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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707790" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px"><strong>Originally posted by lordduskblade:</strong></span></p><p></strong></p><p><strong>Powers - Epic Tier: Worshiping the Rock</strong></p><p></p><p>As was the case before, I will be separating powers based on the equipment arrangements they impose upon you in order to use them, be they a free hand, a shield, a two-handed weapon, two weapons, or no restriction at all.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 22, Utility</strong></strong></span></p><p></p><p>This is your last Utility level, and prepare for some hard choices: the list here is downright incredible.</p><p><strong>Martial Supremacy</strong> and <strong>Undeniable Challenge</strong> are my favorites, but there's plenty of quality to be had here.</p><p></p><p><strong>Level 22 Utility List</strong></p><p> </p><p><strong><span style="color: #ff0000">Act of Desperation</span> (PHB)</strong> - Some very marginal action advantage, and that's assuming the conditions are met and you haven't spent an AP at the time. Don't subject yourself to this.</p><p></p><p><strong>Battle Furor (D 379) </strong>- You get all extra healing as THP, and a damage bonus as icing. To boot, this Stance is available every encounter. A bit conditional on how much damage you happen to take between heals, which limits its potential a bit.</p><p></p><p><strong>Hard to Kill (MP 2)</strong> - A Stance with a decent defensive benefit, depending on whether you favor Wisdom or Constitution. A pretty solid power.</p><p></p><p><strong><span style="color: #0000ff">Howl of Defiance</span> (MP)</strong> - A Daily reaction perma-mark to getting damaged. Pretty neat, because it doesn't require mark upkeep and free combat advantage is also nice.</p><p></p><p><strong><span style="color: #0000ff">Inspired Resurgence</span> (MP)</strong> - A heal and a free shift whenever a marked enemy is dropped is easy to use and nice to have.</p><p></p><p><strong><span style="color: #0000ff">Instant Getaway</span> (MP 2)</strong> - The escape attempt is not a big deal, but an At-Will save against immobilize and restrain effect is an excellent way to keep yourself relevant in a fight you were supposed to be out of. That said, you could just pick up teleportation powers, but this is probably the best in-class solution to that problem.</p><p></p><p><strong><span style="color: #0000ff">Knight's Valor</span> (HotFL)</strong> - An encounter self-heal with a buff attached. Sure, it's conditional to being bloodied, but that's when you should be thinking about healing yourself anyway. A nice pick.</p><p></p><p><strong><span style="color: #00ccff">Martial Supremacy</span> (D 382)</strong> - Rerolls on your bread-and-butter moves (including OA's and Combat Challenge attacks), and it's available to you every encounter. An excellent choice.</p><p></p><p><strong>No Surrender (PHB)</strong> - A revival feature... but it slaps on a penalty to hit. While it's not a bad thing, it's not the greatest thing since sliced bread.</p><p></p><p><strong><span style="color: #0000ff">Prescient Shield</span> (MP 2)</strong> - A neat stance to give you a defensive option every time the enemy comes after you. While that may chew up your Immediate action, it's still a cool option to have.</p><p></p><p><strong>Slayer's Defiance (HotFL)</strong> - Essentially two turns of hit-or-miss damage applied on every tick once you dip below half HP. Solid, but unexceptional for most Fighters.</p><p></p><p><strong><span style="color: #0000ff">Steadfast Stance</span> (MP)</strong> - Saving as soon as you get afflicted with something is an incredible benefit for keeping you safe at this point in your career, and you would be very well served to pick it, though a Daily Stance faces some very fierce competition for playing time.</p><p></p><p><strong><span style="color: #800080"> Surprising Finish</span> (MP 2)</strong> - At higher levels, a Brawler faces the inevitable reality of enemies getting larger and larger, and he will have to rely more on his powers to keep people locked down instead of the grab action, and that means having to spend a Daily or spam said powers. While this is a neat way to end one of those grabs, making it a Daily is too steep, in my opinion.</p><p></p><p><strong><span style="color: #00ccff">Undeniable Challenge</span> (MP 2)</strong> - The ultimate expression of hard control: it literally disallows the targets from attacking someone other than you, and it can do so every encounter. A prized possession for any Defender.</p><p></p><p><strong><span style="color: #0000ff">Unyielding</span> (MP)</strong> - An immediate reaction heal to full HP is very worth it, even if it does eat up 2 healing surges. If you're a Dragonborn, you even get a minor buff out of the deal. Nice.</p><p></p><p><strong>Urikite Warmaster's Stance (DSCS)</strong> - This stance gives you a minor repositioning boost, as well as a bit of autodamage against enemies who stick next to you to make sure that opportunity action doesn't go to waste. It's pretty solid overall.</p><p></p><p><strong>Victor's Stance (MP)</strong> - A decent benefit when you drop an opponent, but that means it won't necessarily come up all that much, and it's a Daily Stance, so it needs to shine in the fight you pop it. Decent, but limited.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 23, Encounter</strong></strong></span></p><p></p><p>At this level, you get another must-have in the mighty <strong>Warrior's Urging</strong>, which is <strong>Come and Get It</strong>'s big brother. Take a look at the list, though, just in case you don't like anything at L27.</p><p></p><p><strong>Level 23 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Gut Punch</span> (MP 2)</strong> - Requires an unarmed attack, but an immediate reaction attack that immobilizes and weakens is pretty cool in the hands of a Brawler (picked the wrong level to show up, though).<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Trollclaw Grip</span> (MP 2)</strong> - A single-target multiattack that comes with a long term grab attached? And the grab grants you free CA? This power is genuinely competitive with Warrior's Urging here. <strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong>Battering Shield (D 382)</strong> - A dazing shot that forces the target to share your next hit. A bit conditional to what's getting thrown at you, but it can be neat (especially if the enemy hits itself, which is hilarious).</p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong>Crippling Smash (MP)</strong> - This likely does less damage than your MBA at this level, but it can slow, weaken, and knock prone in one fell swoop. That's not bad.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Harrowing Hammer</span> (MP)</strong> - Hack 'n' Slash with a mass mark attached. Usable, but still not good.</p><p></p><p><strong><span style="color: #ff0000">Slash and Kick</span> (D 379)</strong> - Essentially Colossal Strike with less damage, and another attack roll required for the pushing and knocking prone. Not my pick.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong>Opportunist's Trap (MP 2)</strong> - A rather meh double-up attack, but it sets up a mobile follow-up attack for the opponent attacking you, which punishes it for doing just about anything. Respectable.<strong></strong></p><p><strong></strong></p><p><strong>Weaponmaster's Lure (MP)</strong> - A solid double-up attack, but the effect on one hit is rather marginal. The one on two is nice, though.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong>Behemoth Wrath (MP 2)</strong> - Solid damage, dazes, knocks prone, and it's charge-friendly. Respectable.</p><p></p><p><strong><span style="color: #0000ff">Cage of Chains</span> (PHB)</strong> - A very nice power for Flail users, given that it hits a NAD and restrains.</p><p></p><p><strong><span style="color: #800080">Colossal Strike</span> (MP 2)</strong> - Decent damage, a big push, and it knocks prone. A rather poor man's Behemoth Wrath, essentially.</p><p></p><p><strong>Executioner's Gambit (DSCS)</strong> - Some very solid damage, and you virtually guarantee a hefty hit should the target provoke an OA. That's a pretty decent power.</p><p></p><p><strong><span style="color: #800080">Fangs of Steel</span> (PHB)</strong> - Multimarking... if the first attack hits. At this point, even Dual Strike (an At-Will) is very competitive with this. No.</p><p></p><p><strong><span style="color: #ff0000">Hack 'n' Slash</span> (PHB)</strong> - Only damage, and not all that much of it. Seriously?</p><p></p><p><strong><span style="color: #0000ff">Maneuvering Assault</span> (DMA 2009)</strong> - A potentially very accurate hit for a slide and immobilize. Pretty neat, actually.</p><p></p><p><strong><span style="color: #800080">Meticulous Stab</span> (MP)</strong> - To be honest, being usable on an OA is the only thing that keeps it relevant, and it's not enough to save it from being corner-case.</p><p></p><p><strong>Paralyzing Strike (PHB)</strong> - Decent damage, improved crit range with the proper weapon, and a condition Fighters love to apply in immobilize. Very usable.</p><p></p><p><strong><span style="color: #0000ff">Skullcrusher</span> (PHB)</strong> - Spiffy damage, and a blind-daze combo won't let an opponent do much of anything. Pretty good, actually.</p><p></p><p><strong>Smashing Hammer (MP)</strong> - A solidly damaging close burst attack with enhanced accuracy for targets after the first. Decent.</p><p></p><p><strong>Turnabout Riposte (MP)</strong> - A decent enhancement to your basic Combat Challenge once per encounter, it'll save your ally some damage and move you about too.</p><p></p><p><strong><span style="color: #ff9900">Warrior's Urging</span> (PHB)</strong> - Come and Get It with more pull range and more damage. All you really need to know.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 25, Daily</strong></strong></span></p><p></p><p>This level continues the tradition of loaded Fighter Daily power lists: it's so good, even the <strong>Rain of Steel</strong>-esque <strong>Reaper's Stance</strong> can't get an autopick rating here. Look this list over, and you will see plenty to like, though I am partial to the above mentioned power as well as <strong>Marking Barrage</strong>.</p><p></p><p><strong>Level 25 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Hammering Pommel</span> (MP 2)</strong> - A (save ends) stunning power is by no means bad, but Brawlers can get an end-of-next-turn stun with a built-in multiattack as an Encounter power 8 levels earler. I would much prefer to spend my Daily hunting for a punishing grab effect, but it's not like you'll be served poorly by this.</p><p></p><p><strong><span style="color: #0000ff">Hold at Bay</span> (MP 2)</strong> - Solid damage on the first attack, but the second attack's lack of unarmed damage is kind of disappointing. Still, you can't really complain about having a grab that imposes the restrained condition.</p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Deft Counterattack</span> (MP 2)</strong> - A very solid counterattack, but it leaves something to be desired in the secondary effects department.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Time to Die </span>(D 379)</strong> - A good hard smack with a push, followed by a charge that knocks prone. Pretty good.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Impaling Knockdown</span> (MP 2)</strong> - Given the conditionality of the second attack, this attack is arguably worse than Dragon's Fangs (a third-string L15 Daily). Not the one for you.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Storm's Fury Strike</span> (D 378)</strong> - A pushing close burst that then lets you engage someone else. I'd say that your job is to stay with the crowd.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ballista Charge</span> (MP)</strong> - A reliable, charge-friendly power that can daze (for a spear user), immobilize, knock prone, AND hit twice. That said, the fact that the second attack keys off of Dexterity lowers its stock somewhat. Still a pretty darned good power, though.</p><p></p><p><strong>Blind with Rage (DSCS)</strong> - A power with a (save ends) blind, the ability to back away, and the promise of a free attack by the enemy to anyone who gets near (though the attack will be at a -5 penalty...). Unremarkable on its own, but it has potential to be <span style="color: #0000ff"><strong>better</strong></span> with some synergy.</p><p></p><p><strong>Blinding Provocation (MP 2)</strong> - Generating attacks from an opponent hitting at -5 doesn't strike me as particularly efficient, but they are free hits, and you did get a (save ends) blinding power, so it's not all bad.</p><p></p><p><strong><span style="color: #0000ff">Earthquake Smash</span> (MP)</strong> - A decent attack that knocks prone and dazes, and a "shockwave" in a pseudo-close burst 2 to knock other enemies prone. Though the "shockwave" is piddly damage, mass proning and a daze (not to mention mass marking) is something to be desired on a Fighter.</p><p></p><p><strong>Fighter's Resurgence (MP)</strong> - While it does pack extra accuracy, spiffy damage, and the promise of power recovery, you can't actually get the effect you took it for until you burn through all your Encounter powers, which makes it rather conditional.</p><p></p><p><strong><span style="color: #0000ff">Goad of Blood</span> (D 381)</strong> - The flavor text doesn't really mesh with the description, but a Stance that lets you substitute your At-Wills and Encounters for your MBA opportunities has the potential for some fireworks.</p><p></p><p><strong><span style="color: #00ccff">Marking Barrage</span> (MP)</strong> - Respectable damage, hits Reflex, and it perma-marks <em>en masse</em>, which means no upkeep needed to keep multiple enemies under threat. An excellent pick, especially since a Fighter can enforce multiple marks at Epic.</p><p></p><p><strong><span style="color: #800080">Pinpoint Cyclone</span> (DMA 2009)</strong> - A close burst that offers an accuracy bonus with the proper weapons, and a lingering combat advantage effect. A bit lackluster to merit Daily status if you ask me.</p><p></p><p><strong><span style="color: #00ccff">Reaper's Stance</span> (PHB)</strong> - Autodamage with an ongoing damage rider, an improved crit rate, and a damage bonus that can be quite meaty for certain types of Fighters makes for a formidable power in the vein of its cousins.</p><p></p><p><strong><span style="color: #ff0000">Reign of Terror</span> (PHB)</strong> - Respectable single target damage, but a plain ol' mass mark effect just doesn't cut the mustard at this level.</p><p></p><p><strong><span style="color: #800080">Ruthless Slaughter</span> (MP)</strong> - Very conditional, but it has the potential to be pretty nice. Still not my pick, though, since the conditions involve more guesswork than they do strategy.</p><p></p><p><strong>Supremacy of Steel (PHB)</strong> - Sweet damage, and a debuff that can be very nasty for certain types of creatures. A pretty solid power overall.</p><p></p><p><strong>Transfixing Provocation (MP)</strong> - A perma-mark with combat advantage and good damage attached. Pretty decent.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 27, Encounter</strong></strong></span></p><p></p><p>This is the last level of Fighter Encounter Powers, and it's rather lackluster, to be honest: you have one powerful option in <strong>Cruel Reaper</strong>, and a couple of build-specific options, but the rest is rather unimpressive. If you don't want anything here, you may want to look at another level of powers.</p><p></p><p><strong>Level 27 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong>Wrenching Assault (MP 2)</strong> - Decent damage, a slide, a grab, and CA. A spiffy collection of benefits, but grab powers at earlier levels are nicer.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong>Diamond Shield Defense (PHB)</strong> - You get more AC, deal OK damage, and take half damage from a target's attacks. It's nothing special.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong>Spinning Death Strike (MP)</strong> - A Melee attack, then a close-burst equivalent (so 2 attacks vs. one target, and 1 vs. everyone else). It's decent enough.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Wild Offensive</span> (D 379)</strong> - It has a penalty to hit, but hitting three targets for decent damage isn't all that terrible.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Blinding Cut</span> (MP 2)</strong> - A double-up attack that blinds is pretty good stuff.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Dual-Weapon Supremacy</span> (MP)</strong> - Given that you have access to a close-burst double tap at this level, just two swings and CA for the next one is very underwhelming.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Adamantine Strike</span> (PHB)</strong> - Decent damage, hits Reflex, and a small AC debuff. Yawn.</p><p></p><p><strong><span style="color: #800080">Blood Rush</span> (MP)</strong> - The charge-friendly capability keeps it from being actively bad, but it's still corner-case at best.</p><p></p><p><strong><span style="color: #ff0000">Coward's Reward</span> (MP)</strong> - While it projects a pretty funny mental image, this power is actually cringe-inducingly bad. Whatever you do, don't pick this.</p><p></p><p><strong><span style="color: #00ccff">Cruel Reaper</span> (PHB)</strong> - Let the head-hunting begin! Two close bursts with a shift in between is a brutally effective power, and as such one of the top choices here.</p><p></p><p><strong>Demolishing Surge (DSCS)</strong> - A close burst that knocks prone, and will knock them prone again should they try to run away. That's respectable.</p><p></p><p><strong><span style="color: #ff0000">Desperate Strike</span> (MP)</strong> - The enemy will be looking for ways to limit your effectiveness already. Don't help them by slapping on an attack penalty on yourself.</p><p></p><p><strong><span style="color: #800080">Gash and Goad</span> (MP 2)</strong> - A decent attack, a shift, and a pull effect if you hit. Unimpressive, to be honest.</p><p></p><p><strong><span style="color: #800080">Indomitable Battle Strike</span> (PHB)</strong> - Mass marking is not as awesome as mass attacking by default, but the range on this is HUGE, so it could be slapping a mark on the whole damn encounter. That makes it at least usable, though still not good.</p><p></p><p><strong>Invigorating Fury (MP 2)</strong> - A close burst attack with decent damage and Invigorating. Decent enough, I guess.</p><p></p><p><strong><span style="color: #800080">Stabbing Torrent</span> (MP)</strong> - A mediocre close burst attack that requires a light blade, and the attack gets made with both weapons if you're a dual-wielder, which makes it <span style="color: #0000ff"><strong>a lot better</strong></span>.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 29, Daily</strong></strong></span></p><p></p><p>At this point, <strong>Force the Battle</strong> and <strong>Sudden Onslaught</strong> represent very palatable options for most Fighters, though there are a couple of other options you can look at (none as good as those two if you ask me, though).</p><p></p><p><strong>Level 29 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Free Hand:</strong></strong></span></p><p></p><p><strong>Neck Snap (MP 2)</strong> - A grab power with restrained as an additional effect, and a grab-ending attack you can use (though I wouldn't recommend you do so). Decent, but it's not even clearly better than the last grab Daily you could have gotten.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Shield:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Debilitating Bash</span> (MP 2)</strong> - It's a Shield attack, but a (save ends) basic attacks-only is a solid effect, and a push and getting this power off as a minor action is icing. Not crap, but good luck hitting with it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Avalanche of Steel</span> (MP)</strong> - A single, hefty attack that's charge-friendly, but it makes you hand out CA. Yuck.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Cascading Catapult Slam</span> (MP)</strong> - A pushing attack power with some spillover to adjacent targets. I think it's weak, to be honest.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Enemy Undone</span> (D 378)</strong> - Four attacks, though only one of them packs real sting, and you get some minor repositioning. Not bad.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong>Blade Storm (MP)</strong> - Tempest Dance, with some more damage and dazing. Not mind-blowing, but it's not trash either.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #ff0000">Catastrophic Flurry</span> (MP)</strong> - Three attacks, that pile on extra damage as they hit. No.<strong></strong></p><p><strong></strong></p><p><strong>Exhilarating Assault (MP 2)</strong> - A charge-friendly hit, and you get to clean yourself out of any conditions, plus you get some hefty regen while bloodied. Respectable.</p><p></p><p><strong>Final Challenge (DSCS)</strong> - An out-of-turn wallop triggered by a distant enemy. It's decent, though not quite at the level of other powers here.</p><p></p><p><strong><span style="color: #00ccff">Force the Battle</span> (PHB)</strong> - This Stance is pretty devastating against a single opponent, but it won't dominate an encounter as it once did. Still a great option, just not the only option.</p><p></p><p><strong><span style="color: #800080">Image of Death</span> (D 379)</strong> - A penalty to hit, the damage is not mindblowing, and combat advantage is a rather underwhelming benefit. Forgettable.</p><p></p><p><strong><span style="color: #800080">Mortal Wound</span> (MP)</strong> - A low-damage attack with some hefty ongoing and a penalty to saves. Not impressive if you ask me.</p><p></p><p><strong><span style="color: #ff0000">No Mercy</span> (PHB)</strong> - Just damage, and not all that much of it. Don't take this.</p><p></p><p><strong><span style="color: #800080">Savage Butchery</span> (MP 2)</strong> - An Invigorating power with three attacks that have extra damage against prone targets with the proper weapon. Unimpressive.</p><p></p><p><strong><span style="color: #800080">Storm of Destruction</span> (PHB)</strong> - Two solid attacks, but nothing else. Unimpressive.</p><p></p><p><strong><span style="color: #00ccff">Sudden Onslaught</span> (MP 2)</strong> - Free action application, multiple trigger options, spiffy damage, and a daze + weaken + prone debuff combo is pretty devastating.</p><p></p><p><strong><span style="color: #0000ff">Titan's Hammer</span> (MP)</strong> - A charge-friendly (save ends) stun that has a little extra damage for Hammers. Pretty neat.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707790, member: 6793297"] [B][CENTER][SIZE=5][b]Originally posted by lordduskblade:[/b][/SIZE][/CENTER][/B] [b]Powers - Epic Tier: Worshiping the Rock[/b] As was the case before, I will be separating powers based on the equipment arrangements they impose upon you in order to use them, be they a free hand, a shield, a two-handed weapon, two weapons, or no restriction at all. [CENTER][Size=5][b][b]Level 22, Utility[/b][/b][/size][/CENTER] This is your last Utility level, and prepare for some hard choices: the list here is downright incredible.[b][/b] [b]Martial Supremacy[/b] and [b]Undeniable Challenge[/b] are my favorites, but there's plenty of quality to be had here. [b]Level 22 Utility List[/b] [b][COLOR=#ff0000]Act of Desperation[/COLOR] (PHB)[/b] - Some very marginal action advantage, and that's assuming the conditions are met and you haven't spent an AP at the time. Don't subject yourself to this. [b]Battle Furor (D 379) [/b]- You get all extra healing as THP, and a damage bonus as icing. To boot, this Stance is available every encounter. A bit conditional on how much damage you happen to take between heals, which limits its potential a bit. [b]Hard to Kill (MP 2)[/b] - A Stance with a decent defensive benefit, depending on whether you favor Wisdom or Constitution. A pretty solid power. [b][COLOR=#0000ff]Howl of Defiance[/COLOR] (MP)[/b] - A Daily reaction perma-mark to getting damaged. Pretty neat, because it doesn't require mark upkeep and free combat advantage is also nice. [b][COLOR=#0000ff]Inspired Resurgence[/COLOR] (MP)[/b] - A heal and a free shift whenever a marked enemy is dropped is easy to use and nice to have. [b][COLOR=#0000ff]Instant Getaway[/COLOR] (MP 2)[/b] - The escape attempt is not a big deal, but an At-Will save against immobilize and restrain effect is an excellent way to keep yourself relevant in a fight you were supposed to be out of. That said, you could just pick up teleportation powers, but this is probably the best in-class solution to that problem. [b][COLOR=#0000ff]Knight's Valor[/COLOR] (HotFL)[/b] - An encounter self-heal with a buff attached. Sure, it's conditional to being bloodied, but that's when you should be thinking about healing yourself anyway. A nice pick. [b][COLOR=#00ccff]Martial Supremacy[/COLOR] (D 382)[/b] - Rerolls on your bread-and-butter moves (including OA's and Combat Challenge attacks), and it's available to you every encounter. An excellent choice. [b]No Surrender (PHB)[/b] - A revival feature... but it slaps on a penalty to hit. While it's not a bad thing, it's not the greatest thing since sliced bread. [b][COLOR=#0000ff]Prescient Shield[/COLOR] (MP 2)[/b] - A neat stance to give you a defensive option every time the enemy comes after you. While that may chew up your Immediate action, it's still a cool option to have. [b]Slayer's Defiance (HotFL)[/b] - Essentially two turns of hit-or-miss damage applied on every tick once you dip below half HP. Solid, but unexceptional for most Fighters. [b][COLOR=#0000ff]Steadfast Stance[/COLOR] (MP)[/b] - Saving as soon as you get afflicted with something is an incredible benefit for keeping you safe at this point in your career, and you would be very well served to pick it, though a Daily Stance faces some very fierce competition for playing time. [b][COLOR=#800080] Surprising Finish[/COLOR] (MP 2)[/b] - At higher levels, a Brawler faces the inevitable reality of enemies getting larger and larger, and he will have to rely more on his powers to keep people locked down instead of the grab action, and that means having to spend a Daily or spam said powers. While this is a neat way to end one of those grabs, making it a Daily is too steep, in my opinion. [b][COLOR=#00ccff]Undeniable Challenge[/COLOR] (MP 2)[/b] - The ultimate expression of hard control: it literally disallows the targets from attacking someone other than you, and it can do so every encounter. A prized possession for any Defender. [b][COLOR=#0000ff]Unyielding[/COLOR] (MP)[/b] - An immediate reaction heal to full HP is very worth it, even if it does eat up 2 healing surges. If you're a Dragonborn, you even get a minor buff out of the deal. Nice. [b]Urikite Warmaster's Stance (DSCS)[/b] - This stance gives you a minor repositioning boost, as well as a bit of autodamage against enemies who stick next to you to make sure that opportunity action doesn't go to waste. It's pretty solid overall. [b]Victor's Stance (MP)[/b] - A decent benefit when you drop an opponent, but that means it won't necessarily come up all that much, and it's a Daily Stance, so it needs to shine in the fight you pop it. Decent, but limited. [CENTER][Size=5][b][b]Level 23, Encounter[/b][/b][/size][/CENTER] At this level, you get another must-have in the mighty [b]Warrior's Urging[/b], which is [b]Come and Get It[/b]'s big brother. Take a look at the list, though, just in case you don't like anything at L27. [b]Level 23 Encounter List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b][COLOR=#0000ff]Gut Punch[/COLOR] (MP 2)[/b] - Requires an unarmed attack, but an immediate reaction attack that immobilizes and weakens is pretty cool in the hands of a Brawler (picked the wrong level to show up, though).[b] [COLOR=#00ccff]Trollclaw Grip[/COLOR] (MP 2)[/b] - A single-target multiattack that comes with a long term grab attached? And the grab grants you free CA? This power is genuinely competitive with Warrior's Urging here. [b] [/b] [Size=3][b][b]Shield:[/b][/b][/size] [b]Battering Shield (D 382)[/b] - A dazing shot that forces the target to share your next hit. A bit conditional to what's getting thrown at you, but it can be neat (especially if the enemy hits itself, which is hilarious). [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b]Crippling Smash (MP)[/b] - This likely does less damage than your MBA at this level, but it can slow, weaken, and knock prone in one fell swoop. That's not bad.[b] [/b] [b][COLOR=#800080]Harrowing Hammer[/COLOR] (MP)[/b] - Hack 'n' Slash with a mass mark attached. Usable, but still not good. [b][COLOR=#ff0000]Slash and Kick[/COLOR] (D 379)[/b] - Essentially Colossal Strike with less damage, and another attack roll required for the pushing and knocking prone. Not my pick. [Size=3][b][b]Two Weapons:[/b][/b][/size] [b]Opportunist's Trap (MP 2)[/b] - A rather meh double-up attack, but it sets up a mobile follow-up attack for the opponent attacking you, which punishes it for doing just about anything. Respectable.[b] Weaponmaster's Lure (MP)[/b] - A solid double-up attack, but the effect on one hit is rather marginal. The one on two is nice, though.[b] [/b] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b]Behemoth Wrath (MP 2)[/b] - Solid damage, dazes, knocks prone, and it's charge-friendly. Respectable. [b][COLOR=#0000ff]Cage of Chains[/COLOR] (PHB)[/b] - A very nice power for Flail users, given that it hits a NAD and restrains. [b][COLOR=#800080]Colossal Strike[/COLOR] (MP 2)[/b] - Decent damage, a big push, and it knocks prone. A rather poor man's Behemoth Wrath, essentially. [b]Executioner's Gambit (DSCS)[/b] - Some very solid damage, and you virtually guarantee a hefty hit should the target provoke an OA. That's a pretty decent power. [b][COLOR=#800080]Fangs of Steel[/COLOR] (PHB)[/b] - Multimarking... if the first attack hits. At this point, even Dual Strike (an At-Will) is very competitive with this. No. [b][COLOR=#ff0000]Hack 'n' Slash[/COLOR] (PHB)[/b] - Only damage, and not all that much of it. Seriously? [b][COLOR=#0000ff]Maneuvering Assault[/COLOR] (DMA 2009)[/b] - A potentially very accurate hit for a slide and immobilize. Pretty neat, actually. [b][COLOR=#800080]Meticulous Stab[/COLOR] (MP)[/b] - To be honest, being usable on an OA is the only thing that keeps it relevant, and it's not enough to save it from being corner-case. [b]Paralyzing Strike (PHB)[/b] - Decent damage, improved crit range with the proper weapon, and a condition Fighters love to apply in immobilize. Very usable. [b][COLOR=#0000ff]Skullcrusher[/COLOR] (PHB)[/b] - Spiffy damage, and a blind-daze combo won't let an opponent do much of anything. Pretty good, actually. [b]Smashing Hammer (MP)[/b] - A solidly damaging close burst attack with enhanced accuracy for targets after the first. Decent. [b]Turnabout Riposte (MP)[/b] - A decent enhancement to your basic Combat Challenge once per encounter, it'll save your ally some damage and move you about too. [b][COLOR=#ff9900]Warrior's Urging[/COLOR] (PHB)[/b] - Come and Get It with more pull range and more damage. All you really need to know. [CENTER][Size=5][b][b]Level 25, Daily[/b][/b][/size][/CENTER] This level continues the tradition of loaded Fighter Daily power lists: it's so good, even the [b]Rain of Steel[/b]-esque [b]Reaper's Stance[/b] can't get an autopick rating here. Look this list over, and you will see plenty to like, though I am partial to the above mentioned power as well as [b]Marking Barrage[/b]. [b]Level 25 Daily List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b][COLOR=#0000ff]Hammering Pommel[/COLOR] (MP 2)[/b] - A (save ends) stunning power is by no means bad, but Brawlers can get an end-of-next-turn stun with a built-in multiattack as an Encounter power 8 levels earler. I would much prefer to spend my Daily hunting for a punishing grab effect, but it's not like you'll be served poorly by this. [b][COLOR=#0000ff]Hold at Bay[/COLOR] (MP 2)[/b] - Solid damage on the first attack, but the second attack's lack of unarmed damage is kind of disappointing. Still, you can't really complain about having a grab that imposes the restrained condition. [Size=3][b][b]Shield:[/b][/b][/size] [b][COLOR=#800080]Deft Counterattack[/COLOR] (MP 2)[/b] - A very solid counterattack, but it leaves something to be desired in the secondary effects department. [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [COLOR=#0000ff][b][/b][/COLOR][b][COLOR=#0000ff]Time to Die [/COLOR](D 379)[/b] - A good hard smack with a push, followed by a charge that knocks prone. Pretty good.[b] [/b] [Size=3][b][b]Two Weapons:[/b][/b][/size] [b][COLOR=#800080]Impaling Knockdown[/COLOR] (MP 2)[/b] - Given the conditionality of the second attack, this attack is arguably worse than Dragon's Fangs (a third-string L15 Daily). Not the one for you.[b] [COLOR=#800080]Storm's Fury Strike[/COLOR] (D 378)[/b] - A pushing close burst that then lets you engage someone else. I'd say that your job is to stay with the crowd.[b] [/b] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b][COLOR=#0000ff]Ballista Charge[/COLOR] (MP)[/b] - A reliable, charge-friendly power that can daze (for a spear user), immobilize, knock prone, AND hit twice. That said, the fact that the second attack keys off of Dexterity lowers its stock somewhat. Still a pretty darned good power, though. [b]Blind with Rage (DSCS)[/b] - A power with a (save ends) blind, the ability to back away, and the promise of a free attack by the enemy to anyone who gets near (though the attack will be at a -5 penalty...). Unremarkable on its own, but it has potential to be [COLOR=#0000ff][b]better[/b][/COLOR] with some synergy. [b]Blinding Provocation (MP 2)[/b] - Generating attacks from an opponent hitting at -5 doesn't strike me as particularly efficient, but they are free hits, and you did get a (save ends) blinding power, so it's not all bad. [b][COLOR=#0000ff]Earthquake Smash[/COLOR] (MP)[/b] - A decent attack that knocks prone and dazes, and a "shockwave" in a pseudo-close burst 2 to knock other enemies prone. Though the "shockwave" is piddly damage, mass proning and a daze (not to mention mass marking) is something to be desired on a Fighter. [b]Fighter's Resurgence (MP)[/b] - While it does pack extra accuracy, spiffy damage, and the promise of power recovery, you can't actually get the effect you took it for until you burn through all your Encounter powers, which makes it rather conditional. [b][COLOR=#0000ff]Goad of Blood[/COLOR] (D 381)[/b] - The flavor text doesn't really mesh with the description, but a Stance that lets you substitute your At-Wills and Encounters for your MBA opportunities has the potential for some fireworks. [b][COLOR=#00ccff]Marking Barrage[/COLOR] (MP)[/b] - Respectable damage, hits Reflex, and it perma-marks [i]en masse[/i], which means no upkeep needed to keep multiple enemies under threat. An excellent pick, especially since a Fighter can enforce multiple marks at Epic. [b][COLOR=#800080]Pinpoint Cyclone[/COLOR] (DMA 2009)[/b] - A close burst that offers an accuracy bonus with the proper weapons, and a lingering combat advantage effect. A bit lackluster to merit Daily status if you ask me. [b][COLOR=#00ccff]Reaper's Stance[/COLOR] (PHB)[/b] - Autodamage with an ongoing damage rider, an improved crit rate, and a damage bonus that can be quite meaty for certain types of Fighters makes for a formidable power in the vein of its cousins. [b][COLOR=#ff0000]Reign of Terror[/COLOR] (PHB)[/b] - Respectable single target damage, but a plain ol' mass mark effect just doesn't cut the mustard at this level. [b][COLOR=#800080]Ruthless Slaughter[/COLOR] (MP)[/b] - Very conditional, but it has the potential to be pretty nice. Still not my pick, though, since the conditions involve more guesswork than they do strategy. [b]Supremacy of Steel (PHB)[/b] - Sweet damage, and a debuff that can be very nasty for certain types of creatures. A pretty solid power overall. [b]Transfixing Provocation (MP)[/b] - A perma-mark with combat advantage and good damage attached. Pretty decent. [b][/b] [CENTER][Size=5][b][b]Level 27, Encounter[/b][/b][/size][/CENTER] This is the last level of Fighter Encounter Powers, and it's rather lackluster, to be honest: you have one powerful option in [b]Cruel Reaper[/b], and a couple of build-specific options, but the rest is rather unimpressive. If you don't want anything here, you may want to look at another level of powers. [b]Level 27 Encounter List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b]Wrenching Assault (MP 2)[/b] - Decent damage, a slide, a grab, and CA. A spiffy collection of benefits, but grab powers at earlier levels are nicer.[b] [/b] [Size=3][b][b]Shield:[/b][/b][/size] [b]Diamond Shield Defense (PHB)[/b] - You get more AC, deal OK damage, and take half damage from a target's attacks. It's nothing special.[b] [/b] [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b]Spinning Death Strike (MP)[/b] - A Melee attack, then a close-burst equivalent (so 2 attacks vs. one target, and 1 vs. everyone else). It's decent enough.[b] [COLOR=#800080]Wild Offensive[/COLOR] (D 379)[/b] - It has a penalty to hit, but hitting three targets for decent damage isn't all that terrible.[b] [/b] [Size=3][b][b]Two Weapons:[/b][/b][/size] [b][COLOR=#0000ff]Blinding Cut[/COLOR] (MP 2)[/b] - A double-up attack that blinds is pretty good stuff.[b] [COLOR=#800080]Dual-Weapon Supremacy[/COLOR] (MP)[/b] - Given that you have access to a close-burst double tap at this level, just two swings and CA for the next one is very underwhelming.[b] [/b] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b][COLOR=#800080]Adamantine Strike[/COLOR] (PHB)[/b] - Decent damage, hits Reflex, and a small AC debuff. Yawn. [b][COLOR=#800080]Blood Rush[/COLOR] (MP)[/b] - The charge-friendly capability keeps it from being actively bad, but it's still corner-case at best. [b][COLOR=#ff0000]Coward's Reward[/COLOR] (MP)[/b] - While it projects a pretty funny mental image, this power is actually cringe-inducingly bad. Whatever you do, don't pick this. [b][COLOR=#00ccff]Cruel Reaper[/COLOR] (PHB)[/b] - Let the head-hunting begin! Two close bursts with a shift in between is a brutally effective power, and as such one of the top choices here. [b]Demolishing Surge (DSCS)[/b] - A close burst that knocks prone, and will knock them prone again should they try to run away. That's respectable. [b][COLOR=#ff0000]Desperate Strike[/COLOR] (MP)[/b] - The enemy will be looking for ways to limit your effectiveness already. Don't help them by slapping on an attack penalty on yourself. [b][COLOR=#800080]Gash and Goad[/COLOR] (MP 2)[/b] - A decent attack, a shift, and a pull effect if you hit. Unimpressive, to be honest. [b][COLOR=#800080]Indomitable Battle Strike[/COLOR] (PHB)[/b] - Mass marking is not as awesome as mass attacking by default, but the range on this is HUGE, so it could be slapping a mark on the whole damn encounter. That makes it at least usable, though still not good. [b]Invigorating Fury (MP 2)[/b] - [b][/b]A close burst attack with decent damage and Invigorating. Decent enough, I guess. [b][COLOR=#800080]Stabbing Torrent[/COLOR] (MP)[/b] - A mediocre close burst attack that requires a light blade, and the attack gets made with both weapons if you're a dual-wielder, which makes it [COLOR=#0000ff][b]a lot better[/b][/COLOR]. [b][/b] [CENTER][Size=5][b][b]Level 29, Daily[/b][/b][/size][/CENTER] At this point, [b]Force the Battle[/b] and [b]Sudden Onslaught[/b] represent very palatable options for most Fighters, though there are a couple of other options you can look at (none as good as those two if you ask me, though). [b]Level 29 Daily List[/b] [Size=3][b][b]Free Hand:[/b][/b][/size] [b]Neck Snap (MP 2)[/b] - A grab power with restrained as an additional effect, and a grab-ending attack you can use (though I wouldn't recommend you do so). Decent, but it's not even clearly better than the last grab Daily you could have gotten.[b] [/b] [Size=3][b][b]Shield:[/b][/b][/size] [b][COLOR=#800080]Debilitating Bash[/COLOR] (MP 2)[/b] - It's a Shield attack, but a (save ends) basic attacks-only is a solid effect, and a push and getting this power off as a minor action is icing. Not crap, but good luck hitting with it. [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b][COLOR=#ff0000]Avalanche of Steel[/COLOR] (MP)[/b] - A single, hefty attack that's charge-friendly, but it makes you hand out CA. Yuck.[b] [COLOR=#800080]Cascading Catapult Slam[/COLOR] (MP)[/b] - A pushing attack power with some spillover to adjacent targets. I think it's weak, to be honest. [Size=3][b][b]Two Weapons:[/b][/b][/size] [b][COLOR=#0000ff]Enemy Undone[/COLOR] (D 378)[/b] - Four attacks, though only one of them packs real sting, and you get some minor repositioning. Not bad.[b] [/b] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b]Blade Storm (MP)[/b] - Tempest Dance, with some more damage and dazing. Not mind-blowing, but it's not trash either.[b] [COLOR=#ff0000]Catastrophic Flurry[/COLOR] (MP)[/b] - Three attacks, that pile on extra damage as they hit. No.[b] Exhilarating Assault (MP 2)[/b] - A charge-friendly hit, and you get to clean yourself out of any conditions, plus you get some hefty regen while bloodied. Respectable. [b]Final Challenge (DSCS)[/b] - An out-of-turn wallop triggered by a distant enemy. It's decent, though not quite at the level of other powers here. [b][COLOR=#00ccff]Force the Battle[/COLOR] (PHB)[/b] - This Stance is pretty devastating against a single opponent, but it won't dominate an encounter as it once did. Still a great option, just not the only option. [b][COLOR=#800080]Image of Death[/COLOR] (D 379)[/b] - A penalty to hit, the damage is not mindblowing, and combat advantage is a rather underwhelming benefit. Forgettable. [b][COLOR=#800080]Mortal Wound[/COLOR] (MP)[/b] - A low-damage attack with some hefty ongoing and a penalty to saves. Not impressive if you ask me. [b][COLOR=#ff0000]No Mercy[/COLOR] (PHB)[/b] - Just damage, and not all that much of it. Don't take this. [b][COLOR=#800080]Savage Butchery[/COLOR] (MP 2)[/b] - An Invigorating power with three attacks that have extra damage against prone targets with the proper weapon. Unimpressive. [b][COLOR=#800080]Storm of Destruction[/COLOR] (PHB)[/b] - Two solid attacks, but nothing else. Unimpressive. [b][COLOR=#00ccff]Sudden Onslaught[/COLOR] (MP 2)[/b] - Free action application, multiple trigger options, spiffy damage, and a daze + weaken + prone debuff combo is pretty devastating. [b][COLOR=#0000ff]Titan's Hammer[/COLOR] (MP)[/b] - A charge-friendly (save ends) stun that has a little extra damage for Hammers. Pretty neat. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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