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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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<blockquote data-quote="Veep" data-source="post: 6708048" data-attributes="member: 6793297"><p><span style="font-size: 18px"><strong><span style="color: inherit">Heroic Tier Powers: Student of the Covenant</span></strong></span></p><p> </p><p>Throughout this guide, I will show the ratings of a power with all its Covenant riders first, then give a rating for all other invokers in the text description of the power. So, for example, Lightning’s Revelation will be listed first as sky blue, then I’ll give its rating for non-Wrath invokers in my comments. Powers will be listed in roughly descending order of power (from best to worst).</p><p><span style="font-size: 12px"><strong>Level 1, Encounter</strong></span></p><p>An extremely strong level compared to other classes. <strong>Thunder of Judgment</strong> is incredibly good, and will be the choice of most non-Wrath builds. Wrath-vokers might take <strong>Lightning’s Revelation</strong>. Preservers might prefer <strong>Astral Terror</strong>.</p><p></p><p><strong>Level 1 Encounter List</strong></p><p>[sblock]</p><p><span style="color: GoldenRod"><strong>Thunder of Judgment</strong></span> (PHB 2): Ally-friendly three target power that dazes? Fantastic! Thunder, so can be made to slide w/Mark of Storm for any covenant. Wrathvokers get a large push. One of the best heroic tier controller encounter powers in the entire game; it would still be sky blue as a paragon tier power. Every invoker should take this power at level 1 or 3.</p><p></p><p><span style="color: DarkTurquoise"><strong>Lightning’s Revelation</strong></span> (DP): Solid damage and a great debuff for Wrath. More powerful than ToJ, but hits fewer targets and harder to use. For non-Wrath, this is <span style="color: Black"><strong>middle of the road</strong></span>.</p><p></p><p><span style="color: MediumBlue"><strong>Astral Terror</strong></span> (PHB 2): Ally-friendly, psychic, Fear keyword, large area, this power has a lot going for it. Combined with Psychic Lock, it becomes <strong><span style="color: DarkTurquoise">better</span></strong>.</p><p></p><p><span style="color: MediumBlue"><strong>Summons of Justice</strong></span> (DP): Pull two targets and knock them prone (if you’re Malediction), and it’s radiant. Overshadowed by ToJ, but still not a bad power. For non-Malediction, this is <span style="color: Purple"><strong>much weaker</strong></span>.</p><p></p><p><span style="color: Black"><strong>Blades of Astral Fire</strong></span> (PHB 2): Radiant, ally-friendly, decent enough power, but hits less targets than Astral Terror and buffing AC isn’t that amazing. With Solar Enemy, it’s <strong><span style="color: MediumBlue">better</span></strong>.</p><p></p><p><span style="color: Black"><strong>Forceful Denunciation</strong></span> (DP): Ally-friendly thunder blast is decent, but this power is overshadowed by Astral Terror.</p><p></p><p><span style="color: Black"><strong>Scourge of Heaven</strong></span> (D 383): Decent damage for a Wrath-voker. For other covenants, it’s <span style="color: Purple"><strong>weaker</strong></span>.</p><p></p><p><span style="color: Black"><strong>Whispers of Defeat</strong></span> (DP): Decent debuff and a bit of damage for Malvokers. For non-Malediction, the lack of damage makes this <span style="color: Purple"><strong>weak</strong></span>.</p><p></p><p><span style="color: Purple"><strong>Angelic Harrier</strong></span> (D 383): In general, single target spells are quite bad for invokers.</p><p></p><p><span style="color: Crimson"><strong>Spear of the Inquisitor</strong></span> (PHB2): Really horrible, made worse even than Angelic Harrier by the likelihood you’re doing this to a non-focus target.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 1, Daily</strong></span></p><p>It is hard to argue with any invoker taking <strong>Silent Malediction</strong>, although I think <strong>Brilliant Beacon</strong> is serious competition (if a more leader-ish focus). <strong>Binding Invocation of Chains</strong> can really wreck some fights on turn 1 also.</p><p></p><p><strong>Level 1 Daily List</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Silent Malediction</strong></span> (DP): A stun save ends is powerful even at high levels. This power is clearly misplaced at level 1. The dazed drawback can be mitigated by Superior Will.</p><p></p><p><span style="color: DarkTurquoise"><strong>Brilliant Beacon</strong></span> (D 383): Fear, radiant, ally-friendly attack with a movable zone that debuffs monster defenses, attacks, and saves. This is an extremely powerful, underappreciated power.</p><p></p><p><span style="color: DarkTurquoise"><strong>Binding Invocation of Chains</strong></span> (PHB2): Situationally amazing. In a melee-heavy fight where you get to go first and monsters are 10 squares away, this can buy you a couple of rounds. </p><p><span style="color: MediumBlue"><strong>Angelic Protector</strong></span> (D 383): A decent enough summons at low levels, since it can off-tank, and its standard action attack on a focus is also quite solid (good damage plus -2 debuff, since they’re probably not going to attack the angel). The main draw is the OA, though, as it can give you free immobilizes all fight long without having to spend any standard/immediate actions.</p><p> </p><p><span style="color: MediumBlue"><strong>Summon Angel of Fire</strong></span> (PHB2): The standard is fairly lame, but this could give you a fair number of extra attacks from opportunity actions. Since it can fly and hover, you can position it above people, and it also has some utility as a result of being able to fly/hover.</p><p></p><p><span style="color: Black"><strong>Invocation of Ice and Fire</strong></span> (DP): Decent damage and a persistent zone make this pretty solid.</p><p></p><p><span style="color: Black"><strong>Crown of Retaliation</strong></span> (DP): A decent single target damage spell that can exploit radiant vulnerability nicely.</p><p></p><p><span style="color: Black"><strong>Angelic Echelon</strong></span> (PHB2): Nothing but damage, but it can double dip radiant vulnerability. Not bad.</p><p></p><p><span style="color: Black"><strong>Storm Call</strong></span> (DP): Not horrible, as it’s lightning/thunder and a guaranteed control effect. But invokers have better choices than this.</p><p></p><p><span style="color: Purple"><strong>Execration</strong></span> (DP): A subpar power made worse by the fact it deals damage to you.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 2, Utility</strong></span></p><p>Once you have any encounter-level ally-unfriendly attacks, <strong>Divine Call</strong> becomes an extremely good option. <strong>Stay Back!</strong> is phenomenal if you get Dungeoneering as a class skill. <strong>Miraculous Fortune</strong> and <strong>Wall of Light</strong> are also good choices.</p><p></p><p><strong>Level 2 Utility List</strong></p><p>[sblock]</p><p><strong><u>Skill Powers</u></strong> </p><p><span style="color: DarkTurquoise"><strong>Stay Back!</strong></span> (Dungeoneering, DSH): Minor action attack attack debuff if you have Dungeoneering.</p><p> </p><p><span style="color: MediumBlue"><strong>Calculated Acumen</strong></span> (Insight, DSH): Minor action combat advantage is nice for invokers, as well as getting some free knowledge.</p><p></p><p><span style="color: MediumBlue"><strong>Grit and Spittle</strong></span> (Endurance, D385): Not many save effects can shut you down, and those that do can be negated with Superior Will. Still, this skill power is worth mentioning.</p><p></p><p><span style="color: MediumBlue"><strong>Strategist’s Epiphany</strong></span> (History, PHB3): Daily initiative-winning powers are not bad.</p><p> </p><p><span style="color: MediumBlue"><strong>Nature Sense</strong></span> (Nature, PHB3): Daily initiative-winning powers are not bad.</p><p></p><p><span style="color: MediumBlue"><strong>Arcane Mutterings</strong></span> (Arcana, PHB3): A really solid boost to social skill challenges.</p><p> </p><p></p><p><u><strong>Invoker Powers</strong></u></p><p></p><p><span style="color: DarkTurquoise"><strong>Divine Call</strong></span> (PHB2): If you have ally-unfriendly bursts/blasts (even on just one encounter power), this power is excellent. If you have allies with Agile Opportunist, this <strong><span style="color: GoldenRod">destroys</span></strong> all other options.</p><p></p><p><span style="color: MediumBlue"><strong>Miraculous Fortune</strong></span> (DP): A pretty decent but nonscaling amount of damage prevented, with a bonus to attack rolls for an ally. Would be better if you could control the trigger (some fights you might not get touched, etc.)</p><p></p><p><span style="color: MediumBlue"><strong>Wall of Light</strong></span> (PHB2): I think of this as a daily version of Miraculous Fortune. 5 temp hps instead of 5 damage prevented once, and a constant +1 to AC instead of a single +1 to hit.</p><p></p><p><span style="color: MediumBlue"><strong>Shroud of Warning</strong></span> (PHB2): A large bonus to initiative for a critical fight is pretty good.</p><p></p><p><span style="color: Black"><strong>Lore of Shom</strong></span> (DP): Decent enough skill boost if you need it.</p><p></p><p><span style="color: Black"><strong>Heaven’s Bountiful Reward</strong></span> (D 383): Powerful effect, but difficult to trigger and have allies near you. So overall, just average.</p><p> </p><p><span style="color: Black"><strong>Divine Protection</strong></span> (DP): Preventing OAs is decent enough.</p><p> </p><p><span style="color: Black"><strong>Encouraging Chant</strong></span> (DP): A quite decent boost to saving throws for one round can be nice (if you all got hit with some sort of area power, especially). Will often sit there not doing much, though.</p><p></p><p><span style="color: Black"><strong>Know Weakness</strong></span> (DP): Not a bad utility if you lack someone capable of doing monster knowledge checks.</p><p></p><p><span style="color: Black"><strong>Altar of Confinement</strong></span> (D 383): Has some interesting applications w/radiant vulnerability once you hit paragon. The “not adjacent to any creature” restriction isn’t that hot, though.</p><p></p><p><span style="color: Purple"><strong>Emissary of the Gods</strong></span> (PHB2): It isn’t bad if you’re somehow making use of Intimidate or Diplomacy, but most invokers won’t want this.</p><p></p><p><span style="color: Purple"><strong>Shroud of Awe</strong></span> (PHB2): Again, it’s a skill you don’t use, but the effect is decent if you were somehow making use of Intimidate.</p><p></p><p><span style="color: Crimson"><strong>Death’s Denial</strong></span> (D 380): Giving up a standard action for this makes this power unusable.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 3, Encounter</strong></span></p><p>This is a weak level for invokers. The best option for Wrathvokers is to take <strong>Lightning’s Revelation</strong> or <strong>Thunder of Judgment</strong> from Level 1, while other invokers will likely take <strong>Word of Ruin</strong> or <strong>Astral Terror</strong>/<strong>Thunder of Judgment</strong> from Level 1. This is a good level for power swaps via multiclass or theme.</p><p></p><p><strong>Level 3 Encounter List</strong></p><p>[sblock]</p><p><span style="color: MediumBlue"><strong>Word of Ruin</strong></span> (DP): Hard to use (ally-unfriendly, requires you to be close), but it’s got good damage and a good effect. If you take Psychic Lock at paragon, this becomes <span style="color: DarkTurquoise"><strong>excellent</strong></span>.</p><p></p><p><span style="color: Black"><strong>Chains of Carceri</strong></span> (PHB2): Slow is a decent enough effect, but ally-unfriendly is no fun.</p><p></p><p><span style="color: Black"><strong>Falling Leaves</strong></span> (D386): Kind of lackluster on its own, but it ramps up quite a bit if you have <span style="color: MediumBlue"><strong>radiant vulnerability</strong></span>, as it double dips.</p><p></p><p><span style="color: Black"><strong>Glyph of Imprisonment</strong></span> (PHB2): Like other powers of this level, it isn’t that great, but <span style="color: MediumBlue"><strong>improves</strong></span> with radiant vulnerability.</p><p></p><p><span style="color: Black"><strong>Fires of Judgment</strong></span> (D 383): Ally-friendly and high damage, but the riders aren’t that great.</p><p></p><p><span style="color: Black"><strong>Knives of the Soul</strong></span> (DP): Decent enough with the Malediction kicker, but <span style="color: Purple"><strong>kind of bad</strong></span> otherwise.</p><p></p><p><span style="color: Black"><strong>Radiant Cordon</strong></span> (D383): Another somewhat decent power that becomes better with radiant vulnerability.</p><p></p><p><span style="color: Purple"><strong>Penance Compelled</strong></span> (DP): A weak power, but it actually becomes <span style="color: MediumBlue"><strong>pretty good</strong></span> with radiant vulnerability hitting twice.</p><p></p><p><span style="color: Purple"><strong>Sun Hammer</strong></span> (PHB2): Yet another subpar radiant power that does nothing but damage.</p><p></p><p><span style="color: Crimson"><strong>Offering of Justice</strong></span> (PHB2): If the target just readies an action, it both gets the benefit AND can still attack. This should have read “until the end of your next turn”. Worthless as written.</p><p></p><p><span style="color: Crimson"><strong>Symbol of the Broken Sword</strong></span> (DP): A completely worthless power. Low damage, crappy effect, needs a hit roll.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 5, Daily</strong></span></p><p>Although you could consider going back to one of the top two choices from level 1, level 5 does have a very nice option in <strong>Searing Orb</strong>. </p><p></p><p><strong>Level 5 Daily List</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Searing Orb</strong></span> (PHB2): Guaranteed blind, and it’s radiant. If you can somehow manage three targets without hitting your allies, this is by far the best choice for this level. It's also easily the best choice for Preservation invokers due to the daze rider. </p><p><span style="color: DarkTurquoise"><strong>Grasping Chains of the Justiciar</strong></span> (PHB2): Although immobilize isn't usually as good as blind, there are situations where it's fantastic (you get to go first vs. melee targets). The larger area and ally-friendly nature of this power make it competitive with the ally-unfriendly, small-area blinds at this level.</p><p></p><p><span style="color: MediumBlue"><strong>Malediction of Blindness</strong></span> (DP): Eclipsed by searing orb, which has a better miss effect and doesn't require you to be close.</p><p></p><p><span style="color: MediumBlue"><strong>Lamentation of the Wicked</strong></span> (DP): Ally-friendly, and a nice damage boost that lasts the encounter.</p><p></p><p><span style="color: Black"><strong>Dawn’s Blazing Fingers</strong></span> (D383): Radiant damage, and more ongoing radiant damage. Nothing but damage, but a lot of it. <span style="color: MediumBlue"><strong>Better</strong></span> if you’re exploiting radiant vulnerability.</p><p></p><p><span style="color: Black"><strong>Trumpet the Star’s Fall</strong></span> (DP): Decent control and a heavily obscured zone make this ok.</p><p></p><p><span style="color: Black"><strong>Blade of Vengeance</strong></span> (PHB2): There is an error in the CB that lists the blade attack as an encounter power. It’s not. Despite this, I still don’t think this is that great. It’s a standard action just to summon it, you won’t always have your immediate available, and you can’t damage the target you want (your damage will often just go somewhere random).</p><p></p><p><span style="color: Purple"><strong>Summon Celestial Lion</strong></span> (D383): Again, the litmus test for a summon being good is if it gives you an extra attack a round. This one doesn’t do enough to justify taking it.</p><p></p><p><span style="color: Purple"><strong>Icon of Terror</strong></span> (PHB2): Nothing but damage and pushing is pretty weak for a daily.</p><p></p><p><span style="color: Purple"><strong>Deluge of Blood</strong></span> (DP): Out of turn effects are nice, but this one just doesn’t do enough to justify taking it.</p><p></p><p><span style="color: Purple"><strong>Sun Shard</strong></span> (DP): Dazed for one turn is hideously bad. Only being radiant damage saves this from a red rating.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 6, Utility</strong></span></p><p>Practically every invoker will pick up <strong>Demand Justice</strong> or <strong>Deliverance of Faith</strong> here, although Ooze Masters might power swap for Celerity Jelly. Invokers with Nature might consider <strong>Natural Terrain Understanding</strong>. The other options are really lackluster.</p><p></p><p><strong>Level 6 Utility List</strong></p><p>[sblock]</p><p><strong><u>Skill Powers</u></strong></p><p></p><p><span style="color: DarkTurquoise"><strong>Deliverance of Faith</strong></span> (Religion, D385): Pro-active self-healing is nice. For a Con-voker, this is pretty darn good.</p><p><span style="color: DarkTurquoise"><strong>Natural Terrain Understanding</strong></span> (Nature, Dr385): Good leadery type power.</p><p> </p><p><span style="color: MediumBlue"><strong>Guided Shot</strong></span> (Perception, PHB3): Not a bad choice to aid an ally.</p><p></p><p><span style="color: MediumBlue"><strong>Insightful Warning</strong></span> (Arcana, PHB3): If you face a lot of area effect powers, this can be a nice power.</p><p> </p><p><span style="color: MediumBlue"><strong>Prescient Maneuver</strong></span> (Insight, PHB3): Sometimes anticipating movement and re-positioning can be nice for an invoker.</p><p></p><p><span style="color: MediumBlue"><strong>Stirring Speech</strong></span> (Diplomacy, PHB3): Solid power, but are you trained in Diplomacy?</p><p> </p><p><span style="color: MediumBlue"><strong>Mighty Sprint</strong></span> (Athletics, PHB3): A decent mobility option if you can get training in Athletics.</p><p></p><p><u><strong>Invoker Powers</strong></u></p><p></p><p><span style="color: DarkTurquoise"><strong>Demand Justice</strong></span> (PHB2): An incredible utility that can apply to both friend and foe, making it very flexible. Almost gold, but kept sky blue because you might choose some skill or theme powers instead.</p><p></p><p><span style="color: MediumBlue"><strong>Solid Fog</strong></span> (DP): A decent enough daily control element, a heavily obscured “wall”.</p><p></p><p><span style="color: MediumBlue"><strong>Symbol of Hope</strong></span> (PHB2): An easier to use Wall of Light.</p><p></p><p><span style="color: Black"><strong>Astral Step</strong></span> (PHB2): Again, decent enough, but it’s a daily.</p><p></p><p><span style="color: Black"><strong>Shared Endurance</strong></span> (PHB2): Rated black solely because it can stop an attack that would drop one of your allies.</p><p></p><p><span style="color: Purple"><strong>Prayer for Victory</strong></span> (DP): Not terrible, but you’d expect a bit more from a daily.</p><p></p><p><span style="color: Purple"><strong>Shield of Light</strong></span> (PHB2): When you can’t use this after seeing the attack roll, it’s fairly bad. An encounter power, though, so you could get lucky with it enough to use it 1/day.</p><p></p><p><span style="color: Purple"><strong>Symbol of Vengeance</strong></span> (D381): Kind of hard to find a use for this effect.</p><p></p><p><span style="color: Purple"><strong>Altar of Defense</strong></span> (D383): Simply too weak an effect (+2 will only trigger 3-4 times in one encounter).</p><p></p><p><span style="color: Purple"><strong>Patron’s Blessing</strong></span> (D383): Solid effect, but only 1/day is not that great.</p><p></p><p><span style="color: Purple"><strong>Brilliant Cloak</strong></span> (DP): Very solid effect, but having to blow a standard action is a big deal.</p><p></p><p><span style="color: Purple"><strong>Guardian Angel</strong></span> (DP): Same problem as above; losing a standard action for this is way too bad.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 7, Encounter</strong></span></p><p>Wrath-vokers will take <strong>Rain of Blood</strong>, while most others will opt for <strong>Tide of the First Storm</strong>.</p><p> </p><p></p><p><strong>Level 7 Encounter List</strong></p><p>[sblock] </p><p><span style="color: DarkTurquoise"><strong>Tide of the First Storm</strong></span> (PHB2): A great chessmaster power. Slow by itself is decent, but slow+slide everyone away can re-establish control even when used later in a fight. One reason this power is still great for any invoker (even non-Int ones) is the synergy a burst slow has with Divine Call. You can pull allies out of the burst then slow enemies where they can't get to anyone. If any ally has Agile Opportunist, this power gains even more in value.</p><p> </p><p><span style="color: DarkTurquoise"><strong>Rain of Blood</strong></span> (DP): A fantastic enabling power for Wrathvokers, and it’s ally-friendly. Even for non-Wrath invokers, this is still a <span style="color: MediumBlue"><strong>solid</strong></span> power.</p><p></p><p><span style="color: MediumBlue"><strong>Lightning Spike</strong></span> (D383): Ally-friendly daze is still really nice (although this power still isn’t as good as ToJ from level 1).</p><p></p><p><span style="color: Black"><strong>Admonition of Oghma</strong></span> (DSH): The end-of-turn trigger is annoying, as the monster's likely to already be next to you or an ally when it's slowed, making this less useful as a control power. It is easy to make this an out-of-turn attack on the focus target, though, so, for invokers stacking radiant vuln or other damage mods, it's <span style="color: MediumBlue"><strong>better</strong></span>.</p><p></p><p><span style="color: Black"><strong>Word of Fiery Condemnation</strong></span> (DP): Difficult to use, but this is a lot of damage.</p><p></p><p><span style="color: Black"><strong>Curse of the Divine Plague</strong></span> (D383): Strange power, but area dazing is decent enough.</p><p></p><p><span style="color: Black"><strong>Thunderbolt of the Heavens</strong></span> (PHB2): Not a bad power/effect for Preservation invokers, and the power can be made <span style="color: MediumBlue"><strong>pretty good</strong></span> for them with Resounding Thunder. For others, this is <span style="color: Purple"><strong>worse</strong></span>.</p><p></p><p><span style="color: Purple"><strong>Written in Fire</strong></span> (DP): An interesting power if you can manage to trap the monsters near the symbols somehow.</p><p></p><p><span style="color: Purple"><strong>Invoke Obedience</strong></span> (PHB2): Even if they just eat the attack (which they should do for Wrath), this power isn’t worth much. For non-wrath, it’s <span style="color: Crimson"><strong>horrendous</strong></span> as they’ll just drop prone.</p><p></p><p><span style="color: Purple"><strong>Death’s Dread Whisper</strong></span> (D380): Pretty decent effect, although it’s difficult to use.</p><p></p><p><span style="color: Purple"><strong>Baleful Eye of Judgment</strong></span> (PHB2): Not a bad effect, approaching <span style="color: Black"><strong>decent</strong></span> with Psychic Lock, but overshadowed by other options.</p><p></p><p><span style="color: Purple"><strong>Trumpets of Celestia</strong></span> (DP): A decent enough attack penalty for Preservation invokers. <span style="color: Crimson"><strong>Worse</strong></span> for other types of invokers.</p><p></p><p><span style="color: Crimson"><strong>Omen of Damnation</strong></span> (D383): The monster can just choose to become blinded, which isn’t that amazing a use of a standard action for you. <span style="color: Black"><strong>Better</strong></span> vs. elites/solos, though.</p><p></p><p><span style="color: Crimson"><strong>Bolt of the Rising Sun</strong></span> (PHB2): Again, single target control spells are just bad for invokers (compare this to Sandman’s Veil, above).</p><p></p><p>[/sblock]<span style="font-size: 12px"><strong>Level 9, Daily</strong></span></p><p>There is no clear winner at this level. <strong>Cerulean Flames</strong>, <strong>Malediction of Rigidity</strong>, <strong>Summon Blade Angel</strong>, and <strong>Fourfold Invocation of Doom</strong> are all excellent options.</p><p></p><p><strong>Level 9 Daily List</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Cerulean Flames</strong></span> (PHB2): Although this zone isn’t movable, it’s an incredibly powerful effect. Used right, it will trap melee and they will be forced to submit to blind to get out. Combine with any way to knock things back into the zone, and this can get quite ridiculous very quickly.</p><p></p><p><span style="color: DarkTurquoise"><strong>Fourfold Invocation of Doom</strong></span> (PHB2): Dazing the entire battlefield in round 1 is very nice, and the damage shield you pick up isn’t too shabby either.</p><p></p><p><span style="color: DarkTurquoise"><strong>Malediction of Rigidity</strong></span> (DP): Minor action damage/control is very nice, but it will be somewhat difficult to use (hits allies). Still a very good option due to being a minor.</p><p></p><p><span style="color: DarkTurquoise"><strong>Summon Blade Angel</strong></span> (PHB2): Finally, a good summon! Minor action attacks, and it can fly and slow with its opportunity attacks. It’s just too bad this level has so many good options.</p><p></p><p><span style="color: MediumBlue"><strong>Hail of Thunderous Battle</strong></span> (PHB2): Ally-friendly thunder damage in a burst that leaves behind a defensive zone that can push. Not a bad power at all. With Resounding Thunder, it might rise to the level of <span style="color: DarkTurquoise"><strong>sky blue</strong></span>.</p><p></p><p><span style="color: Black"><strong>Herald the Storm Unleashed</strong></span> (DP): A zone that damages everyone who starts their turn there, including allies. It’s a decent power, but probably too difficult to use to be really good.</p><p></p><p><span style="color: Black"><strong>Bestowed Lunacy</strong></span> (D386): This could be situationally good, but it’s kind of hard to use effectively.</p><p></p><p><span style="color: Black"><strong>Baleful Admonishment</strong></span> (DP): This is a fairly decent multiattack power, but overshadowed by other options at this level.</p><p></p><p><span style="color: Purple"><strong>Brand the Heretic</strong></span> (D383): Single target powers just don’t compete.</p><p></p><p><span style="color: Purple"><strong>Twist of Fate</strong></span> (DP): This simply isn’t a very good effect, though it’s not horrible for Preservokers. For others, it’s <span style="color: Crimson"><strong>terrible</strong></span>.</p><p></p><p><span style="color: Crimson"><strong>Visions of Paradise</strong></span> (PHB2): Single target powers have to be much better than this to be worth it.</p><p></p><p><span style="color: Crimson"><strong>Cast the First Stone</strong></span> (D383): Seriously one of the worst dailies ever printed.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 10, Utility</strong></span></p><p>This is a fairly weak level for invokers. <strong>Word of Urgency</strong> is a nice choice for Int-vokers to grant a free shift and spare an ally from your blasts/bursts. Other invokers might opt for <strong>Angelic Messenger</strong>, due to its large out-of-combat healing. But if you’re a Con-voker in a party that never really runs out of surges (and surgeless healing is irrelevant in your game), the decision becomes more difficult (perhaps <strong>Enter the Crucible</strong> is a good choice then).</p><p></p><p><strong>Level 10 Utility List</strong></p><p>[sblock]</p><p><strong><u>Skill Powers</u></strong> </p><p><span style="color: DarkTurquoise"><strong>Enter the Crucible</strong></span> (Endurance, DSH): Being able to get resist 10 to all damage for one encounter/day w/o needing to sustain it is very nice, even in paragon.</p><p> </p><p><span style="color: MediumBlue"><strong>Prescient Defense</strong></span> (Insight, PHB3): Iron Mind for everyone. This is an <span style="color: DarkTurquoise"><strong>amazing</strong></span> defensive boost if you don’t use many other immediate actions.</p><p> </p><p><span style="color: MediumBlue"><strong>Time Out</strong></span> (Heal, PHB3): This is an interesting option if someone in your party is invested in second wind optimization.</p><p></p><p><span style="color: MediumBlue"><strong>Insightful Comment</strong></span> (Insight, PHB3): A pretty nice option for social skill challenges.</p><p></p><p><span style="color: MediumBlue"><strong>Lessons of History</strong></span> (History, D385): Depending on the party, recovering utility powers could be pretty good.</p><p></p><p><span style="color: MediumBlue"><strong>Reactive Surge</strong></span> (Endurance, PHB3): A free surge when you become bloodied is decent for a Con-voker.</p><p></p><p><span style="color: MediumBlue"><strong>Cry for Mercy</strong></span> (Diplomacy, PHB3): +4 to defenses is a decent boost, but, again, are you actually trained in Diplomacy?</p><p></p><p><strong><u>Invoker Powers</u></strong></p><p></p><p><span style="color: DarkTurquoise"><strong>Angelic Messenger</strong></span> (D383): In what may be a “design oops”, they made a summon that can heal 175 points of damage outside of combat. This may or may not be amazing, depending on your game. If your party never needs out-of-combat healing, or never runs out of surges, this probably isn’t very good. It does have some flying utility outside of combat as well (it can fly people across chasms, etc.)</p><p></p><p><span style="color: DarkTurquoise"><strong>Word of Urgency</strong></span> (DP): For most invokers, Divine Call will be enough. The free shift is quite good even in ally-friendly blasts, though. It’s obviously only for Int-based invokers, though (most likely Devoted Orators, Int-based Malvokers, etc.)</p><p></p><p><span style="color: MediumBlue"><strong>Prayer of Vengeance</strong></span> (DP): A bit too reactive/random to be really great, but it’s still a pretty solid bonus.</p><p></p><p><span style="color: Black"><strong>Call of the Vanguard</strong></span> (DP): Not bad, but there are better initiative-boosting powers available.</p><p></p><p><span style="color: Black"><strong>Enunciation</strong></span> (DP): For two turns, you get bigger blasts/bursts. This is pretty good, but it’s hard to label it any better than that.</p><p></p><p><span style="color: Purple"><strong>Angelic Visage</strong></span> (PHB2): Since you can’t see the attack roll, you’re using this blind, so it’s pretty bad.</p><p></p><p><span style="color: Purple"><strong>Martyr’s Ward</strong></span> (PHB2): Purple instead of red only because it can theoretically save an ally from death.</p><p></p><p><span style="color: Purple"><strong>Covenant of Endurance</strong></span> (PHB2): If you’re a Con-voker swimming in surges, and your allies are out, this can be decent.</p><p></p><p><span style="color: Purple"><strong>Cloud of Locusts</strong></span> (D383): This would be decent if not for the fact you blow a standard action just to erect it. Also, your allies can’t see in the zone either, so it’s not that great.</p><p></p><p><span style="color: Crimson"><strong>Divine Renewal</strong></span> (PHB2): If your allies are constantly running out of surges every day, something is wrong. This is like giving up one of your power slots for the Durable feat for allies.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6708048, member: 6793297"] [SIZE=5][B][COLOR=inherit]Heroic Tier Powers: Student of the Covenant[/COLOR][/B][/SIZE] Throughout this guide, I will show the ratings of a power with all its Covenant riders first, then give a rating for all other invokers in the text description of the power. So, for example, Lightning’s Revelation will be listed first as sky blue, then I’ll give its rating for non-Wrath invokers in my comments. Powers will be listed in roughly descending order of power (from best to worst). [Size=3][b]Level 1, Encounter[/b][/size] An extremely strong level compared to other classes. [b]Thunder of Judgment[/b] is incredibly good, and will be the choice of most non-Wrath builds. Wrath-vokers might take [b]Lightning’s Revelation[/b]. Preservers might prefer [b]Astral Terror[/b]. [b]Level 1 Encounter List[/b] [sblock] [COLOR=GoldenRod][b]Thunder of Judgment[/b][/COLOR] (PHB 2): Ally-friendly three target power that dazes? Fantastic! Thunder, so can be made to slide w/Mark of Storm for any covenant. Wrathvokers get a large push. One of the best heroic tier controller encounter powers in the entire game; it would still be sky blue as a paragon tier power. Every invoker should take this power at level 1 or 3. [COLOR=DarkTurquoise][b]Lightning’s Revelation[/b][/COLOR] (DP): Solid damage and a great debuff for Wrath. More powerful than ToJ, but hits fewer targets and harder to use. For non-Wrath, this is [COLOR=Black][b]middle of the road[/b][/COLOR]. [COLOR=MediumBlue][b]Astral Terror[/b][/COLOR] (PHB 2): Ally-friendly, psychic, Fear keyword, large area, this power has a lot going for it. Combined with Psychic Lock, it becomes [b][COLOR=DarkTurquoise]better[/COLOR][/b]. [COLOR=MediumBlue][b]Summons of Justice[/b][/COLOR] (DP): Pull two targets and knock them prone (if you’re Malediction), and it’s radiant. Overshadowed by ToJ, but still not a bad power. For non-Malediction, this is [COLOR=Purple][b]much weaker[/b][/COLOR]. [COLOR=Black][b]Blades of Astral Fire[/b][/COLOR] (PHB 2): Radiant, ally-friendly, decent enough power, but hits less targets than Astral Terror and buffing AC isn’t that amazing. With Solar Enemy, it’s [b][color=MediumBlue]better[/color][/b][color=MediumBlue][/color]. [COLOR=Black][b]Forceful Denunciation[/b][/COLOR] (DP): Ally-friendly thunder blast is decent, but this power is overshadowed by Astral Terror. [COLOR=Black][b]Scourge of Heaven[/b][/COLOR] (D 383): Decent damage for a Wrath-voker. For other covenants, it’s [COLOR=Purple][b]weaker[/b][/COLOR]. [COLOR=Black][b]Whispers of Defeat[/b][/COLOR] (DP): Decent debuff and a bit of damage for Malvokers. For non-Malediction, the lack of damage makes this [COLOR=Purple][b]weak[/b][/COLOR]. [COLOR=Purple][b]Angelic Harrier[/b][/COLOR] (D 383): In general, single target spells are quite bad for invokers. [COLOR=Crimson][b]Spear of the Inquisitor[/b][/COLOR] (PHB2): Really horrible, made worse even than Angelic Harrier by the likelihood you’re doing this to a non-focus target. [/sblock] [Size=3][b]Level 1, Daily[/b][/size] It is hard to argue with any invoker taking [b]Silent Malediction[/b], although I think [b]Brilliant Beacon[/b] is serious competition (if a more leader-ish focus). [b]Binding Invocation of Chains[/b] can really wreck some fights on turn 1 also. [b]Level 1 Daily List[/b] [sblock] [COLOR=DarkTurquoise][b]Silent Malediction[/b][/COLOR] (DP): A stun save ends is powerful even at high levels. This power is clearly misplaced at level 1. The dazed drawback can be mitigated by Superior Will. [COLOR=DarkTurquoise][b]Brilliant Beacon[/b][/COLOR] (D 383): Fear, radiant, ally-friendly attack with a movable zone that debuffs monster defenses, attacks, and saves. This is an extremely powerful, underappreciated power. [COLOR=DarkTurquoise][b]Binding Invocation of Chains[/b][/COLOR] (PHB2): Situationally amazing. In a melee-heavy fight where you get to go first and monsters are 10 squares away, this can buy you a couple of rounds. [COLOR=MediumBlue][b]Angelic Protector[/b][/COLOR] (D 383): A decent enough summons at low levels, since it can off-tank, and its standard action attack on a focus is also quite solid (good damage plus -2 debuff, since they’re probably not going to attack the angel). The main draw is the OA, though, as it can give you free immobilizes all fight long without having to spend any standard/immediate actions. [COLOR=MediumBlue][b]Summon Angel of Fire[/b][/COLOR] (PHB2): The standard is fairly lame, but this could give you a fair number of extra attacks from opportunity actions. Since it can fly and hover, you can position it above people, and it also has some utility as a result of being able to fly/hover. [COLOR=Black][b]Invocation of Ice and Fire[/b][/COLOR] (DP): Decent damage and a persistent zone make this pretty solid. [COLOR=Black][b]Crown of Retaliation[/b][/COLOR] (DP): A decent single target damage spell that can exploit radiant vulnerability nicely. [COLOR=Black][b]Angelic Echelon[/b][/COLOR] (PHB2): Nothing but damage, but it can double dip radiant vulnerability. Not bad. [COLOR=Black][b]Storm Call[/b][/COLOR] (DP): Not horrible, as it’s lightning/thunder and a guaranteed control effect. But invokers have better choices than this. [COLOR=Purple][b]Execration[/b][/COLOR] (DP): A subpar power made worse by the fact it deals damage to you. [/sblock] [Size=3][b]Level 2, Utility[/b][/size] Once you have any encounter-level ally-unfriendly attacks, [b]Divine Call[/b] becomes an extremely good option. [b]Stay Back![/b] is phenomenal if you get Dungeoneering as a class skill. [b]Miraculous Fortune[/b] and [b]Wall of Light[/b] are also good choices. [b]Level 2 Utility List[/b] [sblock] [b][u]Skill Powers[/u][/b] [COLOR=DarkTurquoise][b]Stay Back![/b][/COLOR] (Dungeoneering, DSH): Minor action attack attack debuff if you have Dungeoneering. [COLOR=MediumBlue][b]Calculated Acumen[/b][/COLOR] (Insight, DSH): Minor action combat advantage is nice for invokers, as well as getting some free knowledge. [COLOR=MediumBlue][b]Grit and Spittle[/b][/COLOR] (Endurance, D385): Not many save effects can shut you down, and those that do can be negated with Superior Will. Still, this skill power is worth mentioning. [COLOR=MediumBlue][b]Strategist’s Epiphany[/b][/COLOR] (History, PHB3): Daily initiative-winning powers are not bad. [COLOR=MediumBlue][b]Nature Sense[/b][/COLOR] (Nature, PHB3): Daily initiative-winning powers are not bad. [COLOR=MediumBlue][b]Arcane Mutterings[/b][/COLOR] (Arcana, PHB3): A really solid boost to social skill challenges. [u][b]Invoker Powers[/b][/u] [COLOR=DarkTurquoise][b]Divine Call[/b][/COLOR] (PHB2): If you have ally-unfriendly bursts/blasts (even on just one encounter power), this power is excellent. If you have allies with Agile Opportunist, this [b][COLOR=GoldenRod]destroys[/COLOR][/b] all other options. [COLOR=MediumBlue][b]Miraculous Fortune[/b][/COLOR] (DP): A pretty decent but nonscaling amount of damage prevented, with a bonus to attack rolls for an ally. Would be better if you could control the trigger (some fights you might not get touched, etc.) [COLOR=MediumBlue][b]Wall of Light[/b][/COLOR] (PHB2): I think of this as a daily version of Miraculous Fortune. 5 temp hps instead of 5 damage prevented once, and a constant +1 to AC instead of a single +1 to hit. [COLOR=MediumBlue][b]Shroud of Warning[/b][/COLOR] (PHB2): A large bonus to initiative for a critical fight is pretty good. [COLOR=Black][b]Lore of Shom[/b][/COLOR] (DP): Decent enough skill boost if you need it. [COLOR=Black][b]Heaven’s Bountiful Reward[/b][/COLOR] (D 383): Powerful effect, but difficult to trigger and have allies near you. So overall, just average. [COLOR=Black][b]Divine Protection[/b][/COLOR] (DP): Preventing OAs is decent enough. [COLOR=Black][b]Encouraging Chant[/b][/COLOR] (DP): A quite decent boost to saving throws for one round can be nice (if you all got hit with some sort of area power, especially). Will often sit there not doing much, though. [COLOR=Black][b]Know Weakness[/b][/COLOR] (DP): Not a bad utility if you lack someone capable of doing monster knowledge checks. [COLOR=Black][b]Altar of Confinement[/b][/COLOR] (D 383): Has some interesting applications w/radiant vulnerability once you hit paragon. The “not adjacent to any creature” restriction isn’t that hot, though. [COLOR=Purple][b]Emissary of the Gods[/b][/COLOR] (PHB2): It isn’t bad if you’re somehow making use of Intimidate or Diplomacy, but most invokers won’t want this. [COLOR=Purple][b]Shroud of Awe[/b][/COLOR] (PHB2): Again, it’s a skill you don’t use, but the effect is decent if you were somehow making use of Intimidate. [COLOR=Crimson][b]Death’s Denial[/b][/COLOR] (D 380): Giving up a standard action for this makes this power unusable. [/sblock] [Size=3][b]Level 3, Encounter[/b][/size] This is a weak level for invokers. The best option for Wrathvokers is to take [b]Lightning’s Revelation[/b] or [b]Thunder of Judgment[/b] from Level 1, while other invokers will likely take [b]Word of Ruin[/b] or [b]Astral Terror[/b]/[b]Thunder of Judgment[/b] from Level 1. This is a good level for power swaps via multiclass or theme. [b]Level 3 Encounter List[/b] [sblock] [COLOR=MediumBlue][b]Word of Ruin[/b][/COLOR] (DP): Hard to use (ally-unfriendly, requires you to be close), but it’s got good damage and a good effect. If you take Psychic Lock at paragon, this becomes [COLOR=DarkTurquoise][b]excellent[/b][/COLOR]. [COLOR=Black][b]Chains of Carceri[/b][/COLOR] (PHB2): Slow is a decent enough effect, but ally-unfriendly is no fun. [COLOR=Black][b]Falling Leaves[/b][/COLOR] (D386): Kind of lackluster on its own, but it ramps up quite a bit if you have [COLOR=MediumBlue][b]radiant vulnerability[/b][/COLOR], as it double dips. [COLOR=Black][b]Glyph of Imprisonment[/b][/COLOR] (PHB2): Like other powers of this level, it isn’t that great, but [COLOR=MediumBlue][b]improves[/b][/COLOR] with radiant vulnerability. [COLOR=Black][b]Fires of Judgment[/b][/COLOR] (D 383): Ally-friendly and high damage, but the riders aren’t that great. [COLOR=Black][b]Knives of the Soul[/b][/COLOR] (DP): Decent enough with the Malediction kicker, but [COLOR=Purple][b]kind of bad[/b][/COLOR] otherwise. [COLOR=Black][b]Radiant Cordon[/b][/COLOR] (D383): Another somewhat decent power that becomes better with radiant vulnerability. [COLOR=Purple][b]Penance Compelled[/b][/COLOR] (DP): A weak power, but it actually becomes [COLOR=MediumBlue][b]pretty good[/b][/COLOR] with radiant vulnerability hitting twice. [COLOR=Purple][b]Sun Hammer[/b][/COLOR] (PHB2): Yet another subpar radiant power that does nothing but damage. [COLOR=Crimson][b]Offering of Justice[/b][/COLOR] (PHB2): If the target just readies an action, it both gets the benefit AND can still attack. This should have read “until the end of your next turn”. Worthless as written. [COLOR=Crimson][b]Symbol of the Broken Sword[/b][/COLOR] (DP): A completely worthless power. Low damage, crappy effect, needs a hit roll. [/sblock] [Size=3][b]Level 5, Daily[/b][/size] Although you could consider going back to one of the top two choices from level 1, level 5 does have a very nice option in [b]Searing Orb[/b]. [b]Level 5 Daily List[/b] [sblock] [COLOR=DarkTurquoise][b]Searing Orb[/b][/COLOR] (PHB2): Guaranteed blind, and it’s radiant. If you can somehow manage three targets without hitting your allies, this is by far the best choice for this level. It's also easily the best choice for Preservation invokers due to the daze rider. [COLOR=DarkTurquoise][b]Grasping Chains of the Justiciar[/b][/COLOR] (PHB2): Although immobilize isn't usually as good as blind, there are situations where it's fantastic (you get to go first vs. melee targets). The larger area and ally-friendly nature of this power make it competitive with the ally-unfriendly, small-area blinds at this level. [COLOR=MediumBlue][b]Malediction of Blindness[/b][/COLOR] (DP): Eclipsed by searing orb, which has a better miss effect and doesn't require you to be close. [COLOR=MediumBlue][b]Lamentation of the Wicked[/b][/COLOR] (DP): Ally-friendly, and a nice damage boost that lasts the encounter. [COLOR=Black][b]Dawn’s Blazing Fingers[/b][/COLOR] (D383): Radiant damage, and more ongoing radiant damage. Nothing but damage, but a lot of it. [COLOR=MediumBlue][b]Better[/b][/COLOR] if you’re exploiting radiant vulnerability. [COLOR=Black][b]Trumpet the Star’s Fall[/b][/COLOR] (DP): Decent control and a heavily obscured zone make this ok. [COLOR=Black][b]Blade of Vengeance[/b][/COLOR] (PHB2): There is an error in the CB that lists the blade attack as an encounter power. It’s not. Despite this, I still don’t think this is that great. It’s a standard action just to summon it, you won’t always have your immediate available, and you can’t damage the target you want (your damage will often just go somewhere random). [COLOR=Purple][b]Summon Celestial Lion[/b][/COLOR] (D383): Again, the litmus test for a summon being good is if it gives you an extra attack a round. This one doesn’t do enough to justify taking it. [COLOR=Purple][b]Icon of Terror[/b][/COLOR] (PHB2): Nothing but damage and pushing is pretty weak for a daily. [COLOR=Purple][b]Deluge of Blood[/b][/COLOR] (DP): Out of turn effects are nice, but this one just doesn’t do enough to justify taking it. [COLOR=Purple][b]Sun Shard[/b][/COLOR] (DP): Dazed for one turn is hideously bad. Only being radiant damage saves this from a red rating. [/sblock] [Size=3][b]Level 6, Utility[/b][/size] Practically every invoker will pick up [b]Demand Justice[/b] or [b]Deliverance of Faith[/b] here, although Ooze Masters might power swap for Celerity Jelly. Invokers with Nature might consider [b]Natural Terrain Understanding[/b]. The other options are really lackluster. [b]Level 6 Utility List[/b] [sblock] [b][u]Skill Powers[/u][/b] [COLOR=DarkTurquoise][b]Deliverance of Faith[/b][/COLOR] (Religion, D385): Pro-active self-healing is nice. For a Con-voker, this is pretty darn good. [COLOR=DarkTurquoise][b]Natural Terrain Understanding[/b][/COLOR] (Nature, Dr385): Good leadery type power. [COLOR=MediumBlue][b]Guided Shot[/b][/COLOR] (Perception, PHB3): Not a bad choice to aid an ally. [COLOR=MediumBlue][b]Insightful Warning[/b][/COLOR] (Arcana, PHB3): If you face a lot of area effect powers, this can be a nice power. [COLOR=MediumBlue][b]Prescient Maneuver[/b][/COLOR] (Insight, PHB3): Sometimes anticipating movement and re-positioning can be nice for an invoker. [COLOR=MediumBlue][b]Stirring Speech[/b][/COLOR] (Diplomacy, PHB3): Solid power, but are you trained in Diplomacy? [COLOR=MediumBlue][b]Mighty Sprint[/b][/COLOR] (Athletics, PHB3): A decent mobility option if you can get training in Athletics. [u][b]Invoker Powers[/b][/u] [COLOR=DarkTurquoise][b]Demand Justice[/b][/COLOR] (PHB2): An incredible utility that can apply to both friend and foe, making it very flexible. Almost gold, but kept sky blue because you might choose some skill or theme powers instead. [COLOR=MediumBlue][b]Solid Fog[/b][/COLOR] (DP): A decent enough daily control element, a heavily obscured “wall”. [COLOR=MediumBlue][b]Symbol of Hope[/b][/COLOR] (PHB2): An easier to use Wall of Light. [COLOR=Black][b]Astral Step[/b][/COLOR] (PHB2): Again, decent enough, but it’s a daily. [COLOR=Black][b]Shared Endurance[/b][/COLOR] (PHB2): Rated black solely because it can stop an attack that would drop one of your allies. [COLOR=Purple][b]Prayer for Victory[/b][/COLOR] (DP): Not terrible, but you’d expect a bit more from a daily. [COLOR=Purple][b]Shield of Light[/b][/COLOR] (PHB2): When you can’t use this after seeing the attack roll, it’s fairly bad. An encounter power, though, so you could get lucky with it enough to use it 1/day. [COLOR=Purple][b]Symbol of Vengeance[/b][/COLOR] (D381): Kind of hard to find a use for this effect. [COLOR=Purple][b]Altar of Defense[/b][/COLOR] (D383): Simply too weak an effect (+2 will only trigger 3-4 times in one encounter). [COLOR=Purple][b]Patron’s Blessing[/b][/COLOR] (D383): Solid effect, but only 1/day is not that great. [COLOR=Purple][b]Brilliant Cloak[/b][/COLOR] (DP): Very solid effect, but having to blow a standard action is a big deal. [COLOR=Purple][b]Guardian Angel[/b][/COLOR] (DP): Same problem as above; losing a standard action for this is way too bad. [/sblock] [Size=3][b]Level 7, Encounter[/b][/size] Wrath-vokers will take [b]Rain of Blood[/b], while most others will opt for [b]Tide of the First Storm[/b]. [b]Level 7 Encounter List[/b] [sblock] [COLOR=DarkTurquoise][b]Tide of the First Storm[/b][/COLOR] (PHB2): A great chessmaster power. Slow by itself is decent, but slow+slide everyone away can re-establish control even when used later in a fight. One reason this power is still great for any invoker (even non-Int ones) is the synergy a burst slow has with Divine Call. You can pull allies out of the burst then slow enemies where they can't get to anyone. If any ally has Agile Opportunist, this power gains even more in value. [COLOR=DarkTurquoise][b]Rain of Blood[/b][/COLOR] (DP): A fantastic enabling power for Wrathvokers, and it’s ally-friendly. Even for non-Wrath invokers, this is still a [COLOR=MediumBlue][b]solid[/b][/COLOR] power. [COLOR=MediumBlue][b]Lightning Spike[/b][/COLOR] (D383): Ally-friendly daze is still really nice (although this power still isn’t as good as ToJ from level 1). [COLOR=Black][b]Admonition of Oghma[/b][/COLOR] (DSH): The end-of-turn trigger is annoying, as the monster's likely to already be next to you or an ally when it's slowed, making this less useful as a control power. It is easy to make this an out-of-turn attack on the focus target, though, so, for invokers stacking radiant vuln or other damage mods, it's [COLOR=MediumBlue][b]better[/b][/COLOR]. [COLOR=Black][b]Word of Fiery Condemnation[/b][/COLOR] (DP): Difficult to use, but this is a lot of damage. [COLOR=Black][b]Curse of the Divine Plague[/b][/COLOR] (D383): Strange power, but area dazing is decent enough. [COLOR=Black][b]Thunderbolt of the Heavens[/b][/COLOR] (PHB2): Not a bad power/effect for Preservation invokers, and the power can be made [COLOR=MediumBlue][b]pretty good[/b][/COLOR] for them with Resounding Thunder. For others, this is [COLOR=Purple][b]worse[/b][/COLOR]. [COLOR=Purple][b]Written in Fire[/b][/COLOR] (DP): An interesting power if you can manage to trap the monsters near the symbols somehow. [COLOR=Purple][b]Invoke Obedience[/b][/COLOR] (PHB2): Even if they just eat the attack (which they should do for Wrath), this power isn’t worth much. For non-wrath, it’s [COLOR=Crimson][b]horrendous[/b][/COLOR] as they’ll just drop prone. [COLOR=Purple][b]Death’s Dread Whisper[/b][/COLOR] (D380): Pretty decent effect, although it’s difficult to use. [COLOR=Purple][b]Baleful Eye of Judgment[/b][/COLOR] (PHB2): Not a bad effect, approaching [COLOR=Black][b]decent[/b][/COLOR] with Psychic Lock, but overshadowed by other options. [COLOR=Purple][b]Trumpets of Celestia[/b][/COLOR] (DP): A decent enough attack penalty for Preservation invokers. [COLOR=Crimson][b]Worse[/b][/COLOR] for other types of invokers. [COLOR=Crimson][b]Omen of Damnation[/b][/COLOR] (D383): The monster can just choose to become blinded, which isn’t that amazing a use of a standard action for you. [COLOR=Black][b]Better[/b][/COLOR] vs. elites/solos, though. [COLOR=Crimson][b]Bolt of the Rising Sun[/b][/COLOR] (PHB2): Again, single target control spells are just bad for invokers (compare this to Sandman’s Veil, above). [/sblock][Size=3][b]Level 9, Daily[/b][/size] There is no clear winner at this level. [b]Cerulean Flames[/b], [b]Malediction of Rigidity[/b], [b]Summon Blade Angel[/b], and [b]Fourfold Invocation of Doom[/b] are all excellent options. [b]Level 9 Daily List[/b] [sblock] [COLOR=DarkTurquoise][b]Cerulean Flames[/b][/COLOR] (PHB2): Although this zone isn’t movable, it’s an incredibly powerful effect. Used right, it will trap melee and they will be forced to submit to blind to get out. Combine with any way to knock things back into the zone, and this can get quite ridiculous very quickly. [COLOR=DarkTurquoise][b]Fourfold Invocation of Doom[/b][/COLOR] (PHB2): Dazing the entire battlefield in round 1 is very nice, and the damage shield you pick up isn’t too shabby either. [COLOR=DarkTurquoise][b]Malediction of Rigidity[/b][/COLOR] (DP): Minor action damage/control is very nice, but it will be somewhat difficult to use (hits allies). Still a very good option due to being a minor. [COLOR=DarkTurquoise][b]Summon Blade Angel[/b][/COLOR] (PHB2): Finally, a good summon! Minor action attacks, and it can fly and slow with its opportunity attacks. It’s just too bad this level has so many good options. [COLOR=MediumBlue][b]Hail of Thunderous Battle[/b][/COLOR] (PHB2): Ally-friendly thunder damage in a burst that leaves behind a defensive zone that can push. Not a bad power at all. With Resounding Thunder, it might rise to the level of [COLOR=DarkTurquoise][b]sky blue[/b][/COLOR]. [COLOR=Black][b]Herald the Storm Unleashed[/b][/COLOR] (DP): A zone that damages everyone who starts their turn there, including allies. It’s a decent power, but probably too difficult to use to be really good. [COLOR=Black][b]Bestowed Lunacy[/b][/COLOR] (D386): This could be situationally good, but it’s kind of hard to use effectively. [COLOR=Black][b]Baleful Admonishment[/b][/COLOR] (DP): This is a fairly decent multiattack power, but overshadowed by other options at this level. [COLOR=Purple][b]Brand the Heretic[/b][/COLOR] (D383): Single target powers just don’t compete. [COLOR=Purple][b]Twist of Fate[/b][/COLOR] (DP): This simply isn’t a very good effect, though it’s not horrible for Preservokers. For others, it’s [COLOR=Crimson][b]terrible[/b][/COLOR]. [COLOR=Crimson][b]Visions of Paradise[/b][/COLOR] (PHB2): Single target powers have to be much better than this to be worth it. [COLOR=Crimson][b]Cast the First Stone[/b][/COLOR] (D383): Seriously one of the worst dailies ever printed. [/sblock] [Size=3][b]Level 10, Utility[/b][/size] This is a fairly weak level for invokers. [b]Word of Urgency[/b] is a nice choice for Int-vokers to grant a free shift and spare an ally from your blasts/bursts. Other invokers might opt for [b]Angelic Messenger[/b], due to its large out-of-combat healing. But if you’re a Con-voker in a party that never really runs out of surges (and surgeless healing is irrelevant in your game), the decision becomes more difficult (perhaps [b]Enter the Crucible[/b] is a good choice then). [b]Level 10 Utility List[/b] [sblock] [b][u]Skill Powers[/u][/b] [COLOR=DarkTurquoise][b]Enter the Crucible[/b][/COLOR] (Endurance, DSH): Being able to get resist 10 to all damage for one encounter/day w/o needing to sustain it is very nice, even in paragon. [COLOR=MediumBlue][b]Prescient Defense[/b][/COLOR] (Insight, PHB3): Iron Mind for everyone. This is an [COLOR=DarkTurquoise][b]amazing[/b][/COLOR] defensive boost if you don’t use many other immediate actions. [COLOR=MediumBlue][b]Time Out[/b][/COLOR] (Heal, PHB3): This is an interesting option if someone in your party is invested in second wind optimization. [COLOR=MediumBlue][b]Insightful Comment[/b][/COLOR] (Insight, PHB3): A pretty nice option for social skill challenges. [COLOR=MediumBlue][b]Lessons of History[/b][/COLOR] (History, D385): Depending on the party, recovering utility powers could be pretty good. [COLOR=MediumBlue][b]Reactive Surge[/b][/COLOR] (Endurance, PHB3): A free surge when you become bloodied is decent for a Con-voker. [COLOR=MediumBlue][b]Cry for Mercy[/b][/COLOR] (Diplomacy, PHB3): +4 to defenses is a decent boost, but, again, are you actually trained in Diplomacy? [b][u]Invoker Powers[/u][/b] [COLOR=DarkTurquoise][b]Angelic Messenger[/b][/COLOR] (D383): In what may be a “design oops”, they made a summon that can heal 175 points of damage outside of combat. This may or may not be amazing, depending on your game. If your party never needs out-of-combat healing, or never runs out of surges, this probably isn’t very good. It does have some flying utility outside of combat as well (it can fly people across chasms, etc.) [COLOR=DarkTurquoise][b]Word of Urgency[/b][/COLOR] (DP): For most invokers, Divine Call will be enough. The free shift is quite good even in ally-friendly blasts, though. It’s obviously only for Int-based invokers, though (most likely Devoted Orators, Int-based Malvokers, etc.) [COLOR=MediumBlue][b]Prayer of Vengeance[/b][/COLOR] (DP): A bit too reactive/random to be really great, but it’s still a pretty solid bonus. [COLOR=Black][b]Call of the Vanguard[/b][/COLOR] (DP): Not bad, but there are better initiative-boosting powers available. [COLOR=Black][b]Enunciation[/b][/COLOR] (DP): For two turns, you get bigger blasts/bursts. This is pretty good, but it’s hard to label it any better than that. [COLOR=Purple][b]Angelic Visage[/b][/COLOR] (PHB2): Since you can’t see the attack roll, you’re using this blind, so it’s pretty bad. [COLOR=Purple][b]Martyr’s Ward[/b][/COLOR] (PHB2): Purple instead of red only because it can theoretically save an ally from death. [COLOR=Purple][b]Covenant of Endurance[/b][/COLOR] (PHB2): If you’re a Con-voker swimming in surges, and your allies are out, this can be decent. [COLOR=Purple][b]Cloud of Locusts[/b][/COLOR] (D383): This would be decent if not for the fact you blow a standard action just to erect it. Also, your allies can’t see in the zone either, so it’s not that great. [COLOR=Crimson][b]Divine Renewal[/b][/COLOR] (PHB2): If your allies are constantly running out of surges every day, something is wrong. This is like giving up one of your power slots for the Durable feat for allies. [/sblock] [/QUOTE]
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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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