Kintara
First Post
One problem with the power is that you want enemies to stay next to you and attack you, and this encourages them to vacate the premises. Even if you have everyone marked, you can still only take one interrupt action. All the enemies are going to shift away from you, so you'll probably have to stick with one of them. It's still certainly worth it. It's a great power. That said, it rewards scattering, which might not be ideal for the Fighter.
Crack the Shell and Dizzying Blow are both great against single targets. Crack the Shell drops the target's AC, which can improve damage for many members of the party at the same time (and it'll probably be encounter and daily powers because you don't want to waste them on a miss). Immobilization on a melee enemy can be perfect mitigation (or it can just tie down a particularly slippery foe), so Dizzying Blow can be great too. And they are both Reliable, which is worth remembering.
Crack the Shell and Dizzying Blow are both great against single targets. Crack the Shell drops the target's AC, which can improve damage for many members of the party at the same time (and it'll probably be encounter and daily powers because you don't want to waste them on a miss). Immobilization on a melee enemy can be perfect mitigation (or it can just tie down a particularly slippery foe), so Dizzying Blow can be great too. And they are both Reliable, which is worth remembering.