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I've Got That: Utility Skill Power Guide
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<blockquote data-quote="MwaO" data-source="post: 7037084" data-attributes="member: 12749"><p><strong>Dex-based Skill Powers</strong></p><p></p><p><strong><u>Acrobatics</u></strong></p><p><strong>Level 2:</strong></p><p><strong>Agile Recovery</strong> Minor PHB 3 - not bad. Stand up as a minor and preserve your move action. At-will</p><p></p><p><strong>Level 6:</strong></p><p><span style="color: #00CCFF"><strong>Timely Dodge</strong></span> Immediate Interrupt DSH - completely avoid an area attack usually as an automatic encounter interrupt! This is close to <strong><span style="color: #FF9900">Gold</span></strong>. Also note the option to shift next to a Ranged attacker and still take the attack, but deliver an OA instead of getting missed.</p><p><span style="color: #0000FF"><strong>Tumbling Dodge</strong></span> Immediate Interrupt PHB 3 - The better your Acrobatics score, the more useful this is. Sometimes you don't want to move out of the way.</p><p><span style="color: #800080"><strong>Dodge Step</strong></span> Immediate Reaction PHB 3 - Not horrible. But why am I taking this over Timely Dodge 99% of the time?</p><p><strong>Graceful Maneuver</strong> Move PHB 3 - Shift half your speed isn't bad. But you may have a better class power if you have Acrobatics on your class skill list</p><p><strong>Perfect Balance</strong> Move PHB 3 - Not bad. Better yet if you have a boost to speed.</p><p></p><p><strong>Level 10:</strong></p><p><span style="color: #800080"><strong>Drop and Roll</strong></span> Immediate Reaction PHB 3 - Just how often am I falling?</p><p><span style="color: #800080"><strong>Familiar Footing</strong></span> Minor Dungeon Survival Handbook - Just how often is the entire dungeon map difficult terrain? By the time we're getting this, there may be other options.</p><p><span style="color: #800080"><strong>Rapid Escape</strong></span> Minor PHB 3 - keep your move and sacrifice your minor action instead. Maybe gain CA. Not good at all, and borderline Red if you've spend resources on getting CA somehow.</p><p></p><p><strong>Level 16:</strong></p><p><span style="color: #00CCFF"><strong>Reflexive Dodge</strong></span> Immediate Interrupt PHB 3 - upgraded Timely Dodge - you might avoid the attack completely as part of the interrupt and even if you don't quite, you reduce damage. You may get into expected table variation as why would you reduce damage before the attack. If so, drop to <span style="color: #0000FF"><strong>Blue</strong></span> </p><p></p><p><strong><u>Stealth</u></strong></p><p><strong>Level 2:</strong></p><p><strong>Elude Senses </strong> Minor DSH - Assuming you can already be hidden, completely avoid dark vision, blindsight, or tremor sense. Useful for the right build.</p><p><strong><span style="color: #FF0000">Obscured Avoidance</span></strong> Minor PHB 3 - Are you really getting marked all that often?</p><p></p><p><strong>Level 6:</strong></p><p><span style="color: #800080"><strong>Concealed Shift</strong></span> Immediate Reaction PHB 3 - Maybe useful if you're Hidden and getting attacked. But...using up an immediate to shift a square is costly. Especially compared to Tumbling Dodge(Acrobatics). Close to Red because of that.</p><p><span style="color: #0000FF"><strong>Shrouding Gloom</strong></span> 6 Minor PHB 3 - Useful. Have a much easier time getting to Hidden. Warlocks and Paragon Tier Assassins in particular.</p><p></p><p><strong>Level 10:</strong></p><p><span style="color: #0000FF"><strong>Crowd Cover</strong></span> Immediate Interrupt PHB 3 - Not bad. The potentially redirected attack seems very strong for a lockdown Defender having trapped a couple of targets next to it.</p><p><strong>Immersed in Darkness</strong> Minor DSH - Okay. Limited to scenarios where you likely can already make a check to go hidden. Main reason why it doesn't go lower is that you get Invisibility that provides its own concealment.</p><p><strong>Persistent Tail</strong> Move PHB 3 - Very specific Permastealth build power. Not a huge fan</p><p></p><p><strong>Level 16:</strong></p><p><span style="color: #0000FF"><strong>Deepening Gloom</strong></span> Immediate Interrupt PHB 3 - Decent - usually +3 to +5 defenses against an attack, but just to that one enemy. Who might be done for the turn.</p><p></p><p><strong><u>Thievery</u></strong></p><p><strong>Level 2:</strong></p><p><strong><span style="color: #0000FF">Fast Hands</span></strong> Free PHB 3 - Good way to item swap. The 1/round can hurt though.</p><p><strong>Lock Tap</strong> Minor PHB 3 Does your DM like putting locks in combat?</p><p><strong>Quick Palm</strong> Minor PHB 3 Could be interesting - pick a pocket in combat</p><p></p><p><strong>Level 6:</strong></p><p><strong>Hasty Retreat</strong> Free PHB 3 - Not bad. Potentially moving out of the way of a trap.</p><p><span style="color: #FF0000"><strong>Stolen Defense</strong></span> Minor PHB 3 - Yuck. Grant CA in melee for someone else at the cost of a minor. And it isn't even guaranteed!</p><p><span style="color: #800080"><strong>Quick Switch</strong></span> Move PHB 3</p><p></p><p><strong>Level 10:</strong></p><p><strong>Disruptive Stunt</strong> Move PHB 3 - Not bad. Mostly for the -2 penalty to hit until start of your next turn. It does require a move action, meaning it likely goes off on round 2+, not round 1 when you're moving up to targets.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7037084, member: 12749"] [b]Dex-based Skill Powers[/b] [B][U]Acrobatics[/U][/B] [B]Level 2:[/B] [B]Agile Recovery[/B] Minor PHB 3 - not bad. Stand up as a minor and preserve your move action. At-will [B]Level 6:[/B] [COLOR=#00CCFF][B]Timely Dodge[/B][/COLOR] Immediate Interrupt DSH - completely avoid an area attack usually as an automatic encounter interrupt! This is close to [B][COLOR=#FF9900]Gold[/COLOR][/B][COLOR=#FF9900][/COLOR]. Also note the option to shift next to a Ranged attacker and still take the attack, but deliver an OA instead of getting missed. [COLOR=#0000FF][B]Tumbling Dodge[/B][/COLOR] Immediate Interrupt PHB 3 - The better your Acrobatics score, the more useful this is. Sometimes you don't want to move out of the way. [COLOR=#800080][B]Dodge Step[/B][/COLOR] Immediate Reaction PHB 3 - Not horrible. But why am I taking this over Timely Dodge 99% of the time? [B]Graceful Maneuver[/B] Move PHB 3 - Shift half your speed isn't bad. But you may have a better class power if you have Acrobatics on your class skill list [B]Perfect Balance[/B] Move PHB 3 - Not bad. Better yet if you have a boost to speed. [B]Level 10:[/B] [COLOR=#800080][B]Drop and Roll[/B][/COLOR] Immediate Reaction PHB 3 - Just how often am I falling? [COLOR=#800080][B]Familiar Footing[/B][/COLOR] Minor Dungeon Survival Handbook - Just how often is the entire dungeon map difficult terrain? By the time we're getting this, there may be other options. [COLOR=#800080][B]Rapid Escape[/B][/COLOR] Minor PHB 3 - keep your move and sacrifice your minor action instead. Maybe gain CA. Not good at all, and borderline Red if you've spend resources on getting CA somehow. [B]Level 16:[/B] [COLOR=#00CCFF][B]Reflexive Dodge[/b][/COLOR] Immediate Interrupt PHB 3 - upgraded Timely Dodge - you might avoid the attack completely as part of the interrupt and even if you don't quite, you reduce damage. You may get into expected table variation as why would you reduce damage before the attack. If so, drop to [COLOR=#0000FF][B]Blue[/b][/COLOR] [B][U]Stealth[/U][/B] [B]Level 2:[/B] [B]Elude Senses [/B] Minor DSH - Assuming you can already be hidden, completely avoid dark vision, blindsight, or tremor sense. Useful for the right build. [B][COLOR=#FF0000]Obscured Avoidance[/COLOR][/B][COLOR=#FF0000][/COLOR] Minor PHB 3 - Are you really getting marked all that often? [B]Level 6:[/B] [COLOR=#800080][B]Concealed Shift[/B][/COLOR] Immediate Reaction PHB 3 - Maybe useful if you're Hidden and getting attacked. But...using up an immediate to shift a square is costly. Especially compared to Tumbling Dodge(Acrobatics). Close to Red because of that. [COLOR=#0000FF][B]Shrouding Gloom[/B][/COLOR] 6 Minor PHB 3 - Useful. Have a much easier time getting to Hidden. Warlocks and Paragon Tier Assassins in particular. [B]Level 10:[/B] [COLOR=#0000FF][B]Crowd Cover[/B][/COLOR] Immediate Interrupt PHB 3 - Not bad. The potentially redirected attack seems very strong for a lockdown Defender having trapped a couple of targets next to it. [B]Immersed in Darkness[/B] Minor DSH - Okay. Limited to scenarios where you likely can already make a check to go hidden. Main reason why it doesn't go lower is that you get Invisibility that provides its own concealment. [B]Persistent Tail[/B] Move PHB 3 - Very specific Permastealth build power. Not a huge fan [B]Level 16:[/B] [COLOR=#0000FF][B]Deepening Gloom[/B][/COLOR] Immediate Interrupt PHB 3 - Decent - usually +3 to +5 defenses against an attack, but just to that one enemy. Who might be done for the turn. [B][U]Thievery[/U][/B] [B]Level 2:[/B] [B][COLOR=#0000FF]Fast Hands[/COLOR][/B][COLOR=#0000FF][/COLOR] Free PHB 3 - Good way to item swap. The 1/round can hurt though. [B]Lock Tap[/B] Minor PHB 3 Does your DM like putting locks in combat? [B]Quick Palm[/B] Minor PHB 3 Could be interesting - pick a pocket in combat [B]Level 6:[/B] [B]Hasty Retreat[/B] Free PHB 3 - Not bad. Potentially moving out of the way of a trap. [COLOR=#FF0000][B]Stolen Defense[/B][/COLOR] Minor PHB 3 - Yuck. Grant CA in melee for someone else at the cost of a minor. And it isn't even guaranteed! [COLOR=#800080][B]Quick Switch[/B][/COLOR] Move PHB 3 [B]Level 10:[/B] [B]Disruptive Stunt[/B] Move PHB 3 - Not bad. Mostly for the -2 penalty to hit until start of your next turn. It does require a move action, meaning it likely goes off on round 2+, not round 1 when you're moving up to targets. [/QUOTE]
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