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Han Shot First: A Scoundrel's Guide
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<blockquote data-quote="RenZhe" data-source="post: 6717104" data-attributes="member: 6802115"><p>[h=2]<strong>At-Will Powers</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The standard charop model for strikers is that unless you have a very good reason to do so, you should take as many nonstandard-action attacks as possible for your encounters and dailies, and optimize around repeatable at-will performance. You're probably going to spend at least 30-50% of the time using at-wills, so make sure your choices are tactically sound.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The short list: Piercing Strike is excellent, Acrobatic Strike, Clever Strike, and Deft Strike are all very solid general-purpose picks, Riposte Strike, Disheartening Strike, Sly Flourish are build-specific picks you probably would have wanted for their respective builds. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Melee]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Acrobatic Strike (MP 2)</strong></span> - A staple mobility at-will, and one of the better ones in the business, giving you choice to shift before the attack (combine with a shift with your move action to manuver into a flank without any issue), or after the attack (withdraw, and take your movement action to disengage completely and hide behind your fighter. Escaping a grab is situational, but sure, we'll take the free pileup of benefits. Very good toolkit power for a variety of situations.[/spoiler]</span>[spoiler=Melee][/spoiler]</span>[spoiler=Melee]</p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Clever Strike (PHH 2)</strong></span> - A long, long time ago, this might have actually been considered overpoweredly good. As a striker, your <em>responsibility</em> is to attack with CA to deliver sneak attack every turn, without fail, and this power removes any pretense of the excuses otherwise. If your group's teamwork isn't particularly strong, you somehow are <span style="color: #33CCCC"><strong>attacking with reach</strong></span>, or just want a safety net for when all else fails (did you know you can't gain CA for flanking while dazed?), this power is a nice pick.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #993366">Duelist's Flurry (D 381)</span></strong> - A trap power. No weapon damage roll, no static mods, no deal. If you wanted a no-questions asked way to deal sneak attack damage, refer to Clever Strike instead. As an at-will slide power, this does address a specific weakness of the rogue in that you traditionally don't have much in the way of forced movement. But this still doesn't redeem this power in the least.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #33CCCC"><strong>Piercing Strike (PHB)</strong></span> - Poster-child for why rogues are deadly-accurate. As a rogue, you deliver a massive wad of damage when you hit, so make sure you hit. This gets <span style="color: #FF0000"><strong>obsoleted</strong> </span>in paragon if you take Deft Blade and have a good MBA, but should you partake of its <strong><span style="color: #33CCCC">feat support</span></strong><span style="color: #33CCCC"><span style="color: #000000">, </span></span><span style="color: #000000">you'll find excellent use out of it throughout your career.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><em>Optimization-Friendly Augments: Criterion of Balic Practice, Raam's Maw Practice</em></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Riposte Strike (PHB)</strong></span> - Rating assumes you've an attack-caliber Str stat (or some wierdo Daring Blade build). At minimum, this power offers a deterrence effect to attacking you, and is even worth a free guarenteed extra attack when used in conjunction with MC Fighter - Battle Awareness. Those willing to invest heavily into this to try and guarentee the riposte, which includes some combinations of race, theme, paragon path or even hybridization, can turn this into a DPR machine that <span style="color: #33CCCC"><strong>outdamages a Twin Striker</strong></span>. Check out the Specialist Builds section for some ideas.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Side Note] Actually, even if you weren't a Str build, you can still attempt to take this for deterence, by<strong> <span style="color: #33CCCC">mindgaming/bluffing your DM out of character</span></strong>. Describe the effect of the attack fairly vaguely, such as 'if he attacks me next turn, I get a riposte attack as an interrupt' without mentioning that riposte wouldn't hit the broadside of a barn, and see if that's good enough to scare him. If he calls you out on your bluff, you then take Nerathi Vanguard Style, and continue using his 'knowledge' against him.[/spoiler]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><em><em>Optimization-Friendly Augments:</em> Vigilante Justice Style, Impending Doom Style, Nerathi Vanguard Style, Red Cloak Student</em></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span>[/spoiler]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Ranged]<span style="color: #FF0000"><strong>Preparatory Shot (MP 2)</strong></span> - Awful and unnecessary. No damage roll, no deal. And even if it did, it would still be awful.[/spoiler]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Melee or Ranged][/spoiler]</span>[spoiler=Melee or Ranged][/spoiler]</span>[spoiler=Melee or Ranged]</p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Deft Strike (PHB)</strong></span> - A strong mobility at-will. For melee builds, I slightly prefer Acrobatic Strike, but Deft Strike also offers ranged versatility, along with the option of some of the most ludicrously good feat support in the game. For ranged builds this is almost even a staple power, as it tends to be used in conjunction with a wall or any other position of full cover to gain stealth and attack from stealth with a move 2.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><em>Optimization-Friendly Augments: Black Arrow Style, Harlequin Style, Hunting Wolf Style, Draji Palatial Practice, Daring Performer </em></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Disheartening Strike (MP)</strong></span> - Bread and butter power for <span style="color: #800080"><strong>Ruthless Ruffians</strong></span>. But that's not why you're here (and hopefully you're not playing a RR). You're here because its a versatile melee or ranged power with a control effect, which only gets better with feat augments that either make it a slide 1 in melee or push 1 at ranged. Intimidatomancers can also take the feat support for this power and run with it, because its <strong><span style="color: #33CCCC">ridiculous</span></strong>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><em><em>Optimization-Friendly Augments: </em>Bloodhound Style, Exotic Fighting Style, Untamed Berserker Style, Kulkor Battlearm Student, Mountain Thunder Student</em></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Gloaming Cut (</strong><strong>MP 2)</strong> - I'd argue that this is only good for you if you built your character wrong. Gets a black because of the utility factor of being the largest post-attack shift power in the game, but its so borderline <span style="color: #800080"><strong>purple</strong></span>, its not even funny.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><em><em>Optimization-Friendly Augments: </em>Gulg Hunter Practice, Midnight Blade Student, Silent Shot Student</em></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Palming Strike (D389)</strong></span> - Because you're level 1 and needed the action economy to break out a healing potion. Or you have some weird build that uses alchemical/consumable items, those are really the only things that are elevating this from being red. For what its worth, this is the one of two powers on the rogue without a specific weapon requirement.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Probing Strike (PHH 1)</strong></span> - Underwhelming effect. Simply not worth the power slot. For what its worth, this is the only two powers on the rogue without a specific weapon requirement.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Sly Flourish (PHB)</strong></span> - Bread and butter for Artful Dodgers. Take it if you are one, and no reason, not even augment feats, will justify taking this if you're not.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><em>Optimization-Friendly Augments: Harrowing Swarm Student, Deft Hurler Style</em></span></span>[/spoiler]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=2]<strong>Combat Style Feats</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">These feats augment your at-will powers to give them additional effects, and some of them are frankly cornerstone for specific builds. This is a huge list though, with a handful of diamonds in a sea of turds, so I'll only be describing the ones that are really great. A more comprehensive list can be found in Dielzen's <a href="http://www.enworld.org/go/thread/view/75882/24861949/The_At-Will_To_Power:_A_Guide_to_At-Will_Enhancing?pg=1" target="_blank">The At-Will to Power: A Guide to At-Will Enhancing</a>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Note also that you only can only apply one of them at a time, so pick carefully. Anything that looks mildly good could very easily have a better style feat that you'd rather use instead.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Deft Strike]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Battle-Scarred Veteran</span> </strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Black Arrow Style </strong></span>- One of the easier ways to get CA at range.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Daring Performer</span>- </strong>Decent standalone benefit, <span style="color: #FF6600"><strong>cornerstone</strong> </span>feat for an Arena Champion build.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #33CCCC"><strong>Draji Palatial Practice </strong></span>- Key feat for a hit-debuff build. The untyped penalty stacks with everything else (everything else: Disheartening Ambush, Underhanded Tactics, Mindiron Crossbow/Psychic Lock)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Expert Chainfighter</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Fluttering Leaf Style</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Ghostwalker Style</span> -</strong> Shift 1 after the attack instead. The fact that it's explicitly a separate free action, makes it absolutely <strong><span style="color: #FF6600">key</span> </strong>for a ranged permastealth build.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Harlequin Style - </strong>Immunity to OAs from the movement of this power, period.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Hunting Wolf Style</span> </strong>- Move 2 after the attack instead. Its theoretically an ok benefit, but the move is attached to the power rather than a free action, which makes it useless for stealthing. Take Ghostwalker Style instead.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Leaf Runner Student</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Nibenay's Glory Practice</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Serpent Fang Style - </strong>Interesting potential for a poison user</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Trickster's Blade Style</strong></span>[/spoiler] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Disheartening Strike]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Arena Specialist</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Bloodhound Style</span> - </strong>Slide 1 on a melee hit</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Exotic Fighting Style - </strong>Push 1 on a hit with a Superior Weapon. Melee users don't care because Piercing Strike does it better. Worth a look for ranged users.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Kulkor Battlearm Student - </strong>+2 Damage on a Ruthless Ruffian.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Lolthdark Style</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Mountain Thunder Student</span> - </strong>Ruthless Ruffians can hit vs Fortitude. Kind of need to compensate for their subpar accuracy.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Precision Ambush Style</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #993366"><strong>Tyrian Victory Practice</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><strong>Untamed Berserker Style - </strong>The generic black rating belies the fact that this</span> an absolute <span style="color: #FF9900"><strong>goldmine</strong> </span>for intimidatomancers (hint: go str/dex, and pack a Cincture of the Dragon Spirit). [/spoiler] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Gloaming Cut] <strong>Gulg Hunter Practice - </strong>Weird Leader-y benefit to allow your ally to shift 1</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Midnight Blade Student - </span></strong>With a light blade, you target Reflex</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Silent Shot Student</span></strong> [/spoiler] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Piercing Strike] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Arkhosian High Style</span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Criterion of Balic Practice</span> - </strong>Shift 1 after a hit. The fact that it is its own free action makes it <strong><span style="color: #33CCCC">great</span> </strong>for a permastealth build, and if you're an elf, this is is utterly <span style="color: #FF9900"><strong>bonkers</strong></span>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Raam's Maw Practice</span> - </strong>Remember how rogues don't have much for forced movement? Push 1 on an accurate at-will is very nice. <span style="color: #33CCCC"><strong>Gateway drug</strong></span> for further optimization. [/spoiler] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Riposte Strike] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Corellon's Wrath Style</span> </strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Cruel Cut Style</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Eldaarich Guarded Practice</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Grudge Style</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Impending Doom Style -</strong></span>A -2 attack debuff, solid attack prevention. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Nerathi</strong></span><span style="color: #0000FF"><strong> Vanguard Style - </strong></span>Makes your Riposte Strike fully Str-independent, and still very useful. Did you also take <span style="color: #FF9900"><strong>Mark of Warding</strong></span> with this?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #33CCCC"><strong>Red Cloak Student </strong></span>- Yeah! +1 AC/Ref as an effect, just for using this power. <span style="color: #FF9900"><strong>Mark of Warding</strong></span> makes this utterly sick.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Starlight Duelist Style </strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Urikite Staff Practice - </strong>Damage buff if you land your riposte. Boring, but fair.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Vigilante Justice Style</span> - </strong><span style="color: #000000">Probably the posterchild for this power. Turn your Riposte Strike into an off-defender power and make it a whole lot easier to trigger. This is a cornerstone augment for Riposte Strike catch-22 builds.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Warborn Fury Style - </strong>A -3 attack debuff, but has an off-stat requirement and only lasts for one attack. Impending Doom is more general-purpose and applicable.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/spoiler] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[spoiler=Sly Flourish] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Cat's Paw Style</span> </strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #33CCCC"><strong>Deft Hurler Style <span style="color: #000000">- </span></strong><span style="color: #000000">You're here because you're a halfling and wanted a free extra attack.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Mocking Knave Style</span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><strong>True Arrow Style </strong>- </strong>Ignore long range penalties, which is actually a legitimate concern with short range thrown weapons.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Harrowing Swarm Student</span> -</strong> Your bread and butter at-will now inflicts Rattling. Nice. You may now safely retrain out of Disheartening Strike.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/spoiler] </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=2]<strong>Powers - Heroic Tier</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Level 1 Encounter Powers]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<u><strong>Synopsis:</strong></u>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">A decent way to start off your career. Most of you will come out of here taking <strong>Dazing Strike </strong>as a quality control and CA-extension power. Ranged or nova-centric builds look at <strong>King's Castle</strong> instead.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Acrobat's Blade Trick (MP 2)</strong> - A generic close burst power. Its good enough.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Dazing Strike</span> (PHB)</strong> - Dazing is a nasty debuff to be handing out at L1: it disables opportunity attacks so you and your allies can move about with impunity, only allows 1 action (so be sure everyone ends their turns 1 square away from the target so he can't hit anybody if he has Reach 1), and grants you CA (so you get a free Sneak Attack next round regardless of your positioning). Beautiful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Fox's Gambit (MP)</strong> - A Piercing Strike that allows Artful Dodgers to make a huge shift across the battlefield. A solid way to get in a better position in a hurry.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Guarded Attack</span> (MP)</strong> - The upgrades this power has over Riposte Strike are very minimal, so I'm sure I wouldn't spend the selection on it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000">One-Two Punch</span> (MP 2)</strong> - As a Rattling multitarget attack, this is pretty decent, and particularly good if you've specc'd yourself to be a hit-debuff build.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Opening Move</span> (D 381)</strong> - Kick the combat off with a big defensive buff that should allow you to go wherever you want to go without fear of retribution. Very good for Charisma-based Rogues in general, though everyone else likely <span style="color: #800080"><strong>doesn't want it</strong></span>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Positioning Strike</span> (PHB)</strong> - A weapon attack against Will defense is very likely to score a hit, and a slide of the magnitude granted to an Artful Dodger can easily be used to set your opponent up for something ugly. A good power overall.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Sly Lunge</span> (MP)</strong> - You have to have CA to even use this power, and all it does is the same damage as an At-Will and set up CA for the next turn, which you likely won't even need, given that you already have CA. With that in mind, not even the extra damage from Brutal Scoundrels makes this palatable.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Termination Threat</span> (MP)</strong> - For most Rogues, this is equal parts Disheartening Strike and Sly Flourish. For Ruthless Ruffians, it's a living example of why the build doesn't work: the power requires a tertiary ability to be any good, and it forces you to spam Rattling attacks (some of which aren't worth a lick). Nah.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Torturous Strike (PHB)</strong></span> - You're only here because you're a Brutal Scoundrel, because everyone else finds King's Castle strictly better. And well...you more or less do as well, being that thats a more accurate 2[W] nova option with much wider tactical applicability.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Distracting Shot</span> (MP 2)</strong> - Given the fact that combat advantage is actually easier to obtain in Melee, this will likely provide little to no benefit for your ally, and offer no more damage than an At-Will. Cunning Sneaks get to hide under certain circumstances, but that's not enough for a very underwhelming power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Impact Shot</span> (MP) </strong>- So you get a little extra damage over an At-Will, and a square of pushing. Rather situational, by itself, and pretty much garbage compared to what's available. Not my choice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Skip the Rock</span> (MP 2)</strong> - So... this power basically hits two targets, and I have to choose between who gets respectable (not even good) damage and who gets dazed? The condition and the fact that it's at range are the only redeeming factors.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Unbalancing Shot</span> (MP)</strong> - Slowing is nice for a pure Ranged Rogue facing Melee opponents, as it means you can move away with no fear of them catching you. Plus, you can take Vicious Advantage to get some CA out of this deal as well.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee or Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">King's Castle</span> (PHB)</strong> - The power description pretty much says it all: get yourself out of a hot water position and set your Defender ally up for some lockdown. Heck, you could even use your move action to set up a flank if you're in Melee. A very versatile power that hits Reflex for decent damage, and overall a strong choice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Shadow Strike</span> (MP 2)</strong> - Hitting and hiding is nice, but this deals the same damage an At-Will does. Unimpressive.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Level 1 Daily Powers]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<u><strong>Synopsis:</strong></u>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">A good list, though nothing quite on par with Controller or Leader dailies. The only thing that comes close to an 'I win the encounter' power that you'd expect from a daily is <strong>Blinding Barrage</strong>, which loses steam at later levels due to terrible damage scaling. Nova specialists take <strong>Press the Advantage</strong>, chargers like <strong>Handspring Assault</strong> because it let's them AP to charge again.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Checking Jab</span> (MP)</strong> - Essentially Disheartening Strike with a (save ends) slow + CA combo benefit attached. The damage is piddly compared to the competition, and slow + CA is nice, but not essential. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Duelist's Prowess</span> (D 381)</strong> - A bit of controversy with this one. Officially, no errata has been issued for this power to give it the weapon keyword, which makes this <span style="color: #800080"><strong>terrible</strong></span>. However, the compendium version does list it with the weapon keyword, though it's not recognized as an official change. Talk to your DM about this, because if he were reasonable, this power would be that much <span style="color: #00CCFF"><strong>better</strong></span>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Handspring Assault</span> (MP)</strong> - Chargers take this and <strong><span style="color: #33CCCC">love</span> </strong>it, because the free shift 2 afterwards let them charge again on a nova. That, and rolling a fistful of d8s as your nova is excellent.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Pommel Smash (MP)</strong> - Some nice damage, and a penalty to attack rolls for the opponent. Serviceable, and even <span style="color: #0000FF"><strong>good</strong></span> for those carrying a big weapon like a Bastard Sword or a Rapier.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Precise Incision (MP)</strong> - Being Reliable and hitting Reflex is overkill in my mind, but you can never be too certain. I'm not the biggest fan of the power, but it does pour on plenty of pure damage for those of you carrying a larger weapon (which tend to be less accurate than the Dagger).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Press the Advantage</span> (MP)</strong> - It's a free action attack! 2[W]+mods on a free action attack makes it seriously better than any vanilla 3[W] option, and the miss damage is surprisingly helpful when it matters. This is your go-to nova option for this level, and if you pass on this, you might even consider coming back for it at level 5.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Spinning Blade Leap</span> (MP 2)</strong> - WHOA. You get to shift your speed BEFORE and AFTER the attack, and a decent-damage hit? Talk about hit and run. The damage is just OK, but the mobility is downright nuts. A good choice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Twilight Menace</span> (MP 2)</strong> - While I can appreciate Stealth tactics on a Rogue, this only hides you from one enemy, and only until he makes a save (then there's no concealment to hide behind, unless you high-tailed it out of there). Not what I'd be looking for.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Scattering Shot</span> (MP 2)</strong> - It's Reliable if you're hidden, does OK damage, and imposes penalties on all enemies adjacent to the target. The fact that it requires clustering to be effective and it's not impressive statiscally makes me not like it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee or Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Blinding</span> Barrage (PHB)</strong> - Seriously de-fanged with the nerf, but a mass-blind still an encounter-defining power at level 1. No damage roll does mean no static mods though, and so this power falls from acceptable striker damage standards all too quickly. Retrain at late heroic.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Confounding Attack (MP)</strong> - The "Making your opponents hit their allies" powers are pretty nice to have, but bear in mind this does require setup to be fully effective.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Easy Target (PHB)</strong> - Some decent damage, combined with ongoing CA and Slow. I give it an edge over the very similar Checking Jab because of the ability to use it in Ranged combat, where it's harder to get CA than in Melee.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Hounding Assault (MP 2)</strong> - You get a Rattling hit that turns all your Melee attacks Rattling for the encounter. Obviously <strong><span style="color: #800080">not that good</span> </strong>if you're a pure Ranged Rogue and thus don't plan on engaging in Melee.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Trick Strike</span> (PHB)</strong> - Good damage on a power with Ranged capability, and sliding 1 square on every hit can allow you to set him up for something very ugly with your party. I like this power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Level 3 Encounter Powers]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Synopsis:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Low Slash.</strong> <strong>Low Slash, <strong>Low Slash, <strong>Low Slash.</strong></strong></strong> Almost every build and playstyle has a reason to take this, and if you don't, You'd Doing It Wrong. Pure ranged builds maybe take <strong>Fleeting Spirit Strike </strong>something, and really think hard about why they couldn't have taken the minimal effort and zero investment needed to do a dagger/crossbow melee/mix build instead so they could have gotten <strong>Low Slash</strong>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Bait and Switch</span> (PHB)</strong> - It attacks Will for decent damage, then Artful Dodgers get a good shift out of the deal. The switching positions is rather marginal IMHO, but this is a very good power even in the situations when that effect has no tactical impact.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Blade Vault (MP)</strong> - This power will have approximately the same damage as Torturous Strike for Brutal Scoundrels (maybe even more if your weapon is smaller), and it grants you 2 squares of shifting. Solid.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Brutal Trick (MP 2)</strong> - Big damage, but it provokes an OA (a bit of a no-no). <span style="color: #0000FF"><strong>Better</strong></span> for Artful Dodgers, who are very unlikely to get hit by that OA.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Darting Strike</span> (D 381)</strong> - Requires training in acrobatics, before anyone asks (now go and hide your shame that you didn't bother to take acrobatics). This is an excellent power to have, because it generates its own CA, only expends an opportunity action you weren't going to use anyway, and hands out a free shift. Particularly good at keeping pesky Artillery and the like locked down in Melee.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Defender's Cohort (MP)</strong> - Essentially Torturous Strike with Rattling, except the extra damage is Charisma-based and conditional on the enemy being marked. Solid enough.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Flailing Shove</span> (MP 2)</strong> - A basic attack with a small push and some splash damage. Not what I'd be looking for, frankly.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Flamboyant Strike (MP)</strong> - Good damage, and a small shift for Artful Dodgers. Pretty much the same as quite a few powers on this list.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Jumping Blade Assault</span> (MP 2)</strong> - A charge that knocks prone. That's pretty decent, but the rider is on the wrong build that doesn't like to charge nearly as much, and regardless, all chargers should be picking Low Slash anyway.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF9900">Low Slash</span> (MP)</strong> - This power has it all: it comes in as a minor action, it attacks Reflex, it slaps on a status effect, gives you a free slide, and can even come in for extra damage for both builds. One of the best powers on the Rogue list, bar none, and one you'll likely keep for your entire career.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Maneuvering Strike (MP 2)</strong> - A slightly larger Piercing Strike that gives you a choice between handing out CA or grabbing it for yourself. Serviceable.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000">Nasty Backswing</span> (MP)</strong> - Free action attack that's reliable, that's nice. Triggers less often than you think, though. And if it doesn't trigger reliably in most of your encounters, that's kind of a waste.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Setup Strike</span> (PHB)</strong> - A generic attack that gives you a turn of CA. Underwhelming.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Startling Offensive</strong> </span><strong>(DSH)</strong> - Ah, the new big gun in town. Compare vs Darting Strike - it's an easier trigger, a wider trigger area, and a much better hit effect...but a much more precious action commodity. I like this over Darting Strike it works against three things that Darting Strike doesn't: enemies charging from 4 away, enemies with reach that approach you, and enemies with uncommon modes of movement (shifting, etc).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Strike and Move (D 381)</strong> - A generic attack with a good shift attached if you're an Artful Dodger. Solid enough overall, and <span style="color: #0000FF"><strong>better</strong></span> for the build I just mentioned.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Topple Over</span> (PHB)</strong> - Knocking prone is only any good for most Rogues if you plan to run away or burn an AP and attack again, because the opponent will stand up and negate the generated CA. As such, an unimpressive power, though it is <strong>better</strong> for Brutal Scoundrels because they are exceedingly unlikely to miss.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Flattening Shot (MP 2)</strong> - Push + prone on a Ranged attack? Nice, and it even has a bit of extra damage for Cunning Sneaks. Be warned, though: this is Sling-only, which does reduce its appeal.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee or Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Enforced Threat</span> (MP)</strong> - A slightly more damaging Disheartening Strike that can generate its own CA if you're a Ruthless Ruffian. Unimpressive.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Fleeting Spirit Strike</span> (MP 2)</strong> - Essentially Spinning Blade Leap (a L1 Daily), with a bit less shifting distance, but the ability to use it at range. Cunning Sneaks even get a free Stealth before and after the attack. Sweet.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Shadow Steel Roll</span> (MP 2)</strong> - Very similar to Fleeting Spirit Strike, except that you get the shifting once and don't have to roll to hide twice. It also has a damage bonus for Cunning Sneaks. A bit better for them, but about the same for everyone else.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Trickster's Blade (PHB)</strong> - A generic hit followed by an AC buff. Decent, if a bit odd in outlook.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Level 5 Daily Powers]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<u><strong>Synopsis:</strong></u>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">A lot of people consider this a largely unimpressive level. If you feel the same, consider looking back on your D1 list. Still here? In that case<strong> Bloodbath </strong>offers a definitive nova option at this level, while <strong>Go For The Eyes</strong> wins the best control power race by a narrow margin. If your group has good team work and/or good MBA/OAs though, consider<strong> Compel the Craven</strong> for a leadstrike attempt.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">And lastly, if you're about to take <strong>Flashy Riposte</strong>, stop it. Right now. Take <strong>Surefooted Retort</strong>, the strictly superior option. You have little excuse otherwise.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Bat Aside (MP 2)</strong> - It has solid damage, it has Rattling, it imposes a large shift, then you can use it for a pretty hilarious "bowling ball" effect against any enemies within 2 squares of each other. This power can be useful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Clever Riposte (PHB)</strong> - An OK attack that lets you add a little extra damage and a shift as a reaction after you're attacked. The damage from the reaction can rack up over time, but it does take a while, and the shift after getting hit usually doesn't do much. A solid, but limited, power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Compel the Craven</span> (MP)</strong> - I erred towards the conservative side on this one. Blue is actually the minimum base rating, because if you have two good allies in position with good OA/MBAs, this <span style="color: #33CCCC"><strong>straight up outdamages</strong></span> the likes of Bloodbath. Further, if your DM has a healthy tolerance for power-gaming, you can even ready this to go off on someone else's turn, <strong><span style="color: #33CCCC">thus activating your own OA </span></strong>for a double-tap. One caveat: it needs at least a +1 Cha mod for it to function, which standard Brutal Scoundrel won't necessary have for a while.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Deep Cut (PHB)</strong> - Some solid ongoing damage for Brutal Scoundrels, but the unreliable nature of ongoing damage and the fact that it's Melee-only means I'm not all that much of a believer.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Downward Spiral</span> (MP)</strong> - A Rattling Close burst attack that knocks prone regardless of a hit. Unfortunately, the damage is just too piddly for me to recommend this in good faith, and you don't want to be in the situations where this power would be useful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Driving Assault</span> (MP)</strong> - Multi-attack power gets you a blue here by default...but did you miss Bloodbath? That one does hits a NAD, has an auto-damage effect which is more or less an auto-hit. And it effectively lets you apply your SA damage twice. Not a lot of excuse to take this over it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Duelist's Demand (381)</strong> - This is actually a very strong Defender-style power, since your opponent is literally forced to fight you. Given that you have CA, you have the edge here. A pretty good choice, <span style="color: #0000FF"><strong>especially</strong></span> if you tag someone like an Artillery, who doesn't like being in Melee.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000">Flashy Riposte</span> (MP)</strong> - Objectively, an immediate reaction 2[W] gets a fair rating at this point. But I've seen too many people grab this one when instead, the strictly superior <em>immediate interrupt</em> power Surefooted Retort is available more or less <span style="color: #800080"><strong>obsoletes</strong> </span>this. That one requires training in acrobatics, for those of you wondering why you can't find it, but didn't we just establish that training in acrobatics is essential for members of this class?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Mocking Strike (MP 2)</strong> - An attack against Will (so it's an easy hit) that nets you +3 to hit for the encounter. I like hit bonuses, but the Rogue is in less need of them than most, and to boot the attack itself is average, therefore the power is average.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Surefooted Retort</span> (MP)</strong> - An interrupt, does half damage on a miss, negates some potentially tactically bad situations for you. That's get blue in my book. This is by and far, preferred over the other immediate action daily Flashy Riposte.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3][/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee or Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Bloodbath</span> (MP 2)</strong> - This power is peculiar in that it has an Effect line for an extra attack, complete with modifiers. In my mind, that's an autohit, so you get an attack with some solid ongoing attached plus a guaranteed second hit. That's cool.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Go for the Eyes</span> (MP 2)</strong> - It's not expended if you miss while hidden, and the effect is absolutely nasty, first blinding him then slapping on attack penalties, all the while disallowing shifting. A very powerful pickup for most Rogues.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Hobble (MP 2)</strong> - Reliable attack for low damage that knocks prone and disallows standing until a save. The duration is unreliable, which is my main problem with the power, and prone isn't the nastiesty status effect out there.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Lurker's Assault</span> (MP 2)</strong> - You move in hidden, get a shot off, then stalk off and hide again. I'm not seeing how this is all that much better than Fleeting Spirit Strike for most Rogues, especially since only Cunning Sneaks can hide. Not impressed.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Staggering Assault</span> (MP)</strong> - A hit with a (save ends) slow debuff attached. It also has a little more damage if the target wasn't bloodied when you hit it. Not as good as Level 1's Easy Target, and that was a middle-of-the-road power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Walking Wounded</span> (PHB)</strong> - This is a very nasty mobility debuff to slap on, especially against flying enemies who can't hover, as it effectively ruins most creatures' ability to position themselves. The damage is lower but that doesn't really matter.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Level 7 Encounter Powers]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<u><strong>Synopsis:</strong></u>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Meleers taking a strictly MOAR DAMAGE approach to striking think long and hard about whether they ought to take that ranged minor <strong>Snap Shot</strong> anyway, or possibly nab Circling Predator for the only multi-attack they're going to get for a very long time. Or they could just go back and take <strong>Startling Offensive</strong> or <strong>Darting Strike</strong> from the E3 list. Ranged users shouldn't even have to ask. There's good control/party assist powers for people who actually want a standard action power here, but there's a lot and I can't be bothered to list then all, save for <strong>Tight Squeeze</strong> -if you've got a party that can actually make this useful, give it a look.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p></p><p></p><p><strong><span style="color: #0000FF">Circling Predator</span><strong> <strong>(MP) - Well, you finally get someting rangers get at level 1. Builds with a Str stat actually worth a damn can look elsewhere for powerswaps, but Daggermasters, Dex/Cha, or heavy Dex-invested builds don't have much of a choice here if they want the best nova possible, and for those builds I'm begrudgingly giving this the <span style="color: #00ccff"><strong>top rating</strong></span> because its probably going to be your only native dex-based multiattack power for half your career. </strong></strong></strong></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Dismaying Slash (MP)</strong> - A power that screams "combo me!" because it is obviously lackluster by itself. Fortunately for it, the Rogue has a few powers who could use the penalty it imposes well, and it does have Rattling. Serviceable.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Double Fall</span> (MP 2)</strong> - A two-target prone attack, but the damage is kind of lacking. <strong>Better </strong>for Artful Dodgers because of the shift, though otherwise forgettable.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Imperiling Strike</span> (PHB)</strong> - A devastating AC/Reflex penalty makes a round of party hits much easier to land, which can help you out of an otherwise sticky situation. Good to have around, and <span style="color: #00CCFF"><strong>epic</strong></span> if your Strength is really high (about on par with your Dexterity).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Lashing Blade (D 381)</strong> - I liken it to pseudo-AoE striking, because that's effectively how you'd probably want to use it - but unlike a close burst 1, it operates as a series of melee attacks on different turns, which can and will trigger sneak attack each time if you've got the CA. Of course, you are burning a standard action for it, so its nothing too mind-blowing, but this does a pretty interesting <span style="color: #0000FF"><strong>niche use</strong></span> in that it is an absolutely cheese-free way to dish out a second helping of Sneak Attack damage off-turn, without resorting to readied action shenanigans that your DM might frown upon.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Leg-Breaker (MP 2)</strong> - A Rattling power with a little soft control attached. Solid, but not my first choice by any stretch of the imagination.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Pinning Blade (MP 2)</strong> - Low damage, but restrained hands out free CA and -2 to hit while immobilizing. A decent power, and <span style="color: #0000FF"><strong>better</strong></span> if you're a Dagger Rogue and thus don't depend on your weapon dice for the bulk of your damage.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Rogue's Luck</span> (PHB)</strong> - While having a backup option should you miss is nice, the fact of the matter is you usually don't miss, and this power is a generic attack on a hit. Not impressive.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Sand in the Eyes</span> (PHB)</strong> - Blinded is a nasty status effect and hitting Reflex is good, but the damage is a bit lacking for a top rating at this level. Still a good power, <span style="color: #00CCFF"><strong>especially</strong></span> if you favor a Dagger.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Shadow Boxer</span> (MP 2)</strong> - As hilarious as tagging someone then hiding behind him sounds, the fact of the matter is that the damage of a basic attack with a Stealth check attached is not that great a power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Slice Free (D 375)</strong> - Shifting half your speed is a very tangible benefit, though little else about the power impresses. Middle of the road.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Spring the Trap</span> (MP)</strong> - A weak AoE with only 1 square of shifting, and only Rattling if you're a Ruthless Ruffian. Beyond underwhelming.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Tight <span style="color: #00CCFF">Squeeze</span></span> (DSH) -</strong> Against medium or smaller creatures, this power effectively does nothing, and is a piece-of-junk positioning power. Against large or larger opponents, however, and with some allied help, you basically force an enemy to squeeze for the rest of the encounter...and in doing so, provoke a truckload of OAs for leaving a square during the squeeze, making this the <span style="color: #FF9900"><strong>Rogue version of Hail of Steel</strong></span>...at level 7. So yeah, a dual rating. Take this if you find yourself fighting large creatures a lot, or are prepared to take a power that is completely awesome 50% the time, and uselessly deadweight the other half of the time.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Painful Shot (MP 2)</strong> - Heavy damage, and free CA if you're a Cunning Sneak, but it's Sling-only (boo) and you get CA from being hidden from your opponent anyway.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Snap Shot </span>(MP)</strong> - That light blue is a base rating for generalist and melee rogues, who still want to give this a long hard look despite fierce competition from Darting Strike back at level 3. Ranged rogues just don't even have to think about it, and just <strong><span style="color: #FF9900">grab it for life</span></strong>. A Ranged attack as a Minor Action. First class that has this, only class that has this. Rangers MC Rogue just to poach this. That should say something right there.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee or Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cloud of Steel (PHB)</strong> - While it is an AoE attack (which is usually at odds with the focus fire credo of the Striker), and it is a pure damage power (and it doesn't even pack that much of it), the fact of the matter is this covers a need for the Rogue, which is dealing with multiple opponents. Also, builds that center around manufacturing criticals or that focus on Stealth attacks <span style="color: #0000FF"><strong>like it more</strong></span>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">From the Shadows</span> (MP)</strong> - Move, shoot, move again, hide. Done to death by the powers before it, and those powers had more goodies (like bigger damage) attached. <strong>Serviceable</strong> for Artful Dodgers, lame elsewhere.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Hectoring Strike (MP)</strong> - It trades in a bit of Torturous Strike's damage for CA, Rattling, a slide, and Ranged capability. I can tell you that's a fair trade for a few higher levels of availability.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Killer's Ambush</span> (MP 2)</strong> - Big damage for an Encounter power, and it even allows you to slink away afterward. Extra sexy for Cunning Sneaks, who get an easier time of the "hide afterward" business. Nice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Level 9 Daily Powers]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<u><strong>Synopsis:</strong></u>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">So, uhh...<strong>Knockout Blow</strong>. If you're a ranged build, you suck it up, grab a dagger, and do it anyway. Or <strong>Rogue's Recovery</strong>, I guess. Those who can inflict Dead faster than they can be bothered to inflict Unconscious can take <strong>Profit from Weakness</strong> instead.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Aerial Assault (MP 2)</strong> - It's solid damage v. Reflex that gives you a free move action and the option to manufacture CA should you need it before the attack. It can see use; though the movement aspect of the power is underwhelming, the entire move + hit package is actually pretty solid.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Crimson Edge</span> (PHB)</strong> - Tags a NAD, has some ongoing damage and free CA attached, and some OK damage on the initial hit. Not impressive.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Deadly Positioning (PHB)</strong> - You slide him around (preferably into a flanking position with a nearby ally), then you tag him with an attack that will help you move him where you want him. Solid enough.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Into Harm's Way</span> (MP)</strong> - Channel your inner Warlord. The fact that it hits Will defense and provides a 1-2 punch makes it worth having.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Knockout</span> (PHB)</strong> - Status conditions are a great way to take enemies out of the fight, and unconsciouness is second only to death in that category. A very powerful choice for a Rogue to set himself or an ally up for a devastating <em>coup de grace</em> moment, or just plain take someone out of the fight completely for a round (or more, if your opponent rolls a bad saving throw).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Not Worth My Time</span> (MP)</strong> - Were this not a (save ends) power, I would have judged it as appropriate for an Encounter power, not a Daily. Not sold on this one.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>One Hundred Knives (MP 2)</strong> - While this may seem lackluster at first glance (rolling for the extra damage feels a bit unnecessary when you first look at the power), this power does have some critical fishing potential in that you get 3 swings, and you also ensure your Sneak Attack damage this way. Serviceable.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #33CCCC">Profit from Weakness</span> (MP 2)</strong> - When you don't feel like getting hit, you really don't feel like getting hit. Rattling, auto-prone, +4 to defenses. The guy now has to exceed your defenses by 8 to land the hit, and not before you peg the crap out of with a hit vs Reflex that comes baked in with CA to deliver guarenteed Sneak Attack. On a build that prefers not to deviate from its usual schtick to go out of its way to grab Knockout, this is the way to go.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Vexing Escape (MP)</strong> - Constantly shifting away when you get approached can have some use against an enemy without reach who you are forcing to expend lots of action to come after you, but in all likelihood the uses of the effect require some thought to truly extract benefit from them.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Agonizing Shot (MP)</strong> - While I'm a big proponent of mobility denial on a Ranged character and this does hit Reflex, it's At-Will level damage on a Daily. The ongoing damage makes up for it somewhat, but this is not a higher-echelon power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Burst Fire</span> (MP)</strong> - Ranged AoE against Reflex for only damage. Usually not the kind of power you want, but some builds could wring some use out of it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Raining Death</span> (MP 2)</strong> - Conditional targeting, piddly damage, and AoE focus. Not what I'd be looking for.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=3]<strong>Melee or Ranged:</strong>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Bewildering Assault (MP 2)</strong> - I don't like the conditional target business (though some builds are quite proficient at hiding so it won't be an issue for them), and the benefits do make it a very usable power. <span style="color: #0000FF"><strong>Extra sweet</strong></span> if you have prolific multiattackers in your party.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Not It</span> (MP)</strong> - I'm all for supporting the party Defender, but handing out a generic mark for him is something a Bard can do as an At-Will, and the attack they attached to this effect is not worth being a Daily.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #0000FF">Rogue's Recovery</span> (MP)</strong> - Power recovery can work well with the access you have to attacks that don't require a standard action to use, and it can deal some decent damage if you choose not to go that route. Nice.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Swift Strike</span> (MP)</strong> - A decent "opening salvo" sort of attack. Good at that niche role, but just a generic hit otherwise.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Vexing Sting (MP)</strong> - Precise Incision, with Ranged capability and an attack debuff attached. About the same relative power level as its predecessor.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p></blockquote><p></p>
[QUOTE="RenZhe, post: 6717104, member: 6802115"] [h=2][B]At-Will Powers[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] The standard charop model for strikers is that unless you have a very good reason to do so, you should take as many nonstandard-action attacks as possible for your encounters and dailies, and optimize around repeatable at-will performance. You're probably going to spend at least 30-50% of the time using at-wills, so make sure your choices are tactically sound. The short list: Piercing Strike is excellent, Acrobatic Strike, Clever Strike, and Deft Strike are all very solid general-purpose picks, Riposte Strike, Disheartening Strike, Sly Flourish are build-specific picks you probably would have wanted for their respective builds. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][spoiler=Melee] [COLOR=#0000FF][B]Acrobatic Strike (MP 2)[/B][/COLOR] - A staple mobility at-will, and one of the better ones in the business, giving you choice to shift before the attack (combine with a shift with your move action to manuver into a flank without any issue), or after the attack (withdraw, and take your movement action to disengage completely and hide behind your fighter. Escaping a grab is situational, but sure, we'll take the free pileup of benefits. Very good toolkit power for a variety of situations.[/spoiler][/FONT][spoiler=Melee][/spoiler][/COLOR][spoiler=Melee] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [COLOR=#0000FF][B]Clever Strike (PHH 2)[/B][/COLOR] - A long, long time ago, this might have actually been considered overpoweredly good. As a striker, your [I]responsibility[/I] is to attack with CA to deliver sneak attack every turn, without fail, and this power removes any pretense of the excuses otherwise. If your group's teamwork isn't particularly strong, you somehow are [COLOR=#33CCCC][B]attacking with reach[/B][/COLOR], or just want a safety net for when all else fails (did you know you can't gain CA for flanking while dazed?), this power is a nice pick. [B][COLOR=#993366]Duelist's Flurry (D 381)[/COLOR][/B] - A trap power. No weapon damage roll, no static mods, no deal. If you wanted a no-questions asked way to deal sneak attack damage, refer to Clever Strike instead. As an at-will slide power, this does address a specific weakness of the rogue in that you traditionally don't have much in the way of forced movement. But this still doesn't redeem this power in the least. [COLOR=#33CCCC][B]Piercing Strike (PHB)[/B][/COLOR] - Poster-child for why rogues are deadly-accurate. As a rogue, you deliver a massive wad of damage when you hit, so make sure you hit. This gets [COLOR=#FF0000][B]obsoleted[/B] [/COLOR]in paragon if you take Deft Blade and have a good MBA, but should you partake of its [B][COLOR=#33CCCC]feat support[/COLOR][/B][COLOR=#33CCCC][COLOR=#000000], [/COLOR][/COLOR][COLOR=#000000]you'll find excellent use out of it throughout your career.[/COLOR] [I]Optimization-Friendly Augments: Criterion of Balic Practice, Raam's Maw Practice[/I] [COLOR=#0000FF][B]Riposte Strike (PHB)[/B][/COLOR] - Rating assumes you've an attack-caliber Str stat (or some wierdo Daring Blade build). At minimum, this power offers a deterrence effect to attacking you, and is even worth a free guarenteed extra attack when used in conjunction with MC Fighter - Battle Awareness. Those willing to invest heavily into this to try and guarentee the riposte, which includes some combinations of race, theme, paragon path or even hybridization, can turn this into a DPR machine that [COLOR=#33CCCC][B]outdamages a Twin Striker[/B][/COLOR]. Check out the Specialist Builds section for some ideas. [spoiler=Side Note] Actually, even if you weren't a Str build, you can still attempt to take this for deterence, by[B] [COLOR=#33CCCC]mindgaming/bluffing your DM out of character[/COLOR][/B]. Describe the effect of the attack fairly vaguely, such as 'if he attacks me next turn, I get a riposte attack as an interrupt' without mentioning that riposte wouldn't hit the broadside of a barn, and see if that's good enough to scare him. If he calls you out on your bluff, you then take Nerathi Vanguard Style, and continue using his 'knowledge' against him.[/spoiler] [I][I]Optimization-Friendly Augments:[/I] Vigilante Justice Style, Impending Doom Style, Nerathi Vanguard Style, Red Cloak Student[/I] [/FONT][/COLOR][/spoiler][COLOR=#333333][FONT=Open Sans] [spoiler=Ranged][COLOR=#FF0000][B]Preparatory Shot (MP 2)[/B][/COLOR] - Awful and unnecessary. No damage roll, no deal. And even if it did, it would still be awful.[/spoiler] [spoiler=Melee or Ranged][/spoiler][/FONT][spoiler=Melee or Ranged][/spoiler][/COLOR][spoiler=Melee or Ranged] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][B]Deft Strike (PHB)[/B][/COLOR] - A strong mobility at-will. For melee builds, I slightly prefer Acrobatic Strike, but Deft Strike also offers ranged versatility, along with the option of some of the most ludicrously good feat support in the game. For ranged builds this is almost even a staple power, as it tends to be used in conjunction with a wall or any other position of full cover to gain stealth and attack from stealth with a move 2.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][I]Optimization-Friendly Augments: Black Arrow Style, Harlequin Style, Hunting Wolf Style, Draji Palatial Practice, Daring Performer [/I] [COLOR=#0000FF][B]Disheartening Strike (MP)[/B][/COLOR] - Bread and butter power for [COLOR=#800080][B]Ruthless Ruffians[/B][/COLOR]. But that's not why you're here (and hopefully you're not playing a RR). You're here because its a versatile melee or ranged power with a control effect, which only gets better with feat augments that either make it a slide 1 in melee or push 1 at ranged. Intimidatomancers can also take the feat support for this power and run with it, because its [B][COLOR=#33CCCC]ridiculous[/COLOR][/B]. [I][I]Optimization-Friendly Augments: [/I]Bloodhound Style, Exotic Fighting Style, Untamed Berserker Style, Kulkor Battlearm Student, Mountain Thunder Student[/I] [B]Gloaming Cut ([/B][B]MP 2)[/B] - I'd argue that this is only good for you if you built your character wrong. Gets a black because of the utility factor of being the largest post-attack shift power in the game, but its so borderline [COLOR=#800080][B]purple[/B][/COLOR], its not even funny. [I][I]Optimization-Friendly Augments: [/I]Gulg Hunter Practice, Midnight Blade Student, Silent Shot Student[/I] [COLOR=#800080][B]Palming Strike (D389)[/B][/COLOR] - Because you're level 1 and needed the action economy to break out a healing potion. Or you have some weird build that uses alchemical/consumable items, those are really the only things that are elevating this from being red. For what its worth, this is the one of two powers on the rogue without a specific weapon requirement. [COLOR=#FF0000][B]Probing Strike (PHH 1)[/B][/COLOR] - Underwhelming effect. Simply not worth the power slot. For what its worth, this is the only two powers on the rogue without a specific weapon requirement. [COLOR=#0000FF][B]Sly Flourish (PHB)[/B][/COLOR] - Bread and butter for Artful Dodgers. Take it if you are one, and no reason, not even augment feats, will justify taking this if you're not. [I]Optimization-Friendly Augments: Harrowing Swarm Student, Deft Hurler Style[/I][/FONT][/COLOR][/spoiler][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=2][B]Combat Style Feats[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]These feats augment your at-will powers to give them additional effects, and some of them are frankly cornerstone for specific builds. This is a huge list though, with a handful of diamonds in a sea of turds, so I'll only be describing the ones that are really great. A more comprehensive list can be found in Dielzen's [URL="http://www.enworld.org/go/thread/view/75882/24861949/The_At-Will_To_Power:_A_Guide_to_At-Will_Enhancing?pg=1"]The At-Will to Power: A Guide to At-Will Enhancing[/URL]. Note also that you only can only apply one of them at a time, so pick carefully. Anything that looks mildly good could very easily have a better style feat that you'd rather use instead. [spoiler=Deft Strike] [B][COLOR=#800080]Battle-Scarred Veteran[/COLOR] [/B] [COLOR=#0000FF][B]Black Arrow Style [/B][/COLOR]- One of the easier ways to get CA at range. [B][COLOR=#33CCCC]Daring Performer[/COLOR]- [/B]Decent standalone benefit, [COLOR=#FF6600][B]cornerstone[/B] [/COLOR]feat for an Arena Champion build. [COLOR=#33CCCC][B]Draji Palatial Practice [/B][/COLOR]- Key feat for a hit-debuff build. The untyped penalty stacks with everything else (everything else: Disheartening Ambush, Underhanded Tactics, Mindiron Crossbow/Psychic Lock) [COLOR=#FF0000][B]Expert Chainfighter[/B][/COLOR] [COLOR=#FF0000][B]Fluttering Leaf Style[/B][/COLOR] [B][COLOR=#33CCCC]Ghostwalker Style[/COLOR] -[/B] Shift 1 after the attack instead. The fact that it's explicitly a separate free action, makes it absolutely [B][COLOR=#FF6600]key[/COLOR] [/B]for a ranged permastealth build. [B]Harlequin Style - [/B]Immunity to OAs from the movement of this power, period. [B][COLOR=#800080]Hunting Wolf Style[/COLOR] [/B]- Move 2 after the attack instead. Its theoretically an ok benefit, but the move is attached to the power rather than a free action, which makes it useless for stealthing. Take Ghostwalker Style instead. [COLOR=#FF0000][B]Leaf Runner Student[/B][/COLOR] [COLOR=#FF0000][B]Nibenay's Glory Practice[/B][/COLOR] [B]Serpent Fang Style - [/B]Interesting potential for a poison user [COLOR=#FF0000][B]Trickster's Blade Style[/B][/COLOR][/spoiler] [spoiler=Disheartening Strike] [B]Arena Specialist[/B] [B][COLOR=#33CCCC]Bloodhound Style[/COLOR] - [/B]Slide 1 on a melee hit [B]Exotic Fighting Style - [/B]Push 1 on a hit with a Superior Weapon. Melee users don't care because Piercing Strike does it better. Worth a look for ranged users. [B]Kulkor Battlearm Student - [/B]+2 Damage on a Ruthless Ruffian. [COLOR=#FF0000][B]Lolthdark Style[/B][/COLOR] [B][COLOR=#0000FF]Mountain Thunder Student[/COLOR] - [/B]Ruthless Ruffians can hit vs Fortitude. Kind of need to compensate for their subpar accuracy. [COLOR=#FF0000][B]Precision Ambush Style[/B][/COLOR] [COLOR=#993366][B]Tyrian Victory Practice[/B][/COLOR] [COLOR=#000000][B]Untamed Berserker Style - [/B]The generic black rating belies the fact that this[/COLOR] an absolute [COLOR=#FF9900][B]goldmine[/B] [/COLOR]for intimidatomancers (hint: go str/dex, and pack a Cincture of the Dragon Spirit). [/spoiler] [spoiler=Gloaming Cut] [B]Gulg Hunter Practice - [/B]Weird Leader-y benefit to allow your ally to shift 1 [B][COLOR=#0000FF]Midnight Blade Student - [/COLOR][/B]With a light blade, you target Reflex [B][COLOR=#800080]Silent Shot Student[/COLOR][/B] [/spoiler] [spoiler=Piercing Strike] [B][COLOR=#800080]Arkhosian High Style[/COLOR][/B] [B][COLOR=#0000FF]Criterion of Balic Practice[/COLOR] - [/B]Shift 1 after a hit. The fact that it is its own free action makes it [B][COLOR=#33CCCC]great[/COLOR] [/B]for a permastealth build, and if you're an elf, this is is utterly [COLOR=#FF9900][B]bonkers[/B][/COLOR]. [B][COLOR=#0000FF]Raam's Maw Practice[/COLOR] - [/B]Remember how rogues don't have much for forced movement? Push 1 on an accurate at-will is very nice. [COLOR=#33CCCC][B]Gateway drug[/B][/COLOR] for further optimization. [/spoiler] [spoiler=Riposte Strike] [B][COLOR=#800080]Corellon's Wrath Style[/COLOR] [/B] [COLOR=#800080][B]Cruel Cut Style[/B][/COLOR] [COLOR=#FF0000][B]Eldaarich Guarded Practice[/B][/COLOR] [B]Grudge Style[/B] [COLOR=#0000FF][B]Impending Doom Style -[/B][/COLOR]A -2 attack debuff, solid attack prevention. [COLOR=#0000FF][B]Nerathi[/B][/COLOR][COLOR=#0000FF][B] Vanguard Style - [/B][/COLOR]Makes your Riposte Strike fully Str-independent, and still very useful. Did you also take [COLOR=#FF9900][B]Mark of Warding[/B][/COLOR] with this? [COLOR=#33CCCC][B]Red Cloak Student [/B][/COLOR]- Yeah! +1 AC/Ref as an effect, just for using this power. [COLOR=#FF9900][B]Mark of Warding[/B][/COLOR] makes this utterly sick. [COLOR=#FF0000][B]Starlight Duelist Style [/B][/COLOR] [B]Urikite Staff Practice - [/B]Damage buff if you land your riposte. Boring, but fair. [B][COLOR=#33CCCC]Vigilante Justice Style[/COLOR] - [/B][COLOR=#000000]Probably the posterchild for this power. Turn your Riposte Strike into an off-defender power and make it a whole lot easier to trigger. This is a cornerstone augment for Riposte Strike catch-22 builds.[/COLOR] [B]Warborn Fury Style - [/B]A -3 attack debuff, but has an off-stat requirement and only lasts for one attack. Impending Doom is more general-purpose and applicable. [/spoiler] [spoiler=Sly Flourish] [B][COLOR=#FF0000]Cat's Paw Style[/COLOR] [/B] [COLOR=#33CCCC][B]Deft Hurler Style [COLOR=#000000]- [/COLOR][/B][COLOR=#000000]You're here because you're a halfling and wanted a free extra attack.[/COLOR][/COLOR] [B][COLOR=#FF0000]Mocking Knave Style[/COLOR][/B] [B][B]True Arrow Style [/B]- [/B]Ignore long range penalties, which is actually a legitimate concern with short range thrown weapons. [B][COLOR=#0000FF]Harrowing Swarm Student[/COLOR] -[/B] Your bread and butter at-will now inflicts Rattling. Nice. You may now safely retrain out of Disheartening Strike. [/spoiler] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=2][B]Powers - Heroic Tier[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [sblock=Level 1 Encounter Powers][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][U][B]Synopsis:[/B][/U][/h][COLOR=#333333][FONT=Open Sans] A decent way to start off your career. Most of you will come out of here taking [B]Dazing Strike [/B]as a quality control and CA-extension power. Ranged or nova-centric builds look at [B]King's Castle[/B] instead.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Acrobat's Blade Trick (MP 2)[/B] - A generic close burst power. Its good enough. [B][COLOR=#00CCFF]Dazing Strike[/COLOR] (PHB)[/B] - Dazing is a nasty debuff to be handing out at L1: it disables opportunity attacks so you and your allies can move about with impunity, only allows 1 action (so be sure everyone ends their turns 1 square away from the target so he can't hit anybody if he has Reach 1), and grants you CA (so you get a free Sneak Attack next round regardless of your positioning). Beautiful. [B]Fox's Gambit (MP)[/B] - A Piercing Strike that allows Artful Dodgers to make a huge shift across the battlefield. A solid way to get in a better position in a hurry. [B][COLOR=#FF0000]Guarded Attack[/COLOR] (MP)[/B] - The upgrades this power has over Riposte Strike are very minimal, so I'm sure I wouldn't spend the selection on it. [B][COLOR=#000000]One-Two Punch[/COLOR] (MP 2)[/B] - As a Rattling multitarget attack, this is pretty decent, and particularly good if you've specc'd yourself to be a hit-debuff build. [B][COLOR=#0000FF]Opening Move[/COLOR] (D 381)[/B] - Kick the combat off with a big defensive buff that should allow you to go wherever you want to go without fear of retribution. Very good for Charisma-based Rogues in general, though everyone else likely [COLOR=#800080][B]doesn't want it[/B][/COLOR]. [B][COLOR=#0000FF]Positioning Strike[/COLOR] (PHB)[/B] - A weapon attack against Will defense is very likely to score a hit, and a slide of the magnitude granted to an Artful Dodger can easily be used to set your opponent up for something ugly. A good power overall. [B][COLOR=#FF0000]Sly Lunge[/COLOR] (MP)[/B] - You have to have CA to even use this power, and all it does is the same damage as an At-Will and set up CA for the next turn, which you likely won't even need, given that you already have CA. With that in mind, not even the extra damage from Brutal Scoundrels makes this palatable. [B][COLOR=#800080]Termination Threat[/COLOR] (MP)[/B] - For most Rogues, this is equal parts Disheartening Strike and Sly Flourish. For Ruthless Ruffians, it's a living example of why the build doesn't work: the power requires a tertiary ability to be any good, and it forces you to spam Rattling attacks (some of which aren't worth a lick). Nah. [COLOR=#800080][B]Torturous Strike (PHB)[/B][/COLOR] - You're only here because you're a Brutal Scoundrel, because everyone else finds King's Castle strictly better. And well...you more or less do as well, being that thats a more accurate 2[W] nova option with much wider tactical applicability.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#800080]Distracting Shot[/COLOR] (MP 2)[/B] - Given the fact that combat advantage is actually easier to obtain in Melee, this will likely provide little to no benefit for your ally, and offer no more damage than an At-Will. Cunning Sneaks get to hide under certain circumstances, but that's not enough for a very underwhelming power. [B][COLOR=#FF0000]Impact Shot[/COLOR] (MP) [/B]- So you get a little extra damage over an At-Will, and a square of pushing. Rather situational, by itself, and pretty much garbage compared to what's available. Not my choice. [B][COLOR=#800080]Skip the Rock[/COLOR] (MP 2)[/B] - So... this power basically hits two targets, and I have to choose between who gets respectable (not even good) damage and who gets dazed? The condition and the fact that it's at range are the only redeeming factors. [B][COLOR=#0000FF]Unbalancing Shot[/COLOR] (MP)[/B] - Slowing is nice for a pure Ranged Rogue facing Melee opponents, as it means you can move away with no fear of them catching you. Plus, you can take Vicious Advantage to get some CA out of this deal as well.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee or Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#0000FF]King's Castle[/COLOR] (PHB)[/B] - The power description pretty much says it all: get yourself out of a hot water position and set your Defender ally up for some lockdown. Heck, you could even use your move action to set up a flank if you're in Melee. A very versatile power that hits Reflex for decent damage, and overall a strong choice. [B][COLOR=#800080]Shadow Strike[/COLOR] (MP 2)[/B] - Hitting and hiding is nice, but this deals the same damage an At-Will does. Unimpressive. [/sblock] [sblock=Level 1 Daily Powers][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][U][B]Synopsis:[/B][/U][/h][COLOR=#333333][FONT=Open Sans] A good list, though nothing quite on par with Controller or Leader dailies. The only thing that comes close to an 'I win the encounter' power that you'd expect from a daily is [B]Blinding Barrage[/B], which loses steam at later levels due to terrible damage scaling. Nova specialists take [B]Press the Advantage[/B], chargers like [B]Handspring Assault[/B] because it let's them AP to charge again.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#800080]Checking Jab[/COLOR] (MP)[/B] - Essentially Disheartening Strike with a (save ends) slow + CA combo benefit attached. The damage is piddly compared to the competition, and slow + CA is nice, but not essential. [B][COLOR=#800080]Duelist's Prowess[/COLOR] (D 381)[/B] - A bit of controversy with this one. Officially, no errata has been issued for this power to give it the weapon keyword, which makes this [COLOR=#800080][B]terrible[/B][/COLOR]. However, the compendium version does list it with the weapon keyword, though it's not recognized as an official change. Talk to your DM about this, because if he were reasonable, this power would be that much [COLOR=#00CCFF][B]better[/B][/COLOR]. [B][COLOR=#0000FF]Handspring Assault[/COLOR] (MP)[/B] - Chargers take this and [B][COLOR=#33CCCC]love[/COLOR] [/B]it, because the free shift 2 afterwards let them charge again on a nova. That, and rolling a fistful of d8s as your nova is excellent. [B]Pommel Smash (MP)[/B] - Some nice damage, and a penalty to attack rolls for the opponent. Serviceable, and even [COLOR=#0000FF][B]good[/B][/COLOR] for those carrying a big weapon like a Bastard Sword or a Rapier. [B]Precise Incision (MP)[/B] - Being Reliable and hitting Reflex is overkill in my mind, but you can never be too certain. I'm not the biggest fan of the power, but it does pour on plenty of pure damage for those of you carrying a larger weapon (which tend to be less accurate than the Dagger). [B][COLOR=#33CCCC]Press the Advantage[/COLOR] (MP)[/B] - It's a free action attack! 2[W]+mods on a free action attack makes it seriously better than any vanilla 3[W] option, and the miss damage is surprisingly helpful when it matters. This is your go-to nova option for this level, and if you pass on this, you might even consider coming back for it at level 5. [B][COLOR=#0000FF]Spinning Blade Leap[/COLOR] (MP 2)[/B] - WHOA. You get to shift your speed BEFORE and AFTER the attack, and a decent-damage hit? Talk about hit and run. The damage is just OK, but the mobility is downright nuts. A good choice. [B][COLOR=#800080]Twilight Menace[/COLOR] (MP 2)[/B] - While I can appreciate Stealth tactics on a Rogue, this only hides you from one enemy, and only until he makes a save (then there's no concealment to hide behind, unless you high-tailed it out of there). Not what I'd be looking for.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#800080]Scattering Shot[/COLOR] (MP 2)[/B] - It's Reliable if you're hidden, does OK damage, and imposes penalties on all enemies adjacent to the target. The fact that it requires clustering to be effective and it's not impressive statiscally makes me not like it.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee or Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#0000FF]Blinding[/COLOR] Barrage (PHB)[/B] - Seriously de-fanged with the nerf, but a mass-blind still an encounter-defining power at level 1. No damage roll does mean no static mods though, and so this power falls from acceptable striker damage standards all too quickly. Retrain at late heroic. [B]Confounding Attack (MP)[/B] - The "Making your opponents hit their allies" powers are pretty nice to have, but bear in mind this does require setup to be fully effective. [B]Easy Target (PHB)[/B] - Some decent damage, combined with ongoing CA and Slow. I give it an edge over the very similar Checking Jab because of the ability to use it in Ranged combat, where it's harder to get CA than in Melee. [B]Hounding Assault (MP 2)[/B] - You get a Rattling hit that turns all your Melee attacks Rattling for the encounter. Obviously [B][COLOR=#800080]not that good[/COLOR] [/B]if you're a pure Ranged Rogue and thus don't plan on engaging in Melee. [B][COLOR=#0000FF]Trick Strike[/COLOR] (PHB)[/B] - Good damage on a power with Ranged capability, and sliding 1 square on every hit can allow you to set him up for something very ugly with your party. I like this power. [/sblock] [sblock=Level 3 Encounter Powers][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Synopsis:[/B][/h][COLOR=#333333][FONT=Open Sans] [B]Low Slash.[/B] [B]Low Slash, [B]Low Slash, [B]Low Slash.[/B][/B][/B] Almost every build and playstyle has a reason to take this, and if you don't, You'd Doing It Wrong. Pure ranged builds maybe take [B]Fleeting Spirit Strike [/B]something, and really think hard about why they couldn't have taken the minimal effort and zero investment needed to do a dagger/crossbow melee/mix build instead so they could have gotten [B]Low Slash[/B].[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#0000FF]Bait and Switch[/COLOR] (PHB)[/B] - It attacks Will for decent damage, then Artful Dodgers get a good shift out of the deal. The switching positions is rather marginal IMHO, but this is a very good power even in the situations when that effect has no tactical impact. [B]Blade Vault (MP)[/B] - This power will have approximately the same damage as Torturous Strike for Brutal Scoundrels (maybe even more if your weapon is smaller), and it grants you 2 squares of shifting. Solid. [B]Brutal Trick (MP 2)[/B] - Big damage, but it provokes an OA (a bit of a no-no). [COLOR=#0000FF][B]Better[/B][/COLOR] for Artful Dodgers, who are very unlikely to get hit by that OA. [B][COLOR=#00CCFF]Darting Strike[/COLOR] (D 381)[/B] - Requires training in acrobatics, before anyone asks (now go and hide your shame that you didn't bother to take acrobatics). This is an excellent power to have, because it generates its own CA, only expends an opportunity action you weren't going to use anyway, and hands out a free shift. Particularly good at keeping pesky Artillery and the like locked down in Melee. [B]Defender's Cohort (MP)[/B] - Essentially Torturous Strike with Rattling, except the extra damage is Charisma-based and conditional on the enemy being marked. Solid enough. [B][COLOR=#800080]Flailing Shove[/COLOR] (MP 2)[/B] - A basic attack with a small push and some splash damage. Not what I'd be looking for, frankly. [B]Flamboyant Strike (MP)[/B] - Good damage, and a small shift for Artful Dodgers. Pretty much the same as quite a few powers on this list. [B][COLOR=#0000FF]Jumping Blade Assault[/COLOR] (MP 2)[/B] - A charge that knocks prone. That's pretty decent, but the rider is on the wrong build that doesn't like to charge nearly as much, and regardless, all chargers should be picking Low Slash anyway. [B][COLOR=#FF9900]Low Slash[/COLOR] (MP)[/B] - This power has it all: it comes in as a minor action, it attacks Reflex, it slaps on a status effect, gives you a free slide, and can even come in for extra damage for both builds. One of the best powers on the Rogue list, bar none, and one you'll likely keep for your entire career. [B]Maneuvering Strike (MP 2)[/B] - A slightly larger Piercing Strike that gives you a choice between handing out CA or grabbing it for yourself. Serviceable. [B][COLOR=#000000]Nasty Backswing[/COLOR] (MP)[/B] - Free action attack that's reliable, that's nice. Triggers less often than you think, though. And if it doesn't trigger reliably in most of your encounters, that's kind of a waste. [B][COLOR=#800080]Setup Strike[/COLOR] (PHB)[/B] - A generic attack that gives you a turn of CA. Underwhelming. [COLOR=#00CCFF][B]Startling Offensive[/B] [/COLOR][B](DSH)[/B] - Ah, the new big gun in town. Compare vs Darting Strike - it's an easier trigger, a wider trigger area, and a much better hit effect...but a much more precious action commodity. I like this over Darting Strike it works against three things that Darting Strike doesn't: enemies charging from 4 away, enemies with reach that approach you, and enemies with uncommon modes of movement (shifting, etc). [B]Strike and Move (D 381)[/B] - A generic attack with a good shift attached if you're an Artful Dodger. Solid enough overall, and [COLOR=#0000FF][B]better[/B][/COLOR] for the build I just mentioned. [B][COLOR=#800080]Topple Over[/COLOR] (PHB)[/B] - Knocking prone is only any good for most Rogues if you plan to run away or burn an AP and attack again, because the opponent will stand up and negate the generated CA. As such, an unimpressive power, though it is [B]better[/B] for Brutal Scoundrels because they are exceedingly unlikely to miss.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Flattening Shot (MP 2)[/B] - Push + prone on a Ranged attack? Nice, and it even has a bit of extra damage for Cunning Sneaks. Be warned, though: this is Sling-only, which does reduce its appeal.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee or Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#800080]Enforced Threat[/COLOR] (MP)[/B] - A slightly more damaging Disheartening Strike that can generate its own CA if you're a Ruthless Ruffian. Unimpressive. [B][COLOR=#0000FF]Fleeting Spirit Strike[/COLOR] (MP 2)[/B] - Essentially Spinning Blade Leap (a L1 Daily), with a bit less shifting distance, but the ability to use it at range. Cunning Sneaks even get a free Stealth before and after the attack. Sweet. [B][COLOR=#0000FF]Shadow Steel Roll[/COLOR] (MP 2)[/B] - Very similar to Fleeting Spirit Strike, except that you get the shifting once and don't have to roll to hide twice. It also has a damage bonus for Cunning Sneaks. A bit better for them, but about the same for everyone else. [B]Trickster's Blade (PHB)[/B] - A generic hit followed by an AC buff. Decent, if a bit odd in outlook. [/sblock] [sblock=Level 5 Daily Powers][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][U][B]Synopsis:[/B][/U][/h][COLOR=#333333][FONT=Open Sans] A lot of people consider this a largely unimpressive level. If you feel the same, consider looking back on your D1 list. Still here? In that case[B] Bloodbath [/B]offers a definitive nova option at this level, while [B]Go For The Eyes[/B] wins the best control power race by a narrow margin. If your group has good team work and/or good MBA/OAs though, consider[B] Compel the Craven[/B] for a leadstrike attempt. And lastly, if you're about to take [B]Flashy Riposte[/B], stop it. Right now. Take [B]Surefooted Retort[/B], the strictly superior option. You have little excuse otherwise.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Bat Aside (MP 2)[/B] - It has solid damage, it has Rattling, it imposes a large shift, then you can use it for a pretty hilarious "bowling ball" effect against any enemies within 2 squares of each other. This power can be useful. [B]Clever Riposte (PHB)[/B] - An OK attack that lets you add a little extra damage and a shift as a reaction after you're attacked. The damage from the reaction can rack up over time, but it does take a while, and the shift after getting hit usually doesn't do much. A solid, but limited, power. [B][COLOR=#0000FF]Compel the Craven[/COLOR] (MP)[/B] - I erred towards the conservative side on this one. Blue is actually the minimum base rating, because if you have two good allies in position with good OA/MBAs, this [COLOR=#33CCCC][B]straight up outdamages[/B][/COLOR] the likes of Bloodbath. Further, if your DM has a healthy tolerance for power-gaming, you can even ready this to go off on someone else's turn, [B][COLOR=#33CCCC]thus activating your own OA [/COLOR][/B]for a double-tap. One caveat: it needs at least a +1 Cha mod for it to function, which standard Brutal Scoundrel won't necessary have for a while. [B]Deep Cut (PHB)[/B] - Some solid ongoing damage for Brutal Scoundrels, but the unreliable nature of ongoing damage and the fact that it's Melee-only means I'm not all that much of a believer. [B][COLOR=#800080]Downward Spiral[/COLOR] (MP)[/B] - A Rattling Close burst attack that knocks prone regardless of a hit. Unfortunately, the damage is just too piddly for me to recommend this in good faith, and you don't want to be in the situations where this power would be useful. [B][COLOR=#0000FF]Driving Assault[/COLOR] (MP)[/B] - Multi-attack power gets you a blue here by default...but did you miss Bloodbath? That one does hits a NAD, has an auto-damage effect which is more or less an auto-hit. And it effectively lets you apply your SA damage twice. Not a lot of excuse to take this over it. [B]Duelist's Demand (381)[/B] - This is actually a very strong Defender-style power, since your opponent is literally forced to fight you. Given that you have CA, you have the edge here. A pretty good choice, [COLOR=#0000FF][B]especially[/B][/COLOR] if you tag someone like an Artillery, who doesn't like being in Melee. [B][COLOR=#000000]Flashy Riposte[/COLOR] (MP)[/B] - Objectively, an immediate reaction 2[W] gets a fair rating at this point. But I've seen too many people grab this one when instead, the strictly superior [I]immediate interrupt[/I] power Surefooted Retort is available more or less [COLOR=#800080][B]obsoletes[/B] [/COLOR]this. That one requires training in acrobatics, for those of you wondering why you can't find it, but didn't we just establish that training in acrobatics is essential for members of this class? [B]Mocking Strike (MP 2)[/B] - An attack against Will (so it's an easy hit) that nets you +3 to hit for the encounter. I like hit bonuses, but the Rogue is in less need of them than most, and to boot the attack itself is average, therefore the power is average. [B][COLOR=#0000FF]Surefooted Retort[/COLOR] (MP)[/B] - An interrupt, does half damage on a miss, negates some potentially tactically bad situations for you. That's get blue in my book. This is by and far, preferred over the other immediate action daily Flashy Riposte.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee or Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][COLOR=#00CCFF]Bloodbath[/COLOR] (MP 2)[/B] - This power is peculiar in that it has an Effect line for an extra attack, complete with modifiers. In my mind, that's an autohit, so you get an attack with some solid ongoing attached plus a guaranteed second hit. That's cool. [B][COLOR=#00CCFF]Go for the Eyes[/COLOR] (MP 2)[/B] - It's not expended if you miss while hidden, and the effect is absolutely nasty, first blinding him then slapping on attack penalties, all the while disallowing shifting. A very powerful pickup for most Rogues. [B]Hobble (MP 2)[/B] - Reliable attack for low damage that knocks prone and disallows standing until a save. The duration is unreliable, which is my main problem with the power, and prone isn't the nastiesty status effect out there. [B][COLOR=#800080]Lurker's Assault[/COLOR] (MP 2)[/B] - You move in hidden, get a shot off, then stalk off and hide again. I'm not seeing how this is all that much better than Fleeting Spirit Strike for most Rogues, especially since only Cunning Sneaks can hide. Not impressed. [B][COLOR=#800080]Staggering Assault[/COLOR] (MP)[/B] - A hit with a (save ends) slow debuff attached. It also has a little more damage if the target wasn't bloodied when you hit it. Not as good as Level 1's Easy Target, and that was a middle-of-the-road power. [B][COLOR=#0000FF]Walking Wounded[/COLOR] (PHB)[/B] - This is a very nasty mobility debuff to slap on, especially against flying enemies who can't hover, as it effectively ruins most creatures' ability to position themselves. The damage is lower but that doesn't really matter. [/sblock] [sblock=Level 7 Encounter Powers][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][U][B]Synopsis:[/B][/U][/h][COLOR=#333333][FONT=Open Sans] Meleers taking a strictly MOAR DAMAGE approach to striking think long and hard about whether they ought to take that ranged minor [B]Snap Shot[/B] anyway, or possibly nab Circling Predator for the only multi-attack they're going to get for a very long time. Or they could just go back and take [B]Startling Offensive[/B] or [B]Darting Strike[/B] from the E3 list. Ranged users shouldn't even have to ask. There's good control/party assist powers for people who actually want a standard action power here, but there's a lot and I can't be bothered to list then all, save for [B]Tight Squeeze[/B] -if you've got a party that can actually make this useful, give it a look.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [B][COLOR=#0000FF]Circling Predator[/COLOR][B] [B](MP) - Well, you finally get someting rangers get at level 1. Builds with a Str stat actually worth a damn can look elsewhere for powerswaps, but Daggermasters, Dex/Cha, or heavy Dex-invested builds don't have much of a choice here if they want the best nova possible, and for those builds I'm begrudgingly giving this the [COLOR=#00ccff][B]top rating[/B][/COLOR] because its probably going to be your only native dex-based multiattack power for half your career. [/B][/B][/B] [COLOR=#333333][FONT=Open Sans] [B]Dismaying Slash (MP)[/B] - A power that screams "combo me!" because it is obviously lackluster by itself. Fortunately for it, the Rogue has a few powers who could use the penalty it imposes well, and it does have Rattling. Serviceable. [B][COLOR=#800080]Double Fall[/COLOR] (MP 2)[/B] - A two-target prone attack, but the damage is kind of lacking. [B]Better [/B]for Artful Dodgers because of the shift, though otherwise forgettable. [B][COLOR=#0000FF]Imperiling Strike[/COLOR] (PHB)[/B] - A devastating AC/Reflex penalty makes a round of party hits much easier to land, which can help you out of an otherwise sticky situation. Good to have around, and [COLOR=#00CCFF][B]epic[/B][/COLOR] if your Strength is really high (about on par with your Dexterity). [B]Lashing Blade (D 381)[/B] - I liken it to pseudo-AoE striking, because that's effectively how you'd probably want to use it - but unlike a close burst 1, it operates as a series of melee attacks on different turns, which can and will trigger sneak attack each time if you've got the CA. Of course, you are burning a standard action for it, so its nothing too mind-blowing, but this does a pretty interesting [COLOR=#0000FF][B]niche use[/B][/COLOR] in that it is an absolutely cheese-free way to dish out a second helping of Sneak Attack damage off-turn, without resorting to readied action shenanigans that your DM might frown upon. [B]Leg-Breaker (MP 2)[/B] - A Rattling power with a little soft control attached. Solid, but not my first choice by any stretch of the imagination. [B]Pinning Blade (MP 2)[/B] - Low damage, but restrained hands out free CA and -2 to hit while immobilizing. A decent power, and [COLOR=#0000FF][B]better[/B][/COLOR] if you're a Dagger Rogue and thus don't depend on your weapon dice for the bulk of your damage. [B][COLOR=#800080]Rogue's Luck[/COLOR] (PHB)[/B] - While having a backup option should you miss is nice, the fact of the matter is you usually don't miss, and this power is a generic attack on a hit. Not impressive. [B][COLOR=#0000FF]Sand in the Eyes[/COLOR] (PHB)[/B] - Blinded is a nasty status effect and hitting Reflex is good, but the damage is a bit lacking for a top rating at this level. Still a good power, [COLOR=#00CCFF][B]especially[/B][/COLOR] if you favor a Dagger. [B][COLOR=#800080]Shadow Boxer[/COLOR] (MP 2)[/B] - As hilarious as tagging someone then hiding behind him sounds, the fact of the matter is that the damage of a basic attack with a Stealth check attached is not that great a power. [B]Slice Free (D 375)[/B] - Shifting half your speed is a very tangible benefit, though little else about the power impresses. Middle of the road. [B][COLOR=#FF0000]Spring the Trap[/COLOR] (MP)[/B] - A weak AoE with only 1 square of shifting, and only Rattling if you're a Ruthless Ruffian. Beyond underwhelming. [B][COLOR=#800080]Tight [COLOR=#00CCFF]Squeeze[/COLOR][/COLOR] (DSH) -[/B] Against medium or smaller creatures, this power effectively does nothing, and is a piece-of-junk positioning power. Against large or larger opponents, however, and with some allied help, you basically force an enemy to squeeze for the rest of the encounter...and in doing so, provoke a truckload of OAs for leaving a square during the squeeze, making this the [COLOR=#FF9900][B]Rogue version of Hail of Steel[/B][/COLOR]...at level 7. So yeah, a dual rating. Take this if you find yourself fighting large creatures a lot, or are prepared to take a power that is completely awesome 50% the time, and uselessly deadweight the other half of the time.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Painful Shot (MP 2)[/B] - Heavy damage, and free CA if you're a Cunning Sneak, but it's Sling-only (boo) and you get CA from being hidden from your opponent anyway. [B][COLOR=#33CCCC]Snap Shot [/COLOR](MP)[/B] - That light blue is a base rating for generalist and melee rogues, who still want to give this a long hard look despite fierce competition from Darting Strike back at level 3. Ranged rogues just don't even have to think about it, and just [B][COLOR=#FF9900]grab it for life[/COLOR][/B]. A Ranged attack as a Minor Action. First class that has this, only class that has this. Rangers MC Rogue just to poach this. That should say something right there.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee or Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Cloud of Steel (PHB)[/B] - While it is an AoE attack (which is usually at odds with the focus fire credo of the Striker), and it is a pure damage power (and it doesn't even pack that much of it), the fact of the matter is this covers a need for the Rogue, which is dealing with multiple opponents. Also, builds that center around manufacturing criticals or that focus on Stealth attacks [COLOR=#0000FF][B]like it more[/B][/COLOR]. [B][COLOR=#800080]From the Shadows[/COLOR] (MP)[/B] - Move, shoot, move again, hide. Done to death by the powers before it, and those powers had more goodies (like bigger damage) attached. [B]Serviceable[/B] for Artful Dodgers, lame elsewhere. [B]Hectoring Strike (MP)[/B] - It trades in a bit of Torturous Strike's damage for CA, Rattling, a slide, and Ranged capability. I can tell you that's a fair trade for a few higher levels of availability. [B][COLOR=#0000FF]Killer's Ambush[/COLOR] (MP 2)[/B] - Big damage for an Encounter power, and it even allows you to slink away afterward. Extra sexy for Cunning Sneaks, who get an easier time of the "hide afterward" business. Nice. [/sblock] [sblock=Level 9 Daily Powers][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][U][B]Synopsis:[/B][/U][/h][COLOR=#333333][FONT=Open Sans] So, uhh...[B]Knockout Blow[/B]. If you're a ranged build, you suck it up, grab a dagger, and do it anyway. Or [B]Rogue's Recovery[/B], I guess. Those who can inflict Dead faster than they can be bothered to inflict Unconscious can take [B]Profit from Weakness[/B] instead.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Aerial Assault (MP 2)[/B] - It's solid damage v. Reflex that gives you a free move action and the option to manufacture CA should you need it before the attack. It can see use; though the movement aspect of the power is underwhelming, the entire move + hit package is actually pretty solid. [B][COLOR=#800080]Crimson Edge[/COLOR] (PHB)[/B] - Tags a NAD, has some ongoing damage and free CA attached, and some OK damage on the initial hit. Not impressive. [B]Deadly Positioning (PHB)[/B] - You slide him around (preferably into a flanking position with a nearby ally), then you tag him with an attack that will help you move him where you want him. Solid enough. [B][COLOR=#0000FF]Into Harm's Way[/COLOR] (MP)[/B] - Channel your inner Warlord. The fact that it hits Will defense and provides a 1-2 punch makes it worth having. [B][COLOR=#00CCFF]Knockout[/COLOR] (PHB)[/B] - Status conditions are a great way to take enemies out of the fight, and unconsciouness is second only to death in that category. A very powerful choice for a Rogue to set himself or an ally up for a devastating [I]coup de grace[/I] moment, or just plain take someone out of the fight completely for a round (or more, if your opponent rolls a bad saving throw). [B][COLOR=#800080]Not Worth My Time[/COLOR] (MP)[/B] - Were this not a (save ends) power, I would have judged it as appropriate for an Encounter power, not a Daily. Not sold on this one. [B]One Hundred Knives (MP 2)[/B] - While this may seem lackluster at first glance (rolling for the extra damage feels a bit unnecessary when you first look at the power), this power does have some critical fishing potential in that you get 3 swings, and you also ensure your Sneak Attack damage this way. Serviceable. [B][COLOR=#33CCCC]Profit from Weakness[/COLOR] (MP 2)[/B] - When you don't feel like getting hit, you really don't feel like getting hit. Rattling, auto-prone, +4 to defenses. The guy now has to exceed your defenses by 8 to land the hit, and not before you peg the crap out of with a hit vs Reflex that comes baked in with CA to deliver guarenteed Sneak Attack. On a build that prefers not to deviate from its usual schtick to go out of its way to grab Knockout, this is the way to go. [B]Vexing Escape (MP)[/B] - Constantly shifting away when you get approached can have some use against an enemy without reach who you are forcing to expend lots of action to come after you, but in all likelihood the uses of the effect require some thought to truly extract benefit from them.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Agonizing Shot (MP)[/B] - While I'm a big proponent of mobility denial on a Ranged character and this does hit Reflex, it's At-Will level damage on a Daily. The ongoing damage makes up for it somewhat, but this is not a higher-echelon power. [B][COLOR=#800080]Burst Fire[/COLOR] (MP)[/B] - Ranged AoE against Reflex for only damage. Usually not the kind of power you want, but some builds could wring some use out of it. [B][COLOR=#800080]Raining Death[/COLOR] (MP 2)[/B] - Conditional targeting, piddly damage, and AoE focus. Not what I'd be looking for.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=3][B]Melee or Ranged:[/B][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Bewildering Assault (MP 2)[/B] - I don't like the conditional target business (though some builds are quite proficient at hiding so it won't be an issue for them), and the benefits do make it a very usable power. [COLOR=#0000FF][B]Extra sweet[/B][/COLOR] if you have prolific multiattackers in your party. [B][COLOR=#800080]Not It[/COLOR] (MP)[/B] - I'm all for supporting the party Defender, but handing out a generic mark for him is something a Bard can do as an At-Will, and the attack they attached to this effect is not worth being a Daily. [B][COLOR=#0000FF]Rogue's Recovery[/COLOR] (MP)[/B] - Power recovery can work well with the access you have to attacks that don't require a standard action to use, and it can deal some decent damage if you choose not to go that route. Nice. [B][COLOR=#800080]Swift Strike[/COLOR] (MP)[/B] - A decent "opening salvo" sort of attack. Good at that niche role, but just a generic hit otherwise. [B]Vexing Sting (MP)[/B] - Precise Incision, with Ranged capability and an attack debuff attached. About the same relative power level as its predecessor. 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