Minifig
First Post
I'm currently re-rolling my Wilden Warden into a Sentinel Druid.
My quandary here is I don't know what the best daily encounter power I should take is.
My choices:
Vexing Overgrowth (HotFK): A weapon-based burst attack that deals impressive damage for this level, 1/2 damage on a miss, and an encounter long effect that causes adjacent enemies to grant CA.
OR:
Shillelagh (HotFK): It's an encounter long buff that causes the target weapon to deal a little extra force damage, and more importantly knock things prone on a hit!
----
Before anyone asks; I'm a Summer Druid, which means that I've got a bear.
Here's my character so far:
---
Wilden, Sentinel
Season: Druid of Summer
Druid Wilderness Knacks Option: Herb Lore (Druid)
Druid Wilderness Knacks Option: Beast Empathy (Druid)
Hardy Form Option: Hardy Form Reflex
Arcane Tracker (+2 to Nature)
FINAL ABILITY SCORES
STR 10, CON 17, DEX 11, INT 10, WIS 21, CHA 8
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8
AC: 21 Fort: 20 Ref: 18 Will: 20
HP: 64 Surges: 10 Surge Value: 17
TRAINED SKILLS
Heal +13, Insight +13, Nature +19, Perception +15
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Athletics +4, Bluff +2, Diplomacy +2, Dungeoneering +8, Endurance +5, History +3, Intimidate +2, Religion +3, Stealth +4, Streetwise +2, Thievery +2
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wilden Racial Power: Voyage of the Ancients
Wilden Racial Power: Wrath of the Destroyer
Wilden Racial Power: Pursuit of the Hunter
Druid Attack: Combined Attack
Cleric Utility: Healing Word
Druid Attack 1: Tending Strike
Druid Attack 1: ?
Druid Utility 2: Elk's Fortitude
Druid Attack 5: Hunger of the Land
Multiple Class Utility 6: Leaf Wall
FEATS
Level 1: Wasteland Wanderer
Level 2: Master at Arms
Level 4: Toughness
Level 6: Lightning Reflexes
ITEMS
Frost Quarterstaff +1 x1
Hide Armor of Exploits +2 x1
Adventurer's Kit
Cloak of the Walking Wounded +2 x1
Potion of Healing (heroic tier)
Belt of Vigor (heroic tier) x1
====== End ======
Any thoughts?
Thanks gang!
My quandary here is I don't know what the best daily encounter power I should take is.
My choices:
Vexing Overgrowth (HotFK): A weapon-based burst attack that deals impressive damage for this level, 1/2 damage on a miss, and an encounter long effect that causes adjacent enemies to grant CA.
OR:
Shillelagh (HotFK): It's an encounter long buff that causes the target weapon to deal a little extra force damage, and more importantly knock things prone on a hit!
----
Before anyone asks; I'm a Summer Druid, which means that I've got a bear.
Here's my character so far:
---
Wilden, Sentinel
Season: Druid of Summer
Druid Wilderness Knacks Option: Herb Lore (Druid)
Druid Wilderness Knacks Option: Beast Empathy (Druid)
Hardy Form Option: Hardy Form Reflex
Arcane Tracker (+2 to Nature)
FINAL ABILITY SCORES
STR 10, CON 17, DEX 11, INT 10, WIS 21, CHA 8
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8
AC: 21 Fort: 20 Ref: 18 Will: 20
HP: 64 Surges: 10 Surge Value: 17
TRAINED SKILLS
Heal +13, Insight +13, Nature +19, Perception +15
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Athletics +4, Bluff +2, Diplomacy +2, Dungeoneering +8, Endurance +5, History +3, Intimidate +2, Religion +3, Stealth +4, Streetwise +2, Thievery +2
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wilden Racial Power: Voyage of the Ancients
Wilden Racial Power: Wrath of the Destroyer
Wilden Racial Power: Pursuit of the Hunter
Druid Attack: Combined Attack
Cleric Utility: Healing Word
Druid Attack 1: Tending Strike
Druid Attack 1: ?
Druid Utility 2: Elk's Fortitude
Druid Attack 5: Hunger of the Land
Multiple Class Utility 6: Leaf Wall
FEATS
Level 1: Wasteland Wanderer
Level 2: Master at Arms
Level 4: Toughness
Level 6: Lightning Reflexes
ITEMS
Frost Quarterstaff +1 x1
Hide Armor of Exploits +2 x1
Adventurer's Kit
Cloak of the Walking Wounded +2 x1
Potion of Healing (heroic tier)
Belt of Vigor (heroic tier) x1
====== End ======
Any thoughts?
Thanks gang!