Powers that weren't as good as you thought or were better.

Our fey warlock went for ethereal stride (utility 2), and used it as his 'get out of jail free' card when they were imprisoned by the goblins - it arrived just in time!
Oh, I think Ethereal Stride is very good, due to the extra bonus to defences - which stacks with the bonuses from the Second Wind.

Drop out, pop the second wind, enjoy that you're very hard to hurt due to the +4 bonus to defences.

Cheers, LT.
 

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My fighter was pretty disappointed with Passing Attack (almost never hit with both, and if you miss the first attack you don't even get to shift) and retrained to Covering Attack.
Yeah, this. The exploit would be much, much better, if the attack bonus would be for the first attack.

Cheers, LT.
 

The fey warlock has decidedly unimpressive powers at Utility 2. Our tiefling had to take Fiendish Resilience.
I totally disagree. Beguiling Tongue is an AWESOME power; it's just not so great for in-combat use. An encounter based +5 to an interaction skill is great -- if you're already trained in one, you can kick it through the roof for one roll, and the ones you aren't trained in can be as good as a trained check for that one shot. Shadow Veil is pretty good too, if you're into stealth.

I think a lot of people underestimate how good the skill boosting utilities are. That may reflect on play style, though; a hack'n'slash group probably WOULDN'T see anything special in a skill bonus.

That said, Ethereal Stride is pretty cool if you aren't an eladrin, and doubly so for those who aren't fey pact. Even a fey warlock could use it, though, since it allows you to teleport without having to drop a cursed target first.

Actually, it looks to me like Fiendish Resillience is the least interesting of the utilities. I mean, what, around 10 temp HP? Blech. And and infernal pact would probably be the least likely to take that, too.
 

As for me? I found that riposte strike was pretty bad - in order to get your riposte, you have to hit, so you've already sneak attacked for the round. The basic attack it grants is going to be quite weak compared with the likely effects of anything that swings at you in melee, and so it's not going to be any major deterrent for a foe.
Oh, I don't know. Riposte seems like it'd be good at low levels. It might be one of those that's worth having initially but should be traded away later. But honestly, given you're probably a Brutal Rogue if you're taking this, I don't see the problem. It's an extra d6+4 damage or so. What's the problem?
 
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Consecrated Ground is a power that no cleric should be without, sure the damage looks weak on paper and the area of effect is small, but the sheer power of a few hp here and there while bloodied is amazing.

Anytime an ally falls to 0 or lower, once they start their turn, they automatically gain at least 1 hp, making them conscious again. PCs can fall unconscious one turn, then stand up and attack on their turn with no penalty. As long as the cleric doesn't die and nobody falls to -bloody, the party becomes energizer bunnies for an encounter.
 

several posts lauding knockdowns, and stating that it's impossible to rise from prone and attack unless adjacent...

This is wrong, isn't it? All the prone foe has to do is rise and charge. If he's adjacent he rises and attacks, if not he rises and charges. There might be a dead zone of 1 square, but really the whole Prone condition is way too finicky to be really useful.

I find both Prone and Daze to be much weaker than expected, and powers that cause those the same. Slow is only a shade better - since, again, the foe can still charge a considerable distance.

I'm really looking forward to taking Disruptive Strike with my Cleric/Ranger at 4th. 19 Wis/19 Dex. Great for spiking the solo monster's encounter power, excellent for getting out of tricky melee - I think: this is still only expectation for me.

As a Cleric, the surprisingly good powers have been Beacon of Hope and Sacred Flame. I'm not getting much use out of the temporary ho from the latter, but the interruptive save is often precious. BoH, meanwhile, has transformed our party. I started out with Casacde of Light and loved the damage, but the triple whammy of immediate healing, boosted encounter healing and enemy-specific area weakening is awesome.

Divine Glow has also been better than expected. It may sound like a Maybelline moisteriser, but its enemy-and-ally-distinguishing area effect is extremely good at low levels.

Underwhelming in play: Cascade of Light (very good damage, but damage just isn't that good).
 

Knockout Rogue Level 9 Daily
Standard Action, melee weapon
Target: One creature
Attack: Dex vs Fort
Hit: 2W+dex, & unconsciousness (save or taking damage awakes target).
Miss: Half damage & target is dazed for the turn.

Oh now this is a fun one. You could write on their forehead / tencticle etc take a scry-image from your 3g speaking stone and post it on facescroll via the ethernet.

Or your friends could take their impliment/weapon, shackle them, drench them in oil and then unleash a rather nasty coup de grace, etc. Boss killer.



Q: If someone is "rudely awakened" from unconciousness do they go to the bottom of the initive pile? Would they grant CA until they act? ect and whatnot.
 


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