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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: 6708049" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Paragon Tier Powers: Priest of the Covenant</strong></span></p><p></p><p>Two factors are relevant in this tier: <strong>Resounding Thunder</strong>, which expands the size of all your thunder blasts/bursts, and <strong>Morninglord</strong>, which adds vulnerable 10 radiant to all your radiant powers. In addition, because you’ll have even the level 13 powers until level 27, we consider the impact of <strong>Invoked Devastation</strong> (increasing the size of blasts/bursts by 1) on all of these powers at epic.</p><p><span style="font-size: 12px"><strong>Level 13, Encounter</strong></span></p><p><strong>Deadly Doubt</strong> is the power of choice for Wrathvokers. <strong>Brilliant Revelation</strong> is the likely choice for everyone else, although Malvokers might consider <strong>Word of Blindness</strong>. <strong>Winds of Celestia</strong> might see some play if sliding is relevant, or <strong>Seal of the Heretic</strong> in save-penalty-imposing builds.</p><p></p><p><strong>Level 13 Encounter List</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Deadly Doubt</strong></span> (DP): An ally-friendly enabling power for Wrathvokers. It’s still <span style="color: MediumBlue"><strong>pretty good</strong></span> for other types of invokers as well. Psychic, so it works with psychic lock.</p><p></p><p><span style="color: DarkTurquoise"><strong>Brilliant Revelation</strong></span> (DP): Similar to Deadly Doubt, but with an immediate daze+slow. Any invoker can make good use of this; the Malediction rider isn’t that significant an upgrade. Ally-unfriendly is annoying, though.</p><p></p><p><span style="color: MediumBlue"><strong>Word of Blindness</strong></span> (DP): A burst 2 blind for Malvokers, and also at epic for other invokers. A bit hard to use, but with a powerful effect. Pre-epic for non-Malvokers, this is <span style="color: Black"><strong>just solid</strong></span>. For a Malvoker Divine Oracle, this power becomes <span style="color: DarkTurquoise"><strong>very strong</strong></span>.</p><p></p><p><span style="color: MediumBlue"><strong>Winds of Celestia</strong></span> (PHB2): A nice ally-friendly slide+prone for Preservation invokers. For them, at epic, this power becomes <span style="color: DarkTurquoise"><strong>even better</strong></span> enlarged. For other types of invokers, pre-epic, this is <span style="color: Black"><strong>just ok</strong></span>.</p><p></p><p><span style="color: MediumBlue"><strong>Earthen Reversal</strong></span> (DP): Ally-friendly prone in a large area. Although the burst size increases at epic, prone is becoming less of a relevant condition, so I’d keep the rating the same. Pre-epic, for non-Preservers, this is <span style="color: Black"><strong>just ok</strong></span>.</p><p></p><p><span style="color: MediumBlue"><strong>Seal of the Heretic</strong></span> (PHB2): In general, this is only a pretty good power. But, if you can combine it with other people’s save ends effects in addition to yours, or combine it with other penalties, like with a hybrid/MC wizard, this can become <span style="color: DarkTurquoise"><strong>fantastic</strong></span>.</p><p></p><p><span style="color: Purple"><strong>Thunderous Rebuke</strong></span> (DP): It’s out-of-turn, but it hits allies, isn’t very controllable, and has no really good condition attached.</p><p></p><p><span style="color: Purple"><strong>Pillar of Guardian Flame</strong></span> (PHB2): Outclassed by other powers of this level, and the damage is hard to force. Enlarged, at epic, it becomes <span style="color: Black"><strong>decent</strong></span>.</p><p></p><p><span style="color: Crimson"><strong>Compel Attention</strong></span> (PHB2): Single target daze and an increased chance to force surrender hardly seem worth it.</p><p></p><p><span style="color: Crimson"><strong>Stormclaw</strong></span> (D 383): An unbelievably bad power. Single target and nothing but a little movement/damage.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 15, Daily</strong></span></p><p>The dailies at this level are a significant upgrade from level 9, with lots of excellent persistent effects. <strong>Vile Plague</strong> and <strong>Storm of Punishment</strong> are the best of them, providing nice control. <strong>Wall of Blades</strong> isn't bad with Morninglord, but the standard action tax is a bit much.</p><p></p><p><strong>Level 15 Daily List</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Vile Plague</strong></span> (D380): Dropped on the first turn of a fight, this can prove to be incredibly powerful, providing resists aren’t a factor. Persistent damage, dazing, and slowing make this an improved version of Fourfold Invocation of Doom. </p><p><span style="color: DarkTurquoise"><strong>Storm of Punishment</strong></span> (DP): With Resounding Thunder, or at epic, this turns into a nice upgrade to Searing Orb. Without it, this power is <span style="color: MediumBlue"><strong>just solid</strong></span>.</p><p></p><p><span style="color: MediumBlue"><strong>God Hammer</strong></span> (PHB2): With Resounding Thunder, or at epic, you can prone a large number of creatures. Without Resounding Thunder, pre-epic, this is still really strong. but <span style="color: Black"><strong>not quite as good</strong></span>.</p><p> </p><p><span style="color: MediumBlue"><strong>Wall of Blades</strong></span> (PHB2): Despite the standard action tax, the recurring power of damage-on-entry makes this potentially strong.</p><p></p><p><span style="color: Black"><strong>Shadowdark Invocation</strong></span> (DP): A movable damage-dealing heavily obscured zone has its uses, but it kind of pales compared to the damage roll on Wall of Blades.</p><p></p><p><span style="color: Black"><strong>Three Beacons of Twilight</strong></span> (PHB2): A radiant zone in which you can teleport an ally or enemy is quite useful. With Morninglord, or at epic, this gets <span style="color: MediumBlue"><strong>even better</strong></span>.</p><p></p><p><span style="color: Black"><strong>Eye of Dawn</strong></span> (D 381): The ability to rearrange the battlefield once is nice, but there’s no persistent element to this power, making it kind of pale in comparison to other dailies of this level. Probably a bit better at epic with the increased burst size.</p><p></p><p><span style="color: Purple"><strong>Dire Banishment</strong></span> (DP): A decent enough effect, but single target control just doesn’t compete with the other options at this level.</p><p></p><p><span style="color: Purple"><strong>Deific Imprecation</strong></span> (DP): Single target damage is weak, but at least it’s a decent amount and splashes onto other enemies.</p><p></p><p><span style="color: Crimson"><strong>Mark of Anathema</strong></span> (PHB2): Nothing but single target damage and a chance at some splash make this pretty lousy.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 16, Utility</strong></span></p><p>Level 16 is a very good level for invoker utilities, with <strong>Word of Refuge</strong> and <strong>Shield of Justice</strong> both excellent encounter power choices, and <strong>Walls of Hestavar</strong> and <strong>Pennant of Heaven’s Armies</strong> serving as effective dailies. <strong>Insightful Riposte</strong> is excellent; even for Divine Oracles, it works on Thunder of Judgment.</p><p></p><p><strong>Level 16 Utility List</strong></p><p>[sblock]</p><p><strong><u>Good Skill Powers</u></strong></p><p></p><p><span style="color: DarkTurquoise"><strong>Insightful Riposte</strong></span> (Insight, PHB3): 75% of a heroic effort, which is still amazing. Not quite as useful for Divine Oracles, since they hardly miss except on ToJ, but for everyone else, it's a very nice choice.</p><p></p><p><span style="color: MediumBlue"><strong>Indomitable Ally</strong></span> (Diplomacy, PHB3): Very useful when it happens, but situational.</p><p></p><p><strong><u>Invoker Powers</u></strong></p><p></p><p><span style="color: DarkTurquoise"><strong>Shield of Justice</strong></span> (PHB2): This power has not been properly appreciated imo. 20% chance to negate a monster attack is just ok, but giving everyone, including you, a +2 to hit vs. the focus target can really add up to a lot of damage.</p><p></p><p><span style="color: DarkTurquoise"><strong>Word of Refuge</strong></span> (DP): Great from a personal standpoint, but sometimes not such a great power if the monster gets to take another action.</p><p></p><p><span style="color: DarkTurquoise"><strong>Walls of Hestavar</strong></span> (DP): Walls are always good, and this one can box a medium-sized target in completely.</p><p></p><p><span style="color: MediumBlue"><strong>Pennant of Heaven’s Armies</strong></span> (DP): Admittedly, a powerful daily for Intelligence-based invokers, but sacrificing your standard action on turn 1 devalues this power somewhat.</p><p></p><p><span style="color: MediumBlue"><strong>Walk Between Worlds</strong></span> (PHB2): Walking through walls can be quite useful in certain circumstances.</p><p></p><p><span style="color: Black"><strong>Guidance of Heavenly Hands</strong></span> (PHB2): Negating forced movement isn’t the worst, but pretty situational.</p><p></p><p><span style="color: Black"><strong>Confounding Utterance</strong></span> (DP): A stance that just gives you an effective +4 or so to melee defenses for one encounter isn’t really that great, especially considering Word of Refuge will prevent one such attack every encounter. If you take a lot of the self-dazing powers, though, this is <span style="color: MediumBlue"><strong>better</strong></span>.</p><p></p><p><span style="color: Black"><strong>Serene Visage</strong></span> (DP): An occasionally useful encounter power. Preventing OAs is decent.</p><p></p><p><span style="color: Black"><strong>Covenant of Life</strong></span> (PHB2): Your tough characters can surge for your weak characters. Mildly useful.</p><p></p><p><span style="color: Black"><strong>Blessing of the Storm Father</strong></span> (D 383): Decent interrupt to one attack, but, again, Word of Refuge is much better for this purpose.</p><p></p><p><span style="color: Purple"><strong>Vengeful Dead</strong></span> (D 380): Getting a little more mileage out of a dead ally is kind of weak.</p><p></p><p><span style="color: Purple"><strong>Icon of Life</strong></span> (PHB2): If this is useful to your party, your party has other problems.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 17, Encounter</strong></span></p><p>This is a fairly weak level for invokers until level 21. <strong>Glyph of Radiance</strong> is definitely the best, but doesn’t get really good unless you’re Morninglord-enabled or until it can be expanded to a burst 2 blind at epic (at which point it becomes the power of choice). <strong>Curse of Haemnathuun</strong> is a solid enough control choice for any build and up there with the other powers. <strong>Word of Pain</strong> is decent for Malvokers but again suffers from being ally-unfriendly. Others might go back to 13 for one of the powers there.</p><p></p><p><strong>Level 17 Encounter List</strong></p><p>[sblock]</p><p><span style="color: MediumBlue"><strong>Glyph of Radiance</strong></span> (PHB2): Blind is a great condition, but an area burst 1 is really small. Once this improves to a burst 2 at epic, this power becomes the <span style="color: DarkTurquoise"><strong>best</strong></span> for this level. It’s also <span style="color: DarkTurquoise"><strong>sky blue</strong></span> with radiant vulnerability 10 active.</p><p></p><p><span style="color: MediumBlue"><strong>Astral Dust</strong></span> (DP): Ally-friendly, interesting power with a really nice kicker if you can somehow keep the monsters from moving farther away from you. With radiant vulnerability landing twice, this can become <span style="color: DarkTurquoise"><strong>really strong</strong></span>.</p><p></p><p><span style="color: MediumBlue"><strong>Curse of Haemnathuun</strong></span> (PHB2): It’s Color Spray with immobilize added in for good measure. Decent damage also but ally-unfriendly blasts are the hardest to use and it doesn’t enlarge well.</p><p></p><p><span style="color: MediumBlue"><strong>Word of Pain</strong></span> (DP): For Malvokers or at epic enlarged, this is quite a good power at a burst 2 or 3. As a burst 1, it’s a bit more difficult to use and <span style="color: Black"><strong>just solid</strong></span>. For a Malvoker Divine Oracle, this power becomes <span style="color: DarkTurquoise"><strong>very strong</strong></span> at epic.</p><p></p><p><span style="color: Black"><strong>Daunting Blasphemy</strong></span> (DP): A decent enough power viewed in a vacuum, but it’s overshadowed by Astral Dust.</p><p></p><p><span style="color: Purple"><strong>Sound of the Golden Clarion</strong></span> (DP): Weak area effect with a weak condition, and doesn’t benefit much from expanded blast size at epic.</p><p></p><p><span style="color: Crimson"><strong>Blood Debt</strong></span> (PHB2): Again, single target powers are just not the best options for invokers.</p><p></p><p><span style="color: Crimson"><strong>Glyph of Three Blades</strong></span> (PHB2): Nothing but untyped damage, and no condition to speak of.</p><p></p><p><span style="color: Crimson"><strong>Chainfire</strong></span> (DP): Nothing but damage, and you don’t even get the area effect if you miss.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 19, Daily</strong></span></p><p>Level 19 is rather weak compared to level 15. Any invoker not returning to level 15 for one of the top four powers there is probably taking <strong>Summon Angel of Light</strong>.</p><p></p><p><strong>Level 19 Daily List</strong></p><p>[sblock]</p><p></p><p><span style="color: DarkTurquoise"><strong>Summon Angel of Light</strong></span> (PHB2): Flying, marks, line-of-sight restriction, radiant-vulnerability exploitation, and versatility as a tank or debuffer make this an excellent choice.</p><p></p><p><span style="color: DarkTurquoise"><strong>Forced Submission</strong></span> (DP): Single target sucks, but dominate is such an incredibly strong condition that this is a good power. Not only does it dominate, but it’s reliable, so missing doesn’t expend the power. If you've taken the Speaker of Xaos paragon path, it becomes <span style="color: GoldenRod"><strong>a mandatory choice</strong></span>. Without Divine Oracle, i.e. for more blastery invokers, this is <strong><span style="color: MediumBlue">only pretty good</span></strong>.</p><p></p><p><span style="color: MediumBlue"><strong>Astral Tempest</strong></span> (PHB2): Quite a bit of damage, movement, and proning is pretty solid. This power is better than it looks at first glance, although somewhat difficult to use.</p><p></p><p><span style="color: MediumBlue"><strong>Wrath of the Fallen God</strong></span> (DP): This power is helped by the fact its effect is guaranteed, and it’s also quite respectable damage.</p><p></p><p><span style="color: Black"><strong>Tomb of Magrym</strong></span> (PHB2): This power suffers from the fact that its damage isn’t really that relevant, since it’s more of a pure control power. Enlarging it at epic and trapping an additional target doesn’t even help that much, since they break out sooner.</p><p></p><p><span style="color: Black"><strong>Thunderous Shout</strong></span> (DP): Decent damage and proning, but overshadowed by Astral Tempest.</p><p></p><p><span style="color: Crimson"><strong>Malediction of Gartak</strong></span> (PHB2): A hideously bad single target power.</p><p></p><p><span style="color: Crimson"><strong>Mark of Forbearance</strong></span> (DP): Another hideously bad single target power.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6708049, member: 6793297"] [CENTER][Size=5][b]Paragon Tier Powers: Priest of the Covenant[/b][/size][/CENTER] Two factors are relevant in this tier: [b]Resounding Thunder[/b], which expands the size of all your thunder blasts/bursts, and [b]Morninglord[/b], which adds vulnerable 10 radiant to all your radiant powers. In addition, because you’ll have even the level 13 powers until level 27, we consider the impact of [b]Invoked Devastation[/b] (increasing the size of blasts/bursts by 1) on all of these powers at epic. [Size=3][b]Level 13, Encounter[/b][/size] [b]Deadly Doubt[/b] is the power of choice for Wrathvokers. [b]Brilliant Revelation[/b] is the likely choice for everyone else, although Malvokers might consider [b]Word of Blindness[/b]. [b]Winds of Celestia[/b] might see some play if sliding is relevant, or [b]Seal of the Heretic[/b] in save-penalty-imposing builds. [b]Level 13 Encounter List[/b] [sblock] [COLOR=DarkTurquoise][b]Deadly Doubt[/b][/COLOR] (DP): An ally-friendly enabling power for Wrathvokers. It’s still [COLOR=MediumBlue][b]pretty good[/b][/COLOR] for other types of invokers as well. Psychic, so it works with psychic lock. [COLOR=DarkTurquoise][b]Brilliant Revelation[/b][/COLOR] (DP): Similar to Deadly Doubt, but with an immediate daze+slow. Any invoker can make good use of this; the Malediction rider isn’t that significant an upgrade. Ally-unfriendly is annoying, though. [COLOR=MediumBlue][b]Word of Blindness[/b][/COLOR] (DP): A burst 2 blind for Malvokers, and also at epic for other invokers. A bit hard to use, but with a powerful effect. Pre-epic for non-Malvokers, this is [COLOR=Black][b]just solid[/b][/COLOR]. For a Malvoker Divine Oracle, this power becomes [COLOR=DarkTurquoise][b]very strong[/b][/COLOR]. [COLOR=MediumBlue][b]Winds of Celestia[/b][/COLOR] (PHB2): A nice ally-friendly slide+prone for Preservation invokers. For them, at epic, this power becomes [COLOR=DarkTurquoise][b]even better[/b][/COLOR] enlarged. For other types of invokers, pre-epic, this is [COLOR=Black][b]just ok[/b][/COLOR]. [COLOR=MediumBlue][b]Earthen Reversal[/b][/COLOR] (DP): Ally-friendly prone in a large area. Although the burst size increases at epic, prone is becoming less of a relevant condition, so I’d keep the rating the same. Pre-epic, for non-Preservers, this is [COLOR=Black][b]just ok[/b][/COLOR]. [COLOR=MediumBlue][b]Seal of the Heretic[/b][/COLOR] (PHB2): In general, this is only a pretty good power. But, if you can combine it with other people’s save ends effects in addition to yours, or combine it with other penalties, like with a hybrid/MC wizard, this can become [COLOR=DarkTurquoise][b]fantastic[/b][/COLOR]. [COLOR=Purple][b]Thunderous Rebuke[/b][/COLOR] (DP): It’s out-of-turn, but it hits allies, isn’t very controllable, and has no really good condition attached. [COLOR=Purple][b]Pillar of Guardian Flame[/b][/COLOR] (PHB2): Outclassed by other powers of this level, and the damage is hard to force. Enlarged, at epic, it becomes [COLOR=Black][b]decent[/b][/COLOR]. [COLOR=Crimson][b]Compel Attention[/b][/COLOR] (PHB2): Single target daze and an increased chance to force surrender hardly seem worth it. [COLOR=Crimson][b]Stormclaw[/b][/COLOR] (D 383): An unbelievably bad power. Single target and nothing but a little movement/damage. [/sblock] [Size=3][b]Level 15, Daily[/b][/size] The dailies at this level are a significant upgrade from level 9, with lots of excellent persistent effects. [b]Vile Plague[/b] and [b]Storm of Punishment[/b] are the best of them, providing nice control. [b]Wall of Blades[/b] isn't bad with Morninglord, but the standard action tax is a bit much. [b]Level 15 Daily List[/b] [sblock] [COLOR=DarkTurquoise][b]Vile Plague[/b][/COLOR] (D380): Dropped on the first turn of a fight, this can prove to be incredibly powerful, providing resists aren’t a factor. Persistent damage, dazing, and slowing make this an improved version of Fourfold Invocation of Doom. [COLOR=DarkTurquoise][b]Storm of Punishment[/b][/COLOR] (DP): With Resounding Thunder, or at epic, this turns into a nice upgrade to Searing Orb. Without it, this power is [COLOR=MediumBlue][b]just solid[/b][/COLOR]. [COLOR=MediumBlue][b]God Hammer[/b][/COLOR] (PHB2): With Resounding Thunder, or at epic, you can prone a large number of creatures. Without Resounding Thunder, pre-epic, this is still really strong. but [COLOR=Black][b]not quite as good[/b][/COLOR]. [COLOR=MediumBlue][b]Wall of Blades[/b][/COLOR] (PHB2): Despite the standard action tax, the recurring power of damage-on-entry makes this potentially strong. [COLOR=Black][b]Shadowdark Invocation[/b][/COLOR] (DP): A movable damage-dealing heavily obscured zone has its uses, but it kind of pales compared to the damage roll on Wall of Blades. [COLOR=Black][b]Three Beacons of Twilight[/b][/COLOR] (PHB2): A radiant zone in which you can teleport an ally or enemy is quite useful. With Morninglord, or at epic, this gets [COLOR=MediumBlue][b]even better[/b][/COLOR]. [COLOR=Black][b]Eye of Dawn[/b][/COLOR] (D 381): The ability to rearrange the battlefield once is nice, but there’s no persistent element to this power, making it kind of pale in comparison to other dailies of this level. Probably a bit better at epic with the increased burst size. [COLOR=Purple][b]Dire Banishment[/b][/COLOR] (DP): A decent enough effect, but single target control just doesn’t compete with the other options at this level. [COLOR=Purple][b]Deific Imprecation[/b][/COLOR] (DP): Single target damage is weak, but at least it’s a decent amount and splashes onto other enemies. [COLOR=Crimson][b]Mark of Anathema[/b][/COLOR] (PHB2): Nothing but single target damage and a chance at some splash make this pretty lousy. [/sblock] [Size=3][b]Level 16, Utility[/b][/size] Level 16 is a very good level for invoker utilities, with [b]Word of Refuge[/b] and [b]Shield of Justice[/b] both excellent encounter power choices, and [b]Walls of Hestavar[/b] and [b]Pennant of Heaven’s Armies[/b] serving as effective dailies. [b]Insightful Riposte[/b] is excellent; even for Divine Oracles, it works on Thunder of Judgment. [b]Level 16 Utility List[/b] [sblock] [b][u]Good Skill Powers[/u][/b] [COLOR=DarkTurquoise][b]Insightful Riposte[/b][/COLOR] (Insight, PHB3): 75% of a heroic effort, which is still amazing. Not quite as useful for Divine Oracles, since they hardly miss except on ToJ, but for everyone else, it's a very nice choice. [COLOR=MediumBlue][b]Indomitable Ally[/b][/COLOR] (Diplomacy, PHB3): Very useful when it happens, but situational. [b][u]Invoker Powers[/u][/b] [COLOR=DarkTurquoise][b]Shield of Justice[/b][/COLOR] (PHB2): This power has not been properly appreciated imo. 20% chance to negate a monster attack is just ok, but giving everyone, including you, a +2 to hit vs. the focus target can really add up to a lot of damage. [COLOR=DarkTurquoise][b]Word of Refuge[/b][/COLOR] (DP): Great from a personal standpoint, but sometimes not such a great power if the monster gets to take another action. [COLOR=DarkTurquoise][b]Walls of Hestavar[/b][/COLOR] (DP): Walls are always good, and this one can box a medium-sized target in completely. [COLOR=MediumBlue][b]Pennant of Heaven’s Armies[/b][/COLOR] (DP): Admittedly, a powerful daily for Intelligence-based invokers, but sacrificing your standard action on turn 1 devalues this power somewhat. [COLOR=MediumBlue][b]Walk Between Worlds[/b][/COLOR] (PHB2): Walking through walls can be quite useful in certain circumstances. [COLOR=Black][b]Guidance of Heavenly Hands[/b][/COLOR] (PHB2): Negating forced movement isn’t the worst, but pretty situational. [COLOR=Black][b]Confounding Utterance[/b][/COLOR] (DP): A stance that just gives you an effective +4 or so to melee defenses for one encounter isn’t really that great, especially considering Word of Refuge will prevent one such attack every encounter. If you take a lot of the self-dazing powers, though, this is [COLOR=MediumBlue][b]better[/b][/COLOR]. [COLOR=Black][b]Serene Visage[/b][/COLOR] (DP): An occasionally useful encounter power. Preventing OAs is decent. [COLOR=Black][b]Covenant of Life[/b][/COLOR] (PHB2): Your tough characters can surge for your weak characters. Mildly useful. [COLOR=Black][b]Blessing of the Storm Father[/b][/COLOR] (D 383): Decent interrupt to one attack, but, again, Word of Refuge is much better for this purpose. [COLOR=Purple][b]Vengeful Dead[/b][/COLOR] (D 380): Getting a little more mileage out of a dead ally is kind of weak. [COLOR=Purple][b]Icon of Life[/b][/COLOR] (PHB2): If this is useful to your party, your party has other problems. [/sblock] [Size=3][b]Level 17, Encounter[/b][/size] This is a fairly weak level for invokers until level 21. [b]Glyph of Radiance[/b] is definitely the best, but doesn’t get really good unless you’re Morninglord-enabled or until it can be expanded to a burst 2 blind at epic (at which point it becomes the power of choice). [b]Curse of Haemnathuun[/b] is a solid enough control choice for any build and up there with the other powers. [b]Word of Pain[/b] is decent for Malvokers but again suffers from being ally-unfriendly. Others might go back to 13 for one of the powers there. [b]Level 17 Encounter List[/b] [sblock] [COLOR=MediumBlue][b]Glyph of Radiance[/b][/COLOR] (PHB2): Blind is a great condition, but an area burst 1 is really small. Once this improves to a burst 2 at epic, this power becomes the [COLOR=DarkTurquoise][b]best[/b][/COLOR] for this level. It’s also [COLOR=DarkTurquoise][b]sky blue[/b][/COLOR] with radiant vulnerability 10 active. [COLOR=MediumBlue][b]Astral Dust[/b][/COLOR] (DP): Ally-friendly, interesting power with a really nice kicker if you can somehow keep the monsters from moving farther away from you. With radiant vulnerability landing twice, this can become [COLOR=DarkTurquoise][b]really strong[/b][/COLOR]. [COLOR=MediumBlue][b]Curse of Haemnathuun[/b][/COLOR] (PHB2): It’s Color Spray with immobilize added in for good measure. Decent damage also but ally-unfriendly blasts are the hardest to use and it doesn’t enlarge well. [COLOR=MediumBlue][b]Word of Pain[/b][/COLOR] (DP): For Malvokers or at epic enlarged, this is quite a good power at a burst 2 or 3. As a burst 1, it’s a bit more difficult to use and [COLOR=Black][b]just solid[/b][/COLOR]. For a Malvoker Divine Oracle, this power becomes [COLOR=DarkTurquoise][b]very strong[/b][/COLOR] at epic. [COLOR=Black][b]Daunting Blasphemy[/b][/COLOR] (DP): A decent enough power viewed in a vacuum, but it’s overshadowed by Astral Dust. [COLOR=Purple][b]Sound of the Golden Clarion[/b][/COLOR] (DP): Weak area effect with a weak condition, and doesn’t benefit much from expanded blast size at epic. [COLOR=Crimson][b]Blood Debt[/b][/COLOR] (PHB2): Again, single target powers are just not the best options for invokers. [COLOR=Crimson][b]Glyph of Three Blades[/b][/COLOR] (PHB2): Nothing but untyped damage, and no condition to speak of. [COLOR=Crimson][b]Chainfire[/b][/COLOR] (DP): Nothing but damage, and you don’t even get the area effect if you miss. [/sblock] [Size=3][b]Level 19, Daily[/b][/size] Level 19 is rather weak compared to level 15. Any invoker not returning to level 15 for one of the top four powers there is probably taking [b]Summon Angel of Light[/b]. [b]Level 19 Daily List[/b] [sblock] [COLOR=DarkTurquoise][b]Summon Angel of Light[/b][/COLOR] (PHB2): Flying, marks, line-of-sight restriction, radiant-vulnerability exploitation, and versatility as a tank or debuffer make this an excellent choice. [COLOR=DarkTurquoise][b]Forced Submission[/b][/COLOR] (DP): Single target sucks, but dominate is such an incredibly strong condition that this is a good power. Not only does it dominate, but it’s reliable, so missing doesn’t expend the power. If you've taken the Speaker of Xaos paragon path, it becomes [COLOR=GoldenRod][b]a mandatory choice[/b][/COLOR]. Without Divine Oracle, i.e. for more blastery invokers, this is [b][COLOR=MediumBlue]only pretty good[/COLOR][/b]. [COLOR=MediumBlue][b]Astral Tempest[/b][/COLOR] (PHB2): Quite a bit of damage, movement, and proning is pretty solid. This power is better than it looks at first glance, although somewhat difficult to use. [COLOR=MediumBlue][b]Wrath of the Fallen God[/b][/COLOR] (DP): This power is helped by the fact its effect is guaranteed, and it’s also quite respectable damage. [COLOR=Black][b]Tomb of Magrym[/b][/COLOR] (PHB2): This power suffers from the fact that its damage isn’t really that relevant, since it’s more of a pure control power. Enlarging it at epic and trapping an additional target doesn’t even help that much, since they break out sooner. [COLOR=Black][b]Thunderous Shout[/b][/COLOR] (DP): Decent damage and proning, but overshadowed by Astral Tempest. [COLOR=Crimson][b]Malediction of Gartak[/b][/COLOR] (PHB2): A hideously bad single target power. [COLOR=Crimson][b]Mark of Forbearance[/b][/COLOR] (DP): Another hideously bad single target power. [/sblock] [/QUOTE]
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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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