A fix for Sure Strike

Stalker0

Legend
There are a number of threads documenting how sure strike and careful strike are the two weakest at-wills. In sure strike's case, its not that the power is bad, its that its purpose is already fulfilled by reaping strike and cleave. So here's an idea to keep the flavor of the power, but completely change its mechanics so it works with other powers, not against them.

Sure Strike
At-will, Martial, Weapon
Move Action
Effect: The next melee attack roll gains a +2 power bonus. The next melee damage roll does not get your ability modifier added in, if it normally would.

So for example, a fighter using Crack the Shell would get a +2 to his attack roll, and would get the ongoing 5 damage and -2 penalty to AC if he hits. However, the damage would only be 2[W]...not 2[W] + strength.

This power allows the fighter to customize his other powers for attack or damage. However, the fact that it takes a move action to setup means that it limits the fighter's mobility, so its a tradeoff there.

My original idea was to make this into a stance, but I realized that can get abused with things like the dilettante.
 

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Sure Strike
At-will • Martial
Move Action • Personal
Effect: Your next melee attack roll gains a +2 power bonus. If this attack hits, (...)
Drop "weapon", add a range ("personal"), so you're not able to target allies.

I wonder if it should only apply to At-Will & Encounter powers. Might be too good on a Daily, since ability bonus damage is going to be low compared to the other benefits.

all at wills are standard actions.
You probably mean "all at-will attack powers" are standard actions, because of course you know about the Rogue movement at-will powers, but even that's irrelevant, since his proposal isn't an attack.

Cheers, -- N
 

I agree on dropping Weapon (not appropriate here) and adding Personal range.

In my opinion, the remaining hole here is that it can be used to replace an otherwise useless action with a significant edge.

So, if I'm engaged and hoping to take down a Brute, I can try and if I fail (and thus don't want to move), toss this off with the Move action I wasn't going to use anyway, to give me +2 to my action next round.

I'd change it to "The next melee attack roll before the beginning of your next turn gains..." to address this.
 

Move actions should be used for nothing but movement. Period. Unless it involved controlling pets, but even that I would disagree with.

Why? Because movement is what makes tactical combat interesting. There would be very few times, if you had careful strike and were using a daily or encounter power with an effect that only happens on a hit, when you would move.

So, make it a minor action and everything is all good
 

You probably mean "all at-will attack powers" are standard actions, because of course you know about the Rogue movement at-will powers, but even that's irrelevant, since his proposal isn't an attack.

by at will I mean first level at will powers. There are class feature non move all wills etc.. but no first level powers at will that aren't standard actions.
 


In my opinion, the remaining hole here is that it can be used to replace an otherwise useless action with a significant edge.
(...)
I'd change it to "The next melee attack roll before the beginning of your next turn gains..." to address this.
For the former, I guess one could think of it as instead of Shifting to flank (due to lack of allies or whatever). If one is already flanking, then the enemy may have been pinned down somehow, and you're leveraging a previous advantage. Same goes of you're already flanking due to some good teamwork on your ally's part.

The fact that Move actions are valuable, and that Power bonuses to attack are not that uncommon (e.g. Righteous Brand), and that generally those Power bonuses overshadow this +2, and I don't think it's all that terrible.

by at will I mean first level at will powers. There are class feature non move all wills etc.. but no first level powers at will that aren't standard actions.
Yes, that's what I said you probably meant. And then I said: even then, it's irrelevant, because this isn't an attack.

Cheers, -- N
 

Minor action if you are going to do this. I personally don't think it is balanced because for some upper level powers the +6 bonus you add from strength is worth giving up for +2 to hit because they deal 5[W] damage among other effects. +2 to hit on any attack is a very high modifier.

I think sure strike is decent. 1[W] damage includes magic bonuses, feat bonuses etc, so it could be better than just going with a reaping strike.
 


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