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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: 6708050" data-attributes="member: 6793297"><p><span style="font-size: 18px"><span style="font-size: 18px"><strong>Epic Tier Powers: Master of the Covenant</strong></span></span></p><p></p><p><strong>Invoked Devastation</strong> influences epic power ratings heavily, as it improves bursts twice as much as blasts. Notable also at this tier is a lack of thunder/lightning powers compared to previous levels, as well as excellent feat support for radiant powers at epic (which improves the ratings of radiant powers).</p><p><span style="font-size: 12px"><strong>Level 22, Utility</strong></span></p><p>This level has several decent but not amazing options. Most invokers will either take <strong>Invoke Heroism</strong> or return to one of the excellent level 16 powers. Malvokers might take <strong>Covenant of Vengeance</strong> or <strong>Invoke Angelic Form</strong> for personal defense.</p><p></p><p><strong>Level 22 Utility List</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Invoke Heroism</strong></span> (PHB2): An extra standard action is incredibly powerful, although it’s worth pointing out that Templar’s level 6 Mantle of Might could do this 16 levels ago.</p><p></p><p><span style="color: MediumBlue"><strong>Invoke Angelic Form</strong></span> (PHB2): Flying for a whole encounter is definitely useful.</p><p></p><p><span style="color: MediumBlue"><strong>Covenant of Vengeance</strong></span> (PHB2): Discourage an enemy from attacking you or an ally for a whole encounter. Can really wreck some area-effect-using monsters and wind up giving a constant bonus.</p><p></p><p><span style="color: Black"><strong>Call Angelic Shield</strong></span> (DP): Huge bonus to defenses for a whole encounter. For the self-dazing types, this is worth considering, but Covenant of Vengeance is probably a better version due to its offensive possibilities.</p><p></p><p><span style="color: Black"><strong>Ward of Divine Light</strong></span> (PHB2): A decent enough effect, but the standard action tax is annoying.</p><p></p><p><span style="color: Purple"><strong>Herald of God</strong></span> (DP): Bonuses to skills you’re probably not using.</p><p></p><p><span style="color: Purple"><strong>Invoke Sight</strong></span> (DP): Removing one blind is pretty situational.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 23, Encounter</strong></span></p><p>Level 23 has an excellent option for controllers in <strong>Word of Bewilderment</strong> and also for blasters in <strong>Storm of Celestia</strong>. Some other invokers might opt for the control-from-a-distance of <strong>Age’s Infirmity</strong>.</p><p></p><p><strong>Level 23 Encounter List</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Word of Bewilderment</strong></span> (DP): Enlarged, this is a close burst 3 stun, which is far better than any other option at this level, especially mitigated by Superior Will. Superior Will also heavily influences the Malediction kicker, making it worth it to use if you can catch a couple more opponents in the burst. With Royal Command of Asmodeus, or for Malvokers, this is the <span style="color: GoldenRod"><strong>only option worth considering</strong></span>.</p><p></p><p><span style="color: DarkTurquoise"><strong>Storm of Celestia</strong></span> (PHB2): This rating assumes Resounding Thunder and Invoked Devastation, for a huge ally-friendly ultimate-chessmaster area burst 4. This is also the best sliding power of any kind in the game, since nothing specifies the route you have to take to slide creatures (presumably you could slide someone outside the burst, anywhere on the board, an infinite number of squares). The rating assumes you have a party optimized around having some sort of zone/effect to slide targets to.</p><p></p><p><span style="color: MediumBlue"><strong>Age’s Infirmity</strong></span> (D 380): Factoring in Invoked Devastation, this becomes an area burst 2 that slows and weakens. If it had a better damage type or were ally-friendly, this would be sky blue.</p><p> </p><p><span style="color: Black"><strong>Fateful Foresight</strong></span> (DP): This isn’t really very good, since it won’t actually negate an attack, but just negate the difference between a monster’s special attack and its basic. Decent at least for Preservers. For others, it’s <span style="color: Purple"><strong>worse</strong></span>.</p><p></p><p><span style="color: Black"><strong>Final Reproach</strong></span> (DP): Not a bad effect, although the daze is delayed by a turn. Enlarged, and ally friendly, this would be a close burst 4, which can hit a lot of targets.</p><p></p><p><span style="color: Black"><strong>Fetters of Darkness</strong></span> (DP): Another puzzling damage type (why all the necrotic powers?) It’s a decent enough effect, though.</p><p></p><p><span style="color: Black"><strong>Plague of Poison</strong></span> (DP): For Wrath-vokers, this adds up to a decent amount of damage. For others, this is <span style="color: Purple"><strong>worse</strong></span>.</p><p></p><p><span style="color: Purple"><strong>Cascade of Five Suns</strong></span> (PHB2): Nothing but damage makes this an unexciting power, even with a guaranteed hit on the most important target.</p><p></p><p><span style="color: Purple"><strong>Vindicating Flames</strong></span> (PHB2): Another damage-only power that just doesn’t compete with other options at this level.</p><p></p><p><span style="color: Purple"><strong>Word of Rebuke</strong></span> (PHB2): Not a terrible debuff for a single target power for Preservers. For others, it’s <span style="color: Crimson"><strong>horrible</strong></span>.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 25, Daily</strong></span></p><p>Level 25 has no clear winner. Morninglords will like <strong>Anthem of the First Dawn</strong>. For melee-heavy parties, <strong>Racking Invocation of Pain</strong> is a solid choice here. For parties with multiple divine characters, <strong>Invoke the Fallen</strong> might see some play. The best choice is probably to go back to 19 for the angel or the dominate, though.</p><p></p><p><strong>Level 25 Daily List</strong></p><p>[sblock] </p><p><span style="color: MediumBlue"><strong>Anthem of the First Dawn</strong></span> (PHB2): Ally-friendly huge effect that grants a ton of healing. The lack of control is somewhat annoying, but painting every target on the battlefield for Morninglord is quite strong.</p><p></p><p><span style="color: MediumBlue"><strong>Invoke the Fallen</strong></span> (PHB2): No damage type, ally-unfriendly, but it enlarges to an area burst 3 blind+ongoing damage. If you have several divine characters in the party, the kicker is nice, but it's negated by the lightly obscured, which is kind of amusing.</p><p></p><p><span style="color: MediumBlue"><strong>Racking Invocation of Pain</strong></span> (PHB2): An excellent choice for melee-heavy parties, although, again, lack of damage type and ally-unfriendly are annoying.</p><p></p><p><span style="color: Black"><strong>Eye of the Sun</strong></span> (DP): It’s radiant sphere! A pretty good power, especially if you can keep enemies near the sphere. If you have radiant vulnerability 10, etc., this is <span style="color: MediumBlue"><strong>a bit better</strong></span>.</p><p></p><p><span style="color: Black"><strong>Rain of Colorless Fire</strong></span> (PHB2): It’s nothing but damage, but it’s quite a bit of it in an area burst 3 enlarged. Assuming you can trap a couple of monsters in the zone each round (which depends on your party’s abilities), this can be really good. Fire gets resisted a lot, though, which keeps this from being sky blue.</p><p></p><p><span style="color: Black"><strong>Trumpet the Eight Dooms</strong></span> (DP): With Resounding Thunder, becomes a blast 7, and this does quite a bit of damage.</p><p></p><p><span style="color: Purple"><strong>Despised of the Gods</strong></span> (DP): A difficult power to assess, as the penalty to saves can be interesting. Single target probably keeps it from being good, though.</p><p></p><p><span style="color: Crimson"><strong>Shackles of the Chained God</strong></span> (DP): Fairly weak damage and a lackluster effect.</p><p></p><p><span style="color: Crimson"><strong>Penance of Amoth</strong></span> (D 381): Horrible single target power.</p><p></p><p><span style="color: Crimson"><strong>Word of Cessation</strong></span> (DP): This isn’t even as good as our heroic tier encounter powers.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 27, Encounter</strong></span></p><p>There really aren’t any invoker encounter powers that even come close to a close blast dominate. Pretty much every invoker will take <strong>Compel Action</strong> (the only thing that saves this level from being really bad for invokers). It's worth pointing out that Wrathvokers should do anything they can to get the cleric encounter power <strong>Valorous Charge</strong>. which is even better than Compel Action. With the Con bonus to defenses AND a huge nova, Valorous Charge is easily the best encounter power in all of 4e.</p><p></p><p><strong>Level 27 Encounter List</strong></p><p>[sblock]</p><p><span style="color: GoldenRod"><strong>Compel Action</strong></span> (DP): A close blast 6 (enlarged) dominate is one of the best encounter powers in the entire game. The Preservation kicker is irrelevant; this is great for everyone.</p><p></p><p><span style="color: MediumBlue"><strong>Invoke Terror</strong></span> (PHB2): This would be an amazing power if it only hit enemies. You want your allies next to the monsters for opportunity attacks, but then they get hit by the power. So it requires near-perfect positioning just to use, which keeps it from being really great.</p><p></p><p><span style="color: Black"><strong>Swarm of Astral Steel</strong></span> (PHB2): Enlarged, this is ok, but, even assuming everyone takes 10 extra damage, it still isn’t that exciting.</p><p></p><p><span style="color: Purple"><strong>Brand of Fire</strong></span> (DP): Hitting some targets for a bit of damage is weak for a level 27 encounter power.</p><p></p><p><span style="color: Purple"><strong>Pall of the Shadowfell</strong></span> (DP): Vanilla two-target damage is unexciting.</p><p></p><p><span style="color: Crimson"><strong>Word of Annihilation</strong></span> (PHB2): Nothing but damage. Terrible power.</p><p></p><p><span style="color: Crimson"><strong>Word of Death</strong></span> (DP): After all the great “Word of...” powers, it’s hard to believe someone thought this one appropriate for level 27.</p><p></p><p><span style="color: Crimson"><strong>Offering of Peace</strong></span> (PHB2): Useless single target garbage.</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Level 29, Daily</strong></span></p><p>Like at level 27, an area effect dominate is just substantially better than your other options. Most invokers will take <strong>Word of the Gods</strong>.</p><p></p><p><strong>Level 29 Daily List</strong></p><p>[sblock]</p><p><span style="color: GoldenRod"><strong>Word of the Gods</strong></span> (PHB2): Close blast dominate save ends with extra damage attached. A beautiful capstone daily.</p><p></p><p><span style="color: DarkTurquoise"><strong>Storm of Heaven</strong></span> (DP): Enlarged to an area burst 3, this is quite a good power. If it weren’t for Word of the Gods, this would be the best power of the level.</p><p></p><p><span style="color: DarkTurquoise"><strong>Summon Angel of Victory</strong></span> (PHB2): A nice summons with a -2 to defenses debuff attached to its minor action attack. Very nice.</p><p><span style="color: MediumBlue"><strong>Invoked Devastation</strong></span> (DP): An aoe triple tap power isn't bad, if you're an invoker built for aoe blasting. With substantial damage bonuses from other party members or various mods/vulnerabilities, this power can actually do quite a bit of damage and is <span style="color: DarkTurquoise"><strong>better</strong></span> for those types of invokers.</p><p> </p><p><span style="color: MediumBlue"><strong>Invoke the Absolute Dark</strong></span> (PHB2): Generally speaking, this is just a pretty good power as an area burst 3, but, combined with a lot of forced movement to knock monsters back into it, it can be <span style="color: DarkTurquoise"><strong>really sweet</strong></span>.</p><p></p><p><span style="color: Black"><strong>Apocalypse from the Sky</strong></span> (DP): Ally-unfriendly, and too many things fly for this to be really good. But it isn’t a bad power.</p><p></p><p><span style="color: Purple"><strong>Harm</strong></span> (D380): This power was destined for greatness until you read “OR can take a -2 to attack rolls until the end of the encounter”. That penalty just isn’t meaningful enough to make this power any good.</p><p></p><p><span style="color: Crimson"><strong>Malediction of the Eternal Pyre</strong></span> (DP): Nothing but damage, and not a great damage type at that.</p><p></p><p><span style="color: Crimson"><strong>Fires of the Silver Gate</strong></span> (PHB2): Even radiant vulnerability couldn’t save this power from being awful, though it wouldn’t be <span style="color: Purple"><strong>quite so bad</strong></span>.</p><p></p><p>[/sblock]</p><p></p><p> </p></blockquote><p></p>
[QUOTE="Veep, post: 6708050, member: 6793297"] [SIZE=5][Size=5][b]Epic Tier Powers: Master of the Covenant[/b][/size][/SIZE] [b]Invoked Devastation[/b] influences epic power ratings heavily, as it improves bursts twice as much as blasts. Notable also at this tier is a lack of thunder/lightning powers compared to previous levels, as well as excellent feat support for radiant powers at epic (which improves the ratings of radiant powers). [Size=3][b]Level 22, Utility[/b][/size] This level has several decent but not amazing options. Most invokers will either take [b]Invoke Heroism[/b] or return to one of the excellent level 16 powers. Malvokers might take [b]Covenant of Vengeance[/b] or [b]Invoke Angelic Form[/b] for personal defense. [b]Level 22 Utility List[/b] [sblock] [COLOR=DarkTurquoise][b]Invoke Heroism[/b][/COLOR] (PHB2): An extra standard action is incredibly powerful, although it’s worth pointing out that Templar’s level 6 Mantle of Might could do this 16 levels ago. [COLOR=MediumBlue][b]Invoke Angelic Form[/b][/COLOR] (PHB2): Flying for a whole encounter is definitely useful. [COLOR=MediumBlue][b]Covenant of Vengeance[/b][/COLOR] (PHB2): Discourage an enemy from attacking you or an ally for a whole encounter. Can really wreck some area-effect-using monsters and wind up giving a constant bonus. [COLOR=Black][b]Call Angelic Shield[/b][/COLOR] (DP): Huge bonus to defenses for a whole encounter. For the self-dazing types, this is worth considering, but Covenant of Vengeance is probably a better version due to its offensive possibilities. [COLOR=Black][b]Ward of Divine Light[/b][/COLOR] (PHB2): A decent enough effect, but the standard action tax is annoying. [COLOR=Purple][b]Herald of God[/b][/COLOR] (DP): Bonuses to skills you’re probably not using. [COLOR=Purple][b]Invoke Sight[/b][/COLOR] (DP): Removing one blind is pretty situational. [/sblock] [Size=3][b]Level 23, Encounter[/b][/size] Level 23 has an excellent option for controllers in [b]Word of Bewilderment[/b] and also for blasters in [b]Storm of Celestia[/b]. Some other invokers might opt for the control-from-a-distance of [b]Age’s Infirmity[/b]. [b]Level 23 Encounter List[/b] [sblock] [COLOR=DarkTurquoise][b]Word of Bewilderment[/b][/COLOR] (DP): Enlarged, this is a close burst 3 stun, which is far better than any other option at this level, especially mitigated by Superior Will. Superior Will also heavily influences the Malediction kicker, making it worth it to use if you can catch a couple more opponents in the burst. With Royal Command of Asmodeus, or for Malvokers, this is the [COLOR=GoldenRod][b]only option worth considering[/b][/COLOR]. [COLOR=DarkTurquoise][b]Storm of Celestia[/b][/COLOR] (PHB2): This rating assumes Resounding Thunder and Invoked Devastation, for a huge ally-friendly ultimate-chessmaster area burst 4. This is also the best sliding power of any kind in the game, since nothing specifies the route you have to take to slide creatures (presumably you could slide someone outside the burst, anywhere on the board, an infinite number of squares). The rating assumes you have a party optimized around having some sort of zone/effect to slide targets to. [COLOR=MediumBlue][b]Age’s Infirmity[/b][/COLOR] (D 380): Factoring in Invoked Devastation, this becomes an area burst 2 that slows and weakens. If it had a better damage type or were ally-friendly, this would be sky blue. [COLOR=Black][b]Fateful Foresight[/b][/COLOR] (DP): This isn’t really very good, since it won’t actually negate an attack, but just negate the difference between a monster’s special attack and its basic. Decent at least for Preservers. For others, it’s [COLOR=Purple][b]worse[/b][/COLOR]. [COLOR=Black][b]Final Reproach[/b][/COLOR] (DP): Not a bad effect, although the daze is delayed by a turn. Enlarged, and ally friendly, this would be a close burst 4, which can hit a lot of targets. [COLOR=Black][b]Fetters of Darkness[/b][/COLOR] (DP): Another puzzling damage type (why all the necrotic powers?) It’s a decent enough effect, though. [COLOR=Black][b]Plague of Poison[/b][/COLOR] (DP): For Wrath-vokers, this adds up to a decent amount of damage. For others, this is [COLOR=Purple][b]worse[/b][/COLOR]. [COLOR=Purple][b]Cascade of Five Suns[/b][/COLOR] (PHB2): Nothing but damage makes this an unexciting power, even with a guaranteed hit on the most important target. [COLOR=Purple][b]Vindicating Flames[/b][/COLOR] (PHB2): Another damage-only power that just doesn’t compete with other options at this level. [COLOR=Purple][b]Word of Rebuke[/b][/COLOR] (PHB2): Not a terrible debuff for a single target power for Preservers. For others, it’s [COLOR=Crimson][b]horrible[/b][/COLOR]. [/sblock] [Size=3][b]Level 25, Daily[/b][/size] Level 25 has no clear winner. Morninglords will like [b]Anthem of the First Dawn[/b]. For melee-heavy parties, [b]Racking Invocation of Pain[/b] is a solid choice here. For parties with multiple divine characters, [b]Invoke the Fallen[/b] might see some play. The best choice is probably to go back to 19 for the angel or the dominate, though. [b]Level 25 Daily List[/b] [sblock] [COLOR=MediumBlue][b]Anthem of the First Dawn[/b][/COLOR] (PHB2): Ally-friendly huge effect that grants a ton of healing. The lack of control is somewhat annoying, but painting every target on the battlefield for Morninglord is quite strong. [COLOR=MediumBlue][b]Invoke the Fallen[/b][/COLOR] (PHB2): No damage type, ally-unfriendly, but it enlarges to an area burst 3 blind+ongoing damage. If you have several divine characters in the party, the kicker is nice, but it's negated by the lightly obscured, which is kind of amusing. [COLOR=MediumBlue][b]Racking Invocation of Pain[/b][/COLOR] (PHB2): An excellent choice for melee-heavy parties, although, again, lack of damage type and ally-unfriendly are annoying. [COLOR=Black][b]Eye of the Sun[/b][/COLOR] (DP): It’s radiant sphere! A pretty good power, especially if you can keep enemies near the sphere. If you have radiant vulnerability 10, etc., this is [COLOR=MediumBlue][b]a bit better[/b][/COLOR]. [COLOR=Black][b]Rain of Colorless Fire[/b][/COLOR] (PHB2): It’s nothing but damage, but it’s quite a bit of it in an area burst 3 enlarged. Assuming you can trap a couple of monsters in the zone each round (which depends on your party’s abilities), this can be really good. Fire gets resisted a lot, though, which keeps this from being sky blue. [COLOR=Black][b]Trumpet the Eight Dooms[/b][/COLOR] (DP): With Resounding Thunder, becomes a blast 7, and this does quite a bit of damage. [COLOR=Purple][b]Despised of the Gods[/b][/COLOR] (DP): A difficult power to assess, as the penalty to saves can be interesting. Single target probably keeps it from being good, though. [COLOR=Crimson][b]Shackles of the Chained God[/b][/COLOR] (DP): Fairly weak damage and a lackluster effect. [COLOR=Crimson][b]Penance of Amoth[/b][/COLOR] (D 381): Horrible single target power. [COLOR=Crimson][b]Word of Cessation[/b][/COLOR] (DP): This isn’t even as good as our heroic tier encounter powers. [/sblock] [Size=3][b]Level 27, Encounter[/b][/size] There really aren’t any invoker encounter powers that even come close to a close blast dominate. Pretty much every invoker will take [b]Compel Action[/b] (the only thing that saves this level from being really bad for invokers). It's worth pointing out that Wrathvokers should do anything they can to get the cleric encounter power [b]Valorous Charge[/b]. which is even better than Compel Action. With the Con bonus to defenses AND a huge nova, Valorous Charge is easily the best encounter power in all of 4e. [b]Level 27 Encounter List[/b] [sblock] [COLOR=GoldenRod][b]Compel Action[/b][/COLOR] (DP): A close blast 6 (enlarged) dominate is one of the best encounter powers in the entire game. The Preservation kicker is irrelevant; this is great for everyone. [COLOR=MediumBlue][b]Invoke Terror[/b][/COLOR] (PHB2): This would be an amazing power if it only hit enemies. You want your allies next to the monsters for opportunity attacks, but then they get hit by the power. So it requires near-perfect positioning just to use, which keeps it from being really great. [COLOR=Black][b]Swarm of Astral Steel[/b][/COLOR] (PHB2): Enlarged, this is ok, but, even assuming everyone takes 10 extra damage, it still isn’t that exciting. [COLOR=Purple][b]Brand of Fire[/b][/COLOR] (DP): Hitting some targets for a bit of damage is weak for a level 27 encounter power. [COLOR=Purple][b]Pall of the Shadowfell[/b][/COLOR] (DP): Vanilla two-target damage is unexciting. [COLOR=Crimson][b]Word of Annihilation[/b][/COLOR] (PHB2): Nothing but damage. Terrible power. [COLOR=Crimson][b]Word of Death[/b][/COLOR] (DP): After all the great “Word of...” powers, it’s hard to believe someone thought this one appropriate for level 27. [COLOR=Crimson][b]Offering of Peace[/b][/COLOR] (PHB2): Useless single target garbage. [/sblock] [Size=3][b]Level 29, Daily[/b][/size] Like at level 27, an area effect dominate is just substantially better than your other options. Most invokers will take [b]Word of the Gods[/b]. [b]Level 29 Daily List[/b] [sblock] [COLOR=GoldenRod][b]Word of the Gods[/b][/COLOR] (PHB2): Close blast dominate save ends with extra damage attached. A beautiful capstone daily. [COLOR=DarkTurquoise][b]Storm of Heaven[/b][/COLOR] (DP): Enlarged to an area burst 3, this is quite a good power. If it weren’t for Word of the Gods, this would be the best power of the level. [COLOR=DarkTurquoise][b]Summon Angel of Victory[/b][/COLOR] (PHB2): A nice summons with a -2 to defenses debuff attached to its minor action attack. Very nice. [COLOR=MediumBlue][b]Invoked Devastation[/b][/COLOR] (DP): An aoe triple tap power isn't bad, if you're an invoker built for aoe blasting. With substantial damage bonuses from other party members or various mods/vulnerabilities, this power can actually do quite a bit of damage and is [COLOR=DarkTurquoise][b]better[/b][/COLOR] for those types of invokers. [COLOR=MediumBlue][b]Invoke the Absolute Dark[/b][/COLOR] (PHB2): Generally speaking, this is just a pretty good power as an area burst 3, but, combined with a lot of forced movement to knock monsters back into it, it can be [COLOR=DarkTurquoise][b]really sweet[/b][/COLOR]. [COLOR=Black][b]Apocalypse from the Sky[/b][/COLOR] (DP): Ally-unfriendly, and too many things fly for this to be really good. But it isn’t a bad power. [COLOR=Purple][b]Harm[/b][/COLOR] (D380): This power was destined for greatness until you read “OR can take a -2 to attack rolls until the end of the encounter”. That penalty just isn’t meaningful enough to make this power any good. [COLOR=Crimson][b]Malediction of the Eternal Pyre[/b][/COLOR] (DP): Nothing but damage, and not a great damage type at that. [COLOR=Crimson][b]Fires of the Silver Gate[/b][/COLOR] (PHB2): Even radiant vulnerability couldn’t save this power from being awful, though it wouldn’t be [COLOR=Purple][b]quite so bad[/b][/COLOR][b][/b]. [/sblock] [/QUOTE]
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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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