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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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<blockquote data-quote="Nibelung" data-source="post: 6709492" data-attributes="member: 74499"><p><strong>Originally posted by zelink551:</strong></p><p></p><p>At-Will Powers: Fundamentals of Glory</p><p></p><p>Warlords actually have some tough choices here; there is not any real At-Will that is a must for all the builds (at least not anymore). Therefore, you have quite a few worthy powers for competing for 2 (at best 3) spots. This may be a tough call overall, but I recommend Commander's Strike and Intuitive Strike for anyone that can use them effectively. Ranged Warlords are pretty much stuck with the 3 Ranged At-Wills from MP 2, but no worries: they're all pretty good, especially Direct the Strike.</p><p></p><p>I've also taken the liberty of separating the powers in whether they are Melee attacks, Ranged attacks, or require no attack rolls from you at all.</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #800080">Brash Assault</span> (MP) - This power has a massive degree of variability. If your DM doesn't take the gamble often, this isn't worth much, but it is gold if he does. I give it a lower rating, but it can go from <span style="color: #ff0000">horrible</span> to <span style="color: #0000ff">useable</span>, depending on the situation. Therefore, not for the majority of Warlords, unless you have Harlequin Style and a strong Charisma, in which case it is <span style="color: #0000ff">fantastic</span>, but the oppourtunity cost of an at-will and a feat makes this a <span style="color: #800080">horrible tradeoff</span><span style="color: #800080">, </span>and one that in most circumstances I can't recommend.</p><p></p><p><span style="color: #800080">Furious Smash</span> (PHB) - It deals piddly damage, but packs a pretty strong buff for the next attack. Unless the next attack is crazy powerful, such as a Barbarian's Rage Strike, this will be about equivalent to an at-will, but it'll be hitting Fortitude. With more at-wills being available, it's gotten to the point where I can't really recommend this in good faith, unless your Charisma is very high, and it's not even a bread-and-butter option then. It gets better with a reach weapon (though still not worth the at-will slot, or the standard action), and it probably gets <strong>better enough<em> </em></strong>with a Blade of the Eldtrich Knight to jump a grade, though I still can't reccomend it.</p><p></p><p><span style="color: #0000ff">Inevitable Wave</span> (PHH 2) - A charge attack that enhances the ally's charge. The good news is that charge optimization is a great way for a Warlord to get some solid damage across, and other characters synergize well with it; the not-so-good news is that you likely can't spam it. This is a <span style="color: #00ccff">good idea</span><span style="color: #00ccff"> </span>if you have a Barbarian, a Ranger with Marauder's Rush, or a similarly charge-happy character in your party, otherwise it's still solid.</p><p></p><p><span style="color: #0000ff">Intuitive Strike</span> (MP 2) - So... if you're willing to stand and bang with your target and lose a cut of your damage, you get to attack a NAD (and the one generally accepted to be the lowest overall), and you make CA an even bigger boost. This power is really good, especially because flanking isn't really all that hard. A very strong power, and something that should be considered as the 2nd at-will for most.</p><p></p><p><span style="color: #800080">Opening Shove</span> (MP) - It hits Reflex, but it... doesn't deal any actual damage, just a push and allows an ally to shift an Intelligence-based distance or make a melee basic attack. It does grant you versatility as far the second effect is concerned, though. I don't believe its versatility makes up for the fact that Wolf Pack Tactics deals damage and allows your ally to shift, and Commander's Strike deals more damage, and doesn't require you to make an attack to grant your ally an attack. However, there are some builds that can really milk it for what it's worth, such as Polearm Taclords; for them, it's better.</p><p></p><p>Rousing Assault (PHH 1) - Enhances your healing if you have a high Charisma, and it gives you 2 turns' worth of effect. Sweet for Charisma-based Warlords (everyone else got left out in the cold here).</p><p></p><p><span style="color: #0000ff">Viper's Strike</span> (PHB) - While the condition imposed by this At-Will may not come up enough to make it an every-turn choice the way some other At-Wills are, allowing most Defenders to punish shifts without having to resort to their (usually once per round) Defender feature is sweet, as is the ability to turn other Meleers into off-tanks. </p><p></p><p>Wolf Pack Tactics (PHB) - Lo, how the mighty have fallen. This At-Will was once an automatic inclusion in every Warlord build; now, the fact of the matter is the benefit is a bit too marginal for that. You really don't need to shift that much every turn to maintain flanking, and the utility of the shift isn't much good after that, making this an MBA in some cases.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #0000ff">Paint the Bull's Eye</span> (MP 2) - This is the "I need you to buff me now" Ranged At-Will. While you do take on a damage debt by forsaking your Strength modifier as compared to an RBA, the hit bonus for a nova-ing Striker will easily be worth that loss. Not something you want to do every turn, but you will want to use this power at certain points.</p><p></p><p>Risky Shot (MP 2) - A basic extra-damage At-Will that makes you grant CA. Given that this is a Ranged attack, you are at a relatively lesser risk of getting thwacked for granting CA. This is a very serviceable bread-and-butter At-Will, but frankly, Paint the Bull's Eye is superior, and you're probably gonna want that Direct the Strike. </p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #00ccff">Commander's Strike</span> (PHB) - Give your Fighter one more mark, or your Strikers one more crack at the enemy. Works particularly well if your allies have decent Melee basic attacks by default or invest in them via Melee Training, and it has great feat support to make it even better. A great At-Will for quite a few Warlords on the list, though Direct the Strike has stolen some of its thunder.</p><p></p><p><span style="color: #00ccff">Direct the Strike</span> (MP 2) - While this may not have the extra damage Commander's Strike does, it has one thing that At-Will has always been lacking: range. I consider them about equal without the feat support, because the fact that you don't have to get close helps some of your party members (like lockdown Fighters and Prime Punisher Melee Rangers) do their job better, and Skirmishing Warlords don't really like Melee range.</p><p></p><p>Heroic Tier Powers: A Taste of Glory</p><p></p><p>For the convenience of Warlords everywhere, I've separated the power list on whether the power is Melee, Ranged, can be used by both, can be used of an MBA, or whether it requires no attack roll from you.</p><p></p><p><span style="font-size: 15px"><strong>Level 1, Encounter</strong></span></p><p></p><p>A lot of builds will be grabbing different powers that suit their fancy here: Taclords love Warlord's Favor, Skirmishers take Pin Cushion, and Insightful Warlords like Powerful Warning. </p><p>Everyone else will like Vengeance is Mine or <strong>Powerful Warning</strong>, which are actually in the running for every Warlord's attention. Off turn enabling is simply so potent.</p><p></p><p><strong>Level 1 Encounter List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #ff0000">Coordinated Offensive</span> (D 381) - You got Wolf Pack Tactics with a slide away for an ally, and a hit bonus if you've burned an <em>inspiring word</em> this Encounter. Um... how about not?</p><p></p><p>Diabolic Stratagem (D 369) - How the mighty have fallen... While this power has crazy damage potential, unless your DM plays your monsters as retarded or is very respectful of even the most generic mark, it likely won't go off unless you force the enemy to attack you, which is a lot of setup for an Encounter power. Now if you can find a way to force it to attack you this could get interesting, but thats some seriously work...</p><p></p><p><span style="color: #ff0000">Guarding Attack</span> (PHB) - Only buffs AC, and only against the target. Lame. <span style="color: #800080"><strong>Marginally</strong></span> better for Inspiring Warlords</p><p></p><p><span style="color: #0000ff">Hammer and Anvil</span> (PHB) - The classic "I attack + ally attacks" power, it's still good, but there are somewhat better choices here.</p><p></p><p><span style="color: #ff0000">Leaf on the Wind </span>(PHB) - What was the last time switching places with the target was of any tactical significance? Yeah... At least the damage is above an MBA's.</p><p></p><p>Luring Focus (MP) - An MBA in damage terms that pulls another enemy to you somewhat. Requires some not-always-attainable early Charisma, and the sturdiness to survive a concentrated enemy assault, too. Not unsalvageable if you're lacking in the "force fireball formation" department, but not a world-beater either.</p><p></p><p><span style="color: #ff0000">Myrmidon Formation</span> (MP) - Clustering for 5 THP? Pass.</p><p></p><p><span style="color: #ff0000">Nimble Footwork</span> (MP) - Shift for you, shift for an ally, and a hit. At least the damage is better than an At-Will's...</p><p></p><p>Seize the Upper Hand (MP 2) - By itself, this power is pretty good... provided you can maintain CA . Given that the target can shift out of a flanking position and thus ruin the buff for your allies, this will likely require an additional power to be truly viable, which reduces its appeal somewhat.</p><p></p><p>Shielded Assault (MP 2) - Swing + AC bonus for you and any adjacent ally. Solid, but not exceptional.</p><p> </p><p>Tactician's Invitation (D 384) - A vanilla attack that offers one of several effects. Decent.</p><p></p><p><span style="color: #00ccff">Warlord's Favor</span> (PHB) - Swing + big attack buff for an ally. This is nova setup at its purest, and definitely the Taclord's consensus choice.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p>Hammer Formation (MP 2) - The drawback is that forces Ranged Warlords to wield a Heavy Thrown weapon in order to work. The good news is that it's a good buff for the party. A solid choice overall, but not a #1 pick by any stretch of the imagination.</p><p></p><p>Pin Cushion (MP 2) - Pure Ranged (or even Ranged-heavy) parties are rare in my experience, so this rider won't see the play it needs to see its potential realized. It's still plenty awesome, since it does buff you. If you have one of those parties, <span style="color: #00ccff">take this and don't look back</span>.</p><p></p><p><span style="color: #0000ff">Race the Arrow</span> (MP 2) - Swing from you + swing from an ally is nice, especially with the Skirmishing extra damage rider. <span style="color: #00ccff">Even better</span> if your party is graced with a dedicated charger.</p><p></p><p><span style="font-size: 12px"><strong>Melee or Ranged:</strong></span></p><p></p><p><span style="color: #0000ff">Overwhelming Force Trap</span> (D 384) - Turning an ally's basic attack into an At-Will and dazing sounds nice, but what was the last time your allies made a basic attack outside of an OA (which depends on the enemy)? It can be used occasionally to let a range charge or such, but the beauty of the power comes on OAs. An enemy moves and triggers an OA? BAM, turn over. I'll take that type of action denial, even if this power doesn't measure up to some of the big ones at this level.</p><p></p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #00ccff">Powerful Warning</span> (MP 2) - You essentially give your ally the ability to use Disruptive Strike if you're an Insightful Warlord. Far too good to pass up for them.</p><p></p><p><strong>Provocative Order (D 381)</strong> - An ally gets a charge with extra damage. <span style="color: #0000ff"><strong>Better</strong> </span>if you have someone who likes to charge.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>MBA Triggered:</strong></span></p><p></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Vengeance is Mine</span> (MP 2) - Did I read this correctly? TWO out-of-turn attacks in response to getting hit? Awesomesauce, especially because Ranged characters don't have to worry about provoking OA's by using it (you can't make OA's during your own turn).</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 1, Daily</strong></span></p><p></p><p>This level has more established directions for Warlords: most Intelligence-based Melee Warlord will grab Lead the Attack, whereas Skirmishers like Relentless Wounding. Everyone else should gravitate toward Lamb to the Slaughter.</p><p></p><p><strong>Level 1 Daily List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #800080">Bastion of Defense</span> (PHB) - A swing with a defense bonus and some THP for everyone. A good defensive power, though likely not what most Warlords are looking for right now.</p><p></p><p><span style="color: #800080">Calculated Assault</span> (MP) - A decent damage buff, but you can only apply it to one ally, and the attack's damage sucks. Plus, that target is gonna be gone for that damage bump is meaningful. Nah.</p><p></p><p><strong>Concentrated Attack (MP)</strong> - A swing for you, and a beefed-up swing for an ally. It can be nice, but it's not quite at the level of other powers here.</p><p></p><p>Create a Target (MP 2) - I don't like the fact that you can save out of the effect (so you essentially have 1-2 turns of this effect in most cases), but this can be a pretty nice effect if it lasts. With some forced movement <span style="color: #00ccff"><em><strong>this can be really strong</strong></em></span>, so keep that in mind</p><p></p><p><span style="color: #ff0000">Expert Timing</span> (MP 2) - Lower-than-average damage, AND all it does is grant +1 speed? Huh?</p><p></p><p><span style="color: #800080">Fearless Rescue</span> (MP) - Fluff gold and a sweet extra attack, but the trigger basically means you failed at your job. Don't plan on failing, especially when this power encourages you to kill yourself on the way to aid you ally.</p><p></p><p><span style="color: #00ccff">Lamb to the Slaughter</span> (D 381) - Can provide up to three free charges against the same target in one turn. Now that's what I call focus fire. Without dedicated chargers, or people with decent charges even, it <span style="color: #0000ff"><strong>falls</strong></span>, potentially <strong>far</strong>.</p><p></p><p><span style="color: #ff0000">Lead by Example</span> (MP) - Better on a miss than on a hit. Huh? I hate these types of powers</p><p></p><p><span style="color: #00ccff">Lead the Attack</span> (PHB) - If you're Int-based and Melee, this power will grant your allies a HUGE bonus to hit a target for a turn. While the duration is limited, the bonus is big enough to allow your allies to land those encounter-swinging blows.</p><p></p><p>Leader's Instincts (MP 2) - Essentially a slightly stronger Hammer and Anvil, with Reliable. Solid, I guess. But reliable powers suck.</p><p></p><p>Orchestrated Offensive (D 384) - Three shots (one from you), but only one of them can hit a given target. The lack of focus-fire potential holds it back somewhat, though.</p><p></p><p><span style="color: #800080">Pin the Foe</span> (PHB) - A decent mobility denial effect coupled with solid damage. Meh.</p><p></p><p>White Raven Onslaught (PHB) - Swing + slide every time you or an ally hits. Can be really solid if used correctly, but it doesn't rise far enough above until AgileOp to make this a worthy pick. And then, you have better dailies. </p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #800080">Inspiring Shot</span> (MP 2) - A Reliable Ranged shot that buffs your healing. I don't like it.</p><p></p><p><span style="color: #0000ff">Relentless Wounding</span> (MP 2) - A shot that gives your allies a stat in damage for the encounter. Good enough for me. Save this for a solo fight.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #993366">Destructive Surprise</span> (D 384) - While the fact that you don't have to attack is cute, it doesn't have a real effect to salivate over.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 2, Utility</strong></span></p><p></p><p>This level has 3 basic groups of characters: Intelligence-based Warlords grab Adaptive Stratagem, Inspired Warlords grab Inspired Belligerence, and everyone else picks between Cunning Adjustment, Knight's Move, Martial Cascade, and Spur to Action.</p><p></p><p><strong>Level 2 Utility List</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Adaptive Stratagem</span> (MP) - Damage bonus for an ally if you like Int, save bonuses if you're Cha, and both if you're a Resourceful Warlord. Sweet move.</p><p></p><p><span style="color: #ff0000">Aid the Injured</span> (PHB) - While I like healing powers as much as the next guy, this is so much worse than your Inspiring Word that I can't recommend it in good faith.</p><p></p><p><span style="color: #800080">Covering Maneuver</span> (MP) - Some nice shuffling of position and marks when someone in your party uses second wind. The problem lies in that without a Dwarf, that's unreliable. With a Dwarf, this is a solid power; otherwise, not so much.</p><p></p><p><span style="color: #ff0000">Crescendo of Violence</span> (PHB) - Laughably weak. Avoid like the plague.</p><p></p><p><span style="color: #0000ff">Cunning Adjustment</span> (D 384) - A free shift and CA against an enemy for performing one of the basic functions of a D&D character? Sweet.</p><p></p><p>Encouraging Boost (MP 2) - A nice benefit for the average character, it <span style="color: #800080">loses some of its luster</span> if you play it on a Dwarven ally or if you're knee-deep in Melee, since using it will provoke an OA.</p><p></p><p>Flash of Insight (MP 2) - Knocking prone is nice, as is a push, but the power is just average overall. Still, if you're in need of forced movement...</p><p></p><p><span style="color: #800080">Hasty Alert</span> (MP 2) - A good defensive buff against surprised rounds. It can see use. But surprise rounds tend to be really rare, since they're such a game changer.</p><p></p><p>Heroic Effort (MP) - A hefty bonus for your allies if you stay Bloodied. You get some THP to make it more palatable than it sounds. If you have the luxury of a party who can watch your back, this is actually <span style="color: #0000ff">quite good</span>.</p><p></p><p><span style="color: #00ccff">Inspired Belligerence</span> (MP) - Godlike for Inspiring Warlords; no one else <span style="color: #ff0000">should even touch it</span>.</p><p></p><p><span style="color: #0000ff">Knight's Move </span>(PHB) - Trade in your move action for an ally to use his. Nice, especially once you've established the position you'll be occupying most of the encounter. Important to note here, you give them a MOVE ACTION, not a move, so they could Oath, Quarry, Curse, Minor Action attack, etc. </p><p></p><p>Martial Cascade (D 384) - A turn of a Taclord's AP beneft. Not as good for Taclords, but everyone else likely wants a taste.</p><p></p><p><span style="color: #800080">Motivated Recovery</span> (MP) - With a Dwarf, this is solid; otherwise, it's a bit too tame for my tastes.</p><p></p><p><span style="color: #ff0000">Reckless Opportunity</span> (MP) - You only give the CA if the ally's initiative wins. Pass.</p><p></p><p><span style="color: #800080">Repositioning Command</span> (MP) - A small shift for essentially your whole party. Can tip things in your favor on occasion, but it's not worth being a Daily.</p><p></p><p>Rub Some Dirt on It (MP) - It's about somone's surge value in THP now, but bear in mind it scales <span style="color: #800080">very poorly</span>, and should thus be retrained out for something else as quickly as it becomes useless.</p><p></p><p>Shake <span style="color: #0000ff">it Off</span> (PHB) - A minor action save with a bonus is nice to keep your allies up on their feet. With the advent of Mark of Healing,<span style="color: #ff0000"> this is obsolete</span>, but it maintains its current rating because not everyone has access to that feat. And warlords are pretty terrible at granting saves.</p><p></p><p><span style="color: #0000ff">Spur to Action</span> (MP 2) - A reroll plus Combat Leader make it virtually impossible for you not to dominate the initiative order, and it's also great for those who didn't take Combat Leader.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 3, Encounter</strong></span></p><p></p><p>This level has the feel of a barren desert with few oases: a lot of powers don't rise up to the challenge, so you'll see groups of Warlords pick more or less the same thing. Insightful Warlords get No Gambit Is Wasted, Inspiring Warlords get Warlord's Strike, and Skirmishers likely grab Martial Doom. The rest of the Warlords will likely gravitate toward Devastating Offensive. However I suggest anyone take a look at <strong>Powerful Warning </strong>or <strong>Vengeance is Mine</strong> since off-turn enabling is that good.</p><p></p><p><strong> Level 3 Encounter List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #ff0000">Battering Command </span>(MP 2) - While I like inconveniencing my opponents, this is weaker than Hammer and Anvil. Nah...</p><p></p><p>Bloody Ending (MP) - I don't like the condition for the attack, but you can't really complain about anything else if you're a Resourceful Warlord. A solid pick.</p><p></p><p><span style="color: #00ccff">Devastating Offensive</span><span style="color: #0000ff"> </span>(D 381) - Essentially Hammer and Anvil with some repositioning shenanigans rolled in, it carries minor buffs for Taclords and Resourceful Warlords as icing.</p><p></p><p><span style="color: #800080">Dicey Predicament</span> (MP) - A condition to be able to use the power (one you never want to be in), for a benefit that really isn't "all that".</p><p></p><p><span style="color: #800080">Flattening</span> Charge (MP) - If you hit, you knock them down (CA for you). If not, CA for them. Swingy, but it can be effective. The ability to hit Fort and regen the power for Bravuralords opens up some potentially decent charge spam. If you need to be a fill in striker, this is <strong><span style="color: #0000ff">perhaps worthy of a look?</span></strong></p><p></p><p><span style="color: #800080">Follow Me In</span> (MP) - A charge for you, and some charge incentive for an ally. OK, I guess. But dedicated chargers will have the badge, and anyone else isn't gonna have a real stellar charge.</p><p></p><p><span style="color: #800080">Hold the Line</span> (PHB) - Lame damage, and an effect that requires clustering. Very corner-case.</p><p></p><p>Inspire Resilience (MP 2) - A swing, then a buff for one or more adjacent allies. Solid enough, but there's nothing special.</p><p></p><p><span style="color: #800080">Inspiring War Cry</span> (PHB) - Swing + saving throw for an ally. Pretty uninspiring, ironically enough. Just take the level 2 utility!</p><p></p><p><span style="color: #800080">Interrupting Strike</span> (D 384) - A swing, then you lay on a mini-Disruptive Strike if you don't get attacked. A few questions though. 1st- Why do you want to get attacked? 2nd- Why don't your allies have a suite of off-turn attacks? At this level, the 2nd may not be true, but I consider this horrendously conditional, and dislike it.</p><p></p><p><span style="color: #0000ff">No Gambit Is Wasted </span>(MP 2) - Another great Insightful Warlord power, it not only gives an ally a do-over, it inserts an attack of its own, and all this happens outside your turn. If your allies have really dominant daily powers, then this should be something you take a serious glance at.</p><p></p><p>Road to Victory (D 381) - The initial attack offers a shift, and a condition for more shifting. Solid enough, should you need such drastic repositioning on a regular basis.</p><p></p><p><span style="color: #ff0000">Set the Trap</span> (D 384) - Yeah, um, how about no? This is way too many conditions for +3 to damage.</p><p></p><p><span style="color: #800080">Shielding Retaliation</span> (MP) - This is an off-turn attack, but seriously, the DM should already be going after you. Helping him with that is a BAD IDEA!</p><p></p><p>Steel Monsoon (PHB) - A hit with a minor shift for most of the party is solid, but there are nicer goodies here.</p><p></p><p>Warlord's Strike (PHB) - Now this is a nice power! It's a sizable damage buff against one target, with no other strings attached for <span style="color: #0000ff"><strong>Inspiring Warlords</strong></span>. A good pick for them, though this level has competition.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p>Staggering Shot (MP 2) - A swing that offers knockdown after the first move the target makes, as well as a hefty push. Solid, I guess, but mostly by virtue of the push.</p><p></p><p><span style="font-size: 12px"><strong>Melee or Ranged:</strong></span></p><p></p><p>Deadly Distraction (MP 2) - A solid ability that keeps enemies out of your face and straight to their doom. Not provoking OA's has some movement implications apart from the "I can shoot in the face now" strategy. A decent pick, but not terrible impressive</p><p></p><p><span style="color: #0000ff">Martial Doom</span> (D 384) - +5 damage on AP's and CA against a target makes this a very spiffy nova setup power.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 5, Daily</strong></span></p><p></p><p>Level 5 actually has a pretty strong list. However, three choices stand above the rest in my mind. Melee Warlords looking for more offensive output will likely want Staggering Spin, whereas those seeking to add healing power to their repertoire will go for Stand the Fallen. As for Ranged Warlords, Create Opportunity dominates here.</p><p></p><p><strong> Level 5 Daily List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #ff0000">A Rock</span> and a Hard Place (MP) - This power is only at its most effective if you're a Taclord (if you're not, this power is <strong><span style="color: #ff0000">Trash</span></strong>) with a Defender ally who has enough AC to help you trigger this (Plate + Shield, Swordmage, that kind of deal). If you have that ally, this is <span style="color: #00ccff">very powerful</span>. Still good otherwise, though.</p><p></p><p><span style="color: #800080">Bait the Hook</span> (D 381) - A swing that gives an ally a sizable advantage over the target. Its being (save ends) and only working for one ally holds it back though. You want your dailies to do more, and last longer.</p><p></p><p>Brave Warriors (MP 2) - A charge that gives allies a hit bonus for charging for the rest of the encounter. A bit corner-case, but that is offset by that charging is actually some characters' bread and butter strategy. But its only +1, which is pretty lame...</p><p></p><p>Directed Combat (D 384) - The good news is that there's almost no situation in which this power will not be useful. The bad news is that you're likely not gonna wring that much use out of it compared to other powers on this list. Serviceable, though not a higher-echelon power.</p><p></p><p><span style="color: #800080">Exemplar</span> of Action (MP 2) - Though your damage contribution on the initial attack leaves something to be desired and it grants a save to get out, this is quite the effect cocktail: weakening, CA, and granting 5 extra damage can be devastating before the enemy has a chance to escape. I do hate tacking bonuses onto save ends effects though, since the power you WANT to use this on (a solo or elite), will shake this off, leaving a bad taste in your mouth.</p><p></p><p><span style="color: #800080">I've Got Your Back</span> (MP 2) - You give adjacent allies a bonus equivalent to wearing a Heavy Shield after a solidly damaging initial attack. Wasn't this similar to an encounter power?</p><p></p><p><span style="color: #800080">Pike Hedge</span> (MP) - Triggers outside your turn (weak damage on the initial attack, though), and leaves a soft control effect for the duration of the encounter. I don't think the damage is enough to be a real deterrent, and it requires a Polearm to boot. However, if you can add things like vulnerability and Radiant One damage it certainly jumps to <strong><span style="color: #0000ff">pretty damn good</span></strong>. However thats a really niche case, and thus I can't recommend this power.</p><p></p><p><strong><span style="color: #800080">Rousing Call</span> (D 381)</strong> - Some action advantage for prone foes, and some saving throws for those who are down for the count. While a bit corner-case, the situation where it's useful is good to plan for. Look at Stand the Fallen...</p><p></p><p><span style="color: #0000ff">Staggering Spin</span> (MP) - Attacks in an area, and can help set up free attacks. If you're looking for Melee offense at this level, this is probably what you'll take.</p><p></p><p><span style="color: #00ccff">Stand the Fallen</span> (PHB) - Holy mass healing, Batman! This can turn a bleak situation into a fair fight in one fell swoop, and even comes in with some decent damage on the hit, too.</p><p></p><p><span style="color: #800080">Surging Assault</span> (D 384) - Nowhere near as powerful as Stand the Fallen, due to the ridiculously short range. However the bonus to all defenses from second wind is a perk. <span style="color: #ff0000">Terrible</span> if you have Dwarves in your party, for the aforementioned reason.</p><p></p><p><strong><span style="color: #800080">Terrain Dominance</span> (DSH) - </strong>The strength of this power is entirely contigent upon your parties ability to generate massive amounts of difficult terrain, and have a hearty amount of forced movent. With that, it becomes a <span style="color: #0000ff"><strong>solid power</strong></span>, without it <strong><span style="color: #ff0000">this is trash</span>.</strong></p><p></p><p><span style="color: #ff0000">Turning Point</span> (PHB) - This looks just like Inspiring War Cry... but as a Daily. No.</p><p></p><p><span style="color: #800080">Villain's Nightmare</span> (PHB) - An accurate entry hit, and the possibility of canceling normal movement. Usually not that useful because if an enemy really wants to get away from you, shift-charge is an option you cannot account for.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p>Archery Commander (MP 2) - Not provoking OA's on Ranged attacks lifts a lot of restrictions on where you can move in a given encounter, and thus deserves to be regarded highly, <span style="color: #0000ff">especially</span> in a Ranged-heavy party. Plus, it deals solid damage, too.</p><p></p><p><span style="color: #00ccff">Create Opportunity</span> (MP 2) - A very effective enhancement of an ally's damage output while delivering damage of your own. Beautiful.</p><p></p><p>Situational Advantage (MP) - Requires a Heavy Thrown weapon (boo), and the effect only lasts one turn, and even then it's conditional. All that being said, jump through all the hoops and a powerful buff awaits. Too many if's and/or but's for my taste, but still solid.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p>Scent of Victory (MP) - A conditional targeting power, but it can be nasty if set up properly. Worth a look.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 6, Utility</strong></span></p><p></p><p>This level has one major theme: most of the great powers here focus on healing. Intelligence-based Warlords like Reorient the Axis, whereas Inspiring Warlords pick up the awesome Rousing Words here. Everyone else can go for that, or choose between <strong>Dragon's Tenacity</strong>, Inspiring Reaction, Invigorating Shout, Martial Vigor, and Stand Tough (though bear in mind, the last one will need retraining out at Paragon because of how poorly it scales). </p><p></p><p><strong>Level 6 Utility List</strong></p><p>[sblock]</p><p><span style="color: #800080">Anchor the Line</span> (MP 2) - A decent action advantage power to help an ally. Unfortunately, the range blows.</p><p></p><p>Back to Back (D 384) - While it's thematically cool, flanking will net you combat advantage for a better attack bonus. It can shine in certain situations, but if you're in one of them, you may be in a pickle that +1 to hit doesn't quite solve.</p><p></p><p><span style="color: #00ccff">Dragon's Tenacity</span> (PHH 2) - Read this a couple times. You don't need to be bloodied for it to affect you, and so it's a really solid buff for you (a bit bigger if you're a Dragonborn) and for all bloodied allies. One of the best utilities at this level, simply because you NEED to hit with many of your powers.</p><p></p><p>Encouraging Stance (MP) - Some solid THP granting for Bloodied allies, but why grant THP when you can heal and be done with it?</p><p></p><p><span style="color: #800080">Form a Line</span> (MP 2) - A decent AC buff... provided you don't deviate from an 8-square wall zone. This will cause problems for your group to get around sooner or later. And I hate standard action utilities on the Warlord when you have a ton of better things to be doing with your standard.</p><p></p><p><span style="color: #ff0000">Forward Observer </span>(MP) - The effect is so marginal, it's just not worth selecting.</p><p></p><p><span style="color: #800080">Get Down!</span> (D 384) - Though it is conditional, a free shift with a Stealth check can be a nice boost for some allies.</p><p></p><p><span style="color: #800080">Guide the Charge</span> (PHB) - Adds a smidgen of damage and a push to a charge as an Encounter powers, but it triggers before the charge hits. Uninspiring.</p><p></p><p><span style="color: #800080">Guileful Switch</span> (MP) - While Delaying your turn will usually accomplish the same things this power will, it does have some conditional advantages, such as when you are incapacitated by some reason. Not enough to consider it a viable choice after the errata, though.</p><p></p><p><span style="color: #0000ff">Inspiring Reaction</span> (PHB) - Healing outside your turn? Very nice. Be aware of its only weakness (short range), and you should be able to use this power very well.</p><p></p><p>Invigorating Shout (MP 2) - So... instead of having to SPEND a healing surge to regain HP, you regain the use of one AND heal? No wonder it's a Daily...However its outclassed by other powers at this level.</p><p></p><p><span style="color: #800080">Leader's Intercession</span> (D 381) - A good pick for sturdier Warlord builds, the only real downer here is the lame range. But I don't like my leader taking hits, you already should accrue enough aggro.</p><p></p><p><span style="color: #0000ff">Martial Vigor</span> (D 384) - You heal, and anyone that burns an AP will heal as well. A bit more thought-intensive than the average Utility power, but it has a higher ceiling than the vast majority of Utility powers.</p><p></p><p><span style="color: #800080">Phalanx Formation</span> (MP) - Clustering for +1 AC and Reflex. While good at evoking fluff-rich ancient Greek mental pictures, the mechanics themselves are lacking.</p><p></p><p><span style="color: #800080">Polearm Vault</span> (D 369) - Essentially the ability to leafrog the enemy in 4 squares of movement, with no OA protection. Lame.</p><p></p><p>Quick Step (PHB) - +2 speed for an ally as an encounter-long benefit is solid enough.</p><p></p><p>Reassuring Gesture (MP 2) - A decent THP buff as a present for your healing ability.</p><p></p><p><span style="color: #00ccff">Reorient the Axis</span> (MP 2) - In a word, wow. Your allies get to turn the battlefield on its head every encounter if you're Intelligence-based, which is one hell of a benefit to have.</p><p></p><p><span style="color: #0000ff">Rousing Words</span> (MP) - Two healing surges at a time will go a long way toward healing just about anybody, especially when Inspiring Warlords get an extra healing rider on top. A no-brainer for them. Bordering on <strong><span style="color: #00ccff">Sky Blue</span>.</strong></p><p></p><p>Stand Fast (D 381) - The ability to negate forced movement every encounter is of dubious play value IMHO, but if you do need it, it's golden.</p><p></p><p><span style="color: #0000ff">Stand Tough</span> (PHB) - A mass healing effect that doesn't consume healing surges (woot)! However, this does scale very poorly because of the fact that it's surgeless, so if you pick it, be aware that it has an expiration date somewhere in Paragon Tier.</p><p></p><p><span style="color: #800080">Tactical Supervision</span> (MP) - The only reason it's halfway decent is because of the option of buffing a basic attack's roll, and that's not enough if you ask me.</p><p></p><p>Tempting Target (MP) - Essentially, you stick your own neck out for the good of the team. If you're a Bravelord, this isn't that much of a gamble, thanks to some decent HP gaining riders.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 7, Encounter</strong></span></p><p></p><p>This marks a point of great divergence for Warlords: most builds will gravitate to a different power here. Insightful Warlords continue their tradition of powerful out-of-turn Encounter powers in Join the Crowd. Intelligence-based Warlords are partial to On My Mark. Inspiring Warlords could look at <strong>Withering Courage</strong>. The only builds seeming left out in the cold are Bravura Warlords some Resourceful Warlords, so they either take one of the powers above and live with the fact they get no special riders on it (not the worst deal), or they explore new capabilities with Fierce Reply or Sudden Motivation.</p><p></p><p><strong> Level 7 Encounter List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #800080">Deadly Returns </span>(MP) - An attack with an "insurance policy" attack attached. Why do this when other powers guarantee the second attack will happen?</p><p></p><p>Fierce Reply (MP 2) - A very good Defender impersonation, complete with extra damage and a shift. A pretty cool thing to have. Could see use on a Striker Hybrid too.</p><p></p><p><span style="color: #0000ff">Join the Crowd</span> (MP 2) - Oh, man, is this nasty. Not only does the originator of the attack worry less about where he places the attack because you'll force a target in, it's an attack that occurs out of turn and even carries a buff for Insightful Warlords. A bit party-dependent, but a<span style="color: #00ccff"> <strong>very awesome</strong></span> ability to have in those parties.</p><p></p><p>Lion's Roar (PHB) - An attack with a heal attached. While plain as vanilla ice cream, there is no such thing as too much healing.</p><p></p><p><span style="color: #800080">Martial</span> Excitation (D 384) - You get Skirmishing Presence Lite, after a rather lackluster attack. The shifting benefit is good compensation, but not enough to make up for the kind of lame initial swing. Most of the time this doesn't measure up, but if you need mobility...</p><p></p><p><span style="color: #ff0000">Phalanx Assault</span> (MP) - Clustering is usually not worth the buff this carries. Skip. Maybe worthy with Sigil Carver this could <strong>improve</strong>, but even then I can't suggest it.</p><p></p><p><span style="color: #0000ff">Provoke</span></p><p><span style="color: #800080">Overextension</span> (MP) - Basically Brash Assault's bigger, meaner brother. It buffs you against the enemy's attack (which is forced to happen) and buffs your ally's reprisal attack. The Bravura rider is necessary to make this tradeoff worth it. But I don't really like Brash Assault, and I feel like except under abnormal circumstances (your defender is a Knight, for example), this isn't going to be better than Hammer and Anvil. Now, if you play under ridiculous circumstances of your DM throwing out constant status effects frequently messing with mark punishment, then this certainly <strong>j<span style="color: #0000ff">umps up in rating</span>. </strong></p><p></p><p>Sacrificial Lure (MP) - It slaps on an AC penalty, but deals good damage and has a nice attack buff attached. Solid enough.</p><p></p><p>Stirring Force (MP) - Mass saves are rather hard to come by at this point, so this has something unique going for it. The range bites, but if you need this, it's here.</p><p></p><p><span style="color: #0000ff">Sudden Motivation</span> (MP 2) - An extra move action for your whole party can help wreak all sorts of tactical havoc. Something to consider. Clutch if you support builds that need lots of minors the get started.</p><p></p><p>Sunder Armor (PHB) - I give this a neutral rating, but it can go from <span style="color: #ff0000">useless</span> to a <span style="color: #00ccff">godsend</span>, depending on how much the dice gods favor you the turn you use it.</p><p></p><p><span style="color: #00ccff">Surprise Attack</span> (PHB) - A swing from you, and one with CA for an ally. Taclords get a hefty buff for their ally's attack to seal the deal. A solid enough power for me to give it a top-tier rating.</p><p></p><p><span style="color: #800080">Surround Foe</span> (PHB) - The effect will rarely accomplish a flanking position that Wolf Pack Tactics wouldn't have gotten you, and it doesn't do anything else. Very marginal.</p><p></p><p>Threatening Presence (D 381) - A decent power that shines when dealing with pesky enemy Soldiers. Decent enough.</p><p></p><p><span style="color: #800080">Together We Survive</span> (MP 2) - A small amount of THP for hitting the target for a turn. Very underwhelming.</p><p></p><p><span style="color: #800080">War of Attrition</span> (MP) - A hefty damage bonus to At-Wills and basic attacks (which can affect any attack you grant if it's done outside your turn) for a turn, though the attack is small. After the errata, this packs nowhere near the punch it once did and should be avoided.</p><p></p><p>Wild Runner Strike (D 375) - Imposes difficult terrain on your enemy, removes it from your allies, and deals damage. A pretty solid mix of abilities.</p><p></p><p><span style="color: #0000ff">Withering Courage</span> (D 381) - You impose a penalty on attack rolls that is cumulative with ally attacks, and your allies get a boost out of it as well if you're Bravura or Inspiring. A neat power, and very cool if you're building a Warlord with a good array of control elements.</p><p></p><p><span style="font-size: 12px"><strong>Melee or Ranged:</strong></span></p><p></p><p><span style="color: #800080">General's Gift</span> (MP 2) - A decent ability that lets your ally heal with your surges. Better for Skirmishers and Con-based Bravelords, simply because they're more likely to have the surges to spare. But come on, you're usually getting the living daylights kicked out of you anyways.</p><p></p><p><span style="color: #00ccff">On My Mark</span> (MP 2) - An attack from you (Melee or Ranged), which grants your ally an attack (with a bonus if you hit). Skirmishers also get a nice shift to put the ally in position. A very nice and easy-to-use power. The best Ranged power of the level.</p><p></p><p>Tactician's Favor (D 384) - You get a collection of decent buffs after a generic attack. Decent enough.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p>Friendly Fire (D 384) - Given the strength of Encounter powers at this level, something as hit-or-miss as an enemy attacking another enemy when it misses a member of your party is gonna have a ceiling below that of some others on this list.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 9, Daily</strong></span></p><p></p><p>This is actually a pretty bare-bones level for Warlords: you're probably looking to get <strong>Warlord's Recovery</strong>, though Melee has additional options in Ready the Charge or Iron Dragon Charge. Either way, this is probably the first of your Warlord Dailies to get retrained out.</p><p></p><p><strong> Level 9 Daily List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><strong><span style="color: #800080">Blood Designation</span> (MP)</strong> - A decent hit, and an ongoing + CA combo package. Rather lackluster, since the targets you really want to hit with this will be the first ones out of it.</p><p></p><p><span style="color: #800080">Caging Glaive</span> (D 369) - A decently damaging hit, and it has a solid mobility-denial ability. That being said, you probably want to work with a Defender while using this power; otherwise, the enemy will just come after you. And that will already happen so I don't care for this.</p><p></p><p>Dangerous Leader (MP 2) - A decently damaging charge power, with some free healing for all your allies every time you charge. Hard to realize its full potential since most Walords can't really spam charge attacks; if you can, this is <span style="color: #0000ff">quite good</span>, especially if you can buff the healing.</p><p></p><p><span style="color: #800080">Denying Mark</span> (MP) - A nice "Elite/Solo control" power, its only flaw is that the enemies it affects the most have the best chance of shaking off the effect, which is pretty huge flaw IMO.</p><p></p><p>Disheartening Flurry (MP) - While -2 to saves for the encounter is a bit stronger than it used to be thanks to the fall of the Orbizard, it's still not enough to justify this rather marginal power. Still, it could see some use in a control heavy party but I can't recommend it.</p><p></p><p><span style="color: #800080">Force of Fellowship</span> (MP 2) - An attack that deals more damage for every Inspiring Word you've busted out, and recharges one of them. It's rather unimpressive right now, but it gets better for builds who attach buffs to their Inspiring Word, though not enough to make it a top choice.</p><p></p><p><span style="color: #0000ff">Iron Dragon Charge </span>(PHB) - Free charges for your ally when you charge for the whole encounter (makes certain characters very happy). Find a way to charge every round (easier said than done), and this is <span style="color: #00ccff">fantastic</span>.</p><p></p><p>Knock them Down (PHB) - If you're looking for control, this is likely the power for you. Your allies' participation is a bit limited by the fact that it only permits MBA's, but it's still very strong. Still, its only prone...</p><p></p><p>Ready the Charge (MP 2) - This requires some serious setup to be successful, but can be pretty nasty if you put in the <span style="color: #0000ff"><strong>work for it</strong></span>. Not a top choice, but not a bad power, either.</p><p></p><p><span style="color: #800080">Shift the Field</span> (D 384) - This has a weaker effect than L1's Orchestrated Offensive for your allies, in exchange for some extra daamge. I'm not sold.</p><p></p><p><span style="color: #800080">Teachable Moment</span> (D 381) - A bad power, it gives out damage buffs when you hit and attack buffs when you miss. A bit unreliable as to what you're giving out on a round-by-round basis, and when you're doing well its a single +3 damage? Yuck.</p><p></p><p><span style="color: #800080">White Raven Strike</span> (PHB) - A decent THP buffer for two allies, plus some solid damage from you. Underwhelming.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #ff0000">Eviscerating Shot</span> (MP 2) - A Reliable shot for decent damage and a persistent combat advantage effect. Really? I expect more from a daily.</p><p></p><p>Stay on Target (MP) - While it does attack outside your turn and grant free attacks (yay!), it requires a Heavy Thrown wepaon and the attacks must be Ranged, forcing most members in the average party to prepare specifically to take advantage of it (boo). Average overall.</p><p></p><p><span style="font-size: 12px"><strong>Melee or Ranged:</strong></span></p><p></p><p>Tactical Withdrawal (MP 2) - Disallowing OA's is good, and the damage is decent, but I'm not really sure the shifting effect is what you want, most of the time. A very average daily, but most at this level are sadly.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #800080">Awakened Wrath</span> (D 381) - A decent power to use when your party Defender is bogged down by enemies and you need help. However, if your Defender is bogged down by enemies and you need help anyway, something weird is going on, unless you got Bloodied helping him bring them down. A strange power, and not what I'm looking for in terms of daily</p><p></p><p><strong>Coordinated Assault (D 384)</strong> - 2 allies shift, followed by an attack that knocks prone. Would be better if it allowed for focus firing, but as it is, it's solid but unexceptional.</p><p></p><p><span style="color: #0000ff">Warlord's Recovery</span> (MP) - Recovering your best encounter power + letting your ally use his best encounter power one more time has a pretty good shot of trumping the effect of most Dailies here, which is why I give this a good rating. YMMV, though.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 10, Utility</strong></span></p><p></p><p>Time for more hard choices: this is one of the strongest Utility fields for any class, at any level. <strong>Tactical Orders </strong>and its sweet movement enabling is my pick, though Instant Planning is a great choice for Charisma-based Warlords, and Intelligence-based Warlords could take Tactical Shift, and <strong>Unintended Feint</strong> is also on the table. <strong>Rallying Deflection </strong>is also fantastic, if you can use it well (I never could). That being said, the field is strong enough for you to find something good in almost every power.</p><p></p><p><strong>Level 10 Utility List</strong></p><p>[sblock]</p><p><span style="color: #0000ff">Bolstering Shout</span> (MP) - A nice way to heal en masse, though its value is <span style="color: #800080">lesser</span> for Dwarf allies.</p><p></p><p>Covering Fire (MP 2) - Helps get your allies out of the Controller's nuke zones. Can see use, but tell your Controllers to stop sucking!</p><p></p><p><span style="color: #800080">Defensive Rally</span> (PHB) - Essentially mass second wind with a save attached, except it only burns up your standard action. Leave this to the clerics.</p><p></p><p><span style="color: #800080">Draw Their Eyes</span> (D 381) - While a damage bonus is always nice, especially when it keys off your main stat, having to get marked and give up CA for it is quite the balancing factor. Also, it only lasts a turn (rare indeed is the Warlord who can make enough attacks in one turn to make this worthwhile).</p><p></p><p><span style="color: #800080">Ease Suffering</span> (PHB) - Ongoing damage is not enough of a concern to grab a Daily Utility specifically to counteract it, especially because it can be, you know, saved against.</p><p></p><p><span style="color: #0000ff">Instant Planning</span> (MP) - If Charisma is your secondary attribute of choice, this is a big-time accuracy buff that can let your allies put the encounter on its head. A very strong pick.</p><p></p><p><span style="color: #800080">Judicious Action</span> (D 384) - Getting a do-over on an action point is nice to have, even if it is just once per day. Tactical Warlords likely have little need for it, given that it is exceedingly unlikely for the ally to miss an AP sequence with them around. This might be nice if you have a Warchanter in the party, but its uses are niche.</p><p></p><p><span style="color: #ff0000">Marked Revelation</span> (MP) - A pretty cool effect... until you realize it burns up your standard action. Avoid like the plague.</p><p></p><p>Rallying <span style="color: #0000ff">Deflection</span> (MP) - Is this really a Utility power? It grants an attack! And a charge at that! A very nice pickup, since you're bound to get shot at sooner or later. I always struggled to use this but if you can reliably, love it!</p><p></p><p><span style="color: #0000ff">Strength of Conviction</span> (MP 2) - Mass healing that enhances your other healing abilities. Very nice.</p><p></p><p>Strider Stance (MP) - Pick up a damage bonus as part of your shift, or allow an ally to do the same. Serviceable.</p><p></p><p><span style="color: #0000ff">Tactical Orders</span> (MP 2) - A fantastic advancement Utility that can be used every encounter.</p><p></p><p><span style="color: #0000ff">Tactical Shift</span> (PHB) - Once per day, prevent an attack from ever hitting your ally. I don't like daily utilities but this one can certainly see use.</p><p></p><p><span style="color: #0000ff">Unintended Feint</span> (MP) - A reroll with CA for an ally. Again, I don't like daily utilities, but saving Blade Cascade is usually important.</p><p></p><p><span style="color: #0000ff">Warlord's Denial</span> (D 381) - A very nice mass-saving power. <span style="color: #ff0000">Obsolete</span> if you can take the Mark of Healing feat, though. Still, mass saves can be crucial.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709492, member: 74499"] [b]Originally posted by zelink551:[/b] At-Will Powers: Fundamentals of Glory Warlords actually have some tough choices here; there is not any real At-Will that is a must for all the builds (at least not anymore). Therefore, you have quite a few worthy powers for competing for 2 (at best 3) spots. This may be a tough call overall, but I recommend Commander's Strike and Intuitive Strike for anyone that can use them effectively. Ranged Warlords are pretty much stuck with the 3 Ranged At-Wills from MP 2, but no worries: they're all pretty good, especially Direct the Strike. I've also taken the liberty of separating the powers in whether they are Melee attacks, Ranged attacks, or require no attack rolls from you at all. [Size=3][b]Melee:[/b][/size] [COLOR=#800080]Brash Assault[/COLOR] (MP) - This power has a massive degree of variability. If your DM doesn't take the gamble often, this isn't worth much, but it is gold if he does. I give it a lower rating, but it can go from [COLOR=#ff0000]horrible[/COLOR] to [COLOR=#0000ff]useable[/COLOR], depending on the situation. Therefore, not for the majority of Warlords, unless you have Harlequin Style and a strong Charisma, in which case it is [COLOR=#0000ff]fantastic[/COLOR], but the oppourtunity cost of an at-will and a feat makes this a [COLOR=#800080]horrible tradeoff[/COLOR][COLOR=#800080], [/COLOR]and one that in most circumstances I can't recommend. [COLOR=#800080]Furious Smash[/COLOR] (PHB) - It deals piddly damage, but packs a pretty strong buff for the next attack. Unless the next attack is crazy powerful, such as a Barbarian's Rage Strike, this will be about equivalent to an at-will, but it'll be hitting Fortitude. With more at-wills being available, it's gotten to the point where I can't really recommend this in good faith, unless your Charisma is very high, and it's not even a bread-and-butter option then. It gets better with a reach weapon (though still not worth the at-will slot, or the standard action), and it probably gets [b]better enough[i] [/i][/b]with a Blade of the Eldtrich Knight to jump a grade, though I still can't reccomend it. [COLOR=#0000ff]Inevitable Wave[/COLOR] (PHH 2) - A charge attack that enhances the ally's charge. The good news is that charge optimization is a great way for a Warlord to get some solid damage across, and other characters synergize well with it; the not-so-good news is that you likely can't spam it. This is a [COLOR=#00ccff]good idea[/COLOR][COLOR=#00ccff] [/COLOR]if you have a Barbarian, a Ranger with Marauder's Rush, or a similarly charge-happy character in your party, otherwise it's still solid. [COLOR=#0000ff]Intuitive Strike[/COLOR] (MP 2) - So... if you're willing to stand and bang with your target and lose a cut of your damage, you get to attack a NAD (and the one generally accepted to be the lowest overall), and you make CA an even bigger boost. This power is really good, especially because flanking isn't really all that hard. A very strong power, and something that should be considered as the 2nd at-will for most. [COLOR=#800080]Opening Shove[/COLOR] (MP) - It hits Reflex, but it... doesn't deal any actual damage, just a push and allows an ally to shift an Intelligence-based distance or make a melee basic attack. It does grant you versatility as far the second effect is concerned, though. I don't believe its versatility makes up for the fact that Wolf Pack Tactics deals damage and allows your ally to shift, and Commander's Strike deals more damage, and doesn't require you to make an attack to grant your ally an attack. However, there are some builds that can really milk it for what it's worth, such as Polearm Taclords; for them, it's better. Rousing Assault (PHH 1) - Enhances your healing if you have a high Charisma, and it gives you 2 turns' worth of effect. Sweet for Charisma-based Warlords (everyone else got left out in the cold here). [COLOR=#0000ff]Viper's Strike[/COLOR] (PHB) - While the condition imposed by this At-Will may not come up enough to make it an every-turn choice the way some other At-Wills are, allowing most Defenders to punish shifts without having to resort to their (usually once per round) Defender feature is sweet, as is the ability to turn other Meleers into off-tanks. Wolf Pack Tactics (PHB) - Lo, how the mighty have fallen. This At-Will was once an automatic inclusion in every Warlord build; now, the fact of the matter is the benefit is a bit too marginal for that. You really don't need to shift that much every turn to maintain flanking, and the utility of the shift isn't much good after that, making this an MBA in some cases. [Size=3][b]Ranged:[/b][/size] [COLOR=#0000ff]Paint the Bull's Eye[/COLOR] (MP 2) - This is the "I need you to buff me now" Ranged At-Will. While you do take on a damage debt by forsaking your Strength modifier as compared to an RBA, the hit bonus for a nova-ing Striker will easily be worth that loss. Not something you want to do every turn, but you will want to use this power at certain points. Risky Shot (MP 2) - A basic extra-damage At-Will that makes you grant CA. Given that this is a Ranged attack, you are at a relatively lesser risk of getting thwacked for granting CA. This is a very serviceable bread-and-butter At-Will, but frankly, Paint the Bull's Eye is superior, and you're probably gonna want that Direct the Strike. [Size=3][b]No Attack:[/b][/size] [COLOR=#00ccff]Commander's Strike[/COLOR] (PHB) - Give your Fighter one more mark, or your Strikers one more crack at the enemy. Works particularly well if your allies have decent Melee basic attacks by default or invest in them via Melee Training, and it has great feat support to make it even better. A great At-Will for quite a few Warlords on the list, though Direct the Strike has stolen some of its thunder. [COLOR=#00ccff]Direct the Strike[/COLOR] (MP 2) - While this may not have the extra damage Commander's Strike does, it has one thing that At-Will has always been lacking: range. I consider them about equal without the feat support, because the fact that you don't have to get close helps some of your party members (like lockdown Fighters and Prime Punisher Melee Rangers) do their job better, and Skirmishing Warlords don't really like Melee range. Heroic Tier Powers: A Taste of Glory For the convenience of Warlords everywhere, I've separated the power list on whether the power is Melee, Ranged, can be used by both, can be used of an MBA, or whether it requires no attack roll from you. [Size=4][b]Level 1, Encounter[/b][/size] A lot of builds will be grabbing different powers that suit their fancy here: Taclords love Warlord's Favor, Skirmishers take Pin Cushion, and Insightful Warlords like Powerful Warning. Everyone else will like Vengeance is Mine or [b]Powerful Warning[/b], which are actually in the running for every Warlord's attention. Off turn enabling is simply so potent. [b]Level 1 Encounter List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#ff0000]Coordinated Offensive[/COLOR] (D 381) - You got Wolf Pack Tactics with a slide away for an ally, and a hit bonus if you've burned an [i]inspiring word[/i] this Encounter. Um... how about not? Diabolic Stratagem (D 369) - How the mighty have fallen... While this power has crazy damage potential, unless your DM plays your monsters as retarded or is very respectful of even the most generic mark, it likely won't go off unless you force the enemy to attack you, which is a lot of setup for an Encounter power. Now if you can find a way to force it to attack you this could get interesting, but thats some seriously work... [COLOR=#ff0000]Guarding Attack[/COLOR] (PHB) - Only buffs AC, and only against the target. Lame. [COLOR=#800080][b]Marginally[/b][/COLOR] better for Inspiring Warlords [COLOR=#0000ff]Hammer and Anvil[/COLOR] (PHB) - The classic "I attack + ally attacks" power, it's still good, but there are somewhat better choices here. [COLOR=#ff0000]Leaf on the Wind [/COLOR](PHB) - What was the last time switching places with the target was of any tactical significance? Yeah... At least the damage is above an MBA's. Luring Focus (MP) - An MBA in damage terms that pulls another enemy to you somewhat. Requires some not-always-attainable early Charisma, and the sturdiness to survive a concentrated enemy assault, too. Not unsalvageable if you're lacking in the "force fireball formation" department, but not a world-beater either. [COLOR=#ff0000]Myrmidon Formation[/COLOR] (MP) - Clustering for 5 THP? Pass. [COLOR=#ff0000]Nimble Footwork[/COLOR] (MP) - Shift for you, shift for an ally, and a hit. At least the damage is better than an At-Will's... Seize the Upper Hand (MP 2) - By itself, this power is pretty good... provided you can maintain CA . Given that the target can shift out of a flanking position and thus ruin the buff for your allies, this will likely require an additional power to be truly viable, which reduces its appeal somewhat. Shielded Assault (MP 2) - Swing + AC bonus for you and any adjacent ally. Solid, but not exceptional. Tactician's Invitation (D 384) - A vanilla attack that offers one of several effects. Decent. [COLOR=#00ccff]Warlord's Favor[/COLOR] (PHB) - Swing + big attack buff for an ally. This is nova setup at its purest, and definitely the Taclord's consensus choice. [Size=3][b]Ranged:[/b][/size] Hammer Formation (MP 2) - The drawback is that forces Ranged Warlords to wield a Heavy Thrown weapon in order to work. The good news is that it's a good buff for the party. A solid choice overall, but not a #1 pick by any stretch of the imagination. Pin Cushion (MP 2) - Pure Ranged (or even Ranged-heavy) parties are rare in my experience, so this rider won't see the play it needs to see its potential realized. It's still plenty awesome, since it does buff you. If you have one of those parties, [COLOR=#00ccff]take this and don't look back[/COLOR]. [COLOR=#0000ff]Race the Arrow[/COLOR] (MP 2) - Swing from you + swing from an ally is nice, especially with the Skirmishing extra damage rider. [COLOR=#00ccff]Even better[/COLOR] if your party is graced with a dedicated charger. [Size=3][b]Melee or Ranged:[/b][/size] [COLOR=#0000ff]Overwhelming Force Trap[/COLOR] (D 384) - Turning an ally's basic attack into an At-Will and dazing sounds nice, but what was the last time your allies made a basic attack outside of an OA (which depends on the enemy)? It can be used occasionally to let a range charge or such, but the beauty of the power comes on OAs. An enemy moves and triggers an OA? BAM, turn over. I'll take that type of action denial, even if this power doesn't measure up to some of the big ones at this level. [Size=3][b]No Attack:[/b][/size] [COLOR=#00ccff]Powerful Warning[/COLOR] (MP 2) - You essentially give your ally the ability to use Disruptive Strike if you're an Insightful Warlord. Far too good to pass up for them. [b]Provocative Order (D 381)[/b] - An ally gets a charge with extra damage. [COLOR=#0000ff][b]Better[/b] [/COLOR]if you have someone who likes to charge. [Size=3][b][/b][/size] [Size=3][b]MBA Triggered:[/b][/size] [COLOR=#00ccff] Vengeance is Mine[/COLOR] (MP 2) - Did I read this correctly? TWO out-of-turn attacks in response to getting hit? Awesomesauce, especially because Ranged characters don't have to worry about provoking OA's by using it (you can't make OA's during your own turn). [/sblock] [Size=4][b]Level 1, Daily[/b][/size] This level has more established directions for Warlords: most Intelligence-based Melee Warlord will grab Lead the Attack, whereas Skirmishers like Relentless Wounding. Everyone else should gravitate toward Lamb to the Slaughter. [b]Level 1 Daily List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#800080]Bastion of Defense[/COLOR] (PHB) - A swing with a defense bonus and some THP for everyone. A good defensive power, though likely not what most Warlords are looking for right now. [COLOR=#800080]Calculated Assault[/COLOR] (MP) - A decent damage buff, but you can only apply it to one ally, and the attack's damage sucks. Plus, that target is gonna be gone for that damage bump is meaningful. Nah. [b]Concentrated Attack (MP)[/b] - A swing for you, and a beefed-up swing for an ally. It can be nice, but it's not quite at the level of other powers here. Create a Target (MP 2) - I don't like the fact that you can save out of the effect (so you essentially have 1-2 turns of this effect in most cases), but this can be a pretty nice effect if it lasts. With some forced movement [COLOR=#00ccff][i][b]this can be really strong[/b][/i][/COLOR], so keep that in mind [COLOR=#ff0000]Expert Timing[/COLOR] (MP 2) - Lower-than-average damage, AND all it does is grant +1 speed? Huh? [COLOR=#800080]Fearless Rescue[/COLOR] (MP) - Fluff gold and a sweet extra attack, but the trigger basically means you failed at your job. Don't plan on failing, especially when this power encourages you to kill yourself on the way to aid you ally. [COLOR=#00ccff]Lamb to the Slaughter[/COLOR] (D 381) - Can provide up to three free charges against the same target in one turn. Now that's what I call focus fire. Without dedicated chargers, or people with decent charges even, it [COLOR=#0000ff][b]falls[/b][/COLOR], potentially [b]far[/b]. [COLOR=#ff0000]Lead by Example[/COLOR] (MP) - Better on a miss than on a hit. Huh? I hate these types of powers [COLOR=#00ccff]Lead the Attack[/COLOR] (PHB) - If you're Int-based and Melee, this power will grant your allies a HUGE bonus to hit a target for a turn. While the duration is limited, the bonus is big enough to allow your allies to land those encounter-swinging blows. Leader's Instincts (MP 2) - Essentially a slightly stronger Hammer and Anvil, with Reliable. Solid, I guess. But reliable powers suck. Orchestrated Offensive (D 384) - Three shots (one from you), but only one of them can hit a given target. The lack of focus-fire potential holds it back somewhat, though. [COLOR=#800080]Pin the Foe[/COLOR] (PHB) - A decent mobility denial effect coupled with solid damage. Meh. White Raven Onslaught (PHB) - Swing + slide every time you or an ally hits. Can be really solid if used correctly, but it doesn't rise far enough above until AgileOp to make this a worthy pick. And then, you have better dailies. [Size=3][b]Ranged:[/b][/size] [COLOR=#800080]Inspiring Shot[/COLOR] (MP 2) - A Reliable Ranged shot that buffs your healing. I don't like it. [COLOR=#0000ff]Relentless Wounding[/COLOR] (MP 2) - A shot that gives your allies a stat in damage for the encounter. Good enough for me. Save this for a solo fight. [Size=3][b]No Attack:[/b][/size] [COLOR=#993366]Destructive Surprise[/COLOR] (D 384) - While the fact that you don't have to attack is cute, it doesn't have a real effect to salivate over. [/sblock] [Size=4][b]Level 2, Utility[/b][/size] This level has 3 basic groups of characters: Intelligence-based Warlords grab Adaptive Stratagem, Inspired Warlords grab Inspired Belligerence, and everyone else picks between Cunning Adjustment, Knight's Move, Martial Cascade, and Spur to Action. [b]Level 2 Utility List[/b] [sblock] [COLOR=#0000ff]Adaptive Stratagem[/COLOR] (MP) - Damage bonus for an ally if you like Int, save bonuses if you're Cha, and both if you're a Resourceful Warlord. Sweet move. [COLOR=#ff0000]Aid the Injured[/COLOR] (PHB) - While I like healing powers as much as the next guy, this is so much worse than your Inspiring Word that I can't recommend it in good faith. [COLOR=#800080]Covering Maneuver[/COLOR] (MP) - Some nice shuffling of position and marks when someone in your party uses second wind. The problem lies in that without a Dwarf, that's unreliable. With a Dwarf, this is a solid power; otherwise, not so much. [COLOR=#ff0000]Crescendo of Violence[/COLOR] (PHB) - Laughably weak. Avoid like the plague. [COLOR=#0000ff]Cunning Adjustment[/COLOR] (D 384) - A free shift and CA against an enemy for performing one of the basic functions of a D&D character? Sweet. Encouraging Boost (MP 2) - A nice benefit for the average character, it [COLOR=#800080]loses some of its luster[/COLOR] if you play it on a Dwarven ally or if you're knee-deep in Melee, since using it will provoke an OA. Flash of Insight (MP 2) - Knocking prone is nice, as is a push, but the power is just average overall. Still, if you're in need of forced movement... [COLOR=#800080]Hasty Alert[/COLOR] (MP 2) - A good defensive buff against surprised rounds. It can see use. But surprise rounds tend to be really rare, since they're such a game changer. Heroic Effort (MP) - A hefty bonus for your allies if you stay Bloodied. You get some THP to make it more palatable than it sounds. If you have the luxury of a party who can watch your back, this is actually [COLOR=#0000ff]quite good[/COLOR]. [COLOR=#00ccff]Inspired Belligerence[/COLOR] (MP) - Godlike for Inspiring Warlords; no one else [COLOR=#ff0000]should even touch it[/COLOR]. [COLOR=#0000ff]Knight's Move [/COLOR](PHB) - Trade in your move action for an ally to use his. Nice, especially once you've established the position you'll be occupying most of the encounter. Important to note here, you give them a MOVE ACTION, not a move, so they could Oath, Quarry, Curse, Minor Action attack, etc. Martial Cascade (D 384) - A turn of a Taclord's AP beneft. Not as good for Taclords, but everyone else likely wants a taste. [COLOR=#800080]Motivated Recovery[/COLOR] (MP) - With a Dwarf, this is solid; otherwise, it's a bit too tame for my tastes. [COLOR=#ff0000]Reckless Opportunity[/COLOR] (MP) - You only give the CA if the ally's initiative wins. Pass. [COLOR=#800080]Repositioning Command[/COLOR] (MP) - A small shift for essentially your whole party. Can tip things in your favor on occasion, but it's not worth being a Daily. Rub Some Dirt on It (MP) - It's about somone's surge value in THP now, but bear in mind it scales [COLOR=#800080]very poorly[/COLOR], and should thus be retrained out for something else as quickly as it becomes useless. Shake [COLOR=#0000ff]it Off[/COLOR] (PHB) - A minor action save with a bonus is nice to keep your allies up on their feet. With the advent of Mark of Healing,[COLOR=#ff0000] this is obsolete[/COLOR], but it maintains its current rating because not everyone has access to that feat. And warlords are pretty terrible at granting saves. [COLOR=#0000ff]Spur to Action[/COLOR] (MP 2) - A reroll plus Combat Leader make it virtually impossible for you not to dominate the initiative order, and it's also great for those who didn't take Combat Leader. [/sblock] [Size=4][b]Level 3, Encounter[/b][/size] This level has the feel of a barren desert with few oases: a lot of powers don't rise up to the challenge, so you'll see groups of Warlords pick more or less the same thing. Insightful Warlords get No Gambit Is Wasted, Inspiring Warlords get Warlord's Strike, and Skirmishers likely grab Martial Doom. The rest of the Warlords will likely gravitate toward Devastating Offensive. However I suggest anyone take a look at [b]Powerful Warning [/b]or [b]Vengeance is Mine[/b] since off-turn enabling is that good. [b] Level 3 Encounter List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#ff0000]Battering Command [/COLOR](MP 2) - While I like inconveniencing my opponents, this is weaker than Hammer and Anvil. Nah... Bloody Ending (MP) - I don't like the condition for the attack, but you can't really complain about anything else if you're a Resourceful Warlord. A solid pick. [COLOR=#00ccff]Devastating Offensive[/COLOR][COLOR=#0000ff] [/COLOR](D 381) - Essentially Hammer and Anvil with some repositioning shenanigans rolled in, it carries minor buffs for Taclords and Resourceful Warlords as icing. [COLOR=#800080]Dicey Predicament[/COLOR] (MP) - A condition to be able to use the power (one you never want to be in), for a benefit that really isn't "all that". [COLOR=#800080]Flattening[/COLOR] Charge (MP) - If you hit, you knock them down (CA for you). If not, CA for them. Swingy, but it can be effective. The ability to hit Fort and regen the power for Bravuralords opens up some potentially decent charge spam. If you need to be a fill in striker, this is [b][COLOR=#0000ff]perhaps worthy of a look?[/COLOR][/b] [COLOR=#800080]Follow Me In[/COLOR] (MP) - A charge for you, and some charge incentive for an ally. OK, I guess. But dedicated chargers will have the badge, and anyone else isn't gonna have a real stellar charge. [COLOR=#800080]Hold the Line[/COLOR] (PHB) - Lame damage, and an effect that requires clustering. Very corner-case. Inspire Resilience (MP 2) - A swing, then a buff for one or more adjacent allies. Solid enough, but there's nothing special. [COLOR=#800080]Inspiring War Cry[/COLOR] (PHB) - Swing + saving throw for an ally. Pretty uninspiring, ironically enough. Just take the level 2 utility! [COLOR=#800080]Interrupting Strike[/COLOR] (D 384) - A swing, then you lay on a mini-Disruptive Strike if you don't get attacked. A few questions though. 1st- Why do you want to get attacked? 2nd- Why don't your allies have a suite of off-turn attacks? At this level, the 2nd may not be true, but I consider this horrendously conditional, and dislike it. [COLOR=#0000ff]No Gambit Is Wasted [/COLOR](MP 2) - Another great Insightful Warlord power, it not only gives an ally a do-over, it inserts an attack of its own, and all this happens outside your turn. If your allies have really dominant daily powers, then this should be something you take a serious glance at. Road to Victory (D 381) - The initial attack offers a shift, and a condition for more shifting. Solid enough, should you need such drastic repositioning on a regular basis. [COLOR=#ff0000]Set the Trap[/COLOR] (D 384) - Yeah, um, how about no? This is way too many conditions for +3 to damage. [COLOR=#800080]Shielding Retaliation[/COLOR] (MP) - This is an off-turn attack, but seriously, the DM should already be going after you. Helping him with that is a BAD IDEA! Steel Monsoon (PHB) - A hit with a minor shift for most of the party is solid, but there are nicer goodies here. Warlord's Strike (PHB) - Now this is a nice power! It's a sizable damage buff against one target, with no other strings attached for [COLOR=#0000ff][b]Inspiring Warlords[/b][/COLOR]. A good pick for them, though this level has competition. [Size=3][b]Ranged:[/b][/size] Staggering Shot (MP 2) - A swing that offers knockdown after the first move the target makes, as well as a hefty push. Solid, I guess, but mostly by virtue of the push. [Size=3][b]Melee or Ranged:[/b][/size] Deadly Distraction (MP 2) - A solid ability that keeps enemies out of your face and straight to their doom. Not provoking OA's has some movement implications apart from the "I can shoot in the face now" strategy. A decent pick, but not terrible impressive [COLOR=#0000ff]Martial Doom[/COLOR] (D 384) - +5 damage on AP's and CA against a target makes this a very spiffy nova setup power. [/sblock] [Size=4][b]Level 5, Daily[/b][/size] Level 5 actually has a pretty strong list. However, three choices stand above the rest in my mind. Melee Warlords looking for more offensive output will likely want Staggering Spin, whereas those seeking to add healing power to their repertoire will go for Stand the Fallen. As for Ranged Warlords, Create Opportunity dominates here. [b] Level 5 Daily List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#ff0000]A Rock[/COLOR] and a Hard Place (MP) - This power is only at its most effective if you're a Taclord (if you're not, this power is [b][COLOR=#ff0000]Trash[/COLOR][/b]) with a Defender ally who has enough AC to help you trigger this (Plate + Shield, Swordmage, that kind of deal). If you have that ally, this is [COLOR=#00ccff]very powerful[/COLOR]. Still good otherwise, though. [COLOR=#800080]Bait the Hook[/COLOR] (D 381) - A swing that gives an ally a sizable advantage over the target. Its being (save ends) and only working for one ally holds it back though. You want your dailies to do more, and last longer. Brave Warriors (MP 2) - A charge that gives allies a hit bonus for charging for the rest of the encounter. A bit corner-case, but that is offset by that charging is actually some characters' bread and butter strategy. But its only +1, which is pretty lame... Directed Combat (D 384) - The good news is that there's almost no situation in which this power will not be useful. The bad news is that you're likely not gonna wring that much use out of it compared to other powers on this list. Serviceable, though not a higher-echelon power. [COLOR=#800080]Exemplar[/COLOR] of Action (MP 2) - Though your damage contribution on the initial attack leaves something to be desired and it grants a save to get out, this is quite the effect cocktail: weakening, CA, and granting 5 extra damage can be devastating before the enemy has a chance to escape. I do hate tacking bonuses onto save ends effects though, since the power you WANT to use this on (a solo or elite), will shake this off, leaving a bad taste in your mouth. [COLOR=#800080]I've Got Your Back[/COLOR] (MP 2) - You give adjacent allies a bonus equivalent to wearing a Heavy Shield after a solidly damaging initial attack. Wasn't this similar to an encounter power? [COLOR=#800080]Pike Hedge[/COLOR] (MP) - Triggers outside your turn (weak damage on the initial attack, though), and leaves a soft control effect for the duration of the encounter. I don't think the damage is enough to be a real deterrent, and it requires a Polearm to boot. However, if you can add things like vulnerability and Radiant One damage it certainly jumps to [b][COLOR=#0000ff]pretty damn good[/COLOR][/b]. However thats a really niche case, and thus I can't recommend this power. [b][COLOR=#800080]Rousing Call[/COLOR] (D 381)[/b] - Some action advantage for prone foes, and some saving throws for those who are down for the count. While a bit corner-case, the situation where it's useful is good to plan for. Look at Stand the Fallen... [COLOR=#0000ff]Staggering Spin[/COLOR] (MP) - Attacks in an area, and can help set up free attacks. If you're looking for Melee offense at this level, this is probably what you'll take. [COLOR=#00ccff]Stand the Fallen[/COLOR] (PHB) - Holy mass healing, Batman! This can turn a bleak situation into a fair fight in one fell swoop, and even comes in with some decent damage on the hit, too. [COLOR=#800080]Surging Assault[/COLOR] (D 384) - Nowhere near as powerful as Stand the Fallen, due to the ridiculously short range. However the bonus to all defenses from second wind is a perk. [COLOR=#ff0000]Terrible[/COLOR] if you have Dwarves in your party, for the aforementioned reason. [b][COLOR=#800080]Terrain Dominance[/COLOR] (DSH) - [/b]The strength of this power is entirely contigent upon your parties ability to generate massive amounts of difficult terrain, and have a hearty amount of forced movent. With that, it becomes a [COLOR=#0000ff][b]solid power[/b][/COLOR], without it [b][COLOR=#ff0000]this is trash[/COLOR].[/b] [COLOR=#ff0000]Turning Point[/COLOR] (PHB) - This looks just like Inspiring War Cry... but as a Daily. No. [COLOR=#800080]Villain's Nightmare[/COLOR] (PHB) - An accurate entry hit, and the possibility of canceling normal movement. Usually not that useful because if an enemy really wants to get away from you, shift-charge is an option you cannot account for. [Size=3][b]Ranged:[/b][/size] Archery Commander (MP 2) - Not provoking OA's on Ranged attacks lifts a lot of restrictions on where you can move in a given encounter, and thus deserves to be regarded highly, [COLOR=#0000ff]especially[/COLOR] in a Ranged-heavy party. Plus, it deals solid damage, too. [COLOR=#00ccff]Create Opportunity[/COLOR] (MP 2) - A very effective enhancement of an ally's damage output while delivering damage of your own. Beautiful. Situational Advantage (MP) - Requires a Heavy Thrown weapon (boo), and the effect only lasts one turn, and even then it's conditional. All that being said, jump through all the hoops and a powerful buff awaits. Too many if's and/or but's for my taste, but still solid. [Size=3][b]No Attack:[/b][/size] Scent of Victory (MP) - A conditional targeting power, but it can be nasty if set up properly. Worth a look. [/sblock] [Size=4][b]Level 6, Utility[/b][/size] This level has one major theme: most of the great powers here focus on healing. Intelligence-based Warlords like Reorient the Axis, whereas Inspiring Warlords pick up the awesome Rousing Words here. Everyone else can go for that, or choose between [b]Dragon's Tenacity[/b], Inspiring Reaction, Invigorating Shout, Martial Vigor, and Stand Tough (though bear in mind, the last one will need retraining out at Paragon because of how poorly it scales). [b]Level 6 Utility List[/b] [sblock] [COLOR=#800080]Anchor the Line[/COLOR] (MP 2) - A decent action advantage power to help an ally. Unfortunately, the range blows. Back to Back (D 384) - While it's thematically cool, flanking will net you combat advantage for a better attack bonus. It can shine in certain situations, but if you're in one of them, you may be in a pickle that +1 to hit doesn't quite solve. [COLOR=#00ccff]Dragon's Tenacity[/COLOR] (PHH 2) - Read this a couple times. You don't need to be bloodied for it to affect you, and so it's a really solid buff for you (a bit bigger if you're a Dragonborn) and for all bloodied allies. One of the best utilities at this level, simply because you NEED to hit with many of your powers. Encouraging Stance (MP) - Some solid THP granting for Bloodied allies, but why grant THP when you can heal and be done with it? [COLOR=#800080]Form a Line[/COLOR] (MP 2) - A decent AC buff... provided you don't deviate from an 8-square wall zone. This will cause problems for your group to get around sooner or later. And I hate standard action utilities on the Warlord when you have a ton of better things to be doing with your standard. [COLOR=#ff0000]Forward Observer [/COLOR](MP) - The effect is so marginal, it's just not worth selecting. [COLOR=#800080]Get Down![/COLOR] (D 384) - Though it is conditional, a free shift with a Stealth check can be a nice boost for some allies. [COLOR=#800080]Guide the Charge[/COLOR] (PHB) - Adds a smidgen of damage and a push to a charge as an Encounter powers, but it triggers before the charge hits. Uninspiring. [COLOR=#800080]Guileful Switch[/COLOR] (MP) - While Delaying your turn will usually accomplish the same things this power will, it does have some conditional advantages, such as when you are incapacitated by some reason. Not enough to consider it a viable choice after the errata, though. [COLOR=#0000ff]Inspiring Reaction[/COLOR] (PHB) - Healing outside your turn? Very nice. Be aware of its only weakness (short range), and you should be able to use this power very well. Invigorating Shout (MP 2) - So... instead of having to SPEND a healing surge to regain HP, you regain the use of one AND heal? No wonder it's a Daily...However its outclassed by other powers at this level. [COLOR=#800080]Leader's Intercession[/COLOR] (D 381) - A good pick for sturdier Warlord builds, the only real downer here is the lame range. But I don't like my leader taking hits, you already should accrue enough aggro. [COLOR=#0000ff]Martial Vigor[/COLOR] (D 384) - You heal, and anyone that burns an AP will heal as well. A bit more thought-intensive than the average Utility power, but it has a higher ceiling than the vast majority of Utility powers. [COLOR=#800080]Phalanx Formation[/COLOR] (MP) - Clustering for +1 AC and Reflex. While good at evoking fluff-rich ancient Greek mental pictures, the mechanics themselves are lacking. [COLOR=#800080]Polearm Vault[/COLOR] (D 369) - Essentially the ability to leafrog the enemy in 4 squares of movement, with no OA protection. Lame. Quick Step (PHB) - +2 speed for an ally as an encounter-long benefit is solid enough. Reassuring Gesture (MP 2) - A decent THP buff as a present for your healing ability. [COLOR=#00ccff]Reorient the Axis[/COLOR] (MP 2) - In a word, wow. Your allies get to turn the battlefield on its head every encounter if you're Intelligence-based, which is one hell of a benefit to have. [COLOR=#0000ff]Rousing Words[/COLOR] (MP) - Two healing surges at a time will go a long way toward healing just about anybody, especially when Inspiring Warlords get an extra healing rider on top. A no-brainer for them. Bordering on [b][COLOR=#00ccff]Sky Blue[/COLOR].[/b] Stand Fast (D 381) - The ability to negate forced movement every encounter is of dubious play value IMHO, but if you do need it, it's golden. [COLOR=#0000ff]Stand Tough[/COLOR] (PHB) - A mass healing effect that doesn't consume healing surges (woot)! However, this does scale very poorly because of the fact that it's surgeless, so if you pick it, be aware that it has an expiration date somewhere in Paragon Tier. [COLOR=#800080]Tactical Supervision[/COLOR] (MP) - The only reason it's halfway decent is because of the option of buffing a basic attack's roll, and that's not enough if you ask me. Tempting Target (MP) - Essentially, you stick your own neck out for the good of the team. If you're a Bravelord, this isn't that much of a gamble, thanks to some decent HP gaining riders. [/sblock] [Size=4][b]Level 7, Encounter[/b][/size] This marks a point of great divergence for Warlords: most builds will gravitate to a different power here. Insightful Warlords continue their tradition of powerful out-of-turn Encounter powers in Join the Crowd. Intelligence-based Warlords are partial to On My Mark. Inspiring Warlords could look at [b]Withering Courage[/b]. The only builds seeming left out in the cold are Bravura Warlords some Resourceful Warlords, so they either take one of the powers above and live with the fact they get no special riders on it (not the worst deal), or they explore new capabilities with Fierce Reply or Sudden Motivation. [b] Level 7 Encounter List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#800080]Deadly Returns [/COLOR](MP) - An attack with an "insurance policy" attack attached. Why do this when other powers guarantee the second attack will happen? Fierce Reply (MP 2) - A very good Defender impersonation, complete with extra damage and a shift. A pretty cool thing to have. Could see use on a Striker Hybrid too. [COLOR=#0000ff]Join the Crowd[/COLOR] (MP 2) - Oh, man, is this nasty. Not only does the originator of the attack worry less about where he places the attack because you'll force a target in, it's an attack that occurs out of turn and even carries a buff for Insightful Warlords. A bit party-dependent, but a[COLOR=#00ccff] [b]very awesome[/b][/COLOR] ability to have in those parties. Lion's Roar (PHB) - An attack with a heal attached. While plain as vanilla ice cream, there is no such thing as too much healing. [COLOR=#800080]Martial[/COLOR] Excitation (D 384) - You get Skirmishing Presence Lite, after a rather lackluster attack. The shifting benefit is good compensation, but not enough to make up for the kind of lame initial swing. Most of the time this doesn't measure up, but if you need mobility... [COLOR=#ff0000]Phalanx Assault[/COLOR] (MP) - Clustering is usually not worth the buff this carries. Skip. Maybe worthy with Sigil Carver this could [b]improve[/b], but even then I can't suggest it. [COLOR=#0000ff]Provoke[/COLOR] [COLOR=#800080]Overextension[/COLOR] (MP) - Basically Brash Assault's bigger, meaner brother. It buffs you against the enemy's attack (which is forced to happen) and buffs your ally's reprisal attack. The Bravura rider is necessary to make this tradeoff worth it. But I don't really like Brash Assault, and I feel like except under abnormal circumstances (your defender is a Knight, for example), this isn't going to be better than Hammer and Anvil. Now, if you play under ridiculous circumstances of your DM throwing out constant status effects frequently messing with mark punishment, then this certainly [b]j[COLOR=#0000ff]umps up in rating[/COLOR]. [/b] Sacrificial Lure (MP) - It slaps on an AC penalty, but deals good damage and has a nice attack buff attached. Solid enough. Stirring Force (MP) - Mass saves are rather hard to come by at this point, so this has something unique going for it. The range bites, but if you need this, it's here. [COLOR=#0000ff]Sudden Motivation[/COLOR] (MP 2) - An extra move action for your whole party can help wreak all sorts of tactical havoc. Something to consider. Clutch if you support builds that need lots of minors the get started. Sunder Armor (PHB) - I give this a neutral rating, but it can go from [COLOR=#ff0000]useless[/COLOR] to a [COLOR=#00ccff]godsend[/COLOR], depending on how much the dice gods favor you the turn you use it. [COLOR=#00ccff]Surprise Attack[/COLOR] (PHB) - A swing from you, and one with CA for an ally. Taclords get a hefty buff for their ally's attack to seal the deal. A solid enough power for me to give it a top-tier rating. [COLOR=#800080]Surround Foe[/COLOR] (PHB) - The effect will rarely accomplish a flanking position that Wolf Pack Tactics wouldn't have gotten you, and it doesn't do anything else. Very marginal. Threatening Presence (D 381) - A decent power that shines when dealing with pesky enemy Soldiers. Decent enough. [COLOR=#800080]Together We Survive[/COLOR] (MP 2) - A small amount of THP for hitting the target for a turn. Very underwhelming. [COLOR=#800080]War of Attrition[/COLOR] (MP) - A hefty damage bonus to At-Wills and basic attacks (which can affect any attack you grant if it's done outside your turn) for a turn, though the attack is small. After the errata, this packs nowhere near the punch it once did and should be avoided. Wild Runner Strike (D 375) - Imposes difficult terrain on your enemy, removes it from your allies, and deals damage. A pretty solid mix of abilities. [COLOR=#0000ff]Withering Courage[/COLOR] (D 381) - You impose a penalty on attack rolls that is cumulative with ally attacks, and your allies get a boost out of it as well if you're Bravura or Inspiring. A neat power, and very cool if you're building a Warlord with a good array of control elements. [Size=3][b]Melee or Ranged:[/b][/size] [COLOR=#800080]General's Gift[/COLOR] (MP 2) - A decent ability that lets your ally heal with your surges. Better for Skirmishers and Con-based Bravelords, simply because they're more likely to have the surges to spare. But come on, you're usually getting the living daylights kicked out of you anyways. [COLOR=#00ccff]On My Mark[/COLOR] (MP 2) - An attack from you (Melee or Ranged), which grants your ally an attack (with a bonus if you hit). Skirmishers also get a nice shift to put the ally in position. A very nice and easy-to-use power. The best Ranged power of the level. Tactician's Favor (D 384) - You get a collection of decent buffs after a generic attack. Decent enough. [Size=3][b]No Attack:[/b][/size] Friendly Fire (D 384) - Given the strength of Encounter powers at this level, something as hit-or-miss as an enemy attacking another enemy when it misses a member of your party is gonna have a ceiling below that of some others on this list. [/sblock] [Size=4][b]Level 9, Daily[/b][/size] This is actually a pretty bare-bones level for Warlords: you're probably looking to get [b]Warlord's Recovery[/b], though Melee has additional options in Ready the Charge or Iron Dragon Charge. Either way, this is probably the first of your Warlord Dailies to get retrained out. [b] Level 9 Daily List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [b][COLOR=#800080]Blood Designation[/COLOR] (MP)[/b] - A decent hit, and an ongoing + CA combo package. Rather lackluster, since the targets you really want to hit with this will be the first ones out of it. [COLOR=#800080]Caging Glaive[/COLOR] (D 369) - A decently damaging hit, and it has a solid mobility-denial ability. That being said, you probably want to work with a Defender while using this power; otherwise, the enemy will just come after you. And that will already happen so I don't care for this. Dangerous Leader (MP 2) - A decently damaging charge power, with some free healing for all your allies every time you charge. Hard to realize its full potential since most Walords can't really spam charge attacks; if you can, this is [COLOR=#0000ff]quite good[/COLOR], especially if you can buff the healing. [COLOR=#800080]Denying Mark[/COLOR] (MP) - A nice "Elite/Solo control" power, its only flaw is that the enemies it affects the most have the best chance of shaking off the effect, which is pretty huge flaw IMO. Disheartening Flurry (MP) - While -2 to saves for the encounter is a bit stronger than it used to be thanks to the fall of the Orbizard, it's still not enough to justify this rather marginal power. Still, it could see some use in a control heavy party but I can't recommend it. [COLOR=#800080]Force of Fellowship[/COLOR] (MP 2) - An attack that deals more damage for every Inspiring Word you've busted out, and recharges one of them. It's rather unimpressive right now, but it gets better for builds who attach buffs to their Inspiring Word, though not enough to make it a top choice. [COLOR=#0000ff]Iron Dragon Charge [/COLOR](PHB) - Free charges for your ally when you charge for the whole encounter (makes certain characters very happy). Find a way to charge every round (easier said than done), and this is [COLOR=#00ccff]fantastic[/COLOR]. Knock them Down (PHB) - If you're looking for control, this is likely the power for you. Your allies' participation is a bit limited by the fact that it only permits MBA's, but it's still very strong. Still, its only prone... Ready the Charge (MP 2) - This requires some serious setup to be successful, but can be pretty nasty if you put in the [COLOR=#0000ff][b]work for it[/b][/COLOR]. Not a top choice, but not a bad power, either. [COLOR=#800080]Shift the Field[/COLOR] (D 384) - This has a weaker effect than L1's Orchestrated Offensive for your allies, in exchange for some extra daamge. I'm not sold. [COLOR=#800080]Teachable Moment[/COLOR] (D 381) - A bad power, it gives out damage buffs when you hit and attack buffs when you miss. A bit unreliable as to what you're giving out on a round-by-round basis, and when you're doing well its a single +3 damage? Yuck. [COLOR=#800080]White Raven Strike[/COLOR] (PHB) - A decent THP buffer for two allies, plus some solid damage from you. Underwhelming. [Size=3][b]Ranged:[/b][/size] [COLOR=#ff0000]Eviscerating Shot[/COLOR] (MP 2) - A Reliable shot for decent damage and a persistent combat advantage effect. Really? I expect more from a daily. Stay on Target (MP) - While it does attack outside your turn and grant free attacks (yay!), it requires a Heavy Thrown wepaon and the attacks must be Ranged, forcing most members in the average party to prepare specifically to take advantage of it (boo). Average overall. [Size=3][b]Melee or Ranged:[/b][/size] Tactical Withdrawal (MP 2) - Disallowing OA's is good, and the damage is decent, but I'm not really sure the shifting effect is what you want, most of the time. A very average daily, but most at this level are sadly. [Size=3][b]No Attack:[/b][/size] [COLOR=#800080]Awakened Wrath[/COLOR] (D 381) - A decent power to use when your party Defender is bogged down by enemies and you need help. However, if your Defender is bogged down by enemies and you need help anyway, something weird is going on, unless you got Bloodied helping him bring them down. A strange power, and not what I'm looking for in terms of daily [b]Coordinated Assault (D 384)[/b] - 2 allies shift, followed by an attack that knocks prone. Would be better if it allowed for focus firing, but as it is, it's solid but unexceptional. [COLOR=#0000ff]Warlord's Recovery[/COLOR] (MP) - Recovering your best encounter power + letting your ally use his best encounter power one more time has a pretty good shot of trumping the effect of most Dailies here, which is why I give this a good rating. YMMV, though. [/sblock] [Size=4][b]Level 10, Utility[/b][/size] Time for more hard choices: this is one of the strongest Utility fields for any class, at any level. [b]Tactical Orders [/b]and its sweet movement enabling is my pick, though Instant Planning is a great choice for Charisma-based Warlords, and Intelligence-based Warlords could take Tactical Shift, and [b]Unintended Feint[/b] is also on the table. [b]Rallying Deflection [/b]is also fantastic, if you can use it well (I never could). That being said, the field is strong enough for you to find something good in almost every power. [b]Level 10 Utility List[/b] [sblock] [COLOR=#0000ff]Bolstering Shout[/COLOR] (MP) - A nice way to heal en masse, though its value is [COLOR=#800080]lesser[/COLOR] for Dwarf allies. Covering Fire (MP 2) - Helps get your allies out of the Controller's nuke zones. Can see use, but tell your Controllers to stop sucking! [COLOR=#800080]Defensive Rally[/COLOR] (PHB) - Essentially mass second wind with a save attached, except it only burns up your standard action. Leave this to the clerics. [COLOR=#800080]Draw Their Eyes[/COLOR] (D 381) - While a damage bonus is always nice, especially when it keys off your main stat, having to get marked and give up CA for it is quite the balancing factor. Also, it only lasts a turn (rare indeed is the Warlord who can make enough attacks in one turn to make this worthwhile). [COLOR=#800080]Ease Suffering[/COLOR] (PHB) - Ongoing damage is not enough of a concern to grab a Daily Utility specifically to counteract it, especially because it can be, you know, saved against. [COLOR=#0000ff]Instant Planning[/COLOR] (MP) - If Charisma is your secondary attribute of choice, this is a big-time accuracy buff that can let your allies put the encounter on its head. A very strong pick. [COLOR=#800080]Judicious Action[/COLOR] (D 384) - Getting a do-over on an action point is nice to have, even if it is just once per day. Tactical Warlords likely have little need for it, given that it is exceedingly unlikely for the ally to miss an AP sequence with them around. This might be nice if you have a Warchanter in the party, but its uses are niche. [COLOR=#ff0000]Marked Revelation[/COLOR] (MP) - A pretty cool effect... until you realize it burns up your standard action. Avoid like the plague. Rallying [COLOR=#0000ff]Deflection[/COLOR] (MP) - Is this really a Utility power? It grants an attack! And a charge at that! A very nice pickup, since you're bound to get shot at sooner or later. I always struggled to use this but if you can reliably, love it! [COLOR=#0000ff]Strength of Conviction[/COLOR] (MP 2) - Mass healing that enhances your other healing abilities. Very nice. Strider Stance (MP) - Pick up a damage bonus as part of your shift, or allow an ally to do the same. Serviceable. [COLOR=#0000ff]Tactical Orders[/COLOR] (MP 2) - A fantastic advancement Utility that can be used every encounter. [COLOR=#0000ff]Tactical Shift[/COLOR] (PHB) - Once per day, prevent an attack from ever hitting your ally. I don't like daily utilities but this one can certainly see use. [COLOR=#0000ff]Unintended Feint[/COLOR] (MP) - A reroll with CA for an ally. Again, I don't like daily utilities, but saving Blade Cascade is usually important. [COLOR=#0000ff]Warlord's Denial[/COLOR] (D 381) - A very nice mass-saving power. [COLOR=#ff0000]Obsolete[/COLOR] if you can take the Mark of Healing feat, though. Still, mass saves can be crucial. [/sblock] [/QUOTE]
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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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