything that gives monsters a choice of effects ends up being worst of all worlds for you. [b]Restorative Bastion[/b] (PHB3): An upgrade for Focusing Strike, and a solid one. The unaugmented version is similar, but targets Fortitude instead of AC. The Augment 2 is situational, but ongoing damage is common and the +5 is a huge bonus for a saving throw. The Augment 6 is better damage than Focusing Strike's Augment 2, and it gives a saving throw to every ally you can see, rather than allies within 5. Just how good this power is depends on how spread out your party tends to be during a fight. [COLOR=#0000ff][b]Tactical Failure[/b][/COLOR] (PsP): The unaugmented and Augment 2 both punish the monster for not using basic attacks, and at higher levels, this is a big deal: Orcus is a lot less threatening when you cut out most of his attack list. But the Augment 6, other than the extra damage, is strictly worse than the Augment 2 of Impetuous Ruin. Epic tier is not the place to being party-unfriendly restrictions on status effects! Still, the unaugmented and Augment 2 are good, and this power is a good choice. [COLOR=#0000ff][b]Unconcious Attack[/b][/COLOR] (PsP): At your command, an enemy (or an ally -- possibly a better use with the proper resistances and a DM that doesn't rule this bag-of-rats) makes an MBA with bonus to hit, and both the target and its target take extra damage if the attack hits. The problem with these sort of powers is always trying to find a monster who can reach his allies, but the Augment 2 solves that. The Augment 6 takes it one step further and makes the enemy charge (though the hit effect does nothing RAW). At this level, monsters have good MBAs, so this is a solid power. [COLOR=#00ccff][b]Unnerving Disruption[/b][/COLOR] (PHB3): An upgrade for Confusing Strike, and a good one. The unaugmented versions are the same. The Augment 2 version hits all enemies in a burst 1 and gives a Con modifier penalty to attacks targetting Will. The meat of the power is the Augment 6, which hits burst 1, gives a Con modifier penalty to all attack rolls, and weakens, which means that even when enemies do hit they won't do damage. Just to top things off, allies get a damage bonus. [/sblock] [b]Level 29 Daily Disciplines[/b] [sblock] [b]Empathic Projection[/b] (PHB3): Okay damage, and the push buys you some breathing room. The bonus to hit when you hit and the bonus to defense when you miss aren't huge for this level, and the lack of control will be frustrating. [COLOR=#33cccc][b]Explosive Summons[/b][/COLOR] (PsP): The power's trigger is confusing: it's an immediate reaction, but you teleport as an interrupt? It's very similar to Summons to Doom, except that it's out-of-turn, doesn't give the enemy a choice between forced movement and anything else, has a bigger push, and pushes on a miss as well. You probably don't want both, but you could reasonably choose either. [b]Image of Doom[/b] (PHB3): As anti-solo powers go, this is okay. Once again, the penalties are useful but not huge, and the forced movement isn't going to be a huge factor. [COLOR=#33cccc][b]Lethal Delusion[/b][/COLOR] (PsP): This is the sort of power that makes DMs curse -- big debuff to the enemy, and then damage that penalizes the misses it gets as a result of that debuff. The penalty to saving throws makes it more likely the penalties will stick, and the power is reliable so you can keep trying until it lands. [b]Undeniable Weakness[/b] (PHB3): Another power that really just needs a larger area of effect. Weakened isn't a great status, especially not at higher levels when the real problem is status effects. The resistance to all damage is also not going to stand out with epic characters. [b][COLOR=#0000ff]Violent Spark[/COLOR][/b] (PHB3): Some quality action enabling here -- every ally gets a damage-boosted at-will, and a saving throw if they miss. [COLOR=#ff00ff][b]Vulnerability Revealed[/b][/COLOR] (PsP): Enemies adjacent to you grant combat advantage and take Cha mod extra damage. Problem: enemies will not stay adjacent to you. [/sblock] [/QUOTE]
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