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Masters of Sword and Spell: The Bladesinger's Handbook (By Adamclare)
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<blockquote data-quote="Veep" data-source="post: 6708020" data-attributes="member: 6793297"><p>All powers now up and rated. Let me know if there's a rating you disagree with or think needs more explaination. </p><p></p><p><strong>Level 1 Daily Powers:</strong></p><p> Non-Int builds will go straight to Charm of Misplaced Wrath. Int controllers will favor Grasping Shadows or Ray of Enfeeblement, as well as Charm of Misplaced Wrath. Int strikers will like Burning Hands or Skewering Spikes. </p><p></p><p><strong><span style="color: #ff0000">Astral Wasp:</span></strong> Lightning Ring as a daily power, only less damage on the punishment. It’s weak for all the same reasons as Lightning Ring, but it’s a daily power and targets Fortitude. </p><p></p><p><strong><span style="color: #0000ff">Burning Hands: </span></strong>It’s big (although unfriendly) and does damage on a miss. A solid choice. </p><p></p><p><strong><span style="color: #00ffff">Charm of Misplaced Wrath:</span></strong> The choice for non-Int builds and a good one for them, too. A brute’s basic attack can be pretty devastating and for Int build, getting a Daze and slide out of it makes this a very strong choice. </p><p></p><p><strong><span style="color: #0000ff">Chill Strike:</span></strong> Dazes on a hit, slows on a miss. A solid choice. </p><p></p><p><strong>Conduit of Ice:</strong> A difficult terrain and damaging zone. Pretty strong and can punish enemies locked down by your defender. </p><p></p><p><strong><span style="color: #ff00ff">Darkening Flame:</span></strong></p><p><strong></strong>It’s a minion popper if they’re bunched up properly, but it’s mediocre damage and no other control. </p><p></p><p><strong><span style="color: #ff0000">Empowering Lightning: </span></strong>Not great damage and a push. Pretty weak. </p><p></p><p><strong><span style="color: #ff0000">Force Orb:</span></strong> A ranged attack that grants an area burst 1 attack on a hit. If you want the area attack, pick a proper area attack </p><p></p><p><strong><span style="color: #0000ff">Grasping Shadows:</span></strong></p><p><strong></strong>Very good. Area Burst 1 slow that targets will and a damaging zone that you can use Unseen Hand to exploit. </p><p></p><p><strong>Icy Terrain: </strong>Proning in area burst 1 is pretty good. The zone is weak compared to Grasping Shadows, but Prone and difficult terrain can ruin a melee monster’s first turn. </p><p></p><p><strong><span style="color: #0000ff">Illusory Obstacles:</span></strong> No damage, but party friendly area burst 1 daze is good enough that it doesn’t matter. The miss effect is very good, too. </p><p></p><p><strong><span style="color: #ff00ff">Leaden Transmutation:</span></strong></p><p><strong></strong>Slowed and can’t shift as an effect is ok, but it compares unfavorably to Chill Strike. </p><p></p><p><strong>Orbmaster’s Incendiary Detonation: </strong>A generally stronger version of Icy Terrain. The damage on the zone is low, but it applies at the start of turn. </p><p></p><p><strong><span style="color: #0000ff">Ray of Enfeeblement</span>:</strong> Weakened is a very good condition, sometimes better than daze. </p><p></p><p><strong><span style="color: #0000ff">Skewering Spikes:</span></strong></p><p><strong></strong>A triple attack is very attractive while under Bladesong. </p><p></p><p><strong><span style="color: #ff00ff">Staffstrike Corrosion:</span></strong></p><p><strong></strong>Granting you and your allies concealment is potentially strong against artillery, but it’s a generally weak power. </p><p></p><p><strong>Twilight Falls: </strong>Burst 1 that dazes a target in the origin square. It’s party friendly and the zone is an effective debuff against monsters locked in melee. </p><p></p><p><strong>Level 2 Utility Powers:</strong></p><p> </p><p><strong><span style="color: #ff00ff">Arcane Insight:</span></strong> A reroll on Arcana checks can be useful in skill challenges and for rituals if you decide to take the feat. </p><p></p><p><strong><span style="color: #ff00ff">Daunting Presence:</span></strong> A strong penalty to enemy attacks and a bonus to Intimidate.It effects mutliple enemies, but Shield interupts. </p><p></p><p><strong>Expeditious Retreat:</strong> Great mobility power. It would be amazing as an encounter power, but it's pretty weak for a daily. </p><p></p><p><strong>Familiar Harrier:</strong> Great if you have a familiar.Better if you have Familiar Mount. </p><p></p><p><strong><span style="color: #ff0000">Feather Fall:</span></strong> Occasionally useful, but not frequently. </p><p></p><p><strong><span style="color: #ff00ff">Float: </span></strong>Pretty weak. If your DM loves pressure traps, maybe gave it a look. </p><p></p><p><strong><span style="color: #ff00ff">Glib Tongue:</span></strong></p><p><strong></strong>The attack bonus is mostly wasted, but the skill bonus can be nice. </p><p></p><p><span style="color: #0000ff"><strong>Guardian Blades:</strong></span> For Int builds it’s a great retribution power. Makes you immune to melee minions, which is nice. </p><p></p><p><strong><span style="color: #008000">Instant Friends:</span></strong> Role play only but very powerful power in that respect. </p><p></p><p><strong>Jump: </strong>Good mobility power. Pseudo-leaderish in that you can give your move action to an ally. </p><p></p><p><strong>Lifetaker: </strong>This grants a lot of temporary hit points and is a big durability upgrade. It would be nice if you could trigger it when it was most needed, but it’s still strong. </p><p></p><p><strong><span style="color: #008000">Memory to Mist:</span></strong></p><p><strong></strong>One of my favorite pure role play powers. Makes interrogation more exciting and less awkward. </p><p></p><p><strong><span style="color: #0000ff">Moonstride: </span></strong>A good “escape” power. Insubstantial will prevent a lot of damage and the movement can get you out of the enemy’s reach or behind your defender. Better than Shield if you find yourself frequently mobbed, but generally a bit worse. </p><p></p><p><strong><span style="color: #0000ff">Mystical Debris: </span></strong>A great power that lets you reshape the battlefield. Combine with Terrain Advantage for permanent combat advantage. Much worse for non-Int builds. </p><p></p><p><strong><span style="color: #ff0000">Phantasmal Terrain:</span></strong></p><p><strong></strong>I can’t imagine ever using this power. DMs use terrain and traps against the players. Making those features more potent seems like the opposite of what you want to do. </p><p></p><p><strong><span style="color: #00ffff">Shield:</span></strong> Probably the best power for most heroes. Everyone gets hit eventually and negating a crucial hit can be the difference between victory and TPK. </p><p></p><p><strong><span style="color: #ff00ff">Spectral Image:</span></strong> It’s defense are so low that at its very best, this wastes a single standard action for team monster. If it could reliably do that, it would actually be decent, but the restrictions on the power prevent it from appearing a credible enough threat to draw monster attention. </p><p></p><p><strong><span style="color: #008000">Summon Shadow Serpent:</span></strong> I categorize this a role play power because it really has no place in combat. It scouts, I suppose, but until initiative is rolled, scouting is basically role play. </p><p></p><p><strong>Level 5 Daily Powers:</strong></p><p> Non-Int builds will like Radiant Pillar, Int controllers get the fantastic Color Spray, while Int strikers get a great area power in Fire Shroud. </p><p></p><p><span style="color: #ff0000"><strong>Arcane Bolt:</strong></span> No attack required, but only marginally better than magic missile. Non-int builds are better off missing with another power than using this one. </p><p></p><p><strong>Blissful Ignorance:</strong> Decent control without an attack roll. Useful for getting yourself or your party out of sticky situations or shutting down enemy soldiers. </p><p></p><p><span style="color: #ff00ff"><strong>Chill Claws: </strong></span>Minor debuff on a two target attack. Probably too weak. </p><p></p><p><span style="color: #ff0000"><strong>Cinderfall:</strong></span> Low damage for a damage only power. The effect damage is too low to make it better than the level 1 bursts that offer zones or additional effects. </p><p></p><p><span style="color: #00ffff"><strong>Color Spray:</strong></span> Great power. A huge, albeit unfriendly, dazing blast. The damage is low, but this is one of the strongest control powers at this level. </p><p></p><p><strong>Cordon of Bones:</strong> Basic area attack with a damaging zone. Good, but not great. </p><p></p><p><strong>Ebony Razors:</strong> Big blast and it grants concealment. The prickly effect line is stronger for you than for standard wizards because you’re more likely to be in melee. </p><p></p><p><span style="color: #0000ff"><strong>Fire Shroud:</strong></span> Fantastic power. Burst 3 is huge, it’s party friendly, and it causes ongoing damage. </p><p></p><p><span style="color: #0000ff"><strong>Hypnotic Pattern: </strong></span>No damage, but great control. It has the potential to wreck several monster’s turns. If you’re party has an Aura defender, this can be a good set-up power for them. </p><p></p><p><span style="color: #0000ff"><strong>Icy Rays: </strong></span>Immobilizing two monsters at range is very good. </p><p></p><p><span style="color: #0000ff"><strong>Maze of Mirrors:</strong></span> No damage, but mass immobilizing is a great way to start an encounter. </p><p></p><p><span style="color: #ff00ff"><strong>Melting Pool: </strong></span>Weak damage, but it’s an area burst 2. If you want the big area power of the level, grab Shock Sphere. </p><p></p><p><span style="color: #ff0000"><strong>Pinioning Vortex:</strong></span> As funny as I imagine this looking, it doesn’t last long enough to deny the target actions, which makes it poor control. Also, a bit silly that it dazes and the target grants you combat advantage. Seems redundant. </p><p></p><p><span style="color: #00ffff"><strong>Radiant Pillar:</strong></span> The power of choice for non-Int builds and one worth consideration for Int builds, too. Auto-blind is very powerful. I wish it was party friendly, but oh well. The ability to apply radiant vulnerability is situationally useful at heroic, but in Paragon and Epic can reliably deal damage. </p><p></p><p><span style="color: #ff00ff"><strong>Shock Beetle Swarm: </strong></span>The beetle misses the minion killing ability of most auto-damage zones, and relying on your Con modifier is not going to yield impressive damage for the builds that can use this power. </p><p></p><p><strong>Shock Sphere:</strong> Area burst 2 and miss half make this a pretty strong choice for striker builds. </p><p></p><p><strong>Level 6 Utility Powers:</strong></p><p> </p><p><strong><span style="color: #ff0000">Able Companion (D 380): </span></strong>Enables ally movement, but a very small effect for a daily power. </p><p></p><p><span style="color: #ff0000"><strong>Darklight (HoS):</strong></span> This might come up occasionally and at least it lasts for the whole encounter, but you can get Light as a cantrip.</p><p></p><p><span style="color: #ff00ff"><strong>Dimension Door (PHB-HoFL):</strong></span> Good mobility power but underwhelming for a daily. </p><p></p><p><strong><span style="color: #008000">Disguise Self (PHB):</span></strong> Role play only and almost useless even for that. It's description basically says that the power does not work for anything you might want to use it for. </p><p></p><p><span style="color: #ff00ff"><strong>Dispel Magic (PHB-HoFL):</strong></span> It's one of the few ways to get rid of enemy zones, so if that's a problem for your party, this is the power for you.</p><p></p><p><strong><span style="color: #ff00ff">Emerald Eye (AP):</span></strong> An ok attack bonus for your charm and illusion daily powers, but it doesn't stack with Bladesong and honestly, you should only be using daily powers during Bladesong. </p><p></p><p><strong>Familiar Call (D 382):</strong> A huge movement power if you're using a familiar. </p><p></p><p><span style="color: #00ffff"><strong>Fire Shield (AP):</strong></span> Strong resistances and a powerful retribution effect. You're in melee and this will either keep you alive or add a significant amount of damage. Either way a strong choice. </p><p></p><p><span style="color: #ff0000"><strong>Force Ladder (D 383):</strong></span> A very weak movement power. </p><p></p><p><span style="color: #ff00ff"><strong>Glowering Wrath (D 381):</strong></span> A decent increase on forced movement powers and an ok skill bonus. Fairly unexeciting. </p><p></p><p><span style="color: #ff00ff"><strong>Invisibility (PHB-HoFL):</strong></span> A major action sink. The effect is strong, but not worth the actions required to use it. </p><p></p><p><strong>Levitate (PHB): </strong>Unlike standard wizards, you want to be in melee, so this power loses a lot of its appeal. The defensive bonus is pretty harsh, but it's an early option to get some limited flight. </p><p></p><p><span style="color: #008000"><strong>Refocus (PHBH): </strong></span>I really like this power. It helps overcome the awkward spellbook problem of having the right power for a given situation, but not having it memorized. RAW, this might not work with Bladesinger daily powers, but it's still useful for utility powers. </p><p></p><p><strong><span style="color: #ff0000">Shadow Investiture (HoS): </span></strong>Unless your campaign is set mostly in the Shadowfell, look elsewhere. Even then, there's better choices. </p><p></p><p><strong>Spectral Hound (AP):</strong> It flanks and grants a bonus to defenses and perception. A weaker choice, but an acceptable one. </p><p></p><p><span style="color: #0000ff"><strong>Summon Iron Cohort (AP):</strong></span> Great power. Potentially deflects a lot of damage. Gets better at higher levels when it can take those stunning and dominating attacks for you. </p><p></p><p><strong>Wall of Fog (PHB):</strong> Blocking line of sight is fairly strong control. You can't keep monsters from walking through it, but it can be very good against artillery. </p><p></p><p><span style="color: #0000ff"><strong>Wizard's Escape (AP-HoFL):</strong></span> Once per day, absolutely negate a melee attack against you. The baked in movement is also nice. A very good choice. </p><p><strong>Level 9 Daily Powers:</strong></p><p> Non-Int builds will grab the chaos sowing Phantom Foes. Int controllers will like the large burst and zone of Corrosive Mist. Int strikers will also like Corrosive Mist, but Lightning Bolt is a strong competitor. </p><p></p><p><strong>Charm of the Defender: </strong>Pretty good. Potentially a lot of monster-on-monster attacks. </p><p></p><p><span style="color: #ff00ff"><strong>Concussive Echo: </strong></span>Effective minion dispersal, but it’s single target and the damage is only ok. </p><p></p><p><span style="color: #00ffff"><strong>Corrosive Mist:</strong></span> Very nice. An area burst 2 attack that leaves an auto-damaging zone behind. </p><p></p><p><span style="color: #ff00ff"><strong>Enemies Abound:</strong></span> A friendly burst 1, but its rider is pretty weak. </p><p></p><p><span style="color: #ff00ff"><strong>Fire Burst:</strong></span> Better damage than the other burst 2 powers but that’s all it does. The zone on Corrosive Mist should do more damage than the higher damage dice. </p><p></p><p><span style="color: #0000ff"><strong>Fire Sea Travel: </strong></span>Solid power. The built in teleport is nice and the rider is fairly strong, although dependant on battlefield positioning. </p><p></p><p><strong>Ghoul Strike:</strong> There’s got to be a way to exploit missing with this power and Arcane Strike. Being reliable is a huge boon and it offers decent control between the immobilize and the zone. </p><p></p><p><span style="color: #0000ff"><strong>Lightning Bolt:</strong></span> A more damaging Skewering Spikes that adds half damage on a miss. Very good for striker builds. </p><p></p><p><span style="color: #0000ff"><strong>Murderous Twin:</strong></span> Good control. Dazing a monster in response to moving or attacking ends their turn right there. </p><p></p><p><span style="color: #0000ff"><strong>Phantom Foes:</strong></span> The choice no-attack power of the level. Auto-slowing is nice, but you also get a 45% chance to redirect their next attack. The slow isn’t party friendly, but the attack redirection is, and area burst 2 is pretty big for this level of control. </p><p></p><p><strong>Repelling Sphere:</strong> I like Fire Shroud better, but this is ok. The push is good battlefield control and the familiar benefit lets you use it as an area burst 3, which you haven’t been able to do before. </p><p></p><p><strong>Spectral Ram: </strong>Single target, but push and prone at range can be very powerful. The damage is better than average and pushing on a miss makes it work well with zones. </p><p></p><p><strong>Thunder Cage: </strong>Unlike the other Lightning Ring-esque power, this is actually decent. Because the punishment has a damage roll, it's a much stronger threat. It triggers on forced movement so you can use your Bladespell off Arcane Strike to slide them out of their square, triggering the damage, and then back into the square. It doesn’t have a “The first time...” limit on it, so I’m pretty sure this works as many times as you can get them to leave and reenter the square. </p><p></p><p><strong>Tomebound Ooze: </strong>The most damaging power thus far and while your Con modifier won’t be very high, free damage is still good. </p><p></p><p><span style="color: #ff00ff"><strong>Twist of Space:</strong></span></p><p><span style="color: #ff00ff"></span>It’s not party friendly, but that’s almost a benefit here as you mostly want this power to rearrange the battlefield. </p><p></p><p><strong>Winter’s Wrath:</strong> Like corrosive mist, but the zone is less effective at damaging. It does grant concealment </p><p></p><p><span style="color: #ff0000"><strong>Worms of Minauros:</strong></span> Mediocre damage and mediocre control work about as well together as you'd imagine. </p><p></p><p><strong>Level 10 Utility Powers:</strong></p><p> </p><p><span style="color: #0000ff"><strong>Arcane Gate (PHB-HoFL):</strong></span> Fantastic mobility power and with good out of combat applications. </p><p></p><p><strong>Blur (HoFL):</strong> Doesn't stack with Bladesong, but it's a strong bonus for your non-Bladesong turns. Unlike standard wizards, you'll be in melee, so the invisibility is less valuable. </p><p></p><p><strong>Circle of Protection (D 382): </strong>The damage resistance scales poorly and the zone is fairly small. The push and extra squares of movement to enter it make it a decent control power. </p><p></p><p><span style="color: #ff00ff"><strong>Energy Devourer (HoFL):</strong></span> A good boost to survivability, but the damage boost will likely be wasted. </p><p></p><p><span style="color: #008000"><strong>Familiar Shape (D 381): </strong></span>Cute. Can grant additional movement modes, but the action costs make it prohibitive to use in combat. </p><p></p><p><strong>Feywild Spell Surge (DMA 2009):</strong> Rerolls are always good, even if it only works on your daily powers. </p><p></p><p><span style="color: #00ffff"><strong>Illusory Wall (AP):</strong></span> A huge control power. I couldn't see an Int control build taking anything else. </p><p></p><p><span style="color: #ff00ff"><strong>Mass Resistance (HoFL):</strong></span> A good defensive buff for the entire party, but that's your leader's job. Pick a striker or controller power and leave leading to the Clerics. </p><p></p><p><span style="color: #ff00ff"><strong>Mirror Image (PHB):</strong></span> I really dislike this power compared to Shield and Repelling Shield. It's proactive, instead of reactive, and it never guarantees that an attack will miss, which makes it too weak for a daily power. </p><p></p><p><span style="color: #ff00ff"><strong>Phoenix Step (D 388):</strong></span> Very situational. You have a credible opportunity attack, so you often won't want to be removed from play. </p><p></p><p><span style="color: #0000ff"><strong>Repelling Shield (PHBH): </strong></span>It doesn't work on ranged powers, which is odd because Shield does. I think the ability to work on ranged power is better than the push from this power, but you could very easily take both. The push is pretty good and you will use this every encounter. One of the better choices for the level. </p><p></p><p><span style="color: #ff0000"><strong>Resistance (PHB):</strong></span> Scales better than Mass Resistance but it only effects you. The group benefits are better than the higher resistance offered here, which makes this an easy power to skip. </p><p></p><p><span style="color: #008000"><strong>Summon Hammerfist Crusher (AP):</strong></span></p><p><span style="color: #008000"></span>Your party strikers should be doing better damage than the crusher (if not at level 10, then fairly soon) so if you really need to destroy an object, they will do just as well. </p><p></p><p><span style="color: #ff00ff"><strong>True Seeing (AP): </strong></span>Very good skill bonuses and a big upgrade to your vision, but if you frequently have vision problems, your DM is being mean. </p><p></p><p><strong>Umbral Leap (HoS):</strong> A nice mobility power. Enshrouding Candles and the Shade utility Twilight Torch can give this a lot of flexibility. </p><p></p><p><span style="color: #0000ff"><strong>Wall of Gloom (HoS):</strong></span> An auto-blinding wall is a very strong control power. It's unfriendly and can't keep enemies trapped inside it, but you get to ignore the blindness, so if you're alone it can help you gain an edge or escape. </p><p></p><p><strong>Witch's Reversal (D 382): </strong>If you took area daily powers, this is a slightly better Feywild Spell Surge, if you took single target dailies, it's non-functional. </p><p></p><p><span style="color: #ff0000"><strong>Words of Deceit (D 381):</strong></span> This is a can of rules worms. If this works on Bladesinger dailies, it's <span style="color: #ff9900"><strong>gold</strong></span> for non-Int builds. If not, it's completely worthless. </p><p></p><p><strong>Level 15 Daily Powers:</strong></p><p> Non-Int builds will appreciate the control of Hold Monster. Int controllers will grab the very strong Dark Gathering, although Mesmeric Hold and Prismatic Burst are strong options. Int strikers will choose between the blasterific Thunderlance and the attack redirecting Mirror Sheen. <span style="color: #ff0000"><strong></strong></span></p><p><span style="color: #ff0000"><strong></strong></span></p><p><span style="color: #ff0000"><strong>Arcane Arrows (D 381):</strong></span> Terrible power. The damage is only slightly better than Magic Missile. Even builds that are non-Int based can do much better at this level. </p><p></p><p><strong>Arcane Chastisement (D 382): </strong>While immediate action daily attacks are generally pretty bad for Bladesings, this one is fairly good. It’s strong against elites, solos, and enemies that use large blasts and the trigger is easy and flexible enough that you will be able to trigger it during Bladesong. </p><p></p><p><strong>Blackening Pyre (HoS): </strong>Better damage than the previous burst/zone powers, but the smaller area and weaker zone make it less effective than Corrosive Mist from level 9. </p><p></p><p><span style="color: #00ffff"><strong>Dark Gathering (HoS): </strong></span>Really great power. Area burst 2 daze would be enough to rate this highly, but being party friendly, conditionally blinding a target and a huge zone of heavily obscured makes it likely the best powers of the level. </p><p></p><p><span style="color: #ff00ff"><strong>Earth Brute (AP): </strong></span>Poor single target damage and although it has some good tactical possibilities, it won’t be able to deny enemies actions, which is what you’re aiming to do. </p><p></p><p><strong>Entangling Force (AP):</strong> Fairly good power that gets better if the monsters rely on teleporting or have large shifts. Should reliably keep its targets where they are for a turn. A shame it’s unfriendly because this would be perfect to throw over a defender. </p><p></p><p><strong>Frostburn (PHB):</strong> Good size, good damage, and a decent zone. All told, an ok power, but nothing too exciting. </p><p></p><p><span style="color: #0000ff"><strong>Hold Monster (HoFL): </strong></span>Restrained is a strong condition and while this power would be better with additional targets or range, it’s an auto-effect, so it just works. The power of choice for non-Int builds by a mile. </p><p></p><p><strong>Illusory Assailant (AP): </strong>Good damage, even if it’s single target, and it flanks or blocks movement for a turn. A reasonable option, but other powers are stronger. </p><p></p><p><span style="color: #0000ff"><strong>Mesmeric Hold (PHB):</strong></span> Immobilize is a strong condition and being able to target three monsters at range makes this a strong choice. Even the miss effect is good when used early. </p><p></p><p><span style="color: #0000ff"><strong>Mirror Sphere (HoFL):</strong></span> Good power, but depending on how your DM handles monsters knowing what conditions they are under, it could lose some value. At its worst, the effected monster can’t attack for a turn, which is good control. It’s even better if it also eats one of its own attacks in the process, but even the miss effect will provide a strong incentive for the to spend the turn taking Total Defense. </p><p></p><p><span style="color: #ff0000"><strong>Orbmaster's Umbral Assault (AP): </strong></span>Weak power. You have no way of keeping them in the zone so the blinding will have no effect. The size and damage are also abysmal for this level. </p><p></p><p><span style="color: #0000ff"><strong>Prismatic Burst (PHB): </strong></span>Large burst, better than average damage, and a strong hit effect (blind) make this a solid choice. The miss effect is good, too. </p><p></p><p><span style="color: #0000ff"><strong>Thunderlance (PHB):</strong></span> A strong blast power with good damage and a large forced movement effect. A solid choice. </p><p></p><p><strong>Twisted Lightning (HoFL): </strong>Above average damage (and miss half) to several enemies. Its placement makes it semi-friendly. Overall an ok power. </p><p></p><p><span style="color: #ff0000"><strong>Wake of Fire (D 388):</strong></span> Three target and area burst 2 powers will reliably hit more targets for better damage and stronger control. </p><p></p><p><strong>Level 16 Utility Powers:</strong></p><p> <span style="color: #ff00ff"><strong>Beneficient Tranformation (HoFL): </strong></span>It provides the perfect answer to a particular problem. It lets you fly against enemies that fly, resist their most used damage type, or level the sensory playing field. While weak for a daily, its flexibility makes it worth a glance. </p><p></p><p><span style="color: #0000ff"><strong>Clever Escape (AP):</strong></span></p><p><span style="color: #0000ff"></span>Even once per day, a minor action teleport and invisibility is a strong choice. The illusion is a nice bonus and the DC is actually non-trivial for Int builds. </p><p></p><p><span style="color: #ff00ff"><strong>Dancing Shadows (HoS): </strong></span>It’s like a weaker Shield, but it can target an ally. The effect is likely too small to justify taking this. </p><p></p><p><strong>Dimension Switch (D 380-HoFL): </strong>I like it. It both gets you into melee (preferably in position for a Feral Armor attack) and gets an ally out of trouble. </p><p></p><p><span style="color: #0000ff"><strong>Displacement (PHB):</strong></span></p><p><span style="color: #0000ff"></span>A good deflection power. Great when you or an ally is crit. It suffers the same problems as Second Chance in that the enemy is still fairly likely to hit on the reroll, but at least it works on attacks that hit by more than 4. </p><p></p><p><strong>Flame's Protection (D 388):</strong> The lesser version of Fire Shield. While weaker than its bigger brother, you can use it every encounter and spread the damage resistance and prickliness around. </p><p></p><p><span style="color: #0000ff"><strong>Fly (PHB-HoFL): </strong></span>By level 16, enough potential enemies can fly that it’s worth having the ability to take to the air yourself. If you get an encounter long fly speed from your paragon path or item, you can skip it, but it should end up in your spellbook at least. </p><p></p><p><span style="color: #ff00ff"><strong>Greater Invisibility (PHB): </strong></span>Much better for scouting than Invisibility and less of an action sink, but it still requires a standard action to cast, which limits its utility unless you can use it before the start of combat. </p><p></p><p><span style="color: #008000"><strong>Phantom Mask (AP-HoFL): </strong></span>The best disguise power yet. The DC scales off your Int instead of relying on your likely dismal Bluff. It also effects the entire party so it has some good role play potential. </p><p></p><p><span style="color: #ff00ff"><strong>Phase Shift (AP): </strong></span>Insubstantial and phasing are both good but as a daily power, it’s underwhelming. </p><p></p><p><span style="color: #ff00ff"><strong>Soul Harvest (HoS):</strong></span></p><p><span style="color: #ff00ff"></span>Another awkward leaderish power. Shadow Sever will reliably kill minions with necrotic damage, so it’s not hard to trigger and the effect is fairly strong, but this isn’t your job. </p><p></p><p><strong>Spatial Lock (D 375): </strong>This gets better later in paragon and in epic when more monsters can teleport. The zone is decent sized so when you need it, you should be able to hit most of the relevant targets with it. </p><p></p><p><span style="color: #ff00ff"><strong>Spectral Vision (AP): </strong></span>I see its potential, but I can’t imagine this power being useful very often. The illusion rules are a bit unclear, but a monster isn’t going to forget than there was a pool of lava in a square, even if it looks like a carpet now, so it will only be effective when the PCs control the terrain and can set up before combat, both of which are limited occurrences. </p><p></p><p><strong>Stoneskin (PHB):</strong> Requiring a standard action means that it gets a lot better if you know combat is coming. The effect is strong enough that its worth the action in most circumstances. </p><p></p><p><span style="color: #ff00ff"><strong>Summon Diamond Falcon (AP):</strong></span> The only reason flying is worth a utility power slot is to attack flying monsters. Granting combat advantage and taking a -5 penalty to attack rolls makes this a bad way to do that. </p><p></p><p><strong><span style="color: #008000">Words of Truth (D 381): </span></strong>A strong role play power, although one question is a pretty small payoff. Memory to Mist and Instant Friends are probably better but if you absolutely must have an answer, this is the only guaranteed way to get it. </p><p><strong>Level 19 Daily Powers:</strong></p><p> Non-Int builds will automatically take Mass Charm, which is a strong choice for Int builds as well. Int controllers get a strong Stun power in Phantasmal Horror and Int strikers will either grant themselves a huge number of attacks with Charm of False Glory or take a big damage blast power like Dancing Flame. </p><p></p><p><span style="color: #00ffff"><strong>Charm of False Glory (D 381): </strong></span>A very strong power. Immobilize is a strong effect, but the real value is the huge amount of free attacks your target will be making. You can target allies or yourself, so you can grant an obscene amount of attacks. </p><p></p><p><span style="color: #0000ff"><strong>Combust (PHB):</strong></span> Large area and good damage with half damage on a miss. A very strong choice for striker builds. </p><p></p><p><span style="color: #0000ff"><strong>Crushing Titan's Fist (PHB):</strong></span> Mass immobilizing is fantastic and the zone is essentially impassable. It does decent damage, too. Overall a good option. </p><p></p><p><span style="color: #ff0000"><strong>Dancing Bolts (AP):</strong></span></p><p><span style="color: #ff0000"></span>Stick with a true area burst 2. In order to chain the attack, you need to keep hitting and unless your targets are perfectly placed, an area burst 2 will hit more targets more reliably. </p><p></p><p><span style="color: #0000ff"><strong>Dancing Flames (HoFL):</strong></span> Striker builds will love this power. Great damage, good size, and party friendly with half damage on a miss. </p><p></p><p><span style="color: #0000ff"><strong>Force Volley (PHB):</strong></span></p><p><span style="color: #0000ff"></span>Three target dazing is very strong. The damage and range are both good. A good choice. </p><p></p><p><strong>Furnace of Sand (AP):</strong> A very good zone makes this power a strong competitor, although the damage has fallen behind other burst powers. </p><p></p><p><span style="color: #ff00ff"><strong>Gripping Chains (AP): </strong></span>Honestly, if this is the effect you’re looking for, Entangling Force from level 15 prevents teleporting, too, so even with a smaller area of effect, you should consider sticking with that. </p><p></p><p><strong>Horrific Shadow (HoS): </strong>Invisibility and a disincentive to attack you is a strange combination, but it’s effective in keeping you an undesirable target for a turn. </p><p></p><p><strong>Ice Tomb (PHB):</strong> Damage and a stun makes this a powerful combination. The fact that you can’t target the stunned enemy is a bit of a bummer, but it gives you the opportunity to engage someone else while they are out of action. </p><p></p><p><span style="color: #00ffff"><strong>Mass Charm (HoFL): </strong></span>By far the best no-attack roll power so far. Huge movement and several granted attacks. It would be nice if the area were bigger, but that’s a minor gripe on a fantastic power. </p><p></p><p><span style="color: #00ffff"><strong>Phantasmal Horror (HoFL): </strong></span>Stuns on a hit, dazes on a miss. The best single target control power so far. The damage roll bonus is also very nice. You should only daily power during Bladesong, so all your attacks in your Bladesong turns will be even more devastating. </p><p></p><p><span style="color: #ff00ff"><strong>Shard of the Endless Avalanche (AP): </strong></span>While it’s funny to imagine, this doesn’t do enough damage or cover enough area to make it a strong choice. </p><p></p><p><span style="color: #ff00ff"><strong>Soul Blight (HoS):</strong></span> Campaign dependant, but if you expect to be fighting undead with any regularity, this is much stronger pick. If not, this power is a very weak choice with average damage and very limited control. </p><p></p><p><span style="color: #ff00ff"><strong>Thunderous Transformation (D 382): </strong></span>The familiar rider makes aerial drops a serious possibility, but the effect is fairly weak. </p><p></p><p><strong>Wand Coupling (D 380):</strong> If you’re using proper wands, this is pretty good because it essentially adds a free attack on top of your daily power. If you stuck with weapon-as-implement, it’s less appealing because there are so few weapon based encounter powers that would be worth using. The damage is average and the effect is weak, but the ability to make an extra attack is worth a lot. </p><p><strong>Level 22 Utility Powers:</strong></p><p> <span style="color: #ff00ff"><strong>Acererak's Apotheosis (HoS): </strong></span>Extremely campaign dependant. If necrotic resistance and being undead are going to be valuable, it’s ok, but I wouldn’t take it unless I knew it would be regularly applicable. </p><p></p><p><strong>Arcane Recall (HoFL):</strong> If you like one of your lower level utility powers better than anything at this level, this will let you use your favorite power again. </p><p></p><p><span style="color: #ff00ff"><strong>Dimensional Journey (D 380):</strong></span> A strong movement power, but it’s weak for a daily and doesn’t stand up to the competition at this level. </p><p></p><p><span style="color: #ff00ff"><strong>Dire Familiar Incantation (D 382): </strong></span>Flanking belongs to heroic tier and the control it provides is very weak. Push 1 or Prone are underwhelming at for a level 22 daily. </p><p></p><p><span style="color: #ff0000"><strong>Fire Sigil (D 388):</strong></span> Fire blaster builds might give it a look, but the requirement to use Arcane fire attacks limits it to your daily powers and the effect ends if you move so it’s impact will be limited. </p><p></p><p><span style="color: #ff0000"><strong>Globe of Invulnerability (AP):</strong></span> Terrible power. 100 HP is pathetically little in epic and you can’t attack while in it, which makes it completely useless in combat. </p><p></p><p><span style="color: #0000ff"><strong>Mass Fly (PHB-HoFL):</strong></span> Depends on your party, but generally a strong choice. Most players should have a way to fly one encounter per day by this point, so this will either free up the item or power they’re using for that, or grant the party a second encounter of flight. </p><p></p><p><span style="color: #ff00ff"><strong>Mordenkainen's Lucubration (AP): </strong></span>You’re only sustain powers will be utilities, so you won’t have enough to make this a worthwhile choice. There’s not many good sustain utility powers either, so you’re probably better off just spending the actions. </p><p></p><p><span style="color: #008000"><strong>Mordenkainen's Mansion (PHB): </strong></span>It’s a great way to take an extended rest in areas where it would normally be impossible. Pure fluff, but nice. </p><p></p><p><span style="color: #ff0000"><strong>Phantom Legion (AP):</strong></span> The action and movement limitations make it unconvincing and the illusions defenses make them non-issues in a fight. Useless in combat and not even an effective role play power. </p><p></p><p><span style="color: #0000ff"><strong>Time Stop (PHB-HoFL):</strong></span> Can alleviate the action requirements of some utility or item powers that require a standard action or provide a large mobility boost for a turn. You can’t beat the action economy of the power, so give it a good look. </p><p></p><p><span style="color: #0000ff"><strong>Wall of Force (HoFL): </strong></span>Large wall and it’s blocking terrain, too. The wall has decent durability and the damage is a nice kicker for when they finally break through. </p><p></p><p><span style="color: #0000ff"><strong>Wraithform (HoS):</strong></span> You will be very hard to damage. Flight, insubstantial and phasing for an entire encounter is a powerful combination. </p><p><strong>Level 25 Daily Powers:</strong></p><p> Non-Int builds get an off level. They can miss with Chain Lightning for damage, Charm of False Heroism for a slide and immobilize, or with Thunderclap for a daze. Int controllers will probably end up with Thunderclap while Int strikers have a clear choice in Chain Lightning. </p><p></p><p><strong>Acid Storm (PHB):</strong> The biggest area power so far and the zone is pretty good. At area burst 4, the fact that it’s unfriendly is a big deal and the zone can cut both ways. </p><p></p><p><span style="color: #ff00ff"><strong>Animate Shadows (HoS):</strong></span></p><p><span style="color: #ff00ff"></span>A little weak from an epic tier power. It has decent damage, and is a friendly area burst 2. The movement control is very weak and granting combat advantage is an insignificant rider. </p><p></p><p><span style="color: #ff0000"><strong>Arcane Volley (D 381):</strong></span> I don’t understand the targeting restriction from a flavor point of view, but that’s a non issue because the power is so bad that it should never come up. </p><p></p><p><span style="color: #ff00ff"><strong>Astral Claw (AP):</strong></span></p><p><span style="color: #ff00ff"></span>A large forced movement power. It works well if you can use it with zones, as prone is a decent way to keep someone in a zone for another turn. The damage is poor for a single target power and the “punishment” for standing up is really weak. </p><p></p><p><span style="color: #00ffff"><strong>Chain Lightning (HoFL): </strong></span>The striker power of the level. It does good damage to the first target, and acceptable damage to the others (miss half making up for the smaller dice on the other attacks). The attacks are guaranteed, so you will get to attack the entire battlefield. A fantastic power, probably the best of the level for all builds. </p><p></p><p><span style="color: #0000ff"><strong>Charm of False Heroism (HoFL):</strong></span> While it doesn't possess the raw power of mass charm it can be really useful. A large slide and Immobilize are a strong combination and it has the potential to make a good number of attacks. </p><p></p><p><span style="color: #ff0000"><strong>Crushing Necrotism (D 382):</strong></span> Really bad. Poor range and bad single target damage and the effects are really small. Slowed and combat advantage is way too weak for epic tier and the autodamage is too small in effect, too weak in damage, and too easily avoided to be of any consequence. </p><p></p><p><span style="color: #ff00ff"><strong>Deceptive Shadows (HoFL):</strong></span> I think this power is underwhelming. “Cannot see” is a decent effect, but it’s too easily negated by melee monsters that just need to get adjacent. It’s also unfriendly, which makes it a weak choice overall. </p><p></p><p><span style="color: #ff00ff"><strong>Flaming Rebuke (D 388):</strong></span> The fire damage conditional stun is potentially powerful, but too conditional for my taste. Without the stun, it’s not worth taking. You could reasonably not trigger this during Bladesong, too, which is another strike against it. </p><p></p><p><span style="color: #ff00ff"><strong>Freezing Bolts (AP):</strong></span> You got this power at level 15 in Mesmeric Hold. It even had a miss effect and targeted Will, which is worth the loss of a d6 of damage. </p><p></p><p><strong>Orbmaster's Insuperable Lethargy (AP):</strong> Weakened and Immobilized are both strong conditions. Getting to choose the appropriate one gives this power some nice flexibility but the damage is poor, the size is average, and it’s unfriendly. It’s ok, but there are better options. </p><p></p><p><span style="color: #ff0000"><strong>Staffstrike Shock (AP): </strong></span>Terrible power. It only does damage and it’s not even very good at that. The rider is the only thing that makes this worth considering for Arcanists, and since you can’t get it, you shouldn’t take this power. </p><p></p><p><span style="color: #0000ff"><strong>Thunderclap (PHB): </strong></span>A very good power. The damage is ok for a single target attack but it stuns, so that's less important. It dazes on a miss, which is still good. </p><p></p><p><span style="color: #ff0000"><strong>Vampiric Strike (HoS):</strong></span> Nothing exciting, but it’s one of the few real self-healing powers you can get. The range shouldn’t be an issue and the effect line provides some added durability to you or an ally. Its damage is mediocre and its control is non-existent, so it’s probably a pass for most builds. </p><p><strong>Level 29 Daily Powers:</strong></p><p> Non-Int builds will get a slide and monster attack from Confusion or some damage from one of the "miss half" powers. Int controllers will debate between Charm of the Puppet Strings and Steal Time. Int strikers will probably take the nova boosting power of Steal Time.</p><p></p><p><strong>Black Fire (PHB):</strong> Only a slight upgrade on Dancing Flame which you get 10 levels earlier. There’s so many fantastic powers at this level that this looks weak in comparison. It’s still a solid power, but it’s not nearly as good as other options at this level. </p><p></p><p><span style="color: #ff00ff"><strong>Blazing Death Storm (HoS):</strong></span> Decent damage and half damage on a miss is ok, if a little underwhelming. The zone is ok, but nothing special. It’s unfriendly, which makes Black Fire the stronger choice if you’re going for the Fire blaster. </p><p></p><p><span style="color: #00ffff"><strong>Charm of the Puppet Strings (D 381):</strong></span> You can finally dominate! A very strong power that will deal a huge amount of damage to a large portion of your enemies. </p><p></p><p><span style="color: #0000ff"><strong>Confusion (HoFL): </strong></span>Pales in comparison to Charm of the Puppet Strings. It’s damage is not nearly good enough to justify taking this over a power that dominates. It’s power is mostly in the effect line, so it’s a good choice for non-Int builds. </p><p></p><p><span style="color: #ff00ff"><strong>Forcecage (PHB):</strong></span> A weaker version of stun + damage compares poorly to actually stunning the target and getting another standard action from Steal Time. Skip it. </p><p></p><p><span style="color: #0000ff"><strong>Impenetrable Gloom (HoS): </strong></span>A nice area daze power with a conditional stun thrown in. It’s party friendly and does decent damage. The zone is nice, but not the reason to take the power. </p><p></p><p><strong>Lost in the Mists (AP):</strong> Your Charisma will almost certainly be too low for this to be a better choice than Charm of the Puppet Strings. It’s still a dominating power, but it’s much weaker than its competition. </p><p></p><p><span style="color: #ff00ff"><strong>Mind-Numbing Presence (D 382): </strong></span>Really weak. If the zone dazed enemies that started their turns in it, it would be a strong competitor, but it’s too large to really prevent monsters from acting normally. The damage for staying in the zone is not enough incentive for any monster to daze itself by leaving. Impentrable Gloom is better in almost every way. </p><p></p><p><strong>Orb of Doom (D 380):</strong> Your sword counts as a wand, not an orb, so this power is completely useless without another implement. It’s not strong enough to compete with the good dominating or stunning powers, although it affects a larger area and it does provide very good control. </p><p></p><p><span style="color: #ff00ff"><strong>Phantasmal Dread (HoFL):</strong></span> Immobilize is generally better than “can’t move closer” and Stun beats it by a mile. The attack penalty is substantial, but doesn’t last long enough to make up for the general weakness of the spell. </p><p></p><p><strong>Sequestering Force (HoFL):</strong> Cannot leave by any means is a pretty unique effect. I don’t think it’s enough to take the power, but it’s certainly a way to keep someone where they are for a round. </p><p></p><p><strong>Soul Fire (AP): </strong>Mass weakening is nice, but not good enough to distinguish itself from the other powers you get at this level. </p><p></p><p><span style="color: #00ffff"><strong>Steal Time (AP):</strong></span> Probably the best power for Bladesingers. It stuns and you get back your standard action which will power up your Bladesong nova turn. </p><p></p><p><span style="color: #ff0000"><strong>Tomebound Bloodbeast (AP): </strong></span>A very weak power. Its damage hasn’t been upgraded from the version you get at level 9. Your Con is likely too low to make use of the summon.</p></blockquote><p></p>
[QUOTE="Veep, post: 6708020, member: 6793297"] All powers now up and rated. Let me know if there's a rating you disagree with or think needs more explaination. [b]Level 1 Daily Powers:[/b] Non-Int builds will go straight to Charm of Misplaced Wrath. Int controllers will favor Grasping Shadows or Ray of Enfeeblement, as well as Charm of Misplaced Wrath. Int strikers will like Burning Hands or Skewering Spikes. [b][COLOR=#ff0000]Astral Wasp:[/COLOR][/b] Lightning Ring as a daily power, only less damage on the punishment. It’s weak for all the same reasons as Lightning Ring, but it’s a daily power and targets Fortitude. [b][COLOR=#0000ff]Burning Hands: [/COLOR][/b]It’s big (although unfriendly) and does damage on a miss. A solid choice. [b][COLOR=#00ffff]Charm of Misplaced Wrath:[/COLOR][/b] The choice for non-Int builds and a good one for them, too. A brute’s basic attack can be pretty devastating and for Int build, getting a Daze and slide out of it makes this a very strong choice. [b][COLOR=#0000ff]Chill Strike:[/COLOR][/b] Dazes on a hit, slows on a miss. A solid choice. [b]Conduit of Ice:[/b] A difficult terrain and damaging zone. Pretty strong and can punish enemies locked down by your defender. [b][COLOR=#ff00ff]Darkening Flame:[/COLOR] [/b]It’s a minion popper if they’re bunched up properly, but it’s mediocre damage and no other control. [b][COLOR=#ff0000]Empowering Lightning: [/COLOR][/b]Not great damage and a push. Pretty weak. [b][COLOR=#ff0000]Force Orb:[/COLOR][/b] A ranged attack that grants an area burst 1 attack on a hit. If you want the area attack, pick a proper area attack [b][COLOR=#0000ff]Grasping Shadows:[/COLOR] [/b]Very good. Area Burst 1 slow that targets will and a damaging zone that you can use Unseen Hand to exploit. [b]Icy Terrain: [/b]Proning in area burst 1 is pretty good. The zone is weak compared to Grasping Shadows, but Prone and difficult terrain can ruin a melee monster’s first turn. [b][COLOR=#0000ff]Illusory Obstacles:[/COLOR][/b] No damage, but party friendly area burst 1 daze is good enough that it doesn’t matter. The miss effect is very good, too. [b][COLOR=#ff00ff]Leaden Transmutation:[/COLOR] [/b]Slowed and can’t shift as an effect is ok, but it compares unfavorably to Chill Strike. [b]Orbmaster’s Incendiary Detonation: [/b]A generally stronger version of Icy Terrain. The damage on the zone is low, but it applies at the start of turn. [b][COLOR=#0000ff]Ray of Enfeeblement[/COLOR]:[/b] Weakened is a very good condition, sometimes better than daze. [b][COLOR=#0000ff]Skewering Spikes:[/COLOR] [/b]A triple attack is very attractive while under Bladesong. [b][COLOR=#ff00ff]Staffstrike Corrosion:[/COLOR] [/b]Granting you and your allies concealment is potentially strong against artillery, but it’s a generally weak power. [b]Twilight Falls: [/b]Burst 1 that dazes a target in the origin square. It’s party friendly and the zone is an effective debuff against monsters locked in melee. [b]Level 2 Utility Powers:[/b] [b][COLOR=#ff00ff]Arcane Insight:[/COLOR][/b] A reroll on Arcana checks can be useful in skill challenges and for rituals if you decide to take the feat. [b][COLOR=#ff00ff]Daunting Presence:[/COLOR][/b] A strong penalty to enemy attacks and a bonus to Intimidate.It effects mutliple enemies, but Shield interupts. [b]Expeditious Retreat:[/b] Great mobility power. It would be amazing as an encounter power, but it's pretty weak for a daily. [b]Familiar Harrier:[/b] Great if you have a familiar.Better if you have Familiar Mount. [b][COLOR=#ff0000]Feather Fall:[/COLOR][/b] Occasionally useful, but not frequently. [b][COLOR=#ff00ff]Float: [/COLOR][/b]Pretty weak. If your DM loves pressure traps, maybe gave it a look. [b][COLOR=#ff00ff]Glib Tongue:[/COLOR] [/b]The attack bonus is mostly wasted, but the skill bonus can be nice. [COLOR=#0000ff][b]Guardian Blades:[/b][/COLOR] For Int builds it’s a great retribution power. Makes you immune to melee minions, which is nice. [b][COLOR=#008000]Instant Friends:[/COLOR][/b] Role play only but very powerful power in that respect. [b]Jump: [/b]Good mobility power. Pseudo-leaderish in that you can give your move action to an ally. [b]Lifetaker: [/b]This grants a lot of temporary hit points and is a big durability upgrade. It would be nice if you could trigger it when it was most needed, but it’s still strong. [b][COLOR=#008000]Memory to Mist:[/COLOR] [/b]One of my favorite pure role play powers. Makes interrogation more exciting and less awkward. [b][COLOR=#0000ff]Moonstride: [/COLOR][/b]A good “escape” power. Insubstantial will prevent a lot of damage and the movement can get you out of the enemy’s reach or behind your defender. Better than Shield if you find yourself frequently mobbed, but generally a bit worse. [b][COLOR=#0000ff]Mystical Debris: [/COLOR][/b]A great power that lets you reshape the battlefield. Combine with Terrain Advantage for permanent combat advantage. Much worse for non-Int builds. [b][COLOR=#ff0000]Phantasmal Terrain:[/COLOR] [/b]I can’t imagine ever using this power. DMs use terrain and traps against the players. Making those features more potent seems like the opposite of what you want to do. [b][COLOR=#00ffff]Shield:[/COLOR][/b] Probably the best power for most heroes. Everyone gets hit eventually and negating a crucial hit can be the difference between victory and TPK. [b][COLOR=#ff00ff]Spectral Image:[/COLOR][/b] It’s defense are so low that at its very best, this wastes a single standard action for team monster. If it could reliably do that, it would actually be decent, but the restrictions on the power prevent it from appearing a credible enough threat to draw monster attention. [b][COLOR=#008000]Summon Shadow Serpent:[/COLOR][/b] I categorize this a role play power because it really has no place in combat. It scouts, I suppose, but until initiative is rolled, scouting is basically role play. [b]Level 5 Daily Powers:[/b] Non-Int builds will like Radiant Pillar, Int controllers get the fantastic Color Spray, while Int strikers get a great area power in Fire Shroud. [COLOR=#ff0000][b]Arcane Bolt:[/b][/COLOR] No attack required, but only marginally better than magic missile. Non-int builds are better off missing with another power than using this one. [b]Blissful Ignorance:[/b] Decent control without an attack roll. Useful for getting yourself or your party out of sticky situations or shutting down enemy soldiers. [COLOR=#ff00ff][b]Chill Claws: [/b][/COLOR]Minor debuff on a two target attack. Probably too weak. [COLOR=#ff0000][b]Cinderfall:[/b][/COLOR] Low damage for a damage only power. The effect damage is too low to make it better than the level 1 bursts that offer zones or additional effects. [COLOR=#00ffff][b]Color Spray:[/b][/COLOR] Great power. A huge, albeit unfriendly, dazing blast. The damage is low, but this is one of the strongest control powers at this level. [b]Cordon of Bones:[/b] Basic area attack with a damaging zone. Good, but not great. [b]Ebony Razors:[/b] Big blast and it grants concealment. The prickly effect line is stronger for you than for standard wizards because you’re more likely to be in melee. [COLOR=#0000ff][b]Fire Shroud:[/b][/COLOR] Fantastic power. Burst 3 is huge, it’s party friendly, and it causes ongoing damage. [COLOR=#0000ff][b]Hypnotic Pattern: [/b][/COLOR]No damage, but great control. It has the potential to wreck several monster’s turns. If you’re party has an Aura defender, this can be a good set-up power for them. [COLOR=#0000ff][b]Icy Rays: [/b][/COLOR]Immobilizing two monsters at range is very good. [COLOR=#0000ff][b]Maze of Mirrors:[/b][/COLOR] No damage, but mass immobilizing is a great way to start an encounter. [COLOR=#ff00ff][b]Melting Pool: [/b][/COLOR]Weak damage, but it’s an area burst 2. If you want the big area power of the level, grab Shock Sphere. [COLOR=#ff0000][b]Pinioning Vortex:[/b][/COLOR] As funny as I imagine this looking, it doesn’t last long enough to deny the target actions, which makes it poor control. Also, a bit silly that it dazes and the target grants you combat advantage. Seems redundant. [COLOR=#00ffff][b]Radiant Pillar:[/b][/COLOR] The power of choice for non-Int builds and one worth consideration for Int builds, too. Auto-blind is very powerful. I wish it was party friendly, but oh well. The ability to apply radiant vulnerability is situationally useful at heroic, but in Paragon and Epic can reliably deal damage. [COLOR=#ff00ff][b]Shock Beetle Swarm: [/b][/COLOR]The beetle misses the minion killing ability of most auto-damage zones, and relying on your Con modifier is not going to yield impressive damage for the builds that can use this power. [b]Shock Sphere:[/b] Area burst 2 and miss half make this a pretty strong choice for striker builds. [b]Level 6 Utility Powers:[/b] [b][COLOR=#ff0000]Able Companion (D 380): [/COLOR][/b]Enables ally movement, but a very small effect for a daily power. [COLOR=#ff0000][b]Darklight (HoS):[/b][/COLOR] This might come up occasionally and at least it lasts for the whole encounter, but you can get Light as a cantrip. [COLOR=#ff00ff][b]Dimension Door (PHB-HoFL):[/b][/COLOR] Good mobility power but underwhelming for a daily. [b][COLOR=#008000]Disguise Self (PHB):[/COLOR][/b] Role play only and almost useless even for that. It's description basically says that the power does not work for anything you might want to use it for. [COLOR=#ff00ff][b]Dispel Magic (PHB-HoFL):[/b][/COLOR] It's one of the few ways to get rid of enemy zones, so if that's a problem for your party, this is the power for you. [b][COLOR=#ff00ff]Emerald Eye (AP):[/COLOR][/b] An ok attack bonus for your charm and illusion daily powers, but it doesn't stack with Bladesong and honestly, you should only be using daily powers during Bladesong. [b]Familiar Call (D 382):[/b] A huge movement power if you're using a familiar. [COLOR=#00ffff][b]Fire Shield (AP):[/b][/COLOR] Strong resistances and a powerful retribution effect. You're in melee and this will either keep you alive or add a significant amount of damage. Either way a strong choice. [COLOR=#ff0000][b]Force Ladder (D 383):[/b][/COLOR] A very weak movement power. [COLOR=#ff00ff][b]Glowering Wrath (D 381):[/b][/COLOR] A decent increase on forced movement powers and an ok skill bonus. Fairly unexeciting. [COLOR=#ff00ff][b]Invisibility (PHB-HoFL):[/b][/COLOR] A major action sink. The effect is strong, but not worth the actions required to use it. [b]Levitate (PHB): [/b]Unlike standard wizards, you want to be in melee, so this power loses a lot of its appeal. The defensive bonus is pretty harsh, but it's an early option to get some limited flight. [COLOR=#008000][b]Refocus (PHBH): [/b][/COLOR]I really like this power. It helps overcome the awkward spellbook problem of having the right power for a given situation, but not having it memorized. RAW, this might not work with Bladesinger daily powers, but it's still useful for utility powers. [b][COLOR=#ff0000]Shadow Investiture (HoS): [/COLOR][/b]Unless your campaign is set mostly in the Shadowfell, look elsewhere. Even then, there's better choices. [b]Spectral Hound (AP):[/b] It flanks and grants a bonus to defenses and perception. A weaker choice, but an acceptable one. [COLOR=#0000ff][b]Summon Iron Cohort (AP):[/b][/COLOR] Great power. Potentially deflects a lot of damage. Gets better at higher levels when it can take those stunning and dominating attacks for you. [b]Wall of Fog (PHB):[/b] Blocking line of sight is fairly strong control. You can't keep monsters from walking through it, but it can be very good against artillery. [COLOR=#0000ff][b]Wizard's Escape (AP-HoFL):[/b][/COLOR] Once per day, absolutely negate a melee attack against you. The baked in movement is also nice. A very good choice. [b]Level 9 Daily Powers:[/b] Non-Int builds will grab the chaos sowing Phantom Foes. Int controllers will like the large burst and zone of Corrosive Mist. Int strikers will also like Corrosive Mist, but Lightning Bolt is a strong competitor. [b]Charm of the Defender: [/b]Pretty good. Potentially a lot of monster-on-monster attacks. [COLOR=#ff00ff][b]Concussive Echo: [/b][/COLOR]Effective minion dispersal, but it’s single target and the damage is only ok. [COLOR=#00ffff][b]Corrosive Mist:[/b][/COLOR] Very nice. An area burst 2 attack that leaves an auto-damaging zone behind. [COLOR=#ff00ff][b]Enemies Abound:[/b][/COLOR] A friendly burst 1, but its rider is pretty weak. [COLOR=#ff00ff][b]Fire Burst:[/b][/COLOR] Better damage than the other burst 2 powers but that’s all it does. The zone on Corrosive Mist should do more damage than the higher damage dice. [COLOR=#0000ff][b]Fire Sea Travel: [/b][/COLOR]Solid power. The built in teleport is nice and the rider is fairly strong, although dependant on battlefield positioning. [b]Ghoul Strike:[/b] There’s got to be a way to exploit missing with this power and Arcane Strike. Being reliable is a huge boon and it offers decent control between the immobilize and the zone. [COLOR=#0000ff][b]Lightning Bolt:[/b][/COLOR] A more damaging Skewering Spikes that adds half damage on a miss. Very good for striker builds. [COLOR=#0000ff][b]Murderous Twin:[/b][/COLOR] Good control. Dazing a monster in response to moving or attacking ends their turn right there. [COLOR=#0000ff][b]Phantom Foes:[/b][/COLOR] The choice no-attack power of the level. Auto-slowing is nice, but you also get a 45% chance to redirect their next attack. The slow isn’t party friendly, but the attack redirection is, and area burst 2 is pretty big for this level of control. [b]Repelling Sphere:[/b] I like Fire Shroud better, but this is ok. The push is good battlefield control and the familiar benefit lets you use it as an area burst 3, which you haven’t been able to do before. [b]Spectral Ram: [/b]Single target, but push and prone at range can be very powerful. The damage is better than average and pushing on a miss makes it work well with zones. [b]Thunder Cage: [/b]Unlike the other Lightning Ring-esque power, this is actually decent. Because the punishment has a damage roll, it's a much stronger threat. It triggers on forced movement so you can use your Bladespell off Arcane Strike to slide them out of their square, triggering the damage, and then back into the square. It doesn’t have a “The first time...” limit on it, so I’m pretty sure this works as many times as you can get them to leave and reenter the square. [b]Tomebound Ooze: [/b]The most damaging power thus far and while your Con modifier won’t be very high, free damage is still good. [COLOR=#ff00ff][b]Twist of Space:[/b] [/COLOR]It’s not party friendly, but that’s almost a benefit here as you mostly want this power to rearrange the battlefield. [b]Winter’s Wrath:[/b] Like corrosive mist, but the zone is less effective at damaging. It does grant concealment [COLOR=#ff0000][b]Worms of Minauros:[/b][/COLOR] Mediocre damage and mediocre control work about as well together as you'd imagine. [b]Level 10 Utility Powers:[/b] [COLOR=#0000ff][b]Arcane Gate (PHB-HoFL):[/b][/COLOR] Fantastic mobility power and with good out of combat applications. [b]Blur (HoFL):[/b] Doesn't stack with Bladesong, but it's a strong bonus for your non-Bladesong turns. Unlike standard wizards, you'll be in melee, so the invisibility is less valuable. [b]Circle of Protection (D 382): [/b]The damage resistance scales poorly and the zone is fairly small. The push and extra squares of movement to enter it make it a decent control power. [COLOR=#ff00ff][b]Energy Devourer (HoFL):[/b][/COLOR] A good boost to survivability, but the damage boost will likely be wasted. [COLOR=#008000][b]Familiar Shape (D 381): [/b][/COLOR]Cute. Can grant additional movement modes, but the action costs make it prohibitive to use in combat. [b]Feywild Spell Surge (DMA 2009):[/b] Rerolls are always good, even if it only works on your daily powers. [COLOR=#00ffff][b]Illusory Wall (AP):[/b][/COLOR] A huge control power. I couldn't see an Int control build taking anything else. [COLOR=#ff00ff][b]Mass Resistance (HoFL):[/b][/COLOR] A good defensive buff for the entire party, but that's your leader's job. Pick a striker or controller power and leave leading to the Clerics. [COLOR=#ff00ff][b]Mirror Image (PHB):[/b][/COLOR] I really dislike this power compared to Shield and Repelling Shield. It's proactive, instead of reactive, and it never guarantees that an attack will miss, which makes it too weak for a daily power. [COLOR=#ff00ff][b]Phoenix Step (D 388):[/b][/COLOR] Very situational. You have a credible opportunity attack, so you often won't want to be removed from play. [COLOR=#0000ff][b]Repelling Shield (PHBH): [/b][/COLOR]It doesn't work on ranged powers, which is odd because Shield does. I think the ability to work on ranged power is better than the push from this power, but you could very easily take both. The push is pretty good and you will use this every encounter. One of the better choices for the level. [COLOR=#ff0000][b]Resistance (PHB):[/b][/COLOR] Scales better than Mass Resistance but it only effects you. The group benefits are better than the higher resistance offered here, which makes this an easy power to skip. [COLOR=#008000][b]Summon Hammerfist Crusher (AP):[/b] [/COLOR]Your party strikers should be doing better damage than the crusher (if not at level 10, then fairly soon) so if you really need to destroy an object, they will do just as well. [COLOR=#ff00ff][b]True Seeing (AP): [/b][/COLOR]Very good skill bonuses and a big upgrade to your vision, but if you frequently have vision problems, your DM is being mean. [b]Umbral Leap (HoS):[/b] A nice mobility power. Enshrouding Candles and the Shade utility Twilight Torch can give this a lot of flexibility. [COLOR=#0000ff][b]Wall of Gloom (HoS):[/b][/COLOR] An auto-blinding wall is a very strong control power. It's unfriendly and can't keep enemies trapped inside it, but you get to ignore the blindness, so if you're alone it can help you gain an edge or escape. [b]Witch's Reversal (D 382): [/b]If you took area daily powers, this is a slightly better Feywild Spell Surge, if you took single target dailies, it's non-functional. [COLOR=#ff0000][b]Words of Deceit (D 381):[/b][/COLOR] This is a can of rules worms. If this works on Bladesinger dailies, it's [COLOR=#ff9900][b]gold[/b][/COLOR] for non-Int builds. If not, it's completely worthless. [b]Level 15 Daily Powers:[/b] Non-Int builds will appreciate the control of Hold Monster. Int controllers will grab the very strong Dark Gathering, although Mesmeric Hold and Prismatic Burst are strong options. Int strikers will choose between the blasterific Thunderlance and the attack redirecting Mirror Sheen. [COLOR=#ff0000][b] Arcane Arrows (D 381):[/b][/COLOR] Terrible power. The damage is only slightly better than Magic Missile. Even builds that are non-Int based can do much better at this level. [b]Arcane Chastisement (D 382): [/b]While immediate action daily attacks are generally pretty bad for Bladesings, this one is fairly good. It’s strong against elites, solos, and enemies that use large blasts and the trigger is easy and flexible enough that you will be able to trigger it during Bladesong. [b]Blackening Pyre (HoS): [/b]Better damage than the previous burst/zone powers, but the smaller area and weaker zone make it less effective than Corrosive Mist from level 9. [COLOR=#00ffff][b]Dark Gathering (HoS): [/b][/COLOR]Really great power. Area burst 2 daze would be enough to rate this highly, but being party friendly, conditionally blinding a target and a huge zone of heavily obscured makes it likely the best powers of the level. [COLOR=#ff00ff][b]Earth Brute (AP): [/b][/COLOR]Poor single target damage and although it has some good tactical possibilities, it won’t be able to deny enemies actions, which is what you’re aiming to do. [b]Entangling Force (AP):[/b] Fairly good power that gets better if the monsters rely on teleporting or have large shifts. Should reliably keep its targets where they are for a turn. A shame it’s unfriendly because this would be perfect to throw over a defender. [b]Frostburn (PHB):[/b] Good size, good damage, and a decent zone. All told, an ok power, but nothing too exciting. [COLOR=#0000ff][b]Hold Monster (HoFL): [/b][/COLOR]Restrained is a strong condition and while this power would be better with additional targets or range, it’s an auto-effect, so it just works. The power of choice for non-Int builds by a mile. [b]Illusory Assailant (AP): [/b]Good damage, even if it’s single target, and it flanks or blocks movement for a turn. A reasonable option, but other powers are stronger. [COLOR=#0000ff][b]Mesmeric Hold (PHB):[/b][/COLOR] Immobilize is a strong condition and being able to target three monsters at range makes this a strong choice. Even the miss effect is good when used early. [COLOR=#0000ff][b]Mirror Sphere (HoFL):[/b][/COLOR] Good power, but depending on how your DM handles monsters knowing what conditions they are under, it could lose some value. At its worst, the effected monster can’t attack for a turn, which is good control. It’s even better if it also eats one of its own attacks in the process, but even the miss effect will provide a strong incentive for the to spend the turn taking Total Defense. [COLOR=#ff0000][b]Orbmaster's Umbral Assault (AP): [/b][/COLOR]Weak power. You have no way of keeping them in the zone so the blinding will have no effect. The size and damage are also abysmal for this level. [COLOR=#0000ff][b]Prismatic Burst (PHB): [/b][/COLOR]Large burst, better than average damage, and a strong hit effect (blind) make this a solid choice. The miss effect is good, too. [COLOR=#0000ff][b]Thunderlance (PHB):[/b][/COLOR] A strong blast power with good damage and a large forced movement effect. A solid choice. [b]Twisted Lightning (HoFL): [/b]Above average damage (and miss half) to several enemies. Its placement makes it semi-friendly. Overall an ok power. [COLOR=#ff0000][b]Wake of Fire (D 388):[/b][/COLOR] Three target and area burst 2 powers will reliably hit more targets for better damage and stronger control. [b]Level 16 Utility Powers:[/b] [COLOR=#ff00ff][b]Beneficient Tranformation (HoFL): [/b][/COLOR]It provides the perfect answer to a particular problem. It lets you fly against enemies that fly, resist their most used damage type, or level the sensory playing field. While weak for a daily, its flexibility makes it worth a glance. [COLOR=#0000ff][b]Clever Escape (AP):[/b] [/COLOR]Even once per day, a minor action teleport and invisibility is a strong choice. The illusion is a nice bonus and the DC is actually non-trivial for Int builds. [COLOR=#ff00ff][b]Dancing Shadows (HoS): [/b][/COLOR]It’s like a weaker Shield, but it can target an ally. The effect is likely too small to justify taking this. [b]Dimension Switch (D 380-HoFL): [/b]I like it. It both gets you into melee (preferably in position for a Feral Armor attack) and gets an ally out of trouble. [COLOR=#0000ff][b]Displacement (PHB):[/b] [/COLOR]A good deflection power. Great when you or an ally is crit. It suffers the same problems as Second Chance in that the enemy is still fairly likely to hit on the reroll, but at least it works on attacks that hit by more than 4. [b]Flame's Protection (D 388):[/b] The lesser version of Fire Shield. While weaker than its bigger brother, you can use it every encounter and spread the damage resistance and prickliness around. [COLOR=#0000ff][b]Fly (PHB-HoFL): [/b][/COLOR]By level 16, enough potential enemies can fly that it’s worth having the ability to take to the air yourself. If you get an encounter long fly speed from your paragon path or item, you can skip it, but it should end up in your spellbook at least. [COLOR=#ff00ff][b]Greater Invisibility (PHB): [/b][/COLOR]Much better for scouting than Invisibility and less of an action sink, but it still requires a standard action to cast, which limits its utility unless you can use it before the start of combat. [COLOR=#008000][b]Phantom Mask (AP-HoFL): [/b][/COLOR]The best disguise power yet. The DC scales off your Int instead of relying on your likely dismal Bluff. It also effects the entire party so it has some good role play potential. [COLOR=#ff00ff][b]Phase Shift (AP): [/b][/COLOR]Insubstantial and phasing are both good but as a daily power, it’s underwhelming. [COLOR=#ff00ff][b]Soul Harvest (HoS):[/b] [/COLOR]Another awkward leaderish power. Shadow Sever will reliably kill minions with necrotic damage, so it’s not hard to trigger and the effect is fairly strong, but this isn’t your job. [b]Spatial Lock (D 375): [/b]This gets better later in paragon and in epic when more monsters can teleport. The zone is decent sized so when you need it, you should be able to hit most of the relevant targets with it. [COLOR=#ff00ff][b]Spectral Vision (AP): [/b][/COLOR]I see its potential, but I can’t imagine this power being useful very often. The illusion rules are a bit unclear, but a monster isn’t going to forget than there was a pool of lava in a square, even if it looks like a carpet now, so it will only be effective when the PCs control the terrain and can set up before combat, both of which are limited occurrences. [b]Stoneskin (PHB):[/b] Requiring a standard action means that it gets a lot better if you know combat is coming. The effect is strong enough that its worth the action in most circumstances. [COLOR=#ff00ff][b]Summon Diamond Falcon (AP):[/b][/COLOR] The only reason flying is worth a utility power slot is to attack flying monsters. Granting combat advantage and taking a -5 penalty to attack rolls makes this a bad way to do that. [b][COLOR=#008000]Words of Truth (D 381): [/COLOR][/b]A strong role play power, although one question is a pretty small payoff. Memory to Mist and Instant Friends are probably better but if you absolutely must have an answer, this is the only guaranteed way to get it. [b]Level 19 Daily Powers:[/b] Non-Int builds will automatically take Mass Charm, which is a strong choice for Int builds as well. Int controllers get a strong Stun power in Phantasmal Horror and Int strikers will either grant themselves a huge number of attacks with Charm of False Glory or take a big damage blast power like Dancing Flame. [COLOR=#00ffff][b]Charm of False Glory (D 381): [/b][/COLOR]A very strong power. Immobilize is a strong effect, but the real value is the huge amount of free attacks your target will be making. You can target allies or yourself, so you can grant an obscene amount of attacks. [COLOR=#0000ff][b]Combust (PHB):[/b][/COLOR] Large area and good damage with half damage on a miss. A very strong choice for striker builds. [COLOR=#0000ff][b]Crushing Titan's Fist (PHB):[/b][/COLOR] Mass immobilizing is fantastic and the zone is essentially impassable. It does decent damage, too. Overall a good option. [COLOR=#ff0000][b]Dancing Bolts (AP):[/b] [/COLOR]Stick with a true area burst 2. In order to chain the attack, you need to keep hitting and unless your targets are perfectly placed, an area burst 2 will hit more targets more reliably. [COLOR=#0000ff][b]Dancing Flames (HoFL):[/b][/COLOR] Striker builds will love this power. Great damage, good size, and party friendly with half damage on a miss. [COLOR=#0000ff][b]Force Volley (PHB):[/b] [/COLOR]Three target dazing is very strong. The damage and range are both good. A good choice. [b]Furnace of Sand (AP):[/b] A very good zone makes this power a strong competitor, although the damage has fallen behind other burst powers. [COLOR=#ff00ff][b]Gripping Chains (AP): [/b][/COLOR]Honestly, if this is the effect you’re looking for, Entangling Force from level 15 prevents teleporting, too, so even with a smaller area of effect, you should consider sticking with that. [b]Horrific Shadow (HoS): [/b]Invisibility and a disincentive to attack you is a strange combination, but it’s effective in keeping you an undesirable target for a turn. [b]Ice Tomb (PHB):[/b] Damage and a stun makes this a powerful combination. The fact that you can’t target the stunned enemy is a bit of a bummer, but it gives you the opportunity to engage someone else while they are out of action. [COLOR=#00ffff][b]Mass Charm (HoFL): [/b][/COLOR]By far the best no-attack roll power so far. Huge movement and several granted attacks. It would be nice if the area were bigger, but that’s a minor gripe on a fantastic power. [COLOR=#00ffff][b]Phantasmal Horror (HoFL): [/b][/COLOR]Stuns on a hit, dazes on a miss. The best single target control power so far. The damage roll bonus is also very nice. You should only daily power during Bladesong, so all your attacks in your Bladesong turns will be even more devastating. [COLOR=#ff00ff][b]Shard of the Endless Avalanche (AP): [/b][/COLOR]While it’s funny to imagine, this doesn’t do enough damage or cover enough area to make it a strong choice. [COLOR=#ff00ff][b]Soul Blight (HoS):[/b][/COLOR] Campaign dependant, but if you expect to be fighting undead with any regularity, this is much stronger pick. If not, this power is a very weak choice with average damage and very limited control. [COLOR=#ff00ff][b]Thunderous Transformation (D 382): [/b][/COLOR]The familiar rider makes aerial drops a serious possibility, but the effect is fairly weak. [b]Wand Coupling (D 380):[/b] If you’re using proper wands, this is pretty good because it essentially adds a free attack on top of your daily power. If you stuck with weapon-as-implement, it’s less appealing because there are so few weapon based encounter powers that would be worth using. The damage is average and the effect is weak, but the ability to make an extra attack is worth a lot. [b]Level 22 Utility Powers:[/b] [COLOR=#ff00ff][b]Acererak's Apotheosis (HoS): [/b][/COLOR]Extremely campaign dependant. If necrotic resistance and being undead are going to be valuable, it’s ok, but I wouldn’t take it unless I knew it would be regularly applicable. [b]Arcane Recall (HoFL):[/b] If you like one of your lower level utility powers better than anything at this level, this will let you use your favorite power again. [COLOR=#ff00ff][b]Dimensional Journey (D 380):[/b][/COLOR] A strong movement power, but it’s weak for a daily and doesn’t stand up to the competition at this level. [COLOR=#ff00ff][b]Dire Familiar Incantation (D 382): [/b][/COLOR]Flanking belongs to heroic tier and the control it provides is very weak. Push 1 or Prone are underwhelming at for a level 22 daily. [COLOR=#ff0000][b]Fire Sigil (D 388):[/b][/COLOR] Fire blaster builds might give it a look, but the requirement to use Arcane fire attacks limits it to your daily powers and the effect ends if you move so it’s impact will be limited. [COLOR=#ff0000][b]Globe of Invulnerability (AP):[/b][/COLOR] Terrible power. 100 HP is pathetically little in epic and you can’t attack while in it, which makes it completely useless in combat. [COLOR=#0000ff][b]Mass Fly (PHB-HoFL):[/b][/COLOR] Depends on your party, but generally a strong choice. Most players should have a way to fly one encounter per day by this point, so this will either free up the item or power they’re using for that, or grant the party a second encounter of flight. [COLOR=#ff00ff][b]Mordenkainen's Lucubration (AP): [/b][/COLOR]You’re only sustain powers will be utilities, so you won’t have enough to make this a worthwhile choice. There’s not many good sustain utility powers either, so you’re probably better off just spending the actions. [COLOR=#008000][b]Mordenkainen's Mansion (PHB): [/b][/COLOR]It’s a great way to take an extended rest in areas where it would normally be impossible. Pure fluff, but nice. [COLOR=#ff0000][b]Phantom Legion (AP):[/b][/COLOR] The action and movement limitations make it unconvincing and the illusions defenses make them non-issues in a fight. Useless in combat and not even an effective role play power. [COLOR=#0000ff][b]Time Stop (PHB-HoFL):[/b][/COLOR] Can alleviate the action requirements of some utility or item powers that require a standard action or provide a large mobility boost for a turn. You can’t beat the action economy of the power, so give it a good look. [COLOR=#0000ff][b]Wall of Force (HoFL): [/b][/COLOR]Large wall and it’s blocking terrain, too. The wall has decent durability and the damage is a nice kicker for when they finally break through. [COLOR=#0000ff][b]Wraithform (HoS):[/b][/COLOR] You will be very hard to damage. Flight, insubstantial and phasing for an entire encounter is a powerful combination. [b]Level 25 Daily Powers:[/b] Non-Int builds get an off level. They can miss with Chain Lightning for damage, Charm of False Heroism for a slide and immobilize, or with Thunderclap for a daze. Int controllers will probably end up with Thunderclap while Int strikers have a clear choice in Chain Lightning. [b]Acid Storm (PHB):[/b] The biggest area power so far and the zone is pretty good. At area burst 4, the fact that it’s unfriendly is a big deal and the zone can cut both ways. [COLOR=#ff00ff][b]Animate Shadows (HoS):[/b] [/COLOR]A little weak from an epic tier power. It has decent damage, and is a friendly area burst 2. The movement control is very weak and granting combat advantage is an insignificant rider. [COLOR=#ff0000][b]Arcane Volley (D 381):[/b][/COLOR] I don’t understand the targeting restriction from a flavor point of view, but that’s a non issue because the power is so bad that it should never come up. [COLOR=#ff00ff][b]Astral Claw (AP):[/b] [/COLOR]A large forced movement power. It works well if you can use it with zones, as prone is a decent way to keep someone in a zone for another turn. The damage is poor for a single target power and the “punishment” for standing up is really weak. [COLOR=#00ffff][b]Chain Lightning (HoFL): [/b][/COLOR]The striker power of the level. It does good damage to the first target, and acceptable damage to the others (miss half making up for the smaller dice on the other attacks). The attacks are guaranteed, so you will get to attack the entire battlefield. A fantastic power, probably the best of the level for all builds. [COLOR=#0000ff][b]Charm of False Heroism (HoFL):[/b][/COLOR] While it doesn't possess the raw power of mass charm it can be really useful. A large slide and Immobilize are a strong combination and it has the potential to make a good number of attacks. [COLOR=#ff0000][b]Crushing Necrotism (D 382):[/b][/COLOR] Really bad. Poor range and bad single target damage and the effects are really small. Slowed and combat advantage is way too weak for epic tier and the autodamage is too small in effect, too weak in damage, and too easily avoided to be of any consequence. [COLOR=#ff00ff][b]Deceptive Shadows (HoFL):[/b][/COLOR] I think this power is underwhelming. “Cannot see” is a decent effect, but it’s too easily negated by melee monsters that just need to get adjacent. It’s also unfriendly, which makes it a weak choice overall. [COLOR=#ff00ff][b]Flaming Rebuke (D 388):[/b][/COLOR] The fire damage conditional stun is potentially powerful, but too conditional for my taste. Without the stun, it’s not worth taking. You could reasonably not trigger this during Bladesong, too, which is another strike against it. [COLOR=#ff00ff][b]Freezing Bolts (AP):[/b][/COLOR] You got this power at level 15 in Mesmeric Hold. It even had a miss effect and targeted Will, which is worth the loss of a d6 of damage. [b]Orbmaster's Insuperable Lethargy (AP):[/b] Weakened and Immobilized are both strong conditions. Getting to choose the appropriate one gives this power some nice flexibility but the damage is poor, the size is average, and it’s unfriendly. It’s ok, but there are better options. [COLOR=#ff0000][b]Staffstrike Shock (AP): [/b][/COLOR]Terrible power. It only does damage and it’s not even very good at that. The rider is the only thing that makes this worth considering for Arcanists, and since you can’t get it, you shouldn’t take this power. [COLOR=#0000ff][b]Thunderclap (PHB): [/b][/COLOR]A very good power. The damage is ok for a single target attack but it stuns, so that's less important. It dazes on a miss, which is still good. [COLOR=#ff0000][b]Vampiric Strike (HoS):[/b][/COLOR] Nothing exciting, but it’s one of the few real self-healing powers you can get. The range shouldn’t be an issue and the effect line provides some added durability to you or an ally. Its damage is mediocre and its control is non-existent, so it’s probably a pass for most builds. [b]Level 29 Daily Powers:[/b] Non-Int builds will get a slide and monster attack from Confusion or some damage from one of the "miss half" powers. Int controllers will debate between Charm of the Puppet Strings and Steal Time. Int strikers will probably take the nova boosting power of Steal Time. [b]Black Fire (PHB):[/b] Only a slight upgrade on Dancing Flame which you get 10 levels earlier. There’s so many fantastic powers at this level that this looks weak in comparison. It’s still a solid power, but it’s not nearly as good as other options at this level. [COLOR=#ff00ff][b]Blazing Death Storm (HoS):[/b][/COLOR] Decent damage and half damage on a miss is ok, if a little underwhelming. The zone is ok, but nothing special. It’s unfriendly, which makes Black Fire the stronger choice if you’re going for the Fire blaster. [COLOR=#00ffff][b]Charm of the Puppet Strings (D 381):[/b][/COLOR] You can finally dominate! A very strong power that will deal a huge amount of damage to a large portion of your enemies. [COLOR=#0000ff][b]Confusion (HoFL): [/b][/COLOR]Pales in comparison to Charm of the Puppet Strings. It’s damage is not nearly good enough to justify taking this over a power that dominates. It’s power is mostly in the effect line, so it’s a good choice for non-Int builds. [COLOR=#ff00ff][b]Forcecage (PHB):[/b][/COLOR] A weaker version of stun + damage compares poorly to actually stunning the target and getting another standard action from Steal Time. Skip it. [COLOR=#0000ff][b]Impenetrable Gloom (HoS): [/b][/COLOR]A nice area daze power with a conditional stun thrown in. It’s party friendly and does decent damage. The zone is nice, but not the reason to take the power. [b]Lost in the Mists (AP):[/b] Your Charisma will almost certainly be too low for this to be a better choice than Charm of the Puppet Strings. It’s still a dominating power, but it’s much weaker than its competition. [COLOR=#ff00ff][b]Mind-Numbing Presence (D 382): [/b][/COLOR]Really weak. If the zone dazed enemies that started their turns in it, it would be a strong competitor, but it’s too large to really prevent monsters from acting normally. The damage for staying in the zone is not enough incentive for any monster to daze itself by leaving. Impentrable Gloom is better in almost every way. [b]Orb of Doom (D 380):[/b] Your sword counts as a wand, not an orb, so this power is completely useless without another implement. It’s not strong enough to compete with the good dominating or stunning powers, although it affects a larger area and it does provide very good control. [COLOR=#ff00ff][b]Phantasmal Dread (HoFL):[/b][/COLOR] Immobilize is generally better than “can’t move closer” and Stun beats it by a mile. The attack penalty is substantial, but doesn’t last long enough to make up for the general weakness of the spell. [b]Sequestering Force (HoFL):[/b] Cannot leave by any means is a pretty unique effect. I don’t think it’s enough to take the power, but it’s certainly a way to keep someone where they are for a round. [b]Soul Fire (AP): [/b]Mass weakening is nice, but not good enough to distinguish itself from the other powers you get at this level. [COLOR=#00ffff][b]Steal Time (AP):[/b][/COLOR] Probably the best power for Bladesingers. It stuns and you get back your standard action which will power up your Bladesong nova turn. [COLOR=#ff0000][b]Tomebound Bloodbeast (AP): [/b][/COLOR]A very weak power. Its damage hasn’t been upgraded from the version you get at level 9. Your Con is likely too low to make use of the summon. [/QUOTE]
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Masters of Sword and Spell: The Bladesinger's Handbook (By Adamclare)
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