I'm intending to take a pass through the book that this thread has become, so that I can summarize and recreate it, and also split off a PH2 (and beyond) thread. I'll be going through trying to see if I should adjust any ratings on the front page, and adding ones for, say, Martial Power as I do so, but I'd also like to justify ratings given. I'm thinking of adding a section something like this for the powers - can you let me know if it's useful, not useful, or any suggested changes.
Grade Justifications:
When listing notable advantages and disadvantages of a power I’ll tag each with a number of + or – signs. One (+/-) signifies a minor advantage or disadvantage, two (++/--) moderate, three major, four extreme. These are not intended to be equivalent in any way; a single moderate advantage or disadvantage might outweigh several minor ones and a minor advantage might outweigh a minor disadvantage.
*CLERIC*[sblock]Lance of Faith: B+
Damage – Average
Advantage – Radiant (+), +2 attack bonus to an ally (++)
Disadvantage – Short range (-)
Summary – Lance of Faith is a good staple power that will almost always be helpful for setting up encounter and daily powers, or stronger damage attacks from other allies.
Priest’s Shield: C-
Damage – Average
Perks - +1 AC bonus to adjacent ally (+)
Downsides – position requirement (adjacent) a downside for melee (forsakes flank, sets up area attacks) (--)
Summary – Priest’s Shield is slightly better than a basic attack, but not appreciably. Its bonus is actually minor enough that its chance of mattering is very small and it is easily forgotten.
Righteous Brand: A+
Damage – Average
Perks - +Str bonus to a round of attacks for ally within 5 (++++)
Summary – Righteous Brand is extraordinarily powerful in certain groups for setting up ally attacks. Because it’s a Str attack based on Str, it’s power level is fairly extreme for setting up status effect and large damage attacks, especially at higher level.
Sacred Flame: A-
Damage – Low (-)
Perks – Radiant (+), Saving throw or Cha+Lvl/2 temp to ally within sight (+++)
Downsides – Short range (-)
Summary – Sacred Flame is fantastic for obtaining saving throws for allies, and its temporary hp can be quite considerable compared to the damage output of many creatures.[/sblock]
I'm thinking it would go after what's already there in the first post - so the summary is still intact, but then you can dig deeper.